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establishments [2020/10/15 20:15]
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 in its associated establishment10 capital = upgrade5 Dosh+operation makes a capital or you can find them or generate a pile by retiring. nice. just need a lot of them to prevent maxing out anything too quick.+Bases have levels just like adventurers do. Every time a base has a new establishment constructed in it, it gains a levelEstablishments each grant different benefits and advantagesso different bases can be very different from each other as they grow from tiny ramshackle hideouts to thriving settlements.
  
-actuallylets say you need 10 "progress" to complete an establishmentappropriate capital can be used to instantly gain progress, or you can make progress via dosh and an operation challenge. that way players specific classes can be relevant to the exact thing they're making, like an oracle is relevant for constructing fortuneteller or whatever.+To create a new establishment, you have to slowly make construction progress on itYou 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 progress. Capital is specific to a certain category of establishment and can only be used to create constructions of that type- for exampleAdministration capital can only be used to create an Administration establishment or one of its upgrade facilities. 
 +  * **Retirement.** Retiring an adventurer creates construction progress as the adventurer in question turns their considerable experience towards bettering their community and creating a new life for themselves. The amount of construction progress generated upon retirement depends on the adventurer's rank: novices generate 0 progress, seasoned generate 2, veterans generate 5, paragons generate 10, and legends generate 20. This progress can be applied to literally any establishments the retiring adventurer wants. 
 +  * **Investment.** The default, costly method. The party can undertake an operation procedure to attempt to make 1 construction progress on any establishment they likeArchetypes that are relevant to the establishment they are constructing are also considered relevant to this challenge- for example, somebody with levels in [[Oracle]] would be very helpful when trying to create the [[Amuseum]]'s Fortuneteller facility. It costs 5 Dosh to attempt single such operation, and if the operation fails then the Dosh invested is wasted.
  
-retirement creates instant progress in any establishment(s) you likenoob: 0seasoned: 2. veteran: 5. paragon: 10legend: 20.+Completing an establishment requires an amount of progress equal to the next-higher level the base will achieve. For example, creating any establishment in a level 3 base will require a total of 4 construction progressCreating a new base from scratch only requires a suitable location and 1 construction progressA single base can have multiple construction projects in progress simultaneouslyThe larger a base grows, the more difficult it is to meaningfully grow it further.
  
-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 their single base into a multi-base factionneed support for that as well.+Bases have three different statistics that determine their basic capabilities: Vitality (the health, eagerness, and fecundity of its citizens), Influence (the education, stability, and culture of its citizens), and Economy (the wealth, resources, and expertise of its citizens)All establishments have an associated statistic, and provide greater benefits as their associated statistic rises
  
-give bases levels like creatures. one establishment = one level. progress cost = next level? consider this.+Creating an establishment increases its associated statistic's rating by +1- so a level 3 base with two Vitality establishments and one Economy establishment has overall ratings of Vitality 2, Influence 0, Economy 1.
  
-bases have three ratings/statistics: economy, influence, vitality. every time a base levels up, it gets +1 to one of these ratings. many establishments should be rewritten to get better with higher ratings.+===== Establishment List =====
  
 ^# ^Establishment ^Summary ^Types ^^ ^# ^Establishment ^Summary ^Types ^^
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 |11 |[[University]] |Easier learning. |{{ra>queen-crown?24|Influence}} |{{ra>leaf?24|Vitality}}{{ra>queen-crown?24|Influence}}{{ra>queen-crown?24|Influence}}{{ra>diamond?24|Economy}}{{ra>diamond?24|Economy}} | |11 |[[University]] |Easier learning. |{{ra>queen-crown?24|Influence}} |{{ra>leaf?24|Vitality}}{{ra>queen-crown?24|Influence}}{{ra>queen-crown?24|Influence}}{{ra>diamond?24|Economy}}{{ra>diamond?24|Economy}} |
 |12 |[[Workshop]] |Make things. |{{ra>diamond?24|Economy}} |{{ra>leaf?24|Vitality}}{{ra>leaf?24|Vitality}}{{ra>queen-crown?24|Influence}}{{ra>diamond?24|Economy}}{{ra>diamond?24|Economy}} | |12 |[[Workshop]] |Make things. |{{ra>diamond?24|Economy}} |{{ra>leaf?24|Vitality}}{{ra>leaf?24|Vitality}}{{ra>queen-crown?24|Influence}}{{ra>diamond?24|Economy}}{{ra>diamond?24|Economy}} |
 +
 +===== 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, trophy hall, etc +make clones?
