Kingdom Turn Rules
Mar 17, 2019 14:33:25 GMT -5
Post by Nature Boy on Mar 17, 2019 14:33:25 GMT -5
KINGDOM TURN
While the Personal Turn is for a single character to decide what they wish to do, the Kingdom Turn is when characters perform actions to benefit their respective kingdom. This can be done by improving a city’s stats, supplies, or personnel. The Kingdom Turn can also be used to harm other kingdoms, rather by espionage actions or invasion.
CITY STATS
Much like characters have stats, so do cities. Each of the city’s stats influence various aspects of the kingdom. Below are the stats a city has and a brief description of what they do.
Name - The name of the location.
Ruler/Magistrate - The person in charge of governing that specific location.
Agriculture - Used in determination of the food output of the location.
Commerce - Used in the determination of the gold output of the location.
Infrastructure - Point pool used to construct buildings.
Safety - The relative safety of the city, used to protect from espionage actions and siege battles. If safety falls too low, the location can be negatively impacted by various crime sprees or bandit attacks.
Food - The amount of food present in the city.
Gold - The amount of gold present in the city.
Troops - The amount of troops present in the city and level of training they possess.
Equipment - The amount of equipment in the city of varying types.
Buildings - A list of buildings that have been constructed in the city.
PCs - A list of Player Characters under the city’s rule.
NPCs - A list of Non Player Characters under the city’s rule.
EXAMPLE CITY
KINGDOM TURN ACTIONS
Arson** (Int) - Destroy another locations supplies. (Int-Safety)/10 + Roll > 15
Build (N/a) - Use Infrastructure to construct a building. Construction cost are with the building list.
Buy Arms (N/a) - Buy equipment. See unit chart in Battle Rules for costs.
Buy Food (N/a) - Buy food at the cost of 1 gold = 3 Food
Craft Arms (N/a) - Craft equipment. See unit chart in Battle Rules for costs. Requires Forge building.
Draft (Cha) - Increase the amount of troops at a location. All troops drafted have (10) Training. Cha * 1.25 = Troops Drafted, Troops Drafted/12 = Safety Loss
Develop Agriculture* (Stwd) - Increase a location’s Agriculture stat. Gain = 1.5 * Stwd/10
Develop Commerce* (Stwd) - Increase a location’s Commerce stat. Gain = 1.5 * Stwd/10
Develop Infrastructure* (Int) - Increase a location’s Infrastructure stat. Gain = 2 * Int/10
Invade (N/a) - Attack another location. Must specify amount of troops, food, gold, and equipment for each character invading.
Levy (Int/Stwd/Cha) - Collect food and gold from the people outside of quarterly incomes at the expense of safety and stats. 13 - Cha/12 = Safety Loss, (Stwd * .3) * Agriculture = Food Gain, (Stwd * .1) * Commerce = Gold Gain,
Gold Gain/50 = Commerce stat loss, Food Gain/100 = Agriculture stat loss
Move (N/a) - Use an officer to transport Gold, Food, Troops, or Equipment to an adjacent location.
Patrol (Str) - Increase a location’s Safety stat. Gain = Str/12
Recruit (Cha) - Attempt to recruit a free NPC. Cha/20 + Roll > 15
Riot** (Int/Cha) - Cause the people of another location to Riot, lowering targeted locations stats by 15. Roll + (Int + Cha)/10 - (Safety + Lead)/10 > 14
Rumor** (Int/Cha) - Spread rumors in a target location causing troops to desert. Roll + Cha/10 - Safety/10 > 14
Scout (Int) - Scout out potential battlefields for battle map preview. Roll + Int/15 > 11
Search (Int/Cha) - Search for any hidden talent. Roll + Int/15 > 11 to find, Roll +Cha/15 > 14 to Recruit.
