ACTIONS
(For the most part, this hasn't been playtested at all.)
Collect Resources
Code:
Resource Value Level Input Weight
Food 70gp 1 70gp 6000 lbs
Hides 70gp 1 food ""
Lumber 70gp 1 food ""
Ore 70gp 1 food ""
Raw Herbs 70gp 1 food ""
Stone 70gp 1 food ""
Leather 105gp 2 hides + 1/2 food 4000 lbs
Metal 105gp 2 ore + 1/2 food ""
Ritual Comp. 105gp 2 raw herbs + 1/2 food ""
Goods 140gp 3 metal + 1/2 food 3000 lbs
Weapon 140gp 3 metal + 1/2 food varies
Armour 140gp 3 metal + 1/2 food varies
Coin 210gp 5 goods + food 4.2 lbs
The following list details common actions that NPCs might take over the course of a month. This list is not exhaustive; other actions are possible, at the DM's judgement, and if PCs are involved each scene should be played through in the normal manner.
Code:
Action List Notes
Build Construct an engineering project, holding, or industry
Espionage
-Assassinate Kill a rival
-Bodyguard Protect an asset
-Bribe
-Cause Trouble
-Force Labour
-Interrogation
-Sabotage
-Spy
-Theft
Exploration
-Explore a Dungeon
-Explore a Hex
Military
-Clear a Hex
-Combat
-Heal
-Patrol
-Raid
-Transport
Recruit a Specialist
Research and Training
-Craft a Magic Item
-Research a new Power
-Research a new Skill
-Research a new Feat
-Train for XP
-Train a new Skill
-Train a new Power
-Train a Stat
BUILD: Construct a new building or engineering project. Labour, materials, and engineers are required as detailed in Engineering Projects.
ESPIONAGE: Perform acts of espionage on your neighbours. Espionage requires a trained specialist with an obviously applicable skill. There are many different types of espionage actions, detailed below:
* Assassinate: You send an assassin to kill a specific target. The assassin must know specific details in order to carry out the assassination; the details in question depend on the method. This is typically accomplished via the Spy action. In order to determine the success of an assassination attempt, the assassin must make two checks: the first to determine if he or she is successful in gaining access to the target, and the second to determine if the target is slain.
Multiple Assassins: Multiple assassins may work together; see the rules for skill checks for multiple characters working towards the same goal. In general, when attempting to gain access, the assassin with the lowest modifier makes the roll, while others aid; when attempting to slay the target, the assassin with the highest modifier (or greatest damage) makes the roll, while others aid. Damage is not increased by having multiple assassins.
Code:
Action DC
Gain Access 10 + guard's appropriate skill modifier, including bonuses, or a tier-based DC based on the level of the protective environment (such as a tower in the middle of a tempestuous sea)
Slay Target Tier-based DC based on the level of the target, including bonuses
Gain Access
Roll Result
Failure Assassin botches and alerts target to attempt
Easy Assassin is unable to gain access
Moderate Assassin succeeds in gaining access
Hard Assassin infiltrates exceedingly well, gaining a +2 bonus to slay the target
Slay Target
Roll Result
Failure Assassin botches; target takes no damage and is alerted to attempt
Easy Assassin deals normal damage to the target
Moderate Assassin deals a critical hit to the target, maiming the target if not dead
Hard Assassin deals a coup de grace to the target, maiming the target if not dead
* Bodyguard: You protect an asset from espionage. If any espionage action is attempted on the protected asset, you make two checks - the first to uncover the espionage and the second to capture or kill the spy. Characters, holdings, and industrial buildings can be protected in this manner.
Multiple Bodyguards: Multiple bodyguards can protect the same target; see the rules for skill checks for multiple characters working towards the same goal. In general, the bodyguard with the highest modifier makes the rolls, while others aid. Damage is not increased by having multiple bodyguards.
