fractions rework

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2026-07-16 17:38:38 +02:00
parent ca55fd90f3
commit f4294d8e32
31 changed files with 1974 additions and 376 deletions

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@@ -50,7 +50,7 @@ Each has four parts: **Boon** (an asset you have now) · **Goal** (your secret o
> **The Catch — CROSS.** You are not the only one hunting that book. Someone here wants it *whole*, in their hands. Every page you burn is money out of their pocket, and they know a fireplace when they see one. If you can't find them first, they'll be standing between you and the flames.
### 2. The Collector
> **Boon — The Boss's Sigil.** You carry a crime-lord's signet. Shown to a fellow criminal (an assassin, Tallow), it buys **one grudging act of cooperation** — no combat, but a door opened, a question answered, a blind eye turned.
> **Boon — The Boss's Sigil.** You carry a crime-lord's signet. Shown to a fellow criminal (an assassin or Mags), it buys **one grudging act of cooperation** — no combat, but a door opened, a question answered, a blind eye turned.
>
> **Goal — Recover the Book, Intact.** Your boss wants Orenn's coded debt-journal *whole* — it names everyone who owes him in this quarter. Secure it (under the bar, and the duplicate in the [Vault](../location/deep-cellar.md#the-vault-treasure-room)) and keep it unburned until dawn.
>
@@ -61,20 +61,20 @@ Each has four parts: **Boon** (an asset you have now) · **Goal** (your secret o
### 3. The Handler's Agent
> **Boon — The Countersign.** You have a coded phrase from a handler you've never met. Spoken to the right ears, it unlocks their trust. (DM: the "right ears" belong to the [Guest](../npc/the-guest.md).)
>
> **Goal — Get the Asset Out.** Somewhere below is a changeling called the Guest. Reach [Cell One](../location/deep-cellar.md#cell-one--the-guest), free it, and get it out of this building **alive**.
> **Goal — Get the Asset Out.** Somewhere below is a changeling called the Guest. Reach [Cell One](../location/deep-cellar.md#cell-one--the-guest), free it, and get it out of this building **alive**. Your handler assumes the Guest wants extraction. The Guest has its own opinion about acquiring another handler—and about leaving a tavern it believes it has earned.
>
> **Payoff — *immediate, and powerful.*** A freed Guest **owes you a face.** Once before dawn it will *become* anyone you namewalk past a locked door as Mags, alibi you, whisper a lie in a rival's voice — **or fight at your side in the Reckoning as a full ally (CR 3).** A live, loyal shapeshifter is the single best in-session prize on this list.
> **Payoff — *immediate, and powerful.*** The countersign buys **one face, not loyalty**. Once before dawn the Guest will become anyone you namewalk past a locked door as Mags, alibi you, whisper a lie in a rival's voice—or stand beside you during the Reckoning as a full ally (CR 3). It honors that one favor exactly. It does not agree that this makes it your handler's property.
>
> **The Catch — CROSS / ALIGN.** Someone else was sent for the Guest toobut *not* to free it. If they reach the cell first, your asset is a corpse and your payoff is gone. (You may also find an unlikely ally: someone here needs the Guest alive as badly as you do, for reasons of their own.)
> **The Catch — CROSS / ALIGN.** Someone else was sent for the Guest toobut *not* to free it. If they reach the cell first, your asset is a corpse and your payoff is gone. If you rescue it, the conflict changes: it means to use Xarrul's transfer to claim the Inn, not follow you out. During [the Vacancy](../storylines/the-reckoning.md#scenario-g-the-vacancy-the-guests-gambit), you may have to defend its projected spirit from your own companion and then decide whether extraction means dragging a newly empowered person away from the home it claims.
### 4. The Executioner
> **Boon — Cold Hands.** You've done ugly work in dark rooms. You have **advantage on saving throws against being frightened**, and the horrors below rattle you less than they should.
>
> **Goal — Silence the Guest.** A patron paid you to make sure the thing in the cellar never speaks againkill it, or ensure it stays caged when this place burns. It knows too much about someone who's paying to stay unknown.
> **Goal — Silence the Guest.** A patron paid you to make sure the thing in the cellar never speaks againkill it, ensure it stays caged when this place burns, or sever its projected spirit during [the Vacancy](../storylines/the-reckoning.md#scenario-g-the-vacancy-the-guests-gambit). It knows too much about someone who's paying to stay unknown, and a Guest that inherits Xarrul will be almost impossible to reach afterward.
>
> **Payoff — *immediate, and vicious.*** From the Guest you take a **vial of face-oil** — a shapeshifter's keepsake. Once before dawn, **read one creature's surface thoughts as *detect thoughts* (no save)** — including a fellow PC's. Learn a secret. Use it however you like. Also: your fee is stashed behind a loose stone near the cellar stairs — **50 gp and a *Potion of Heroism*, findable now.**
>
> **The Catch — CROSS.** Someone at this table wants that thing freed and walking out the front door. They are working against you, whether they've said a word or not. And a second person needs it alive long enough to *ask it a question* — kill it too soon and you make an enemy you didn't plan on.
> **The Catch — CROSS.** Someone at this table wants that thing freed and believes they are rescuing it. They are working against you, whether they've said a word or not. A second person needs it alive long enough to *ask it a question*. During the Vacancy, the Guest and Xarrul become separate targets for three rounds: the cleanest shot you will ever receive, in front of everyone who wants it protected.
### 5. The Recruit
> **Boon — The Order's Regard.** You carry a hidden **Order of Mending pin**. Shown to a cultist, it marks you as one of the faithful — they speak candidly, and treat you as a promising prospect.
@@ -99,7 +99,7 @@ Each has four parts: **Boon** (an asset you have now) · **Goal** (your secret o
### 7. The Blade
> **Boon — Professional Courtesy.** The [House of Scales](../npc/assassins.md) know your work. Once, call in a favor: a guild member manufactures a **distraction, alibi, or opening** for you (no combat aid — the guild doesn't bleed for free).
>
> **Goal — Fulfil the Contract.** You were paid to put down a specific person tonight. **Primary mark:** assign an NPC (Tallow, a rival, a named cultist). **But the contract has a clause:** *"If the guild's traitor is unmasked, the traitor becomes the mark."* The guild suspects one of tonight's crowd is feeding the cult.
> **Goal — Fulfil the Contract.** You were paid to put down a specific person tonight. **Primary mark:** assign an NPC (Rennt, an unnamed blade, a rival). **But the contract has a clause:** *"If the guild's traitor is unmasked, the traitor becomes the mark."* The guild suspects one of tonight's crowd is feeding the cult.
>
> **Payoff — *immediate.*** Contract closed, the guild pays at once: **80 gp, a vial of *Silversheen* (or *Basic Poison*, 3 doses)**, and Sevra extends **real cooperation** — guild muscle at your side through the endgame.
>