Spy** (Int) - Gain information on another location’s stats. Roll + Int/10 - Safety/10 > 11
Steal** (Int) - Take supplies from another location and raise own. Roll + Int/10 - Safety/10 > 14
Train (Lead) - Increase the amount of training of the troops present in location. Will occur after any drafts take place. Gain = Lead/8
*Have a cost of 10 gold to perform.
**Espionage Actions
ESPIONAGE ACTIONS
Certain Kingdom Turn Actions fall under the category of Espionage Actions. These are the actions that are given a bonus from the Stealth skill. When each action is performed, both the given success roll is made, as is an identification roll. If a character fails the identification roll, the target of the espionage action will learn of who was performing the action against them. Failing the action gives the target a bonus on the identification roll. Also, if a character fails their espionage action, they will be subject to a capture roll.
Identification Roll - Roll + Int/20 ( + Stealth Bonus - Failure Penalty) > 12
Escape Roll - Roll + (Str+Int)/10 - (Safety + Training)/10 > 14
EXAMPLE KINGDOM TURN
BUILDINGS
A list of buildings available to be built during the kingdom turn.
Academy (70) - Increases the amount of SP gained by .5 and PTD by 1 every four turns.
Armory (70) - Lower the cost of crafting arms by 10 percent.
Barracks (60) - Increase the amount of troops drafted by 10 percent.
Castle (120) - Increase wall HP by 30 and increase harvest and tax output by 10%.
Courthouse (70) - Increase the Safety cap by 20.
Forge (60) - Allows the crafting of all equipment except horses, muskets and siege weapons.
Granary (75) - Increase harvest output by 10%.
Guilds (70) - Increase Infrastructure cap by 20.
Gunsmith (100) - Allows the crafting of Muskets.
Market (50) - Increase the Commerce cap by 50. (Can be built multiple times).
Mint (75) - Increase tax output by 10%
Stables (70) - Allows for the crafting of Horses
Storehouse (50) - Increase the Agriculture cap by 50. (Can be built multiple times).
Temple (60) - Increase chances of finding and recruiting NPCs. (+2 on both Search and Recruit rolls).
Workshop (75) - Allows the crafting of Catapults and Rams.
INCOMES AND SALARIES
Every three in-game months, Gold and Food are collected for each location based off their stats at the beginning of that turn.
Gold = Commerce * 10
Food = Agriculture * 30
Additionally, your troops and officers must be paid every three months. PC officers can be paid whatever amount agreed upon (minimum of 30 Gold) and NPC officers will be paid 30 Gold. Troops will be paid 1 gold per troop.
UPGRADING NPCS
Every three in-game months (when incomes are collected), a ruler is given a pool of PTD and SP to distribute among their NPCs. 2 PTD per NPC and .5 SP per NPC (rounded down). Effects are immediate and will affect that months Kingdom Turn. (This does not apply for companion NPCs.)
PRISONERS
A character can find themselves someone else’s prisoner for varying reasons, whether be captured in battle or failing an espionage action. When a character is captured, it is up to rather the force’s ruler or the locations magistrate to decide the fate of the captured character. There are multiple actions that can be performed when dealing with a prisoner, whether it be to release them, recruit them, imprison them, or execute them.
Execute - Kill the captured character.
Imprison - Detain the character. Each month a character is imprisoned, an upkeep of 10 gold per prisoner is paid. While imprisoned, an attempt to recruit the character can be made each month after the first. Player Characters can attempt to escape prison as defined in the Character Rules section.
Recruit - Attempt to sway the prisoner to your side.
Release - Let the captured character be free.
While the Personal Turn is for a single character to decide what they wish to do, the Kingdom Turn is when characters perform actions to benefit their respective kingdom. This can be done by improving a city’s stats, supplies, or personnel. The Kingdom Turn can also be used to harm other kingdoms, rather by espionage actions or invasion.
CITY STATS
Much like characters have stats, so do cities. Each of the city’s stats influence various aspects of the kingdom. Below are the stats a city has and a brief description of what they do.
