Town Construction System - Player Facing
Current Availability: Scrappers Workshop
Various skills might be required for creation, use, or advanced use of some buildings, such as: Alchemy, Tinkering, Enchanting, Arcane Rituals, Divine Rituals, etc
For Profession: Architect, the town can replace Construction Resources paid to build buildings with Wealth by utilizing the resources more efficiently and with reduced waste.
An Apprentice architect may reduce the cost by one Basic resource (paying 30 Wealth), Journeyman: 2 Basic Resources (60 Wealth), or Master: 1 Advanced Resource (120 Wealth). No more than half the total amount of Construction Resources can be paid for in this manner, regardless of skills used.
One time collection locations for various town construction resources. Characters flag the collection location, and the Staff collect the flags at the end of the event, and tabulate the resources, adding to the town stockpile.
Basic Cache: One Time Collections of Construction Resources: Some amount of Stone, Lumber, or Ore
Generous Cache: One Time Collections of Construction Resources: Small amount of Luxuries and a moderate amount of Stone, Lumber, or Ore
Unless otherwise specified builds have the following properties:
Buildings owned by the “town” are perpetual, as long as the number of each type is less than or equal to the Campaign Year + The Rank of the Building the Shrine of Voxus is housed in.
Buildings owned by non-town groups always have a duration on them - usually 6-12 months - where they will fail due to exhaustion or other problems. This duration is “visible” to the players, and is explicit when it is purchased/built.
<Name of Building>
Requirement: Any other prerequisites needed to construct the building, such as earlier iterations, or other buildings, actors, or plot needs.
Build Cost: The Required amount of resources required to build the building.
Construction Skills: Skills that when used during the Construction Process may produce positive effects. Required skills are Bolded.
BGE Skills: Known skills that may be used during BGEs to produce additional positive effects. Other skills or professions may also affect the building (positively or negatively), at plot discretion.
Description: Description of what the building is and does. The full effects of the building may be hidden, and include other benefits or effects that aren’t immediately apparent.
Process Here.
For Advanced Production Buildings (Ironworks, Sawmill, Stonemasonry), there is a limit to the amount that a given area can produce without negatively affecting the surrounding environment. This limit is three: these slots may be taken up entirely by one production building, or spread across the three.
When the total Advanced Production in a township exceeds three total output, these buildings will negatively affect the surrounding environment. However, with pre-planning and foresight, these negative impacts can be mitigated.
Construction Skills: None
This building takes the most basic of efforts to reduce the negative impacts of advanced buildings. Each of these foundational structures negates one “point” worth of negative environmental effects.
Maximum (Current): 3
Construction Skills: None
This creates the foundation for a small new township inside of the Crowne Point city limits. This creates a new set of Environmental Impact Slots (3). Crowne Point’s borders only allow for three of these (improvements are per Township, so, for example, walls would only extend to the township), one of which is west of Crowne Point, one north of Crowne Point, and one south of Crowne Point. Further areas may become available through plot interactions.
The township itself starts with nothing - this is merely the foundational planning for the new town center, and this new town does not benefit from any other effects that are present on Crowne Point unless otherwise stated (such as Walls).
The Town Council should provide a name for the new township when it is requested - names will be reviewed for appropriateness and in-genreness.
Basic Production Buildings have 200 Life Points.
Provides passive income of Basic Caches (3 Basic per Weekend), there are three types:
Advanced Production Buildings have 400 Life Points. Subject to Environmental Impact limits.
Build Cost: 4 Stone, 4 Lumber, 4 Ore, 2 Forgesources
Construction Skills: Tinkering
BGE Skills: Tinkering
Production: 1 Ore + 3 Lumber = 1 Cast Metal
Build Cost: 4 Stone, 4 Lumber, 2 Cast Metal, 2 Forgesources
Construction Skills: Foraging
BGE Skills: Foraging
Production: 3 Lumber + 1 Ore = 1 Cut Lumber
Build Cost: 4 Stone, 4 Lumber, 2 Cast Metal, 2 Forgesources
Construction Skills: Prospecting
BGE Skills: Prospecting
Production: 3 Stone + 1 Ore = 1 Dressed Stone
Refined Production Buildings have 800 Life Points. Subject to Environmental Impact limits.
