Settlement Rules

LostSoul

Adventurer
I've been working on Settlement Rules for my 4E Hack lately. I'm going to post them here, because they seem to work; I tried them out for some NPC Settlements and got some interesting behaviour.

I should note that I've decided not to use these rules in my hack. They are too complicated and don't add to the core experience of my game. I'm going with something much simpler and easier, that fits into the cycle of the game in a much better way.

So these aren't really playtested, are probably really hard to understand, but I thought I'd get it out there - maybe someone can get some kind of use out of them.

edit: Inspiriations: Houses of the Blooded, AD&D, Birthright, Burning Wheel.

Step 1: Randomly Place Settlements on the Map
Step 2: Randomly Determine Amount of Resources in Each Settlement Hex
Step 3: Randomly Determine Composition of Settlement
Step 4: Determine Initial Resources
--
Step 5: Assign Actions
Step 6: Resolve Actions
Step 7: Collect Resources
Step 8: Repeat 5-7 Each Month
 
Last edited:

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LostSoul

Adventurer
Step 1: Randomly Place Settlements

Step 1: Randomly Place Settlements

The easiest step. For each hex, roll on the following table:

Code:
1d00	Feature
01-75	Nothing
76-80	Terrain Feature
81-85	Resource/Settlement
86-90	Ruins
91-95	Lair
96-99	Dungeon
00	Special

For each Settlement thus placed, roll on the following table for Theme:

Code:
Settlement Themes
1d30	Theme
1	Built among the ruins of an ancient city
2	Under seige
3	Mostly evil
4	Mostly lawful
5	Mostly chaotic
6	Controlled by an outside force
7	Cannibals
8	One sex/class wears concealing veils
9	Toiling for religious beliefs
10	Strange ritual prevents destruction
11	Money is considered worthless
12	Fatalistic
13	Friendly to outsiders
14	Run by wage-slaves
15	Magical pool
16	Obsessed with strange status
17	Insane wizard
18	Fighting arena
19	Demon/devil trapped beneath
20	Plague
21	Barbarian meeting ground
22	Guild-controlled
23	Cursed!
24	Under construction
25	Boom town
26	Built around big temple
27	Lycanthropes
28	Undead
29	Ghost town
30	Roll twice
 

LostSoul

Adventurer
Step 2: Randomly Determine Resources

Step 2: Randomly Determine Available Resources in Settlement Hex

To determine the maximum available resources in each Hex, roll on the following table:

Code:
			Available Resources in Hex
Terrain		Farm	Lumber	Ore	Herbs	Stone	Pasture
Plains		2d10+30	1d6	--	--	1d6	3d6
Moor		(3d6)	--	--	3d6	1d6	3d6
Swamp		(3d6)	3d6	--	2d10+30	--	--
Hills		(3d6)	1d6	3d6	--	3d6	3d6
Mountain	--	--	2d10+30	--	2d10+30	--
Desert		--	--	--	2d10+30	--	--
---
+Forest		--	2d10+30	--	--	--	3d6
+River/Coast	2d10+30	--	--	--	--	--
 

LostSoul

Adventurer
Step 3: Randomly Determine Composition of Settlement

Step 3: Randomly Determine Composition of Settlement

Use the following procedures to determine the starting composition of the settlement.

Settlement Population

Agriculture: 1d3+3x30 people working in farms, limited by the maximum indicated on the Available Resources in Hex table. If the settlement is built in Moor or Hills hexes, assume irrigation leading to the nearest river or lake. If the settlement is built in a mining or desert hex, assume food is transported to the hex from a nearby settlement in exchange for resources.

Resource Holdings: For each farm, roll once (1d8) on the following table to determine the number of resource holdings in the hex.