Code:
Action DC
Uncover Spy 10 + the spy's appropriate skill modifier for remaining hidden, including bonuses
Capture Spy 10 + the spy's appropriate skill modifier for evading capture, including bonuses
Uncover Spy
Roll Result
Failure The spy is not found, and the spy gains a +2 modifier to espionage checks for the next month
Easy The spy is not found
Moderate The spy is found
Hard The spy is caught red-handed; gain a +2 modifier to checks to capture the spy
Capture Spy
Roll Result
Failure The spy evades capture
Easy The spy takes normal damage, but escapes
Moderate The spy takes normal damage and is captured
Hard The spy suffers a critical hit, is maimed, and captured
* Bribe: You give an asset of another ruler something that they desire so that they will work for you. Bribes are often money, but not always; in general, the Spy action is required to determine what kind of bribe will be accepted. Bribing requires a check; consult the following table to determine success.
Code:
Bribe DC The target's Will Defence, including bonuses
Bribe
Roll Result
Failure The bribe fails and the target reveals the spy
Easy The bribe fails
Moderate The bribe succeeds, but requires continual payment
Hard The bribe succeeds and requires no additional payment
* Cause Trouble: You agitate the labourers of a specific holding or industrial building. This requires a check; consult the following table to determine success.
Code:
Cause Trouble DC The target's Will Defence, including bonuses
Cause Trouble
Roll Result
Failure Production continues as normal and the spy is revealed
Easy Production continues as normal
Moderate Production is halted for the month
Hard Production is halted for the month, and espionage actions gain a +2 bonus for the next month
* Force Labour: You force the labourers of a specific holding or industrial building to toil at a back-breaking pace. This requires a check; consult the following table to determine the results. Regardless of the results, any Espionage action against the asset gains a +2 bonus, and Trouble is increased...?
Code:
Force Labour DC The target's Will Defence, including bonuses
Force Labour
Roll Result
Failure The labourers revolt, causing Trouble and no production for the month
Easy No change in production
Moderate Production is increased by 50%
Hard Production is doubled
* Interrogation: You interrogate a captured spy or agent, attempting to gain valuable information. When performing interrogation, you may choose between three possible actions: reveal spies, reveal information, and brainwash. Each requires a check; consult the following table to determine the results.
Code:
Interrogation DC The target's Will Defence, including bonuses
Brainwash
Roll Result
Failure Failure; the target is immune to any further attempts at brainwashing
Easy Failure
Moderate Success; the target will not work against you, but will not work for you
Hard Success; the target becomes your asset
Reveal Information
Roll Result
Failure Failure; the target gives false information, increasing the DC for all your Espionage actions by +2 until you are successful at a Counter-Intel Spy action
Easy Failure; the target does not reveal any information
Moderate Success, as if you had made a Moderate roll with the Gather Intel Spy action
Hard Success, as if you had made a Hard roll with the Gather Intel Spy action
Reveal Spies
Roll Result
Failure Failure; one of your own is implicated, increasing the DC for all your Espionage actions by +2 until you are successful at a Counter-Intel Spy action
Easy Failure; no spies are revealed
Moderate Success, as if you had made a Moderate roll with the Counter-Intel Spy action
Hard Success, as if you had made a Hard roll with the Counter-Intel Spy action
* Sabotage: You attempt to destroy a holding or industrial building in another settlement. This requires a check; consult the following table to determine the results. Note that some assets are more difficult to destroy than others; a stone tower is difficult to bring down and requires more than a simple torch. If the method used to sabotage is not plausibe, do not allow the check.
Code:
Sabotage DC Tier-based DC based on the level of the target, including bonuses
Sabotage
Roll Results
Failure Failure; the asset is left untouched, and your spy is revealed
Easy Failure; the asset is left untouched
Moderate Success; the asset is damaged and production is halted for the month
Hard Success; the asset is destroyed!
* Spy: You spy on a settlement, gathering secret information. This can be another settlement or your own, performing counter-intelligence. This action provides the basis for most espionage. All spy actions require a check; consult the following table to determine the results.
