Fixes in propose actions, add wwn rules markdown
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74d580e740
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@ -547,6 +547,8 @@ FACTION_DEFAULTS: dict = {
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"tags_listen": [],
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"tags_listen": [],
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"dw_category": "",
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"dw_category": "",
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"impulse": "",
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"impulse": "",
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"enemies": [], # явные враги (имена файлов фракций)
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"allies": [], # явные союзники (имена файлов фракций)
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}
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}
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@ -641,4 +643,10 @@ def normalize_faction_frontmatter(fm: dict) -> dict:
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if fm.get("hp") is None:
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if fm.get("hp") is None:
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fm["hp"] = fm["hp_max"]
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fm["hp"] = fm["hp_max"]
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# Гарантируем наличие и чистоту enemies/allies
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fm.setdefault("enemies", [])
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fm.setdefault("allies", [])
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fm["enemies"] = [str(x).strip() for x in fm["enemies"] if x]
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fm["allies"] = [str(x).strip() for x in fm["allies"] if x]
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return fm
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return fm
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@ -31,6 +31,8 @@ except ImportError:
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from typing import TypedDict
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from typing import TypedDict
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from faction_utils import (
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from faction_utils import (
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WWN_MILES_PER_TURN,
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get_travel_distance,
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vault_query,
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vault_query,
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get_all_factions,
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get_all_factions,
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get_factions_in_location,
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get_factions_in_location,
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@ -72,7 +74,7 @@ class FactionTurnProposalRequest(TypedDict, total=False):
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Параметры одного запроса на генерацию хода фракций.
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Параметры одного запроса на генерацию хода фракций.
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Поля:
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Поля:
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location_wikilink: Локация на русском в формате Obsidian wikilink.
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location_wikilink: Имя локации на русском языке в формате Obsidian wikilink.
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Обязательное поле.
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Обязательное поле.
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Пример: "[[Уотердип]]", "[[Невервинтер]]", название локации на русском.
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Пример: "[[Уотердип]]", "[[Невервинтер]]", название локации на русском.
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@ -297,29 +299,43 @@ def _build_hide_asset_options(faction_fm: dict, all_factions: list[dict], locati
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return lines
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return lines
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def _build_move_options(faction_fm: dict, location_wikilink: str) -> list[str]:
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def _build_move_options(
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"""
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faction_fm: dict,
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Формирует список активов доступных для перемещения (Move Asset).
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all_factions: list[dict],
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location_wikilink: str
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Показывает текущую локацию каждого актива.
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) -> list[str]:
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Subtle/Stealthed активы могут двигаться без ограничений.
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"""Формирует список активов с вариантами перемещения."""
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"""
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lines = []
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lines = []
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for a in faction_fm.get("assets", []):
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faction_locations = _get_faction_locations(faction_fm)
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if a.get("is_base_of_influence"):
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hostile_locations = _get_hostile_locations(all_factions, faction_fm)
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for asset in faction_fm.get("assets", []):
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if asset.get("is_base_of_influence"):
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continue
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continue
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name = a["name"]
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loc = a.get("location", "?")
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name = asset["name"]
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current_loc = asset.get("location", "?")
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flags = []
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flags = []
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if a.get("stealthed"):
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if asset.get("stealthed"):
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flags.append("Stealthed")
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flags.append("Stealthed")
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if a.get("subtle"):
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if asset.get("subtle"):
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flags.append("Subtle")
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flags.append("Subtle")
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destinations = _get_possible_destinations(
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current_loc,
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faction_locations,
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hostile_locations,
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bool(flags)
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)
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flag_str = f" [{', '.join(flags)}]" if flags else ""
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flag_str = f" [{', '.join(flags)}]" if flags else ""
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lines.append(f" - `{name}`{flag_str} currently @ {loc}")
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lines.append(
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f" - `{name}`{flag_str} @ {current_loc}\n"
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f" → возможные направления: {', '.join(destinations) or 'нет вариантов'}"
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)
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return lines
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return lines
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def _build_repair_options(faction_fm: dict) -> list[str]:
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def _build_repair_options(faction_fm: dict) -> list[str]:
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"""
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"""
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Формирует список повреждённых активов доступных для ремонта (Repair Asset).
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Формирует список повреждённых активов доступных для ремонта (Repair Asset).
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@ -395,13 +411,14 @@ def _build_sell_options(faction_fm: dict) -> list[str]:
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continue
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continue
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hp = a.get("hp", 0)
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hp = a.get("hp", 0)
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hp_max = a.get("hp_max", 1)
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hp_max = a.get("hp_max", 1)
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loc = a.get("location", "?")
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if hp < hp_max:
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if hp < hp_max:
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gain = 0
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gain = 0
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note = " (повреждён — 0 Treasure)"
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note = " (повреждён — 0 Treasure)"
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else:
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else:
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gain = math.floor(asset_def["cost"] / 2)
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gain = math.floor(asset_def["cost"] / 2)
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note = ""
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note = ""
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lines.append(f" - `{a['name']}` → +{gain} Treasure{note}")
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lines.append(f" - `{a['name']}` @ {loc} → +{gain} Treasure{note}")
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return lines
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return lines
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@ -474,7 +491,7 @@ def _format_faction_section(
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# Доступные действия
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# Доступные действия
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attack_opts = _build_attack_options(fm, all_factions, location_wikilink)
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attack_opts = _build_attack_options(fm, all_factions, location_wikilink)
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hide_opts = _build_hide_asset_options(fm, all_factions, location_wikilink)
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hide_opts = _build_hide_asset_options(fm, all_factions, location_wikilink)
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move_opts = _build_move_options(fm, location_wikilink)
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move_opts = _build_move_options(fm, all_factions, location_wikilink)
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repair_opts = _build_repair_options(fm)
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repair_opts = _build_repair_options(fm)
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create_opts = _build_create_asset_options(fm, location_wikilink)
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create_opts = _build_create_asset_options(fm, location_wikilink)
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sell_opts = _build_sell_options(fm)
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sell_opts = _build_sell_options(fm)
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@ -495,7 +512,7 @@ def _format_faction_section(
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expand_section = ""
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expand_section = ""
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if has_regular_asset_in_loc:
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if has_regular_asset_in_loc:
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expand_str = (
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expand_str = (
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f" - Создать BoI в новой локации: 1 Treasure/HP нового BoI "
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f" - Создать BoI в новой локации (`{location_wikilink}`): 1 Treasure/HP нового BoI "
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f"(текущий Treasure: {treasure}, максимальный BoI HP: {treasure})\n"
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f"(текущий Treasure: {treasure}, максимальный BoI HP: {treasure})\n"
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f" Потребует Cunning vs Cunning vs всех фракций с любым активом в целевой локации"
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f" Потребует Cunning vs Cunning vs всех фракций с любым активом в целевой локации"
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)
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)
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@ -516,7 +533,8 @@ def _format_faction_section(
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actions_sections = "\n*(нет доступных действий — фракция пропускает ход)*"
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actions_sections = "\n*(нет доступных действий — фракция пропускает ход)*"
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return (
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return (
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f"### {idx}. {name} | Initiative: {initiative} | {state_label.upper()}\n"
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f"### {idx}. `{name}` | Initiative: {initiative} | {state_label.upper()}\n"
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f"**Файл:** `{name}.md`\n" # Добавьте эту строку
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f"**Статы:** {status_str}"
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f"**Статы:** {status_str}"
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f"{tags_str}"
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f"{tags_str}"
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f"{narrative_str}"
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f"{narrative_str}"
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@ -604,6 +622,88 @@ def _ensure_startup_asset(
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return True
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return True
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return False
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return False
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def _get_faction_locations(faction_fm: dict) -> set[str]:
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"""Собирает все локации фракции (из locations и активов)."""
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locations = set()
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for loc in faction_fm.get("locations", []):
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locations.add(normalize_wikilink(loc))
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for asset in faction_fm.get("assets", []):
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if loc := asset.get("location"):
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locations.add(normalize_wikilink(loc))
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return locations
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def _get_possible_destinations(
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current_loc: str,
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faction_locations: set[str],
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hostile_locations: set[str],
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is_subtle_or_stealthed: bool
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) -> list[str]:
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"""Генерирует список доступных локаций для перемещения."""
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destinations = []
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for loc in faction_locations:
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if loc == normalize_wikilink(current_loc):
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continue
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distance = get_travel_distance(current_loc, loc)
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if distance is None or distance > WWN_MILES_PER_TURN:
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continue
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if loc in hostile_locations and not is_subtle_or_stealthed:
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destinations.append(f"{loc} ☠️ (враждебная)")
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else:
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destinations.append(loc)
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return destinations
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def _get_hostile_locations(
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all_factions: list[dict],
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current_faction_fm: dict
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) -> set[str]:
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"""Находит все враждебные локации (где есть BoI врагов)."""
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hostile_locs = set()
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current_name = current_faction_fm.get("name", "").strip()
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for faction in all_factions:
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other_fm = faction.get("frontmatter", {})
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other_name = other_fm.get("name", "").strip()
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if not other_name or other_name == current_name:
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continue
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if _is_hostile_faction(current_faction_fm, other_fm):
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for asset in other_fm.get("assets", []):
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if asset.get("is_base_of_influence"):
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if loc := asset.get("location"):
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hostile_locs.add(normalize_wikilink(loc))
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return hostile_locs
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def _get_faction_relations(faction_fm: dict) -> tuple[set[str], set[str]]:
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"""Возвращает (множество врагов, множество союзников)."""
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return (
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set(str(x).strip() for x in faction_fm.get("enemies", []) if x),
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set(str(x).strip() for x in faction_fm.get("allies", []) if x)
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)
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def _is_hostile_faction(
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current_fm: dict,
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target_fm: dict,
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default_hostile: bool = False
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) -> bool:
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"""
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Проверяет, является ли target_fm враждебной для current_fm.
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default_hostile - считать ли фракции враждебными по умолчанию.
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"""
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enemies, allies = _get_faction_relations(current_fm)
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target_name = target_fm.get("name", "").strip()
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if target_name in enemies:
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return True
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if target_name in allies:
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return False
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return default_hostile
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# ---------------------------------------------------------------------------
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# ---------------------------------------------------------------------------
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# Главная функция
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# Главная функция
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@ -996,6 +996,31 @@ def resolve_faction_turn(
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except ValueError as e:
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except ValueError as e:
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load_errors.append(str(e))
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load_errors.append(str(e))
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# Шаг 1.5: Начисление дохода и вычет апкипа перед выполнением действий
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# Это гарантирует, что фракция получит средства текущего хода до того, как начнет их тратить.
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factions_processed_for_income = set()
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for action in actions:
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ff = action.get("faction_file", "")
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if ff in all_factions_data and ff not in factions_processed_for_income:
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fm, _, _ = all_factions_data[ff]
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# Расчет дохода по формуле WWN
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income = calc_income(
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fm.get("wealth", 1),
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fm.get("force", 1),
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fm.get("cunning", 1)
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)
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# Расчет обязательных выплат (апкпипа)
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upkeep = calc_asset_upkeep(fm)
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# Обновление казны в памяти
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fm["treasure"] = fm.get("treasure", 0) + income - upkeep["total_upkeep"]
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fm["treasure"] = max(0, fm["treasure"])
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# Помечаем, чтобы не начислять доход дважды, если у фракции несколько действий
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factions_processed_for_income.add(ff)
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if load_errors:
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if load_errors:
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all_sections.append("## ❌ Ошибки загрузки\n" + "\n".join(f"- {e}" for e in load_errors))
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all_sections.append("## ❌ Ошибки загрузки\n" + "\n".join(f"- {e}" for e in load_errors))
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859
faction_turns/wwn factions.md
Normal file
859
faction_turns/wwn factions.md
Normal file
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@ -0,0 +1,859 @@
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# FACTIONS AND MAJOR PROJECTS
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The world is wider than the land beneath the party's boots. Greater powers and other agents within the campaign backdrop are ceaselessly moving to further their own plans, and many adventure possibilities are born from their constant struggles. Even when heroes are wholly uninvolved in a conflict, the consequences of a victory or loss can have grave repercussions on the things and people they hold dear.
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Faced with the machinations of existing powers, players often want to enact their own great plans or ambitions on a campaign world. It might be a goal as humble as ensuring the prosperity of their home village, or it might be a burning passion to overthrow a wicked empire or lead their hard-pressed people to a new homeland far away.
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These two campaign elements, factional struggles and grand PC projects, often cause trouble for GMs. Without the right tools to handle them in play, a GM can often feel lost in knowing just how to emulate a living campaign backdrop or fairly adjudicate a great PC ambition. This chapter contains rules and guidelines to help such a GM sort out these difficulties.
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## FACTIONS AND YOUR CAMPAIGN
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A *faction* is an organization, government, cabal, gang, tribe, business, religion or other group that you mean to make a significant player in your campaign. Not every organization in your campaign setting is a faction; only those groups that are most interesting to you and important to the campaign should be given faction statistics. For most campaigns, that means a maximum of six at any time, and quite possibly fewer.