Construction Maximum: 1 per Township
Cost: 1 Cut Lumber, 2 Cast Metal, 4 Forgesources, 1 Charged Arcane Bar
Construction Skills: Tinkering, Enchanting, Arcane Ritual
BGE Skills: Tinkering
Production: 1 Ore + 1 Cast Metal + 1 Forgesource = 2 Cast Metal
Building Process: Enchant Recipe - “Charged Arcane Bar”
Construction Maximum: 1 per Township
Cost: 2 Cut Lumber, 1 Cast Metal, 4 Forgesources
Construction Skills: Tinkering, Enchanting, Arcane Ritual
BGE Skills: Tinkering
Production: 1 Lumber + 1 Cast Metal + 1 Forgesource = 2 Cut Lumber
Building Process: Enchant Recipe - “Create Enchanted Saw Blade”
Construction Maximum: 1 per Township
Cost: 2 Dressed Stone, 1 Cast Metal, 4 Forgesources
Construction Skills: Tinkering, Enchanting, Arcane Ritual
BGE Skills: Tinkering
Production: 1 Stone + 1 Cast Metal + 1 Forgesource = 2 Dressed Stone
Building Process: Enchant Recipe - “Inscribed construct plates”
Physical Barriers around the city. Prevents multi-directional attack from Incursions. Four Locations per Town, built between games.
BGE Skills: Town Guard
Construction Skills: Prospecting, Tinkering, Relevant Professions
Palisade walls can be breached by sufficiently strong monsters, but provides protection against Incursions by bandits, thieves, and other ne'er do wells. A Palisade Wall has 400 Life Points, and takes 1 Damage from all non-magical attacks. Shield Breaking does 5 Life Points, and a Shatter Effect does 25. Magic and Siege Weaponry does full damage.
BGE Skills: Town Guard
Construction Skills: Prospecting, Tinkering, Relevant Professions
Stone Walls must be destroyed by extremely strong monsters or siege weaponry. A Stone Wall has 500 Life Points, and is immune to damage from all non-magical attacks. Shield Breaking does 1 Life Points, and a Shatter Effect does 5. Magical attacks are halved, minimum 1. Siege Weaponry does full damage.
BGE Skills: Town Guard
Construction Skills: Prospecting, Tinkering, Relevant Professions
Reinforced Walls must be destroyed by exceptionally strong creatures, avatars of deities, or siege weaponry. A Reinforced Wall has 600 Life Points, and is immune to damage from all non-magical attacks. They are immune to Shield Breaking, and a Shatter Effect does 1. Magical attacks are halved, minimum 1. Siege Weaponry does full damage.
Requirement:
BGE Skills: Town Guard
Skills: Arcane Ritualist, Relevant Professions,
Reinforced Walls must be destroyed by exceptionally strong creatures, avatars of deities, or siege weaponry. A Reinforced Wall has 800 Life Points, and is immune to damage from all non-magical attacks. They are immune to Shield Breaking, and a Shatter Effect does 1. Magical attacks are reduced to a minimum of 2. Siege Weaponry does half damage.
Increases Chance of pre-sighting Incursions, and amount of detail. 400 Life Points Each, unless specified
Build Cost: 12 Lumber, 1 Forgesource
BGE Skills: Scout, Tracking
Construction Skills: Foraging, Relevant Professions, Tracking
The Watchtower allows for more specific information, and timeliness on the Scout’s mission reports.
BGE Skills: Scout, Tracking
Construction Skills: Foraging, Relevant Professions, Tracking
The Watchtower allows for more specific information, and timeliness on the Scout’s mission reports.
BGE Skills: Scout, Tracking
Construction Skills: Prospecting, Relevant Professions, Tracking
The Watchtower allows for more specific information, and timeliness on the Scout’s mission reports.
