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- | ====== Establishments ====== | ||
- | Players can spend resources to improve and change themselves in various ways. The Establishments system exists to let them do the same thing to the game world itself, and is scalable from simple bases on up to the management of entire domains or civilizations. | ||
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- | No matter how big an establishment eventually gets, all of them start out as a Hideout. | ||
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- | ===== Factions ===== | ||
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- | Factions are larger communities and even groups of communities such as kingdoms, nations, corporations, | ||
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- | All establishments have some amount of Instability, | ||
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- | ^Establishment ^Cost ^Feature Cost ^Instability Multiplier ^ | ||
- | |Hideout |2 |1 |x0 | | ||
- | |Outpost |5 |2 |x1 | | ||
- | |Settlement |10 |5 |x3 | | ||
- | |City |20 |10 |x10 | | ||
- | |Axis |50 |20 |x30 | | ||
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- | ^Circumstance ^Instability ^ | ||
- | |Establishment is located within 0-10 regions of the capitol |1 | | ||
- | |Establishment is located within 11-20 regions of the capitol |2 | | ||
- | |Establishment is located within 21-30 regions of the capitol |3 | | ||
- | |Establishment is located within (10x-9)-(10x) regions of the capitol |X | | ||
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- | |Establishment' | ||
- | |Establishment' | ||
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- | So for example, a settlement (instability multiplier of x3) that is located 14 regions away from it's owning faction' | ||
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- | ===== Hideouts ===== | ||
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- | A hideout is a home, apartment, safehouse, lair or similar structure where you and your allies can safely sleep and stow your gear, hirelings, treasure, and vehicles. A hideout does not re-fill with monsters or get attacked by your enemies in your absence (although it might get attacked while you're there if it makes sense for that to happen). Anything you leave in your hideout will still be there when you come back for it later unless it doesn' | ||
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- | To establish a hideout, you need two things: a good location and two points of Capital. Capital can sometimes be found as treasure on adventures, or can be purchased for 5 Supply each. Location' | ||
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- | Now that you've selected a location and spent your initial Capital to set everything up, you might like to upgrade your hideout with extra features. That's cool. Features come in two basic flavors: Resource (stuff that directly aids your adventuring) and Faction (stuff that aids the hideout itself). They cost one Capital each. | ||
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- | Give your hideout a name and make a map of it if you want. | ||
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- | === Hideout Resource Features === | ||
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- | All hideout features cost 1 Capital. Features which provide a benefit only once per session are marked with a ★ to help you remember to take advantage of them. | ||
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- | * **Armory.** Change your loadout freely. | ||
- | * **Comfort.** Heal Vitality over time. | ||
- | * **Depot.** Buy rations, fuel, and utilities. | ||
- | * **Exchange.** Turn items into Supply. | ||
- | * **Legacy.** Access off-site trainers. | ||
- | * ★**Memorial.** Gain XP from honoring the dead. | ||
- | * **Pantry.** Feed yourself for free. | ||
- | * ★**Rummage.** Produce free utility items. | ||
- | * **Vault.** Store unlimited supplies. | ||
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- | ^Feature ^Description ^ | ||
- | ^Armory |Your hideout is well-stocked with all your gear and tools. You can change your loadout freely while in your hideout without ever having to spend any Supply to do so. | | ||
- | ^Comfort |The hideout is a nice fully-furnished living space, not just a flophouse/ | ||
- | ^Depot |Useful goods are commonly available at the hideout in exchange for a little effort or cash money. Rations, Fuel or common utility items (anything available to a creature with the Handyman ability without any upgrades) can be purchased at the hideout in exchange for 1 Supply each. | | ||
- | ^Exchange |A pawnshop or recycling facility can turn items into Supply fast. When you're in the hideout, you can turn a keystone, luxury or capital into 1 Supply or turn a treasure into 1-4 Supply. | | ||
- | ^Legacy |The wisdom of those who have gone before is immortalized. You can access the training offerings of any retired characters in your campaign from the hideout, even if the retirees are not actually located there. | | ||
- | ^Memorial |Pay your respects to the dead and seek to learn from their stories. Once per session you can stop by the Memorial to light a candle, pour one out, or otherwise meditate on the life of a former PC who has died. Roll a trigger die: if the result is a 9+, you immediately gain one or more points of Experience. You can only honor a given fallen PC once in this way per character- write their name down on your character sheet somewhere. The exact amount of XP gained through the Memorial depends on how experienced the dead PC you honored was. | | ||
