Custom Expeditions: Difference between revisions

From KINSHIP | Codex
Jump to navigation Jump to search
Line 467: Line 467:
!Trigger (Conditional Bonus)
!Trigger (Conditional Bonus)
!Style Synergy
!Style Synergy
|-
|'''Aethelreach'''
|Vertical realm: fossil plains below + floating islands above, with Skyrifts, violent updrafts, and unstable gravity pockets.
| +1 to elevation, fossil/ruin, and aerial navigation Checkpoints.
|When a Checkpoint involves Skyrifts, floating traversal, or surviving gravity/weather hazards and succeeds, gain +1 DP for that Checkpoint.
|'''Scout, Archaeologist, Tech Salvager''' gain +1 DP on Enhanced/Major results involving vertical traversal, fossils/ruins, or sky-tech salvage here.
|-
|'''Chromabloom Isle'''
|Living bloomfield island: rapid-cycling wildflowers, botanical “fauna,” unstable root-mats, pollen effects.
| +1 to flora, gathering, and alchemy/ingredient Checkpoints.
|Once per Expedition, when a Checkpoint involves volatile blooms, pollen clouds, or plant-beast behavior and succeeds, gain +1 DP for that Checkpoint.
|'''Naturalist, Hunter, Beast Warden''' gain +1 DP on Enhanced/Major results involving botanical creatures, rare ingredients, or hostile flora here.
|-
|-
|'''Dreadmire Swamp'''
|'''Dreadmire Swamp'''
Line 479: Line 491:
|When a Major Find involves a wreck, relic, or salvaged construct, gain +1 additional Standard reward roll.
|When a Major Find involves a wreck, relic, or salvaged construct, gain +1 additional Standard reward roll.
|'''Archaeologist, Tech Salvager, Treasure Seeker''' gain +1 DP on Enhanced/Major results involving salvage, wrecks, or relics here.
|'''Archaeologist, Tech Salvager, Treasure Seeker''' gain +1 DP on Enhanced/Major results involving salvage, wrecks, or relics here.
|-
|'''Frostveil'''
|Icebound layered territory: sinkholes/vents on the surface, Mid-Ice settlements, Under-Ice travel routes and preserved ruins.
| +1 to cold/endurance, survival, and subterranean navigation Checkpoints.
|When a Checkpoint involves Under-Ice routes, descent points, or shifting ice hazards and succeeds, gain +1 DP for that Checkpoint.
|'''Scout, Hunter, Archaeologist''' gain +1 DP on Enhanced/Major results involving Under-Ice travel, preserved ruins/remains, or vibration-hunting predators here.
|-
|-
|'''Hollowdeep Caves'''
|'''Hollowdeep Caves'''
Line 515: Line 533:
|The first successful landmark-related Checkpoint grants +1 additional bonus reward roll (any tier allowed by result).
|The first successful landmark-related Checkpoint grants +1 additional bonus reward roll (any tier allowed by result).
|'''Scout, Hunter''' gain +1 DP on Enhanced/Major results tied to navigation, vantage points, or high-ground wildlife encounters here.
|'''Scout, Hunter''' gain +1 DP on Enhanced/Major results tied to navigation, vantage points, or high-ground wildlife encounters here.
|-
|'''Telos Gestalt'''
|Territory-wide fungal superorganism: bioluminescent mycelium ground, shelter/bridges formed for travelers, cruelty triggers hostility.
|Once per Expedition, after any successful (Standard+) Checkpoint, you may remove 1 negative condition (restorative shelter/spores).
|When a Checkpoint involves communion, Core Sap, Fallen Glade, or guidance from the network and succeeds, gain +1 DP for that Checkpoint.
|'''Naturalist, Chronicler, Beast Warden''' gain +1 DP on Enhanced/Major results involving fungal ecology, communion, or compassionate outcomes here.
|-
|-
|'''The Whispering Atoll'''
|'''The Whispering Atoll'''

Revision as of 19:41, 14 January 2026

Custom Expeditions are offer a reimagined exploration system where you chart unknown lands, uncover hidden wonders, and face the unexpected. Expeditions are now free, but require preparation and wit. Your choices, equipment, and a bit of luck will determine what you find -- and what finds you.

