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administration [2020/10/12 12:39]
kyle
administration [2021/02/18 07:58] (current)
kyle [Multiculturalism]
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-^{{ra>leaf?48|Vitality}} ||{{fa>plus-circle?24&align=left}}**Y'all Play Nice, Now:** Many different peoples are capable of mixing here in relative harmony, and the base is capable of assimilating a population of any new cultures it encounters. Whenever adventurers manage to encounter and befriend a significant faction belonging to another culture (such as Russians, swampbillies, gillmen, machine elves, or space apes), it gets added to the base'assimilated cultures list. \\ \\ {{fa>plus-circle?24&align=left}}**Benefits:** All adventurers that live in the base automatically learn the language of any assimilated cultures (at least on a basic conversational level), and new adventurers belonging to an assimilated culture can freely be created. \\ \\ {{fa>minus-circle?24&align=left}}**Assimilation Limit:** A base can only assimilate a number of other cultures equal to its Vitality rating. |+^{{ra>leaf?48|Vitality}} ||{{fa>plus-circle?24&align=left}}**Y'all Play Nice, Now:** Many different peoples are capable of mixing here in relative harmony, and the base is capable of integrating a population of any new cultures it encounters. Whenever adventurers manage to encounter and befriend a significant faction belonging to another culture (such as Russians, swampbillies, gillmen, machine elves, space apes, or whatever else), it gets added to the base'integrated cultures list. \\ \\ {{fa>plus-circle?24&align=left}}**Benefits:** All adventurers that live in the base automatically learn the language of any integrated cultures (at least on a basic conversational level), and new adventurers belonging to an integrated culture can freely be created. \\ \\ {{fa>minus-circle?24&align=left}}**Integration Limit:** A base can only integrate a number of other cultures equal to its Vitality rating. |
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-^{{ra>queen-crown?48|Influence}} ||{{fa>plus-circle?24&align=left}}**Plant the Flag:** The faction represented by the base is capable of claiming and defending territory. Any region within a distance of the base equal to its Influence rating can be claimed by spending 1 Dosh. \\ \\ {{fa>plus-circle?24&align=left}}**Watch the Borders:** If a significant problem (the kind that powerful adventurers could solve) emerges in any of your claimed regions, roll a trigger die: if the result is 1-6 you learn about it immediately, and if the result is 7+ you learn about it and its actual effects are delayed until the beginning of the next session. This potentially gives you the ability to prevent catastrophes before they happen in your territory simply by having eyes looking out for them. |+^{{ra>queen-crown?48|Influence}} ||{{fa>plus-circle?24&align=left}}**Plant the Flag:** The faction represented by the base is capable of claiming and defending territory. Any region within a distance of the base equal to its Influence rating can be claimed by spending 1 Dosh. \\ \\ {{fa>plus-circle?24&align=left}}**Watch the Borders:** If a significant problem (the kind that powerful adventurers could solve) emerges in any of your claimed regions, roll a trigger die: if the result is 1-6 you learn about it immediately, and if the result is 7+ you learn about it and its actual effects are delayed until the beginning of the next session. This potentially gives you the ability to prevent catastrophes before they happen in your territory simply by having eyes looking out for them. \\ \\ {{fa>minus-circle?24&align=left}}**Contested:** You cannot use this establishment to claim any region that's already been claimed by another faction, or any unclaimed region that's full of dangerous bullshit. Adventurers can clear a region in order to be able to claim it. If a region's claim is lost for whatever reason, it can be re-established in the future by making the region eligible for a claim again and re-spending the 1 Dosh claim fee. |
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administration.1602527981.txt.gz ยท Last modified: 2020/10/12 12:39 by kyle