yukamichi

grancrest country management

Aug 14th, 2014
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  1. In this land invaded by Chaos, the Crests born by the Lords represent salvation for the people. They naturally gather around those who possess the power to quell and order Chaos. Because of this, settlements, villages, cities, and whole nations all formed with Lords at their centers.
  2. In the Grancrest RPG, there are many lords who possess their own country, and PCs are no exception.
  3. This section explains the rules for creating and managing the countries that the PCs will rule. They are written with the intention that all of the PCs will be attached to the same country.
  4. These rules are optional. The GM may choose whether or not to use them.
  5.  
  6. Creating Your Country
  7. The first step is to create the country you will rule.
  8. The information regarding the country is entered into the "Country Management Sheet." The entries on the sheet, and how to fill it out, are explained below.
  9.  
  10. Country Name and Lord Name
  11. Record the name of the country and the Lord.
  12. If the country already has a name, use that, otherwise the players can discuss and choose a name themselves
  13. If there are multiple Lords in the session, choose one to act as the ruling representative.
  14. Peer Rank
  15. Peerage is a ranking system of Lords established by the Academy.
  16. The higher a Lord's rank, the larger a territory she governs. The relationship between the Academy, Peer Rank, and Lords is explained in detail below.
  17. The Peerage Table gives an idea of the scope of a country.
  18. The GM decides on a rank at the time the country is created. Choose a rank appropriate to the size of the country.
  19. Starting Peer Rank
  20. Generally, it is acceptable to start with a rank of Knight. It is one of the most flavorful aspects of military history, allowing you to watch your territory slowly grow into something great.
  21. Obviously, if you wish to start play with a larger country, that is fine too, but it is recommended that you don't start beyond the level of Viscount.
  22.  
  23. Peerage Table
  24. Rank Country Size
  25. Knight A village
  26. Baron A standard provincial city
  27. Viscount A typical country
  28. Count A country with a major city
  29. Margrave A country with multiple major cities
  30. Marquis A medium-sized country
  31. Duke A large country
  32. Archduke Control of several countries
  33.  
  34. Country Level and Support Count
  35. Next decide the Country Level and Support Count.
  36. The Country Level represents the size of the country's territory and its level of development. Support Count is a measure of how much the country's ruling Lord and the Academy will cooperate.
  37. Country Level and Support Count are based on Peer Rank. Use the following table to determine them.
  38.  
  39. Country Level and Starting Support Count Table
  40. Peer Rank Country Level Support Count
  41. Knight 1 1000
  42. Baron 5 5000
  43. Viscount 10 10000
  44. Count 30 30000
  45. Margrave 50 50000
  46. Marquis 100 100000
  47. Duke 200 200000
  48. Archduke 300 300000
  49.  
  50. Location
  51. Note the location of the country on the blank map on the Country Sheet.
  52. Discuss the location with the GM. It is also acceptable to leave the location undetermined.
  53.  
  54. Academy Support
  55. The Mages' Academy was created with the mission of elimination Chaos from the world, and they dispatch Mages across the land in order to lend support to the Lords.
  56. In game, this is called "Academy Support." It represents both tangible and intangible support given by the Academy.
  57.  
  58. Academy Support Descriptions
  59. The various kinds of Academy Support are listed later. This is an explanation of the various fields listed on them.
  60.  
  61. Name
  62. The name of the type of support ability.
  63. Maximum Level
  64. The maximum level that the support ability can be taken at. The higher the level, the more effective it is.
  65. Timing
  66. The timing with which the support ability may be used.
  67. Target
  68. The target of the support ability.
  69. Cost
  70. How much Support Count is necessary to acquire the support ability.
  71. Effect
  72. What effect the support ability has.
  73.  
  74. Acquiring Academy Support
  75. The higher a Support Count a country has, the more effective the assistance they receive from the Academy.
  76. You are free to choose whichever and however much Academy Support abilities you wish, but the total Cost of all of them cannot be larger than your country's Support Count.
  77.  
  78. Using Academy Support
  79. Generally, any character attached to a country may use that country's Academy Support abilities. However, the Lord acting as the representative of the country must allow it.
  80.  
  81. Artifacts
  82. There are some Academy Support abilities that say, "You may acquire an Artifact." Artifacts are magical items created by the Academy.
  83. These Artifacts are created in order to allow even non-mages to benefit from spells or spell-like effects. They are very valuable, and as such are usually not entrusted to people other than Lords.
  84. When you receive an Artifact, decide who is carrying it.
  85.  
  86. Artifact Descriptions
  87. Artifact's descriptions are similar to items, with the following two exceptions:
  88.  
  89. Level
  90. What level of Academy Support is necessary to receive the Artifact.
  91. Support Cost
  92. How much Support Count is necessary to receive the Artifact.
  93.  
  94. National Characteristics and Resources
  95. The word "country" can encompass any of a myriad of things.
  96. If a region possessions grasslands, there may be many wild horses, or a mountainous country may be rich in mineral resources. The culture and lives of its people could change to suit those things.
  97. In the Grancrest RPG these are represented by "National Characteristics" and "National Resources."
  98. National Characteristics are the kinds of geography, people, industries, locations, or culture that the country may have. National Resources represent the resources at a country's disposal that come about as a result of those characteristics.
  99. Use the following rules to determine National Characteristics and National Resources.
  100.  
  101. Determining National Characteristics
  102. First, roll twice on the National Characteristics Tables to determine the country's characteristics.
  103. When rolling on the National Characteristics Tables, first roll on the Category table, then roll on the table designated by the result of that roll. You may have multiples of the same characteristics.
  104. If starting with a Peer Rank above Knight, you may make a number of additional rolls for characteristics equal to (Country Level / 5) (round down).
  105. Record the results on the sheet and make a note of their effects.
  106.  
  107. Determining National Resources
  108. National resources consist of the following types.
  109.  
  110. Food
  111. The amount of food the country produces.
  112. Technology
  113. The country's technological level.
  114. Horses
  115. The amount of horses living in the country.
  116. Mineral
  117. The country's mineral resources.
  118. Forests
  119. The country's forests.
  120. Finances
  121. The country's economic state.
  122.  
