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.

Development Points 0 2 Upgrades owned

Armory

p.89

Facility

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

Cost: 5 DP (can be purchased up to three ranks)

Banker

p.93

Contact

Once per mystery a player character can raise her Resources by 2 for the duration of one scene.

Requires: Resources 5

Cost: 5 DP

Botanical Garden

p.91

Facility

A player character who spends a scene in the garden heals one mental Condition.

Requires: Gardener

Cost: 4 DP

Butler Algot Frisk

p.94

Personnel

Manages the headquarters.

Requires: Available from the start.

Cost: 0 DP Starting

Butterfly House

p.89

Facility

A player character who spends a scene in the botanical garden heals two mental Conditions.

Requires: Botanical Garden

Cost: 2 DP

Caretaker

p.94

Personnel

Repairs facilities in the castle if something is broken.

Requires: Workshop

Cost: 3 DP

Carp Pond

p.89

Facility

One of the player characters can gain an extra Advantage before a mystery: Unwavering Calm.

Requires: Botanical Garden

Cost: 2 DP

Cellar Vault

p.91

Facility

Each rank can store one temporary item from previous mysteries.

Requires: —

Cost: 4 DP (can be purchased up to three ranks)

Chapel

p.91

Facility

Can push all mental recovery rolls (page 88)

Requires: Resources 5, or Priest in the group

Cost: 6 DP

Chef

p.94

Personnel

Cooks fancy dinners at the headquarters and makes sure that everyone is well fed.

Requires: —

Cost: 4 DP

Coachman

p.94

Personnel

Requires: Stable boy

Cost: 4 DP

Difference Engine

p.91

Facility

Facilities cost one less Development Point to construct.

Requires: Inventor

Cost: 6 DP

Dungeon

p.91

Facility

NPCs imprisoned here cannot escape without help.

Requires: Cellar Vault

Cost: 3 DP

Fixer

p.93

Contact

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

Cost: 4 DP

Forgotten Gallery

p.92

Facility

One player character gains +1 to Resources until the end of the mystery.

Requires: Guard or Occult Library

Cost: 6 DP

Gamekeeper

p.94

Personnel

Upgrades the weapons from the shooting range to maximum cost 4 for the player characters and the castle guards.

Requires: Shooting Range

Cost: 5 DP

Gardener

p.95

Personnel

All food from the headquarters automatically counts as nutritious.

Requires: Resources 5

Cost: 4 DP

Guard

p.95

Personnel

Protects the castle from burglars and enemies, as best they can.

Requires: —

Cost: 5 DP (can be purchased multiple times)

Gymnasium

p.92

Facility

A player character who spends one scene in the gymnasium heals a physical Condition.

Requires: —

Cost: 5 DP

House Physician

p.95

Personnel

Automatically treats Broken and two Conditions for all player characters at the headquarters during one scene per mystery.

Requires: Infirmary

Cost: 6 DP

Infirmary

p.90

Facility

Makes it possible to push physical recovery rolls (page 88).

Requires: Resources 5 or Doctor in the group

Cost: 6 DP

Inventor

p.95

Personnel

The player characters can build one mechanical item of their choosing before the mystery, regardless of cost.

Requires: Professor

Cost: 5 DP

Journalist

p.93

Contact

Can provide additional clues and come along on mysteries as a helping hand.

Requires: Resources 4 or Writer in the group

Cost: 4 DP

Kennel

p.90

Facility

Requires: Gamekeeper or Hunter in the group

Cost: 4 DP (can be purchased up to three ranks)

Library

p.90

Facility

Clues can be found here.

Requires: Available from the start

Cost: 0 DP Starting

Local Tavern

p.90

Facility

One player character per rank can gain +1 to their physical recovery roll (page 88).

Requires: —

Cost: 4 DP (can be purchased up to three ranks)

Map Room

p.90

Facility

Requires: Library or Professor

Cost: 4 DP

Mystic

p.95

Personnel

Can gain a clue about a power item or magic item connected to a vaesen in the current mystery.

Requires: Occult Library

Cost: 5 DP

Observatory

p.90

Facility

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

Cost: 5 DP

Occult Archive

p.92

Facility

Each rank can store one power item or magic item (page 122) from previous mysteries.

