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Bidderlyn

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Jan 24th, 2016
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  1. Actions:
  2. Actions are the main phase of the turn, each member of your guild can do one action. Some actions require or can be done with multiple amount of guild members at the same time. Some actions require guild members of a certain specific rank to be commenced. Some actions require you to make rolls, use the dice feature to make those rolls. Choose carefully - these are the possible actions you could do:
  3. --
  4. 1) Fulfill a mission : There are 2 types of missions you can fulfill:
  5. --
  6. 1) Labor mission:
  7. *To fulfill a Labor mission you must set up a party lead by a guild member with the rank of "Guild Leader" or the rank of "Work manager" . However if the labor is "pray" the party must be lead by a guild member with the rank of "Priest".
  8. The 4 first missions on the list are labor missions: mining(strength), butchering(dextirity), farming(perception) and praying(Charisma) ("praying" will be regarded as labor for the sake of this explanation). The labors will be available only as long as there are not too many threats surrounding the city. Once choosing a labor you will get an amout of the resource relevant to that labor equivalent to a random number between the amount of relevant ability in your party to 2 times the amount. So for example: If you have 10 members in your party with a total amount of 20 perception and you go farming you will likely get an amount of Crops between 20 to 40.
  9. 2) Eliminating a threat mission:
  10. *To fulfill a Threat mission you must set up a party lead by a guild member with the rank of "Guild Leader" or the rank of "Captain".
  11. Each threat mission has a set type, a set challenge, a set distance and a direction. The Type of the mission determines which class will be helpful to defeat it. The Challenge of a mission determines the amount of fame and gold you will acquire if you succesfuly complete it.
  12. members with high fight skill will be useful at a [Fight] type Mission.
  13. members with high banish skill will be useful at a [Banish] type Mission.
  14. members with high track skill will be useful at a [Track] type Mission.
  15. members with high purge skill will be useful at a [Purge] type Mission.
  16. For each point of mission challenge you will gain 10 gold, for each 10 points of mission challenge you will get 1 fame.
  17. The distance of a mission determines how many special events and encounters will happen along the way. Those events and encounters will be solved for the better by a skilled and diverse party. The personality of the party leader also makes up a difference on the outcome of these special events.
  18. The direction of the mission gives you a general idea on what to expect. -
  19. At the North there are the meadows. Beyond there are untamed forests and frozen planes. Track type missions mostly spawn at the north.
  20. The East is where the farmlands are at, beyond there are treacherous lands with harsh weather. Fight type missions mostly spawn at the east.
  21. At the South there are the mines, beyond there are peaked mountains and extreme environment that will put to test the physical abilitys of the party. Purge type missions mostly spawn at the south.
  22. . To the west there is only a salty sea.
  23. --
  24. 2) Expand territory
  25. --
  26. The game map shows which territory is influence by which guild, every guild has a distinct colour defining it. You can expand upon the current influencial territory that you own by sending a guild member with the rank of ''Courtier'' Or with the rank of ''Guild Leader'' to make this action. For each guild member that you send you can expand upon additional 3 tiles for the cost of 10 influence. (So if you sent 2 courtiers - you can expand on 6 new tiles for 20 influence).
  27. *You can only expand over tiles that aren't influenced by any other guild (white tiles on the map).
  28. *If you want to expand over tiles that belong to another guild you will have to make an ''Aggresive action --> Attack another guild'' against that guild (this will initiate battle). The winning guild will be able to expand over the territory of the other guild freely for 3 turns.
  29. *Each 3 of the expansion tiles must be adjacent to each other and adjacent to the current territory under your guild's influence.(same as the expansion rules at endless legend). Look at the picture below for an example of how to expand, blue tiles mark the current territory your guild own, yellow tiles mark the territory you want to expand upon.
  30.  
  31.  
  32. Expanding over an empty tile: You can construct new buildings for your guild upon empty tiles.
  33. Expanding over a Neighborhood tile: For every neighborhood tile under your influence you will gain additional commoner who will fight by your side in battles against other guilds.
