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House Creation

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1 House Creation on Thu Dec 08, 2016 2:07 pm

The House Stats are Defense, Influence, Lands, Law, Population, Power, and Wealth.  Roll 7d6 for each and then select the region where your House resides.

Slaangu Coast Def+5 Inf+10 Lan+20 Law-5 Pop-5 Pow-5 Wea-5
Mountains, Wetlands, Coastline
Silver Coast Def-5 Inf-5 Lan+5 Law+0 Pop+10 Pow+0 Wea+5
Coastline
Korny Def-5 Inf+10 Lan+0 Law-5 Pop+5 Pow+0 Wea+5
Mountains, Wetlands
Wyvern Peaks Def+20 Inf-5 Lan-5 Law+5 Pop+0 Pow+0 Wea-5
Mountains, Hills
Crescent Serpent Mountains Def+20 Inf+10 Lan-5 Law-10 Pop-5 Pow+0 Wea+0
Mountains, Water, Woods
Snakeway Def-5 Inf+10 Lan-5 Law-5 Pop-5 Pow+0 Wea+20
Community
Storm Valley Def+0 Inf-5 Lan+10 Law-5 Pop+0 Pow+10 Wea+0
Plains, Community

After roll a d6 to determine how old your House is.
Founding
1 Ancient d6+3 Events
2 Very Old d6+2 Events
3 Old d6+1 Events
4 Established d6 Events
5 Recent d6-1 Events
6 New d6-2 Events

Roll 3d6 for the number of Events you got.
Events
3 Doom Def-2d6 Inf-2d6 Lan-2d6 Law-2d6 Pop-2d6 Pow-2d6 Wea-2d6
4 Defeat Def-d6 Inf-d6 Lan-d6 Law Pop-d6 Pow-d6 Wea-d6
5 Catastrophe Def Inf Lan Law-d6 Pop-d6 Pow-d6 Wea-d6
6 Madness Def+6-2d6 Inf+6-2d6 Lan+6-2d6 Law+6-2d6 Pop+6-2d6 Pow+6-2d6 Wea+6-2d6
7 Invasion/Revolt Def Inf Lan Law-2d6 Pop-d6 Pow-d6 Wea-d6
8 Scandal Def Inf-d6 Lan-d6 Law Pop Pow-d6 Wea
9 Treachery Def Inf-d6 Lan Law-d6 Pop Pow+d6 Wea
10 Decline Def Inf-d6 Lan-d6 Law Pop Pow-d6 Wea-d6
11 Infrastructure Choose two and +d6
12 Ascent Def Inf+d6 Lan+d6 Law Pop Pow+d6 Wea+d6
13 Favor Def Inf+d6 Lan+d6 Law+d6 Pop Pow+d6 Wea
14 Victory Def+d6 Inf+d6 Lan Law Pop Pow+d6 Wea
15 Villain Def Inf+d6 Lan Law-d6 Pop-d6 Pow+d6 Wea
16 Glory Def+d6 Inf+d6 Lan Law+d6 Pop Pow+d6 Wea
17 Conquest Def-d6 Inf+d6 Lan+d6 Law-d6 Pop+d6 Pow Wea+d6
18 Windfall Def+d6 Inf+2d6 Lan+d6 Law+d6 Pop+d6 Pow+2d6 Wea+2d6

Finally, you have the results.  Now you have to spend to define your territory.

DEFENSE HOLDINGS
Tower 10 pts (Def bonus to units inside: +3)
Hall 20 pts (Def bonus to units inside: +4)
Small Castle 30 pts (Def bonus to units inside: +6)
Castle 40 pts (Def bonus to units inside: +8 )
Superior Castle 50 pts (Def bonus to units inside: +12)

INFLUENCE HOLDINGS
First-born child (heir) 20 pts (Max. 1)
Second-born children 10 pts (Max. 2)
Other children 5 pts

