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establishments [2020/10/15 20:14] kyle [Establishments] |
establishments [2021/08/10 13:25] (current) kyle [Future] |
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====== Establishments ====== | ====== Establishments ====== | ||
- | ok we got like four half-baked paradigms all fuckajumble here. | + | Establishments are an (entirely optional) system for base-building. Much like individual adventurers gain XP, level up, and become stronger base-building allows for adventurers to collaborate and level up the game world itself (or at least their own little corner of it). |
- | one type of capital to make any upgrade | + | Bases have levels just like adventurers do. Every time a base has a new establishment constructed |
- | actually, lets say you need 10 " | + | To create a new establishment, you have to slowly make construction progress on it. You can gain construction progress in three different ways: |
+ | * **Capital.** Capital are special items that can be found out on your adventures. Bring a Capital item back to your base and you can spend it there to instantly gain +1 construction | ||
+ | * **Retirement.** Retiring an adventurer creates construction | ||
+ | * **Investment.** The default, costly method. The party can undertake | ||
- | retirement creates instant | + | Completing an establishment requires an amount of progress |
- | ASSUMPTION: players will stick with just one home base for the entirety of a campaign. better have a lot of options. | + | Establishments are structured like archetypes- there is an entry root type that must be built first, then five different advanced facilities that can be created or not created in any order afterwards. |
- | ASSUMPTION: some players will want to expand | + | Bases have three different statistics that determine |
- | give bases levels like creatures. | + | Creating an establishment increases its associated statistic' |
- | bases have three ratings/ | + | ===== Establishment List ===== |
^# ^Establishment ^Summary ^Types ^^ | ^# ^Establishment ^Summary ^Types ^^ | ||
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|11 |[[University]] |Easier learning. |{{ra> | |11 |[[University]] |Easier learning. |{{ra> | ||
|12 |[[Workshop]] |Make things. |{{ra> | |12 |[[Workshop]] |Make things. |{{ra> | ||
+ | |||
+ | ===== Future ===== | ||
+ | |||
+ | Scraps of ideas for future additions. Not available for current play. | ||
| |[[Emprisium]] |All about the adventures. | | | |[[Emprisium]] |All about the adventures. | | ||
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| |[[Champion]] |Mighty protector. | | | |[[Champion]] |Mighty protector. | | ||
| |[[Scourge]] |Punish and enslave. | | | |[[Scourge]] |Punish and enslave. | | ||
+ | | |[[Mobility]] |The base can move. | | ||
- | labor, adventure- bounty board, legendarium, | + | make clones? |
- | + | ||
- | ^{{ra> | + | |
- | ^{{ra> | + | |
- | ^{{ra> | + | |
- | + | ||
- | ====== muddled shit ====== | + | |
- | + | ||
- | Adventurers improve themselves by accumulating XP and going up levels. The Establishments system is a different, parallel track of advancement: | + | |
- | + | ||
- | Establishments are beneficial institutions, | + | |
- | + | ||
- | Establishments are created with a special resource called Capital. A total of 10 Capital are required to create any given establishment. 1 point of Capital can be sold for 2 Dosh. Capital can be found as loot on adventures or manufactured by the players themselves by spending time and 5 Dosh. Retiring an adventurer creates a large amount of Capital. | + | |
- | + | ||
- | lets consider here- each establishment has its own capital, or one type of capital that's widely-applicable to all? maybe could compromise by having 3 different types of capital, and each establishment costs differing amounts of each while always equaling 10 total? or maybe bases have levels like creatures do, capital=XP, establishments=abilities. | + | |
- | + | ||
- | possible capital types: material, labor, expertise | + | |
- | + | ||
- | each establishment having its own capital could lead to more interesting opportunities and development, | + | |
- | + | ||
- | ---- | + | |
- | + | ||
- | + | ||
