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brightshore:rules:reclaiming_ruins2 [2019/12/02 10:12] j4 created based on current ruin reclamations page |
brightshore:rules:reclaiming_ruins2 [2019/12/03 16:50] (current) j4 |
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- Select a sector in the ruins to reclaim | - Select a sector in the ruins to reclaim | ||
- | - (optional) Scout the grid to get an idea of difficulty | + | - (optional) Scout the sector to get an idea of difficulty |
- Settle the sector | - Settle the sector | ||
- (optional) Hold your Vanguard | - (optional) Hold your Vanguard | ||
Line 20: | Line 20: | ||
- Profit! | - Profit! | ||
- | =====Settlement Rolls===== | + | =====1. Select a Sector===== |
- | In order to successfully establish a foothold in the ruins, you must succeed on a settlement roll. Each settlement roll requires 10 days of downtime for each participating character, and a total of 500 gp. Each of the three skill checks (Investigation, Perception, Survival) can only be performed by an individual character once per settlement roll. | + | Go to [[http://brightshore.imboardgames.com/brightshoremap/|the Ruins Map]] and select a square based on letter and number. This will be your sector for the rest of the settlement process. |
- | On a percentile roll of 80 or above, a foothold is established. Any result less than 80 means that you have failed to establish a settlement. | + | =====2. Scout the Sector===== |
- | =====Modifiers===== | + | Optionally, one of the characters who is settling this square can spend five days of downtime to make a Survival check to get an idea of how difficult it will be to settle this square on the following scale: |
+ | |||
+ | ^Type^Square DC^ | ||
+ | | Easy Ruins | DC 10 | | ||
+ | | Outskirt Ruins | DC 15 | | ||
+ | | Moderate Ruins | DC 18 | | ||
+ | | Difficult Ruins | DC 22 | | ||
+ | | Deep Ruins | DC 30 | | ||
+ | |||
+ | The level will depend on how deep into the ruins you are and how far you are from other reclaimed ruins spaces. Generally speaking - the closer you are to Brightshore and/or a reclaimed sector, the easier it will be to settle. | ||
+ | |||
+ | =====3. Settle the Sector===== | ||
+ | |||
+ | In order to successfully establish a foothold in the ruins, you must succeed on a settlement roll, which is a percentile roll. On a percentile roll of 80 or above, a Vanguard is established. Any result less than 80 means that you have failed to establish a settlement. | ||
+ | |||
+ | Each settlement roll requires 10 days of downtime for each participating character. It also requires a total of 500gp for the attempt, no matter how many characters participate. There are a number of things that can affect the percentile roll, which are as follows: | ||
+ | |||
+ | ====Modifiers==== | ||
^Condition^Modifier^ | ^Condition^Modifier^ | ||
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| Successful Adventure in This Square This Month | +10 | | | Successful Adventure in This Square This Month | +10 | | ||
| Unsuccessful Adventure in This Square This Month | -30 | | | Unsuccessful Adventure in This Square This Month | -30 | | ||
+ | | Difficulty of the Square | +10 to -60 | | ||
- | Each grid coordinate has its own difficultly level, and while you won't know what's there until you start looking around, it's generally a good bet that ruins nearer to civilization will be easier to settle than ruins further from the city. Here are the different types of ruins, and what it will mean for your settlement rolls: | + | As a part of a character's 10 days spent on this settlement attempt, they can try to do an Investigation, Perception or Survival check based on the sector's DC (see the table from Scouting the Sector). Only one check of each type may be attempted per settlement attempt and each character can only make one of the check. |
- | ^Type^Square DC^Percentile Modifier^Complication (d10)^ | + | In addition, each sector has an modifier to the percentile roll based on its difficulty, which is as follows: |
- | | Easy Ruins | DC 10 | +10 | 1 | | + | |
- | | Outskirt Ruins | DC 15 | 0 | 1-3 | | + | |
- | | Moderate Ruins | DC 18 | -20 | 1-5 | | + | |
- | | Difficult Ruins | DC 22 | -40 | 1-7 | | + | |
- | | Deep Ruins | DC 30 | -60 | 1-9 | | + | |
- | =====Settlement Types===== | + | ^Type^Percentile Modifier^ |
+ | | Easy Ruins | +10 | | ||
+ | | Outskirt Ruins | 0 | | ||
+ | | Moderate Ruins | -20 | | ||
+ | | Difficult Ruins | -40 | | ||
+ | | Deep Ruins | -60 | | ||
