Adventure

Adventure

Adventure simulates task-by-task activity, and organizes it by measuring time in Billings. A Billing is roughly 6 minutes in length (time is relative to the creature afterall) and it is composed of 13 different Goals that any given character, creature, or entity might have access to each turn. Each Goal will have more or less uses in the different terrains: (Aquatic, Civilized, Desert, Forest, Hills, Marsh, Mountains, Plains, Tundra, or Underground). Ten Billings take up one hour of time In-game, using Hours as a metric measured in Billings. Failure to reach complex Goals prevents a new attempt, or increases the DC by 1 for each failure.

Goals

Each Billing requires Players to elect a Goal for their character. Simple Goals can be accomplished in one Billing, where more complex Goals may require multiple Billings to accomplish. Arguments can happen anywhere, and in the event where it detracts from progress towards a Goal, waste an appropriate number of Billings. Any Goal can be extended by Taking Ten, this means spending ten Billings (an hour in-game) to accomplish a single Goal; roll any skill checks twice and take the better result. Taking Twenty by extension means spending twenty Billings (two hours in-game) to accomplish a single Goal; roll thrice and take the best result. A complex Goal might play out similarly to an obstacle course, where a combination of Goals is necessary to achieve success, or perhaps the same Goal must be completed many times with varying circumstances and difficulty.

Climb

(Aquatic, Civilized, Desert, Forest, Hills, Marsh, Mountains, Plains, Tundra, or Underground)

Climbing involves using [Athletics] to move across a vertical or heavily slanted surface. The intensity of the slope or lack of grip determines which DC to use of the Standard Difficulty Scale.

Conversation

(Aquatic, Civilized, Desert, Forest, Hills, Marsh, Mountains, Plains, or Underground)

Conversations cover most time required to exchange information between intelligent creatures, this is often a Language or Dialect dependent Activity, and can simulate usually anywhere from 700-800 spoken words per Billing; a five paragraph passage can be read aloud in this time. While not requiring any skill beyond access to Language, characters use [Deception], [Expertise], [Investigation], [Negotiation], or [Schooling] to achieve Goals.

Entertainment

(Aquatic, Civilized, Desert, Forest, Hills, Marsh, Mountains, Plains, Tundra, or Underground)

Entertainment as an activity covers both the production and consumption of entertainment, usually requiring an entertainer to make a [Perform] check, many [Perform] feats which take Rounds to use may be used with Billings as well. This Activity also covers Procrastination and Socialization.

Hygiene

(Aquatic, Civilized, Desert, Forest, Hills, Marsh, Mountains, Plains, Tundra, or Underground)

Hygiene requires no skill and very little effort and is appropriate everywhere. It requires soap and water. A character not practicing Hygiene must succeed at an Endurance check, DC= 15+ number of days without Hygiene, or gain the [Sickening Aura] feat, only it remains as a continuous effect until a Hygiene Activity is taken.

Meditation, Practice, Prayer, or Study

(Aquatic, Civilized, Desert, Forest, Hills, Marsh, Mountains, Plains, Tundra, or Underground)

This Activity covers many concepts, from Spell Preperation, to Self-Reflection, to Reading a passage, decoding a Cipher, or preparing and performing Rituals. Any number of skills can be used depending on the character, but most often expect to use [Endurance], [Expertise], [Literacy], [Magical Aptitude], [Mechanics], [Perform] or [Schooling] to accomplish Goals.

Mess

(Aquatic, Civilized, Desert, Forest, Hills, Marsh, Mountains, Plains, Tundra, or Underground)

Characters need food and water to survive; this Activity covers preparing and consuming quick meals or snacks to avoid Starving. It requires no skill. A character not Messing must succeed at a Fortitude save, DC= 15+ number of days without eating, or gain the Starving Condition.

