Every society is comprised of a vast amount of citizens each with skills as unique as their personalities. When running a society there are several factors to be determined: “What is the societies priority?”, “What are the society’s surroundings?”, and “what are the societies primary resources?” to name a few. All of these factors must be considered when determining how your society will function and how each citizen will serve their society. The following page will detail the specifics of how the heroes can run their society even during their absence.
Before we get into the details of these however it is important to note the order with which each weeks events happen. THe following list details the step by step process of the societies weekly activities.
Step 1: Make all rolls relating to the civilians jobs.
Step 2: Increase civilians job level.
Step 3: Assign new civilians, if any, jobs.
Step 4: Roll for threat level.
Step 5: Adjust threat level.
Now that you know the order of events, you can learn the details behind these events. The main topics involved in the functioning of your society are as follows.
- Jobs: What is each citizens job? How do they serve their society?
- Job Mechanics: What does each Job entail in the game world? How are job skills utilized? How does their training improve their abilities?
- Bases: What are your bases primary resources? What is your bases threat of attack and how is this determined?
- Base Battles: How do you determine the outcome of a battle if your base is attacked?
A characters job determines how they aid the society in which they live. Each job has it’s own intricate and essential purpose to ensure the success of your society, and the heroes should find that they have at least one civilian working each job for maximum efficiency. All jobs and their general purposes are listed below.
- Craftsmen: Building weapons, armor, and buildings. A Craftsmen can build equipment for soldiers allowing for greater defenses or build more houses to allow for more civilians in the base. A craftsman allows the base to sustain itself without need of supplies from the heroes.
- Enchanter: Enchanting equipment. An Enchanter can increase the magical properties of weapons or armor created by the craftsman or provided by the heroes. An enchanter helps to improve the overall strength of the base’s defenses.
- Healer: Tends the wounded after battle. A healer helps the base to keep it’s defenses strong by removing wounds that may otherwise have resulted in death. Without healers a base’s number of citizens will quickly begin to dwindle.
- Infiltrator: Entering enemy bases, recruiting new troops. An infiltrator sneaks into enemy bases and free prisoners to increase your bases numbers. An infiltrator can also be used to find out if an enemy base is holding a unique NPC which may provide extra benefits for the base. A base without an infiltrator will have a hard time keeping up it’s numbers.
- Quartermaster: Acquire resources for the base. A quartermaster may fulfill multiple duties such as lumberjack miner or farmer. If a resource is to be acquired a quartermaster is needed.
- Scout: Observing nearby bases, finding unique NPC’s, lowering threat level. A scout observes nearby bases for the heroes, determining their strength in numbers and equipment. Scout can also lower your bases threat level. A base without a scout is operating blindly.
- Soldier: Fighting off any evil. The Soldier protects the base from any invading forces and is skilled in some form of combat, whether using sword and shield, magic, or ranged combat. Soldiers are the only civilians which may be used to attack other bases and are the only civilians which may wield a shield or two weapons. Normal rules apply for such equipment. A base without Soldiers has little chance of surviving an attack.
Each job relates to a specific bonus or ability that the civilian will get. These bonuses are typically applied through a check which is usually made once per week, while others provide help only when their base is being attacked or when they are attacking another base. This bonus is also relative to the amount of training a civilian has in the job they are completing.
- Craftsmen: The Craftsmen is one of the only jobs which allows for multiple checks throughout the week. He makes a craft check every day against the extended DC of the weapon, shield, or armor he wishes to craft. This operates just as it would for any character wishing to craft an item. Once he completes an item he may be assigned a new item to create the following day. A Craftsmen receives a bonus to his Craft check equal to 4 times his level as a Craftsmen. Making a Building to house more civilians is an extended DC of 200 times the number of civilians which will fit in the house. A Craftsmen may only create weapons, shields, armor, and buildings, and the town he is in must have the appropriate resources to make the item.