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The faction system shows you how to stat these groups, assign them appropriate assets, and adjudicate their conflicts and schemes. It's an abstracted system, where damage to a faction asset might just as easily represent the arrest of a prominent businessman as it could be a bloody ambush on the road. The system tells the GM which parts of an organization were hurt, but it's up to you to translate that into concrete events in-game.
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These events then provide a living backdrop of activity to your campaign setting, actions that the PCs can learn about through tavern talk or personal observation. If they're interested enough, they might just choose to get involved in a conflict and become a powerful weapon in the hands of their patrons. And if they're not interested, the existence of the clashes gives you grist for maintaining a sense of motion and activity in your world.
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The faction system is meant to be a convenience for GMs and a tool for adding adventure hooks and additional verisimilitude to your campaign setting. It's not really set up to be played 'competitively', with all sides balanced for a fair game. As a consequence, the extra muscle a capable party brings to the fight can often end up deciding the ultimate outcome of a struggle.
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## FACTIONS CREATED BY PCs
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While the rules in this section presume that most factions will be GM-created tools for livening up the campaign backdrop, it's quite possible for PC heroes to forge their own factions and reap the benefits of rule. The practicality of this is up to the GM, but the process is relatively simple.
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The PC or party must actively seek to build a base of followers and assets using the major project rules that begin on page 336. The scale of the project they must resolve will depend on the scale of the faction they want to establish and their own personal power; a band of famous heroes might find founding a knightly order to be a 'plausible' effort, while a penniless group of vagabonds might find it 'impossible' in their current situation. In the same fashion, founding a new kingdom in a wilderness is going to be a much more difficult feat than establishing a politically-influential monastery in a market village.
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|
The adventurers can use money, adventures, stock-piled Renown, or other methods to succeed at the project. If they finally bring it to fruition, the GM then creates an appropriately-sized faction using the rules on page 327 and lets the PCs control it. Aside from the campaign-scale faction turn actions described in this section, they get all the usual benefits—and obligations—that come from ruling their own faction. If they have an order of knights under their command, they can probably dispatch several otherwise-unoccupied ones wherever they wish and garrison important places with others.
|
||||||
|
|
||||||
|
These peripheral benefits should match the scale of the adventures and effort they put into obtaining them. A faction created through great deeds and dire costs should pay off appropriately in local influence, status, and utility. The faction may suffer if the PCs spend its resources too freely and don't support it out of their own purse and doings, but it should be good for something more than bragging rights.
|
||||||
|
|
||||||
|
## MAJOR PROJECTS IN PLAY
|
||||||
|
|
||||||
|
Aside from the rules for factions, this section also includes guidelines on *major projects*, grand session-spanning goals that the party might take up. These goals are too vast or nebulous to be accomplished just by paying silver or killing a few troublemakers, so GMs often feel uncertain as to how they're to fairly adjudicate the players' efforts in accomplishing them.
|
||||||
|
|
||||||
|
The rules in this section provide a framework for identifying the difficulty of the project, measuring progress toward its completion, and turning those vast ambitions into adventure hooks that cut down on the GM's own need for content creation. Great goals are a blessing to a GM; the players are being kind enough to tell you exactly what kind of adventures they want to have, and these pages will help you take best advantage of it.
|
||||||
|
|
||||||
|
الدار البيضاء
|
||||||
|
الطبعة الأولى
|
||||||
|
١٤٣٧ هـ
|
||||||
|
١٤٣٧ هـ
|
||||||
|
١٤٣٧ هـ
|
||||||
|
١٤٣٧ هـ
|
||||||
|
١٤٣٧ هـ
|
||||||
|
١٤٣٧ هـ
|
||||||
|
١٤٣٧ هـ
|
||||||
|
١٤٣٧ هـ
|
||||||
|
١٤٣٧ هـ
|
||||||
|
١٤٣٧ هـ
|
||||||
|
١٤٣٧ هـ
|
||||||
|
|
||||||
|
324 • THE FACTION TURN
|
||||||
|
|
||||||
|
# FACTIONS AND THE FACTION TURN
|
||||||
|
|
||||||
|
Factions have several statistics to define their overall qualities. Weak or small factions tend to have low ratings even in their main focus, while kingdoms and major institutions may have a good rating even in their less important traits, simply because they have so many resources available to them.
|
||||||
|
|
||||||
|
**Cunning** is measured from 1 to 8 and indicates the faction's general guile, skill at subterfuge, and subtlety. Low Cunning means the faction is straightforward or unaccustomed to dealing with trickery, while high Cunning is for Machiavellian schemers and secretive organizations.
|
||||||
|
|
||||||
|
**Force** is measured from 1 to 8 and reflects the overall military prowess and martial competence of the faction. A faction with low Force isn't used to using violence to get its way, or is particularly inept at it, while a high Force reflects a culture of military expertise.
|
||||||
|
|
||||||
|
**Wealth** is measured from 1 to 8 and shows the faction's general prosperity, material resources, and facility with money. Low Wealth means the faction is poor, disinterested in material goods, or spendthrift with what they have, while high Wealth factions are rich and familiar with using money and goods as tools for success.
|
||||||
|
|
||||||
|
**Magic** measures the amount of magical resources available to the faction. "None" is for factions that have no meaningful access to magic. "Low" is for those factions that have at best a few trained mages or small stores of magical goods. "Medium" is for a faction where there is an established source of magical power for the faction, either as a sub-group of cooperative mages, a magical academy, a tradition of sorcery in the faction, or some other institutionalized aid. "High" magic is reserved for those factions that have a strong focus on wielding magical power, most fitting for a faction that represents a magical order.
|
||||||
|
|
||||||
|
**Treasure** is counted in points, and the total reflects how much the faction owns in cash and valuable goods. A single point of Treasure doesn't have an established cash value; a sack of gold is worthless in itself to a faction that needs a dozen oxcarts, and a herd of cattle owned by a faction can't necessarily be turned into a fixed sum of coin.
|
||||||
|
|
||||||
|
**Hit points** work for factions much as they do for characters; when a faction is reduced to zero hit points, it collapses. Its individual members and sub-groups might not all be dead, but they're so hopelessly disorganized, dispirited, or conflict-bound that the faction ceases to exist as a coherent whole.
|
||||||
|
|
||||||
|
**Assets** are important resources possessed by a faction, such as controlling a ring of Smugglers, or having a unit of Infantry. Assets all have their own statistics and hit points, and all of them require certain scores in Force, Wealth, Cunning, and Magic to purchase. Assets don't cover all the resources and institutions the faction may control, but they reflect the ones that are most relevant to the faction at that moment. A kingdom may have more military than the Infantry unit they have, but that Infantry unit is the one that's doing something important.
|
||||||
|
|
||||||
|
## THE FACTION TURN
|
||||||
|
|
||||||
|
Every month or so, the GM should run a faction turn. This turn may take place more often during times of intense activity, or less often if the campaign world is quiet. In general, a faction turn after every adventure is a good average, assuming the PCs don't have back-to-back adventures.
|
||||||
|
|
||||||
|
At the start of every faction turn, each faction rolls 1d8 for initiative, the highest rolls going first. Ties are resolved as the GM wishes, and then each faction takes the following steps in order.
|
||||||
|
|
||||||
|
- The faction earns Treasure equal to half their Wealth plus a quarter of their combined Force and Cunning, the total being rounded up.
|
||||||
|
- The faction must pay any upkeep required by their individual Asset costs, or by the cost of having too many Assets for their attributes. If they can't afford this upkeep, individual Assets may have their own bad consequences, while not being able to afford excess Assets means that the excess are lost.
|
||||||
|
- The faction triggers any special abilities individual Assets may have, such as abilities that allow an Asset to move or perform some other special benefit.
|
||||||
|
- The faction takes one Faction Action as listed in the following section, resolving any Attacks or other consequences from their choice. When an action is taken, every Asset owned by the faction may take it; thus, if **Attack** is chosen, then every valid Asset owned by the faction can Attack. If **Repair Asset** is chosen, every Asset can be repaired if enough Treasure is spent.
|
||||||
|
- The faction checks to see if it's accomplished its most recent goal. If so, it collects the experience points for doing so and picks a new goal. If not, it can abandon the old goal and pick a new one, but it will sacrifice its next turn's Faction Action to do so and may not trigger any Asset special abilities that round, either.
|
||||||
|
|
||||||
|
The next faction in order then acts until all factions have acted for the turn.
|
||||||
|
|
||||||
|
## ASSET LOCATIONS AND MOVEMENT
|
||||||
|
|
||||||
|
Every Asset has a location on the campaign map. This location may not be where all the elements of the Asset are located. It might simply be the headquarters of an organization, or the spot where the most active and important members of it are currently working. However it's described, it's the center of gravity for the Asset.
|
||||||
|
|
||||||
|
FACTION TAGS • 325
|
||||||
|
|
||||||
|
This location is usually in a town or other settlement, but it could be anything that makes sense. A reclusive Prophet might dwell deep within the wilderness, and a ring of Smugglers might currently be based out of a hidden sea cave. A location is simply wherever the GM thinks it should be.
|
||||||
|
|
||||||
|
Assets can move locations, either with the *Move Asset* faction action or with a special ability possessed by the Asset itself or an allied unit. Generally, whenever an Asset moves, it can move one turn's worth of distance.
|
||||||
|
|
||||||
|
As a rule of thumb, for a one-month turn, this is about one hundred miles. This is as far as an organization can shift itself in thirty days while still maintaining some degree of control and cohesion. The GM may adjust this distance based on the situation; if the campaign is taking place in an island archipelago with fast sea travel it's going to be easier to move long distances than if the Asset has to march through mountains to get there.
|
||||||
|
|
||||||
|
Some Assets also have special abilities that work on targets within one move of the Asset. Again, the GM decides what this means, but generally it means that the Asset can affect targets within a hundred miles of its location.
|
||||||
|
|
||||||
|
Sometimes it doesn't make logical sense for an Asset to be able to move to a particular location. A unit of Infantry, for example, could hardly walk into an enemy nation's capital so as to later *Attack* the Court Patronage Asset there. In this case, the best the Infantry could do would be to move to a location near the capital, assuming the GM decides that's plausible. The Infantry couldn't actually *Attack* the enemy faction's Assets until they got into the city itself where those Assets were located.
|
||||||
|
|
||||||
|
Assets with the Subtle quality are not limited this way. Subtle Assets can move to locations even where they would normally be prohibited by the ruling powers. Dislodging them requires that they be Attacked until destroyed or moved out by their owner.
|
||||||
|
|
||||||
|
Assets with the Stealth quality are also not limited by this, and can move freely to any location within reach. Stealthed Assets cannot be Attacked by other Assets until they lose the Stealth quality. This happens when they are discovered by certain special Assets or when the Stealthed Asset Attacks something.
|
||||||
|
|
||||||
|
## ATTRIBUTE CHECKS
|
||||||
|
|
||||||
|
Some actions, such as *Attack*, require an attribute check between factions, such as Force versus Cunning, or Wealth versus Force. Other special Asset abilities sometimes call for attribute checks as well.
|
||||||
|
|
||||||
|
To make this check, the attacker and defender both roll 1d10 and add their relevant attribute. Thus, for a Force versus Cunning check, the attacker would roll 1d10+Force against the defender's 1d10+Cunning. The attacker wins if their total is higher, and the defender wins if it's a tie or their roll is higher.
|
||||||
|
|
||||||
|
Some special abilities or tags allow the attacker or defender to roll more than one die for a check. In this case, the dice are rolled and the highest of them are used.
|
||||||
|
|
||||||
|
## FACTION TAGS
|
||||||
|
|
||||||
|
Many Factions have at least one 'tag', indicating some special benefit or quality it has due to its nature. These are merely some of the possibilities you might assign.
|
||||||
|
|
||||||
|
**Antimagical:** The faction is dwarven or of some other breed of skilled counter-sorcerers. Assets that require Medium or higher Magic to purchase roll all attribute checks twice against this faction during an Attack and take the worst roll.
|
||||||
|
|
||||||
|
**Concealed:** All Assets the faction purchases enter play with the Stealth quality.
|
||||||
|
|
||||||
|
**Imperialist:** The faction quickly expands its Bases of Influence. Once per turn, it can use the *Expand Influence* action as a special ability instead of it taking a full action.
|
||||||
|
|
||||||
|
**Innovative:** The faction can purchase Assets as if their attribute ratings were two points higher than they are. Only two such over-complex Assets may be owned at any one time.
|
||||||
|
|
||||||
|
**Machiavellian:** The faction is diabolically cunning. It rolls an extra die for all Cunning attribute checks. Its Cunning must always be its highest attribute.
|
||||||
|
|
||||||
|
**Martial:** The faction is profoundly devoted to war. It rolls an extra die for all Force attribute checks. Force must always be its highest attribute.
|
||||||
|
|
||||||
|
**Massive:** The faction is an empire, major kingdom, or other huge organizational edifice. It automatically wins attribute checks if its attribute is more than twice as big as the opposing side's attribute, unless the other side is also Massive.