  34. Expanding over a landmark tile: There are 6 "landmark" tiles in the game - Courthouse, Stone hall, Guard tower, Gardenhouse, Mansion and Market. Those landmarks can not be built by guilds and they represent key roles to the city. Each landmark under your influence grants you the ability to bid influence for a different political status. Read more at the "political status" section of the rules to know about the types of political status you can acquire with which type of landmark and the related benefits.
  35.  
  36. --
  37. 3) Recruit members
  38. --
  39. For each member that you send to do this action you can recruit 1 member from the garrison that will join your guild. You may only send guild members with the rank of "Courtier" or the rank of "Guild Leader".
  40. You can pick new members to your guild from the garrison(you can see the available members at the city report). Members can't make an action at the same turn they are recruited.
  41. --
  42. 4) Cast spells :
  43. --
  44. To cast a spell you must send a party of members from your guild lead by a guild member with the rank of ''Priest''. For each 10 points of might you will need to add another member to the party. For example - to cast a spell at the cost of 50 might you must have 5 members and one of them must be a priest.
  45. SPELLS -
  46. 1) Inferno - (dark) Costs 10 might, you create a custom new threat of your choice.
  47. 2) Curse - (dark) Costs 30 might, everyone at a guild of your choice will lose 2 morale.
  48. 3) Deathwish - (dark) Costs 40 might. Any character of your choice will die.
  49. 4) Conjure gold - (summon) Costs 30 might, you will gain 400 gold.
  50. 5) Mark of greatness - (summon) Costs 30 might, you will gain 4 fame.
  51. 6) Conjure resource - (summon) Costs 30 might, grants 20 amount of a chosen resource.
  52. 7) Mass heal - (light) Costs 20 might, everyone at your guild will recover 2 points of health.
  53. 8) Aura of good - (light) Costs 30 might, everyone at your guild will gain 3 morale.
  54. 9) Godly intervention - (light) Costs 40 might, each threat around the city has 40% chance to be repelled.
  55. *You can also invent your own spells, make sure to confirm them with the DM
  56. --
  57. 5) Bid influence for political status:
  58. --
  59. *You must send a guild member with the rank of "Courtier" Or with the rank of "Guild Leader" to make this action.
  60. Once sending a member to make this action, you can use your guild's influence to acquire one major political status within the city.
  61. --
  62. Political status is a presige role within the city that gives a guild 1 fame by the end of each turn and one free special ability once per turn. Each status gives a different set of special abilities which are detailed at the city report of the turn under the description of the political status. If a guild has two or more political statuses at the same time it may initiate 2(or more) free special abilities per turn, one per status.
  63.  
  64. Lawkeepers: The Lawkeepers shift the tide between justice and corruption. You must have a "Courthouse" tile in the game map under your guild's influence if you want to bid for becoming a lawkeepers guild.
  65. Coinlords: The Coinlords are holding the gates of gold to the city and decide how the gold will be distributed. You must have a "Mansion" tile in the game map under your guild's influence if you want to bid for becoming a coinlords guild.
  66. Castellans: Castellans use the resources stocked at the city to build and improve the city structures as they see fit. You must have a "Stone hall" tile in the game map under your guild's influence if you want to bid for becoming a castellans guild.
  67. Stewards: The Stewards are mostly regarded as ''lords of samll things''. They control the maintenance and events around the city. You must have a "Gardenhouse" tile in the game map under your guild's influence if you want to bid for becoming a stewards guild.
  68. Trademasters: Trademasters are the idols of merchants. They decide how the 'game' at the markets is being played. You must have a "Market" tile in the game map under your guild's influence if you want to bid for becoming a trademasters guild.
  69. Sentinels: The Sentinels are remarked for their millitary excellence. They manage the garrison and the incomming recruits. You must have a "Guard tower" tile in the game map under your guild's influence if you want to bid for becoming a sentinels guild.