- | ^Retire As ^Discount ^ | + | |
- | |Noob |Cannot Retire | | + | |
- | |Seasoned |-10 | | + | |
- | |Veteran |-20 | | + | |
- | |Paragon |-30 | | + | |
- | |Legend |-40 | | + | |
- | + | ||
- | ^Expertise ^Discount ^ | + | |
- | |Trained (1-2 levels) |None | | + | |
- | |Expert (3-5 levels) |-5 | | + | |
- | |Master (6 levels) |-10 | | + | |
- | + | ||
- | Expertise discount can only be applied once, even if you have levels in multiple applicable classes. Use only the best single applicable class you have. | + | |
- | + | ||
- | ====== Establishments List ====== | + | |
- | + | ||
- | ^# ^Category ^Total ^ | + | |
- | |1-2 |[[establishments# | + | |
- | |3-4 |[[establishments# | + | |
- | |5-6 |[[establishments# | + | |
- | |7-8 |[[establishments# | + | |
- | |9-10 |[[establishments# | + | |
- | |11-12 |[[establishments# | + | |
- | + | ||
- | Total: 51/72 | + | |
- | + | ||
- | 144 stretch: security, commerce, industry, influence, welfare | + | |
- | + | ||
- | ===== Culture ===== | + | |
- | + | ||
- | Social structures and traditions. | + | |
- | + | ||
- | ^# ^Establishment ^Explanation ^ | + | |
- | |1 ^Executioner |{{fa> | + | |
- | + | ||
- | + | ||
- | + | ||
- | [[establishments# | + | |
- | + | ||
- | ===== Domain ===== | + | |
- | + | ||
- | Establishments for traveling through and controlling territory. | + | |
- | + | ||
- | ^# ^Establishment ^Explanation ^ | + | |
- | |1 ^Airfield |{{fa> | + | |
- | |2 ^Alarm |{{fa> | + | |
- | |3 ^Harbor |{{fa> | + | |
- | |4 ^Hidden |{{fa> | + | |
- | |5 ^Projection |{{fa> | + | |
- | |6 ^Rapid Transport |{{fa> | + | |
- | |7 ^Recon |{{fa> | + | |
- | |8 ^Roads |{{fa> | + | |
- | |9 ^Territory |{{fa> | + | |
- | + | ||
- | [[establishments# | + | |
- | + | ||
- | ===== Population ===== | + | |
- | + | ||
- | Establishments granting additional personnel. | + | |
- | + | ||
- | ^# ^Establishment ^Explanation ^ | + | |
- | |1 ^Barracks |{{fa> | + | |
- | + | ||
- | |3 ^Champion |{{fa> | + | |
- | + | ||
- | [[establishments# | + | |
- | + | ||
- | + | ||
- | + | ||
- | ===== Economy ===== | + | |
- | + | ||
- | Commerce and industry. | + | |
- | + | ||
- | ^# ^Establishment ^Explanation ^ | + | |
- | + | ||
- | |4 ^Exporter |{{fa> | + | |
- | + | ||
- | [[establishments# | + | |
- | + | ||
- | ===== Training ===== | + | |
- | + | ||
- | Get stronger. | + | |
- | + | ||
- | ^# ^Establishment ^Explanation ^ | + | |
- | |2 ^Conditioning |{{fa> | + | |
- | |3 ^Demolition Ground |{{fa> | + | |
- | |4 ^Drill Yard |{{fa> | + | |
- | + | ||
- | |6 ^Shooting Range |{{fa> | + | |
- | |7 ^Simulations |{{fa> | + | |
- | |8 ^Stuntery |{{fa> | + | |
- | + | ||
- | [[establishments# | + | |
- | + | ||
- | ====== Notions ====== | + | |
- | + | ||
- | * retired characters provide free starting XP for future characters of same player | + | |
- | * recycle leftover resources into Dosh- if end session with at least half your resources remaining, get 1 dosh free? | + | |
- | * legendarium: | + | |
- | * refinery- acts like and stacks with a generator. burrower, grinder, etc | + | |
- | * mock dungeon: ignore first Stress crack of each session | + | |
- | * delivery: can send items back to base or retrieve them from base remotely | + | |
- | * ceremonies: marriage, funeral, etc | + | |
- | * generator, benefits of cheap energy? | + | |
- | * increased retirement capital generation | + | |
- | * autopsy: turn a corpse into a keystone | + | |
- | + | ||
- | DIY: making your own capital requires an operation challenge (relevant classes make this easier as usual). it costs 5 dosh to try, and if successful you get 1 point of whatever capital you were trying for. if not, dosh was wasted, sorry. sidenote: operations should be sliiiiiightly more difficult, so that failure is a real possibility (10-25%ish) instead of only happening once in a blue moon. | + | |
- | + | ||
- | ===== Squad Combat ===== | + | |
- | + | ||
- | Squad combat is similar to normal combat performed as individuals, | + | |
- | + | ||
- | ^Concept ^Explanation ^ | + | |
- | ^Upscaling |**Effectively Larger:** Squads of 10 creatures act as a single creature 2 size categories larger than they actually are for purposes of space occupied and how hard they are to move. | | + | |
- | + |