|
||||||
|
|
||||||
|
**Mobile:** The faction is exceptionally fast or mobile. Its faction turn movement range is twice what another faction would have in the same situation.
|
||||||
|
|
||||||
|
**Populist:** The faction has widespread popular support. Assets that cost 5 Treasure or less to buy cost one point less, to a minimum of 1.
|
||||||
|
|
||||||
|
**Rich:** The faction is rich or possessed of mercantile skill. It rolls an extra die for all Wealth attribute checks. Wealth must always be its highest attribute.
|
||||||
|
|
||||||
|
**Rooted:** The faction has very deep roots in its area of influence. They roll an extra die for attribute checks in their headquarters location, and all rivals roll their own checks there twice, taking the worst die.
|
||||||
|
|
||||||
|
**Scavenger:** As looters and raiders, when they destroy an enemy Asset they gain a quarter of its purchase value in Treasure, rounded up.
|
||||||
|
|
||||||
|
**Supported:** The faction has excellent logistical support. All damaged Assets except Bases of Influence regain one lost hit point per faction turn automatically.
|
||||||
|
|
||||||
|
**Tenacious:** The faction is hard to dislodge. When one of its Bases of Influence is reduced to zero hit points, it instead survives with 1 hit point. This trait can't be used again on that base until it's fully fixed.
|
||||||
|
|
||||||
|
**Zealot:** Once per turn, when an Asset fails an *Attack* action check, it can reroll the attribute check. It automatically takes counterattack damage from its target, however, or 1d6 if the target has less or none.
|
||||||
|
|
||||||
|
326 • FACTION TURN ACTIONS
|
||||||
|
|
||||||
|
# FACTION TURN ACTIONS
|
||||||
|
|
||||||
|
**Attack:** The faction nominates one or more Assets to attack the enemy in their locations. In each location, the defender chooses which of the Assets present will meet the Attack; thus, if a unit of Infantry attacks in a location where there is an enemy Base of Influence, Informers, and Idealistic Thugs, the defender could decide to use Idealistic Thugs to defend against the attack.
|
||||||
|
|
||||||
|
The attacker makes an attribute check based on the attack of the acting Asset; thus, the Infantry would roll Force versus Force. On a success, the defending Asset takes damage equal to the attacking Asset's attack score, or 1d8 in the case of Infantry. On a failure, the attacking Asset takes damage equal to the defending Asset's counterattack score, or 1d6 in the case of Idealistic Thugs.
|
||||||
|
|
||||||
|
If the damage done to an Asset reduces it to zero hit points, it is destroyed. The same Asset may be used to defend against multiple attacking Assets, provided it can survive the onslaught.
|
||||||
|
|
||||||
|
Damage done to a Base of Influence is also done directly to the faction's hit points. Overflow damage is not transmitted, however; if the Base of Influence only has 5 hit points and 7 hit points are inflicted, the faction loses the Base of Influence and 5 hit points from its total.
|
||||||
|
|
||||||
|
**Move Asset:** One or more Assets are moved up to one turn's worth of movement each. The receiving location must not have the ability and inclination to forbid the Asset from operating there. Subtle and Stealthed Assets ignore this limit.
|
||||||
|
|
||||||
|
If an asset loses the Subtle or Stealth qualities while in a hostile location, they must use this action to retreat to safety within one turn or they will take half their maximum hit points in damage at the start of the next turn, rounded up.
|
||||||
|
|
||||||
|
**Repair Asset:** The faction spends 1 Treasure on each Asset they wish to repair, fixing half their relevant attribute value in lost hit points, rounded up. Thus, fixing a Force Asset would heal half the faction's Force attribute, rounded up. Additional healing can be applied to an Asset in this same turn, but the cost increases by 1 Treasure for each subsequent fix; thus, the second costs 2 Treasure, the third costs 3 Treasure, and so forth.
|
||||||
|
|
||||||
|
This ability can at the same time also be used to repair damage done to the faction, spending 1 Treasure to heal a total equal to the faction's highest and lowest Force, Wealth, or Cunning attribute divided by two, rounded up. Thus, a faction with a Force of 5, Wealth of 2, and Cunning of 4 would heal 4 points of damage. Only one such application of healing is possible for a faction each turn.
|
||||||
|
|
||||||
|
**Expand Influence:** The faction seeks to establish a new base of operations in a location. The faction must have at least one Asset there already to make this attempt, and must spend 1 Treasure for each hit point the new Base of Influence is to have. Thus, to create a new Base of Influence with a maximum hit point total of 10, 10 Treasure must be spent. Bases with high maximum hit point totals are harder to dislodge, but losing them also inflicts much more damage on the faction's own hit points.
|
||||||
|
|
||||||
|
Once the Base of Influence is created, the owner makes a Cunning versus Cunning attribute check against every other faction that has at least one Asset in the same location. If the other faction wins the check, they are allowed to make an immediate **Attack** against the new Base of Influence with whatever Assets they have present in the location. The creating faction may attempt to block this action by defending with other Assets present.
|
||||||
|
|
||||||
|
If the Base of Influence survives this onslaught, it operates as normal and allows the faction to purchase new Assets there with the **Create Asset** action.
|
||||||
|
|
||||||
|
**Create Asset:** The faction buys one Asset at a location where they have a Base of Influence. They must have the minimum attribute and Magic ratings necessary to buy the Asset and must pay the listed cost in Treasure to build it. A faction can create only one Asset per turn.
|
||||||
|
|
||||||
|
A faction can have no more Assets of a particular attribute than their attribute score. Thus, a faction with a Force of 3 can have only 3 Force Assets. If this number is exceeded, the faction must pay 1 Treasure per excess Asset at the start of each turn, or else they will lose the excess.
|
||||||
|
|
||||||
|
**Hide Asset:** An action available only to factions with a Cunning score of 3 or better, this action allows the faction to give one owned Asset the Stealth quality for every 2 Treasure they spend. Assets currently in a location with another faction's Base of Influence can't be hidden. If the Asset later loses the Stealth, no refund is given.
|
||||||
|
|
||||||
|
**Sell Asset:** The faction voluntarily decommissions an Asset, salvaging it for what it's worth. The Asset is lost and the faction gains half its purchase cost in Treasure, rounded down. If the Asset is damaged when it is sold, however, no Treasure is gained.
|
||||||
|
|
||||||
|
CREATING FACTIONS • 327
|
||||||
|
|
||||||
|
# CREATING FACTIONS
|
||||||
|
|
||||||
|
A given campaign should generally not have more than six active factions at any one time, and three or four are generally more manageable. If there are more extant factions than this in your campaign, then simply run turns for the three or four most active or relevant ones and leave the others fallow for the turn.
|
||||||
|
|
||||||
|
To create a faction, first decide whether it is a small, medium, or large faction. A small one might be a petty cult or small free city or minor magical academy. A medium one might be a local baron's government or province-wide faith. A large one would be an entire kingdom or a major province of a vast empire.
|
||||||
|
|
||||||
|
It's perfectly acceptable to break a large institution down into a smaller faction. If the provincial government of Ruhark is the important element in the campaign, the empire that Ruhark belongs to can be ignored. If the One Red Dawn faction of the Howling God's clergy are the ones who hate the PCs, then making them into their own small faction is much easier and better than factionizing the entire Howling God hierarchy.
|
||||||
|
|
||||||
|
All factions have a Base of Influence at their primary headquarters with a hit point total equal to the faction's maximum. The faction's Magic rating is whatever the GM thinks suitable.
|
||||||
|
|
||||||
|
For a small faction, give them a 3 or 4 in their best attribute, a 2 or 3 in their second-best, and a 1 or 2 in their worst quality.
|
||||||
|
|
||||||
|
Medium factions should assign 5 or 6 to their best attribute, 4 or 5 to their second-best, and 2 or 3 to their worst. They should have two Assets in their primary attribute and two others among the other two.
|
||||||
|
|
||||||
|
Large factions should assign 7 or 8 to their strongest attribute, 6 or 7 to their second-best attribute, and 3 or 4 to their worst quality. They should have four Assets in their primary attribute, and four others spread among the other two. Their Magic rating will depend on whatever you think is appropriate for their scale, but remember that it's harder to concentrate effective magical resources when dealing with a whole province or nation than it is to enchant a single city-state or magical institution.
|
||||||
|
|
||||||
|
To determine a faction's maximum hit points, use the adjacent table. Thus, one with a Force of 3, a Wealth of 5, and a Cunning of 2 would have hit points equal to 4 plus 9 plus 2, or 15 total. The Base of Influence at their primary headquarters will always have a maximum hit points equal to the faction's maximum hit points, even if it later rises or falls due to attribute score changes.
|
||||||
|
|
||||||
|
Lastly, give a faction a goal, either one from the foregoing list or one chosen by the GM. When this goal is achieved, the faction earns experience points which it can later spend to increase its attributes. The cost for such increases is given on the table adjacent. Earlier levels must be purchased before later, so to raise Force from 5 to 7 will cost 9 XP to raise it to 6, then 12 more to raise it to 7.
|
||||||
|
|
||||||
|
| Attribute Rating | Faction XP Cost to Purchase | Hit Point Value |
|
||||||
|
| --- | --- | --- |
|
||||||
|
| 1 | - | 1 |
|
||||||
|
| 2 | 2 | 2 |
|
||||||
|
| 3 | 4 | 4 |
|
||||||
|
| 4 | 6 | 6 |
|
||||||
|
| 5 | 9 | 9 |
|
||||||
|
| 6 | 12 | 12 |
|
||||||
|
| 7 | 16 | 16 |
|
||||||
|
| 8 | 20 | 20 |
|
||||||
|
|
||||||
|
## EXAMPLE FACTION GOALS
|
||||||
|
|
||||||
|
The difficulty of a faction goal is the number of experience points earned on a successful completion of it.
|
||||||
|
|
||||||
|
**Blood the Enemy:** Inflict a number of hit points of damage on enemy faction assets or bases equal to your faction's total Force, Cunning, and Wealth ratings. Difficulty 2.
|
||||||
|
|
||||||
|
**Destroy the Foe:** Destroy a rival faction. Difficulty equal to 2 plus the average of the faction's Force, Cunning, and Wealth ratings.
|
||||||
|
|
||||||
|
**Eliminate Target:** Choose an undamaged rival Asset. If you destroy it within three turns, succeed at a Difficulty 1 goal. If you fail, pick a new goal without suffering the usual turn of paralysis.
|
||||||
|
|
||||||
|
**Expand Influence:** Plant a Base of Influence at a new location. Difficulty 1, +1 if a rival contests it.
|
||||||
|
|
||||||
|
**Inside Enemy Territory:** Have a number of Stealthed assets in locations where there is a rival Base of Influence equal to your Cunning score. Units that are already Stealthed in locations when this goal is adopted don't count. Difficulty 2.
|
||||||
|
|
||||||
|
**Invincible Valor:** Destroy a Force asset with a minimum purchase rating higher than your faction's Force rating. Difficulty 2.
|
||||||
|
|
||||||
|
**Peaceable Kingdom:** Don't take an Attack action for four turns. Difficulty 1.
|
||||||
|
|
||||||
|
**Root Out the Enemy:** Destroy a Base of Influence of a rival faction in a specific location. Difficulty equal to half the average of the current ruling faction's Force, Cunning, and Wealth ratings, rounded up.
|
||||||
|
|
||||||
|
**Sphere Dominance:** Choose Wealth, Force, or Cunning. Destroy a number of rival assets of that kind equal to your score in that attribute. Difficulty of 1 per 2 destroyed, rounded up.
|
||||||
|
|
||||||
|
**Wealth of Kingdoms:** Spend Treasure equal to four times your faction's Wealth rating on bribes and influence. This money is effectively lost, but the goal is then considered accomplished. The faction's Wealth rating must increase before this goal can be selected again. Difficulty 2.
|
||||||
|
|
||||||
|
328 • CUNNING ASSETS
|
||||||
|
|
||||||
|
# CUNNING ASSETS
|
||||||
|
|
||||||
|
**Bewitching Charmer:** When the Bewitching Charmer succeeds in an Attack, the targeted Asset is unable to leave the same location as the Bewitching Charmer until the latter Asset moves or is destroyed. Bewitching Charmers are immune to Counterattack.
|
||||||
|
|
||||||
|
**Blackmail:** When a Blackmail asset is in a location, hostile factions can't roll more than one die during Attacks made by or against them there, even if they have tags or Assets that usually grant bonus dice.
|
||||||
|
|
||||||
|
**Court Patronage:** Powerful nobles or officials are appointing their agents to useful posts of profit. A Court Patronage Asset automatically grants 1 Treasure to its owning faction each turn.
|
||||||
|
|
||||||
|
**Covert Transport:** As a free action once per turn, the faction can pay 1 Treasure and move any Cunning or Wealth Asset at the same location as the Covert Transport. The transported Asset gains the Stealth quality until it performs some action or is otherwise utilized by the faction.
|
||||||
|
|
||||||
|
**Cryptomancers:** In place of an Attack action, they can make a Cunning vs. Cunning attack on a specific hostile Asset within one move. On a success, the targeted Asset is unable to do anything or be used for anything on its owner's next faction turn. On a failure, no Counterattack damage is taken.