Code:
Terrain		Farm	Logging	Mine	Garden	Quarry	Ranch*	Nothing
Plains		1-3	4	--	--	5	6-7	8
 +Forest	--	1-3	--	--	4	5-6	7-8
Moor		1	--	--	2-4	5	6	7-8	
Swamp		1	2	--	3-5	--	--	6-8
Hills		1	2	3-4	--	4-5	6	7-8
 +Forest	--	1-2	3	--	4-5	6	7-8
Mountain	--	--	1-2	--	3-4	--	5-8
 +Forest	--	1-2	3-4	--	5-6	--	7-8
Desert		--	--	--	1-3	--	--	4-8
* - Ranch Type: 1-5 Ranch, 6 Horse Ranch

Industry: Tally up the total number of each type of holding, then roll (1d6) on the following table per holding to determine industry. For every two industrial buildings, add one more farm, if necessary; if no farmland is available, do not add any industrial buildings.

Code:
Resources		Industry
Gardens			1	Barber Surgeon
			2 	Druid's Grove
			3	Sage
			4	Temple
			5-6	--
Logging Camp		1	Weaponsmith
			2	Craftsman
			3-6	--
Mine			1-4	Blacksmith
			5-6	--
Quarry			1	Craftsman
			2-6	--
Ranch			1-4	Tannery
			5-6	--

Advanced Industry: Repeat the previous step, tallying up each industrial building consulting the following table and adding the required number of farms. Note that Markets require one farm each.

Code:
Industry		Advanced Industry
Blacksmith		1	Weaponsmith
			2	Armoursmith
			3	Market
			4-6	--
Craftsman		1	Market
			5-6	--
Tannery			1-2	Armoursmith
			5-6	--
 

LostSoul

Adventurer
Step 4: Determine Initial Resources

Step 4: Determine Initial Resources

Initial Resources: The settlement begins with 1 resource of the appropriate type per holding. For ranches, pick food or hides. The amount of stored food is the surplus generated per month.

Code:
Holdings	Pop	Production/month	Value	Wage
Farm 		30	1 food			70gp	7cp
Garden		10	1 raw herb		70gp	23cp
Logging Camp	10	1 lumber		70gp	23cp
Mine		10	1 ore			70gp	23cp
Quarry		10	1 stone			70gp	23cp
Ranch		10	1/2 food and hide	70gp	23cp
Ranch, Horse	10	1 horse			75gp	25cp
 

LostSoul

Adventurer
Step 5: Assign Actions

Step 5: Assign Actions

5a. RESOURCE COLLECTION

Holdings to extract natural resources from the earth are scattered around the hex. They require 300 man-days of labour to build and enough food (3 for farms, 1 for any other holding). Ranches also require livestock that can be purchased using Coin.

Holding Descriptions

Farm: A farm represents 30 people spread out in 2-5 farmsteads. Usually all thirty people are related. They grow crops, have gardens, and a small amount of livestock. Farms produce one unit of food which can feed 40 people for a month. Farmers feed themselves, then produce surplus food (enough for 10 more people).
Human farmers are level 2 minions, armed with scythes and pitchforks, with the skill Social Class: Peasant.
Code:
Production	Value	Input			Per Day	Input
Food		70gp	Labour - 900 man-days	2gp	Labour

Garden: A garden represents one or two families, numbering around 10 people, tending to rare or exotic plants. These plants are valuable in the production of ritual components. The garden is usually walled against theft and unwanted intrusion. Gardens generate one unit of raw herbs per month, worth 150gp.
Human gardeners are level 2 minions, armed with spade and shovel, with the skill Social Class: Peasant.
Code:
Production	Value	Input			Per Day	Input
Raw Herbs	70gp	Labour - 300 man-days	2gp	Labour

Logging Camp: A logging camp represents around 10 lumberjacks, typically unrelated, migratory labourers. They harvest trees and wood. Logging camps generate 150gp of lumber per month, worth 150gp.
Human lumberjacks are level 2 minions, armed with axes that deal 7 damage, and have the skill Manual Labourer: Lumberjack.
Code:
Production	Value	Input			Per Day	Input
Lumber		70gp	Labour - 300 man-days	2gp	Labour

Mine: A mine represents around 10 miners, typically unrelated, migratory labourers. They remove ore, precious metals, and gems from the earth. Mines generate one unit of ore per month, worth 150gp.
Human miners are level 2 minions, armed with pick-axes that deal 7 damage, and have the skill Manual Labourer: Miner. Goblins are twice as effective as humans, and dwarves five times so.
Code:
Production	Value	Input			Per Day	Input
Ore		70gp	Labour - 300 man-days	2gp	Labour