How It Works

  1. Player initiates the mini-game by going to Custom Shop > Start an Expedition.
  2. Support opens a new thread in the #catalysts-and-games channel.
  3. At each Checkpoint, the player will be presented with a narrative challenge and 3 choices with clear Risk Levels (Low, Medium, High).
  4. Player selects one option, Support completes rolls (explained below), and the outcome is narrated.
  5. Steps 3 & 4 are repeated until the player's requested number of Checkpoints have been hit.
  6. The final outcome is decided and posted, XP is calculated, and rewards are placed in inventories.
  7. Players can redistribute earnings, finalize discoveries, and write post(s) about any/all Checkpoints to obtain +1 bonus XP per post.

Basic Procedure

  1. Support rolls a number between 1 - 20 to give you your baseline Checkpoint result.
  2. Support adds your Proficiency Bonus (see Proficiency for more information).
  3. Support applies Gear Modifiers and your chosen Risk Level modifier.
  4. The combined total determines the Outcome Tier for that Checkpoint: Mishap, Dead End, Standard Discovery, Enhanced Discovery, or Major Find.
  5. Each Outcome Tier provides Discovery Points (DP) and may trigger additional results.
  6. At the end of your Expedition, the total DP is added up to produce a final reward tier.

Expedition Gear

Every Expedition requires characters to equip specific items before departure. These provide both narrative and mechanical advantages that help mitigate danger and improve discovery quality. You must bring 1 weapon, 1 piece of armor, and 1 consumable (usually food). You may also bring one charm; additional Charm slots can be unlocked through Proficiency levels and the Token Shop.

Gear Modifiers

Each equipped item provides flat modifiers that apply directly to Checkpoint rolls. These reflect how well your character can navigate danger, hunt creatures, or push deeper into unknown territory.

Gear Type Required? Modifier Mechanical Effect Notes
Weapon ✔ +1 to combat-related Checkpoints Reduce severity of Mishaps caused by enemy encounters Reusable (stays in inventory)
Armor ✔ +1 to survival and hazard Checkpoints Downgrades one Mishap per Expedition to a Dead End Reusable (stays in inventory)
Food ✔ 1 use per Expedition Remove 1 negative condition after the roll Consumed on use
Charm ✖ Variable Applies Charm ability Charms may have variable degradation rates

Gear Degradation & Upgrades

Mishaps may:

  • Reduce your Weapon bonus for the duration of the event
  • Add wear or tear to Armor that impacts future results
  • Spoil Food before it can be used
  • Cause damage that must be repaired through the Crafting mini-game

Major Finds or Special Events may:

  • Upgrade gear
  • Add special properties
  • Unlock new open slots to fill with a feature of your choice
  • Repair broken items in inventory

Gear Inventory & Requirements

  • All equipped items must be present in the character's actual inventory
  • Food always has a single use per Expedition unless otherwise noted
  • Only one Weapon and Armor count toward modifiers even if carrying more

Outcome Tiers

Your results determine Discovery Points earned for that Checkpoint:

Outcome Tier DP Gained Possible Effects
Mishap 0 Injury, gear damage, condition, lost supplies
Dead End 0 No significant discovery; reward equivalent to a Talent under 1k in value
Standard Discovery 1 Common flora/fauna; small landmark; small coin gain; reward equivalent to a Talent between 1 - 1.5k in value
Enhanced Discovery 2 Uncommon flora/fauna; medium landmark; moderate coin gain; pet encounter; reward equivalent to a Talent between 3 - 4k in value
Major Find 3 Rare flora/fauna; large landmark; large coin gain; rare pet encounter; reward equivalent to a Talent up to 6k in value

Special Event Triggers

Special triggers modify results before DP assignment.

Trigger Condition Effect
Natural 1 Always Negative Event (flaw/complication)
Natural 20 Always Positive Event (bonus trait)
High Risk + Low Roll Roll ≤ (5 - Bonus) Negative Event (if not natural 1)
High Risk + High Roll Roll ≥ (19 - Bonus) Positive Event (if not natural 20)
Style/Mood/Theme Mismatch Choice conflicts with Style, Mood, or Theme 50% chance of mixed event

Special Events can:

  • Enhance or corrupt gear
  • Grant new characters, Companions, or pet
  • Alter or enhance characters, Companions or pets
  • Grant bonus loot
  • Cause injuries or temporary setbacks
  • Introduce character development opportunities and hooks
  • Introduce effects that influence the next roll, or all subsequent rolls

Final Expedition Reward Tier

After your final Checkpoint, total your DP:

Total DP Expedition Result Reward Bonuses
0 - 3 Standard Outcome Base rewards from rolls only
4 - 7 Enhanced Outcome +1 bonus reward roll from Standard or Enhanced tier
8+ Exceptional Outcome +2 bonus reward rolls from Major tier

All discoveries (items, pets, landmarks) remain with the individual who earned them, unless players privately agree otherwise.