Code:
Action DC
Counter-Intel 10 + spy's appropriate skill modifier, including bonuses
Gather Intel 10 + asset's appropriate skill modifier, including bonuses, or a tier-based DC based on the level of the protective environment (such as a tower in the middle of a tempestuous sea)
Infiltrate 10 + guard's appropriate skill modifier, including bonuses, or a tier-based DC based on the level of the protective environment (such as a tower in the middle of a tempestuous sea)
Counter-Intel
Roll Result
Failure Failure; you follow bad leads and false information, increasing the DC for all your Espionage actions by +2 until you are successful at a Counter-Intel Spy action
Easy Failure
Moderate Success; you uncover one agent
Hard Success; you uncover all agents
Gather Intel
Roll Result
Failure Failure; your spy is revealed, increasing the DC for all your Espionage actions by +2 for the next month
Easy Failure
Moderate Success; select one from the Intel list
Hard Success; select three from the Intel list
Intel (select any one holding, industrial building, or military unit)
* population
* level
* skills
* special abilities
* actions
Intel (person)
* level
* skills
* special abilites
* type, subtype, keywords
* actions
Infiltrate
Roll Result
Failure Failure; your spy is revealed, increasing the DC for all your espionage actions by +2 for the next month
Easy Failure
Moderate Success
Hard Success; espionage actions gain a +2 bonus for the next month
* Theft: You steal resources from another settlement. This requires a check; consult the following table to determine the results.
Code:
Theft DC 10 + guard's appropriate skill modifier, including bonuses, or a tier-based DC based on the level of the protective environment (such as a tower in the middle of a tempestuous sea)
Theft
Roll Result
Failure Failure, caught red-handed; your thief is revealed, increasing the DC for all your espionage actions by +2 for the next month
Easy Failure
Moderate Success; you steal up to 70gp worth of resources
Hard Success; you steal up to 210gp worth of resources
DIPLOMACY: You contact other settlements and make deals with them.
* Create Alliance
* Create Trade Agreement
* Resolve Dispute
EXPLORATION: You explore the wilderness around your settlement, including any dungeons. Exploration does not require a specialist with appropriate skills, though it is recommended.
* Explore a Dungeon: You attempt to explore a dungeon, searching for gold and magic items. This requires a check. Exploring dungeons is very dangerous, and the dungeon will make an attack (level of the dungeon + 5) against any adventurers who attempt to plumb its depths. If there is a TPK (total party kill) and loot is recovered, a lone adventurer wanders into town with the loot, then dies.
Multiple Adventurers: Multiple adventurers (known as a "party") may work together; see the rules for skill checks for multiple characters working towards the same goal. In general, the adventurer with the lowest modifier makes the roll, while others aid. A poorly-trained adventurer can make decisions that ruin the expedition for the whole party!
Code:
Explore a Dungeon DC Tier-based DC set by the dungeon's level, including bonuses
Dungeon Response DC Tier-based DC set by the party's average level, including bonuses
Explore a Dungeon
Roll Result
Failure The adventurers stumble out of the dungeon in a fog with a cursed item that should have been left in the depths! Roll randomly on the Magic Item table to determine type; all are cursed. This curse causes Trouble in the settlement in the next month.
Easy No treasure found, layout of dungeon unknown
Moderate Minor treasure found (a random treasure parcel of the dungeon's level) or single level 75% mapped out
Hard As two moderate results
Dungeon Response
Roll Result
Failure Adventurers return unscathed
Easy Adventurers slightly injured; roll 1d6 per adventurer: 1 - dead, 2 - lost in the depths, 3 - unconcious but alive, 4-5 bloodied, 6 lose a healing surge
Moderate Adventurers badly injured; roll 1d6 per adventurer: 1-2 dead, 3-4 lost in the depths, 5 - unconcious but alive, 6 - bloodied
Hard TPK
* Explore a Hex: You attempt to explore a wilderness hex, uncovering any hidden features in the area. This includes the number of resources available in the hex. This requires a check. Exploring the wilderness can be dangerous, and the wilderness will make an attack (level of the hex + 5) against the explorers.
Code:
Explore a Hex DC Tier-based DC set by the hex's level, including bonuses
Wilderness Response 10 + the explorer's appropriate skill modifier, including bonuses
Explore a Hex
Roll Result
Failure False or misleading reports
Easy Nothing found
Moderate Any hidden features (including monsters or characters) or the available resources
Hard Hidden features and available resources
Wilderness Response
Roll Result
Failure Explorers get the jump on the wild, gaining a +2 bonus to clear the hex for the next month
Easy Explorers unscathed
Moderate Explorers suffer hardship; roll 1d6 per explorer: 1 lost in the wild, 2 injured or maimed, 3-6 bloodied
Hard Explorers suffer serious hardship; roll 1d6 per explorer: 1 dead, 2 lost in the wild, 3 injured or maimed, 4-6 bloodied
MILITARY: You command your military units to project political power through the use of force. Military units are typically made up of 10 people. Units are generally trained warriors, though this is not required - a farmer can pick up a scythe, he's just not that dangerous.