Quarry: A quarry represents around 10 labourers, typically unrelated migrants. They remove stone used for building materials from the earth.
Human quarry workers are level 2 minions, armed with hammer and chisel, with the skill Manual Labourer: Stone Worker.
Code:
Production	Value	Input			Per Day	Input
Stone		70gp	Labour - 300 man-days	2gp	Labour

Ranch: A ranch represents one or two families, numbering around 10 people, taking care of livestock - sheep, goats, or cattle. Ranches produce one unit of food and one unit of hides every other month. The whole herd may be slaughtered for 4 units of food and 4 units of hide (or sold), but the ranch is then worthless.
Ranches require an initial investment of livestock - worth 560 GP.
Human ranchers are level 2 minions with the skills Social Class: Peasant and Animal Husbandry.
Code:
Production	Value	Input			Per Day	Input
Food		70gp	Labour - 300 man-days	--	--
Hides		70gp	Labour - 300 man-days	--	--

Ranch, Horse: A horse ranch represents one or two families, numbering around 10 people, taking care of horses. Horse ranches have about 50 head. They raise and train one riding or draft horse per month; warhorses take 9 months. The whole herd may be slaughtered for 4 units of food and 4 units of hide (or sold), but the ranch is then worthless.
Horse ranches require an initial investment of horses - worth 750 GP.
Horse Ranchers are level 2 minions with the skills Social Class: Peasant and Cowboy.
Code:
Production	Value	Input			Per Day	Input
Riding Horse	75gp	Labour - 300 man-days	--	--
Draft Horse	75gp	Labour - 300 man-days	--	--
Warhorse	680gp	Labour - 2700 man-days	--	--
 

LostSoul

Adventurer
5b Industry

5b. INDUSTRY

INDUSTRY
Industrial buildings are usually built in a central town square. They require one unit of lumber and stone, enough food, and 150 man-days of labour to build. Output is created each month.

Code:
Industry	Pop	Input			Output			Wage
Armoursmith	5	1 metal or leather	armour			90cp
Barber Surgeon	5	1 raw herb		healing salves		70cp
Barracks	5	1 armour		military units		
			1 weapon
			10 population
Blacksmith	5	1 ore			metal			70cp
			1 metal			goods			90cp
Craftsman	5	2 stone or wood		goods			45cp
Druid's Grove	5	1 raw herb		rare herbs		70cp
Library		5	1 raw herb		arcane reagents		70cp
Market		10	1 good			coin			70cp
Temple		5	1 raw herb		sanctified incense	70cp
Tannery		5	1 hide			leather			70cp
Weaponsmith	5	1 metal	or wood		weapons
90cp

Industrial Building Descriptions

Armoursmith: An armoursmith and family or apprentices. Armoursmiths make steel and leather armour and steel and wooden shields. Metal, leather, and lumber are required. Armoursmiths can also craft masterwork armours, but this can take a long time.
Human armoursmiths are level 2 minions with the skills Journeyman and Guild Trained: Armoursmith.
Code:
Production	Value	Input			Per Day	Input
Leather		5	Leather - 105gp		1/6	Leather - 21gp
Hide		4	Leather - 105gp		1/8	Leather - 28gp
Chainmail	3	Metal - 105gp		1/10	Metal - 35gp
Scale		3	Metal - 105gp		1/10	Metal - 35gp
Plate		2	Metal - 105gp		1/15	Metal - 52.5gp
Shield, Light	30	Lumber - 140gp		1	Lumber - 5gp
			Metal - 105gp			Metal - 3.5gp
Shield, Heavy	15	Lumber - 140gp		1/2	Lumber - 10gp
			Metal - 105gp			Metal - 7gp
Armour, +1	1/3	Metal/Leather - 315gp	--	--
Armour, +2	1/12	Metal/Leather - 1365gp	--	--