- | ^Pantry |The hideout has a well-stocked larder and kitchen area for food preparation. Every day that ends with you in the hideout is a day that you don't need to spend Supply or test a Rations item in order to feed yourself. Creatures that need to consume additional food for whatever reason have their daily requirements reduced by one feeding per day instead of being covered completely. | | ||
- | ^Rummage |You' | ||
- | ^Vault |A nice treasury space for you to store valuables. You can choose to leave as much Supply as you want in the hideout instead of carrying it with you everywhere. Write down any Supply you have stashed away and where it is. It'll be waiting for you when you come back. | | ||
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- | === Hideout Faction Features === | ||
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- | All hideout features cost 1 Capital. | ||
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- | * **Den.** Invite creatures to live with you. | ||
- | * **Fortifications.** Defensive structures. | ||
- | * **Palace.** Start a new faction. | ||
- | * **Secret.** The hideout is hidden. | ||
- | * **Squad.** One squad of soldiers. | ||
- | * **Trapped.** Add traps. | ||
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- | ^Feature ^Description ^ | ||
- | ^Den |The hideout can accommodate other, weirder residents. You can invite any friendly non-civilized creatures (animals, monsters, etc) to come live in your hideout. Den residents are friendly to you but don't consider you their master and cannot be ordered to do anything for you that they don't want to do. They will, however, take care of their own needs without imposing on your resources and happily defend " | ||
- | ^Secret |A portion or all of the hideout is cleverly disguised and hidden. Outsiders can't find the hidden part unless they already know it's there. | | ||
- | ^Fortifications |The hideout' | ||
- | ^Palace |The hideout hosts a throne room, parliament, council chamber, or other center of government that transforms it from an independent, | ||
- | ^Squad |Requires Armory (Hideout), Comfort (Hideout), and Pantry (Hideout). A single squad of 10 soldiers lives in the hideout and defends it from intrusion. The squad is level 5 and you get to determine what their loadout is (GM can veto though). The squad is purely defensive in nature and won't leave the hideout unless in direct service to its defense. If the squad gets wiped out, it can be replaced by spending 1 Capital. Replacement squads show up at the beginning of the next session. | | ||
- | ^Trapped |The hideout can support permanent booby-traps and snares inside it. These traps are identical to the ones created by the Trapper ability tree, except they can be reset as an action by any creature next to them, they don't disappear at the end of the session, and all rightful residents of the hideout know exactly where they are and how to avoid them. Once added, a trap's location or specification cannot later be changed (but you can freely remove any trap you don't want anymore). Adding a trap to the hideout carries a one-time cost of 1 or more Supply. For every 1 Supply spent, pick any three features from the below list for the trap to have: \\ \\ - Remove 1 Vitality (can be selected up to 3 times maximum) \\ - Add benefits of any Trapper upgrade ability of your choice other than Paranoia or Trap Toss (can be selected multiple times for different upgrades) \\ - Add the Burning, Frozen, Dissolving, Electrified, | ||
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- | ===== Outposts ===== | ||
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- | An outpost is a small village, tribe or steading. Unlike a hideout, it has a significant number of citizens and residents that live, work and play on their own terms. Outposts offer a significant number of things that a hideout doesn' | ||
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- | * **Costs:** Creating an outpost requires a hideout and 5 additional Capital. | ||
- | * **Spacing: | ||
- | * **Capacity: | ||
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- | Establishments of Outpost size or larger exude control over the surrounding regions. Outposts lay claim to the region they' | ||
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- | === Outpost Resource Features === | ||
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- | All outpost features cost 2 Capital. Features which provide a benefit only once per session are marked with a ★ to help you remember to take advantage of them. | ||
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- | * ★**Bounty Board.** Earn Capital through local jobs. | ||
- | * ★**Cenotaph.** Improved Memorial. | ||
- | * ★**Curio Shop.** Random cheap keystones. | ||
- | * **Dojo.** Get a discount when learning from a single tree. | ||
- | * **Industry.** Purchase Capital. | ||
- | * **Recreation.** Carouse for extra XP. | ||
- | * ★**Revenue.** Sometimes generate free Supply. | ||
- | * **Workshop.** Specific cheap keystones. | ||
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- | ^Feature ^Description ^ | ||