  123. First record a "1" in each space.
  124. Next apply the effects of any National Characteristics and Academy Support that may affect the resources. It is possible for a resource's value to fall below 0; in this case, make a note of its negative value. A negative value represents a lack of that type of resource.
  125. If starting with a Country Level of 2 or higher, apply (Country Level - 1) points freely to any resources that you wish.
  126.  
  127. Acquire Forces
  128. The struggles against Chaos are not the only ones that wrack the continent; battles between people - between Lords - are also the order of the day.
  129. The Lords form their own armies and lead them into battle. These armies are also a necessary part in the fight against Chaos.
  130. In the Grancrest RPG, the armies led by the characters are called "Forces." A PC leading a force can participate in mass combat (see the Mass Combat section for the rules regarding mass combat).
  131. Forces are received using national resources.
  132. If the value listed in each force's "Required Resources" description is less than or equal to the country's resources, you receive that force.
  133. For these purposes, three points in Finances may be used as a single point in another resource.
  134.  
  135. Force Data
  136. The following section explains how to read the entries for the various force types.
  137.  
  138. Force Level and Force Type
  139. These will be listed as, for example, "Level 1 Archers." The first part describes the force's level, which represents the force's general size and level of training. The second part describes the force's type, listing what kind of equipment they possess and what role they play.
  140. Required Resources
  141. Describes the the amount of resources that are necessary to create the force.
  142. Morale
  143. The maximum level for a force's morale.
  144. Ability Modifiers
  145. These modifiers are applied to the results of a character's Strength, Reflexes, Perception, Intelligence, Spirit, and Empathy checks while leading the force.
  146. Note that the modifiers only apply to the results of checks, and do not affect secondary ability scores, weapon damage, etc...
  147. Secondary Ability Modifiers
  148. These modifiers are applied to a character's HP, Initiative, and Movement while leading the force.
  149. The HP modifier is only applied to a character's current HP and Maximum HP at the time she takes control of the force.
  150. Attack Power
  151. This modifier is applied to the power of a character's weapon attacks while leading the force.
  152. The damage type of an attack is still based on the weapon that a character has equipped.
  153. Defense Power
  154. These modifiers are applied to a character's defense ratings while leading the force.
  155. Force Abilities
  156. These are abilities that a character may use while leading the force.
  157. See the section on Force Abilities for their descriptions.
  158. Description
  159. An explanation of what the force is.
  160.  
  161. Altering Country Data
  162. It is possible that the information on the Country Management Sheet will change as a result of play.
  163. These changes are described later.
  164.  
  165. National Characteristic Table - Categories
  166. Result Category Description
  167. 1 Geographic Represents various natural features such as forests, mountains, or rivers.
  168. 2 Industry The labor output of a country, such as agriculture or smithing.
  169. 3 People The country has a skilled blacksmith, a knowledgeable healer, or other talented individual.
  170. 4 Organization An important group makes its home in the country, such as a hunting party or a merchant caravan.
  171. 5 Facility An important military facility like a base or checkpoint, or a market or major highway.
  172. 6 Culture A national custom, like variations on food or a deep understanding of nature.
  173.  
  174. National Characteristics - Geographic
  175. Result Type Description Effect
  176. 1-3 1 Coastal Your country is situated on the shore of a large lake or along a coast and excels at naval warfare. Technology +2, Finances +1
  177. 2 Forest Your country has many large forests. Besides the scenery, they also provide an excellent source of timber. Forests +3
  178. 3 Mountains Your country is surrounded by large mountains. They have given you a wealth of resources. Mineral +2, Forests +1
  179. 4 Plains Your country has grasslands stretching as far as the eye can see. Some might call it the ideal land for raising and trading horses. Food +1, Horses +2
  180. 5 Marsh Your country is dotted with small rivers and the swamps and marshes that pop up around them. Food +2, Forests +1
  181. 6 Wilderness Most of your country's land is still untamed. It is notable for its rough and rugged terrain. Mineral +2, Horses +2, Finances -1
  182. 4-6 1 Desert Your country is surrounded by desert. Your daily life is one of sweltering days and freezing nights. Technology +2, Finances +2, Forests -1
  183. 2 Arctic Your country is no stranger to snow and ice. Summers are short and winters are long. You've been raised under leaden skies. Mineral +2, Finances +1
  184. 3 Tropical Your country is very warm. The rainy season brings heavy rainfall, and with it a thick tropical jungle. Food +1, Forests +2
  185. 4 Volcanic Your country is located in an active volcanic region. The mountains spew fire and the earth shakes, but they bring with them their own wealth. Mineral +3
  186. 5 Archipelago Your country is made up of many small islands. There is no other region better suited for trade. Finances +3
  187. 6 Uncharted The effects of Chaos have given your country an otherworldly existence. It may be a floating island or a rainbow given shape. Discuss the details with the GM. Any One Resource +3
  188.  
  189. National Characteristics - Industry
  190. Result Type Description Effect
  191. 1-3 1 Agriculture Your country excels at growing food. You have been blessed by Mother Earth. Food +3
  192. 2 Craft The people of your country are skilled at creating objects using weaving or other types of handiwork. Technology +3
  193. 3 Mining Your country knows how to turn its mineral resources into wealth. Mineral +4, Forests -1
  194. 4 Ranching Your country's wide open spaces have become home to ranches for horses or cattle. Food +1, Horses +2
  195. 5 Fishing Your country has made a name for itself through fishing the ocean or its rivers. Technology +1, Food +1
  196. 6 Trade Your country has formed bonds with other countries and has gained an advantage through your interactions with each other. Technology +1, Finances +3
  197. 4-6 1 Banking Your country has become rich through handling other countries' money and lending it out. Finances +3
  198. 2 Metalwork Your country has made an industry out of smithing swords and other objects, turning metal into whatever people need. Technology +2, Mineral +2, Forests -1
  199. 3 Glassmaking Your country is skilled in the production of glass. This is a rare ability even among the larger powers of the world. Technology +2, Finances +2, Forests -1
  200. 4 Spices Your country produces black or red pepper. Food +1, Finances +2
  201. 5 Alcohol Your country is known as a major producer of wine, mead, or other alcohol. Food +2, Finances +1
  202. 6 Service Your country's reputation as a place for theater, bars, and restaurants has spread throughout the land. Technology +1, Finances +2
  203.  