Barber Surgeon: A barber surgeon and family or apprentices. Barbers perform surgery as well as cutting hair. Barbers can transform raw herbs into Healing Salves, creating one unit per month.
Barbers are level 2 minions with the skills Middle Class and Guild Trained: Barber Surgeon. Barber surgeons may also create healing potions. All barber surgeons may be taught the ritual.
Code:
Production	Value	Input			Per Day	Input
Healing Salves	105gp	Raw Herbs - 70gp	3.5gp	Raw Herbs - 2.5gp
Healing Potion	2 pot.	Healing Salves - 105gp	--	--

Barracks: A martial instructor and family or apprentices. A martial instructor can whip peasants into shape, turning them into trained warriors.
Martial instructors are Human Nobles with the skills Trained Warrior: Soldier, Martial Instructor and Social Class: Soldier.
Code:
Production	Value	Input			Per Day	Input
Archer		10	10 militia		1/3	1 militia
			10 ranged weapons		1 ranged weapon
Artillerist	1	any 1 trained unit	--	--
Captain		1	1 footman, heavy or	--	--
			 pikeman
Footmen, lt.	10	10 militia		1/3	1 militia
			10 military weapons,		1 military weapon,
			 one-handed			 one handed
			10 light shields		1 light shield
Footmen, hvy.	10	10 footmen, light	1/3	1 footman, light
			10 ranged weapons		1 ranged weapon
			10 heavy shields		1 heavy shield
			10 scale armour			1 scale armour
Hobilar, lt.	10	10 footman, light	1/3	1 footman, light
			10 horses			1 horse
Hobilar, hvy.	10	10 footman, heavy	1/3	1 footman, heavy
			10 horses			1 horse
Horseman, arch.	10	10 archers		1/3	1 archer
			10 horses			1 horse
Horseman, lt.	10	10 militia		1/3	1 militia
			10 light shields		1 light shield
			10 warhorses			1 warhorse
Horseman, med.	10	10 horsemen, lt.	1/3	1 horseman, lt
			10 military weapons,		1 military weapon,
			 one-handed			 one handed
			10 military weapons,		1 military weapon,
			 two-handed			 two handed
			10 heavy shields		1 heavy shield
			10 warhorses			1 warhorse
Horseman, hvy	10	10 horseman, med.	1/3	1 horseman, med.
			10 scale armour			1 scale armour
Longbowman	10	10 archers		1/3	1 archer
			10 longbows			1 longbow
Militia		10	10 peasants		1/3	1 peasant
			10 simple weapons		1 simple weapon
			10 leather armour		1 leather armour
Pikeman		10	10 footmen, lt		1/3	1 footman, lt
			10 military weapons,		1 military weapon,
			 two-handed			 two handed
			10 ranged weapons		1 ranged weapon
			10 plate			1 plate

Blacksmith: A blacksmith and family or apprentices. Blacksmiths make any sort of metal-based tool or good and smelt ore into usable materials. A blacksmith can create one unit of metal out of one unit of ore per month. A blacksmith can create one unit of goods per month.
Blacksmiths are level 2 minions with the skills Journeyman and Guild Trained: Blacksmith.
Code:
Production	Value	Input			Per Day	Input
Metal		105gp	Ore - 70gp		3.5gp	Ore - 2.5gp
Goods, metal	140gp	Metal - 105gp		4gp	Metal - 3.5gp

Craftsman: A craftsman and family or apprentices. Craftsmen can make any sort of non-mettalic tool. A craftsman can create one unit of goods per month out of two units of stone or wood.
Craftsmen are level 2 minions with the skills Journeyman and Guild Trained: Craftsman.
Code:
Production	Value	Input			Per Day	Input
Goods, stone	140gp	Stone - 140gp		4gp	Stone - 4gp
Goods, wood	140gp	Lumber - 140gp		4gp	Lumber - 4gp

Druid's Grove: A druid, pet animals, and initiates. Druids can transform raw herbs into Rare Herbs, creating one unit per month. Druids may also create Antivenom.
Druids are level 2 minions with the skill Druid. Druids know 1d4 rituals of levels 1 to 2.
Code:
Production	Value	Input			Per Day	Input
Rare Herbs	105gp	Raw Herbs - 70gp	3.5gp	Raw Herbs - 2.5gp
Antivenom	5	Rare Herbs - 105gp	--	--

