Community Gifts
Community Gifts represent roots, responsibilities, and reach. They tie characters to places, people, and institutions that persist beyond a single scene. These Gifts do not grant personal combat power. They create stability, leverage, obligation, and exposure.
Community Gifts often:
- benefit the entire party
- introduce ongoing responsibilities
- attract attention, expectations, or interference
- replace convenience with consequence
Once taken, Community Gifts are difficult to abandon without lasting effects.
Buildings and Grounds¶
(5sxp, 5 gold coin)
Tag: Foundation
You establish or significantly improve a permanent physical holding such as a business, headquarters, shrine, estate, or similar site. This Gift represents the existence and legitimacy of the location itself. Additional upgrades modify or expand what the site can do.
The building is:
- known to locals
- difficult to move
- vulnerable to politics, disaster, and attention
Cohort¶
(5xp, 1 gold coin) You have a small group of helpers who work on your behalf. A Cohort may consist of servants, apprentices, informants, laborers, or similar roles, but they must share a cohesive purpose or theme. A Cohort does not participate in combat, if placed in danger, they flee, scatter, or are removed after the first serious threat. Harm to a Cohort carries narrative consequences. A Cohort provides assistance, information, and labor—but also creates responsibility.
Infirmary¶
(5sxp, 2 gold coin)
Tag: Upgrade
You maintain a dedicated place for medical care and recovery. An Infirmary improves the safety and reliability of long-term recovery, attracts healers, patients, and attention, and creates ethical and social obligations. The exact benefits depend on staffing, supply, and the surrounding community.
Secret Passages¶
(5sxp, 2 gold coin)
Tag: Upgrade
Your holding includes hidden routes, concealed entrances, or internal pathways known only to a few. These passages provide discreet movement within or around the site. They also enable escape, smuggling, or covert access, but they also require maintenance and secrecy to remain effective. If exposed, their value is lost and consequences follow.
Stewardship¶
(5sxp, 2 gold coin)
Tag: Upgrade
You have a trusted steward, council, or other form of oversight for your holdings that helps manage attention and response, not expense.
Stewardship does not remove or reduce costs or consequences. Instead, it consolidates complications so that you are not forced to deal with several crises at once. Lesser issues may be delayed or handled quietly, allowing you to choose which problem(s) require direct intervention.
When multiple Community or Upkeep complications would arise simultaneously, the GM should present them as a single focused problem or stagger their escalation.
Trusted Storage¶
(5sxp, 2 gold coin) You have access to secure locations where equipment can be stored without risk. This reduces the need to remain at Heavy Load while operating locally. Trusted Storage relies on discretion and loyalty, not invulnerability.
Turf¶
(10sxp, 5 gold coin)
You are recognized as having influence or control over a defined area. Turf is not ownership. It is expectation. Within your Turf, people look to you before acting, rivals tread carefully, and problems tend to find you.
Turf creates authority, but also obligation to defend, arbitrate, or intervene.
Vault¶
(5sxp, 1 gold coin)
Tag: Upgrade
You possess a secure, well-constructed place for storing valuables. Items stored in the Vault are hidden, difficult to access without permission, and assumed safe from casual theft.
If your holding is compromised, the Vault protects what is stored within—but its existence invites attention from those who want what you keep.
Workshop¶
(5sxp, 5 gold coin)
Tag: Upgrade
You maintain a dedicated space for skilled work. A Workshop must be defined by type (smithy, laboratory, scriptorium, carpentry shop, etc.). When working on an appropriate project in a suitable Workshop the Effort cost for bonus dice is reduced by 1.
Workshops attract specialists, requests, and competition.
Kingdom Gifts¶
These Community Gifts affect regions, factions, or systems rather than a single location. They reshape how the world reacts to the characters' presence.
Established Supply Lines¶
(10sxp, 10 gold coin) Within a familiar region, you maintain reliable logistics and contacts. When beginning a scene in that region, you may reasonably have gear staged nearby, supplies already secured, or Load State adjusted to reflect preparation. Disruption of supply lines becomes a strategic threat.
Local Power Broker¶
(10sxp, 5 gold coin) You are not formally in charge, but little happens without your awareness. You have access to rumors, informal influence, and early warning of trouble. Power brokers are tolerated as long as they remain useful.
Network of Dependents¶
(10sxp, 5 gold coin) People rely on you for protection, resources, or leadership. They will provide information, offer aid, and act in your interest. Their safety and well being become your responsibility, and harm to them carries consequences.
Recognized Authority¶
(15sxp, 10 gold coin)
Within a defined region, institution, or culture, your word carries official weight. With this weight you can issue directives that are expected to be followed. You will also likely be consulted on important matters. You also act with legitimacy rather than persuasion.
Authority invites scrutiny and resistance as often as obedience.
Safe Haven¶
(5sxp, 5 gold coin) You have access to a place where rest, recovery, and secrecy are expected and protected. A Safe Haven is neutral ground for allies and allows reliable downtime. It also discourages pursuit or intrusion. Its protection depends on trust, reputation, or agreement—not force alone.