Skills: Foraging, Relevant Professions, Tracking
The Watchtower allows for more specific information, and timeliness on the Scout’s mission reports.
Skills: Foraging, Relevant Professions, Tracking
Belltower allows for higher likelihood that an Incursion is spotted, and the detail of information about the Incursion.
Allows the Adventurers worship to their respective deities.
Skills: None
Construction Skills: Divine Ritualist, Relevant Professions, Class: Cleric
Shrines are able to be built to various deities or newly discovered entities. Each shrine is dedicated to a specific deity or religion, chosen at construction. Shrines create Consecrated or Desecrated Ground in a 10’ radius around them based on the deity or religion they are dedicated to.
Skills: Divine Ritualist, Relevant Professions, Class: Cleric
Construction Skills: Divine Ritualist, Relevant Professions, Class: Cleric
A Chapel has 400 Life Points.
Allows some protection for the shrines located within. Chapels are considered to be Consecrated or Desecrated Buildings when built, chosen at time of construction. Chapels may hold up to four Lesser Shrines, and protect them against Incursions. The Chapel must be destroyed by the Incursion before the Shrines are affected.
Provides a teacher for the Advanced Class Exemplar
Skills: Divine Ritualist, Relevant Professions, Class: Cleric
Grants significant protection for the shrines located within. Cathedrals are considered to be Consecrated or Desecrated Buildings when built, chosen at time of construction. Cathedrals may hold up to ten Lesser Shrines, and protect them against Incursions. The Cathedral must be destroyed by the Incursion before the Shrines are affected.
A Chapel has 1000 Life Points, and is immune to damage from all non-magical damaging attacks. Shield Breaking does 1 Life Point, and a Shatter Effect does 5. Magical attacks are halved, minimum 1. Siege Weaponry does full damage.
If the Cathedral is Consecrated, the Cathedral is immune to attacks with the Radiance Accent, and if the building is Desecrated, the Cathedral is immune to attacks with the Darkness Accent.
Cost: 4 Lumber, 4 Stone, 2 Forgesources
Skills: Basic Scholarship, Library Use, Sharp Mind
Allows access to paid buffs, and Arcane Ritual casting. The building is considered an Arcane Locus.
Skills: Basic Scholarship, Library Use, Sharp Mind
Allows access to paid buffs, and Arcane Ritual casting, in addition, some Arcane Advanced Class Trainers, and temporary mage hirelings. The building is considered an Arcane Locus.
Skills: Basic Scholarship, Library Use, Sharp Mind, ??
Allows access to paid buffs, and Arcane Ritual casting, in addition, some Arcane Advanced Class Trainers, and temporary mage hirelings. The building is considered an Arcane Locus.
Skills: Basic Scholarship, Library Use, Sharp Mind, ??
Allows access to paid buffs, and Arcane Ritual casting, in addition, some Arcane Advanced Class Trainers, and temporary mage hirelings. The building is considered an Arcane Locus.
Build Cost: 2 Cast Metal, 2 Dressed Stone, 10 Forgesources
The Town can build basic constructs, designed as workers, who build, maintain, and construct various portions of the town. When this is built, the Town may construct one additional building per Event.
Builder Constructs may be constructed at the cost of 1 Cast Metal, 2 Forgesources.
Builder constructs have no offensive combat statistics, 2 LP, 10 Armor, and are Strengthened.
Build Cost: 6 Cast Metal, 6 Dressed Stone, 20 Forgesources
The Town can add defense Constructs, which will man guard stations, the town perimeter (and whatever walls the town has.) In special occasions the constructs can be called upon to aid in the direct town defense on-stage.
Defense Constructs may be constructed at the cost of 1 Refined Hyperium, 1 Cast Metal, and 4 Forgesources.
