Fade Rift Mods
02 October 2019 @ 08:23 pm

ACTIVITY & PLOT REWARDS

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CHARACTER REWARDS

Activity rewards points can be spent on the items listed below. In most cases, you may only purchase one reward per character per month. The exceptions are items with an asterisk next to their names; you can purchase up to five total of these items per month, in addition to any one non-asterisked reward. New rewards are added and removed periodically, and we welcome to make suggestions! You can view previously purchased rewards here.

Objects
REWARD DESCRIPTION/NOTES COST
Armor/Weapon (Tier 2)* Your character can acquire armor superior to the basics provided by Riftwatch. You may choose the design and any Tier 2 materials, as well as how they acquire it. 10
Armor/Weapon (Tier 3)* Your character can acquire armor superior to the basics provided by Riftwatch. You may choose the design and any Tier 3 materials, as well as how they acquire it. 15
Armor/Weapon (Tier 4) Armor above the top of the line. Your character can acquire armor of any design that incorporates dragon- or rift crystal-based materials. In addition to points, you must provide a link to your character's participation in a dragon slaying or rift closure. 20
Fade-Touched Materials Thanks to an outbreak of Fade-touched creatures in Kirkwall, Riftwatch now has access to a sizeable store of Fade-touched materials for crafting. This reward will allow you to add a Fade-touched power to a weapon or armor set. (You can see samples of what these materials can do by looking at the Masterwork materials here, but you're also welcome to propose your own when you purchase for us to approve.) 30
Runes (Riftwatch)* Your character can have their armor or weapon upgraded with one rune of any type that the Riftwatch has designs for and can have produced on its own. We'll add runes as characters uncover designs for them during player plots or exploration, so let us know if your character has found one not covered here. Runes currently available are: fire, dragon-slaying, cleansing, and ice/frost. 30
Runes (Random) Your character can find an intact runestone of any type somewhere out in the field. 50
Enchanted Items Your character can acquire one enchanted object of your choice. You can choose something from canon, or make up your own (subject to mod approval). Some examples include the accessories that provide combat bonuses, Josephine's candle that never goes out, or Celene's rings in The Masked Empire. 40
Language Decoder Rings Rings that allow the wearer to read and understand, but not to speak or write, a language. Elvhen and ancient dwarven languages are not currently available. Wearing more than one ring at a time will result in everything being parsed as an incomprehensible jumble. 40
Rift Items (Gag) An item that does not appear native to Thedas will fall out of a rift and can be acquired by your character. This cheaper option is for items that are more fun than useful and are not magical, powered, technology foreign to Thedas, or weapons. E.g. motivational posters, crates of peanut butter candy, piles of lingerie. 15
Rift Items An item that does not appear native to Thedas will fall out of a rift and can be acquired by your character. This more expensive option is for things like tech, magic, and weapons, or things that will provide plot-relevant information or new skills. These will be handled on a case-by-case basis, meaning that electronic/otherwise-powered objects may not function as intended, magical items may be nerfed, and any item may come with unexpected caveats. While characters can acquire items from any other world, not just their own, items from other canons that are owned by or otherwise particular to an appable canon character cannot be acquired by other people. (E.g., no one can get Captain America's shield except Captain America.) 50
Legendary Items A specific, named item such as a weapon, armor, or artifact that has some historical significance and/or unique ability. The difference between these items and magical artifacts or standard weapons/armors is that only one character can have the item (and we won't allow identical knock-offs). You can look here to see which items have already been claimed. 60
Animals
REWARD DESCRIPTION/NOTES COST
Horses* Your character can acquire a horse or be given a designated horse from Riftwatch's stables to name, cherish, and look after forever. (Or until they're tragically killed in battle and eaten.) 20
Weird Pets Any animal that is not a mount or a mabari and is weirder than your standard dog or cat. It must be small enough and safe/controlled enough to be transported in a rowboat and allowed in the Gallows. (I.e. no dragons.) 20
Harts, Dracolisks, & Nuggalopes Your character can acquire a hart, dracolisk, or nuggalope to use as a mount, either from the stables or in the wild. 40
Mabari A mabari will imprint on your character. The age of the mabari, the manner of acquisition, and how intentional the bonding is will be up to you. 50
Griffon Rider* Your character can receive training to ride one of the griffons residing in the Gallows and make particular friends with the griffon of your choice. (Characters do not own these griffons, and a single griffon may have up to three riders.) 10
Animal Armor A set of Tier 2 armor designed for an animal (mabari, horses, griffons, etc.) to keep them safe and/or make them look really cool. Runes and Fade-touched materials can be added to this armor but must be purchased separately. 15
Apothecary
REWARD DESCRIPTION/NOTES COST
Enchantment Detection Dust A vial of dust that adheres to strong magic and shows the lines of any enchantments, to assist with locating, identifying, understanding, or removing magic on an object or area. Each vial has enough to cover approximately a 3'x3' area. 30
Pillow Talk A vial of a potent mood-influencing substance that causes a warm, languid feeling and makes a person feel safe enough to believe they can do or say anything. Can be administered by skin to skin contact. Each vial has enough of the liquid to affect one person for up to three hours. 30
Powder Nap A powdered substance that when consumed or inhaled (e.g. after having it blown into the face), induces roughly 15 minutes of unconsciousness. On waking, the victim will be unable to remember the ten minutes immediately before they passed out. Each vial contains enough powder for two uses. 30
Liver Lily A vial of pleasantly fragrant oil that, when applied to the skin, causes a complete loss of nerve in all but the most courageous. The potion takes several minutes to absorb into the skin, but once it does the victim will suffer from heightened levels of anxiety and fear for the next 15-30 minutes, easily startled and entirely lacking in confidence. Each vial contains enough oil for one use. 30
Maferath's Embrace An expensive toxin that increases victims' blood pressure until their veins and organs rupture. A painful and extravagant death, most useful when terrifying the people who witness or discover the death is as much a goal as killing someone. 30
The Quiet Night A rare lethal poison that puts its victim into a deep sleep and slowly brings their heart rate to zero, leaving no signs of foul play. 30
Specializations
REWARD DESCRIPTION/NOTES COST
Specialization (First) This will allow your character to acquire a specialization—including the materials, books, and/or NPC trainers required to learn a Dragon Age specialization, such as Reaver abilities, shapeshifting, artificing, etc., if they do not already have one.