Proficiency

Every Expedition awards Expedition Points (XP). As you gain Proficiency, you become more capable of surviving dangers, steering outcomes toward higher tiers, and taking advantage of rare discoveries. Your Proficiency Bonus is added to all Expedition rolls.

Earning Expedition Points (XP)

Action XP Awarded
Completing a Checkpoint +2 XP
Writing an in-character response to a Checkpoint +1 XP
Triggering a Positive Special Event +1 XP
Ending the Expedition with at least one Major Find +2 XP bonus (once per Expedition)
Bringing at least one ally (PC, NPC, Companion, or Pet) on the Expedition +1 XP “Group Explorer” bonus (once per Expedition)

XP is tracked per character. Each participant earns XP based on their own Checkpoints, responses, and events.

Proficiency Levels

Level Title Proficiency Bonus XP Needed (Total) Unlocks & Perks
0 Novice Scout +0 0 Base system
1 Wayfinder +1 25 Once per Expedition, downgrade one Mishap to a Dead End after seeing the result.
2 Pathfinder +2 50 Once per Expedition, upgrade one Dead End to a Standard Discovery.
3 Field Explorer +3 100 Choose one Biome Affinity: when you roll an Enhanced Discovery or Major Find in that biome, gain +1 DP for that Checkpoint.
4 Veteran Explorer +4 150 You may equip one additional Charm slot (maximum 3 Charms equipped per Expedition).
5 Vanguard +5 200 Once per Expedition, upgrade one Standard Discovery to an Enhanced Discovery after seeing the result.
6 Navigator +6 250 When your final Expedition Result is Enhanced or Exceptional, gain +1 additional bonus reward roll. Gain a second Biome Affinity.
7 Legendary Explorer +7 325 Items and valuables earned from Expeditions gain +10% resale value, and Expedition-related discoveries may receive enhanced narrative significance.

Outcome Tables

Your skill and choices affect the range of results that produce each Outcome Tier. Proficiency narrows the Mishap range and expands Enhanced and Major Find possibilities.

The following tables assume Total Roll = d20 + Proficiency Bonus + Gear Modifiers + Risk Modifier.

Tier 1: Beginners (Proficiency Levels 0 - 2)

Risk Level Mishap Dead End Standard Enhanced Major
Low 1 - 3 4 - 5 6 - 20 — —
Medium 1 - 3 4 - 5 6 - 15 16 - 18 19 - 20
High 1 - 3 4 - 5 6 - 14 15 - 18 19 - 20

Tier 2: Intermediate (Proficiency Levels 3 - 5)

Risk Level Mishap Dead End Standard Enhanced Major
Low 1 - 2 3 - (5 - Bonus) (6 - Bonus) - 20 — —
Medium 1 - 2 3 - (3 - Bonus/2) 4 - 15 16 - 18 (19 - Bonus) - 20
High 1 - 2 3 - (5 - Bonus) 6 - 14 15 - 18 (19 - Bonus) - 20

Tier 3: Masters (Proficiency Levels 6 - 7)

Risk Level Mishap Dead End Standard Enhanced Major
Low 1 2 3 - 20 — —
Medium 1 2 3 - 15 16 - 18 (19 - Bonus) - 20
High 1 2 3 - 14 15 - 18 (19 - Bonus) - 20

Biome Affinity (Unlocked at Proficiency Level 3+)

Biome Environmental Focus What You’re Better At
Forest Verdant growth, wildlife navigation Plant/animal encounters, herbs, food discovery
Mountain Harsh terrain, altitude survival Mineral veins, ancient ruins, high-value finds
Coast / Ocean Tides, storms, shipwrecks Fishing, salvage, aquatic discoveries, pearls
Swamp Rot, disease, hidden life Rare creatures, alchemical materials
Desert Heat, scarcity, mirages Preservation of supplies, rare mineral finds
Tundra Cold, endurance Weather survival, thick pelts, frost flora
Cavern / Underground Darkness, echoes, depth Crystals, underground beasts, lost Holds
Ruins / Remnant Zones History, magic remnants Artifact fragments, cultural discoveries

Optional Features

Expedition Style

Every explorer has a guiding method: some stalk prey, some map the stars, some chase glory. Before departure, choose one Expedition Style. It will:

  • Influence how narrative choices are framed
  • Provide a specific bonus relevant to that approach
  • Create occasional drawbacks when acting against your nature
  • Count as a Guild Task if you choose to write post(s) about your experience
Style Explanation Mechanical Benefit Mismatch Triggers
Hunter Tracks beasts, reads signs in nature +1 to rolls against creatures / wildlife threats Choosing to avoid a creature encounter when presented.
Archaeologist Seeks lost civilizations and relics +1 on checks involving ruins, artifacts, or ancient tech Choosing to ignore or bypass a ruin/artifact without investigating.
Naturalist Studies flora, foraging, ecosystems +1 on gathering materials / identifying terrain Choosing to skip a gathering/foraging opportunity.
Treasure Seeker Greedy, daring, adventure-drunk +1 DP on High-Risk Major Finds Choosing a Low Risk option when treasure is hinted.
Scout Cautious pathfinder, navigates danger Once per Expedition downgrade 1 Mishap → Dead End after seeing roll Choosing a High Risk option without scouting first.
Chronicler Gathers knowledge, records history +1 XP at Expedition end if ≥1 Enhanced Find Choosing not to document or record a discovery.
Beast Warden Fights with a trusted animal assistant +1 Assistant Benefit (for a total of 2 per assistant) Choosing to deliberately endanger or harm your assistant.
Tech Salvager Salvage-focused, dismantles machines +1 on salvage, nanites, and remnants of tech Choosing to leave salvageable tech behind without looting.

Location

Locations represent the environmental context of an Expedition. Different environments emphasize different types of discoveries, hazards, and development hooks.

Each Expedition must select one primary Location before the first Checkpoint. The chosen Location provides:

  • A Location Benefit (always active when relevant)
  • A Location Trigger (conditional effect when its condition is met)
  • A Style Synergy bonus when a matching Expedition Style acts in a suitable context

Pyronmouth District modifiers and Special Expedition Types are layered on top of the primary Location when applicable.

How Location + Style Synergy Works

If all three are true in a Checkpoint:

  1. The character’s Expedition Style is relevant to the action being taken.
  2. The action clearly fits the Location’s environmental focus.
  3. The Checkpoint result is Enhanced Discovery or Major Find.

Then that Checkpoint gains +1 additional DP (Style Synergy). This bonus stacks with Biome Affinity and with the Location’s normal DP effects if any.

Standard Island Regions

These are the main wilderness and anomalous regions of New Ognos.