  204. National Characteristics - People
  205. Result Type Description Effect
  206. 1-3 1 Philosopher Your country is home to a famous philosopher. Your country is thought of as one rich in knowledge. Technology +1, Finances +2
  207. 2 Scientist Your country has a scientist (not a Mage) who stands against Chaos, and excels at the art of technology. Technology +3
  208. 3 Famous Knight A famous knight lives in your country, and his courage has inspired various martial practitioners to gather there. Technology +1, Horses +2
  209. 4 Entertainer Your country boasts a virtuoso performer or songstress whose fame has spread even to other countries. Technology +1, Finances +2
  210. 5 Merchant A powerful merchant whose personal wealth rivals that of a whole country calls your country home. The taxes he pays are nothing to take for granted. Finances +3
  211. 6 Saint Your country is home to a great religious leader who has been called a saint. It is an impressive title. Food +2, Finances +1
  212. 4-6 1 Woodsman Your country possesses a woodsman who manages your lumber resources. Forests +3
  213. 2 Artisan An incredibly talented blacksmith lives in your country and has passed his skill on to several pupils. Technology +2, Finances +1
  214. 3 Traitor Your country is home to the most unscrupulous kind of retainer. While he is extremely effective, it is obvious that he is entertaining thoughts of betrayal. Finances +4, Technology -1
  215. 4 Peasant Hero A great hero commands the respect of the peasants of your country. She is a constant ally of the common people. Food +3
  216. 5 Exile A skilled worker is living in your country, exiled from his former home. It is possible that she might one day invite disaster. Any Two Resources +2
  217. 6 Former Hero Part of your country has joined itself with an Artist who used to be hailed as a hero. He has been known to lend you his strength from time to time. Food +1, Forests +2
  218.  
  219. National Characteristics - Organization
  220. Result Type Description Effect
  221. 1-3 1 Porters Your country has many people work in shipping and transportation. Food +3
  222. 2 Trade School Your country has a school for teaching and developing technology. Technology +3
  223. 3 Rangers Your country has a group that acts independently to guard the forests. Forests +3
  224. 4 Prospectors Your country has attracted groups of miners eager to strike it rich. Mineral +3
  225. 5 Assembly Your country has an assembly of merchants and wealthy farmers who offer their advice. Finances +3
  226. 6 Courier Service Your country has developed a high speed horseback messenger service. Horses +3
  227. 4-6 1 Nomads There are many nomadic or equestrian tribes who travel through your country. Horses +2, Finances +1
  228. 2 Religion There is a large religious order situated in your country. You may wish to treat them like you do the Church of the Crest. Technology +2, Finances +1
  229. 3 Scholars Your country has a branch school of the Academy, or some other group of researchers. Food +1, Technology +2
  230. 4 Foreigners A group of people from another land have taken up residence in your country. Technology +1, Finances +2
  231. 5 Refugees A group of refugees fleeing war in another country have settled in yours. They have put a strain on your resources. Food -2, Technology +2, Finances +3
  232. 6 Criminals Your country's wealth has invited a criminal organization that is running rampant. Finances +3
  233.  
  234. National Characteristics - Facility
  235. Result Type Description Effect
  236. 1-3 1 Fortress Your capital is known for its walls that will withstand even a brutal assault. Technology +3
  237. 2 Defensive Wall Your border is defended by a great wall meant to repel invaders. Discuss with the GM the extent of the border it actually covers. Technology +2, Finances +1
  238. 3 Harbor Your country possesses a well-guarded harbor that is the envy of others. Finances +3
  239. 4 Canals Your country is crossed with a series of waterways that provide the people with a thoroughfare of travel and protection from floods. Food +2, Technology +2
  240. 5 Library Your country possesses a library that has accumulated a great amount of knowledge through the ages. Technology +3
  241. 6 Training Ground Your country possesses a training facility, allowing your soldiers to continuously hone their skills. Technology +2, Horses +1
  242. 4-6 1 Slums Your country has a region which is populated by the poor. While they may not be rich, they are lively. Food +2, Finances +1
  243. 2 Rich Neighborhood Your country has many wealthy citizens, and many more who desire to live there. Finances +3
  244. 3 Resort Your country's scenic beauty makes passing the time easy. Even people from other countries find themselves drawn there to relax. Forests +1, Finances +2
  245. 4 Holy Site Your country is the home to a site of religious importance; whether it provides any real effect or not, people are drawn to it. Food +2, Forests +1
  246. 5 Mining Town An entire town has sprung up to meet the needs of miners, with bars, schools, hospitals, and other facilities. Mineral +3
  247. 6 Pleasure District Your country has achieved notoriety for its bars and theaters where people can pass the time and enjoy themselves. The smiles of the people are just another blessing. Food +1, Finances +2
  248.  
  249. National Characteristics - Culture
  250. Result Type Description Effect
  251. 1-3 1 Performance-oriented The people of your country place a high value on entertainment. Finances +3
  252. 2 Pleasure Seekers Your country's citizens feel that it is important to live for the day. Food +1, Finances +2
  253. 3 Temperance Your country's citizens value morals and believe in always showing self-restraint when it comes to one's own desires. Food +4, Finances -1
  254. 4 Belligerent Your country's citizens are war seekers. They believe that everything should be solved through violent means. Technology +1, Horses +2
  255. 5 Pacifist Your country's citizens are a peace-loving people. They think that it is important to first attempt to solve problems with words. Food +1, Forests +2
  256. 6 Intellectual The people of your country value reason and logic. The only question is which path is the right one. Technology +3
  257. 4-6 1 Emotional Your country's citizens place a great emphasis on their emotions. They never forget a favor, or a sleight. Mineral +1, Forests +2
  258. 2 Courteous The people of your country value etiquette and public perception. Manners are the path to orders and prosperity. Technology +2, Horses +1
  259. 3 Greedy There is nothing more important to the people of your country than money. Without money, they might not be able to live. Forests -1, Finances +4
  260. 4 Agriculturalist Farmers form the core of your country. Working the fields is held up as an ideal. Food +3
  261. 5 Militarist Your country's development is tied to the modernization of its military. Technology +2, Horses +1
  262. 6 Carefree Your country is wealthy. The people spend their days enjoying themselves without a care in the world. Technology -1, Food +4
  263.  
