Headquarters — Castle Gyllencreutz
Browse all Upgrades →After solving mysteries, the GM asks the Development-Points questions (VAE-CORE p.86-87) — each "yes" grants 1 Development Point. Bank them here, then spend them on Upgrades before your next mystery. Every purchase carries a threat risk: the GM rolls dice equal to the Upgrade's cost, hidden.
Armory
p.89Facility
During the preparation phase, each rank allows the player characters to bring a melee weapon or piece of armor at cost 2 without using Resources.
Requires: Resources 5 or Weapons Corridor
Banker
p.93Contact
Once per mystery a player character can raise her Resources by 2 for the duration of one scene.
Requires: Resources 5
Botanical Garden
p.91Facility
A player character who spends a scene in the garden heals one mental Condition.
Requires: Gardener
Butler Algot Frisk
p.94Personnel
Manages the headquarters.
Requires: Available from the start.
Butterfly House
p.89Facility
A player character who spends a scene in the botanical garden heals two mental Conditions.
Requires: Botanical Garden
Caretaker
p.94Personnel
Repairs facilities in the castle if something is broken.
Requires: Workshop
Carp Pond
p.89Facility
One of the player characters can gain an extra Advantage before a mystery: Unwavering Calm.
Requires: Botanical Garden
Cellar Vault
p.91Facility
Each rank can store one temporary item from previous mysteries.
Requires: —
Chapel
p.91Facility
Can push all mental recovery rolls (page 88)
Requires: Resources 5, or Priest in the group
Chef
p.94Personnel
Cooks fancy dinners at the headquarters and makes sure that everyone is well fed.
Requires: —
Difference Engine
p.91Facility
Facilities cost one less Development Point to construct.
Requires: Inventor
Dungeon
p.91Facility
NPCs imprisoned here cannot escape without help.
Requires: Cellar Vault
Fixer
p.93Contact
Restore or retrieve a lost memento at the end of the mystery without spending Experience Points (page 22).
Requires: Six or more Facilities at the headquarters
Forgotten Gallery
p.92Facility
One player character gains +1 to Resources until the end of the mystery.
Requires: Guard or Occult Library
Gamekeeper
p.94Personnel
Upgrades the weapons from the shooting range to maximum cost 4 for the player characters and the castle guards.
Requires: Shooting Range
Gardener
p.95Personnel
All food from the headquarters automatically counts as nutritious.
Requires: Resources 5
Guard
p.95Personnel
Protects the castle from burglars and enemies, as best they can.
Requires: —
Gymnasium
p.92Facility
A player character who spends one scene in the gymnasium heals a physical Condition.
Requires: —
House Physician
p.95Personnel
Automatically treats Broken and two Conditions for all player characters at the headquarters during one scene per mystery.
Requires: Infirmary
Infirmary
p.90Facility
Makes it possible to push physical recovery rolls (page 88).
Requires: Resources 5 or Doctor in the group
Inventor
p.95Personnel
The player characters can build one mechanical item of their choosing before the mystery, regardless of cost.
Requires: Professor
Journalist
p.93Contact
Can provide additional clues and come along on mysteries as a helping hand.
Requires: Resources 4 or Writer in the group
Kennel
p.90Facility
Requires: Gamekeeper or Hunter in the group
Library
p.90Facility
Clues can be found here.
Requires: Available from the start
Local Tavern
p.90Facility
One player character per rank can gain +1 to their physical recovery roll (page 88).
Requires: —
Mystic
p.95Personnel
Can gain a clue about a power item or magic item connected to a vaesen in the current mystery.
Requires: Occult Library
Observatory
p.90Facility
The player characters can seek information among the stars and planets. One of the player characters can gain an extra Advantage before a mystery: Divination or Weather Prophet.
Requires: Patron or Inventor
Occult Archive
p.92Facility
Each rank can store one power item or magic item (page 122) from previous mysteries.
Requires: Occult Temple or Mystic
Occult Library
p.92Facility
Once per mystery a player character can gain a free success on a roll for locating or understanding occult knowledge. The player must state what information the character recalls.
Requires: An occult book from a mystery
Occult Temple
p.92Facility
One of the player characters can gain an extra Advantage before a mystery: Occultist.
Requires: Occult Library
Occult Workshop
p.92Facility
Can craft one power item before a mystery. The Gamemaster rolls or picks an item from the list on page 123, or makes one up.
Requires: Occult Library
Patron
p.94Contact
Grants a free success on a MANIPULATION test when bartering or negotiating prices.