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@@ -88,4 +88,4 @@ Killing or binding Xarrul does **not** auto-free them either. The object of thei
- **Scenario F engine.** A pre-converted PC arguing for [The Open Door](../storylines/the-reckoning.md#scenario-f-the-open-door-joining-xarrul) from *inside* the party is the single best on-ramp to that ending — especially with six players, where one persuasive convert can genuinely swing the table.
- **The dual-plane irony.** The [dual-plane kill](../storylines/the-reckoning.md#scenario-c-the-dual-plane-kill) needs someone on the Ethereal Plane — and the convert's Grey Step is a free ticket there. Except they *believe Xarrul shouldn't die.* Do they lend the Step to the kill, withhold it, or use it to shield the fiend? The whole endgame tension, living in one player.
- **It collides with the [character secrets](character-secrets.md).** A converted **Handler's Agent** frees the Guest and hands Xarrul its vessel. A converted **Executioner** can't bring themselves to silence the Guest. A converted **Mourner** stops wanting the couple's killers answered for. Deal the conversion onto a PC already carrying a dossier and the night detonates.
- **It collides with the [character secrets](character-secrets.md).** A converted **Handler's Agent** frees the Guest and enables [the Vacancy](../storylines/the-reckoning.md#scenario-g-the-vacancy-the-guests-gambit), then has reason to protect Xarrul's side of the exchange. A converted **Executioner** must decide which projected spirit to strike. A converted **Mourner** stops wanting the couple's killers answered for. Deal the conversion onto a PC already carrying a dossier and the night detonates.