Characters are free to pursue learning about specializations ICly without expending AC points by, for example, learning from another PC. But obstacles to successfully, fully acquiring/using the specialization will need to remain in place until the specialization is purchased. For example, your character can study spirit healing freely, but won't be able to win over the necessary spirits until the specialization is OOCly purchased. For specializations that rely solely on skill and lack a clear moment of acquisition, such as the Shadow specialization, your character can learn and practice the relevant skills, but they will be noticeably worse at those skills than any character who actually has the specialization until the specialization is purchased.
40
Specialization (Additional) Characters who were apped in with a specialization or who have already acquired one in-game may acquire another, up to three total. See above for notes. 80
Templar Increased support and resources for its Templars, as well as the new right to negotiate lyrium contracts or purchase lyrium directly without going through the Inquisition or Chantry, has made is substantially easier to join the Templars or acquire their abilities. This specialization can now be purchased for 20 points if it's the character's first, or for 60 otherwise. (As long as characters find a Templar who agrees to train them, they are not required to actually take vows or join the Order to have this specialization. But keep in mind that it does come with side-effects, such as lyrium addiction.) 20/60
Anchors
REWARD DESCRIPTION/NOTES COST
Anchor Shards Characters who were not apped in with anchor shards may be newly struck with one while near a rift. (Getting your character near a rift for this to occur will be your responsibility, but there should be plenty of opportunities.) 40
Anchor Abilities Characters who have anchor shards may learn to (A) create a small shield to deflect projectiles or (B) release small bursts of energy that can inflict physical damage. These abilities will manifest without effort on your character's part and may be accidental at first. Characters can learn to do both A and B, but must pay for them separately. 40
Anchor Abilities (Non-Powered Characters) Rifter characters without pre-existing superhuman abilities and native non-mages may develop their first anchor ability, as described above, for fewer points. 20
Anchor Upgrade Characters may find their anchors have grown in size and in power to match that of the Herald of Andraste, prior to her death. This will enable them to close rifts alone, as well as to create larger and more powerful shields/blasts if they have anchor abilities. (Please note that this does not mean Trespasser- or Jaws of Hakkon-level abilities, yet.) To purchase this reward, characters must have anchors for 9 months. You can reduce the waiting period by up to three months by linking to one AC-length log/conversation about improving or using the character’s anchor for each month you would like shaved off of the waiting period. 40
Rare Finds (First Come, First Served)
REWARD DESCRIPTION/NOTES COST
Sun Glasses A pair of enchanted glass frosted-glass orbs, with suspended lyrium runes at their centers, that brighten when shaken to give off a warm, sunny glow. They're each strong enough to illuminate a room as if it's actually outdoors on a sunny day. They'll work for 12 hours at a stretch, but once shaken, they'll glow for the full 12 hours, so they aren't ideal for use as flashlights on stealthy missions. 20
Long Shot's Long-Lost Twin Your character will have the very dubious honor of bearing a strong resemblance to the infamous "Long Shot" Bossuet, whose wanted posters will be plastered all over Kirkwall this month in the wake of five murderous highway robberies on the outskirts of the city. There's a high bounty. Good luck. 20
Enchanted Bath Tub One of five available large bathtubs discovered in the Gallows' storage, each inlaid with runic enchantments that keep water at one's preferred temperature indefinitely. 40
Collapsing Staff A functional mage's staff that collapses like a spyglass (or tv antenna). It's not as powerful as most mages' staves and likely not acceptable as a permanent replacement, but it's easier to carry around casually or smuggle into places without marking oneself as a mage on sight. 50
The Littlest Sylvan A very small tree—think a dwarf jade—possessed by a very small and very angry spirit, this miniature wild sylvan has been encased in an unbreakable, self-sustaining glass terrarium, where it tromps around and impotently flings pebbles at the walls. Occasionally it roars (squeakily) when people come too close. Give it a few years, and it might learn to rhyme. 50
The Following Eyes A portrait of a stranger (originally anyone looking any way your character would find compelling enough to keep around), whose eyes do the typical painting trick of following people through a room. Over time the owner will find the stranger's expression changes from day to day: pleasant and approving on days they've behaved well (by their own moral standards), frowning and stern on days they have not. 50
Houseboat The purchaser of this reward will acquire—via gambling, random gifting, or whatever other method you want to invent—a flatboat whose previous owner has built it up into a full-fledged, shambling yet sturdy home. Its new owner can keep it in one of the many empty slips surrounding the Gallows. 75
Big Dreams
REWARD DESCRIPTION/NOTES COST
Trebearchet Your character can fire a bear out of a trebuchet at enemy forces. 1000
Miscellaneous
REWARD DESCRIPTION/NOTES COST
City Housing Approval for your character to live outside of the Inquisition's property (the Gallows and the docks), contingent on the housing plans being reasonable and approved by mods. IC considerations include:

  • Representing Riftwatch well. This shouldn't be an issue unless your character is a prisoner or a persistent problem who logically could not be trusted to play well with the locals—for example, if they've recently made threats to kill everyone, they probably won't be approved.
  • Riftwatch pay will allow a character to rent a room in a decent boarding house or share one of the nicer homes in Lowtown with 1-3 other PCs, or to live alone somewhere sketchy. Living in Hightown would require at least one of the PCs in the house to have significant independent wealth.
  • Offending or disturbing Hightown's residents will harm the Riftwatch's reputation and may have repercussions. Elves and Qunari will have a difficult time living there unless they do so quietly and with humans.
  • If your character intends to build a treehouse or put up a tent on the beach, you still need to purchase this reward item and explain their plans.

    Your housing plans don't have to be ideal, but you do need to keep those things in mind and be ready to specify how your character is affording whatever accommodations they secure. If you request this reward item, please specify where your character will be living, with whom if you're planning roommates, and how they'll be paying for it.
  • 10
    Juke Bachs A minstrel has taken up residence in Kirkwall. He's clearly a little addled and claims to have been caught in the blast radius of an opening rift... and now songs come to him in his dreams. This AC reward allows you to choose a song from the real world or any canon for Juke to learn while dreaming and introduce to Thedas. 10


    RIFTWATCH IMPROVEMENTS

    Plot reports (1 report for 1 point) can be spent on the improvements and amenities listed below, subject to the provided requirements. The points that have already been accrued and the requirements that have already been met will be noted as progress is made. (You can also exchange 100 AC points for one plot report point, if you have points to burn.) You're welcome to make suggestions!