- | ^Bounty Board |The outpost hosts a centralized location for the sharing of information and the posting of one-off jobs. The GM will create one local job (clear a dungeon, slay a threat to the people, open a new path, etc) in addition to any other missions or goals the players have. Completing local jobs in this way is beneficial to the outpost' | ||
- | ^Cenotaph |Requires Memorial (Hideout). A much more ceremonially rich place of remembrance than the Memorial, remembrance rolls made at the Cenotaph to gain XP from a dead comrade succeed on a result of 5+ instead of 9+. | | ||
- | ^Curio Shop |A pawnshop or flea market, where buyers never quite know what they will find. The Curio Shop generates three random keystones from those available/ | ||
- | ^Dojo |A school, shrine or cultural tradition in which the secrets of a given ability tree are taught. Every dojo is keyed to a single, specific ability tree whose name is appended to the dojo- so a dojo that teaches the Blade tree would be called a Blade Dojo, and one that teaches necromancy would be a Necromancy Dojo. When learning a new ability in the outpost from the tree that the local dojo specializes in, you get a discount of -1 Supply. This discount stacks with other discounts from species or any other sources. Supply cost to learn a new ability can be reduced to 0 but not below 0. The keystone requirement is unaffected. | | ||
- | ^Industry |A mine, sawmill, quarry or similar provides the raw materials of empire. You can purchase points of Capital in the outpost for 5 Supply each. | | ||
- | ^Recreation |Taverns, gambling houses, bordellos and similar places attract adventurers eager to relax after facing near-death. You can choose to carouse in the outpost by spending 1 Supply per party member. For every time this amount is spent, everybody immediately gains 1 XP. Luxury items count as 3 Supply for this purpose. | | ||
- | ^Revenue |The outpost hosts a business of some kind that generates a small, but appreciable stream of income. Once per session, any adventurer with a controlling interest in the outpost can roll a trigger die. If the result is a 7+, every player at the table gets 1 additional free Supply. Results of 1-6 do not generate any Supply. Adventurers need to be physically present at a site in order to generate income with Revenue. | | ||
- | ^Workshop |Requires Dojo (Outpost). The high amount of local interest in a given ability tree means that keystones of that tree are also plentiful. Keystones matching the ability tree taught by the local dojo can be purchased on-demand for 1 Supply each. | | ||
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- | === Outpost Faction Features === | ||
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- | All outpost features cost 2 Capital. | ||
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- | * **Airfield.** Enable aircraft traffic. | ||
- | * **Harbor.** Enable movement through water regions. | ||
- | * **Reserves.** Slain squads are replaced automatically. | ||
- | * **Roads.** Claimed territory is easy to move through. | ||
- | * **Soldiers.** Use squads offensively. | ||
- | * **Warband.** Support three squads. | ||
- | * **Watched.** Keep an eye on your territory. | ||
- | * **Waystations.** Access services from any claimed region. | ||
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- | ^Feature ^Description ^ | ||
- | ^Airfield |The outpost has a basic runway or similar facility set up to allow for air traffic. Aircraft without the VTOL ability can take off and land in the outpost regardless of the local terrain type. | | ||
- | ^Harbor |The outpost has a large number of small, private watercraft available as well as a central location where such can be cheaply hired. Any water regions claimed by the settlement can be traveled through by land-based creatures or vehicles without having to spend time securing a boat of any sort. Creatures without the Swim ability take an additional impairment to travel speed when traveling through water regions, which stacks with any relevant impairment from rough terrain. | | ||
- | ^Reserves |Requires Squad (Hideout). Active-duty squads are rotated and trained regularly in the off-season, ensuring an easier replacement process should one get wiped out. When squads are slain, one of them is automatically replaced with a new, fresh squad at the beginning of each new session until all are replaced. Additional squads can be replaced via spending Capital as normal if desired. | | ||
- | ^Roads |The outpost maintains a network of roads allowing for easier vehicle traffic. All claimed land regions can be traveled through at full speed regardless of their terrain type and are considered fully accessible to wheeled vehicles. Higher-tier establishments with larger zones of control still apply the benefit of Roads to all of them. | | ||
- | ^Soldiers |Requires Squad (Hideout). The outpost' | ||
- | ^Warband |Requires Squad (Hideout). The outpost can support up to three squads at once instead of only one. All squads have the same loadout. The squads can be moved around the outpost' | ||
- | ^Watched |The outpost' | ||
- | ^Waystations |The outpost maintains a healthy supply network, avoiding the necessity of putting all goods and services in just one area. All benefits the establishment offers can be accessed from anywhere in any of the regions it has a claim on, not just its center region. For example, the Pantry (Hideout) feature feeds allies for free anywhere in the outpost' | ||
