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Resource Basics.

Posted by OracleFor group 0
Oracle
GM, 2 posts
Inevitable
Fate
Sun 24 Dec 2017
at 20:11
  • msg #1

Resource Basics

=== Type of Resource
Type: The generic type of Resource the character likely controls based on his  profession. Not every hero owns the Resource outright. A noble may well own a village
and control its population, but a priest is merely a guardian or supervisor of a temple.

Location: The most common geographic location for the Resource. As always, the specific nature of a given Resource makes this an example, not a firm rule.

Abode: The sort of house the owner typically resides in.
Though this may play little part in a standard campaign, it does give the party a base of operations and somewhere safe to recover from their heroic adventures.

Income Source: How the Resource generates money.
Heroes may, of course, expand this list. However, their base income cannot be altered simply by choosing a high value item to trade. Selling diamonds does not make a Rich hero any more money than selling grain—he simply sells far fewer items at far higher prices.

Responsibilities: A basic list of the sorts of responsibilities
the owner has. In many cases, these require no die rolls or roleplaying, but they do require character time. Resource owners, in general, have less time to spend adventuring than other characters. Such is the price one pays for having a social title or high income.
This is why most rulers hire seneschals to manage their sources of income.

Religion: Regardless of the owner’s personal faith, every Resource has a patron deity. Although not compulsory, the deity of choice is usually one related to the Resource type.

Initial Soldiers: As detailed under the Noble Edge, a hero has a certain number of men-at-arms at his disposal. This is one of the perks of controlling a Resource.
These soldiers are not the same as Followers. They generally answer to the hero, but their sole interest is in protecting the Resource, not adventuring.
The number of troops in a unit must always be a multiple of five.

= Guild
Guilds are rarely a military force. The guildmaster has 10 soldiers (equivalent to a village militia, CV 6) to protect his abode and his office. A thieves’ guild may have five thieves as guards (CV 6).

= Mercantile
Static merchants have 10 town watch (CV 8) as security. Mobile merchants have 10 common mercenaries of the owner’s choice (CV 16) to act as guards on the more dangerous roads.

= Military
The captain commands 100 common mercenaries (CV 160). In addition, he has a core bodyguard of five veteran mercenaries.

= Nobility
A noble receives 20 village militia (CV 12), fighting men from the local populace paid a small stipend to help defend the settlement and act as constables.
In addition, the ruler has five huscarls (CV 8) to protect his personal abode.

= Religious
Most temples have 10 guards (CV 8), who use the town watch stats. Militant faiths, such as Scaetha, Sigel, and Tiw, grant a hero 20 common mercenaries (CV 32). The specific  type is up to the player. These may be actual mercenaries or lay paladins (paladins with no Arcane Background). Pacifistic faiths, such as Eira, grant only five soldiers (CV 4), and these count as town watch.
Special: The Resource automatically begins with a temple the same as the hero’s faith.

= Scholastic
Scholarly institutes have a small security force of 10 town watch (CV 8). In addition, for every two Population, a magical establishment gains one mage of the appropriate sort with the Arcane Background (Miracles) Edge.

=== Population
Every Resource has a Population associated with it.
Each whole number represents approximately one hundred people. Thus, a Resource with Population 3 has 300 people involved.

=== Prosperity
All Resources have a Prosperity rating. Typically this rates between 1 and 20, but may go higher or lower in rare cases.
Initial Prosperity: A Resource begins with Prosperity 11 unless altered by Edges and Hindrances.
Loyalty: The Population of a Resource has a Loyalty rating.
Zero Population: A Resource with zero Population automatically has Loyalty of zero.

= Ruined
The Resource has collapsed into abject ruin.

= Impoverished
The Resource is on the verge of collapse.

= Poor
The Resource is in a state of disrepair but has yet to fall to wrack and ruin.

= Average
This is the default starting level for a Resource. Income is steady, citizens and livestock are generally healthy,

= Good
Times are good far more often than they are bad.

= Rich
The Resource is in a perfect state.

=== Faith
The base piety of the citizens is directly tied to the Resource’s patron deity.
= Faith Die: If the patron deity is a match to the Resources main source of income or primary focus, then the Faith die begins at d6. Otherwise, it begins at d4.

=== Neighbors
Every Resource has neighbors of some kind. The specifics depend entirely on the location of the Resource.

Regardless of its type or location, every player character Resource has six neighbors. These are determined by the GM. The relationship between the Resource and its neighbors is determined by a Relationship level, which rated between 1–20.
Of the six neighboring Resources, one is Friendly (Relationship 16), one is Uncooperative (Relationship 4), and four are Neutral (Relationship 10).

= Hostile
The neighbor sees the Resource as a direct and overt threat. It may fear the ruler is planning to conquer its lands or see it as an economic rival.

= Uncooperative
The neighbors don’t hate the Resource, but they are certainly far from friendly.

= Neutral
This is the standard relationship level. Far from being aloof or ambiguous in their relationship, the two parties trade openly and aid each other in return for favors of equal value.

= Friendly
The neighbors and Resource have an open and good working relationship.
This message was last edited by the GM at 12:18, Mon 29 Jan 2018.
Oracle
GM, 58 posts
Inevitable
Fate
Sun 18 Feb 2018
at 19:35
  • msg #2

Officials


Initial Values
NPC officials have one or more important Traits relevant to their job. Draw a card for each official and compare the value on the tables below and over. Seneschals have two Traits—Knowledge (Stewardship) and Persuasion. Both use the same card value. Seneschals and Inquisitors also have an additional ability—Charisma. This is determined using their card’s suit. This means it is possible to have an official with a high Trait die, making him good at his job, but a low Charisma, meaning he is poor at dealing with people in general, or vice versa.

 Card SeneschalCastellanChancellorClericHerald
ValueSuitCharismaK.(Stewardship)K. (Battle)SpecialFaith/MiraclesK. (Heraldry)
   Persuasion     
2Club–1d4d4d4d4/0d4
3–10Diamond+0d6d6d6d6/1d6
Jack–KingHeart+1d8d8d8d8/1d8
AceSpade+2d10d10d10d10/2d10
JokerWild Card.Draw again for values.     
* With a second Joker, the official has d12 in their respective traits.

 Card InquisitorMageMarshalProvostReeve
ValueSuitCharismaStreetwiseK. (Arcana)SpecialK. (Law)Special
2Club–1d4d4+2 CVd4
3–10Diamond+0d6d6+4 CVd6
Jack–KingHeart+1d8d8+6 CVd8
AceSpade+2d10d10+8 CVd10
JokerWild CardDraw again for values.     
* A second Joker grants a Marshal +10 CV.

Officials as People
Using the tables above, officials have the Traits they need to do their job and nothing more.
This leaves them as nothing more than one or more numbers.
This is fine when a Resource is a background element to a campaign, but officials in games where the Resource is an important factor should be different.
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