- Enchanter: The Enchanter is the only other job, like the Craftsmen, which requires a check to be made daily. He makes a spellcraft check every day against the extended DC of the magical enhancement he wishes to enchant on a weapon, shield, or armor.Once he completes an item he may be assigned a new item to create the following day. An Enchanter receives a bonus to his Spellcraft check equal to 4 times his level as an Enchanter. An Enchanter may only enchant weapons, shields, and armor with a basic numerical magical enhancement.
- Healer: The Healer’s job only comes into effect in the events of an attack on your base, or an attack on another base. When used to attack another base healer’s do not need to be used to attack the base, though they may be used if the attacker chooses to do so. A healer may choose to heal an amount of damage equal to twice his level as a healer. The amount he heals may be distributed in any manor he wishes. See Base Battles for more information.
- Infiltrator: An Infiltrator has one of two tasks which he may do every week, which the player must decide on before making any rolls for the infiltrators actions. He may choose to search an enemy base for a unique NPC, or he may choose to rescue slaved civilians from a town. The town he is infiltrating must be decided before any roll is made as well. Once his task is decided he makes a stealth check against a DC, which varies depending on the base he is infiltrating and that bases current defensive state. If he beats the DC then he is either given the name of the unique NPC and the benefit he can provide to your base, or he rescues 1d4+2 prisoners that week. An Infiltrator receives a bonus to his Stealth check equal to 4 times his level as an Infiltrator.
- Quartermaster: A Quartermaster makes a Survival check at the end of every week to determine the amount of supplies which he brings into the base. What supplies a Quartermaster is attempting to gain, must be determined before the Survival check roll is made. For more on how resources are gained and the Survival DC’s relative to them, see Resources. A Quartermaster receives a bonus to his Survival check equal to 4 times his level as a Quartermaster.
- Scout: A Scout may complete one of two tasks in a given week which must be determined before a Perception check is made. He may choose to determine the number of soldiers and the type of equipment those soldiers are wearing in a given base, or lower the threat level for the village he is occupying. If he is gaining knowledge on a base then the target base must be determined before the Perception check is rolled. Each base will have it’s own DC, which varies depending on the base being scouted and that bases current defensive state. If the perception check beats the DC then the heroes are given the type of equipment being used and an approximation of how many soldiers exist in the town, rounded to the nearest multiple of 5. If he is lowering the threat level the DC is equal to 1/2 the base’s current threat level. If he successfully beats the DC then the town’s threat is not raised for that week. A scout may never lower a base’s threat below it’s current threat level. He may only prevent it from increasing that week. A Scout receives a bonus to his Perception check equal to 4 times his level as a Scout.
- Soldier: The Soldier’s job only comes into effect in the events of an attack on your base, or an attack on another base. Soldier’s are the only civilians which may be used to attack another base and take it over. For more on Soldiers, see Base Battles. A Soldier receive a bonus to his attack and defense equal to his level as a Soldier. Any civilian may be trained to be a soldier in addition to another job. Once trained, the civilian will always gain their bonus to attack and defense as a soldier, even if they are not being trained to be a soldier that week. A soldier may only attack another base if he is being actively trained as a soldier that week.
Most civilians will start out as a peasant in your base. It is your decision as to what job they will begin training in from there, and the decision should be made the moment a new civilian arrives at your base. To decide what job a civilian will train in you need only to assign them to that task. Once a character has completed a full week on that task, meaning all rolls for that weeks activity have been made, they become level 1 in whatever job they were trained into. Each week that a character stays in their job they advance a level. The maximum level a civilian may attain in a job is 5th level. A civilian may be trained in multiple jobs, but may only be completing one job in a single week.
Each base has it’s own mechanics as to what resources are obtainable from the surrounding areas and how much of these materials one can obtain. Each base also has a relative threat level towards attack from outside forces. In addition, bases have a maximum capacity of civilians which can live in the base. These numbers vary from base to base and will be given for each base individually.