- | Ruins settlements are armed outposts, specifically designed to be defensible in a hostile area. They are also designed to be built quickly, and if you have the gold and the downtime, they can be built rapidly indeed. All Ruins buildings may only be built in the ruins, and have their own contingent of guards to assist in holding the land. | + | =====4. Holding your Vanguard===== |
+ | The most basic foothold in the ruins, a Vanguard is little more than an armed encampment with rudimentary fortifications. It houses six guards. | ||
- | ====Ruins Vanguard==== | + | Vanguards do not require any additional downtime or gold to maintain your hold there. However, they may be destroyed if an adventure in this sector fails or if a complication is rolled for the reclamation attempt. A complication is rolled every month until the sector has been completely reclaimed, regardless of what level the sector currently is. This is a d10, where the following values create a complication. |
- | The most basic foothold in the ruins, a Vanguard is little more than an armed encampment with rudimentary fortifications. It houses six guards. | + | |
- | Requires 30 days of downtime and 200 gp from any combination of players. Can be lost if an adventure around the vanguard goes bad. Can upgrade to an Outpost with 2000 gp and 60 days of combined downtime. | + | ^Type^Complication (d10)^ |
+ | | Easy Ruins | 1 | | ||
+ | | Outskirt Ruins | 1-3 | | ||
+ | | Moderate Ruins | 1-5 | | ||
+ | | Difficult Ruins | 1-7 | | ||
+ | | Deep Ruins | 1-9 | | ||
+ | |||
+ | =====5. Upgrade to an Outpost===== | ||
+ | The next stage of the reclamation process is to upgrade the defenses of your sector to an Outpost. This requires a total of 60 days of downtime and 2000gp spent on the sector, at which point it will be automatically upgraded. | ||
- | ====Ruins Outpost==== | ||
An Outpost uses the natural debris of the ruins to provide material for a basic, circular wall around a series of bunkers. It is much more defensible than a Vanguard. Houses 5 guards, and 5 archers. | An Outpost uses the natural debris of the ruins to provide material for a basic, circular wall around a series of bunkers. It is much more defensible than a Vanguard. Houses 5 guards, and 5 archers. | ||
- | Requires 30 days of combined downtime and 500 gp to hold per month. Can upgrade to a Stronghold with 90 days of combined downtime, and 3000 gp. | + | =====6. Hold your Outpost===== |
+ | This is where the rubber meets the road. To maintain the defense of your Outpost, you must spend 30 days of downtime over any number of characters and 500gp each month to keep it from being overrun. If you do not, then SOMETHING WILL HAPPEN THAT NOBODY HAS EVER HAD HAPPEN (????). | ||
- | ====Ruins Stronghold==== | + | =====7. Upgrade to a Stronghold===== |
- | Though still a temporary structure, a Stronghold allows for an area to truly be secured. 10 foot stone walls, towers, and large, central tower ensure lasting security. Houses 15 guards, 15 archers. | + | To upgrade your sector from an outpost to a stronghold, you need to invest 90 days of combined downtime and 3000gp. Any money or downtime spent holding your sector does not count towards this. |
- | + | ||
- | No longer requires downtime to hold, but requires 1000 gp per month. | + | |
- | + | ||
- | + | ||
- | =====Complications===== | + | |
- | + | ||
- | The ruins are a dangerous place. At the end of every month, a Weaver will roll to determine if a complication occurs. Complications can result in settlement defense, your settlement being wiped off the map, or any number of other issues that range from minor to major. | + | |
+ | Though still a temporary structure, a Stronghold allows for an area to truly be secured. 10 foot stone walls, towers, and large, central tower ensure lasting security. Houses 15 guards, 15 archers. | ||
- | =====Sale to the City===== | + | =====8. Hold your Stronghold===== |
+ | This is the final step - you need to hold your sector for three months after you have upgraded it to a Stronghold. This does not include the month that you upgraded it to a Stronghold. Now that there are a force of thirty people holding the sector, you don't need to invest any downtime to keep it held - just to pay the people, which is 1000gp per month. | ||
+ | =====9. Sale to the City===== | ||
After a Stronghold has been held for three months, you may sell the stronghold to the city for 15,000 gp. | After a Stronghold has been held for three months, you may sell the stronghold to the city for 15,000 gp. |