Varn is described as a swordlord in the non-crunchy bits as well ("a low-ranking but eager-to-impress swordlord named Maegar Varn," page 40) Perhaps he's so low-ranking that he hasn't taken the name or sworn the oath yet. For myself, I'm going to play it that Jamandi's ploy includes having a loyal, but technically non-Aldori controlling the lands opposite the likely front of the coming civil war. Thus Varn is complicit in, and benefiting personally from, the political war games in Brevoy. Maybe after the dust settles he'll take the Aldori name, or maybe he gets to keep his little kingdom...
The Parchlands are in the Meraz Desert east/southeast in Casmaron. From Okeno, you could sail east to Ayesh (pop 40k) or Sadiyeh (pop 14.5k), to stock up, but you'd be adding 500 miles to your trek to get to the edge of the Meraz and the smaller Sadiyeh might not have what you need or might charge a premium. You could go around the southern end of that penninsula and go as far as Heger (pop 12.5k) or Husanah (pop 14k, not a port city) in Al-Zabrit, but crossing 200 extra miles of desert belonging to the native horse tribes might complicate your journey in addition to the issues smaller population towns have when it comes to supplies. Which leaves the 'best' way: Katheer (pop 132k). Landing in Katheer, you're going to be able to get the best deal on supplies. You can travel 250ish miles upriver on the Pashman to a natural pass between the Northern and Southern Zho mountains, and then another 230ish miles in the highlands (importantly not desert) to reach the western edge of the Meraz, starting the real journey much closer to the Parchlands than coming in from the south.
VanceMadrox wrote:
I did see it in this version, but the 10 total skills are mentioned on page nine under 'Leadership Bonuses,' and there's no mention of where the other 6 skills are taken from (it says to pick 4 additional ones). Now this one (which I hadn't seen before) does make it clearer that there are 2 skills from each of the charter, homeland, and government. But, the lack of clarity is why I DM'd you about it in April.
Just Modified the Kingdom sheet for use with these rules.
Sources
In addition to n8_fi's fine additions, I'll probably steal/borrow from Leopolitan's Kingmaker Warfare Rules Addition / Rewrite (No Kingdom Rules Required) when I start working on the warfare.
Something of a changelog... Kingdom Turn:
-[V&K] Consolidated almost all activities into one 'Activity Phase' (New Leadership can still be done in the Upkeep phase) -[V&K] Added the 'Construciton Phase' to make larger buildings take multiple turns to construct -[V&K] Settlements now generate resource dice, based on size and presence of a Town Hall/Castle/Palace -[V&K] Settlements may take certain activities apart from leaders, based on size and presence of a Town Hall/Castle/Palace -[V&K] Added bonus XP for structures, farms, work sites, roads -[n8] Diminishing RP to XP conversion with kingdom size -[n8] Kingdom Milestones using n8_fi's expanded list Criticals:
-[V&K, me] Critical Successes gain 1 Renown, Critical Failures increase Ruin (and Unrest on an Event) Kingdom Advancement:
-Experienced leadership: [me] Replaced with V&K's proposed new feats (Diverse & Expansive Leadership) as opportunities for new Specialty Kingdom Skills -Skill increase: [V&K] Every. Single. Level. -Kingdom Improvisation: [n8, me] Allows the kingdom to make untrained skill checks at decreasing penalties as the kingdom advances -Expansion Expert: [me] Grants a bonus to Claim Hex and allows you to use a single action to claim multiple hexes Terrain Features:
-Types: [n8] Allow two major and any number of minor features in a hex (allows for a zero influence village and farm to coexist) -Fresh Water: [n8] fresh water (rivers, lakes, irrigation) increase Farmlands effect by 0.5 points -Roads: [n8] count hexes as 0.5 distance for Influence -Navigable Water: [n8] navigable water counts as roads if trained in Boating Kingdom Concepts:
-Fame & Infamy: [V&K] These are permanent scores that increase with actions, structures, etc. They affect kingdom skills that require you to interact with other groups. -Renown: [V&K] A replacement for the baseline fame/infamy mechanic; renown points are spent on rerolls and disappear each turn Kingdom Concepts-Ruin: [V&K] The base threshold was lowered from 10 to 5. Structures:
-Traits: [V&K] 'Edifice' and 'Infrastructure' make things slower to build, 'Residential' makes them faster, 'Civil' is a reminder that it grants Resource Dice and Actions -Construction Yard: [V&K] Allows you to build large structures faster -Fishing Fleet: [V&K] New Structure, reduces Consumption by 1, can stack at higher Boating proficiency, requires lakes or oceans -Pier: [V&K] Reduces Consumption by 1 -Waterfront: [V&K] Reduces Consumption by 2 (does not stack with Pier) Leadership Roles:
-Skills: [V&K] Each leader has 5 Kingdom Skills their role is specialized in that they can apply their leadership bonus to, plus additional chosen skills as the kingdom levels up -Bonuses: [V&K] The bonus a leader gets to their kingdom skills is determined by the which character skills the leader has Kingdom Skills:
-Starting: [V&K] (not clearly stated in their working document) Start with 10 total trained: 2 from charter, 1 from heartland, 2 from government, 5 chosen by leaders -Bonuses: [V&K] Bonuses from structures in a settlement only apply to activities in that settlement and hexes in its influence Kingdom Activities:
-Number: [V&K] PCs get 3 activities, NPCs get 2, settlements get 0-2, based on size and presence of a Town Hall/Castle/Palace -Ability Traits: [Me] Tagged with their dependent ability to make it easier to remember which ones are affected by various modifiers -Type Traits: [V&K, n8] Commerce (1/turn), Civic (1/settlement*), Region (1/hex). *civic buildings can also do Civic activities -Celebrate Holidays: [V&K] Can use Folklore or Politics, limited to once per Kingdom Turn (month) -Focused Attention: [V&K] Reduced DC to 15 -Fortify Hex: [V&K] Formally creates a refuge in the hex -New Leadership: [V&K] First turn, new leaders have 1 less action -Retrain: [V&K] A new activity that allows you to retrain leveling choices Kingdom Feats: -Requirements: [V&K] Requirements for feats granted by government choice were increased to FEAT 7. -New Feats: [n8, me] Left the original 16 mostly intact (except for the level changes), rewrote n8_fi's new feats to make 59 additional feats organized into 4 per kingdom skill (with the original 6 government-granted feats) and one general feat
After reading through the rules changes that Vance & Kerenshara put together, I combined them with what I liked from n8_Fi's re-hash with a splash of DerivenFirelion's thread's suggestions. Rewrote it all to suit my table, and put it through inDesign for beautification. Still have the Warfare section to update and some art to add before I print and bind it for my table, but we're using it as is, and I figure someone else might like it too. I did cut down and redistribute the number of homebrewed feats slightly so that there were four per kingdom skill (1st, 7th, 11th, and 15th levels). I also removed the limit on claiming hexes since I found my group self-regulated against the increased control DC. If you spot mistakes, have suggestions (layout, content, whatever), or criticisms, I'm still working on this doc, so changes can and will be made.
I'll likely steal or adapt these for my current game (still pre-stag lord). I may assign each of the friendly NPCs or kingdom leadership roles two kingdom skills. Putting an NPC in a leadership role would grant the proficiency increase to one of the two skills, just like PCs get. This might encourage including them in the kingdom.
To update this, anyone care to double check these newer traits: Flaw:
Cobbled 0-points:
Alchemical Clockwork Monk Nonlethal Vehicular [Race trait] 1-point:
Brace Capacity Climbing Combination Concealable Hampering Injection Modular Ranged Trip Razing Recovery Tethered Training 2-points:
Concussive Critical Fusion [requires Combination] Double Barrel Fatal Aim Resonant 3-points: Kickback Repeating Scatter
Working backwards: -Is this worth a focus point?