The main resources for societies are wood, steel, iron, cloth, and food. Each resource is given a number which is the Survival DC a character must exceed to successful mine an amount of that resource. A character makes a survival check once a week to determine the amount of materials he has obtained. If he beats the DC then he obtains an amount of that material equal to half the amount by which he exceeded the DC.
e.g. A character wishes to obtain wood which has a Survival DC of 5 for the society he lives in. He is a level 2 Quartermaster and therefore receives a +8 bonus to his survival check. His d20 result is a 13. He adds his bonus from his job for a total Survival Check of 21, 16 higher than the DC. He halves this amount to determine that for that week he has received 16 units of wood.
A town’s relative threat level has many determining factors, from the surrounding geographical features, to the location of the nearest enemy town. There is a basic formula for determining a town’s threat level, though situational factors cannot be counted in. The most basic rulings for threat level can be found here. The heroes should always know the exact threat level of an attack on their base. Being present will undoubtedly increase the bases chance of victory.
The threat level of the base is always given by a percent. This percentage chance is rolled at the end of every week, after a each citizen has gained the benefits of their weeks worth of training in their job. If the percentage roll is below the base’s threat level than then it means that the base has been attacked during that week. The percentage roll also determines how many soldiers are attacking the village. For more rules on how to determine the number of attackers and how to play out this combat, see Base Defense.
To determine a bases’s threat level there are a few set percentage rules. Each town starts with a threat level of 40%. There are eight location modifiers for each direction on a compass, N, NE, E, SE, S and so on. Check each direction individually for the following features within one mile of the base. If there is dense forests, extreme lower ground, a shore line, or any other geographical feature that would make travel difficult, than the town’s threat level is lowered by 5%. If the geography provides no real change such as flat ground or small hills then there is no change to the modifier for that direction. If there is extreme higher ground or any feature that provides a benefit to the enemy then the threat level is increased by 5% for that direction.
The next factor is the nearby towns. For each enemy base within five miles of the base the threat level is increased by 5%. Likewise for each allied base the threat level is decreased by 5%.
After each week of rolling to see if an attack occurred a town’s threat level is increased by 5% making it more likely that the base will be attacked in the following week. Once a town has been attacked it’s threat level is immediately reduced by 30%.
If for whatever reason a town is ever left with 10 civilians or less, that towns threat level is automatically moved up to at least 50%.
There may be factors which do not fall under this typical numbers, such as if an enemy feels that a particular town is a critical base and therefore they will be more likely to try and take this location. Still the GM should always inform his players of any increase in a base’s threat level.
When your base is attacked, or when you choose to attack another base, the combat is worked out far differently then typical combat. This is done mainly due to the high numbers involved and for the convenience of time. In this system, the defending base always has an advantage over the attacking soldiers. Before we discuss how battle works it is important to discuss some basic terms.
Attack: The amount of damage a single civilian does in battle.
Defense: The amount of damage a single civilian can take before they are killed in battle.
Blocking: Determining which defending civilians will fight which attacking soldiers.
Battles between bases are handled in five steps: Stat Rolls, Equipment, Blocking, Battle, Aftermath, Repeat. Each step is completed simultaneously by both sides of the battle, except for Blocking which is only determined by the defending base. Once it has been decided that a base is being attacked, players immediately start with their first step.
Step 1: Stat Rolls
To determine the attack and defense of your soldiers and civilians, you must roll a d6 for all civilians in battle. The defending base rolls a d6 for each civilian in their base no matter what job the civilian is working that week. The attacking base rolls a d6 for each soldier they are attacking with. The result of these die rolls give you a varying number of attack and defense. A result of 3 represents and attack and defense of 3, a result of 5 represents an attack and defense of 5, and so on and so forth. These die results are then assigned to each civilian and soldier as the players wish. Each civilian is assigned a single die result. Once these die results are assigned, players may apply each civilian’s bonus to attack and defense based on their soldier job level, to determine each civilian’s basic attack and defense.