    Quartermaster's Quality of Life Improvements
    REWARD DESCRIPTION/NOTESPLOT REQUIREMENTS COSTPAID
    New Mattresses Mattresses that have never been slept on by any now-dead mages or Templars. Must be set in the Free Marches, where Bernard Grey, known colloquially as the Mattress Baron, will hear of and be impressed by their exploits. 2
    New Uniforms PURCHASED Let's get professional, professional. Must be set in Antiva or Wycome, where renowned fashion designer Casiraghia Leclerc will hear of and be impressed by their exploits but disappointed by their outfits. 2 2
    High-Quality Boots Made by Serah Marten. At least 1 must involve druffalo, whose leather Serah Marten relies on for his crafting. 2
    Pocket Lighters PURCHASED Outfit every member of Riftwatch with a small, rune-enchanted stone that produces a small flame useful for starting campfires, substituting for candles in dark rooms, or lighting cigarettes. Must involve dwarves or Tranquil in some beneficial/positive way or be set in Cumberland so Velkel and Tareisa, a dwarf-and-Formari enchanting duo in Cumberland, will offer their invention in bulk at a discount. 2 2
    Pianoforte A pianoforte to reside in a public space in the Gallows. Must be set in Nevarra, which will prompt Magdalena Pomeroy, whose entire extended family is living in her summer home following the evacuation of Nevarra City, to have the idea to graciously donate it to Riftwatch, for reasons which have nothing to do with the fact that three different five year olds currently consider it a toy. 2
    Increased Morale Budget An increase to the Morale Officer's very modest discretionary budget, for improved office parties. At least 2 plots must be set in the Anderfels or focus on Ander expatriates, after which a noble Ander expatriate residing in Kirkwall to escape the Anderfels' general atmosphere of despair will make a donation for that specific purpose. Plots where Riftwatch publicly, miserably failed at its objective count for double points. 5
    Night Ferryman Finally stay out carousing later and still make it back to your room in the Gallows thanks to the hiring of a night ferryman. At least 2 must involve pirates or other naval exploits, to earn the interest of Alan Giran, a local retired dockhand who loves a good sea story and hates the sun. 5 2
    Games Room Billiard table, card tables, a pin bowling lane or two, and a new game called "skree ball." None 5
    Tavern in the Gallows Contract with local brewer included. Bartender not included—honor taps!—but one can be brought in for special occasions. None 5 3
    Roof Garden(s) Convert the flat rooftops of some of the towers into gardens with great views. At least 2 (0/2) must take place in Rivain in order to secure the assistance of renowned gardener and architect Jalida Aban, who designed the intricate terraced courtyard gardens at Queen Yalena's summer palace. 10 2
    Master of Works' Gallows Upgrades
    REWARD DESCRIPTION/NOTESPLOT REQUIREMENTS COSTPAID
    Better Windows PURCHASED Wider windows will be carved out in common spaces, to make the place feel less like a prison. None 2 2
    Glowlights PURCHASED Fit corridors and stairways with lyrium glowstones, popular in Orlais, to keep them lit. Must take place in Orlais, where literal glowlight baron Lord Arsène Banide will hear of it and offer a bulk discount in gratitude. 2 2
    Tennis Court PURCHASED Convert a little-used courtyard into a tennis court and acquire equipment. None 2 2
    Memorial Wall Design and install a permanent memorial wall with etched names of those who have been lost. None 2
    Ferry Enchantments Travel between the Gallows and the docks faster, with a significantly less tired and disgruntled ferryman. At least 2 0 must take place in Antiva in order to secure the cooperation of enchanter Flavio of Rialto, who specializes in enchanted gondola designs. 5 2
    Greenhouse A space to grow plants year round, big enough to cultivate some more-finicky herbs and also to lightly supplement the winter produce stocks. At least 1 must take place in the inland Free Marches to earn some good will with Kaiten wrought iron merchant Oliver Eggimann so he'll offer favorable terms, and 1 must take place in Western Orlais to secure the cooperation of Serault glassmakers. 5 1
    Inter-Gallows Mail Enchanted tubes to deliver messages between the mail room on the ground floor and the project and division offices. At least 2 1 must take place in Ferelden, in order to secure the services of enchanter Holmgren of Denerim. 5 2
    Lift Pay for the design and construction of a dwarven lift in the Central Tower to assist in the transportation of heavy objects, furniture, exhausted people, etc. None 10 2
    HVAC Enchanted pneumatic pipe and vent system to deliver warm or cold air to common areas to keep things more comfortable during periods of extreme weather. At least 2 must take place in Nevarra, in order to get the attention of Beshar Zadanis, an inventor and enchanter who developed plans for this system to help regulate conditions in the Grand Necropolis but now finds himself without a patron able to see it executed. 10
    Indoor Plumbing Running water for communal showers and bathrooms on residential floors. None 10 0
    Skywalk Construct connecting bridges between the towers, so what goes up does not necessarily have to come down in the same place. At least 2 must take place in Kirkwall (and not involve damaging the city somehow), to catch the attention of Arlene Hobman, a descendent of the architect who built a similar bridge in Hightown and will provide architectural plans and labor assistance. 10 1



    CLAIM FORM

    To purchase a character reward, reply to this post with the form below. You can pool points from multiple characters to purchase one reward. This includes carrying over points from previously dropped characters.



    To count your plot report toward a base reward goal, reply to this post with the form below.