  264.  
  265. Academy Support
  266. The following section describes the various kinds of backing and aid provided by the Academy. In order to receive these benefits, you must have enough Support Count.
  267.  
  268. Artifact Possession
  269. Max Level 5
  270. Timing Permanent
  271. Target Own Country
  272. Cost See Below
  273. Effect You have been granted or are being loaned an artifact by the Academy.
  274. You may acquire an artifact with a level less than or equal to the level of this ability. The support cost increases with each level as follows:
  275. 0-1: 500
  276. 1-2: 1000
  277. 2-3: 2000
  278. 3-4: 4000
  279. 4-5: 8000
  280.  
  281. Advanced Magical Facility
  282. Max Level 3
  283. Timing Permanent
  284. Target See Below
  285. Cost Level x 500
  286. Effect You have been furnished with the knowledge and assistants necessary to prepare high quality research apparatuses and experimental facilities that are the equal of the Academy's.
  287. Increase the maximum MP of your country's Mages by [(Level x 5) + 5).
  288.  
  289. High Quality Arms
  290. Max Level 5
  291. Timing Permanent
  292. Target Own Country
  293. Cost Level x 500
  294. Effect You possess exceptional arms created by a famous manufacturer or the alchemists of the Academy.
  295. You receive a number of non-artifact weapons and armor equal to the Level of this ability. Increase the power of weapons by 2 and their guard by 1. Increase all of the defense ratings of armor besides internal by 2, and their initiative and movement modifiers by 1.
  296.  
  297. Resource Exchange
  298. Max Level 3
  299. Timing See Below
  300. Target Own Country
  301. Cost Level x 500
  302. Effect With the assistance of the Academy, you have arranged trade and an exchange of resources with another country.
  303. Before a session starts, choose and reduce any of your national resources by up to (Level + 1) points, and increase any of your other national resources by the same amount. This change lasts for the rest of the session.
  304.  
  305. Apprentice Mage Employment
  306. Max Level 1
  307. Timing Permanent
  308. Target Own Country
  309. Cost 1000
  310. Effect The Academy has sent you a Mage to aid in the internal affairs of your country.
  311. You have an NPC Mage in your employ. This Mage receives one spell of up to 3rd level, that you may use once per scenario with a check result of 7 and an ability level of 3. The NPC Mage may not participate in combat or mass combat, and all other matters concerning the NPC are left up to the GM.
  312.  
  313. Symbol of Trust
  314. Max Level 5
  315. Timing Before a Check
  316. Target -
  317. Cost Level x 500
  318. Effect Your country has the trust of the Academy, and their assurance that you are reliable and will deal fairly.
  319. Whenever a character affiliated with your country makes a Speech or Information Gathering check, or any check that involves negotiation or exchange with another country, add 1 die to the check. This ability may be used once per scenario per level.
  320.  
  321. Elite Forces
  322. Max Level 5
  323. Timing Permanent
  324. Target Own Country
  325. Cost Level x 500
  326. Effect Your country maintains an elite group of soldiers whose skills were honed through the training of the Academy.
  327. Choose a number of your country's forces up to this ability's level. Increase their HP modifiers by +5, and their power and all of their defense ratings besides internals by +2.
  328.  
  329. Advanced Medicine
  330. Max Level 3
  331. Timing Permanent
  332. Target See Below
  333. Cost Level x 500
  334. Effect The Academy has taught your country cutting edge medical techniques and nutritional knowledge which have manifested in an even more powerful military.
  335. Increase the maximum HP of all characters affiliated with your country by (Level x 5).
  336.  
  337. Technological Support: Industry
  338. Max Level 5
  339. Timing Permanent
  340. Target Own Country
  341. Cost See Below
  342. Effect This ability represents advanced technology and knowledge, or people possessing such, given to your country by the Academy.
  343. Increase your country's Technology resource level by an amount equal to the level of this ability. The cost to increase this ability's level is (Level x 500) up to level 3, and (Level x 1000) at levels 4 and beyond.
  344.  
  345. Technological Support: Mining
  346. Max Level 5
  347. Timing Permanent
  348. Target Own Country
  349. Cost See Below
  350. Effect This ability represents advanced mineral extraction and processing techniques and the specialists and tools necessary to make use of them that have been given to your country by the Academy.
  351. Increase your country's Mineral resource level by an amount equal to the level of this ability. The cost to increase this ability's level is (Level x 500) up to level 3, and (Level x 1000) at levels 4 and beyond.
  352.  
  353. Technological Support: Food
  354. Max Level 5
  355. Timing Permanent
  356. Target Own Country
  357. Cost See Below
  358. Effect This ability represents advanced agricultural techniques, selectively bred livestock, and food storage methods given to your country by the Academy.
  359. Increase your country's Food resource level by an amount equal to the level of this ability. The cost to increase this ability's level is (Level x 500) up to level 3, and (Level x 1000) at levels 4 and beyond.
  360.  
  361. Technological Support: Forestry
  362. Max Level 5
  363. Timing Permanent
  364. Target Own Country
  365. Cost See Below
  366. Effect This ability represents advanced afforestation and lumbering techniques and knowledge of nature given to your country by the Academy.
  367. Increase your country's Forest resource level by an amount equal to the level of this ability. The cost to increase this ability's level is (Level x 500) up to level 3, and (Level x 1000) at levels 4 and beyond.
  368.  