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- | ===== Settlement ===== | ||
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- | Settlements are larger, more specialized communities than mere outposts. | ||
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- | * **Costs:** Creating a settlement requires an outpost and 10 additional Capital. | ||
- | * **Spacing: | ||
- | * **Capacity: | ||
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- | Settlements exert a claim out to a distance of two regions from their center instead of the one region claim distance of an outpost. | ||
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- | === Settlement Resource Features === | ||
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- | All settlement features cost 5 Capital. Features which provide a benefit only once per session are marked with a ★ to help you remember to take advantage of them. | ||
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- | * **Academy.** Improved dojos with geographic synergy. | ||
- | * ★**Adventurer' | ||
- | * **Creole.** Learn new languages. | ||
- | * **Curio Emporium.** Improved curio shop. | ||
- | * **Healer.** Double Vitality restoration and heal injuries faster. | ||
- | * **Marketplace.** Purchase keystones on demand. | ||
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- | ^Feature ^Description ^ | ||
- | ^Academy |Requires Dojo (Outpost). A more advanced center of learning makes accessing the knowledge taught by the local dojo easier than ever. All Supply costs for learning abilities from the local dojo's specialty tree are reduced by 2 instead of 1 (costs can be reduced to 0 but not below 0, keystones are still required). The Academy applies its benefit not only to the local dojo, but also the dojo of any other outposts of the same faction whose centers lie within a region that the settlement claims. | | ||
- | ^Adventurer' | ||
- | ^Creole |The settlement is large enough to support a significant influx of local minority cultures. Members of any minority culture within a reasonable geographic distance can be frequently found in the establishment and citizens there almost universally can speak the languages of every culture present. Adventurers can spend 3 Supply in the settlement to learn a specific additional language from a locally-settled culture without needing to know or equip the Polyglot ability from the Lore tree. Adventurers with the Polyglot ability can learn new local languages at no Supply cost at all. | | ||
- | ^Curio Emporium |Requires Curio Shop (Outpost). A curio emporium has a much wider variety of random keystones for sale, and stock turnover happens more quickly. At the start of each new session, five random keystones are generated instead of the three, and every time a keystone is purchased from the emporium a random new one is immediately generated to take its place. | | ||
- | ^Healer |Healthcare is both widely-available and affordable to anyone who needs it. Any effect that restores a lost point of Vitality to a subject physically present in the settlement restores two points instead at no additional cost in either time or resources. Injured creatures resting in the settlement recover from their injuries on a 5+ instead of a 9+. This is identical to and does not stack with the benefit of the Convalesce ability in the Heal tree. | | ||
- | ^Marketplace |A large centralized location has been put aside for the buying and selling of goods, attracting merchants and traders from near and far. Any adventurer in the settlement can act as if they have the Shop Around ability from the Merchant tree, allowing them the chance to buy keystones from unlocked trees on demand. Adventurers who actually have Shop Around equipped no longer need to roll the associated check- they can always find what they want at a price of 2 Supply. | | ||
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- | === Settlement Faction Features === | ||
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- | All settlement features cost 5 Capital. | ||
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- | * **Company.** Field ten squads. | ||
- | * **Diversification.** Squads can have different loadouts. | ||
- | * **Drill Yard.** Increase squads' | ||
- | * **Navigability.** All water is navigable. | ||
- | * **Officership.** Squads gain officers. | ||
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- | ^Feature ^Description ^ | ||
- | ^Company |Requires Warband (Outpost). The settlement supports ten squads instead of three. All squads have the same loadout. | | ||
- | ^Diversification |Requires Warband (Outpost). The settlement has multiple different avenues of training available for its guardsmen squads. Every squad can have its own loadout as determined by the establishment' | ||
- | ^Drill Yard |Requires Warband (Outpost). Providing facilities and training for the local guards improves their quality. All squads maintained by the settlement are level 6 instead of 5. If the settlement also has the Officership (Settlement) upgrade, officers are level 6 as well. | | ||
- | ^Navigability |Requires Harbor (Outpost). The settlement has established a system of locks, canals, lighthouses and buoys to aid in maritime traffic. All water regions claimed by the settlement are not considered rough terrain for purposes of travel speed regardless of their actual terrain type, and all minor bodies of water such as rivers are considered fully navigable. | | ||
