Beyond The Boundary: The Hollow Temple
Enrichment and Traits
You can think of Enrichment as an alternative XP that you can spend on Traits during character creation, and on the acquiring of special items and skills later on during the campaign. Should you provide me with a paragraph or more of backstory for your character, you get 10 free Enrichment to start with. You can gain more Enrichment in the following ways:
- Showing up for a session. If you play for the majority of a session (not showing up more than 20 minutes late or leaving more than 20 minutes early), you will receive 1 Enrichment.
- Interacting with the world and NPCs. If you do a lot of roleplaying by making conversation with NPCs that isn't strictly necessary, or your character shows an interest in the lore of the world and makes efforts to investigate things that aren't directly related to the Case at hand, you will receive an additional 1 Enrichment that session.
- Completing a Case. Each individual Case will have varying outcomes based on the information you collect and how you act on that information. You will receive additional Enrichment at the end of a Case that you participated in based on how close you got to the truth.
When creating your character, you have the following options to spend Enrichment on. Positive Traits will cost Enrichment, while Negative Traits award Enrichment.
- Allies: You are or were part of some sort of group, be it the Holy Church, the Consociatio Magos, or a magical family of sorts. Or perhaps you are on the good side of a powerful magus or wealthy businessman. You can try to call on these allies for aid.
- Forbidden Knowledge: You have knowledge of darker parts of the world than even the average inhabitant of the World Beyond the Boundary. Perhaps you know secrets of the Dead Apostle Lords, the dark dealings of a magical cult, or of forbidden magics like Phantasm Soul or Serie Magicam theft. This knowledge is dangerous, and might make you a target in some ways, but will likely prove invaluable in the more dire Cases.
- Inheritance: Be it from an actual inheritance, a prior business, or even a lucky lotto ticket, you start with an additional $10,000 in starting wealth.
- Land Owner: You're lucky enough to own or rent a place of your own. At this level, it's a small place, like an apartment or one story home, or perhaps a small business like a storefront or a bar. It mostly pays for itself if it's a business, or you managed to get lucky and score a rent adjusted apartment or an unmortgaged parcel of land, so the resource drain is negligible compared to your paycheck.
- Packrat: You've got a habit of buying and pocketing random things and forgetting about them. Once per session, you can retroactively add an item to your inventory. If it is worth more than $50, you have to pay the cost.
- Skilled: You begin play with 2 additional ranks to spend on the new skills of Brew Potion, Craft Magic Armor, Craft Magic Weapon, Craft Wondrous Item, Item Modification, or Scribe Scroll. These ranks cannot both be in the same skill.
- Adaptive: You're remarkably resistant to status effects. You may reduce the duration of one Blindness, Confusion, Deafness, Paralysis, or Stunned condition by one round to a minimum of one (ending at the start of your next turn if it would normally end at the end of your turn). If it allows additional saving throws, you may make your all saving throws after the first at advantage.
- Fearless: You have seen what goes bump in the night, and you are not impressed. You have advantage on saving throws against most fear effects. All mundane fear effects and fear effects from supernatural sources that you have successfully faced in the path are affected by this trait.
- High Endurance: You're a hardy fellow. You may treat the effects of exhaustion as though you had one less level of exhaustion. You'll still die at level 6 though.
- Land Owner: At this level, the land you own is larger. Roughly the size of a two to three story home, a larger business, or even a small apartment building.
- Signature Spell: You aren't one to be satisfied with the spells created by other magi, and have created one of your own. You can work with the DM to develop a custom spell usable only by you. This Trait can be taken multiple times.
- Borderline: Through some accident of fate, you were born very close to the Boundary that separates this world from the Origin. You sometimes see flashes of the World's Memory, and can use your vision of alternate timelines to affect one dice roll per session. This roll will be maximized, and does not have to be a d20 roll. It affects all dice rolled for the roll, and can be used after the roll has been made, but before the GM declares the result of the roll. This does not come without a price, however. Your memories will become temporarily muddled with every use of this power. Overuse of the power could lead to permanent damage.