  369. Loaned Documents
  370. Max Level 5
  371. Timing Before a Check
  372. Target Own Country
  373. Cost Level x 500
  374. Effect The Academy has allowed you access to their vast wealth of documents and records, which will be a great help in various kinds of investigation and deciphering.
  375. Whenever a character affiliated with your country makes a "Strategy," "Chaos Lore," "Crest Lore," or "Knowledge" check, add one die to the check. This ability may be used once per scenario per level.
  376.  
  377. Reserve Supplies
  378. Max Level 3
  379. Timing Major Action
  380. Target See Below
  381. Cost Level x 1000
  382. Effect Through the Academy's networks, you are given preference when acquiring supplies even while far away from your country, or are able to have them delivered to you.
  383. A character affiliated with your country can acquire or exchange any number of non-artifact weapons, armor, and items. This ability may be used once per scenario per level, but may not be used during combat.
  384.  
  385. Pharmaceutical Knowledge
  386. Max Level 5
  387. Timing Permanent
  388. Target Own Country
  389. Cost Level x 500
  390. Effect You are able to create powerful medicines using the knowledge taught to you by the Academy.
  391. Whenever a character affiliated with your country uses a "Consumable" item, increase the amount of HP and MP recovered by (Level x 5).
  392.  
  393. Artifacts
  394. The following section describes artifacts, powerful items that you may acquire from the Academy in exchange for support points. These items are made using magic and the Academy's alchemy and cutting edge technology, and are extremely difficult to acquire by other means.
  395. The points spent on "Consumable" items are not lost just because the item is used. When used, you acquire another of that item starting with the next session.
  396.  
  397. Healing Potion
  398. Type Other (Consumable)
  399. Weight 2
  400. Level 1
  401. Cost 100
  402. Effect This is a magic potion that, when drank, accelerates the bodies natural restorative capabilities, healing wounds instantly.
  403. This item may be used as a minor action. You recover (Base Strength + 2D6) points of HP. A country may possess up to ten of these items.
  404.  
  405. Mana Potion
  406. Type Other (Consumable)
  407. Weight 2
  408. Level 1
  409. Cost 100
  410. Effect This is a magic potion that, when drank, instantly restores the mind's energy and focus.
  411. This item may be used as a minor action. You recover (Base Spirit + 2D6) points of MP. A country may possess up to ten of these items.
  412.  
  413. Strong Healing Potion
  414. Type Other (Consumable)
  415. Weight 2
  416. Level 2
  417. Cost 400
  418. Effect This powerful magic potion is capable of healing even serious wounds.
  419. This item may be used as a minor action. You recover [(Base Strength x 2) + 2D6] points of HP. A country may possess up to six of these items.
  420.  
  421. Strong Mana Potion
  422. Type Other (Consumable)
  423. Weight 2
  424. Level 2
  425. Cost 400
  426. Effect This high quality magical potion has an even stronger effect than a regular mana potion.
  427. This item may be used as a minor action. You recover [(Base Stpirit x 2) + 2D6] points of HP. A country may possess up to six of these items.
  428.  
  429. Cure-all Medicine
  430. Type Other (Consumable)
  431. Weight 2
  432. Level 1
  433. Cost 200
  434. Effect This magic potion can cure various ailments and disorders, and return the body to normal working function.
  435. This item may be used as a minor action. You recover from all poison, bleeding, and fatigue effects. A country may possess up to ten of these items.
  436.  
  437. Serene Talisman
  438. Type Other (Consumable)
  439. Weight 1
  440. Level 1
  441. Cost 200
  442. Effect This charm is imbued with a healing spell that protects your spirit from the distorting effects of Chaos.
  443. Use this item immediately after receiving the distracted or angered statuses. You recover from one instance of either. A country may possess up to ten of these items.
  444.  
  445. Quenching Talisman
  446. Type Other (Consumable)
  447. Weight 1
  448. Level 1
  449. Cost 200
  450. Effect This charm is imbued with elemental magic that reacts to fire and high heat, automatically cooling the body and extinguishing flames.
  451. Use this item immediately after receiving the burning status. You recover from burning. A country may possess up to ten of these items.
  452.  
  453. Talisman of Release
  454. Type Other (Consumable)
  455. Weight 1
  456. Level 1
  457. Cost 200
  458. Effect This charm is imbued with a restraining spell that will free your body and break bonds when it becomes restricted.
  459. Use this item immediately after receiving the bound or paralyzed status. You recover from one instance of either. A country may possess up to ten of these items.
  460.  
  461. Substitution Stone
  462. Type Other (Consumable)
  463. Weight 1
  464. Level 2
  465. Cost 400
  466. Effect This gem produces an invisible magical shield in response to you being struck.
  467. Use this item immediately after a damage roll is made. Increase all of your defense ratings by 4D6. This effect lasts for the rest of the main phase. A country may possess up to ten of these items.
  468.  
  469. Magical Focus
  470. Type Other
  471. Weight 1
  472. Level 2
  473. Cost 1200
  474. Effect This specialized device is designed to more effectively focus Chaos. They take the shape of accessories, instruments, or the like, and are a common sight around Mages.
  475. This item is equipped in either the weapon or armor sub-slot. When you acquire it, choose a category of magic. While it is equipped, whenever you use a spell of the chosen category, reduce that spell's MP cost by 1 (to a minimum of 1).
  476.  
  477. Healing God's Eye
  478. Type Other
  479. Weight 2
  480. Level 2
  481. Cost 1200
  482. Effect This glass lens is created using an advanced alchemical process. It magnifies a small area such as the surface of a wound and can be used to great benefit in medical treatment.
  483. This item may be used as a minor action. For the rest of the main phase, add 1 die to all healing checks you make.
  484.  
  485. Silhouette Stiletto
  486. Type Light Weapon (Short Sword)
  487. Weight 1
  488. Location Main/Sub
  489. Skill Light Weapons
  490. Accuracy 0
  491. Power (Weapon): Strength + 0
  492. Initiative 0
  493. Movement 0
  494. Range 0
  495. Guard 1
  496. Level 2
  497. Cost 1000
  498. Effect This assassin's dagger has a pale, shadow-like blade that makes it difficult to detect. Whenever you make a vital strike using this weapon, increase the result of the attack roll by 2, and calculate damage as if the target's guard score were reduced by 5.