- | ^Officership |Requires Warband (Outpost). Any and all squads maintained by the settlement are led by an officer trained in leadership instead of simply being an unorganized and informal mob. Officers are level 5 and all share the same loadout that you choose (which must include the Captain ability tree to some degree). You have one officer per maintained squad. | | ||
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- | ====== Establishments ====== | ||
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- | Adventurers can spend Supply to enhance and develop themselves through various means. The Establishments system allows them to enhance and develop the game world itself instead. Establishments are developed through the use of " | ||
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- | " | ||
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- | ^Establishment ^Explanation ^Cost ^Upgrades Cost ^Faction Size ^ZoC ^Spacing ^ | ||
- | ^Hideout |A safehouse, residence or lair. |2 Capital |1 Capital |+0 |None |Unlimited | | ||
- | ^Outpost |A small community, steading or tribe. |Hideout + 5 Capital |2 Capital |+1 |Local +1 |≥2 Regions | | ||
- | ^Settlement |An entire town or village. |Outpost + 10 Capital |5 Capital | +3 |Local +2 |≥5 Regions | | ||
- | ^Burg |A thriving city. |Settlement + 20 Capital |10 Capital | +10 |Local +5 |≥10 Regions | | ||
- | ^Axis |A cultural and economic powerhouse. |Burg + 50 Capital |20 Capital | +30 |Local +10 |≥20 Regions | | ||
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- | No exact population numbers are given for any tier of establishment. The establishments system is not meant to track demographics, | ||
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- | Some establishments will likely already exist in the game world. These can be modified or more can be added by the players themselves by spending Supply. This is generally an expensive undertaking, | ||
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- | All establishments have a faction allegiance and a specialty ability tree. Adventurers can freely use the establishments of any faction they belong to. | ||
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- | Higher-tier establishments control one or more regions. A region claimed by multiple establishments of differing factions generally goes to whichever establishment is strongest. If multiple establishments all claim a single region but they have the same faction, it doesn' | ||
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- | Upgrade types: Resource (allows for changes to character sheet directly), Martial (defense of establishment), | ||
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- | Faction size: establishments of Outpost size or larger add to the overall size of their faction. A faction has a maximum size called its Capacity. Capacity is a combination of resources, population, and bureaucracy that allows a faction to grow. | ||
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- | ===== Outpost ===== | ||
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- | Outposts are small compounds, steadings or tribes that receive traffic from travelers and traders. An outpost has a small zone of control, laying claim to the entire region in which it is located and all adjacent regions. | ||
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- | * **Requires: | ||
- | * **Cost:** 5 Capital. | ||
- | * **Upgrades: | ||
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- | Upgrades unlocked at the outpost tier include: | ||
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- | ^Airfield |The outpost has a basic runway or similar facility set up to allow for air traffic. Aircraft without the VTOL ability can take off and land in the outpost regardless of the local terrain type. | | ||
- | ^Bounty Board |The outpost hosts a centralized location for the sharing of information and the posting of one-off jobs. The GM will create one local job (clear a dungeon, slay a threat to the people, open a new path, etc) in addition to any other missions or goals the players have. Completing local jobs in this way is beneficial to the outpost' | ||
- | ^Curio Shop |The outpost has a collection of rarities for sale. In among all the various weird, but generally useless junk there are a small number (1-6, subtract 6 from any result of 7+) of random keystones for sale for 1 Supply each. New keystones are generated each session- any that you choose not to buy will disappear (somebody else bought them). | | ||
- | ^Dojo |The outpost maintains a center of learning in which the secrets of the establishment' | ||
- | ^Harbor |The outpost has a large number of small, private watercraft available as well as a central location where such can be cheaply hired. Any water regions claimed by the settlement can be traveled through by land-based creatures or vehicles without having to spend time securing a boat of any sort. Creatures without the Swim ability take an additional impairment to travel speed when traveling through water regions, which stacks with any relevant impairment from rough terrain. | | ||
- | ^Lodgement |The outpost has a healthy enough stream of traffic that flows to and from it that it's only natural that adventurers might be found there. After completing a session somewhere in civilization, | ||