* Clear a Hex: A military unit combs a hex, slaying any monsters found within. If there are any hostile characters (monsters or lairs), they will do battle; see Combat for more. Otherwise they will try to pacify the land, clearing it of wandering monsters, making it suitable for habitation. This requires a check; see the following table for the results. The wandering monsters in the hex will fight back, making an attack (level of the hex + 5).
The hex should be explored before it can be cleared; if not, increase the DC to clear the hex and the wandering monster's attack by +2.
Code:
Clear a Hex DC Tier-based DC set by the hex's level, including bonuses
Monster DC Average AC of the military unit, including bonuses
Clear a Hex
Roll Result
Failure Monsters evade notice; hex is assumed cleared, but is not - any holdings built here will be overrun
Easy Monsters remain
Moderate Hex cleared
Hard Hex cleared and treasure found on the wandering monsters, equal to a random treasure parcel of the hex's level
Wandering Monsters
Roll Result
Failure Wandering monsters fail to deal damage
Easy Wandering monsters deal minor damage; roll 1d6 per soldier: 1 maimed or injured, 2 unconcious, 3-4 bloodied, 5-6 lose a healing surge
Moderate Wandering monsters deal significant damage; roll 1d6 per soldier: 1 dead, 2 lost in the wild, 3-4 unconcious, 5 bloodied, 6 lose a healing surge
Hard Wandering monsters deal major damage; roll 1d6 per soldier: 1 dead, 2-3 lost in the wild, 4-5 unconcious, 6 bloodied
* Heal: You restore hits or tend to injuries. This requires a check; consult the table for more. Healing requires a specialist with an appropriate skill and healing salves. One healer (typically Barber Surgeons) can heal 10 people a month.
Code:
Restore Hits 10 for Heroic characters, 15 for Paragon, 20 for Epic
Tend Injury Tier-based DC set by the level of opposition that delivered the injury
Restore Hits
Roll Result
Failure Target loses a healing surge
Easy Target recovers no hits
Moderate Target recovers 1/4 of hits
Hard Target recovers 1/2 of hits
Tend Injury
Roll Result
Failure Target is hurt worse; increase DC to tend injury rolls by +2
Easy Target's condition is unchanged
Moderate Target recovers
Hard Target recovers and recovers 1/4 of hits
* Patrol: You patrol a hex, keeping out any trouble and staying on the watch for any hostile military unit. While on patrol, the military unit gains a +2 bonus to contact rolls in strategic combat.
The number of units it takes to patrol a hex varies by speed and terrain. Consult the following table for more.
Code:
Number of Units Required to Patrol per Hex by Speed and Terrain
Terrain Modifier
Speed x1 x2 x3 x4
4 1 1 2 3
5 1/2 1 1 1/2 2
6 1/2 1 1 1 1/2
7 1/3 1/2 1 1 1/2
8 1/3 1/2 1 1
9+ 1/4 1/3 1/2 1
Terrain Modifiers
Terrain Road Trail Wild
Desert x1 x1 x1
Hills x2 x2 x3
Moor x1 x2 x2
Mountains x3 x3 x4
Plains x1 x1 x1
Swamp x1 x3 x4
+Forest -- +1 +2
* Raid: Your military unit makes a quick strike against another settlement's asset or a trade route, taking resources for yourself. This requires a check. If the asset is being guarded or patrolled, the opposition will get a chance to make a free strike against you (level + 5). When trade routes are raided, the goods stolen are those that a Market is attempting to trade or buy.
Raids cannot be conducted against fortified areas; destroy the fortifications first.
Code:
Raid DC 15 + terrain modifiers
Terrrain Modifiers
Terrain Modifier
Desert +4
Hills -2
Moor +2
Mountains -4
Plains +4
Swamp --
+Forest -4
Raid
Roll Result
Failure Raid botched; add +2 to guard's attack
Easy Raid fails
Moderate Raid successful; one unit of resources is stolen
Hard Raid successful; three units of resources are stolen
* Sap: Undermine or otherwise destroy a fortification. This requires a trained engineer, sapper, or miner, who must make a check.