  499.  
  500. Mailcrusher
  501. Type Heavy Weapon (Great Sword)
  502. Weight 11
  503. Location Main*
  504. Skill Heavy Weapons
  505. Accuracy -3
  506. Power (Weapon): Strength + 9
  507. Initiative -1
  508. Movement -3
  509. Range 0
  510. Guard 6
  511. Level 3
  512. Cost 1900
  513. Effect This great sword's blade is accelerated by magic and can shatter the armor of heavily armed soldiers. By using a minor action, for the rest of the main phase this weapon's damage type becomes crushing, and it inflicts the bleeding status if it deals at least 1 point of damage.
  514.  
  515. Crestblade
  516. Type Light Weapon (Long Sword)
  517. Weight 7
  518. Location Main/Sub
  519. Skill Light Weapons
  520. Accuracy -1
  521. Power (Weapon): Strength + 3
  522. Initiative 0
  523. Movement -1
  524. Range 0
  525. Guard 4
  526. Level 2
  527. Cost 1200
  528. Effect This long sword is made of materials that transmit the wielder's will, the strength of her Crest, through it. Whenever this weapon is used with a "Gift" ability, increase the damage by an amount equal to the level of the user's Crest.
  529.  
  530. Stormfury Halberd
  531. Type Heavy Weapon (Axe/Spear)
  532. Weight 9
  533. Location Main*
  534. Skill Heavy Weapons
  535. Accuracy -3
  536. Power (Weapon): Strength + 6
  537. Initiative -1
  538. Movement -2
  539. Range 0
  540. Guard 5
  541. Level 2
  542. Cost 1400
  543. Effect This long poleaxe is magically balanced, allowing it to be used from horseback to hack through the enemy line like a whirlwind. By using a minor action while mounted, for the rest of the main phase attacks with this weapon may target two individuals.
  544.  
  545. Windpiercer Bow
  546. Type Ranged (Bow)
  547. Weight 7
  548. Location Main*
  549. Skill Ranged
  550. Accuracy -2
  551. Power (Weapon): Strength + 3
  552. Initiative -2
  553. Movement -3
  554. Range 1-5
  555. Guard 0
  556. Level 2
  557. Cost 1800
  558. Effect This bow fires arrows enchanted with air elemental magic that fly further and more accurately than normal arrows. When a ranged attack with this weapon achieves a critical success, increase the damage by (Perception x 2).
  559.  
  560. Unyielding Shield
  561. Type Shield
  562. Weight 5
  563. Location Sub
  564. Skill Exertion
  565. Power (Weapon): Strength + 1
  566. Initiative -2
  567. Movement -2
  568. Range 0
  569. Guard 8
  570. Level 2
  571. Cost 1400
  572. Effect This large shield uses void magic to stop time the moment it is struck, increasing its resistance many times over. When using this shield to guard, you may spend a number of MP up to your Spirit score. For purposes of that attack, increase your guard score by an amount equal to the MP spent. You may not reduce your MP below 0 in this way.
  573.  
  574. Fireproof Robe
  575. Type Armor (Clothing/Cloth)
  576. Weight 1
  577. Location Main
  578. Evasion 0
  579. Defense 2/10/1/0
  580. Initiative 0
  581. Movement -1
  582. Level 2
  583. Cost 1000
  584. Effect This deep red robe is enchanted with elemental magic that grants it a high resistance to heat. While equipped, you cannot be afflicted with the Burning status at level 2 or lower.
  585.  
  586. Engraved Leather
  587. Type Armor (Mail/Leather)
  588. Weight 4
  589. Location Main
  590. Evasion 0
  591. Defense 6/3/4/0
  592. Initiative -1
  593. Movement -1
  594. Level 2
  595. Cost 1300
  596. Effect This ominous suit of leather armor has a synergistic reaction to Chaos in the surrounding area that activates the wearer's Art. While equipped, during any scene in which the Chaos Level is 4 or higher, increase both the damage dealt by Art abilities, and the armor's defensive ratings, by 1D6.
  597.  
  598. Silver Breastplate
  599. Type Armor (Mail/Metallic)
  600. Weight 6
  601. Location Main
  602. Evasion -1
  603. Defense 9/6/7/0
  604. Initiative -1
  605. Movement -1
  606. Level 2
  607. Cost 1200
  608. Effect This breastplate made of silver has had its construction magically reinforced, decreasing its weight while increasing its strength.
  609.  
  610. Immovable Plate
  611. Type Armor (Mail/Metallic)
  612. Weight 13
  613. Location Main
  614. Evasion -5
  615. Defense 14/6/12/0
  616. Initiative -5
  617. Movement -5
  618. Level 3
  619. Cost 2000
  620. Effect This suit of plate mail is enchanted to momentarily increase its mass, allowing it to withstand even a direct charge from a mounted soldier. While equipped, whenever an effect would have you make a forced move, reduce the distance moved by 1 (to a minimum of 0).
  621.  
  622. Immortal's Cloak
  623. Type Armor (Cloak/Leather)
  624. Weight 2
  625. Location Sub
  626. Evasion 0
  627. Defense 1/1/2/0
  628. Initiative 0
  629. Movement -1
  630. Level 2
  631. Cost 1200
  632. Effect This cloak in the color of blood magically enhances the wearer's natural regenerative capabilities. While equipped, when you are the target of a Recovery effect, increase the amount of HP recovered by (Fortitude x 2).
  633.  
  634. Boots of the Wind
  635. Type Armor (Shoes/Leather)
  636. Weight 2
  637. Location Sub
  638. Evasion 0
  639. Defense 0/1/1/0
  640. Initiative 0
  641. Movement +3
  642. Level 2
  643. Cost 1100
  644. Effect These boots are enchanted with a spell that allows the wearer to run at high speeds by controlling the level of friction with the ground. Treat their movement modifier as 0 when mounted or flying.
  645.  