|
||||||
|
|
||||||
|
**Dancing Girls:** Dancing Girls or other charming distractions are immune to Attack or Counterattack damage from Force Assets, but they cannot be used to defend against Attacks from Force Assets.
|
||||||
|
|
||||||
|
**Expert Treachery:** On a successful Attack by Expert Treachery, this Asset is lost, 5 Treasure is gained by its owning faction, and the Asset that Expert Treachery targeted switches sides. This conversion happens even if their new owners lack the attributes usually necessary to maintain their new Asset.
|
||||||
|
|
||||||
|
**Hired Friends:** As a free action, once per turn, the faction may spend 1 Treasure and grant a Wealth Asset within one turn's movement range the Subtle quality. This quality will remain, regardless of the Wealth Asset's movement, until the Hired Friends are destroyed or they use this ability again.
|
||||||
|
|
||||||
|
**Idealistic Thugs:** Easily-manipulated hotheads are enlisted under whatever ideological or religious principle best enthuses them for violence.
|
||||||
|
|
||||||
|
**Informers:** As a free action, once per turn, the faction can spend 1 Treasure and have the Informers look for Stealthed Assets. To do so, the Informers pick a faction and make a Cunning vs. Cunning Attack on them. No counterattack damage is taken if they fail, but if they succeed, all Stealthed Assets of that faction within one move of the Informers are revealed.
|
||||||
|
|
||||||
|
**Interrupted Logistics:** Non-Stealthed hostile units cannot enter the same location as the Interrupted Logistics Asset without paying 1d4 Treasure and waiting one turn to arrive there.
|
||||||
|
|
||||||
|
**Just As Planned:** Some sublimely cunning mastermind ensures that the schemes of this faction are unimaginably subtle and far-seeing. Whenever the faction's Assets make a roll involving Cunning, they may reroll a failed check at the cost of inflicting 1d6 damage on Just As Planned. This may be done repeatedly, though it may destroy the Asset. There is no range limit on this benefit.
|
||||||
|
|
||||||
|
**Mindbenders:** Once per turn as a free action, the Mindbenders can force a rival faction to reroll a check, Attack, or other die roll they just made and take whichever result the Mindbenders prefer. A faction can only be affected this way once until the start of the Mindbender's faction's next turn.
|
||||||
|
|
||||||
|
**Occult Infiltrators:** Magically-gifted spies and assassins are enlisted to serve the faction. Occult Infiltrator Assets always begin play with the Stealth quality.
|
||||||
|
|
||||||
|
**Omniscient Seers:** At the start of their turn, each hostile Stealthed asset within one turn's movement of the Omniscient Seers must succeed in a Cunning vs. Cunning check against the owning faction or lose their Stealth. In addition, all Cunning rolls made by the faction for units or events within one turn's movement of the seers gain an extra die.
|
||||||
|
|
||||||
|
**Organization Moles:** Sleeper agents and deep-cover spies burrow into hostile organizations, waiting to disrupt them from within when ordered to do so.
|
||||||
|
|
||||||
|
**Petty Seers:** A cadre of skilled fortune-tellers and minor oracles have been enlisted by the faction to foresee perils and allow swift counterattacks.
|
||||||
|
|
||||||
|
**Popular Movement:** Any friendly Asset is allowed movement into the same location as the Popular Movement, even if it would normally be forbidden by its owners and lacks the Subtle quality. If the Popular Movement later moves or is destroyed, such Assets must also leave or suffer the usual consequences of a non-Subtle Asset in a hostile area.
|
||||||
|
|
||||||
|
**Prophet:** Whether a religious prophet, charismatic philosopher, rebel leader, or other figure of popular appeal, the Asset is firmly under the faction's control.
|
||||||
|
|
||||||
|
**Saboteurs:** An Asset that is Attacked by the Saboteurs can't use any free action abilities it may have during the next turn, whether or not the Attack was successful.
|
||||||
|
|
||||||
|
**Seditionists:** In place of an Attack action, the Seditionists' owners may spend 1d4 Treasure and attach the Asset to a hostile Asset in the same location. Until the Seditionists are destroyed, infest another Asset, or leave the same location, the rebelling Asset cannot be used for anything and grants no benefits.
|
||||||
|
|
||||||
|
**Shapeshifters:** As a free action once per turn, the faction can spend 1 Treasure and grant the Shapeshifters the Stealth quality.
|
||||||
|
|
||||||
|
**Smugglers:** As a free action, once per faction turn, the Smugglers can move any allied Wealth or Cunning
|
||||||
|
|
||||||
|
CUNNING ASSETS • 329
|
||||||
|
|
||||||
|
| Cunning Asset | Cost | HP | Magic | Attack | Counter | Qualities |
|
||||||
|
| --- | --- | --- | --- | --- | --- | --- |
|
||||||
|
| **Cunning 1** | | | | | | |
|
||||||
|
| Informers | 2 | 3 | None | C v. C/Special | None | Subtle, Special |
|
||||||
|
| Petty Seers | 2 | 2 | Medium | None | 1d6 damage | Subtle |
|
||||||
|
| Smugglers | 2 | 4 | None | C v. W/1d4 damage | None | Subtle, Action |
|
||||||
|
| Useful Idiots | 1 | 2 | None | None | None | Subtle, Special |
|
||||||
|
| **Cunning 2** | | | | | | |
|
||||||
|
| Blackmail | 4 | 4 | None | C v. C/1d4 damage | None | Subtle, Special |
|
||||||
|
| Dancing Girls | 4 | 3 | None | C v. W/2d4 damage | None | Subtle, Special |
|
||||||
|
| Hired Friends | 4 | 4 | None | C v. C/1d6 damage | None | Subtle, Special |
|
||||||
|
| Saboteurs | 5 | 6 | None | C v. W/2d4 damage | None | Subtle, Special |
|
||||||
|
| **Cunning 3** | | | | | | |
|
||||||
|
| Bewitching Charmer | 6 | 4 | Low | C v. C/Special | None | Subtle, Special |
|
||||||
|
| Covert Transport | 8 | 4 | None | None | None | Subtle, Special |
|
||||||
|
| Occult Infiltrators | 6 | 4 | Medium | C v. C/2d6 damage | None | Subtle, Special |
|
||||||
|
| Spymaster | 8 | 4 | None | C v. C/1d6 damage | 2d6 damage | Subtle |
|
||||||
|
| **Cunning 4** | | | | | | |
|
||||||
|
| Court Patronage | 8 | 8 | None | C v. C/1d6 damage | 1d6 damage | Subtle, Special |
|
||||||
|
| Idealistic Thugs | 8 | 12 | None | C v. F/1d6 damage | 1d6 damage | Subtle |
|
||||||
|
| Seditionists | 12 | 8 | None | Special | None | Subtle |
|
||||||
|
| Vigilant Agents | 12 | 8 | None | None | 1d4 damage | Subtle, Special |
|
||||||
|
| **Cunning 5** | | | | | | |
|
||||||
|
| Cryptomancers | 14 | 6 | Low | C v. C/Special | None | Subtle |
|
||||||
|
| Organization Moles | 8 | 10 | None | C v. C/2d6 damage | None | Subtle |
|
||||||
|
| Shapeshifters | 14 | 8 | Medium | C v. C/2d6 damage | None | Subtle, Special |
|
||||||
|
| **Cunning 6** | | | | | | |
|
||||||
|
| Interrupted Logistics | 20 | 10 | None | None | None | Subtle, Special |
|
||||||
|
| Prophet | 20 | 10 | None | C v. C/2d8 damage | 1d8 damage | Subtle |
|
||||||
|
| Underground Roads | 18 | 15 | None | None | None | Subtle, Special |
|
||||||
|
| **Cunning 7** | | | | | | |
|
||||||
|
| Expert Treachery | 10 | 5 | None | C v. C/Special | None | Subtle |
|
||||||
|
| Mindbenders | 20 | 10 | Medium | None | 2d8 damage | Subtle |
|
||||||
|
| Popular Movement | 25 | 16 | None | C v. C/2d6 damage | 1d6 damage | Subtle, Special |
|
||||||
|
| **Cunning 8** | | | | | | |
|
||||||
|
| Just As Planned | 40 | 15 | None | None | 1d10 damage | Subtle, Special |
|
||||||
|
| Omniscient Seers | 30 | 10 | High | None | 1d8 damage | Subtle, Special |
|
||||||
|
|
||||||
|
Asset in their same location to a destination within movement range, even if the destination wouldn't normally allow an un-Subtle Asset to locate there.
|
||||||
|
|
||||||
|
**Spymaster:** A veteran operative runs a counterintelligence bureau in the area and formulates offensive schemes for the faction.
|
||||||
|
|
||||||
|
**Underground Roads:** A well-established network of secret transit extends far around this Asset. As a free action, the faction may pay 1 Treasure and move any friendly Asset from a location within one round's move of the Underground Roads to a destination also within one round's move of the Roads.
|
||||||
|
|
||||||
|
**Useful Idiots:** Hirelings, catspaws, foolish idealists, and other disposable minions are gathered together in
|
||||||
|
|
||||||
|
this Asset. If another Asset within one turn's move of the Useful Idiots is struck by an Attack, the faction can instead sacrifice the Useful Idiots to negate the attack. Only one band of Useful Idiots can be sacrificed on any one turn.
|
||||||
|
|
||||||
|
**Vigilant Agents:** A constant flow of observations runs back to the faction from these watchful counterintelligence agents. Whenever another faction moves a Stealthed asset into a location within one move's distance from the Vigilant Agents, they may make a Cunning vs. Cunning attack against the owning faction. On a success, the intruding Asset loses its Stealth after it completes the move.
|
||||||
|
|
||||||
|
330 • FORCE ASSETS
|
||||||
|
|
||||||
|
# FORCE ASSETS
|
||||||
|
|
||||||
|
Apocalypse Engine: One of a number of hideously powerful ancient super-weapons unearthed from some lost armory, an Apocalypse Engine rains some eldritch horror down on a targeted enemy Asset.
|
||||||
|
|
||||||
|
Brilliant General: A leader for the ages is in service with the faction. Whenever the Brilliant General or any allied Force Asset in the same location Attacks or is made to defend, it can roll an extra die to do so.
|
||||||
|
|
||||||
|
Cavalry: Mounted troops, chariots, or other mobile soldiers are in service to the faction. While weak on defense, they can harry logistics and mount powerful charges.
|
||||||
|
|
||||||
|
Demonic Slayer: Powerful sorcerers have summoned or constructed an inhuman assassin-beast to hunt down and slaughter the faction's enemies. A Demonic Slayer enters play Stealthed.
|
||||||
|
|
||||||
|
Enchanted Elites: A carefully-selected group of skilled warriors are given magical armaments and arcane blessings to boost their effectiveness.
|
||||||
|
|
||||||
|
Fearful Intimidation: Judicious exercises of force have intimidated the locals, making them reluctant to cooperate with any group that stands opposed to the faction.
|
||||||
|
|
||||||
|
Fortification Program: A program of organized fortification and supply caching has been undertaken around the Asset's location, hardening allied communities and friendly Assets. Once per turn, when an enemy makes an Attack that targets the faction's Force rating, the faction can use the Fortification Program to defend if the Asset is within a turn's move from the attack.
|
||||||
|
|
||||||
|
Guerrilla Populace: The locals have the assistance of trained guerrilla warfare leaders who can aid them in sabotaging and attacking unwary hostiles.
|
||||||
|
|
||||||
|
Infantry: Common foot soldiers have been organized and armed by the faction. While rarely particularly heroic in their capabilities, they have the advantage of numbers.
|
||||||
|
|
||||||
|
Invincible Legion: The faction has developed a truly irresistible military organization that can smash its way through opposition without the aid of any support units. During a Relocate Asset action, the Invincible Legion can relocate to locations that would otherwise not permit a formal military force to relocate there, as if it had the Subtle quality. It is not, however, in any way subtle.
|
||||||
|
|
||||||
|
Knights: Elite warriors of considerable personal prowess have been trained or enlisted by the faction, either from noble sympathizers, veteran members, or amenable mercenaries.
|
||||||
|
|
||||||
|
Local Guard: Ordinary citizens are enlisted into night watch patrols and local guard units. They're most effective when defending from behind a fortified position, but they have some idea of how to use their weapons.
|
||||||
|
|
||||||
|
Magical Logistics: An advanced web of magical Workings, skilled sorcerers, and trained logistical experts are enlisted to streamline the faction's maintenance and sustain damaged units. Once per faction turn, as a free action, the Asset can repair 2 hit points of damage to an allied Force Asset.
|
||||||
|
|
||||||
|
Military Roads: The faction has established a network of roads with a logistical stockpile at this Asset's location. As a consequence, once per faction turn, the faction can move any one Asset from any location within its reach to any other location within its reach at a cost of 1 Treasure.
