Turn 3
Stewardship (Choose One):
[ ] Open For Buisness
It's hardly uncommon for accredited Hunters to establish businesses, guilds, gatherings and groups of their own, or for them to seek payment by contract from various individuals across Vale - some grumble that Hunter's are little more than glorified mercenaries, in fact. Establishing your own organization will allow for increased funding and legitimacy when operating in Vale, and eventually, worldwide. Success on 20/40/80. Gain a reputable front organization. New Recruitment opportunities. Gain access to contract work, establishing a source of funding. Increased white/grey market presence.
[ ] Wretched Hive
There's more than a few fronts for organized crime scattered throughout Vale. Well. No point in letting competition run around when you could bring them into the fold instead. Just a few choice assassinations and threats should give you a big hook into the city's underworld. Success on 20/50/80. Gain one or more disreputable front organizations that you can launder funding through and operate from. Establish ties in Vale's criminal underworld. Increased grey/black market presence.
Martial (Choose One):
[ ] Grimm Quest: Seek the Dragon, Part Two
While your activities weren't a complete waste, the fact of the matter is that you've lost the dragon's tail. Find it. Success on 40/60/100. Rewards: Potential Martial improvements. ???. Chances of success degrade each turn not taken.
[ ] Opportunity: Emerald Ruins
A large section of the Emerald Forest is being cleared out and converted into a training ground for Beacon Academy. While some of the ruins and hidden spaces in the area will be left to provide interesting terrain, the rest will be thoroughly combed through and dismantled. If you wish, it would be easy enough to gain access to one of the contracts to clear the forest... and to be honest, letting ham-fisted amateurs with no respect for history do it instead of a trained archeologist like yourself doesn't sit particularly easy with you. It'll also be a chance to make an impression on those running the academy. Success on 10/40/60. Rewards: Potential to find various artifacts, opportunity to scout the terrain near Beacon. ???
Diplomacy (Choose One):
[ ] Recruitment: The Disgraced
When revolution swept through Vale, some of the aristocracy kept their wealth and status with easy grace, some were executed outright, and some... some had every title and scrap of wealth taken away, through the machinations of their rivals, but yet still live. With the right approach... they would follow your cause fanatically. Success on: 35/55/75. Rewards: Begin spreading your personal influence. Gain skilled allies and critical information. Through delegation, gain additional actions per turn. Gain hooks into Vales council. Unlocks new Intrigue actions. Various bonuses/penalties to other Recruitment.
[ ] Recruitment: The Disreputable
Thieves, mercenaries, robbers and brigands of all stripes, smugglers and murderers, crooks and gamblers. Like any kingdom, Vale has a thriving criminal element - and given Vale's status as a trading hub, a more cosmopolitan one than the usual. Bring them to heel, and a wealth of finances and opportunities could be yours... for a price. Success on: 20/50/70. Rewards: Bonus to the Web of Intrigue. Gain minions and funding. Through delegation, gain additional actions per turn. Increased Vale societal instability. Unlocks new Intrigue actions. Various bonuses/penalties to other recruitment. +10 to roll if taken with "Wretched Hive".
[ ] Recruitment: The Dismissed
"Miss Cheshire" has become a low-key, yet respected, advocate for Faunus rights. This is something you should most certainly put to use. Through contacts and favors owed, it shouldn't be impossible to have Vale's Faunus population dancing in the palm of your hand. The underclass, invisibly underfoot, is not an ally to underestimated... Success on: 20/40/60. Rewards: Bonus to the Web of Intrigue. Gain minions and, through delegation, additional actions per turn. Decreased suspicion. Unlocks new Intrigue and Diplomacy actions. Various bonuses/penalties to other recruitment.
[ ] Reaching Out
You may have chosen Vale as your center of operations, but it is hardly the only place you could find those who agree with your cause, or could be turned to serve your needs. Use your access to international communications to find those who could use your guidance to become a true threat to Remnant, and who knows what they could do? Success on: 30/60/90. Rewards: Establish ties with foreign anti-establishment groups. New actions available outside of Vale. ???. +10 if taken with "Airships".
