Law & Crime Version 1.


Kingmaker

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Hey folks. version one, would love some feed back, tell me what you think. It may seem a bit complicated, but 2 points.
1. I wanted to add some indepth optional rules.
2. It is easy to calculate if you keep on top.
oh and
3. Its optional.
heres version 1.
Additional Rules for King Maker
Law and Order.
Lawful Kingdoms add +2 to Law Checks.
Law: This value is analogous to saving throws, just like stability, economy, and loyalty. You make this check during your kingdoms Order Phase. You make these checks to reduce criminal activities in your Empire. You initial score is 0+your kingdoms alignment modifier, a natural 1 is always a failure, and a natural 20 is always a success.

Unrest-Unrest is applied as a penalty to law checks.

Order Phase: (comes before Economy Phase).
Step 1- Determine Kingdom Law Check: Make a Law check against your Command DC to determine your kingdom’s level of law and order for the month. If you make the check, reduce your Kingdom’s Floating Crime (See step 2) by 1 (If your Crime is at 0 gain 1 BP as a result of stability and surplus goods.). IF you pass the check by 5 or more reduce unrest by 1. If you fail the check by 5 or more increase Floating Crime by 1, and unrest by 1.

Step 2- Determine Total Crime: To make things easier you should list crime as PC (Permanent Crime-PL (Permanent Law))+FC (Floating Crime-FL (Floating Law)) =TC (Total Crime). Very easy to determine, first you will add up all PC bonuses (mostly from buildings.). Then add all the FC bonuses from buildings, minus any modifiers, total then up and you will get your Total Crime. PC and FC can never be reduced below 0.

Point four for the income phase.

Step 4-Generate Income: Make an Economy check against your Command DC at the end of your income phase. If you’re successful, minus your crime score from the total, then divide your result by 5. (dropping any fractions) and increase your Treasury’s BP by that amount.

Leadership roles. (bonuses are in addition to listed bonuses, unless otherwise stated).

Ruler: Add Law to choices. A king may modify three of the four.

General: You may choose to have the army, General, directly involved restoring Law. If you do ½ his Str or Cha and apply half to stability, and half to Law checks. Enforcing Law can take away from more important issues, as well it can breed resentment amongst the people.

Marshal- Increase Law by a value equal to Wis bonus. Vacancy penalty: Increase Floating Crime by 2.

Spymaster- Add Law to the increases. Penalty add 2 to Floating Crime.

Warden: Apply bonus to Law as well. Vacancy add 4 to Floating Crime.

Buildings:
These rules are in addition to the rules applied to existing buildings. Each building listed gets a bonus to either Floating Crime (FC), Permanent Crime (PC), Floating Law (FL) or Permanent Law (PL). Modify accordingly.

Arena- +1PC
Barracks-+1PL
Black Market- +2 PC, +1FC
Brewery-+1 FC
Brothel- +1PC
Castle- +2PL, +2FL
Cathedral-+1PL, +2FL
City Walls- +1 FL
Dump-+1 PC
Garrison +2 PL, +1 FL
House- +1 FC ( this may be to much for most players, you may want to remove this, feed back?)
Jail- +2 PL, +2 FL
Market- + ½ (so if two it becomes a single point. Do not round up ½ points.)
Piers- +1 PC, +1 FC
Tavern- +1 PC, +1 FC
Temple- +1 FL (if a militant, or Law orientated God, feel free to add +1 or +2 PL)
Tenement- +2 PC, +1 FC. (Though one may think no one will ever build this, remember as a DM and PC that you may run into refugees, shortage of cash, a fire and the need to rebuild fast.).
Theatre-+1FC
Watch tower- +1 PL
Water Front +2 PC, +1 FC.

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