|
||||||
|
|
||||||
|
Military Transport: A branch of skilled teamsters, transport ships, road-building crews, or other logistical facilitators is in service to the faction. As a free action once per faction turn, it can bring an allied Asset to its location, provided they're within one turn's movement range, or move an allied Asset from its own location to a target also within a turn's move. Multiple Military Transport assets can chain this movement over long distances.
|
||||||
|
|
||||||
|
Purity Rites: A rigorous program of regular mental inspection and counterintelligence measures has been undertaken by the faction. This Asset can only defend against attacks that target the faction's Cunning, but it allows the faction to roll an extra die to defend.
|
||||||
|
|
||||||
|
Reserve Corps: Retired military personnel and rear-line troops are spread through the area as workers or colonists, available to resist hostilities as needed.
|
||||||
|
|
||||||
|
Scouts: Long-range scouts and reconnaissance experts work for the faction, able to venture deep into hostile territory.
|
||||||
|
|
||||||
|
Siege Experts: These soldiers are trained in trenching, sapping, and razing targeted structures. When they successfully Attack an enemy Asset, the owner loses 1d4 points of Treasure from their reserves and this faction gains it.
|
||||||
|
|
||||||
|
Summoned Hunter: A skilled sorcerer has summoned a magical beast or mentally bound a usefully disposable assassin into the faction's service.
|
||||||
|
|
||||||
|
Temple Fanatics: Fanatical servants of a cult, ideology, or larger religion, these enthusiasts wreak havoc on enemies without a thought for their own lives. After every time the Temple Fanatics defend or successfully attack, they take 1d4 damage.
|
||||||
|
|
||||||
|
Thugs: These gutter ruffians and common kneebreakers have been organized in service to the faction's causes.
|
||||||
|
|
||||||
|
Vanguard Unit: This unit is specially trained to build bridges, reduce fortifications, and facilitate a lightning strike into enemy territory. When its faction takes a Relocate Asset turn, it can move the Vanguard Unit and any allied units at the same location to any other location within range, even if the unit type would normally be prohibitive from moving
|
||||||
|
|
||||||
|
FORCE ASSETS • 331
|
||||||
|
|
||||||
|
| Force Asset | Cost | HP | Magic | Attack | Counter | Qualities |
|
||||||
|
| --- | --- | --- | --- | --- | --- | --- |
|
||||||
|
| **Force 1** | | | | | | |
|
||||||
|
| Fearful Intimidation | 2 | 4 | None | None | 1d4 damage | |
|
||||||
|
| Local Guard | 3 | 4 | None | F v. F/1d3+1 damage | 1d4+1 damage | |
|
||||||
|
| Summoned Hunter | 4 | 4 | Medium | C v. F/1d6 damage | None | Subtle |
|
||||||
|
| Thugs | 2 | 1 | None | F v. C/1d6 damage | None | Subtle |
|
||||||
|
| **Force 2** | | | | | | |
|
||||||
|
| Guerrilla Populace | 6 | 4 | None | F v. F/1d4+1 damage | None | |
|
||||||
|
| Military Transport | 4 | 6 | None | None | None | Action |
|
||||||
|
| Reserve Corps | 4 | 4 | None | F v. F/1d6 damage | 1d6 damage | |
|
||||||
|
| Scouts | 5 | 5 | None | F v. F/2d4 damage | 1d4+1 damage | Subtle |
|
||||||
|
| **Force 3** | | | | | | |
|
||||||
|
| Enchanted Elites | 8 | 6 | Medium | F v. F/1d10 damage | 1d6 damage | Subtle |
|
||||||
|
| Infantry | 6 | 6 | None | F v. F/1d8 damage | 1d6 damage | |
|
||||||
|
| Temple Fanatics | 4 | 6 | None | F v. F/2d6 damage | 2d6 damage | Special |
|
||||||
|
| Witch Hunters | 6 | 4 | Low | C v. C/1d4+1 damage | 1d6 damage | |
|
||||||
|
| **Force 4** | | | | | | |
|
||||||
|
| Cavalry | 8 | 12 | None | F v. F/2d6 damage | 1d4 damage | |
|
||||||
|
| Military Roads | 10 | 10 | None | None | None | Action |
|
||||||
|
| Vanguard Unit | 10 | 10 | None | None | 1d6 damage | Action |
|
||||||
|
| War Fleet | 12 | 8 | None | F v. F/2d6 damage | 1d8 damage | Action |
|
||||||
|
| **Force 5** | | | | | | |
|
||||||
|
| Demonic Slayer | 12 | 4 | High | C v. C/2d6+2 damage | None | Subtle, Special |
|
||||||
|
| Magical Logistics | 14 | 6 | Medium | None | None | Special |
|
||||||
|
| Siege Experts | 10 | 8 | None | F v. W/1d6 damage | 1d6 damage | |
|
||||||
|
| **Force 6** | | | | | | |
|
||||||
|
| Fortification Program | 20 | 18 | None | None | 2d6 damage | Action |
|
||||||
|
| Knights | 18 | 16 | None | F v. F/2d8 damage | 2d6 damage | |
|
||||||
|
| War Machines | 25 | 14 | Medium | F v. F/2d10+4 damage | 1d10 damage | |
|
||||||
|
| **Force 7** | | | | | | |
|
||||||
|
| Brilliant General | 25 | 8 | None | C v. F/1d8 damage | None | Subtle, Special |
|
||||||
|
| Purity Rites | 20 | 10 | Low | None | 2d8+2 damage | Special |
|
||||||
|
| Warshaped | 30 | 16 | High | F v. F/2d8+2 damage | 2d8 damage | Subtle |
|
||||||
|
| **Force 8** | | | | | | |
|
||||||
|
| Apocalypse Engine | 35 | 20 | Medium | F v. F/3d10+4 damage | None | |
|
||||||
|
| Invincible Legion | 40 | 30 | None | F v. F/2d10+4 damage | 2d10+4 damage | Special |
|
||||||
|
|
||||||
|
there. Thus, a Force asset could be moved into a foreign nation's territory even against their wishes. The unit may remain at that location afterwards even if the Vanguard Unit leaves.
|
||||||
|
|
||||||
|
**War Fleet:** While a war fleet can only Attack assets and locations within reach of the waterways, once per turn it can freely relocate itself to any coastal area within movement range. The Asset itself must be based out of some landward location to provide for supply and refitting.
|
||||||
|
|
||||||
|
**War Machines:** Mobile war machines driven by trained beasts or magical motive power are under the faction's control.
|
||||||
|
|
||||||
|
**Warshaped:** The faction has the use of magical creatures designed specifically for warfare, or ordinary humans that have been greatly altered to serve the faction's needs. Such forces are few and elusive enough to evade easy detection.
|
||||||
|
|
||||||
|
**Witch Hunters:** Certain personnel are trained in sniffing out traitors and spies in the organization, along with the presence of hostile magic or hidden spellcraft.
|
||||||
|
|
||||||
|
332 • WEALTH ASSETS
|
||||||
|
|
||||||
|
# WEALTH ASSETS
|
||||||
|
|
||||||
|
**Ancient Mechanisms:** Some useful magical mechanism from ages past has been refitted to be useful in local industry. Whenever an Asset in the same location must roll to make a profit, such as Farmers or Manufactory, the faction may roll the die twice and take the better result.
|
||||||
|
|
||||||
|
**Ancient Workshop:** A workshop has been refitted with ancient magical tools, allowing prodigies of production, albeit not always safely. As a free action, once per turn, the Ancient Workshop takes 1d6 damage and the owning faction gains 1d6 Treasure.
|
||||||
|
|
||||||
|
**Arcane Laboratory:** The faction's overall Magic is counted as one step higher for the purposes of creating Assets in the same location as the laboratory. Multiple Arcane Laboratories in the same location can increase the Magic boost by multiple steps.
|
||||||
|
|
||||||
|
**Armed Guards:** Hired caravan guards, bodyguards, or other armed minions serve the faction.
|
||||||
|
|
||||||
|
**Caravan:** As a free action, once per turn, the Caravan can spend 1 Treasure and move itself and one other Asset in the same place to a new location within one move.
|
||||||
|
|
||||||
|
**Cooperative Businesses:** If any other faction attempts to create an Asset in the same location as a Cooperative Business, the cost of doing so increases by 1 Treasure. This penalty stacks.
|
||||||
|
|
||||||
|
**Dragomans:** Interpreters, cultural specialists, and go-betweens simplify the expansion of a faction's influence in an area. A faction that takes an *Expand Influence* action in the same location as this Asset can roll an extra die on all checks there that turn. As a free action once per turn, this Asset can move.
|
||||||
|
|
||||||
|
**Economic Disruption:** As a free action once per turn, this Asset can move itself without cost.
|
||||||
|
|
||||||
|
**Farmers:** Farmers, hunters, and simple rural artisans are in service to the faction here. Once per turn, as a free action, the Asset's owner can roll 1d6; on a 5+, they gain 1 Treasure from the Farmers.
|
||||||
|
|
||||||
|
**Free Company:** Hired mercenaries and professional soldiers, this Asset can, as a free action once per turn, move itself. At the start of each of its owner's turn, it takes 1 Treasure in upkeep costs; if this is not paid, roll 1d6. On a 1-3 the Asset is lost, on a 4-6 it goes rogue and will move to Attack the most profitable-looking target. This roll is repeated each turn until back pay is paid or the Asset is lost.
|
||||||
|
|
||||||
|
**Front Merchant:** Whenever the Front Merchant successfully Attacks an enemy Asset, the target faction loses 1 Treasure, if they have any, and the Front Merchant's owner gains it. Such a loss can occur only once per turn.
|
||||||
|
|
||||||
|
**Golden Prosperity:** Each turn, as a free action, the faction gains 1d6 Treasure that can be used to fix damaged Assets as if by the *Repair Assets* action. Any of this Treasure not spent on such purposes is lost.
|
||||||
|
|
||||||
|
**Healers:** Whenever an Asset within one move of the Healers is destroyed by an Attack that used Force against the target, the owner of the Healers may pay half its purchase price in Treasure, rounded up, to instantly restore it with 1 hit point. This cannot be used to repair Bases of Influence.
|
||||||
|
|
||||||
|
**Hired Legion:** As a free action once per turn, the Hired Legion can move. This faction must be paid 2 Treasure at the start of each turn as upkeep, or else they go rogue as the Free Company Asset does. This Asset cannot be voluntarily sold or disbanded.
|
||||||
|
|
||||||
|
**Lead or Silver:** If Lead or Silver's Attack reduces an enemy Asset to zero hit points, this Asset's owner may immediately pay half the target's purchase cost to claim it as their own, reviving it with 1 hit point.
|
||||||
|
|
||||||
|
**Mad Genius:** As a free action, once per turn, the Mad Genius may move. As a free action, once per turn, the Mad Genius may be sacrificed to treat the Magic rating in their location as High for the purpose of buying Assets that require such resources. This boost lasts only until the next Asset is purchased in that location.
|
||||||
|
|
||||||
|
**Manufactory:** Once per turn, as a free action, the Asset's owner may roll 1d6; on a 1, one point of Treasure is lost, on a 2-5, one point is gained, and on a 6, two points are gained. If Treasure is lost and none is available to pay it by the end of the turn, this Asset is lost.
|
||||||
|
|
||||||
|
**Merchant Prince:** A canny master of trade, the Merchant Prince may be triggered as a free action once per turn before buying a new Asset in the same location; the Merchant Prince takes 1d4 damage and the purchased Asset costs 1d8 Treasure less, down to a minimum of half its normal price.
|
||||||
|
|
||||||
|
**Monopoly:** Once per turn, as a free action, the Monopoly Asset can target an Asset in the same location; that Asset's owning faction must either pay the Monopoly's owner 1 Treasure or lose the targeted Asset.
|
||||||
|
|
||||||
|
**Occult Countermeasures:** This asset can only Attack or inflict Counterattack damage on Assets that require at least a Low Magic rating to purchase.
|
||||||
|
|
||||||
|
**Pleaders:** Whether lawyers, skalds, lawmakers, sage elders, or other legal specialists, Pleaders can turn the local society's laws against the enemies of the faction. However, Pleaders can neither Attack nor inflict Counterattack damage on Force Assets.
|
||||||
|
|
||||||
|
**Smuggling Fleet:** Once per turn, as a free action, they may move themselves and any one Asset at their current location to any other water-accessible location within one move. Any Asset they move with them gains the Subtle quality until they take some action at the destination.