Code:
Sap DC 15 + terrain modifiers
Terrrain Modifiers
Terrain Modifier
Clay or Limestone --
Sedimentary +2
Igneous +5
Sap
Roll Result
Failure Collapse of the mining tunnel; roll 1d6 per sapper: 1 dead, 2-3 trapped!, 4-5 escapes but unconcious, 6 bloodied
Easy Failure to make any significant progress
Moderate Sappers deal normal damage to the fortification
Hard Sappers deal a critical hit to the fortification
* Siege: Lay siege to a settlement, preventing those within from accessing resources outside their defences. This does not require a check, but generally it will require a successful strategic combat action or overwhelming force. While a settlement is besieged, markets may not function (save the presence of a portal) and holdings are abandoned.
* Strategic Combat: You send a military unit to do battle. If the PCs are involved, use the Skill Combat rules. In order to quickly resolve combats in which the PCs are not involved, use the following rules:
1. Break down all forces into opposing sides. A side consists of all forces working towards the same goal and that are capable of inflicting damage on the opposing side. Note that fortifications will take no damage from normal (man-sized) weapons; large or siege weapons are necessary.
2. Determine the average level for each side.
3. Make contact. Each side chooses to fortify, manoeuvre, or withdraw.
Fortify: Dig in and prepare for the attack.
Manoeuvre: Attempt to move into a position for advantageous attack.
Withdraw: Flee the field.
Code:
Contact Table
Opposing Action
Action Fortify Manoeuvre Withdraw
Fortify +2 AC Check Withdrawl
Success = +2 AC successful
Manoeuvre Check Check Check
Success = +2 Atk Success = +2 atk Success = free
atk at +2
Withdraw Withdrawl successful Check Withdrawl
Success = withdrawl successful
4. Add up the total damage for each side.
5. Each side makes a single d20 roll. Add the side's level + 5 to the roll.
Attack Modifiers Modifier
Per Tactical Advantage +2
(range, position, speed, etc.)
Applicable Skill +2
6. Compare the roll to the AC of the opposing side.
Defence Modifiers Modifier
Per Tactical Advantage +2
(range, position, speed, illumination, etc.)
Superior Cover +5
Darkness +5
7. Multiply the amount of hits done based on the result of the check, as shown in the following table:
Code:
Check Result Damage Modifier
Failure .5
Easy .75
Moderate 1
Hard 1.25
8. Each side distributes damage to their units.
8a. Divide the damage by two, into Concentrated Damage and Distributed Damage.
8b. Take the Concentrated Damage value and apply it to one unit on your side of your choosing. If this reduces that units hits to 0, apply the remainder to another unit of your choosing, and so on until there is no Concentrated Damage left.
8c. Take the Distributed Damage and apply evenly across the remaining units.
8d. Any unit with 0 hits left is defeated.
9. Morale checks are made for each side. Each side makes a check against a DC set by the level of the other side. Skills may be used for this check, but only if they are obviously related to holding ranks in the heat of combat. This is why skilled generals are valuable and the difference between militia and untrained peasants.
Code:
Morale Check Results
Failure Flees, routed; opposing side gets free attack with a +2 bonus (if no withdrawl is possible, surrender occurs instead of flight)
Easy Shaken; opposing side gets +2 bonus in next round
Moderate No change
Hard Rallied; gain a +2 bonus to checks in the next round
10. Repeat steps 2 to 8 until one or both sides are defeated or have withdrawn.
* Transport: Escort goods from one settlement to another. Consult the following table to determine the number of days it takes to transport 1 unit of goods across one hex of the specified terrain:
Code:
Days to Transport 1 Unit Across 1 Hex by Terrain
Road Trail Wild
Desert 3 3 3
Hills 6 6 9
Moor 3 6 6
Mountains 9 9 12
Plains 3 3 3
Swamp 3 9 12
+Forest -- +6 +9
RECRUIT A SPECIALIST: You attempt to hire a labourer with special skills. Use the following tables to determine the existence of and demands of any specialist.