Library: A sage, familiars, and apprentices. Sages study esoteric and arcane topics. They can transform raw herbs into Arcane Reagents, creating one unit per month. Sages can also be valuable sources of information.
Sages are level 2 minions with two Student skills, each time of a specific field of study. They also know 1d4 rituals of levels 1 to 2.
Code:
Production	Value	Input			Per Day	Input
Arc. Reagents	105gp	Raw Herbs - 70gp	3.5gp	Raw Herbs - 2.5gp
Implement, +1	1/3gp	Arc. Reagents - 315gp	--	--
Implement, +2	1/12gp	Arc. Reagents - 1365gp	--	--

Market: One merchant family, including 3 guards and 2 wagons with oxen. Merchants trade and sell goods, bringing in valuable coin and needed materials. Merchants bring in one unit of coin per month but require one unit of goods in order to do so. Merchants may also sell raw and refined materials but will suffer a loss. Markets are limited; only 210gp worth of trade can go through a market per month.
Merchants are level 2 minions with the skills Social Class: Middle Class and Guild Trained: Merchant. Bodyguards are Human Guards.
Markets require a road, trail, coast, or river in order to generate business.
Code:
Production	Value	Input			Per Day	Input
Coin		210gp	Goods - 140gp		--	--
			Raw Material - 840gp
			Refined Mat. - 840gp
Raw Material	70gp	Coin - 70gp		--	--
			Raw Material - 210gp	
			Refined Mat. - 210gp
Refined Mat.	105gp	Coin - 105gp		--	--
			Raw Material - 420gp
			Refined Mat. - 420gp
Goods		140gp	Coin - 140gp		--	--
			Raw Material - 840gp
			Refined Mat. - 840gp

Temple: A cleric of a god and family or acolytes. Clerics can transform raw herbs into Sanctified Incense, creating one unit per month. Clerics may also create Holy Water.
Clerics are level 2 minions with the skills Social Class: Clergy and Student: Temple Trained (of a specific god's temple). Clerics know the rituals Purify Water and Gentle Repose.
Code:
Production	Value	Input			Per Day	Input
Sanct. Incense	105gp	Raw Herbs - 70gp	3.5gp	Raw Herbs - 2.5gp
Holy Water	5	Sanct. Incense - 105gp	--	--
Holy Symbol, +1	1/3gp	Sanct. Incense - 315gp	--	--
Holy Symbol, +2	1/12gp	Sanct. Incense - 1365gp	--	--

Tannery: A tanner and family or apprentices. Tanners tan hides and create leather. A tanner makes one unit of leather out of one unit of hides.
Tanners are level 2 minions with the skills Journeyman and Guild Trained: Tanner.
Code:
Production	Value	Input			Per Day	Input
Leather		105gp	Hides - 70gp		3.5gp	Hides - 2.5gp

Weaponsmith: A weaponsmith and family or apprentices. Weaponsmiths make steel and wooden weapons. Metal and lumber are required. Weaponsmiths may also craft masterwork weapons, though this process can take a long time.
Code:
Production	Value	Input			Per Day	Input
Simple Melee	30	Lumber - 140gp		1	Lumber - 5gp
			Metal - 105gp			Metal - 3.5gp
Military Melee,	10	Metal - 105gp		1/3	Metal - 10.5gp
 one-handed
Military Melee,	5	Metal - 105gp		1/6	Metal - 21gp
 two-handed
Ranged		5	Lumber - 140gp		1/6	Lumber - 30gp
Siege Weapon			-- see below --
Weapon, +1	1/3	Metal/Lumber - 315gp	--	--
Weapon, +2	1/12	Metal/Lumber - 1365gp	--	--
 