  646. Forces
  647. The following section describes the forces that may be used by characters in mass combat. They are classified by soldier type, and possess various characteristics and abilities. Their strength increases with their level.
  648.  
  649. Level 1 Militia
  650. Required Resources None
  651. Morale 3
  652. Ability Modifiers
  653. Strength +1
  654. Reflexes +0
  655. Perception +0
  656. Intelligence +0
  657. Spirit +0
  658. Empathy +0
  659. Secondary Ability Modifiers
  660. HP +10
  661. Initiative +0
  662. Movement +0
  663. Power +1
  664. Defense 1/0/0/0
  665. Force Abilities None
  666. Description A collection of citizen militia. Their morale and ability are both low.
  667.  
  668. Level 1 Infantry
  669. Required Resources Food 1, Another Other Resource 1
  670. Morale 5
  671. Ability Modifiers
  672. Strength +1
  673. Reflexes +1
  674. Perception +1
  675. Intelligence +1
  676. Spirit +1
  677. Empathy +0
  678. Secondary Ability Modifiers
  679. HP +20
  680. Initiative +1
  681. Movement +0
  682. Power +3
  683. Defense 3/2/2/0
  684. Force Abilities Flanking (Level 1)
  685. Description The most general, balanced type of force.
  686.  
  687. Level 2 Infantry
  688. Required Resources Food 3, Any Other Resource 2
  689. Morale 5
  690. Ability Modifiers
  691. Strength +2
  692. Reflexes +2
  693. Perception +1
  694. Intelligence +1
  695. Spirit +2
  696. Empathy +1
  697. Secondary Ability Modifiers
  698. HP +30
  699. Initiative +2
  700. Movement +0
  701. Power +5
  702. Defense 5/3/4/0
  703. Force Abilities Flanking (Level 2)
  704. Description More experienced, more powerful infantry.
  705.  
  706. Level 1 Cavalry
  707. Required Resources Horses 2, Food 1
  708. Morale 6
  709. Ability Modifiers
  710. Strength +2
  711. Reflexes +2
  712. Perception +0
  713. Intelligence +0
  714. Spirit +0
  715. Empathy +1
  716. Secondary Ability Modifiers
  717. HP +20
  718. Initiative +0
  719. Movement +1
  720. Power +5
  721. Defense 3/1/1/0
  722. Force Abilities Mounted Charge (Level 1)
  723. Description A mobile cavalry unit.
  724.  
  725. Level 2 Cavalry
  726. Required Resources Horses 4, Food 2
  727. Morale 6
  728. Ability Modifiers
  729. Strength +3
  730. Reflexes +3
  731. Perception +1
  732. Intelligence +0
  733. Spirit +1
  734. Empathy +1
  735. Secondary Ability Modifiers
  736. HP +30
  737. Initiative +1
  738. Movement +1
  739. Power +7
  740. Defense 4/2/2/0
  741. Force Abilities Mounted Charge (Level 2)
  742. Description More experienced, more powerful cavalry.
  743.  
  744. Level 1 Shieldbearers
  745. Required Resources Forests 1, Food 1
  746. Morale 5
  747. Ability Modifiers
  748. Strength +2
  749. Reflexes +0
  750. Perception +1
  751. Intelligence +0
  752. Spirit +1
  753. Empathy +0
  754. Secondary Ability Modifiers
  755. HP +30
  756. Initiative -2
  757. Movement +0
  758. Power +1
  759. Defense 7/3/6/0
  760. Force Abilities Allied Protection (Level 1)
  761. Description Shield-carrying soldiers who protect important people or locations.
  762.  
  763. Level 2 Shieldbearers
  764. Required Resources Forests 3, Food 2
  765. Morale 5
  766. Ability Modifiers
  767. Strength +2
  768. Reflexes +0
  769. Perception +2
  770. Intelligence +1
  771. Spirit +2
  772. Empathy +1
  773. Secondary Ability Modifiers
  774. HP +40
  775. Initiative -1
  776. Movement +0
  777. Power +2
  778. Defense 9/5/8/0
  779. Force Abilities Allied Protection (Level 2)
  780. Description More experienced, more powerful shieldbearers.
  781.  
  782. Level 1 Armored Infantry
  783. Required Resources Mineral 2, Technology 1
  784. Morale 6
  785. Ability Modifiers
  786. Strength +1
  787. Reflexes +0
  788. Perception +0
  789. Intelligence +0
  790. Spirit +0
  791. Empathy +0
  792. Secondary Ability Modifiers
  793. HP +35
  794. Initiative -4
  795. Movement +0
  796. Power +0
  797. Defense 9/4/8/0
  798. Force Abilities Defensive Formation (Level 1)
  799. Description Heavily armored soldiers for the defense of bases.
  800.  
  801. Level 2 Armored Infantry
  802. Required Resources Mineral 4, Technology 2
  803. Morale 6
  804. Ability Modifiers
  805. Strength +2
  806. Reflexes +0
  807. Perception +0
  808. Intelligence +0
  809. Spirit +2
  810. Empathy +0
  811. Secondary Ability Modifiers
  812. HP +45
  813. Initiative -2
  814. Movement +0
  815. Power +2
  816. Defense 12/6/11/0
  817. Force Abilities Defensive Formation (Level 2)
  818. Description More experienced, more powerful armored infantry.
  819.  
  820. Level 1 Archers
  821. Required Resources Technology 2, Forests 1
  822. Morale 5
  823. Ability Modifiers
  824. Strength +1
  825. Reflexes +1
  826. Perception +2
  827. Intelligence +1
  828. Spirit +0
  829. Empathy +0
  830. Secondary Ability Modifiers
  831. HP +15
  832. Initiative -1
  833. Movement +0
  834. Power +6
  835. Defense 2/1/1/0
  836. Force Abilities Arrow Barrage (Level 1)
  837. Description Archers trained in the use of bows.
  838.  