Requires: INSPIRATION 5, or Military Officer in the group
Police Constable
p.94Contact
Can provide additional clues, fabricate evidence, protect against criminals, etc. The Gamemaster decides what is possible.
Requires: Resources 5, or Private Investigator in the group
Professor
p.94Contact
Grants a free success on a roll for finding or interpreting information in Upsala.
Requires: Resources 5, or Academic in the group
Psychiatrist
p.94Contact
Gives the player character +2 on their mental recovery roll.
Requires: A player character mentally Broken during the mystery.
Quartermaster
p.95Personnel
All player characters gain +2 Capital, regardless of living standard (page 73). It can be used in the preparation phase or during the mystery.
Requires: Banker or Patron
Recruit
p.95Personnel
Can come along on mysteries as an NPC.
Requires: INSPIRATION 4
Seance Parlor
p.90Facility
The player characters can hold a séance before a mystery and gain access to additional clues – the Gamemaster decides which ones.
Requires: Resources 4 or Occultist in the group
Self-Flagellation Tools
p.92Facility
One player character per rank can gain +1 to their mental recovery roll (page 88).
Requires: Dungeon
Shooting Range
p.90Facility
All castle guards carry ranged weapons at cost 3.
Requires: Weapons Corridor
Stable
p.91Facility
Requires: Resources 5 or Vagabond in the group
Stable Boy
p.95Personnel
All horses the player characters take from the headquarters count as strong.
Requires: Stable
The Annals Of The Society
p.89Facility
At the end of a gaming session, a player can record the party’s experiences, granting each player character one additional Experience Point.
Requires: —
Treasure Chamber
p.92Facility
All player characters gain +1 Resources for the duration of a mystery.
Requires: Banker or Forgotten Gallery
Weapons Corridor
p.91Facility
During the preparation of a mystery, allows the player characters to bring any melee weapons of their choosing (temporary gear) at a total cost of up to 2 per rank in this Facility, without using Resources.
Requires: Resources 4
Workshop
p.91Facility
One of the player characters can gain an extra Advantage before a mystery: Well-Maintained Weapons or Well-Maintained Tools.
Requires: Resources 4
Armory
p.29Facility
During the preparation of a mystery, allows the player characters to bring any weapons of their choosing (temporary gear) at a total cost of up to 3 per rank in this Facility, without using Resources.
Requires: Resources 2
Aviation Society
p.30Contact
This enables the player characters to hire a balloon that, given the right weather conditions, will take them up to 200 kilometers from Prague in a single day, even to places the railway does not reach. It also makes it possible to observe the surroundings from a great height and gather information impossible to obtain otherwise. Note that this mode of transport is highly visible and attracts considerable attention from locals.
Commandant
p.30Contact
The player characters gain access to the rooms of the Cadet School, some of which they can rent for an affordable fee.
Requires: A roleplayed scene of getting acquainted with the commandant.
Evacuation Route
p.29Facility
The tunnels lead straight to the Vltava River, with several exits at various points in the Old Town.
Requires: Resources 5
Front Office
p.29Facility
The new, large front office is the workspace of two clerks who interact with clients. They manage correspondence and are the Society’s contact with all kinds of institutions when required. The Upgrade allows them to work more comfortably and efficiently, reducing the likelihood of drawing the interest of the state administration to Pravda’s actual activities.
Requires: Room on the first floor.
Junior Clerk Erik Ertl
p.30Personnel
Handles administrative matters and takes care of the premises.
Requires: Available from the beginning.
Panopticum
p.29Facility
Gives the player characters 2 points of extra Capital to spend during the preparation phase of each mystery.
Requires: Room on the first floor.
Puppeteer
p.30Contact
Once per mystery players can use a specially crafted puppet, which will play the role of a “scarecrow,” posing as a human being, for example as bait.
Requires: Resources 3
Secret Library
p.29Facility
A list of books available in the Secret Library can be found on pages 31–32.
Requires: Room on the second or third floor.
Senior Clerk Josef Fojtík
p.30Personnel
Handles administrative matters and takes care of the premises.
Requires: Available from the beginning.
Usurer
p.30Contact
Once per mystery, one player character gains up to 3 points of extra Capital to spend. A cost of 4 must be incurred to repay the loan and interest at the start of the next mystery.
Warehouse
p.29Facility
For each rank in this Facility, one temporary item may be kept for the next mystery.
Requires: Room on the third floor.