- +
-====== muddled shit ====== +
- +
-Adventurers improve themselves by accumulating XP and going up levels. The Establishments system is a different, parallel track of advancement: that of the game world itself. An adventurer's home base/community is slowly grown and enriched, and every adventurer benefits. +
- +
-Establishments are beneficial institutions, businesses, services, and cultural practices that can be added to a campaign world's home base. Once purchased, an establishment can be accessed and benefited from by any adventurer in the game, not just the one who made it. Establishments can usually only be benefited from by adventurers that are currently in the base. A campaign world can have multiple bases if desired; each has its own establishments. +
- +
-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, though. like each class having its own keystone, development is down to a combination of desired goals and available resources instead of only one or the other. +
- +
----- +
- +
- +
-^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#culture|Culture]] |9 | +
-|3-4 |[[establishments#domain|Domain]] |9 | +
-|5-6 |[[establishments#population|Population]] |6 | +
-|7-8 |[[establishments#services|Services]] |10 | +
-|9-10 |[[establishments#economy|Economy]] |9 | +
-|11-12 |[[establishments#training|Training]] |9 | +
- +
-Total: 51/72 +
- +
-144 stretch: security, commerce, industry, influence, welfare +
- +
-===== Culture ===== +
- +
-Social structures and traditions. +
- +
-^# ^Establishment ^Explanation ^ +
-|1 ^Executioner |{{fa>plus-circle?24&align=left}}**Living Sacrifice:** Living creatures can be executed here, which grants +1 XP to whoever performs/orders the execution. \\ \\ {{fa>minus-circle?24&align=left}}**Worthy Offering:** An executed subject must be of at least equivalent level to the executor in order to provide XP. Executing lower-level subjects here never provides any XP. \\ \\ {{fa>minus-circle?24&align=left}}**Understanding Death:** Subjects with the Simple weakness (including all animals) do not have much, if any understanding of death and their execution is therefore less impactful. Such creatures act as if half their true level for purposes of whether executing them grants any XP. \\ \\ {{fa>minus-circle?24&align=left}}**Uncooperative:** Obviously, a creature can only be executed for XP here if it is helpless or willing. \\ \\ {{fa>minus-circle?24&align=left}}**Pretty Dark, Bro:** Executing people is generally not a good-guy thing to do (except //maybe// if they definitely for sure deserve it). Take a moment to think about the general tone/direction of your campaign world before getting too slaughter-happy. | +
- +
- +
- +
-[[establishments#establishments list|Back to Top]] +
- +
-===== Domain ===== +
- +
-Establishments for traveling through and controlling territory. +
- +
-^# ^Establishment ^Explanation ^ +
-|1 ^Airfield |{{fa>plus-circle?24&align=left}}**Spacious Runway:** Flying creatures or vehicles without the [[Flyer]]: Ascent ability can freely take off and land in the base. \\ \\ {{fa>plus-circle?24&align=left}}**Refueling Station:** If flying creatures/vehicles end a day in the base, they do not need to spend an additional point of Provisions for any flying they did that day. \\ \\ {{fa>plus-circle?24&align=left}}**Hangar:** New vehicles (as from the [[Vehiclist]] class) whose frames include advanced Sky options can be purchased in the base. | +
-|2 ^Alarm |{{fa>plus-circle?24&align=left}}**Alert Mode:** Your base has some form of alarm that can be triggered by any of its residents. When the alarm is triggered, everybody in the base instantly goes on high alert and moves to defend it (or evacuate, if you'd prefer). \\ \\ {{fa>plus-circle?24&align=left}}**Distant Ping:** Adventurers that are not currently in the base when the alarm goes off still know that it was tripped, no matter how far away they are at the time. | +
-|3 ^Harbor |{{fa>plus-circle?24&align=left}}**Ferry Services:** All water-based terrain (such as ocean, lake, river, swamp, etc) within the base's local region and up to 5 regions away from it are fully-navigable and do not hinder overland travel in any way. It is assumed that adventurers/travelers can get where they need to go relatively easily without needing to spend any time chartering a vessel, befriending a whale, or whatever else. \\ \\ {{fa>plus-circle?24&align=left}}**Drydock:** New vehicles (as from the [[Vehiclist]] class) whose frames include advanced Sea options can be purchased in the base. | +