LostSoul

Adventurer
ENGINEERING
Code:
Project			Requires		Labour (man-days)	Engineer
Fortifications
-Battlements		1 lumber or stone	150			Yes
-Earthworks, 10x10x10	1 lumber		150			No
-Gatehouse, stone	1 lumber, 1 stone	600			Yes
-Gatehouse, wood	2 lumber		300			No
-Palisade		1 lumber		150			No
-Stone Wall, 10' thick	1 lumber, 1 stone	300			Yes
-Stone Wall, 15' thick	1 lumber, 2 stone	450			Yes
-Stone Wall, 20' thick	1 lumber, 3 stone	900			Yes
-Tower, stone, 10'	1 lumber, 2 stone	300			Yes
-Tower, wood, 10'	2 lumber		150			Yes
Roads			
-Trail			1 stone			300			No
-Paved Road		1 lumber, 1 stone	600			Yes
Irrigation		1 lumber		600			No
Dam			1 lumber, 1 stone	600			Yes

Defensive Values for Fortifications
Code:
Fortification		AC	Fort	Hits
Battlements		--- provides superior cover ---
Berm, 10' thick		4	12	40
Berm, 15' thick		3	15	90
Berm, 20' thick		2	20	180
Ditch/Trench		--- provides cover ---
Door, wood		5	10	10
Door, reinforced	7	12	15
Door, iron or stone	10	15	20
Door, steel		20	25	30
Gatehouse, stone	2	20	180
Gatehouse, wood		2	20	90
Palisade, 10'		4	12	20
Stone Wall, 10' thick	4	12	40
Stone Wall, 15'	thick	4	15	90
Stone Wall, 20' thick	4	20	180
Tower, stone		2	20	180
Tower, wood		2	20	90

Siege Weapons
Code:
Siege Weapon	Prof	Damage	Range	Cost	Notes
Ballista	+3	10	30	140gp	Damages wood only, direct fire
Catapult, hvy	+0	20	35	280gp	Indirect
Catapult, lt	+2	15	25	210gp	Indirect
Hoist		--	--	--	70gp	Allows 1 melee unit to attack 
						after successful check
Mantlet		--	--	--	70gp	Provides superior cover
Ram		+2	15	melee	140gp	Damages wood only
Siege Tower	--	--	--	140gp	Provides superior cover and
						allows 1 melee unit to attack
						after successful check
Sow		--	--	--	70gp	Allows ram to damage stone
Trebuchet	+0	25	40	350gp	Indirect

Project Descriptions

Battlements: Additions to defensive structures including parapets, embrasures, merlons, arrow-slits, etc. A specialist with an appropriate skill is required to build battlements.

Dam: A construction used to manage water flow. Dams allow swamps to be drained for agriculture and allow farms to be built there. A specialist with an appropriate skill is required to build dams.

Earthworks: Ditches, moats, trenches, mottes, and berms. The listing indicated 1000 cubic feet of earthworks, which can be built in any fashion - a berm 10' tall, 10' wide, and 10' thick, or a 5' wide and 5' deep trench extending 40'.

Fortifications: Fortifications are defensive structures. Each fortification can defend dwellings that hold up to 10 people.

Gatehouse: A 30' high and 20' wide fortified building of wood or stone with thick (5') walls, two reinforced doors, a portcullis, battlements, and machicolations. Murder holes and other such defences can be added via battlements. A specialist with an appropriate skill is required to build gatehouses.

Irrigation: A series of canals and ditches that doubles the number of farms that can exist in the hex and allows farms in moors and hills. A nearby source of fresh water is required.

Palisade: A wooden wall about 10' tall and 100' long with a catwalk along the top.

Paved Road: A raised road with a base of wood, paved over with gravel and stone blocks. Roads increase travel time through difficult terrain and allow easy transport for carts and wagons. A road covers one hex. A specialist with an appropriate skill is required to build paved roads. The labour and resource time listed is for plains; use the following table to determine the labour and resource cost multiplier for different terrains.
Code:
Terrain		
Desert		x1
Hills		x3
Moor		x1
Mountains	x4
Plains		x1
Swamp		x3
+Forest		x2

Stone Wall: A curtain wall without battlements, 10' tall and 100' long. A specialist with an appropriate skill is required to build stone walls.

Tower: A stone or wooden tower without battlements rising 10' tall with walls 5' thick. Towers are typically placed on walls. A specialist with an appropriate skill is required to build towers.