LANDS HOLDINGS
Wetlands 3 pts, Plains 5 pts, Hills 7 pts, Mountains 9 pts

Coast 3 pts, Community (Hamlet 10 pts, Small Town 20 pts, Large Town 30 pts, Small City 40 pts, Large City 50 pts), Grassland 1 pt, Island 10 pts, Road 5 pts, Ruin 3 pts, Water (Stream 1 pt, River 3 pts, Pond 5 pts, Lake 7 pts), Woods (Light 3 pts, Heavy 5 pts)

LAW HOLDINGS
0 (House Fortune Modifier -20)
1-10 (House Fortune Modifier -10)
11-20 (House Fortune Modifier -5)
21-30 (House Fortune Modifier -2)
31-40 (House Fortune Modifier -1)
41-50 (House Fortune Modifier +0)
51-60 (House Fortune Modifier +1)
61-70 (House Fortune Modifier +2)
71+ (House Fortune Modifier +5)

POPULATION HOLDINGS
0 (House Fortune Modifier -10)
1-10 (House Fortune Modifier -5)
11-20 (House Fortune Modifier +0)
21-30 (House Fortune Modifier +1)
31-40 (House Fortune Modifier +3)
41-50 (House Fortune Modifier +1)
51-60 (House Fortune Modifier +0)
61-70 (House Fortune Modifier -5)
71+ (House Fortune Modifier -10)

POWER HOLDINGS
First Banner House 5 pts
Second Banner House 10 pts
Other Banner Houses 20 pts

Training
Green[20 xp] 1 pt (Discipline Modifier +9) *-1 Wealth
Trained[60 xp] 3 pts (Discipline Modifier +6) *-3 Wealth
Veteran[100 xp] 5 pts (Discipline Modifier +3) *-6 Wealth
Elite[140 xp] 7 pts (Discipline Modifier +0) *-9 Wealth

Troops
Archers 3 pts (Discipline Modifier +3) Agility, Awareness, Marksmanship
Cavalry 5 pts (Discipline Modifier -3) Agility, Animal Handling, Fighting
Commander 5 inf Command, Fighting, Warfare
Criminals 1 pt (Discipline Modifier +6) Endurance, Fighting, Stealth
Crusaders 4 pts (Discipline Modifier +3) Athletics, Endurance, Fighting
Engineers 2 pts (Discipline Modifier +3) Endurance, Fighting, Warfare
Garrison 2 pts (Discipline Modifier -3/+3) Awareness, Endurance, Fighting
Guerrillas 2 pts (Discipline Modifier +3) Athletics, Marksmanship, Stealth
Infantry 4 pts (Discipline Modifier +0) Athletics, Endurance, Fighting
Nobles 5 pts (Discipline Modifier -3) Athletics, Endurance, Fighting
Mercenaries 1 pt* (Discipline Modifier +3) Athletics, Endurance, Fighting
Peasant Levies -2 pop (Discipline Modifier +6) Animal Handling, Awareness, Survival
Personal Guard 6 pts (Discipline Modifier -6) Athletics, Endurance, Fighting
Raiders 3 pts (Discipline Modifier +3) Agility, Endurance, Fighting
Sailors 4 pts (Discipline Modifier +0) Agility, Awareness, Fighting
Scouts 2 pts (Discipline Modifier +3) Awareness, Endurance, Stealth
Special 4 pts (Discipline Modifier +0) Any three
Support 2 pts (Discipline Modifier +3) Animal Handling, Endurance, Healing
Warships 7 pts (Discipline Modifier +0) Awareness, Fighting, Marksmanship

WEALTH HOLDINGS
Artisan [Requires Hall or larger structure] 10 pts
-All weapons forged in your house count as castle-forged.
-Defense bonus +1.
-House Fortune +1.
-Other benefits at my discretion.
Lightwood [Requires worship of Archiphot] 5 pts
-House Fortune +2d6-6.
Granary [Requires Stream or River] 10 pts
-Population bonus +1 whenever it increases from House Fortune rolls.
Guilds [Requires Small Town or larger community] 15 pts
-Projects become cheaper.
-House Fortune +3.
Clergy/Tauber [Requires Influence 20+] 10 pts
-House Fortune +3.
Marketplace [Requires Small Town or larger community] 10 pts
-Wealth bonus +1 whenever it increases from House Fortune rolls.
Mine [Requires Mountains or Hills] 10 pts
-House Fortune +5.
Port [Requires Coastline] 10 pts
-House Fortune +5.
-If you have a Marketplace as well the Wealth bonus increases from +1 to +d6.
Steeple [Requires Hall or larger Structure OR Small Town or larger community] 15 pts
-House Fortune +3.

