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Regler for Kongeriget

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1Regler for Kongeriget Empty Regler for Kongeriget Søn 12 Nov 2017 - 21:15

Rune

Rune
Founder

Kingmaker har nogle regler for at lave og vedligeholde et kongerige og hvad dertil hører. Der er dog siden revideret lidt på reglerne, så vi kører med den udgave der findes i Ultimate Campaigns.

I skal beslutte hvor meget I vil have med Riget at gøre. I kan gå ret langt ned i detaljerne, hvis I har lyst, men I kan også lade det køre i baggrunden, så jeg/kampagnen bestemmer det meste af hvad der sker.

Der er dog nogle beslutninger der skal tages.
I skal have besluttet jeg for hvilket alignment Riget skal have.

Chaotic: +2 Loyalty;
Evil: +2 Economy;
Good: +2 Loyalty;
Lawful: +2 Economy;
Neutral: +2 Stability (+4 hvis True Neutral);


Economy: This attribute measures the productivity of your kingdom's workers and the vibrancy of its trade, both in terms of money and in terms of information, innovation, and technology. Your kingdom's initial Economy is 0 plus your kingdom's alignment and leadership modifiers.
Loyalty: Loyalty refers to the sense of goodwill among your people, their ability to live peaceably together even in times of crisis, and to fight for one another when needed. Your kingdom's initial Loyalty is 0 plus your kingdom's alignment and any modifiers from your kingdom's leadership role.
Stability: Stability refers to the physical and social well-being of the kingdom, from the health and security of its citizenry to the vitality of its natural resources and its ability to maximize their use. Your kingdom's initial Stability is 0 plus your kingdom's alignment and leadership modifiers


Leadership Roles

I et kongerige skal forskellige roller besættes. Her beskrives de roller, hvilke fordele de giver hvis de er besat og hvilke ulemper de giver hvis de ikke er besat. Desuden beskrives også hvilke abilities der er vigtige. Hver rolle har også en tilhørende skill. For hver 5 ranks karakteren der besætter rollen har i denne skill, gives der +1 til rollens lederskabs-slag.
I kan hyre NPC'er I har mødt til at varetage forskellige roller, eller I kan hyre generiske NPC'er som muligvis ikke er så gode som dem I kender, men så skal I ikke tage stilling.

Ruler

The Ruler is the highest-ranking person in the kingdom, above even the other kingdom leaders, and is expected to embody the values of the kingdom. The Ruler performs the kingdom's most important ceremonies (such as knighting royals and signing treaties), is the kingdom's chief diplomatic officer (though most of these duties are handled by the Grand Diplomat), is the signatory for all laws affecting the entire kingdom, pardons criminals when appropriate, and is responsible for appointing characters to all other high positions in the government (such as other leadership roles, mayors of settlements, and judges).
Skill: Knowledge (nobility)
Benefit: Choose one kingdom attribute (Economy, Loyalty, or Stability). Add your Charisma modifier to this attribute. If your kingdom's Size is 26—100, choose a second kingdom attribute and add your Charisma modifier to it as well. If your kingdom's Size is 101 or more, choose a third kingdom attribute and add your Charisma modifier to it too.
If you have the Leadership feat, the bonus from the feat applies to all kingdom attributes you affect (one, two, or three attributes, depending on the kingdom's Size).
Vacancy Penalty: A kingdom without a ruler cannot claim new hexes, create Farms, build Roads, or purchase settlement districts. Unrest increases by 4 during the kingdom's Upkeep phase.


Councilor

The Councilor acts as a liaison between the citizenry and the other kingdom leaders, parsing requests from the commonwealth and presenting the leaders' proclamations to the people in understandable ways. It is the Councilor's responsibility to make sure the Ruler is making decisions that benefit the kingdom's communities and its citizens.
Skill: Knowledge (local)
Benefit: Add your Charisma modifier or Wisdom modifier to Loyalty.
Vacancy Penalty: Loyalty decreases by 2. The kingdom gains no benefits from the Holiday edict. During the Upkeep phase, Unrest increases by 1.


General

The General is the highest-ranking member of the kingdom's military. If the kingdom has an army and a navy, the heads of those organizations report to the kingdom's General. The General is responsible for looking after the needs of the military and directing the kingdom's armies in times of war. Most citizens see the General as a protector and patriot.
Skill: Profession (soldier)
Benefit: Add your Charisma modifier or Strength modifier to Stability.
Vacancy Penalty: Loyalty decreases by 4.