-|4 ^Hidden |{{fa>plus-circle?24&align=left}}**Camouflaged:** The base is hidden from view in some way. Nobody that didn't already know it was there would be able to find it or notice it even if they wandered across it. | +
-|5 ^Projection |{{fa>plus-circle?24&align=left}}**Increased Range:** All Domain-type establishments which have effects that normally only work out to a range of 5 regions from the base's location now work out to a range of 10 regions instead. \\ \\ {{fa>minus-circle?24&align=left}}**The Emperor:** This establishment does nothing by itself and is only useful in combination with one or more other establishments that have regional ranges. | +
-|6 ^Rapid Transport |{{fa>plus-circle?24&align=left}}**Jump Lane:** An airport, carriage relay, teleportation circle, or similar installation allows adventurers to travel between any two allied bases that have this establishment in a single day regardless of the actual distance between them. | +
-|7 ^Recon |{{fa>plus-circle?24&align=left}}**They Come:** Information is constantly being collected and collated in the base about potential enemy movements nearby. Whenever adventurers traveling through anywhere within 5 regions of the base encounter an enemy (or potential enemy), they can choose to avoid them entirely. If they decide to face the enemy, adventurers always automatically get a free surprise round before initiative is rolled. | +
-|8 ^Roads |{{fa>plus-circle?24&align=left}}**Beaten Paths:** All land-based terrain within the base's local region and up to 5 regions away from it are outfitted with roads, allowing free access to wheeled vehicles and removing any penalties to overland travel that would normally be imposed by rough terrain or wilderness. \\ \\ {{fa>plus-circle?24&align=left}}**Garage:** New vehicles (as from the [[Vehiclist]] class) whose frames include advanced Land options can be purchased in the base. | +
-|9 ^Territory |{{fa>plus-circle?24&align=left}}**That's Mine:** You have some sort of sigil, emblem, or other iconic method of marking territory. By spending 1 Dosh, you can mark any region on the overland map within 5 regions of the base's location as belonging to your faction and being under your protection. \\ \\ {{fa>plus-circle?24&align=left}}**Slowed Incursion:** If any large-scale problem or challenge to your authority appears in a marked region, the referee is required to give you at least 1 session's advanced notice about it before anything bad actually happens there. \\ \\ {{fa>minus-circle?24&align=left}}**Collapse:** If you fail to prevent an incursion into a held region, your territorial markers there are removed. You can always put them back up again if you retake the region by re-spending the 1 Dosh fee. \\ \\ {{fa>minus-circle?24&align=left}}**Clear The Hex:** Before you can reasonably claim a region, you must force out any previous owners (if any) and clear it of any major threats. | +
- +
-[[establishments#establishments list|Back to Top]] +
- +
-===== Population ===== +
- +
-Establishments granting additional personnel. +
- +
-^# ^Establishment ^Explanation ^ +
-|1 ^Barracks |{{fa>plus-circle?24&align=left}}**Soldier Teams:** The base trains and houses several squads of soldiers which fight in its interests. \\ \\ {{fa>plus-circle?24&align=left}}**Squad Combat:** Squads fight in a different way than individual creatures do. See the [[establishments#squad combat|Squad Combat sidebar]] below for details. \\ \\ {{fa>plus-circle?24&align=left}}**Squad Stats:** A squad of soldiers is a group of 10 that all have identical statistics. Make one single level 5 loadout for all your soldiers; it can have any classes that seem appropriate to you and the referee. \\ \\ {{fa>minus-circle?24&align=left}}**Mustering Fee:** You can call up a squad of soldiers by spending 10 Dosh, and they will follow you loyally until the end of the current session. You can call up multiple squads at once if you're willing to spend the Dosh to do so. Retaining their service into the next session requires you to re-pay the mustering fee; an army's reach is no further than its supply train. | +
- +