Nurse

(Aquatic, Civilized, Desert, Forest, Hills, Marsh, Mountains, Plains, Tundra, or Underground)

Tending to medical needs, or otherwise caring for a subject uses [Survival]. This is used to remove the Bleeding, Dying, Fatigued, or Suffocating Conditions, but can only offer aid against the affliction causing the Blind, Confused, Crippled, Deaf, or Nauseated Conditions. The difference between a successful [Survival] check against the DC determines a Morale Bonus to be granted on a new saving throw the subject rolls against the DC.

Recess

(Aquatic, Civilized, Desert, Forest, Hills, Marsh, Mountains, Plains, Tundra, or Underground)

A recess requires Taking Ten or Taking Twenty and can only benefit a character once per day. Any character may achieve a Hygiene and/or Mess Goal during this time. Lose the Fatigued Condition, recover HP numbering CON, and recover SQ numbering Casting Modifier.

Search

(Aquatic, Civilized, Desert, Forest, Hills, Marsh, Mountains, Plains, Tundra, or Underground)

Searching involves using [Investigation] to find hidden caches, clues, compartments, creatures, doors, or other secrets in a physical space. [Survival] can be used in the wilderness instead. [Alertness] is used to survey wide areas and find creatures hiding with [Stealth].

Subterfuge

(Aquatic, Civilized, Desert, Forest, Hills, Marsh, Mountains, Plains, Tundra, or Underground)

Subterfuge involves using [Alertness], [Deception], or [Stealth] to ambush, hide, infiltrate, scout, smuggle, spy, steal, maintain an alibi or alias, or serve as a lookout to protect allies.

Swim

(Aquatic, Civilized, Desert, Forest, Hills, Marsh, Mountains, Plains, Tundra, or Underground)

Swimming involves using [Athletics] to move across an aquatic body. The intensity of the current and depth determines which DC to use of the Standard Difficulty Scale. Creatures that lack [Aqualung] can expect to be able to hold their breath for Rounds numbering the Constitution Score before Suffocating.

Tinker

(Aquatic, Civilized, Desert, Forest, Hills, Marsh, Mountains, Plains, Tundra, or Underground)

Tinkering is using [Athletics], [Expertise], [Magical Aptitude], or [Mechanics] to make, break, or move objects; use tools; enable or disable Traps, or produce and/or maintain equipment.


Traversal

(Aquatic, Civilized, Desert, Forest, Hills, Marsh, Mountains, Plains, Tundra, or Underground)

Traversal involves walking or running some distance for the entire Billing. Advancing travels up to 1300ft, or about ¼ mile; Dashing travels around 1950ft, or about ⅓ mile, but requires a DC 5 [Endurance] check to avoid Fatigue; Running travels up to 2600ft, or about ½ mile, but requires a DC 10 [Endurance] check to avoid Fatigue. Either DC increases by 1 for each subsequent Billing spent either Dashing or Running. Fatigue persists for the same number of Billings spent Dashing or Running. It can include laborious tasks like digging, lifting and carrying, and other physical tasks, following the same [Endurance] DC for time.


Exploration

Exploration involves an enclosed or bordered space where the specific positions and states of creatures and objects are important to gameplay. It can follow the time rules for Action or Adventure, and is often the bridge between the two, specifying a location (use maps for Action, 5ft squares) with players designating an area to Explore each Billing, electing Goals appropriate to the Adventure, until a Surprise Round or Initiative roll transitions the game into Action. The rules for Exploration do not vary with location; they instead provide standardized rules which describe the Atmosphere and Landmarks of local environments.

Atmosphere

Atmosphere describes how [Alertness] and [Endurance] interact with the environment, from the lighting or fog, air pressure and elevation, to evoke the emotional resonance and mood of a scene.

Lighting

Darkness/Blacklight: Total absence of light. Creatures are Blind without [Darkvision].

Low Light/Starlight: Creatures can only see within 20ft in Starlight, or within 20ft of a Lantern or Torch in Darkness, but without some colors. Creatures, Objects, and Landmarks within the next 40ft (60ft radius from the Character or light) have Cover from Darkness and a +4 on visual [Stealth] checks. Characters without [Keen Senses] take a -4 on [Alertness] checks.