Requires: Occult Temple or Mystic

Cost: 6 DP (can be purchased up to three ranks)

Occult Library

p.92

Facility

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

Cost: 5 DP

Occult Temple

p.92

Facility

One of the player characters can gain an extra Advantage before a mystery: Occultist.

Requires: Occult Library

Cost: 5 DP

Occult Workshop

p.92

Facility

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

Cost: 5 DP

Patron

p.94

Contact

Grants a free success on a MANIPULATION test when bartering or negotiating prices.

Requires: INSPIRATION 5, or Military Officer in the group

Cost: 4 DP

Pigeon Loft

p.90

Facility

Requires: Caretaker

Cost: 4 DP

Police Constable

p.94

Contact

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

Cost: 4 DP

Professor

p.94

Contact

Grants a free success on a roll for finding or interpreting information in Upsala.

Requires: Resources 5, or Academic in the group

Cost: 4 DP

Psychiatrist

p.94

Contact

Gives the player character +2 on their mental recovery roll.

Requires: A player character mentally Broken during the mystery.

Cost: 4 DP

Quartermaster

p.95

Personnel

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

Cost: 6 DP

Recruit

p.95

Personnel

Can come along on mysteries as an NPC.

Requires: INSPIRATION 4

Cost: 5 DP (can be purchased multiple times)

Seance Parlor

p.90

Facility

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

Cost: 5 DP

Self-Flagellation Tools

p.92

Facility

One player character per rank can gain +1 to their mental recovery roll (page 88).

Requires: Dungeon

Cost: 4 DP (can be purchased up to three ranks)

Shooting Range

p.90

Facility

All castle guards carry ranged weapons at cost 3.

Requires: Weapons Corridor

Cost: 5 DP (can be purchased up to three ranks)

Stable

p.91

Facility

Requires: Resources 5 or Vagabond in the group

Cost: 4 DP (can be purchased up to three ranks)

Stable Boy

p.95

Personnel

All horses the player characters take from the headquarters count as strong.

Requires: Stable

Cost: 3 DP

The Annals Of The Society

p.89

Facility

At the end of a gaming session, a player can record the party’s experiences, granting each player character one additional Experience Point.

Requires: —

Cost: 4 DP

Treasure Chamber

p.92

Facility

All player characters gain +1 Resources for the duration of a mystery.

Requires: Banker or Forgotten Gallery

Cost: 6 DP

Weapons Corridor

p.91

Facility

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

Cost: 4 DP (can be purchased up to three times)

Workshop

p.91

Facility

One of the player characters can gain an extra Advantage before a mystery: Well-Maintained Weapons or Well-Maintained Tools.

Requires: Resources 4

Cost: 4 DP

Armory

p.29

Facility

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

Cost: 4 DP (can be purchased up to five times)

Aviation Society

p.30

Contact

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.

Cost: 6 DP

Commandant

p.30

Contact

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.

Cost: 2 DP

Evacuation Route

p.29

Facility

The tunnels lead straight to the Vltava River, with several exits at various points in the Old Town.

Requires: Resources 5

Cost: 8 DP

Front Office

p.29

Facility

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.

Cost: 2 DP

Junior Clerk Erik Ertl

p.30

Personnel

Handles administrative matters and takes care of the premises.

Requires: Available from the beginning.

Cost: 0 DP

Panopticum

p.29

Facility

Gives the player characters 2 points of extra Capital to spend during the preparation phase of each mystery.

Requires: Room on the first floor.

Cost: 3 DP

Puppeteer

p.30

Contact

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

Cost: 2 DP

Secret Library

p.29

Facility

A list of books available in the Secret Library can be found on pages 31–32.

Requires: Room on the second or third floor.

Cost: 1 DP

Senior Clerk Josef Fojtík

p.30

Personnel

Handles administrative matters and takes care of the premises.

Requires: Available from the beginning.

Cost: 0 DP

Usurer

p.30

Contact

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.

Cost: 4 DP

Warehouse

p.29

Facility

For each rank in this Facility, one temporary item may be kept for the next mystery.

Requires: Room on the third floor.

Cost: 1 DP (can be purchased up to four times)