-|3 ^Champion |{{fa>plus-circle?24&align=left}}**Big Good:** The base is defended by a single, powerful being such as a masked vigilante, vagabond road warrior, friendly kaiju, guardian deity, or similar. The champion will defend the base and fight in its direct interests if it is convinced that the need is great. \\ \\ {{fa>plus-circle?24&align=left}}**Champion Stats:** The champion is level 10 with whatever classes/abilities seem appropriate to you and the referee. By spending 1 Dosh, you can grant +2 XP to the champion. \\ \\ {{fa>plus-circle?24&align=left}}**Stand Together:** A base cannot have more than one champion, but champions from different allied bases also consider each other allies and will cooperate if the situation calls for it. \\ \\ {{fa>plus-circle?24&align=left}}**Mantle Pass:** If the champion is killed or otherwise rendered unfit for service, it can be restored by spending Dosh equal to the champion's level (minimum 10). | +
- +
-[[establishments#establishments list|Back to Top]] +
- +
- +
- +
-===== Economy ===== +
- +
-Commerce and industry. +
- +
-^# ^Establishment ^Explanation ^ +
- +
-|4 ^Exporter |{{fa>plus-circle?24&align=left}}**Shared Standards:** Once per session, the base produces 1 Capital for free. The type of Capital produced must correspond with an establishment that the base already has. | +
- +
-[[establishments#establishments list|Back to Top]] +
- +
-===== Training ===== +
- +
-Get stronger. +
- +
-^# ^Establishment ^Explanation ^ +
-|2 ^Conditioning |{{fa>plus-circle?24&align=left}}**Danger Room:** Adventurers can undergo grueling training in the base, though doing so is neither easy nor cheap. By spending 5 Dosh, any adventurer can gain +1 XP. | +
-|3 ^Demolition Ground |{{fa>plus-circle?24&align=left}}**Whelm Practice:** Adventurers can spend a training fee of 1 Dosh in the base to temporarily increase their Whelm combat rating by +1 until the end of the current session. \\ \\ {{fa>minus-circle?24&align=left}}**Once Per Session:** A Demolition Ground cannot be used more than once in a given session by any single adventurer (although multiple different adventurers can freely use it during a single session). | +
-|4 ^Drill Yard |{{fa>plus-circle?24&align=left}}**Melee Practice:** Adventurers can spend a training fee of 1 Dosh in the base to temporarily increase their Melee combat rating by +1 until the end of the current session. \\ \\ {{fa>minus-circle?24&align=left}}**Once Per Session:** A Drill Yard cannot be used more than once in a given session by any single adventurer (although multiple different adventurers can freely use it during a single session). | +
- +
-|6 ^Shooting Range |{{fa>plus-circle?24&align=left}}**Remote Practice:** Adventurers can spend a training fee of 1 Dosh in the base to temporarily increase their Remote combat rating by +1 until the end of the current session. \\ \\ {{fa>minus-circle?24&align=left}}**Once Per Session:** A Shooting Range cannot be used more than once in a given session by any single adventurer (although multiple different adventurers can freely use it during a single session). | +
-|7 ^Simulations |{{fa>plus-circle?24&align=left}}**Mock Dungeon:** Adventurers can spend a bit of time practicing   in a simulated environment to help better prepare them for unexpected difficulties later. The first time during a session in which an adventurer Cracks from accumulating Stress, they ignore the Crack and suffer no further negative effects from it. | +
-|8 ^Stuntery |{{fa>plus-circle?24&align=left}}**Cunning Tricks:** A place specializing in bits of artifice and invention useful for solving problems in unexpected ways. Adventurers can purchase Unmarked Packages here at a cost of 2 Dosh each. An Unmarked Package can be used by its holder at any time to make a trigger die's result into a 12 before they roll it. \\ \\ {{fa>minus-circle?24&align=left}}**Preset Only:** Unmarked Packages can only control a trigger die's result before it's rolled. If you've already rolled it, it is what it is. \\ \\ {{fa>minus-circle?24&align=left}}**Physical Objects:** Unmarked Packages occupy one inventory slot each. They disappear after being used once. | +
- +
-[[establishments#establishments list|Back to Top]] +
- +
-====== 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: generate semi-customizable dungeons +
-  * 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, but with a few differences to make running engagements with hundreds of participants more streamlined. +
- +
-^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. | +
- +
establishments.1602814531.txt.gz · Last modified: 2020/10/15 20:15 by kyle