Step 2: Equipment
Now that you have a basic layout of your civilians attack and defenses, you can then equip any weapons, shields, or armors that you have in your base.
Weapons: Any weapon equipped on a character grants them an automatic bonus to their attack equal to half the maximum die result for that weapon. E.g. A longsword which typically requires the roll of a d8 and has a maximum die result of 8, grants a +4 bonus to attack (8/2=4).
Armor: Any armor equipped on a character grants them an automatic bonus to their defense equal to the typical DR for that armor. E.g. A chain shirt which typically provides DR6/-, grants a +6 bonus to defense.
Magical Enhancements: Magically enhanced weapons and armor increase the weapon or armor’s bonus by an amount equal to the magical enhancement. E.g. A +2 longsword has it’s attack bonus increased to +6, and a +3 chain shirt has it’s defense bonus increase to +9
Dual wielding & Shields: Soldiers are the only civilians which may wield two weapons or a shield. Weapon sizes apply as normal for the purpose of wielding two weapons or shields. Attack bonuses gained from weapons are stacked to determine your bonus to attack when dual wielding; however the lower attack bonus between the two weapons is incurred as a penalty to the soldier’s defense. E.g. A soldier wielding a longsword (3), incurs a minus 3 penalty to his defense. Defense bonuses from shields are equal to the defense bonus they would typically provide. Defense bonuses from shields and armor stack.
Once all characters have their attacks and defenses determined using their stat rolls, their soldier bonuses, and any equipment bonuses, combat can begin with blocking.
Step 3: Blocking
Combat starts with the defending player choosing which of his civilians will block which soldiers. Multiple civilians may be assigned to block a single attacking soldier. All attacking soldiers do not need to be blocked, though it is highly advised for the defending player to choose a defender. If a defender is not assigned to a soldier, that soldier may choose to attack any civilian he wishes, even if that defender is already blocking another soldier. Once all attacking soldiers have been paired up with a civilian through blocking or otherwise, the blocking step is complete.
Step 4: Battle
Battle is conducted by simply comparing the attack and defense of the civilians which are blocking the soldiers. Damage from opposing sides is dealt simultaneously. The amount of damage dealt to a civilian is equal to the opposing civilians attack. Damage dealt is taken away from the civilians defense. If their defense is reduced to 0 or lower than the civilian has died in combat. Make sure the character’s new defense number is recorded for the Aftermath step.
E.g. An attacking soldier has stats of 5/4 (attack/defense). He is blocked by a civilian who has 4/6. After combat the soldier takes 5 damage reducing his defense to -1 and thus killing the attacking soldier. At the same time the civilian is dealt 5 damage from the soldier and is left with 4/1, and the civilian is not killed.
If multiple civilians are blocking a single soldier, the attacking player decides which civilian will be damaged first, with the remaining amount of attack then damaging the second blocker. These same rules apply if two soldiers are attacking a single civilian. In this case the civilian would decide which soldier to deal damage to first.
Step 5: Aftermath
After a round has been completed both sides may heal their civilians. Healers heal a total amount of defense equal to twice their healer level. Healers may not heal a civilians defense above their total defense score. If a civilian was reduced below 0 defense, they may be healed “back to life” using the healers points. A civilian must be healed back to at least 1 defense to be considered alive. Healers may defend and heal in the same round of combat, unless they have been reduced to 0 or fewer defense this round. If a civilian ends the Aftermath step with 0 or less defense then that civilian is dead.
Step 6: New Round
The new round step is only necessary if all attacking soldiers were not killed in the first round of battle. A round of battle is comprised of Step 3,4, and 5. Rounds of combat are continued until all attacking soldiers or all defending civilians have been killed. All damaged is immediately removed at the completion of battle except for those civilians who were reduced to 0 or fewer defense. These civilians must be healed by a healer to remove their damage.