Location Environmental Summary Benefit (Always Active) Trigger (Conditional Bonus) Style Synergy
Aethelreach Vertical realm: fossil plains below + floating islands above, with Skyrifts, violent updrafts, and unstable gravity pockets. +1 to elevation, fossil/ruin, and aerial navigation Checkpoints. When a Checkpoint involves Skyrifts, floating traversal, or surviving gravity/weather hazards and succeeds, gain +1 DP for that Checkpoint. Scout, Archaeologist, Tech Salvager gain +1 DP on Enhanced/Major results involving vertical traversal, fossils/ruins, or sky-tech salvage here.
Chromabloom Isle Living bloomfield island: rapid-cycling wildflowers, botanical “fauna,” unstable root-mats, pollen effects. +1 to flora, gathering, and alchemy/ingredient Checkpoints. Once per Expedition, when a Checkpoint involves volatile blooms, pollen clouds, or plant-beast behavior and succeeds, gain +1 DP for that Checkpoint. Naturalist, Hunter, Beast Warden gain +1 DP on Enhanced/Major results involving botanical creatures, rare ingredients, or hostile flora here.
Dreadmire Swamp Murky swamp with unstable ground, tangled vegetation, and hidden creatures. +1 to gathering and creature-related Checkpoints. When a Checkpoint involves navigating unstable or concealed hazards and succeeds, gain +1 DP for that Checkpoint. Hunter, Naturalist, Beast Warden gain +1 DP on Enhanced/Major results involving wildlife, tracking, or dangerous flora here.
The Drowned Tangle Submerged expanse of shipwrecks, gravestones, and shifting sands where normal rules break down. +1 to salvage, relic, and ancient-tech Checkpoints. When a Major Find involves a wreck, relic, or salvaged construct, gain +1 additional Standard reward roll. Archaeologist, Tech Salvager, Treasure Seeker gain +1 DP on Enhanced/Major results involving salvage, wrecks, or relics here.
Frostveil Icebound layered territory: sinkholes/vents on the surface, Mid-Ice settlements, Under-Ice travel routes and preserved ruins. +1 to cold/endurance, survival, and subterranean navigation Checkpoints. When a Checkpoint involves Under-Ice routes, descent points, or shifting ice hazards and succeeds, gain +1 DP for that Checkpoint. Scout, Hunter, Archaeologist gain +1 DP on Enhanced/Major results involving Under-Ice travel, preserved ruins/remains, or vibration-hunting predators here.
Hollowdeep Caves Labyrinthine tunnels and caverns with living crystals, runes, and warped physics. +1 to hazard mitigation and anomaly/magic-related Checkpoints. On a Natural 20, gain +1 DP and a beneficial environmental effect (Support narrates). Archaeologist, Chronicler gain +1 DP on Enhanced/Major results involving runes, old structures, or historical remains here.
Mistmere Beach Ever-changing shoreline, heavy mist, strange tracks, and luminous marine life. If the Expedition ends with at least one Enhanced Discovery, add +2 DP to the final total. Once per Expedition, when coastal terrain is involved, downgrade one Mishap to a Dead End. Scout, Hunter gain +1 DP on Enhanced/Major results involving navigation, tracking, or reading the shoreline here.
Nocthollow Forest Sentient-feeling forest of responsive vines, spores, symbols, and elusive sounds. +1 to flora-related and pet/creature interaction Checkpoints. Once per Expedition, when luminescent or responsive flora is present, upgrade one Standard Discovery to an Enhanced Discovery. Naturalist, Beast Warden, Hunter gain +1 DP on Enhanced/Major results involving flora, fauna, or forest phenomena here.
Scorched Desert Treacherous expanse of dunes, volcanic glass, mirages, and rare desert life. +1 to rare mineral/material discovery Checkpoints. On any High-Risk success (Standard or better), gain +1 DP. Treasure Seeker, Scout, Naturalist gain +1 DP on Enhanced/Major results involving navigation, survival, or rare resource discovery here.
Serenity Falls Cascading waterfalls, restorative pools, and ambient energy that suppresses hostility. +1 XP at Expedition end if no Mishaps occurred during the Expedition. Once per Expedition, treat one Dead End as a Standard Discovery. Chronicler, Naturalist, Healer-leaning characters using any Style gain +1 DP on Enhanced/Major results tied to restoration, reflection, or emotional resolution here.
Skyrend Mountains Mountain barrier, highland savanna, monoliths, and elusive protectors. +1 to scouting, pathfinding, and elevation-related Checkpoints. The first successful landmark-related Checkpoint grants +1 additional bonus reward roll (any tier allowed by result). Scout, Hunter gain +1 DP on Enhanced/Major results tied to navigation, vantage points, or high-ground wildlife encounters here.
Telos Gestalt Territory-wide fungal superorganism: bioluminescent mycelium ground, shelter/bridges formed for travelers, cruelty triggers hostility. Once per Expedition, after any successful (Standard+) Checkpoint, you may remove 1 negative condition (restorative shelter/spores). When a Checkpoint involves communion, Core Sap, Fallen Glade, or guidance from the network and succeeds, gain +1 DP for that Checkpoint. Naturalist, Chronicler, Beast Warden gain +1 DP on Enhanced/Major results involving fungal ecology, communion, or compassionate outcomes here.
The Whispering Atoll Necropolis-island with active spirits, constant whispers, and thin veil between life and death. +1 to spectral, memory, and historical Checkpoints (including communing with spirits). On a Natural 1, the Mishap shifts its primary effect onto a Companion/Pet or ambient environment instead of the character (Support chooses a narrative consequence that is still meaningful but does not directly cripple the PC). Chronicler, Archaeologist, Beast Warden (with spiritual or necromantic ties) gain +1 DP on Enhanced/Major results tied to spirits, memories, or graves here.

Pyronmouth District Modifiers

Pyronmouth acts as a distinct urban Location (Pyronmouth – General), but District-specific modifiers apply to any Checkpoint that occurs narratively within that district.

Pyronmouth General:

  • Benefit: +1 to NPC interaction and structure/salvage-related Checkpoints inside the city.
  • Trigger: The first successful explicitly social Checkpoint (negotiation, questioning, persuasion, etc.) grants +1 DP.

Style Synergy (General Pyronmouth):

  • Chronicler, Merchant-flavored Treasure Seeker, Scout gain +1 DP on Enhanced/Major social, investigative, or urban navigation Checkpoints within Pyronmouth (any district).