|
||||||
|
|
||||||
|
**Supply Interruption:** As a free action, once per turn, the Asset can make a Cunning vs. Wealth check against an Asset in the same location. On a success, the
|
||||||
|
|
||||||
|
WEALTH ASSETS • 333
|
||||||
|
|
||||||
|
| Wealth Asset | Cost | HP | Magic | Attack | Counter | Qualities |
|
||||||
|
| --- | --- | --- | --- | --- | --- | --- |
|
||||||
|
| **Wealth 1** | | | | | | |
|
||||||
|
| Armed Guards | 1 | 3 | None | W v. F/1d3 damage | 1d4 damage | |
|
||||||
|
| Cooperative Businesses | 1 | 2 | None | W v. W/1d4-1 damage | None | Subtle, Special |
|
||||||
|
| Farmers | 2 | 4 | None | None | 1d4 damage | Action |
|
||||||
|
| Front Merchant | 2 | 3 | None | W v. W/1d4 damage | 1d4-1 damage | Subtle |
|
||||||
|
| **Wealth 2** | | | | | | |
|
||||||
|
| Caravan | 5 | 4 | None | W v. W/1d4 damage | None | Action |
|
||||||
|
| Dragomans | 4 | 4 | None | None | 1d4 damage | Subtle, Special |
|
||||||
|
| Pleaders | 6 | 4 | None | C v. W/2d4 damage | 1d6 damage | Special |
|
||||||
|
| Worker Mob | 4 | 6 | None | W v. F/1d4+1 damage | 1d4 damage | |
|
||||||
|
| **Wealth 3** | | | | | | |
|
||||||
|
| Ancient Mechanisms | 8 | 4 | Medium | None | None | Special |
|
||||||
|
| Arcane Laboratory | 6 | 4 | None | None | None | Special |
|
||||||
|
| Free Company | 8 | 6 | None | W v. F/2d4+2 damage | 1d6 damage | Action, Special |
|
||||||
|
| Manufactory | 8 | 4 | None | None | 1d4 damage | Action |
|
||||||
|
| **Wealth 4** | | | | | | |
|
||||||
|
| Healers | 12 | 8 | None | None | None | Action |
|
||||||
|
| Monopoly | 8 | 12 | None | W v. W/1d6 damage | 1d6 damage | Action |
|
||||||
|
| Occult Countermeasures | 10 | 8 | Low | W v. C/2d10 damage | 1d10 damage | Special |
|
||||||
|
| Usurers | 12 | 8 | None | W v. W/1d10 damage | None | Action |
|
||||||
|
| **Wealth 5** | | | | | | |
|
||||||
|
| Mad Genius | 6 | 2 | None | W v. C/1d6 damage | None | Action |
|
||||||
|
| Smuggling Fleet | 12 | 6 | None | W v. F/2d6 damage | None | Subtle, Action |
|
||||||
|
| Supply Interruption | 10 | 8 | None | C v. W/1d6 damage | None | Subtle, Action |
|
||||||
|
| **Wealth 6** | | | | | | |
|
||||||
|
| Economic Disruption | 25 | 10 | None | W v. W/2d6 damage | None | Subtle, Action |
|
||||||
|
| Merchant Prince | 20 | 10 | None | W v. W/2d8 damage | 1d8 damage | Action |
|
||||||
|
| Trade Company | 15 | 10 | None | W v. W/2d6 damage | 1d6 damage | Action |
|
||||||
|
| **Wealth 7** | | | | | | |
|
||||||
|
| Ancient Workshop | 25 | 16 | Medium | None | None | |
|
||||||
|
| Lead or Silver | 20 | 10 | None | W v. W/2d10 damage | 2d8 damage | |
|
||||||
|
| Transport Network | 15 | 5 | None | W v. W/1d12 damage | None | Action |
|
||||||
|
| **Wealth 8** | | | | | | |
|
||||||
|
| Golden Prosperity | 40 | 30 | Medium | None | 2d10 damage | |
|
||||||
|
| Hired Legion | 30 | 20 | None | W v. F/2d10+4 damage | 2d10 damage | Action |
|
||||||
|
|
||||||
|
owning faction must sacrifice Treasure equal to half the target Asset's purchase cost, or else it is disabled and useless until this price is paid.
|
||||||
|
|
||||||
|
**Trade Company:** Bold traders undertake potentially lucrative- or catastrophic- new business opportunities. As a free action, once per turn, the owner of the Asset may roll accept 1d4 damage done to the Asset in exchange for earning 1d6-1 Treasure points.
|
||||||
|
|
||||||
|
**Transport Network:** A vast array of carters, ships, smugglers, and official caravans are under the faction's control. As a free action the Transport Network can spend 1 Treasure to move any friendly Asset within two moves to any location within one move of either the target or the Transport Network.
|
||||||
|
|
||||||
|
**Usurers:** Moneylenders and other proto-bankers ply their trade for the faction. For each unit of Usurers owned by a faction, the Treasure cost of buying Assets may be decreased by 2 Treasure, to a minimum of half its cost. Each time the Usurers are used for this benefit, they suffer 1d4 damage from popular displeasure.
|
||||||
|
|
||||||
|
**Worker Mob:** The roughest, most brutal laborers in service with the faction have been quietly organized to sternly discipline the enemies of the group.
|
||||||
|
|
||||||
|
334 • BACKGROUND ACTORS
|
||||||
|
|
||||||
|
# BACKGROUND ACTORS
|
||||||
|
|
||||||
|
There are times when a GM might want to add some extra motion and activity to their campaign setting, but including additional full-fledged factions may be overkill. A few hostile nobles, a rival adventuring party, a zealous new demagogue, an ambitious crime boss, or some other variety of actor can provide some extra liveliness to the campaign backdrop, even if their activities have no immediate bearing on the PCs. Simply hearing about their exploits or encountering the peripheral consequences of them can add extra flavor to a game, and help the players feel that the world exists even when they're not adventuring there.
|
||||||
|
|
||||||
|
These background actors need very little development unless you anticipate a direct encounter with the PCs. A petty noble is just a petty noble, and a few sentences of description about their holdings and ambitions are all you need. A rival adventuring party might have statistics assigned to as a group of mid- to high-hit die human foes, but it's rarely worth stating them out with class levels and all the trimmings. A simple conceptual hook for a background actor and a set of motivations are all a GM really needs. If they run into conflict with the PCs, you can build them out more fully, but it's best to start simple.
|
||||||
|
|
||||||
|
About three pertinent background actors is usually plenty for a game. Different groups or individuals might rotate in and out of relevance as their plans progress or the PCs involve themselves in nearby events, but more than three tend to create so much background noise that the players can have a hard time identifying specific actors. Combined with the larger-scale activities of factions, three actors should give plenty of both small- and large-scale events for the PCs to notice and potentially react to.
|
||||||
|
|
||||||
|
## ACTORS IN THE FACTION TURN
|
||||||
|
|
||||||
|
Every time you run a faction turn, decide what each of your relevant actors has been up to in the meanwhile. If you have no active factions, make this decision between each gaming session, assuming a reasonable amount of time has passed.
|
||||||
|
|
||||||
|
To determine their actions, you can either simply decide it by GM fiat, or use the adjacent tables for inspiration. A generic table is provided for general rolls, and some actor-specific sub-tables for those occasions when you want results more closely personalized to a type of actor. Once you have the general gist of their activities, add details and specifics that fit the particular campaign region you're using; if an adventuring group is delving into a local Deep, then maybe they're investigating the same dungeon that the PCs have been exploring lately. In the same vein, a noble who betrays a peer might turn traitor on the lord of the town the PCs are currently occupying.
|
||||||
|
|
||||||
|
Try to make each result visible to the players, even if it's not strictly pertinent to them. They might hear about
|
||||||
|
|
||||||
|
military clashes nearby, or learn about an adventuring band that was wiped out, or pass through a village that's busily preparing for the local lord's wedding. The PCs might choose to take an interest in events, but even just hearing about them going on in the background will help add verisimilitude to the world. Some activities might be hidden from them, particularly those involving intrigue or deception, but if the actors' actions never become visible then your prep time is not doing you much good.
|
||||||
|
|
||||||
|
## ADDING AND REMOVING ACTORS
|
||||||
|
|
||||||
|
Background actors come and go. Sometimes they make some mistake that proves unsurvivable, or they journey beyond the scope of the campaign, or they simply attain their goal and have no reason for further activity. Sometimes the PCs pull up stakes and move half a continent away, and there's no way that the old crew would have any bearing on events in their new home.
|
||||||
|
|
||||||
|
In such cases, it's fine to simply shuffle the expended actors offscreen and bring on a few new ones more suitable to the campaign. If the PCs ever return to them or they become relevant anew you can pull them out of retirement or use them as NPCs in your adventures. It's often particularly useful to turn consequential NPCs from recent adventures into these new actors, as the lord the PCs helped or the bandit chief they feuded with become a source of ongoing events.
|
||||||
|
|
||||||
|
| d20 | General Actor Activities and Events |
|
||||||
|
| --- | --- |
|
||||||
|
| 1 | They came into a large amount of money |
|
||||||
|
| 2 | They became sick or diseased somehow |
|
||||||
|
| 3 | A friend betrayed their trust |
|
||||||
|
| 4 | A stroke of luck aided their pursuit of their goal |
|
||||||
|
| 5 | They defeated a rival or significant enemy |
|
||||||
|
| 6 | They made a grave social mistake |
|
||||||
|
| 7 | A friend or ally was slain or lost to them |
|
||||||
|
| 8 | They overcame an obstacle to their goal |
|
||||||
|
| 9 | A source of power they have was threatened |
|
||||||
|
| 10 | They were defeated by a rival in their ambition |
|
||||||
|
| 11 | They were accused of a serious crime |
|
||||||
|
| 12 | They obtained a useful item of magic |
|
||||||
|
| 13 | They vanished mysteriously for a time |
|
||||||
|
| 14 | They were attacked by monsters |
|
||||||
|
| 15 | They made some unsavory associates |
|
||||||
|
| 16 | They stole something or were robbed in turn |
|
||||||
|
| 17 | They ventured into dangerous terrain |
|
||||||
|
| 18 | They offended a powerful entity |
|
||||||
|
| 19 | A plan of theirs came to its fruition |
|
||||||
|
| 20 | They gained a powerful new ally |
|
||||||
|
|
||||||
|
BACKGROUND ACTORS • 335
|
||||||
|
|
||||||
|
# BACKGROUND ACTOR EVENTS
|
||||||
|
|
||||||
|
## d12 Adventuring Parties
|
||||||
|
|
||||||
|
- 1 They're delving into a perilous Deep
|
||||||
|
- 2 They've been savaged by monsters
|
||||||
|
- 3 They slew a powerful foe
|
||||||
|
- 4 They're quarreling over some treasure
|
||||||
|
- 5 They committed an outrageous social crime
|
||||||
|
- 6 They're spending huge amounts of money
|
||||||
|
- 7 A member has betrayed the others
|
||||||
|
- 8 They murdered someone important
|
||||||
|
- 9 A promising new member joined them
|
||||||
|
- 10 They've gotten or lost a noble patron
|
||||||
|
- 11 They've been cursed or blighted by magic
|
||||||
|
- 12 They're heading into dangerous territory
|
||||||
|
|
||||||
|
## d12 Nobles and Gentry
|
||||||
|
|
||||||
|
- 1 A rival has encroached on their lands or rights
|
||||||
|
- 2 They're making a familial tie by marriage
|
||||||
|
- 3 A trusted lieutenant has died or betrayed them
|
||||||
|
- 4 They've ruthlessly quashed a non-noble rival
|
||||||
|
- 5 A family scion has gotten in big trouble
|
||||||
|
- 6 Their superior has repaid a favor owed them
|
||||||
|
- 7 They're fighting with a rival local power base
|
||||||
|
- 8 They've formed an alliance with a neighbor
|
||||||
|
- 9 An old enemy of their line has struck them
|
||||||
|
- 10 They're fighting over rights to a particular title
|
||||||
|
- 11 They've committed some grave social faux pas
|
||||||
|
- 12 They've infuriated their superior somehow
|
||||||
|
|
||||||
|
## d12 Merchants and Oligarchs
|
||||||
|
|
||||||
|
- 1 A local industry fell under their control
|
||||||
|
- 2 They made a deal with a local crime boss
|
||||||
|
- 3 They bought or built something fabulous
|
||||||
|
- 4 Criminals are assaulting their wealth sources
|
||||||
|
- 5 They cut a very profitable new deal
|
||||||
|
- 6 Their employees or minions are getting restive
|
||||||
|
- 7 They opened a new branch of operations
|
||||||
|
- 8 They made an alliance with a local noble
|
||||||
|
- 9 They've enlisted adventurers for dire work
|
||||||
|
- 10 A noble has marked them as a dangerous foe
|
||||||
|
- 11 They drove a rival out of business
|
||||||
|
- 12 Some enterprise of their has collapsed
|
||||||
|
|
||||||
|
## d12 Demagogues and Religious Zealots
|
||||||
|
|
||||||
|
- 1 A noble patron is finding them useful
|
||||||
|
- 2 Their followers are getting out of hand
|
||||||
|
- 3 They're picking a fight with existing authority
|
||||||
|
- 4 They've made ties with local crime figures
|
||||||
|
- 5 They've struck against a hated local figure
|
||||||
|
- 6 They're spreading an appealing new idea
|
||||||
|
- 7 An important local has joined their cause
|
||||||
|
- 8 They've gotten a major donation from believers
|
||||||
|
- 9 They're being suppressed by local authorities
|
||||||
|
- 10 Followers are arguing over ideological points
|
||||||
|
- 11 They're trying to create a new power base
|
||||||
|
- 12 They've gotten a stroke of divine good fortune
|
||||||
|
|
||||||
|
## d12 Warlords and Warband Chiefs
|
||||||
|
|
||||||
|
- 1 They've attacked a poorly-defended place
|
||||||
|
- 2 They've got a promising new lieutenant
|
||||||
|
- 3 One of their underlings betrayed them
|
||||||
|
- 4 Their men went on an undisciplined rampage
|
||||||
|
- 5 They've moved their base of operations
|
||||||
|
- 6 They've gotten backing from an outside power
|
||||||
|
- 7 They're trying to become legitimate rulers
|
||||||
|
- 8 They're infighting over loot, women, or rank
|
||||||
|
- 9 They were badly wounded in a fight
|
||||||
|
- 10 They pulled off a remarkable victory
|
||||||
|
- 11 Their band split due to a quarrel
|
||||||
|
- 12 They absorbed a weaker group
|
||||||
|
|
||||||
|
## d12 Sorcerers and Magic-Users
|
||||||
|
|
||||||
|
- 1 They've acquired 'subjects' for their work
|
||||||
|
- 2 They suffered a magical mishap of some kind
|
||||||
|
- 3 They've acquired an esoteric magic item
|
||||||
|
- 4 A rival sorcerer has struck at them
|
||||||
|
- 5 They've hired adventurers to acquire something
|
||||||
|
- 6 A noble has enlisted their aid in a cause
|
||||||
|
- 7 They've been venturing into ancient ruins
|
||||||
|
- 8 They've created a Working to pursue an end
|
||||||
|
- 9 They're accused of a heinous crime
|
||||||
|
- 10 The locals begged their aid in a time of need
|
||||||
|
- 11 They've acquired a promising apprentice
|
||||||
|
- 12 They've devised a new and potent magic
|
||||||
|
|
||||||
|
336 • MAJOR PROJECTS
|
||||||
|
|
||||||
|
# MAJOR PROJECTS AND PARTY GOALS
|
||||||
|
|
||||||
|
In any campaign, there will likely arise some occasion when the PCs take it into their heads to accomplish some great change in the world. Perhaps they want to abolish slavery in a country, or institute a new government in a howling wilderness, or crush the economic power of a hateful merchant cartel. The party wants to accomplish something grand or large-scale where there is no obvious direct path to success. No single killing or specific act of heroism will get them their aim, though the goal itself isn't so wild as to be obviously futile.