-It allows my Familiar to act without me spending an action to control it?
-so it works for one turn then I can't use it again?
-How does this ability work?
Cheers.
I'd be quite tempted to have them make Will saves or Charisma checks as ages pass while they guard the Yellow King waiting for their companions to return. Every hour in the real world, a day would pass in the dream. Each day in the dream, a new check. Each passed check increases the DC. Each failed check doubles the relative time difference for the character and the yellow king. A few failed checks and they're practically standing still as the caravanserai seems to speed up around them. The few travelers that come through are blurs, and the sands shift quickly to alternately engulf and reveal parts of the buildings. By the time the rest of the party rejoins the dream, the character left there has grown old (and taken a lot of insanity damage).
I started making this Indian Jones style map that I could put on the monitor screen, but the pandemic unraveled my group before I finished it. It doesn't look like much, but it's animated when played in powerpoint.
Since I can't get rid of the security update on the folder, here are the files in the folder: 1. Stolen Lands SL-6P.docx
If you have attempted to get to my linked file(s) above and found that you needed to ask permission, you have my apology. I was not regularly checking the e-mail address attached to the account. I have now removed the google security update from hundreds of my shared files, so hopefully no one will have to ask permission to view them.
If you have attempted to get to my linked file(s) above and found that you needed to ask permission, you have my apology. I was not regularly checking the e-mail address attached to the account. I have now removed the google security update from hundreds of my shared files, so hopefully no one will have to ask permission to view them.
Yeah, I made my own gun customization system awhile back using the Borderlands games for inspiration
Made a thing for my players for an upcoming Zeitgeist adventure path. I took the Shadowrun Life Modules and converted them / used them for inspiration for my own purposes Thought I'd post it here for imaginary points and the off chance someone else can make use of it: Here
34: An empty box labeled 'invisible tape'
As the city is quite dense and revolves around the number 5, design it so the buildings are no more than 55 feet apart (thus allowing the shoggoth to reach them from one side or the other). The strange architecture of the city could easily provide improved cover from anything more than 30 feet above the skyline. Perhaps the towers are wider at the top, shift horizontally as they ascend, or are draped in semi-frozen, surprisingly strong gauzy cloth that is easily mistaken for mist or haze from the ground. Or, perhaps there are flocks of things half glimpsed in the strange boreal sky. The pink clouds are actually swarms of Vampiric Mists being herded by Egophages. Or throw a few Larva of the Outer Gods up there to keep the players grounded.
Don't know if this old gem helps on the tentacle front since you're polymorphed and not 'natural'
BigNorseWolf wrote: To all appearances ninja division took the money that was supposed to be for a particular project and instead used it as a general investment in their company... According to Ninja Division's 2018 reply to the Iowa Attorney General's inquiry about possible fraud around their Super Dungeon Explorer kickstarter ( here), they almost certainly robbed Peter to pay Paul: Ninja Division wrote:
ND has been able to design and produce an expansion for Super Dungeon Explorer since then, despite being $750K behind on the base game and having multiple late kickstarters, such as our Starfinder miniatures.
The lack of laws and punishments for PCs is an issue with the setting, but it is born from the mechanics. The need to have high level police to be able to take down high level PCs that might be resisting arrest takes the shine off those PCs. Why would a world need PCs when the police are even stronger? With the power increase from level to level, you either need to have an impotent police force (which just invites PCs to run roughshod over them), or a leveled police force (then your PCs aren't really needed). This isn't an issue in shadowrun, because it does not have nearly as fast a power progression, and its combat is far deadlier (can't speak to 6th edition, but it was in the previous 5 editions). If you make combat grittier in Starfinder, maybe every critical hit bypasses stamina and goes directly to HP, then even a group of level 1 police NPCs might be able to challenge high level PCs. Then you can make PCs worry about shoot-outs in broad day light or wonder where that mini-missile landed when it missed its target and flew out the 50th floor window.
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