Trail: A raised and cleared trail covered with gravel. Trails increase travel times through difficult terrain and allow easy transport for carts and wagons. The labour and resource time listed is for plains; use the following table to determine the labour and resource cost multiplier for different terrains.
Code:
Terrain		
Desert		x1
Hills		x3
Moor		x1
Mountains	x4
Plains		x1
Swamp		x3
+Forest		x2
 

LostSoul

Adventurer
SPECIALISTS
Specialists are characters who are trained in special skills that allow them to take actions that normal characters - peasants, labourers, craftsmen, etc. - are unable to. There is no strict list of specialist skills; any sort of specialist is available, as long as they fit the setting.

When creating a specialist, create a new type of building specific for the specialist, if required. The value of the specialist's production should be equal to the value of any inputs, including food. The following table lists some common specialist types:

Code:
Artificer	Creates magic items
Assassin	Kills people for pay
Captain		Leads military units
Engineer	Builds constructions, including fortifications
Ritualist	Casts rituals
Sapper		Destroys fortifications
Scout		Scouts the wild places
Spy		Infiltrates other settlements

MILITARY
Code:
Unit Type (10 men)	Hire		Upkeep/month	Wage/day
Archer/Xbowman		210gp		21gp		7sp
Artillerist		--		+3gp		+1sp
Captain			450gp		45gp		15sp
Footman, light		210gp		21gp		7sp
Footman, heavy		752gp, 5sp	75gp, 2gp, 5cp	25sp
Hobilar, light		350gp		35gp		11sp, 5cp
Hobilar, heavy		882gp, 5sp	88gp, 2sp, 5cp	30cp
Horseman, archer	350gp		35gp		11sp, 5cp
Horseman, light		490gp		49gp		16sp
Horseman, medium	647gp, 5sp	64gp, 7sp, 5cp	21sp, 5cp
Horseman, heavy		997gp, 5sp	99gp, 7sp, 5cp	33sp
Longbowman		350gp		35gp		11sp, 5cp
Militia			70gp		7gp		2sp
Pikeman			1627gp, 5sp	162gp, 7sp, 5cp

Unit Types:
Each unit is composed of 10 men unless otherwise noted. All unit types have the following skills, unless otherwise noted: Trained Warrior (unit type) and Social Class: Mercenary. Danger pay is usually calculated by extra pay per day. Food is included in the upkeep cost; if food is provided, reduce upkeep by 7gp per month (14gp for mounted units) and 2sp per day (4sp for mounted units).
Unlisted units: Other units are possible. Each unit requires 7gp per month in food; to calculate the other upkeep cost, determine the cost for outfitting the unit, then divide by 10. The daily cost is 1/30th of this, and individual costs will be 1/10th of this.

Archer/Xbowman: Level 2 artillery, armed with a crossbow/shortbow and dagger, wearing leather armour (AC 15).

Artillerist: Any other unit type, but with the additional skill Artillerist and proficiency in siege weapons.

Captain: A single level 5 soldier, armed with longsword and heavy shield, wearing scale. Skills are Trained Warrior: Captain and Social Class: Officer.

Footman, light: Level 2 skirmisher, armed with a dagger and a handaxe, short swords, or throwing hammer, wearing leather armour and a light shield.

Footman, heavy: Level 3 soldier, armed with a crossbow and handaxe, longsword, or warhammer, wearing scale armour and heavy shield.

Hobilar, light: A footman with a riding horse.

Hobliar, heavy: A pikeman with a riding horse.

Horseman, archer: Level 3 artillery, armed with shortbow and dagger, wearing leather armour atop a riding horse.

Horseman, light: Level 2 skirmisher, armed with spear, wearing leather armour and light shields atop a warhorse.

Horseman, medium: Level 3 skirmisher, armed with a longspear and longsword, wearing leather armour and heavy shields atop a warhorse.

Horseman, heavy: Level 3 soldier, armed with longspear and longsword, wearing scale and heavy shield atop a warhorse.

Longbowman: Level 3 artillery, armed with a longbow and dagger, wearing leather armour.

Militia: Level 2 minion, armed with a spear, wearing leather armour.

Pikeman: Level 3 soldier, armed with halberds and crossbows, wearing plate armour.
 

LostSoul

Adventurer
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.
 

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