|
||||||
|
|
||||||
|
Such ambitions are *major projects*, and this section will cover a simple system to help the GM adjudicate their progress and success. This system is meant to handle sprawling, ambiguous ambitions that aren't clearly susceptible to a simple solution. If the party wants a dead town burgomaster, then they can simply kill him. If they want to turn his town into a major new trading nexus, something more complicated may be required.
|
||||||
|
|
||||||
|
## RENOWN
|
||||||
|
|
||||||
|
The basic currency of major projects is called *Renown*, and it's measured in points much like experience points. PCs gain Renown for succeeding at adventures, building ties with the world, and generally behaving in a way to attract interest and respect from those around them. PCs then spend Renown to accomplish the changes they want to make in the world, reflecting their own background activities and the work of cooperative allies and associates.
|
||||||
|
|
||||||
|
Each individual PC has their own Renown score. They can spend it together with the rest of the party if they agree on the mutual focus of their interests, but a PC might also spend it on other ambitions or intermediate goals that come to mind. It's ultimately up to the player as to what they want to put their effort into; spending Renown reflects the kind of background work and off-screen support that the hero can bring to bear.
|
||||||
|
|
||||||
|
A GM doesn't have to track Renown unless they intend to use the this system. If the GM prefers to do things their own way, they can completely ignore Renown awards. If the GM changes their mind later and wants to introduce the system, they can simply give each PC a Renown score equal to their current accumulated experience points and then track things accordingly from there.
|
||||||
|
|
||||||
|
Generally, a PC will receive one point of Renown after each adventure. Some other activities or undertakings might win them additional bonus Renown, usually those works that increase the PC's influence and involvement with the campaign world, and some adventures might not give them much Renown at all if they left no impression on the people around the party. Specific guidelines on Renown awards are given in the adventure building section of the book, on page 254.
|
||||||
|
|
||||||
|
## DETERMINING PROJECT DIFFICULTY
|
||||||
|
|
||||||
|
To find out how much Renown is needed to achieve a project, the GM must determine its difficulty. This total difficulty is a product of the intensity of the change, the scope it affects, and the powers that are opposed to it.
|
||||||
|
|
||||||
|
First, decide whether the change is plausible, improbable, or impossible. If the change is something that is predictable or unsurprising, it's a *plausible* change. A town with good transport links and a couple of wealthy neighbors might quite plausibly become a trade hub. A duke with an abandoned frontier keep and a raider problem might plausibly decide to give it to a famed warrior PC with the agreement that the PC would pledge fealty to him. A plausible change in the campaign is simply one that no one would find particularly surprising or unlikely.
|
||||||
|
|
||||||
|
An *improbable* change is one that's not physically or socially impossible, but is highly unlikely. Transforming a random patch of steppe grasslands into a trading hub might be an improbable change, as would convincing a duke to simply hand over the frontier fort with no particular claim of allegiance. Some things that are not particularly physically difficult might be improbable due to the social or emotional implications; a society with a relative handful of trophy slaves might find it improbable to give them up even if they serve only as status symbols for their owners.
|
||||||
|
|
||||||
|
An *impossible* change is just that; something that is physically or socially impossible to contemplate. Turning a desolate glacier on the edge of the world into a trading hub might be such, or convincing the duke to simply give the PCs his duchy. Accomplishing a feat like this might require substantial magical Workings, the involvement of ancient artifacts, or a degree of social upheaval on par with a war of conquest. Some changes might be so drastic that they require their own heroic labors simply to prepare the groundwork for the real effort, and entire separate projects must be undertaken before the real goal even becomes possible.
|
||||||
|
|
||||||
|
## DETERMINING THE SCOPE
|
||||||
|
|
||||||
|
Once the change's probability is decided, the GM must identify how wide the scope of the change may be. The more land and the more people the change affects, the harder it will be to bring it about.
|
||||||
|
|
||||||
|
A village-sized change is the smallest scale, affecting only a single hamlet or a village's worth of people. A city-sized change affects the population of a single city or several villages, while a regional one might affect a single barony or small province. A kingdom-sized one affects a whole kingdom or a collection of feudal lordships, and a global change affects the entire Latter Earth, or at least those parts known to the PCs.
|
||||||
|
|
||||||
|
When deciding the scope of the change, focus on how many people are going to be immediately affected
|
||||||
|
|
||||||
|
MAJOR PROJECTS • 337
|
||||||
|
|
||||||
|
| Probability of the Goal | Base Difficulty | Scope Affected | Difficulty Multiplier | Greatest Active Opposition | Difficulty Multiplier |
|
||||||
|
| --- | --- | --- | --- | --- | --- |
|
||||||
|
| Plausible | 1 | Village | x2 | Minor figures | x2 |
|
||||||
|
| Improbable | 2 | City | x4 | Local leaders | x4 |
|
||||||
|
| Impossible | 4 | Region | x8 | Major noble or beast | x8 |
|
||||||
|
| | | Kingdom | x16 | King or famed monster | x16 |
|
||||||
|
| | | Known World | x32 | | |
|
||||||
|
|
||||||
|
Multiply opposition by x2 if the local population is emotionally or socially against it.
|
||||||
|
|
||||||
|
by the project. Turning a town into a trading hub might incidentally affect a significant part of a kingdom, but the immediate consequences are felt only by the residents of that town, and perhaps their closest trading partners. The scope in that case would be simply that of a city, rather than a region. Banishing slavery throughout a kingdom would require a kingdom-sized change, while getting it banned within some smaller feudal region would require a proportionately lesser scope.
|
||||||
|
|
||||||
|
If the PCs are trying to establish an educational institution, or a religious order, or some other sub-group meant to serve a chosen cause, the scope should be the largest general area the order can have influence in at any one time. A very small order of warrior-monks might only have enough devotees to affect a village-sized community or problem. An order with multiple monasteries and bases of operations throughout a kingdom might have enough muscle to affect events on a nation-wide scale. In the same vein, a small academy might be enough to bring enlightened learning to a city, improving the lives of men and women there, but not have the reach to influence the greater region around it. Individual warrior-monks or specific scholars might play major roles elsewhere in the setting, but the institution itself can't rely on the certainty of being able to step into such roles.
|
||||||
|
|
||||||
|
In some cases, a PC might attempt to forge a Working or develop a specific bloodline of magical or cursed beings. Assuming that they have the necessary tools and opportunities to achieve such a great feat, the scope should apply to the total number of people affected by the magic over its entire course of existence. Thus, a village-sized change like this might apply to ten generations of a very small bloodline, the enchantment lasting for a very long time but applying only to a few people at any one time. It might be reproduced by special training, magical consecration, or a natural inherited bloodline. Once the scope limit is reached, the magic can no longer be transmitted, as it has either been exhausted or the subtle shiftings of the Legacy have damaged it beyond repair. Conversely, a very large scope for such a work might mean that many people are so affected, though a very large change like that would only last for a few generations before reaching the maximum affected population. Because of such limits, many such empowered bloodlines or augmented magical traditions are very selective about adding new members.
|
||||||
|
|
||||||
|
Optionally, PCs who want to create such a magical working can fix it indefinitely, causing it to be heritable or transmissible for the indefinite future. Such laborious workings are much more difficult than simply tying the effect to the natural flow of the Legacy, however, and so it costs four times more than it would otherwise. Thus, imbuing a village of people with some magical quality that they will forever after transmit down to a similar number of heirs would count as a x8 multiplier instead of a x2 multiplier.
|
||||||
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## DETERMINING THE OPPOSITION
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Once you have decided on the difficulty and the scope, you now need to identify the most significant people or power bases that would be opposed to this change. In some cases, there may be no one opposed to the alteration; turning a steppe oasis into a trading post might not have anyone to object if there are no nomads who control the land, nor terrible beasts to threaten settlers. In most cases, however, there's going to be at least one person, creature, or other power in the area who would prefer things not change.
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If the opposition comes in the form of ordinary peasants or citizens, minor bandit rabble, normal dangerous animals, or other disorganized and low-level threats, then the difficulty is multiplied by x2.
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If the opposition is organized under competent leadership, such as a local baron, rich merchant, or persuasive priest, or if the opposition is some dangerous but not especially remarkable monster, then the difficulty is multiplied by x4.
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If the opposition is entrenched and powerful, such as a group of nobles, an influential bandit king, a crime boss, a major city's mayor, or a monster impressive enough to have developed its own legendry, then the difficulty is multiplied by x8.
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If the opposition involves facing down a king, a legendary monster, the primate of a major religion, or some similar monarchic power, then the difficulty is multiplied by x16.
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When measuring opposition, only the greatest opponent counts. Thus, if the king, the nobility, and the local village chief all hate an idea, the difficulty modifier is x16. If the king is then persuaded to relent, the difficulty modifier becomes x8, until the barons are pacified,
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338 • MAJOR PROJECTS
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after which the village chieftain is the only opposition left, for a x2 modifier.
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On top of this, if the change inspires widespread popular disapproval or unease among the populace affected by the change, multiply the modifier by an additional x2. Such changes usually touch on delicate questions of group identity, cultural traditions, or basic values, and the people in the change's scope are likely to resist such measures on multiple levels.
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As an example, assume an idealistic band of adventurers dreamed of extirpating slavery from an entire kingdom. The natives use slaves for work and status, but their labor isn't crucial to the economy's survival, so the GM decides it is merely improbable to give up slavery, for a base difficulty of 2. The scope is kingdom-wide, so 2 is multiplied by 16, for a difficulty of 32. As the situation stands now, the king has no desire to infuriate the wealthy magnates of his kingdom by taking away their free labor, so he would oppose it for an additional x16 multiplier, for a total difficulty of 512. Oh, and the natives find the idea of accepting slaves as equals to be emotionally abhorrent, so that's an additional x2 multiplier, for a final difficulty of 1,024.
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It is very unlikely for the heroes to manage to scrape up the 1,024 points of Renown needed to make this change out of hand. They're going to have to alter the situation to quell the opposition and make specific strides toward making the ideal more plausible before they can finally bring about their dream.
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## DECREASING DIFFICULTY
|
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Adventurers who have a dream bigger than their available Renown have several options for bringing it about more rapidly. The party can use some or all of these techniques for making their ambition more feasible, and the GM might well insist on at least some of them before the PCs can succeed.