  70. --
  71. 'In this world, political status and roles are acquired by guilds rather than by individuals.'
  72. The exact amount of influence you have to pay and more information about each one of these statuses and what abilities they give are detailed within the "City Report" of the turn, please read it.
  73. Once you answer the conidtions and bid the required amount of influence for the political status you acquire that status and have the ability attached to it(those abilities are explained at the city report). There can never be two guilds controlling over the same status (can't be two guilds who are "sentinels" for example at the same time). So when one guild bids influence for a political status which is already occupied by another guild it effectively deposes that guild from power and takes its place. The "price" of each political status rises by 20 influence each time a guild bids for it.
  74. You may use one of the special abilities attached to your political status once per turn as a free action. You can't use your political status special ability at the same turn that you acquire that political status.
  75. --
  76. 6) Promote/Demote members:
  77. --
  78. Each member of your guild has a certain rank, the default and lowest rank is simply ''Member''. However, ranks may change. By sending a member to a promotion/demotion you can set that member up with a new rank which will grant that member new options and different variation of actions.
  79. * A member can only have 1 specific rank at a time.
  80. Choose the rank you want to set for the member:
  81. 1)''Guild Leader'' (doesn't cost influence, but can't be given when there's already a guild leader existing)
  82. 2)''Courtier'' (costs 10 influence)
  83. 3)''Captain''(costs 10 influence, costs 30 if there is already a member of that rank existing in the guild)
  84. 4) ''Agent'' (costs 10 influence, costs 30 if there's already a member of that rank existing in the guild)
  85. 5) ''Work Manager'' (costs 10 influence, costs 30 if there's already a member of that rank existing in the guild)
  86. 6) ''Priest'' (costs 10 influence, costs 30 if there's already a member of that rank existing in the guild)
  87. 7) Demote member - the demoted member will lose his rank and possibly some morale
  88. 8) Disband member - the member will be disbanded from your guild.
  89. --
  90. 7) Construct building:
  91. --
  92. To make this action you must send a member with the rank of "Guild Leader" or "Work Manager" to oversee the construction.
  93. If you have an available empty tile under your influence you can construct a building upon it. You can choose one of the following buildings to construct upon the empty tile. You will have to pay upkeep each turn after to maintain that building, the upkeep is 10% the building's worth.
  94. 1) Tavern - Costs 10 ore, 10 meat, 10 crops. Grants 100 gold and 2 influence each turn.
  95. *You can't build a new tavern in adjacent tile to another tavern.
  96. 2) Training Grounds - costs 30 Ore. members will get 30exp each turn.
  97. *Each Training ground you build will train up to 5 members each turn.
  98. 3) Watch tower - Costs 20 Ore. Rogue actions against your guild are twice likely to fail.
  99. *In order for the watch tower to take effect it must be built in adjacent to every Guildhall and Guildhouse you own.
  100. 4) Stone walls - Costs 5 Ore. Other guilds will not be able to conquer this tile.
  101. * This building doesn't cost maintenance. *Walls can be built on any tile under your guild's influence, even if there's already a building on that tile.
  102. 5) Siege workshop - Costs 30 Ore. You can now expand upon tiles with stone walls.
  103. 6) Monument - Costs 40 Ore. you gain +1 fame each turn.
  104. 7) Arcanium - Costs 20 Ore & 400 gold. Completing a banish/purge mission grants you a point of might for each 2 points of challenge(example: challenge 30 mission = 15 might)
  105. 8) Hall of trophies - Costs 20 Ore & 400 gold. Completing a fight/track mission grants you twice the amount of fame.
  106. 9) Bath house - Costs 10 Ore & 400 gold. Wounded members recover additional hit point each turn.