- | ^Recreation |The outpost hosts one or more locations suitable for carousing where people gather to celebrate and socialize. Adventurers can spend an amount of Supply equal to the current party size in the establishment to gain 1 bonus XP for all party members. | | ||
- | ^Revenue |Requires Treasury (Hideout). \\ \\ The outpost has a local business that creates a small stream of income for its owners. Once per session, any adventurer with a controlling interest in the site can roll a die: a result of 7+ immediately yields a supply cache (1 Supply per party member at the table). A result of 1-6 does not yield any Supply. If the adventurer rolling the die is not physically present at the site, this Supply can be deposited in the establishment' | ||
- | ^Roads |The settlement maintains a network of roads allowing for easier vehicle traffic. All claimed land regions can be traveled through at full speed regardless of their terrain type and are considered fully accessible to wheeled vehicles. Higher-tier establishments with larger zones of control still apply the benefit of Roads to all of them. | | ||
- | ^Soldiers |Requires Squad (Hideout). \\ \\ The establishment' | ||
- | ^Watched |The establishment' | ||
- | ^Warband |Requires Squad (Hideout). \\ \\ The outpost and all regions within its control are protected from external intrusion by three squads of guards instead of only one. All guard squads have the same loadout. | | ||
- | ^Waystations |Requires Pantry (Hideout). \\ \\ The outpost' | ||
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- | ===== Settlement ===== | ||
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- | A settlement is an establishment large enough to have attracted a sizable number of permanent settlers and residents that create a larger community and culture. A settlement' | ||
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- | * **Requires: | ||
- | * **Cost:** 10 Capital. | ||
- | * **Upgrades: | ||
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- | Upgrades unlocked at the settlement tier include: | ||
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- | ^Academy |Requires Dojo (Outpost). \\ \\ Learning costs for abilities in the settlement' | ||
- | ^Company |Requires Warband (Outpost). \\ \\ The settlement and all regions within its control are protected from external intrusion by 10 squads of guards instead of only 3. All guard squads have the same loadout. | | ||
- | ^Creole |The settlement is large enough to support a significant influx of local minority cultures. Members of any minority culture within a reasonable geographic distance can be frequently found in the establishment and citizens there almost universally can speak the languages of every culture present. Adventurers can spend 3 Supply in the settlement to learn a specific additional language from a local culture without needing to learn the Polyglot ability from the Lore tree. | | ||
- | ^Diversification |Requires Warband (Outpost). \\ \\ The settlement has multiple different avenues of training available for its guardsmen squads. Every squad can have its own loadout as determined by the establishment' | ||
- | ^Drill Yard |Requires Warband (Outpost). \\ \\ Providing facilities and training for the local guards improves their quality. All squads maintained by the settlement are level 6 instead of 5. If the settlement also has the Officership (Settlement) upgrade, officers are also level 6. | | ||
- | ^Healer |Requires Living Space (Hideout). \\ \\ A wide range of medicines, spare parts and other useful medical technology is available in the settlement. Any effect that restores Vitality inside the settlement restores two points instead of the normal one. | | ||
- | ^Justice |A hideout belongs unquestionably to whoever established it, and an outpost is small enough to respect its founder and know them on sight. A settlement has grown beyond this familiarity. With the Justice upgrade, allied adventurers are fully recognized by the settlement as being lawful authorities with permission to dispense justice and make decisions that directly affect the lives of everyday people. Whether they are honored or reviled for this depends entirely on how they use this power. | | ||
- | ^Laboratory |Requires Workshop (Hideout). \\ \\ Keystones of the establishment' | ||
- | ^Marketplace |Requires Curio Shop (Outpost). \\ \\ A large centralized location has been put aside for the buying and selling of goods, attracting merchants and traders from all around. Any adventurer in the settlement can act as if they have the Shop Around ability from the Merchant tree, allowing them the chance to buy keystones on demand. Adventurers who actually have Shop Around equipped no longer need to roll the associated check- they can always find what they want at a price of 2 Supply. | | ||
- | ^Militia |Requires Warband (Outpost). \\ \\ The settlement has citizens who regularly train in combat in order to protect their homes. One slain squad is automatically replaced at the beginning of each session without any Supply cost. Further squads can be replaced more quickly through spending Supply as normal. | | ||
- | ^Navigability |Requires Harbor (Outpost). \\ \\ The settlement has established a system of locks, canals, lighthouses and buoys to aid in maritime traffic. All water regions claimed by the burg are not considered rough terrain for purposes of travel speed regardless of their actual terrain type, and all minor bodies of water such as rivers are considered fully navigable. | | ||