Intrigue (Choose One):
[ ] Opportunity: Teachers Wanted
This will be tricky. Establishing a decent cover identity is one thing, but shoring it up enough to pass right under the noses of the most skilled Huntsmen in Vale? This will take all your skill, but the prize is one beyond measure. Access to the heart of Vale's future could be yours. Success on 60/80/100. Reward: Hired to work at Beacon Academy! +10 to roll if taken with "Opportunity: Emerald Ruins". +10 to roll if taken with "Council Advocacy". Massive suspicion gain on failure.
[ ] Key to the Locke
It seems the Locke family have been dealing with thier political rivals in a very final - and illegal - fashion. The constabulary has no idea what's going on, but with your skills, gathering more information would be child's play. Then... well. Clandestine deals, covert arrangements, and the beautiful pressure of blackmail can work in harmony to create a masterpiece. Success on: 20/50/70. Rewards: Gain additional information on the actions of the Locke family. Chance of event trigger. Potential to unlock Assassination actions.
[ ] Decoder Ring
It's curious. There's been more than a few high-volume transmissions between Vale and Mistral, encoded and secured well beyond the normal measures such messages take. Have those two kingdoms realized the vunerability to Mantle that such communications have, or is something else at work? Either way, best to nip this in the bud... Success on 20/50/80. Rewards: ???.
Learning (Choose One):
[ ] Airships
The terribly slow and cumbersome airships of the past have been improving in quality from year to year. Now, for the first time, it's thought that the newest models will be stable and swift enough to brave a cross-continental journey, despite the risk of airbourne Grimm. It's an interesting development that could cut travel times of weeks by sea into mere days. Success on: 20/50/80. Rewards: Technical Diagrams, information. Improved cross-continental transport. Unlocks future Stewardship projects.
[ ] Sufficient Gravitas
An intriguing new development has caught your attention - the ability to use Gravity Dust to create pockets of folded space, compressing the volume taken up by a select region. So far it's nothing but an academic curiousity, but you suspect that it'll be put to practical use soon enough... Success on 20/50/80. Rewards: Technical Diagrams, information. Unlocks new Learning actions. New avenues of weapon and machinery development available.
Piety (Choose One):
[ ] Family Resemblance
To disguise a semblance, the very expression of one's soul, is no easy task. Indeed, conventional wisdom holds that it is impossible - but you're far from conventional in your wisdom. For now, you've gotten by with simply using your Aura and Dust Casting, but in the long run, not being able to openly use your semblance will be crippling. Where there's a will, there's a way. Success on: 30/50/80. Rewards: Potential for Piety gains, decreased suspicion, ability to openly use your Semblance.
[ ] Pulvis In Terram
Dust has always had an unusual impact on the Grimm. Of all the works of man, it is only Dust that has allowed humanity to survive, time and time again, and it is Dust that the Grimm seek to tear down and destroy, nearly as fervently as they hunt humans themselves. This has never been explained... until now. Using your Semblance, you'll be able to undertake a study of the connection between the Grimm and Dust unlike any performed before in history.
Success on: 40/70/100. Rewards: Possible progress of "The Dark Path" Trait. Possible progress of "Dust Caster" Trait. ???.
Personal (Choose One):
[ ] Council Advocacy
You've been called to continue working with Vales council on a number of matters in which you demonstrated competency. This is a priceless opportunity to make connections and tie yourself to Vale's political scene - including to those that control the funding of the fledgling Beacon Academy. Success on 30/40/50. Rewards: Decreased suspicion. Potential to unlock new Stewardship actions.
[ ] Road Trip - Vacuo
You left Vacuo in a hurry, and left several loose ends untied there. Now that your situation is less precarious, perhaps it would be best to go and pick up all the dust, artifacts, lien, documents, and information you left behind. Who knows, some interesting opportunities might also crop up! Success on 20/40/60. Rewards: Information, Dust, Artifacts. Influence on actions occurring in Vacuo this turn. Potential mini-turn triggers. ???.