- Great Destiny: Fate has something in store for you, and will not let you go easily.
- Hunter's Eye: A strange power that occasionally manifests itself in random humanoids with magical aptitude. It allows one to see the life force of those around them. Possession of this power is often a sign of something greater.
- Land Owner: At this level, you own a veritable mansion, or something of comparable size. Perhaps an old castle or a high rise apartment building.
- Mysterious Stranger: Someone out there is watching out for you. You don't know who, or why, but you can't deny that it's been helpful.
- Superior Serie Magicam: Your Serie Magicam are greater in number and quality than your average mage. You gain a +1 to Save DCs for supernatural abilities (like Spellcasting, Ki powers, Channel Divinities, etc.), Spell Attack Bonus, and you gain one spell slot equal to your highest level spell (up to 5th level) that recovers on a short rest.
- Addiction: You have a nasty habit you just can't seem to kick. Whatever it is, you need to make a DC 13 Charisma check every day to resist seeking it out, and a DC 15 Charisma check any time your addiction is right in front of you.
- Dependant: You are reliant on the presence and direction of another person, be it an NPC or a party member. You have disadvantage on Insight checks against this person, and tend to follow their lead. When not in contact with this person for more than a day, you begin to get anxious. Make a DC 13 Charisma check every day after that, difficulty increasing by 1 for ever further day, or suffer disadvantage on all saving throws against fear. If this goes on for more than 1 week, failing the save will result in the frightened condition all day. This ignores normal resistance and immunity to fear.
- Haunted: It might just be memories, or it might be an actual restless spirit, but your past haunts you for what you've done and seen.
- Obsessed: You are unreasonably inclined to pursue a certain goal or follow a code of conduct even when it is clearly a dangerous move to do so.
- Owned: For some reason or another, another individual or organization has power over you.
- Phobia: You possess a crippling fear of something not normally considered terrifying.
- Uninitiated: You have only recently uncovered the World Beyond the Boundary, and are unprepared for the horrors you will face. You have disadvantage on saving throws against fear caused by the supernatural.
- Bull: You have difficulty controlling your own strength. You often break things by accident, and often push yourself too hard, resulting in your wounds taking longer to heal. When you take a short rest, you can only spend up to 1/4th of your hit dice, and 1/2 on a long rest.
- Foe: Someone out there has a grudge against you. A slighted rival, a scorned lover, or just a malicious person is out to get you, and who knows when they will show up or how far they will go.
- Lingering Wounds: You've been injured by something cursed, and the wound simply will not heal even with the aid of magic. You will suffer penalties as appropriate to the wound.
- Open Mind: Your mind has weaker defenses than most, resulting in you being more easily affected by the supernatural. While this is generally negative, it sometimes comes in handy by clueing you into the supernatural.
- Chronically Ill: You are sick. It is not a sickness you can cure, and it is slowly breaking you down. You require medicine that costs you $300 a month to survive, and you must pass a DC 13 Constitution check every morning or start the day with a level of exhaustion. You have disadvantage on saves against disease. Your maximum hit points are reduced by your character level.
- Dark Fate: Fate has something awful in store for you, and will not let you go until you complete it.
- Duty of Care: Sometimes, surviving is its own punishment. There is someone, possibly a relative or friend, who has no one else to care for them, and is incapable of caring for themselves. Either as a result of obligation or compassion, your attachment to this ward is a defining aspect of your person. This ward, the reason for their helplessness, and your connection must be defined through discussion with the GM.
- Serie Magicam Deficiency: Your Serie Magicam are tragically underdeveloped, or you don't even have them to begin with. You cannot cast spells of higher than 3rd level and magical effects you generate are weak. Creatures have advantage on saving throws against any magical effect you cause, and your spell attack rolls have disadvantage.