  107. 10) Guild house - Costs 10 Ore & 200 gold. The maximum guild members increases by 5
  108. --
  109. 8) Aggresive action:
  110. --
  111. You take an aggresive action against another guild! The rogues are those to shine in this type of action, for if you succeed doing an aggresive action against another guild and don't get caught then it will not be considered a crime, even tho the other guild will know it was you without evidence you are protected. If you fail while aggresing another guild you will be caught and be punished according to the law. There are 2 types of ways to aggress another guild by a rogue-ish way:
  112. 1) Steal gold from another guild: To attempt this action you must send a party of guild members lead by a member with the rank of "Agent". Each member at the party will make a roll based on its steal skill, if even 1 member fails and gets caught the entire operation fails for everyone.
  113. 2) Sabotage influence: : To attempt this action you must send a party of guild members lead by a member with the rank of "Agent". Each member at the party will make a roll based on its steal skill, if even 1 member fails and gets caught the entire operation fails for everyone.
  114. 3) Steal resource: Choose the type of resource that you want to steal from the other guild.*mechanically works similiar to sabotage and steal*
  115. 4) Attack another guild: To attempt this action you must send a party of guild members lead by a member with the rank of "Captain". You initiate a deadly battle with another guild, the defending guild will use all its members be lead by their guild leader. The defenders get first initiative in battle. The winner has the ability to expand upon the other guild's territory for 3 turns. Initiating this action will be considered "treason" and you will be punished according to the current treason law.
  116.  
  117. --
  118. 9) Barter at the market:
  119. --
  120. By sending a member with a rank of courtier to the market you can sell or buy resources at the market(the prices will be presented in a DM post before the turn starts). Note that the price may change as you interact with the market. For example if you sell 20 Ore to the market for the price of 25 each, the price may drop to 24 after you sold 10 ore and that means the next 10 ore pieces will be sold at 24 igold nstead of 25. The price may change several times while you buy/sell. There is a real economy formula DM is using to manage the prices which is based on the city needs and the amount in stock. If you uncover the formula and play your hand right you just might control the economy of the city. Note that the economy is governed by the city laws, so sometimes the laws will not allow the market to operate or only allow it to a limit, keep checking and manipulating the city market policies to gain an advantage over others.
  121.  
  122. --
  123. 10) Start a rebellion:
  124. --
  125. If you have influencial control over a tile neighboring the palace(the middle of the map) You can start a rebellion for the cost of 50 influence. Rebellion means you are aiming to depose the current crownguild and replace him with yourself. This will generate a war event between all the guilds in the city who will have the choice to pick sides and either support the rebellion in the war or support the current ruler against the rebellion, or simply sit by and do nothing. If there is no current ruler - the first guild to pay 50 influence will simply become the first crownguild and the ruler.
  126. However the happiness of the city may also change the tide of the war.
  127. > If the city is currently "Happy" then 20 commoners will join the ruler's side.
  128. > If the city is currently "Content" then 10 commoners will join the ruler's side.
  129. > If the city is currently "Poor" then 10 commoners will join the rebelling side.
  130. > If the city is currently "Miserable" then 20 commoners will join the rebelling side.
  131. If you did win the rebellion then you depose the former crownguild and become the new one.
  132.  
  133. --
  134. 11)
  135. --
  136. Negotiate with another guild: By sending a member with a rank of ''Courtier'' Or with the rank of ''Guild Leader'' to another guild you can start negotiating with that guild. Negotiating with another guild allows you to trade or make alliances with that guild as a free action for the rest of the turn.
  137. Trade: By negotiating trade you may send resources and recieve resources in exhange as a deal accepted by both guilds. Make sure that the current trade laws(in city report) allow such trade to happen.
  138. Alliance: Each guild can have up to 3 alliances. Allies will have to support each other in rebellions or lose fame. Allies can't make an aggressive action against each other.
  139.  
  140. --
  141. 12) Do something else:
  142. --
  143. This is where your own imagination comes into play. Invent your own action, as long as this action could be translated into game mechanics I will accept it and make it happen in game. make sure you describe you action well enough to understand. Also, don't try to get overpowered by using this option or try bypassing the laws currently established in the city, because I will not let this happen. This option is not recommended for until you are familliar with the game mechanics.
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