  839. Level 2 Archers
  840. Required Resources Technology 4, Forests 2
  841. Morale 5
  842. Ability Modifiers
  843. Strength +1
  844. Reflexes +2
  845. Perception +3
  846. Intelligence +2
  847. Spirit +1
  848. Empathy +0
  849. Secondary Ability Modifiers
  850. HP +25
  851. Initiative +0
  852. Movement +0
  853. Power +7
  854. Defense 3/2/2/0
  855. Force Abilities Arrow Barrage (Level 2)
  856. Description More experienced, more powerful archers.
  857.  
  858. Level 1 Mercenaries
  859. Required Resources Finances 2
  860. Morale 4
  861. Ability Modifiers
  862. Strength +2
  863. Reflexes +2
  864. Perception +1
  865. Intelligence +0
  866. Spirit +0
  867. Empathy +0
  868. Secondary Ability Modifiers
  869. HP +20
  870. Initiative +2
  871. Movement +0
  872. Power +4
  873. Defense 3/2/2/0
  874. Force Abilities Rally (Level 1)
  875. Description Mercenaries paid to fight on the battlefield.
  876.  
  877. Level 2 Mercenaries
  878. Required Resources Finances 4
  879. Morale 4
  880. Ability Modifiers
  881. Strength +3
  882. Reflexes +3
  883. Perception +2
  884. Intelligence +0
  885. Spirit +0
  886. Empathy +1
  887. Secondary Ability Modifiers
  888. HP +30
  889. Initiative +4
  890. Movement +0
  891. Power +6
  892. Defense 5/3/4/0
  893. Force Abilities Rally (Level 2)
  894. Description More expensive elite mercenaries.
  895.  
  896. Level 1 Military Band
  897. Required Resources Technology 1, Finances 1
  898. Morale 4
  899. Ability Modifiers
  900. Strength +0
  901. Reflexes +0
  902. Perception +0
  903. Intelligence +1
  904. Spirit +0
  905. Empathy +1
  906. Secondary Ability Modifiers
  907. HP +10
  908. Initiative +1
  909. Movement +0
  910. Power +0
  911. Defense 2/1/1/0
  912. Force Abilities Military Chorus (Level 1)
  913. Description A band that inspires other forces with their music.
  914.  
  915. Level 2 Military Band
  916. Required Resources Technology 3, Finances 2
  917. Morale 4
  918. Ability Modifiers
  919. Strength +0
  920. Reflexes +1
  921. Perception +0
  922. Intelligence +2
  923. Spirit +1
  924. Empathy +2
  925. Secondary Ability Modifiers
  926. HP +20
  927. Initiative +3
  928. Movement +0
  929. Power +0
  930. Defense 3/2/2/0
  931. Force Abilities Military Chorus (Level 2)
  932. Description A more experienced, more powerful military band.
  933.  
  934. Force Abilities
  935. The following section describes the various special abilities that forces have. They may only be used when you are part of a force.
  936.  
  937. Flanking
  938. Max Level 5
  939. Type Force
  940. Timing Before a Check
  941. Check -
  942. Target Individual
  943. Range 0
  944. Threshold -
  945. Cost Morale 1
  946. Effect With this ability, you apply pressure to the enemy at the same time as an ally attacks, ensuring that their attack is even more reliable.
  947. When a target other than yourself makes a melee attack, add one die to the attack check, and increase the damage of the attack by (Level x 5). This ability may only be used once per round.
  948.  
  949. Mounted Charge
  950. Max Level 5
  951. Type Force (Movement)
  952. Timing Minor Action
  953. Check -
  954. Target Self
  955. Range -
  956. Threshold -
  957. Cost Morale 2
  958. Effect This ability allows you to make a ferocious charge into the enemy line and trample them.
  959. You may immediately make a full move. Increase the damage of any melee attack you make during this main phase by [(Level x 5) + 5].
  960.  
  961. Allied Protection
  962. Max Level 5
  963. Type Force (Cover)
  964. Timing Before the Damage Roll
  965. Check -
  966. Target Individual
  967. Range 1
  968. Threshold -
  969. Cost Morale 1
  970. Effect You raise your shield and block an attack instead of your ally.
  971. Make a cover action towards the target. You may use this ability even if you are Exhausted, and using it does not cause you to become Exhausted. For the rest of this phase, increase all of your defense ratings by (Level x 5). This ability may only be used once per phase.
  972.  
  973. Defensive Formation
  974. Max Level 5
  975. Type Force
  976. Timing Setup
  977. Check -
  978. Target Self
  979. Range -
  980. Threshold -
  981. Cost Morale 1
  982. Effect With this ability you form an impenetrable defensive line that deflects all kinds of enemy attacks.
  983. For the rest of the round, increase all of your defense ratings other than "internal" by [(Level x 3) + 2].
  984.  
  985. Arrow Barrage
  986. Max Level 5
  987. Type Force (Offensive)
  988. Timing Major Action
  989. Check Ranged Weapons
  990. Target See Below
  991. Range Weapon
  992. Threshold Opposed
  993. Cost Morale 1
  994. Effect You and your squad fire a barrage of arrows that turn the enemy into pincushions.
  995. Make a ranged attack with a target of [Area: (Level + 1)]. At level 4, change this to [Target: Cross], and at level 5 [Target: Cross (Choice)].
  996.  
  997. Rally
  998. Max Level 5
  999. Type Force (Recovery)
  1000. Timing Initiative Process
  1001. Check -
  1002. Target Self
  1003. Range -
  1004. Threshold -
  1005. Cost Morale 2
  1006. Effect This ability invigorates your squad's members, giving them a second wind when it matters the most.
  1007. You recover [(Level x 5) + 5] HP. For the rest of the round, increase your attack power by [(Level x 3) + 2]. This ability may only be used once per round.
  1008.  
  1009. Military Chorus
  1010. Max Level 5
  1011. Type Force
  1012. Timing Minor Action
  1013. Check -
  1014. Target See Below
  1015. Range See Below
  1016. Threshold -
  1017. Cost Morale 1
  1018. Effect This ability buoys your allies' spirits by playing songs of courage from their homeland.
  1019. This ability targets any other characters of your choice within (Level + 1) squares. Increase the morale of the target(s) by 1 point. At level 3 and above, increase the morale of the target(s) by 2 points instead.
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