Grand Diplomat

The Grand Diplomat is in charge of the kingdom's foreign policy—how it interacts with other kingdoms and similar political organizations such as tribes of intelligent monsters. The Grand Diplomat is the head of all of the kingdom's diplomats, envoys, and ambassadors. It is the Grand Diplomat's responsibility to represent and protect the interests of the kingdom with regard to foreign powers.
Skill: Diplomacy
Benefit: Add your Charisma modifier or Intelligence modifier to Stability.
Vacancy Penalty: Stability decreases by 2. The kingdom cannot issue Diplomatic or Exploration edicts.


High Priest

The High Priest tends to the kingdom's religious needs and guides its growth. If the kingdom has an official religion, the High Priest may also be the highest-ranking member of that religion in the kingdom, and has similar responsibilities over the lesser priests of that faith to those the Grand Diplomat has over the kingdom's ambassadors and diplomats. If the kingdom has no official religion, the High Priest may be a representative of the most popular religion in the kingdom or a neutral party representing the interests of all religions allowed by the kingdom.
Skill: Knowledge (religion)
Benefit: Add your Charisma modifier or Wisdom modifier to Stability.
Vacancy Penalty: Stability and Loyalty decrease by 2. During the Upkeep phase, Unrest increases by 1.


Magister

The Magister guides the kingdom's higher learning and magic, promoting education and knowledge among the citizens and representing the interests of magic, science, and academia. In most kingdoms, the Magister is a sage, a wizard, or a priest of a deity of knowledge, and oversees the governmental bureaucracy except regarding finance.
Skill: Knowledge (arcana)
Benefit: Add your Charisma modifier or Intelligence modifier to Economy.
Vacancy Penalty:  Economy decreases by 4.

Marshal

The Marshal ensures that the kingdom's laws are being enforced in the remote parts of the kingdom as well as in the vicinity of the capital. The Marshal is also responsible for securing the kingdom's borders. He organizes regular patrols and works with the General to respond to threats that militias and adventurers can't deal with alone.
Skill: Survival
Benefit: Add your Dexterity modifier or Wisdom modifier to Economy.
Vacancy Penalty: Economy decreases by 4.


Royal Enforcer

The Royal Enforcer deals with punishing criminals, working with the Councilor to make sure the citizens feel the government is adequately dealing with wrongdoers, and working with the Marshal to capture fugitives from the law. The Royal Enforcer may grant civilians the authority to kill in the name of the law.
Skill: Intimidate
Benefit: Add your Dexterity modifier or Strength modifier to Loyalty. During the Upkeep phase, you may decrease Unrest by 1 (this is not affected by having the Leadership feat); if you do so, you must succeed at a Loyalty check or Loyalty decreases by 1.
Vacancy Penalty: None.


Spymaster

The Spymaster observes the kingdom's criminal elements and underworld and spies on other kingdoms. The Spymaster always has a finger on the pulse of the kingdom's underbelly, and uses acquired information to protect the interests of the kingdom at home and elsewhere through a network of spies and informants.
Skill: Sense Motive
Benefit: During the Edict phase, choose one kingdom attribute (Economy, Loyalty or Stability). Add your Dexterity modifier or Intelligence modifier to this attribute.
Vacancy Penalty: Economy decreases by 4. During the Upkeep phase, Unrest increases by 1.


Treasurer

The Treasurer monitors the state of the kingdom's Treasury and citizens' confidence in the value of their money and investigates whether any businesses are taking unfair advantage of the system. The Treasurer is in charge of the tax collectors and tracks debts and credits with guilds and other governments.
Skill: Profession (merchant)
Benefit: Add your Intelligence modifier or Wisdom modifier to Economy.
Vacancy Penalty: Economy decreases by 4. The kingdom cannot collect taxes—during the Edict phase, when you would normally collect taxes, the kingdom does not collect taxes at all and the taxation level is considered "none."


Warden

The Warden is responsible for enforcing laws in larger settlements, as well as ensuring the safety of the kingdom leaders. The Warden also works with the General to deploy forces to protect settlements and react to internal threats.
Skill: Knowledge (engineering)
Benefit: Add your Constitution modifier or Strength modifier to Loyalty.
Vacancy Penalty: Loyalty and Stability decrease by 2.¨



Svar gerne hvad I tænker Smile

http://splatcup.goalsoccer.net

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