Technologies for cities


Kingmaker


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Hi,

one of my players is playing a very tech oriented character. She asked me to include the possibilty to upgrade the city with different technologies. So I tried to create rules for her ideas. But as we just started the whole kingdom building some sessions ago, I´m not that sure about my balancing. So I would appreciate any input a lot!

So, here are the rules:

Each month, you may make a Knowledge(Engineering) (or similiar check) check to gain technology points (TP). The amount is equal to the result of you check divided by 5 (round down). You may add your settlements lore bonus to this check and can be aided by up to 2 others.

You may spend your technology points to research new technologies, resulting in new buildings or upgrades to your city and buildings.

You may use one upgrade in step 5 of the edict phase. As those technologies are very new and people are sceptical about them, you must succeed on a loyalty check modified by the technology (see each entry). Failure results in 1d4 unrest. If you suceed, you may apply the technology for the listed BP cost, immediately gaining its benefits.

Automatic Gate Closing Mechanism:
Upgrade, needs Citywall,
Cost 8 TP/ 2 BP, DC +2
-1 Unrest, +1 Defense, +1 Society
Your gates close have an mechanism, enabling them to close in a short amount of time.

Burning Oil Traps:
Upgrade, needs Citywall,
Cost 10 TP/ 6 BP, DC 0
+2 Defense, +1 Stability
Your walls gain an mechanism to fast boil oil to use against your enemies.

Torch und Cooking Fire Extinguisher
Upgrade,
Cost 12 TP/ 8 BP, DC +10
+1 Stability, +1 Loyalty, +1 Society
All larger fires in your city are equiped with an automatic fire extinguisher, which is used automaticly if the fire is no longer acitvely used.

Fire Alarm
Upgrade,
Cost 15 TP/ 6 BP, DC +0
+1 Stability, +1 Loyalty, +1 Society
All your buildings are equipped with an fire alarm.

Alarm
Upgrade,
Cost 10 TP/ 10 BP, DC +0
+1 Stability, +1 Society, -1 Crime, +1 Law, +1 Corruption
All your buildings are equipped with an alarm bell, which rings if someone opens a door or window after the alarm mechanism is activated.

Trapped Houses
Upgrade, needs Alarm,
Cost 18 TP/ 10 BP, DC +10
+1 Stability, -2 Crime, +1 Law, +1 Corruption
If the alarm goes of, a crossbow bolt shoots at the would be intruder.

Automatic Crossbow Turrets
Upgrade, needs Citywall,
Cost 25 TP/ 15 BP, DC +5
+3 Defense, +1 Society
Your walls are equipped with automatically shooting crossbow turrets.

Washhouse
New Building,
Cost 15 TP, DC +7
You may build a washhouse, which has automatic washing machines and a dry chamber.
Washhouse: 10 BP, +1 Stability, +1 Loyalty, +1 Economy, +2 Society

Ferris Wheel
New Building,
Cost 30 TP, DC +15
You may build a ferris wheel.
Ferris Wheel: 15 BP, -1 Stability, +2 Loyalty, +1 Economy, +2 Society, +1 Unrest

Merry-go-round
New Building,
Cost 25 TP, DC +15
You may build a merry-go-round
Merry-go-round: 10 BP, -1 Stability, +2 Loyalty, +1 Economy, +1 Society, +1 Unrest

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