District Modifiers Table

District Focus Bonus (Always Active when in this district) Style Synergy
Emerald District Wealth, noble estates, high-status goods. +1 to discoveries involving luxury goods, high-value items, or noble resources. Treasure Seeker, Merchant-aligned styles, Chronicler gain +1 DP on Enhanced/Major results involving noble politics, high society, or rare valuables here.
Sapphire District Scholars, merchants, soldiers, and research spaces. +1 to tech, research, and artifact-related Checkpoints. Archaeologist, Tech Salvager, Chronicler gain +1 DP on Enhanced/Major results when dealing with research, records, or advanced tech here.
Ruby District Commoner housing, trades, and integrated farmland/livestock. +1 to forage, food production, livestock, and everyday trade discoveries. Naturalist, Hunter, Treasure Seeker gain +1 DP on Enhanced/Major results that involve resource supply, everyday commerce, or community-focused outcomes here.
Obsidian / Ash District Valka territory, open fires, communal halls, rituals. +1 to cultural, ritual, or Valka-specific Checkpoints. Chronicler, Beast Warden, any Style belonging to a Valka character gain +1 DP on Enhanced/Major ritual, clan, or tradition-focused results here.
Copper District Markets, bazaar, trade hub. +1 to coin yield from reward rolls generated in this district. Treasure Seeker, Merchant-aligned characters, Tech Salvager gain +1 DP on Enhanced/Major trade, bargaining, or high-volume salvage sales here.
Iron District Docks, ships, naval logistics. +1 to aquatic salvage, fishing, and maritime Checkpoints. Tech Salvager, Hunter (sea-focused), Scout gain +1 DP on Enhanced/Major results tied to ships, docks, or marine encounters here.
Platinum District / The Hub Governance, records, guild halls, law. +1 to administrative, legal, and historical discovery Checkpoints. Chronicler, Archaeologist, Scout gain +1 DP on Enhanced/Major results involving law, records, or guild-related discoveries here.

Special Expedition Types

Why Choose a Special Expedition?

Type What It Is / Why Use It Benefit (Always Active) Trigger (Conditional Bonus)
Home Expeditions Exploration of a character’s home, workshop, adjacent land, or immediate neighborhood. Used for low-risk discovery, unlocks housing features and benefits, and domestic or slice-of-life plot hooks. All Mishaps downgrade to Dead Ends. If the Expedition produces at least 2 Standard Discoveries, gain +1 bonus reward.
Dream Expeditions Oneiric, symbolic, or altered-state journeys traveled in sleep, trance, or under supernatural influence. Used to explore internal conflict, unlock dream-oriented rewards, and experience surreal environments; may include intense or "spooky" scenes. The first Style/Mood/Theme mismatch in the Expedition has no mechanical drawback. On a Natural 20, the character gains a high-level reward (equivalent to a Talent valued at 6k or above).
Simulation Expeditions High-intensity training in a controlled environment; characters face dangerous scenarios without risking true loss. Mishaps do not degrade gear, spoil food, or inflict lasting injuries. If a High-Risk Checkpoint of Standard+ success occurs, gain +1 DP.

Helper NPCs, Companions, & Pets

Assistants can provide valuable assistance during Expeditions.

How Helpers Work:

  • Mention your helper in your Expedition request.
  • The helper provides one random benefit from the benefit list.
  • Some NPCs, Companions, and Pets may offer additional benefits beyond the base choices below.

Assistant Benefit List:

RNG Boon Name Effect During Expedition
1 Pathfinder Backup Rerolls a Checkpoint result. The new result must be used.
2 Pocket-Sized Luck Adds +3 to one Checkpoint roll before determining its Outcome Tier.
3 Safety Net Downgrade 1 Mishap → Dead End.
4 Field Momentum Adds +1 DP to the Expedition’s final total.
5 Fortune Twist Converts 1 Negative Special Event → Positive Special Event. If already positive, it improves further.
6 Calm Under Pressure Lowers the Risk Level of one choice by one step (High → Medium, Medium → Low).
7 Quick Route Reduces the required number of Checkpoints by 1 (minimum 1).
8 Hazard Buffer Cancels all negative consequences of a single Negative Special Event (including Natural 1 narrative fallout).
9 Expedition Synergy An Enhanced or Major Find earns +1 bonus DP for that Checkpoint.
10 Flash of Insight Gain +1 Proficiency Bonus for all remaining Checkpoints after this benefit triggers.