Name - The name of the location.
Ruler/Magistrate - The person in charge of governing that specific location.
Agriculture - Used in determination of the food output of the location.
Commerce - Used in the determination of the gold output of the location.
Infrastructure - Point pool used to construct buildings.
Safety - The relative safety of the city, used to protect from espionage actions and siege battles. If safety falls too low, the location can be negatively impacted by various crime sprees or bandit attacks.
Food - The amount of food present in the city.
Gold - The amount of gold present in the city.
Troops - The amount of troops present in the city and level of training they possess.
Equipment - The amount of equipment in the city of varying types.
Buildings - A list of buildings that have been constructed in the city.
PCs - A list of Player Characters under the city’s rule.
NPCs - A list of Non Player Characters under the city’s rule.
EXAMPLE CITY
NAME: Ashenvale
RULER: Joseph Marx
AGRICULTURE: 50/100
COMMERCE: 50/150
INFRASTRUCTURE: 10/100
SAFETY: 32/100
FOOD: 23000
GOLD: 400
TROOPS: 30(30)
EQUIPMENT: 15 Bows
BUILDINGS: Forge, Market
PCS:
NPCS:
Joseph Marx (Human, M, 27) 73-70-54-39-64 Charge, Drill, Duelist, Leader, Valor
Jonathan Edmund (Half-Elf, M, 15) 58-24-74-70-74 Administrator, Aid, Engineer, Keen Mind, Logistics, Medic
Lawrence Farringer (Human, M, 33) 31-28-63-65-38 Delay, Confuse, Merchant
Duncan Ironbeard (Dwarf, M, 83) 55-60-77-78-30 Blacksmith, Iron Willed, Merchant, Musketeer, Scholar, Stealth
Lillian Everbloom (Half-Elf, F, 26) 7-12-66-70-70 Tailor, Rally
Tordag (Orc, M, 17) 72-88-12-11-42 Duelist, Valor
RULER: Joseph Marx
AGRICULTURE: 50/100
COMMERCE: 50/150
INFRASTRUCTURE: 10/100
SAFETY: 32/100
FOOD: 23000
GOLD: 400
TROOPS: 30(30)
EQUIPMENT: 15 Bows
BUILDINGS: Forge, Market
PCS:
NPCS:
Joseph Marx (Human, M, 27) 73-70-54-39-64 Charge, Drill, Duelist, Leader, Valor
Jonathan Edmund (Half-Elf, M, 15) 58-24-74-70-74 Administrator, Aid, Engineer, Keen Mind, Logistics, Medic
Lawrence Farringer (Human, M, 33) 31-28-63-65-38 Delay, Confuse, Merchant
Duncan Ironbeard (Dwarf, M, 83) 55-60-77-78-30 Blacksmith, Iron Willed, Merchant, Musketeer, Scholar, Stealth
Lillian Everbloom (Half-Elf, F, 26) 7-12-66-70-70 Tailor, Rally
Tordag (Orc, M, 17) 72-88-12-11-42 Duelist, Valor
KINGDOM TURN ACTIONS
Arson** (Int) - Destroy another locations supplies. (Int-Safety)/10 + Roll > 15
Build (N/a) - Use Infrastructure to construct a building. Construction cost are with the building list.
Buy Arms (N/a) - Buy equipment. See unit chart in Battle Rules for costs.
Buy Food (N/a) - Buy food at the cost of 1 gold = 3 Food
Craft Arms (N/a) - Craft equipment. See unit chart in Battle Rules for costs. Requires Forge building.
Draft (Cha) - Increase the amount of troops at a location. All troops drafted have (10) Training. Cha * 1.25 = Troops Drafted, Troops Drafted/12 = Safety Loss
Develop Agriculture* (Stwd) - Increase a location’s Agriculture stat. Gain = 1.5 * Stwd/10
Develop Commerce* (Stwd) - Increase a location’s Commerce stat. Gain = 1.5 * Stwd/10
Develop Infrastructure* (Int) - Increase a location’s Infrastructure stat. Gain = 2 * Int/10
Invade (N/a) - Attack another location. Must specify amount of troops, food, gold, and equipment for each character invading.