Defense Construct | |||||
Rank | Minion | Level | 5 | Type | Construct |
Life Points | 2 | Armor Points | 10 | Spikes | 2 |
Weapons | Claws | Armor Type | Summoned | Spike Damage | 2 |
Loot | Scavenge: Ore | ||||
Immunities | Accents: Agony, Disease, Fear, Illusion, Poison, Madness, Mind, Terror, Will Effects: Sleep, Death | ||||
Selective Immunities | None | ||||
Resistances | Force, Time, Unaccented Damage and Effects | ||||
Vulnerabilities | Accents: Acid, Lightning Effects: Dominate to Construct | ||||
Passives | Strengthened, Monster Incant | ||||
Ability | [2] Impale: Weapon Attack: “Piercing 2 by Force” | ||||
Ability | [2] Inevitable: Q30, Cure [Condition] | ||||
Ability | [1] Reconstruct: Focus Q100, "Mend 5 to Self" |
Cost: 8 Cast Metal, 8 Dressed Stone, 50 Forgesources
Additional constructs may be added and will upgrade existing constructs. One more additional building may be constructed per event, and the defensive constructs of the town are now a significant force to be reckoned with.
Guardian Constructs may be constructed at the cost of 2 Refined Hyperium, 2 Cast Metal, and 10 Forgesources.
Guardian Construct | |||||
Rank | Captain | Level | 5 | Type | Construct |
Life Points | 2 | Armor Points | 20 | Spikes | 3 |
Weapons | Claws | Armor Type | Summoned | Spike Damage | 5 |
Loot | Scavenge: Ore, Rare Minerals | ||||
Immunities | Accents: Agony, Disease, Fear, Illusion, Poison, Madness, Mind, Terror, Will Effects: Sleep, Death | ||||
Selective Immunities | None | ||||
Resistances | Force, Time, Unaccented Damage and Effects | ||||
Vulnerabilities | Accents: Acid, Lightning Effects: Dominate to Construct | ||||
Passives | Strengthened, Monster Incant | ||||
Ability | [3] Impale: Weapon Attack: “Piercing 3 by Force” | ||||
Ability | [AW] Inevitable: Q30, Cure [Condition] | ||||
Ability | [FQ100] Reconstruct: Focus Q100, "Mend 5 to Self" |
Build Cost: 2 Lumber, 1 Stone, 1 Forgesources
Allows access to paid healing:
Requirement: Medic Tent
Build Cost: 1 Cut Lumber, 1 Dressed Stone, 2 Forgesources
Allows access to paid healing:
Requirement: Infirmary
Build Cost: 2 Cut Lumber, 1 Dressed Stone, 4 Forgesources, Infirmary
Allows access to paid healing:
Requirement: Hospice
Cost: 4 Cut Lumber, 2 Dressed Stone, 8 Forgesources
Allows access to paid healing:
Allows for the town to expand and attract NPC Actors that fulfill various needs. All of these actors are gated by a Plot Discovery, which could be as simple as rescuing the actor, or as complex as a questline to uncover a secret that will attract the actor’s attention.
Build Cost: 1 or 2 Lumber / Stone, 1 Forgesource
Generic Small buildings, like cabins, but also farms, silos and such. These buildings have no mechanical effect, and are generally used for roleplay, or town building projects.
Recruits the Antiquarian Actor, who trades in rare magical or divine items, often scavenged in the Ruins. Buys / Trades for Ruin Artifacts for Wealth. Antiquarian serves as Advanced Class teacher for the Occultist.
Recruits the Magus Actor, who trades in arcane knowledge, magicals Roles, and Enchanted items. NPC store, open based on Staff availability. Magus serves as Advanced Class teacher for the Arcanist.
Allows access to paid healing, life spells, and Divine Ritual casting, in addition to some temporary divine hirelings. The building is considered a Consecrated Building. Chapterhouse members may gain access to teachers for the Advanced Classes: Inquisitor, Divine Shield, or Exemplar, depending on the religions housed there.
Recruits the Fence Actor, who purchases ruins artifacts.
Requirement: Training Grounds
Allows access to Staged PVP Duels and temporary warrior hirelings. Provides a teacher for the Advanced Classes Dervish and Runeforger.