Daylight/Sunlight: Bright solar light or light bright enough to emulate solar light. Creatures can see all colors and discern visual details within 60ft without an [Alertness] check. Starting at the source of light can cause a creature to become Blind for rounds numbering the duration of the stare. A DC 20 Fortitude save reduces this to 1 round.

Fog and Smoke

Particulates fill the air, absorbing light and reducing the Lighting in the area by one step. Thick Fog or Smoke can reduce the Lighting by two steps. Smoke can cause Suffocating after failing a DC 15 Fortitude save, the DC increases by 1 every Billing of Exposure; the DC starts at 20 in Thick Smoke. In Daylight/Sunlight, Thick Fog is visible, but opaque.

Elevation and Pressure

In high altitudes, the air pressure drops creating thin air that is hard to breathe. Increase the DC of all [Endurance] checks by 5 (including Advancing) and apply the Cold Wave Weather Effect.

Landmarks

Landmarks are structures, natural or artificial, which occupy or change a space on a map. They determine the path characters navigate by defining Difficult Terrain, Roads, Obstacles and Hazards.

Difficult Terrain

Difficult Terrain covers conditions which hamper movement; interpreted differently each time: thick brush, sticky muck, slippery ice, loose gravel or sand, uphill slope, narrow corridor, etc. Creatures move at half speed and cannot Sidestep. If a skill check is required to Traverse, use [Agility] to balance or wade forward. Difficult Terrain makes it impossible to Dash in a straight line at Double speed, though creatures may still Dash to move ¾ speed. Blind creatures treat all Terrain as Difficult Terrain.

Roads

A Road is any paved or beaten path or walkway, often found in Civilized Terrain but can be found anywhere travel is common. Speed increases by half, allowing faster Traversal during Adventure, though it doesn't affect speed during Action.

Obstacles and Hazards

Objects occupy space like creatures do, so do Artificial and Natural Structures, like buildings, plants, and rock formations, unlike objects and creatures, they cannot be moved and must be navigated around. These features vary with location, and can be anything from a maze like structure to a waterfall. Hazards are dangerous and inflict damage and/or conditions upon interaction.

Montage

A Montage simulates day-by-day activity, and organizes it by measuring time in Days. A Day is roughly 6 Shifts in length (a Shift is 4 hours), most characters spend 2 Shifts sleeping. Typical in-game days depict characters spending shifts which are not productive to gameplay or Narrative progression, but must still be accounted for while the more interesting Shifts are instead experienced as Adventure measured in Billings (6 minutes). Daylight varies with Season and Climate Zone. Seven Days take up one week of time In-game, using Days measured in Shifts.

Time of random events: d6 (Shift), d4 (Hour), d10 (Billing), d6 (Minute), d10 (Round), d6 (Second)

Unlike Action, there is no initiative order, players take their turns in whichever order or simultaneously if desired. More in-depth narratives may use a specific calendar or a specific world where each hour can be broken down to determine the true length of each day’s daylight hours, the charts here represent Solstices (Summer, Winter) and Equinoxes (Autumn, Spring) for basic rules.

Temperate Zone

Dawn

Morning

Midday

Afternoon

Dusk

Midnight

Spring

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Summer

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Autumn

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Winter

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Equatorial Zone

Dawn

Morning

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Autumn

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Winter

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Polar Zone

Dawn

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Summer

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Autumn

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Winter

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Shifts

Each player dedicates a Shift to an overarching task that combines several Goals. Most of these tasks should be accomplished easily, only requiring skill checks if the DCs would otherwise be Moderate or higher, to improve the flow of gameplay and not slow down the pace.

Camp

Camping covers everything needed to prepare or retire for the day, including Goals like Conversation, Entertainment, Hygiene, Mess, Meditation, Practice, Prayer, or Study, Nurse, Tinker, and Recess.