Levy (Int/Stwd/Cha) - Collect food and gold from the people outside of quarterly incomes at the expense of safety and stats. 13 - Cha/12 = Safety Loss, (Stwd * .3) * Agriculture = Food Gain, (Stwd * .1) * Commerce = Gold Gain,
Gold Gain/50 = Commerce stat loss, Food Gain/100 = Agriculture stat loss
Move (N/a) - Use an officer to transport Gold, Food, Troops, or Equipment to an adjacent location.
Patrol (Str) - Increase a location’s Safety stat. Gain = Str/12
Recruit (Cha) - Attempt to recruit a free NPC. Cha/20 + Roll > 15
Riot** (Int/Cha) - Cause the people of another location to Riot, lowering targeted locations stats by 15. Roll + (Int + Cha)/10 - (Safety + Lead)/10 > 14
Rumor** (Int/Cha) - Spread rumors in a target location causing troops to desert. Roll + Cha/10 - Safety/10 > 14
Scout (Int) - Scout out potential battlefields for battle map preview. Roll + Int/15 > 11
Search (Int/Cha) - Search for any hidden talent. Roll + Int/15 > 11 to find, Roll +Cha/15 > 14 to Recruit.
Spy** (Int) - Gain information on another location’s stats. Roll + Int/10 - Safety/10 > 11
Steal** (Int) - Take supplies from another location and raise own. Roll + Int/10 - Safety/10 > 14
Train (Lead) - Increase the amount of training of the troops present in location. Will occur after any drafts take place. Gain = Lead/8
*Have a cost of 10 gold to perform.
**Espionage Actions
ESPIONAGE ACTIONS
Certain Kingdom Turn Actions fall under the category of Espionage Actions. These are the actions that are given a bonus from the Stealth skill. When each action is performed, both the given success roll is made, as is an identification roll. If a character fails the identification roll, the target of the espionage action will learn of who was performing the action against them. Failing the action gives the target a bonus on the identification roll. Also, if a character fails their espionage action, they will be subject to a capture roll.
Identification Roll - Roll + Int/20 ( + Stealth Bonus - Failure Penalty) > 12
Escape Roll - Roll + (Str+Int)/10 - (Safety + Training)/10 > 14
EXAMPLE KINGDOM TURN
NAME: Ashenvale
RULER: Joseph Marx
AGRICULTURE: 120/200
COMMERCE: 150/250
INFRASTRUCTURE: 10/100
SAFETY: 32/100
FOOD: 23000
GOLD: 400
TROOPS: 30(30)
EQUIPMENT: 15 Bows
BUILDINGS: Forge, Market
PCS:
NPCS:
Joseph Marx (Human, M, 27) 73-70-54-39-64 Charge, Drill, Duelist, Leader, Valor
Jonathan Edmund (Half-Elf, M, 15) 58-24-74-70-74 Administrator, Aid, Engineer, Keen Mind, Logistics, Medic
Lawrence Farringer (Human, M, 33) 31-28-63-65-38 Delay, Confuse, Merchant
Duncan Ironbeard (Dwarf, M, 83) 55-60-77-78-30 Blacksmith, Iron Willed, Merchant, Musketeer, Scholar, Stealth
Lillian Everbloom (Half-Elf, F, 26) 7-12-66-70-70 Tailor, Rally
Tordag (Orc, M, 17) 72-88-12-11-42 Duelist, Valor
Actions:
Joseph Marx - Train
Jonathan Edmund - Levy
Lawrence Farringer - Develop Commerce
Duncan Ironbeard - Draft
Lillian Everbloom - Develop Commerce
Torday - Patrol
RULER: Joseph Marx
AGRICULTURE: 120/200
COMMERCE: 150/250
INFRASTRUCTURE: 10/100
SAFETY: 32/100
FOOD: 23000
GOLD: 400
TROOPS: 30(30)
EQUIPMENT: 15 Bows
BUILDINGS: Forge, Market
PCS:
NPCS:
Joseph Marx (Human, M, 27) 73-70-54-39-64 Charge, Drill, Duelist, Leader, Valor