Code:
Locate a Specialist DC 10 + modifiers
Negotiation DC Target's Will Defence
Locate a Specialist Modifiers
Action Modifier
Uniqueness of Skill Set
Common (peasant, labourer) -5
Uncommon (tradesman, smith) --
Rare (barber surgeon, warrior) +5
Very Rare (cleric, wizard) +10
Skill Level
Apprentice (+2 modifier) -2
Journeyman (+5 modifier) --
Master (+7 modifier) +5
Grand Master (+10 modifier) +10
Level
1-2 --
3-4 +2
5-6 +5
7-8 +10
9-10 +15
11+ +20
Method of Recruitment
Posting Notices in Public -2
Hiring Criers -2
Hiring Agents -2
Frequenting Inns and Taverns -2
Population of Recruitment Area
10-100 +5
101-500 +2
501-5000 --
5001-10000 -2
10001+ -5
Locate a Specialist
Roll Result
Failure A 1 - fake, 2 - charlatan, 3 - rogue, 4 - thief, 5 - con artist, or 6 - spy has been hired
Easy No specialist has been found
Moderate A specialist has been found
Hard A specialist has been found, and for some reason he wishes to work for you
Negotiation
Roll Random Monetary Treasure Parcels Demanded Per Month
Failure 4/10ths
Easy 2/10ths
Moderate 1/10th
Hard 1/20th
RESEARCH: Research allows characters to create new and useful items, skills, and powers. Research demands special skills and a suitable place for experiment, depending on the type of research.
* Craft a Magic Item: You create a new magic item. This requires a specialist, a workshop, ritual components, and an item to be enchanted. The type of workshop and ritual components depends on the nature of the magic item and its crafter; a cleric would require a temple or other holy space and sanctified incense, while a wizard would require a labratory and arcane reagents. Consult the table below to determine time and cost.
When a magic item is created, the artificer sets the power of the item (based on the lists found in Random Magic Items) and the purpose of the item (based on the artificer's own goals). The DM determines the powers of the item.
The artificer can set the level of the magic item, but it may be no higher than the level of the artificer.
Crafting magic items requires a check.
Code:
Craft Magic Item DC Tier-based DC set by item's level
Craft Magic Item
Roll Result
Failure A cursed magic item is created that is antagonistic to its creator; roll on the Desires sub-table in the Random Magic Items to determine its purpose
Easy The process was a failure, all time and resources lost
Moderate The item is successfully enchanted
Hard The item is successfully enchanted, and has an additional power without incurring any extra time or cost
Craft Magic Item Production Times and Costs (.875)
Level Powers Months Components (gp value)
Level 1 -- 3 315
Level 2 1M 4 455
Level 3 2M 5 595
Level 4 3M 6 735
Level 5 4M 7 875
Level 6 -- 12 1365
Level 7 1H 18 2275
Level 8 2M+1H 24 2975
Level 9 2H 30 3675
Level 10 2M+2H 36 4375
Level 11 -- 66 7875
Level 12 1P 96 11375
Level 13 2M+1H+1P 120 14875
Level 14 2P 150 18375
Mundane (M): Mundane items have powers that can be achieved by normal, mundane items, but these items require no energy
Heroic (H): Heroic items have powers that slightly exceed normal limits
Paragon (P): Paragon items have powers that break the laws of nature
Epic (E): Epic items have powers that allow the wielder to act like a god
* Research a new Power: You spend time training to develop a new martial exploit, spell, or prayer. This requires an expenditure of the proper ritual components (healing salves for martial exploits, rare herbs for primal powers, sanctified incense for divine prayers, and arcane reagents for arcane spells) equal to a random monetary treasure parcel of the power's level.
At the end of this period, the character may now select this power as normal when levelling up or chose to retrain another power for the new one. This does not change the total number of powers known.
* Research a new Skill or Feat: You spend time training to develop a new skill or feat. This requires a month of training time and a specialist who can teach the skill or feat. At the end of this time or any point in the future, you can swap out a skill or feat you know for the skill or feat you have just researched. This does not change the total number of skills or feats you have.
* Retrain: You spend a month refocusing your abilities. At the end of this time you can swap out a skill, power, or feat for another one available to you. This does not change the total number of skills, powers, or feats you have, nor does it give you access to ones you don't already have access to.