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**They can spend money.** Sometimes a problem can be solved by throwing enough money at it, either by paying off troublesome opponents, constructing useful facilities or installations, or hiring enough help to push the cause through. Money is often useful, but it eventually begets diminishing returns; once everything useful has been bought, additional coinage brings little result.
|
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|
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The adjacent table shows how much a point of Renown dedicated to the project costs. The first few points come relatively cheaply, but after that the price increases rapidly. Eventually, there comes a point where only the wealth of empires can shove a massive project through with sheer monetary force. Small projects and modest ambitions are generally easy to accomplish with cash, but society-wide alterations and massive undertakings can defeat the richest vault.
|
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|
||||||
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**They can build institutions.** If the PCs want a fortified monastery loyal to them, they can either throw enough Renown at their goal until allied NPCs and local potentates think it's a good idea to buy them off by building it for them, or they can actually go out and pur-
|
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|
||||||
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| Renown Bought | Cost in Silver per Point |
|
||||||
|
| --- | --- |
|
||||||
|
| First 1-4 points | 500 per point |
|
||||||
|
| Next 4 points | 2,000 per point |
|
||||||
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| Next 8 points | 4,000 per point |
|
||||||
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| Next 16 points | 8,000 per point |
|
||||||
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| Next 32 points | 16,000 per point |
|
||||||
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| Next 64 points | 32,000 per point |
|
||||||
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| Further points | Prohibitively expensive |
|
||||||
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|
||||||
|
Thus, purchasing 14 points of Renown would cost 2,000 for the first four, 8,000 for the next four, and 24,000 for the next six, for 34,000 total.
|
||||||
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|
||||||
|
chase it with their own money. They can hire the masons, recruit the monks, and find a trustworthy abbot to act as regent for the heroes. Such steps may not be enough to completely attain the purpose, as they'll still have to deal with quelling any local opposition to the new monastery and any innate implausibility of establishing a monastery wherever they want to put it, but it'll get them a long way toward success.
|
||||||
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|
||||||
|
The GM decides a reasonable cost for the institution they want to build and the assorted recruits they'll need to operate it, using the guidelines in this section. Prices will vary drastically based on the situation; building a splendid stone castle in a desert with no good source of stone will cost far more than listed, while hiring skilled artisans in a major metropolis won't be nearly as difficult as finding them in an empty tundra.
|
||||||
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|
||||||
|
Once the cost is paid, the GM assigns a suitable amount of Renown toward attaining the goal. For example, if the overall goal is securing the trade route between two distant cities, building a fortified caravansary with patrolling road guards might give enough Renown to solve half the problem. The rest of it might require dealing with the opposition that's making the hazard in the first place, such as the depredations of a bandit chief or the perils of the savage monsters that haunt the road.
|
||||||
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|
||||||
|
**They can nullify opposition.** Either through gold, persuasion, or sharp steel, the PCs can end the opposition of those powers who stand against their ambition. Opponents who can be bought off might be managed with nothing more than a lengthy discussion and an exchange of valuables, but other opponents might need full-fledged adventures to deal with. Some might demand favors in exchange for withdrawing their opposition, or quests accomplished on their behalf, or enemies snuffed out by the swords of the heroes. Others could be so unalterably opposed to the idea that they must either be killed or endured.
|
||||||
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|
||||||
|
If the opposition is nullified, the difficulty decreases accordingly. If several sources of opposition exist, then only the biggest opponent counts for the multiplier; if they're eliminated, then the next largest counts.
|
||||||
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|
||||||
|
MAJOR PROJECTS • 339
|
||||||
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|
||||||
|
*They can adventure in pursuit of their goal.* This adventure might be something as simple as finding the den of a troublesome pack of monsters, or it could be something as involved as delving into an ancient Deep to recover the lost regalia that will give them the moral authority to make demands of a troublesome prelate. Such adventures will give the PCs their usual award of Renown, but they can also give a bonus award toward their specific goal if their efforts are particularly relevant.
|
||||||
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|
||||||
|
This bonus is determined by the GM. The easiest way for the GM to pick the proper amount for the award is to privately estimate how many such adventures their goal is worth and then award Renown accordingly. Thus, if the GM thinks that three adventures like this one is as much focus and effort as the group should have to spend toward accomplishing their aim, then each adventure will decrease the goal's difficulty by one-third.
|
||||||
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|
||||||
|
Adventuring is by far the most efficient way to accomplish a group's goals, assuming they can come up with adventures that are relevant. This is intentional; a goal that gives the GM an easy supply of adventuring grist is a genuine contribution to the game. The more adventures that a GM gets out of PC ambitions, the easier it will be to prepare for the game and ensure the players are involved in the campaign.
|
||||||
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|
||||||
|
## ACHIEVING THE GOAL
|
||||||
|
|
||||||
|
Once the PCs have piled up enough Renown and lowered the difficulty enough to actually make it feasible to achieve the goal, they need to take the final steps necessary to complete the work. For a minor goal, this might be a simple matter of describing how they take care of the details, while a vast campaign of effort might culminate in several brutal, perilous adventures.
|
||||||
|
|
||||||
|
The time this change takes will rest with the GM's judgment. It might take half a year to build a large stone monastery, while a week could be time enough to throw up a palisade and other simple fortifications around a village. Persuading a kingdom to alter its laws about slavery might be done in a theoretical instant if the autocrat decrees but take years to truly percolate into the public consciousness. If the PCs have been working on the project for some time already this effort should be taken into account and lessen the time required.
|
||||||
|
|
||||||
|
For mundane changes or changes the GM doesn't really want to focus on, the PCs simply declare that they're spending their Renown and using their own good name, personal prowess, and accumulated friendships and contacts to pull off their ambition. They might give examples of some of the ways they're working to achieve the goal and specify what allies or resources they're deploying. The GM then describes the outcome of their efforts. They may not be completely successful and events may not work out exactly as they planned, but they'll get the substance of what they wanted.
|
||||||
|
|
||||||
|
For changes that push through opposition instead of subverting it, those that just pay the price for the opposition multiplier, the GM might make the PCs deal
|
||||||
|
|
||||||
|
with consequences of that unquelled opposition. The kingdom might outlaw slavery, but if not all the opposition was defeated there may remain small pockets where the law doesn't reach or the populace refuses to accept the freed slaves as fellow citizens. Solving these remnant problems might require their own projects or adventures.
|
||||||
|
|
||||||
|
For magical, impossible, or truly epic changes, the GM might oblige the PCs to face some culminating adventure or challenge before their ambition becomes real. They might've marshaled enough force and enough allies to depose the wicked king, but now the day of reckoning has come and they must face the tyrant and his elite guard in a pitched battle within the capital city. Some heroic changes might require several such adventures, with failure meaning that their efforts somehow fall short of complete success. If the tyrant is not slain, he might escape into exile to foment further trouble, or he might flee to a province he still can control.
|
||||||
|
|
||||||
|
Once the change is successfully achieved, the GM should take a little while to consider the larger ramifications of the event. Who in the surrounding area is going to take notice of the events, and what are they likely to do about it? What allies of the PCs might be strengthened by the change and able to push their own agendas further? What are the longer-term consequences of their actions, and how might these show up during future adventures?
|
||||||
|
|
||||||
|
The ultimate point of changes like these is not simply to make marks on the campaign map, but to create the seeds of future adventures and future events. The actions of the characters create reactions, and the deeper they involve themselves in the campaign setting, the more that setting is going to involve itself with them. This is ultimately a virtuous circle for the GM and the group, as it helps to generate adventures and events that matter to the players and spares the GM from confusion or uncertainty over what kind of adventuring grist to generate.
|
||||||
|
|
||||||
|
## MAJOR CHANGES AND FACTIONS
|
||||||
|
|
||||||
|
Players are likely to end up with goals or ambitions that directly involve them with local factions or potentially touch on Assets or other resources significant to faction powers. This is normal, and it's not difficult to integrate the two systems when they happen to touch.
|
||||||
|
|
||||||
|
As a general rule, major projects should be treated just as adventures would be. When a project would plausibly damage a faction's Assets, then the Assets will be damaged or destroyed. When they would create an Asset useful for a faction, whether one belonging to the players or to another group, then the Asset is created. If a faction doesn't care for a project, it might turn into a source of opposition that must be quelled or overcome, while an allied faction might supply some portion of the Renown itself by taking an action to aid the PCs.
|
||||||
|
|
||||||
|
The help of a faction should be scaled by the GM; if an empire decides to give the PCs a castle, then it might be such a minor part of the faction's holding that no Treasure expense or other effort is required to do so. A small
|
||||||
|
|
||||||
|
340 • MAJOR PROJECTS
|
||||||
|
|
||||||
|
religious cult that wants to help build a monastery for the PCs might not be able to give nearly as much help, and might simply be good for a quarter of the Renown needed if they spend an action assisting the PCs. Conversely, when a faction is opposed to some measure, the PCs will probably have to undertake an adventure to change its mind or pull the fangs that it's using to interfere with their efforts.
|
||||||
|
|
||||||
|
## MAGICAL PROJECTS
|
||||||
|
|
||||||
|
Some projects are flatly impossible in nature, such as changing humans into some new humanoid species or creating a magical effect that covers an entire region. These efforts are a step beyond ordinary impossibility, as they often require measures entirely beyond the physical capabilities of normal civilizations.
|
||||||
|
|
||||||
|
While exceedingly difficult, such projects are not out of the question for powerful mages who have the help of skilled adventurers. They do require a few more steps than an ordinary project would require, however.
|
||||||
|
|
||||||
|
The heroes must create one or more Workings dedicated to enabling the change, using the guidelines given in the Magic chapter. The scope of these Workings must be large enough to affect the scope of the change itself; if the alteration is to be done to an entire region, then a region-sized Working must be built. Workings so large as to affect an entire kingdom are beyond the scope of modern magic, and only some special quest into the fathomless past could discover the keys to grand, world-spanning alterations.
|
||||||
|
|
||||||
|
The degree of the Working will depend on the degree of the change. The devising of a race of humanoid creatures similar to humans but cosmetically different might be a Minor Working, while more substantial alterations will require great degrees of power. The summoning of a river from the depths of the earth might be a Major change for a small stream, while something the size of the Amazon might be of Supreme difficulty.
|
||||||
|
|
||||||
|
If the magical change is impossible but relatively modest in scope, then one great Working will be necessary to empower it. If the change is significant and will have major repercussions on the future area, it will take two, while a change that seems barely within the limits of possibility will need three Workings to support it, all of the appropriate degree and scope. The construction of these Workings often require adventures in their own right to find the critical components or esoteric substances needed to erect them, to say nothing of the material cost of the work.
|
||||||
|
|
||||||
|
If these Workings are later destroyed or corrupted the change itself may be damaged as well. Sometimes the effect is so graven on the world that it continues unsupported, but other times the change fades away into something more mundane. In the worst cases, the magic goes rampant and terrible consequences are born from its uncontrolled fury. As a consequence, most nations are highly averse to the construction of large-scale magical infrastructure, even when they can afford to do so.
|
||||||
|
|
||||||
|
## FACTIONS AND MAJOR PROJECTS
|
||||||
|
|
||||||
|
PCs who have the friendship or control of factions can leverage them to assist in their grand plans. A faction can assist on a project only once per faction turn, and this help counts as its action for the turn.
|
||||||
|
|
||||||
|
When a faction helps, it spends one point of Treasure and decreases the difficulty of the project by the sum total of its Wealth, Force, and Cunning attributes, down to a minimum difficulty of 1 point. The faction can't usually complete a major project on its own; it needs the PC or some driving personality to envision and implement the plan. A faction needs to spend Treasure and help only once on a project to decrease the difficulty. The difficulty reduction remains until the project is complete or the faction chooses to withdraw its support for some reason. More than one faction can contribute its help, if they can be persuaded.
|
||||||
|
|
||||||
|
If the faction is ideally suited to the project, such as a government establishing a new political order, or a religion instituting a new cultural norm, or a thieves' guild forming a cabal of assassins, then their attribute total is doubled for purposes of calculating the new difficulty.
|
||||||
|
|
||||||
|
If the faction is willing or forced to go to extremes in helping a project, either out of desperation or the ruthless demands of its leadership, it can commit its Assets and own institutional health to the project. Any Asset or Base of Influence in the same location as the project can accept hit point damage to lower the difficulty; each hit point they spend lowers it by one point. This kind of commitment is difficult to calibrate safely; at the end of the spend, each Asset or Base of Influence that contributed suffers an additional 1d4 damage. This may be enough to destroy an Asset, or even destroy the faction itself if enough damage is done to a Base of Influence. If the Asset is destroyed in the process of helping the project, the fallout of its collapse or exhaustion may have local consequences of its own.
|
||||||
|
|
||||||
|
If the faction is of a vastly larger scale than the project, such as a prosperous kingdom helping to construct a new border village, the entire project can be resolved in a single action. In some cases, the GM may not even require the faction to spend any Treasure, as the expense is so small relative to its resources that it's not worth tracking.
|
||||||
|
|
||||||
|
### MAJOR PROJECTS IN STARS WITHOUT NUMBER
|
||||||
|
|
||||||
|
If you're importing these rules for use in *Stars Without Number*, they can be brought over largely verbatim. As a crude rule of thumb, 25 credits is worth 1 silver when buying Renown. GMs are within their rights to cap buyable Renown much lower, however, unless the PCs are sufficiently integrated with the local culture. Otherwise, they may not really know *how* to convert cash into great influence without just wasting it on parasites and con men.
|
||||||
Loading…
Reference in New Issue
Block a user