- | ^Officership |Requires Warband (Outpost). \\ \\ Any and all squads maintained by the settlement are led by an officer trained in leadership instead of simply being an unorganized and informal mob. Officers are level 5 and all share the same loadout that you choose (which must include the Captain ability tree to some degree). You have one officer per maintained squad. | | ||
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- | ===== Burg ===== | ||
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- | A burg is a large, well-established community with a diverse range of specialists, | ||
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- | * **Requires: | ||
- | * **Cost:** 20 Capital. | ||
- | * **Upgrades: | ||
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- | Upgrades unlocked at the burg tier include: | ||
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- | ^Adventurer' | ||
- | ^Battalion |Requires Company (Settlement). \\ \\ The burg and all regions within its control are protected from external intrusion by 30 squads of guards instead of only 10. All guard squads have the same loadout. | | ||
- | ^College |Requires Academy (Settlement). \\ \\ The academy has grown into a powerful and versatile institution with incredibly in-depth resources and instruction available for its chosen field. All training costs in the burg's specialty tree are reduced by 5 (minimum 0). | | ||
- | ^Entertainment District |Requires Recreation (Outpost). \\ \\ The burg has an impressive array of festivals, theatres, red-light districts and other diversions for adventurers to throw their money away on. Every time adventurers choose to carouse in the burg, roll a die. If the result is 7+, then they gain 2 XP instead of the normal 1. | | ||
- | ^Hospital |Requires Healer (Settlement). \\ \\ The burg has a well-equipped hospital staffed with competent professionals. Any adventurer that visits the burg or even just passes through it automatically removes any injuries they may have without needing to go through the normal bed rest time. | | ||
- | ^Proving Ground |Requires Drill Yard (Settlement). \\ \\ A more sophisticated and well-funded training regimen raises the level of all guards (and officers, if applicable) maintained by the burg to 7. | | ||
- | ^Special Forces |Requires Drill Yard (Settlement). \\ \\ A combination of economic wealth and a wide pool of applicants means that the burg can field a small, elite force of better trained and armed troops in addition to their rank-and-file. The community gains three squads of level 10 soldiers with a loadout determined by the burg's leadership as normal. If the burg also has the Proving Ground (Burg) upgrade, the elite troops are level 12. Other than their advanced level and limited numbers, elite troops behave the same and are subject to the same limitations as normal troops. If the burg also has the Officership (Settlement) upgrade, then its elite squads also gain a leader of equivalent level to the squad itself. | | ||
- | ^Reconnaissance |Requires Watched (Outpost). \\ \\ The burg has a well-trained and funded intelligence-gathering division that keeps a watchful eye on the goings-on outside of its borders as well as within. The benefits of the Watched upgrade are extended to everywhere within 10 regions of the burg's center, regardless of which faction actually claims the regions in question. An axis with this upgrade extends their watch to all regions within 20 regions of its center. | | ||
- | ^Supply Line |Requires Waystations (Outpost). \\ \\ The burg is capable of fully supporting its adventurers and troops not only within its own borders but also outside them with strategic shipping and supply drops. Allied creatures that end their day anywhere within 10 regions of the burg's center no longer need to spend Supply to feed themselves, regardless of which faction actually claims the regions in question. An axis with this upgrade extends their supply lines to all regions within 20 regions of its center. | | ||
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- | ===== Axis ===== | ||
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- | Axes are large, wealthy cities that serve not only as centers of commerce but also art, culture, and political power. An axis' zone of control extends 10 regions in all directions. | ||
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- | * **Requires: | ||
- | * **Cost:** 50 Capital. | ||
- | * **Upgrades: | ||
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- | Upgrades unlocked at the Axis tier include: | ||
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- | ^Advanced Training |Requires Proving Ground (Burg). \\ \\ Training soldiers has been raised to a high art. The level of all guards (and officers, if applicable) maintained by the axis is raised to 8. Special forces (if any) have a level of 15. | | ||
- | ^Elite Warriors |Requires Special Forces (Burg). \\ \\ A prestigious military academy combined with a huge pool of applicants greatly increases the number of elite troops available. The axis maintains a force of 10 squads of special forces instead of 3. | | ||
- | ^Legion |Requires Battalion (Burg). \\ \\ The axis and all regions within its control are protected from external intrusion by 100 squads of guards instead of only 30. All guard squads have the same loadout. | |