Jonathan Edmund (Half-Elf, M, 15) 58-24-74-70-74 Administrator, Aid, Engineer, Keen Mind, Logistics, Medic
Lawrence Farringer (Human, M, 33) 31-28-63-65-38 Delay, Confuse, Merchant
Duncan Ironbeard (Dwarf, M, 83) 55-60-77-78-30 Blacksmith, Iron Willed, Merchant, Musketeer, Scholar, Stealth
Lillian Everbloom (Half-Elf, F, 26) 7-12-66-70-70 Tailor, Rally
Tordag (Orc, M, 17) 72-88-12-11-42 Duelist, Valor
Actions:
Joseph Marx - Train
Jonathan Edmund - Levy
Lawrence Farringer - Develop Commerce
Duncan Ironbeard - Draft
Lillian Everbloom - Develop Commerce
Torday - Patrol
BUILDINGS
A list of buildings available to be built during the kingdom turn.
Academy (70) - Increases the amount of SP gained by .5 and PTD by 1 every four turns.
Armory (70) - Lower the cost of crafting arms by 10 percent.
Barracks (60) - Increase the amount of troops drafted by 10 percent.
Castle (120) - Increase wall HP by 30 and increase harvest and tax output by 10%.
Courthouse (70) - Increase the Safety cap by 20.
Forge (60) - Allows the crafting of all equipment except horses, muskets and siege weapons.
Granary (75) - Increase harvest output by 10%.
Guilds (70) - Increase Infrastructure cap by 20.
Gunsmith (100) - Allows the crafting of Muskets.
Market (50) - Increase the Commerce cap by 50. (Can be built multiple times).
Mint (75) - Increase tax output by 10%
Stables (70) - Allows for the crafting of Horses
Storehouse (50) - Increase the Agriculture cap by 50. (Can be built multiple times).
Temple (60) - Increase chances of finding and recruiting NPCs. (+2 on both Search and Recruit rolls).
Workshop (75) - Allows the crafting of Catapults and Rams.
INCOMES AND SALARIES
Every three in-game months, Gold and Food are collected for each location based off their stats at the beginning of that turn.
Gold = Commerce * 10
Food = Agriculture * 30
Additionally, your troops and officers must be paid every three months. PC officers can be paid whatever amount agreed upon (minimum of 30 Gold) and NPC officers will be paid 30 Gold. Troops will be paid 1 gold per troop.
UPGRADING NPCS
Every three in-game months (when incomes are collected), a ruler is given a pool of PTD and SP to distribute among their NPCs. 2 PTD per NPC and .5 SP per NPC (rounded down). Effects are immediate and will affect that months Kingdom Turn. (This does not apply for companion NPCs.)
PRISONERS
A character can find themselves someone else’s prisoner for varying reasons, whether be captured in battle or failing an espionage action. When a character is captured, it is up to rather the force’s ruler or the locations magistrate to decide the fate of the captured character. There are multiple actions that can be performed when dealing with a prisoner, whether it be to release them, recruit them, imprison them, or execute them.
Execute - Kill the captured character.
Imprison - Detain the character. Each month a character is imprisoned, an upkeep of 10 gold per prisoner is paid. While imprisoned, an attempt to recruit the character can be made each month after the first. Player Characters can attempt to escape prison as defined in the Character Rules section.
Recruit - Attempt to sway the prisoner to your side.
Release - Let the captured character be free.