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Establishments

ok we got like four half-baked paradigms all fuckajumble here.

one type of capital to make any upgrade in its associated establishment. 10 capital = upgrade, 5 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.

actually, lets say you need 10 “progress” to complete an establishment. appropriate capital can be used to instantly gain progress, or you can make progress via 5 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 a fortuneteller or whatever.

retirement creates instant progress in any establishment(s) you like. noob: 0. seasoned: 2. veteran: 5. paragon: 10. legend: 20.

ASSUMPTION: players will stick with just one home base for the entirety of a campaign. better have a lot of options.

ASSUMPTION: some players will want to expand their single base into a multi-base faction. need support for that as well.

give bases levels like creatures. one establishment = one level. progress cost = next level? consider this.

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 Summary Types
1 Administration Factionalize and connect. Influence VitalityInfluenceInfluenceInfluenceEconomy
2 Agency Intelligence and covert ops. Influence VitalityVitalityInfluenceEconomyEconomy
3 Amuseum Recreational activities. Vitality VitalityInfluenceEconomyEconomyEconomy
4 Barracks Field soldiers. Vitality VitalityInfluenceInfluenceInfluenceEconomy
5 Bazaar Buy and sell. Economy VitalityInfluenceEconomyEconomyEconomy
6 Habitation Space to live in. Vitality VitalityVitalityVitalityInfluenceEconomy
7 Hospice Take care of yourselves. Vitality VitalityVitalityVitalityInfluenceEconomy
8 Sanctum Spiritual fulfillment. Influence VitalityInfluenceInfluenceInfluenceEconomy
9 Transport Get around. Economy VitalityVitalityInfluenceEconomyEconomy
10 University Easier learning. Influence VitalityInfluenceInfluenceEconomyEconomy
11 Workshop Make things. Economy VitalityVitalityInfluenceEconomyEconomy
Emprisium All about the adventures.
Security Defend the base.
Champion Mighty protector.
Scourge Punish and enslave.

Industry

labor, adventure- bounty board, legendarium, trophy hall, etc

Vitality 22/24
Influence 22/24
Economy 22/24

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 Culture 9
3-4 Domain 9
5-6 Population 6
7-8 Services 10
9-10 Economy 9
11-12 Training 9

Total: 51/72

144 stretch: security, commerce, industry, influence, welfare

Culture

Social structures and traditions.

# Establishment Explanation
1 Executioner plus-circleLiving Sacrifice: Living creatures can be executed here, which grants +1 XP to whoever performs/orders the execution.

minus-circleWorthy 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.

minus-circleUnderstanding 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.

minus-circleUncooperative: Obviously, a creature can only be executed for XP here if it is helpless or willing.

minus-circlePretty 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.

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Domain

Establishments for traveling through and controlling territory.

# Establishment Explanation
1 Airfield plus-circleSpacious Runway: Flying creatures or vehicles without the Flyer: Ascent ability can freely take off and land in the base.

plus-circleRefueling 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.

plus-circleHangar: New vehicles (as from the Vehiclist class) whose frames include advanced Sky options can be purchased in the base.
2 Alarm plus-circleAlert 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).

plus-circleDistant 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 plus-circleFerry 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.

plus-circleDrydock: New vehicles (as from the Vehiclist class) whose frames include advanced Sea options can be purchased in the base.
4 Hidden plus-circleCamouflaged: 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 plus-circleIncreased 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.

minus-circleThe 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 plus-circleJump 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 plus-circleThey 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 plus-circleBeaten 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.

plus-circleGarage: New vehicles (as from the Vehiclist class) whose frames include advanced Land options can be purchased in the base.
9 Territory plus-circleThat'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.

plus-circleSlowed 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.

minus-circleCollapse: 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.

minus-circleClear 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.

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Population

Establishments granting additional personnel.

# Establishment Explanation
1 Barracks plus-circleSoldier Teams: The base trains and houses several squads of soldiers which fight in its interests.

plus-circleSquad Combat: Squads fight in a different way than individual creatures do. See the Squad Combat sidebar below for details.

plus-circleSquad 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.

minus-circleMustering 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 plus-circleBig 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.

plus-circleChampion 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.

plus-circleStand 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.

plus-circleMantle 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).

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Economy

Commerce and industry.

# Establishment Explanation
4 Exporter plus-circleShared 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.

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Training

Get stronger.

# Establishment Explanation
2 Conditioning plus-circleDanger 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 plus-circleWhelm 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.

minus-circleOnce 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 plus-circleMelee 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.

minus-circleOnce 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 plus-circleRemote 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.

minus-circleOnce 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 plus-circleMock 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 plus-circleCunning 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.

minus-circlePreset 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.

minus-circlePhysical Objects: Unmarked Packages occupy one inventory slot each. They disappear after being used once.

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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.1602799332.txt.gz · Last modified: 2020/10/15 16:02 by kyle