Feel free to create your House history, Coat of Arms, and motto/battle cry from here.  Various positions to run a house are: Lord/Lady, Castellan, Steward, Master-at-Arms, Master-of-Horse, Master-of-the-Hunt, Kennelmaster, Vassal Knights, and Others.



Last edited by SilverDragonRed on Sat Apr 08, 2017 10:45 pm; edited 3 times in total (Reason for editing : Forgot to include Commander unit (20 men) in the initial set up.)

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2 Re: House Creation on Thu Dec 08, 2016 2:37 pm

quick question are we roll a 1d6 for each state or 7d6 for one state it no very clear

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3 Re: House Creation on Thu Dec 08, 2016 2:40 pm

It's 7d6 for each stat.

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4 Re: House Creation on Thu Dec 08, 2016 2:53 pm

for the age of the house event it the number on the dice plus the age is the number of event you have?

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5 Re: House Creation on Thu Dec 08, 2016 3:04 pm

For the Historical portion, you need to roll 2d6. The first tells you the bonus number of events while the second tells you the total (with the bonus). Keep the two rolls separate though.

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6 Re: House Creation on Thu Dec 08, 2016 5:03 pm

Okay, how does everything regarding troops and such work?

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7 Re: House Creation on Thu Dec 08, 2016 5:07 pm

What do you mean?

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8 Re: House Creation on Thu Dec 08, 2016 5:08 pm

Like what points do you spend?

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9 Re: House Creation on Thu Dec 08, 2016 5:08 pm

Power

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10 Re: House Creation on Thu Dec 08, 2016 5:11 pm

Thank you, next question then: how many troops do you get per purchase?

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11 Re: House Creation on Thu Dec 08, 2016 5:18 pm

Oh right, forgot that.

1k foot soldiers
200 cavalry
50 warships

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12 Re: House Creation on Thu Dec 08, 2016 5:19 pm

Thanks much ^^

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13 Re: House Creation on Thu Dec 08, 2016 5:26 pm

Sorry for the double post, but what does a banner house do?

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14 Re: House Creation on Thu Dec 08, 2016 5:28 pm

It is a house that serves yours.

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15 Re: House Creation on Thu Dec 08, 2016 5:33 pm

Alright, last one.  The training for troops.  Is this on top of each and every purchase of a unit or is it for your troops in general?

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16 Re: House Creation on Thu Dec 08, 2016 5:39 pm

The training has to be purchased with each unit of troops.

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17 Re: House Creation on Thu Dec 08, 2016 5:40 pm

Ouch >w<

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18 Re: House Creation on Thu Dec 08, 2016 5:57 pm

Okay, what's the asterisk for next to the cost of training and for mercenaries?

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19 Re: House Creation on Thu Dec 08, 2016 5:58 pm

Mercs you pay 1 Pow and however much Wealth based on how skilled they are.

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20 Re: House Creation on Thu Dec 08, 2016 5:59 pm

So just like everything else???

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21 Re: House Creation on Thu Dec 08, 2016 6:02 pm

Mercs are the only ones you have to spend Wealth on. Everyone else gets to be awesome by expenditure of more Power.

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22 Re: House Creation on Thu Dec 08, 2016 6:03 pm

Ohhhh, okay.  I misunderstood then XD

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23 Re: House Creation on Thu Dec 08, 2016 6:46 pm

what are the rules of succession

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24 Re: House Creation on Thu Dec 08, 2016 6:56 pm

Whomever the Head of the House chooses, but in cases where that is unknown the rule passes to the first-born child (regardless of gender).

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25 Re: House Creation on Thu Dec 08, 2016 7:09 pm

how does land holding work

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