Build Cost: 2 Lumber, 2 Cut Lumber, 1 Cast Metal, 2 Forgesources
Supplied with an actor, this building will slowly bring in the bloom and night prizes. This will cause the bloom and night prizes to slowly creep closer to the center of town, reducing walking distance. Upgrades may allow these to provide small patches very close to the tavern.
Requirement: Menagerie
Recruits the Huntmaster, who buys Pristine and Legendary hides for Wealth. In addition, he can taxidermy Legendary Hide, creating Luxuries for a small cost. Provides an Advanced Class teacher for Warden and Shifter.
Allows the Adventurers a place to raise captured young Natural and Magic Beasts. Captured beasts may be Bonded by players to be used later on as a crossover NPC shift. Unbonded beasts may be fought in the Rogue’s Den as well. Provides a Teacher for the Advanced Class Ranger.
Build Cost: 5 Cut Lumber, 5 Cast Metal, 5 Dressed Stone, 4 Forgesources
The Miners Guild provides a location that will attract Hjalmorian Guild miners to the town, who have set standards for what “proper” mines look like. In general, these upgrades will reduce hazards, improve yields, and provide active reduction in harmful effects targeting the mines, such as incursion and other attacks.
Allows for stormgate travel, provided there is an appropriate ritualist of at least Journeyman level. Location must be determined at build time, and disassembly takes a build action. The Gate must be maintained by technicians to ensure it remains stable.
Allows for the Trader Actor, who will trade in Economy Items. They will also trade Luxuries for Construction Caches. Also allows players to trade for specific chapter currency, usable only for rare items from the Trader. Provides the Advanced Class teacher for the Dealbroker.
Improves the combat effectiveness for the Town Guard and any conscripts. Provides a teacher for the Advanced Classes Destroyer and Sentinel.
Build Cost: 2 Stone, 3 Lumber, 2 Forgesources
Allows for the Witch Actor, who provides curatives for poisons, venoms, and toxins, limited healing and medicinal salves for a reasonable cost. NPC store, open based on Staff availability. Provides the Advanced Class teacher for Warden.
Allows for up to three faction-specific Actors to stay in the city from outside of the town. These might be representatives of nations, religions, or cultures. Provides potential access via roleplay to the Advanced Class teachers for Ringleader, and Exemplar.
Build Cost: 6 Lumber, 4 Dressed Stone, 1 Luxury
The Druid Grove has 800 Life Points, and takes no damage from non-magical attacks. Siege Weaponry does full damage.
A place for those in-tune with the will of the forest and the mind of the stream. Here ancient rituals from the time before codified magic have long been practiced. Spirits of the wood gather here to speak of the long thoughts of Nature, and enact it’s will.
Provides potential roleplay access to Advanced Class teachers for Shifter, Warden, and Ranger.
Build Cost: 2 Lumber, 2 Cut Lumber, 1 Cast Metal, 2 Forgesources
When appropriate professions are applied over the course of time, the Guildhouse is capable of producing Luxuries. However the process is labor intensive, and materials and tools will need to be procured separately.
One Luxury per four BGEs, 30 Wealth of materials consumed per Luxury, 30 Wealth of coin for durable tools.
Build Cost: 2 Lumber, 2 Cut Lumber, 1 Cast Metal, 2 Forgesources
Town has to make a deal with a Merchant Company. Allows for the Merchant to have a presence in the town. Will expand the existing merchant lists and will update them based on the requests of the town. Provides access to teachers for the Quartermaster Advanced Class.
Build Cost: None, Unique Requirement
Allows for the Naga’s Weir to be accessible to the town of Crowne Point. This unique building provides for specific enchanting opportunities and education. In addition, the Actor provides the Advanced Class trainer for the Arcanist
Allows access to Rogue Advanced Class Teachers for Hooligan and Larcenist, and temporary rogue hirelings, and related Roles.
Recruits the Scrapper Actor, who will take Economy Items in trade for Construction Caches.
Allows for a Seance with new blood (New players) to pierce the veil and enter.
???? (3 or More Mediums are required to learn)