Dialogue

Dialogue covers several ideas involving public and private socialization, it can represent diplomacy using skills like [Deception], [Investigation], or [Negotiation]; monologuing, learning, teaching, or supervising with [Expertise], [Literacy], [Negotiation], or [Schooling]; or mingling and relaxing in social circles; the Goals include Conversation, Entertainment, Meditation, Practice, Prayer, or Study, Recess, Subterfuge, and Traversal.

Labor

Labor is physical work, with different jobs in the game usually around building or crafting items, but can also represent day labor like working in a field or construction site, or Action and training, including Goals like Climb, Swim, Tinker and Traversal.

Research

Accomplish Research Goals by gathering information using [Investigation] to ask questions and look for clues, [Survival] to hunt and track, or [Deception] for espionage and spywork, including Goals like Conversation, Search , Subterfuge, or Traversal; or by learning or reading using [Expertise], [Literacy], or [Schooling], including the Meditation, Practice, Prayer, or Study Goal.

Rest

Sleeping is necessary to rest and recover the body, gaining the Unconscious Condition for the entire Shift. Recover HP numbering the level plus CON, and up to half of total SQ per Shift; after two Rests recover daily (Su) uses.

Supply

Supplying as a full shift covers time spent either foraging for useful supplies in the wilderness using skills like [Investigation] and [Survival]; time spent bartering, shopping, or producing items with [Deception], [Expertise], [Investigation], and [Negotiation]; or time spent gambling, swindling, pirating, or thieving with [Deception] and [Stealth]. It includes many Goals like Conversation, Entertainment, Hygiene, Mess, Search, Subterfuge, Tinker, and Traversal.

Watch

Watch duty can be anything from standing guard to protect a camp or caravan, to babysitting and providing long-term medical attention, to stalking and spying. It includes the Nurse, Search, Subterfuge, and Traversal Goals; and may include short or long term Action.

Climate Zones and Seasons

Round planets are divided into 3 different Climate Zones, which affect the length of daylight hours as well as predictable weather patterns; they also determine which kinds of terrains are more likely to be found in that region. Seasonal Cycles measure a year in-game, and are dependent on the Sun and the planet’s distance from it, different Climate Zones will experience different seasonal patterns and temperatures as depicted by color in the table defining Day Shifts under the Montage section:

(Hot Weather ~76-100°F) (Warming Weather ~63-75°F) (Cooling Weather ~50-62°F) (Cold Weather ~25-49°F)

Hot and Cold Weather require specialized clothing to survive Exposure without taking damage. Without such clothing, [Endure Elements], or [Energy Resistance], a character will take 1 Heat or Cold damage each Billing, but can resist the damage with an [Endurance], DC= 5+ number of Billings of Exposure. Warming and Cooling Weather are comfortable with only a light jacket, though Overcast, Precipitation, and Wind are one step more likely to occur.

Temperate Zone

(Aquatic, Civilized, Desert, Forest, Hills, Marsh, Mountains, Plains, Tundra, or Underground)

The Temperate Zone is the most varied region, able to support all Terrains. It has the most varied day lengths and seasons: Warming Weather in Spring, Hot Weather in Summer, Cooling Weather in Autumn, and Cold Weather in Winter.

Equatorial Zone

(Aquatic, Civilized, Desert, Forest, Hills, Marsh, Mountains, Plains, Tundra, or Underground)

The Equatorial Zone is the least varied region, always experiencing the same amount of daylight, it isn’t too hot to maintain life and many terrains. It experiences Hot Weather year round until it cools down during the Winter season, where the temperature feels like Warming Weather.

Polar Zone

(Aquatic, Civilized, Desert, Forest, Hills, Marsh, Mountains, Plains, Tundra, or Underground)

The Polar Zone is polarized in variety, always experiencing two seasons of total daylight and two seasons of total darkness. Wildlife in this region is Rare. It experiences Cold Weather year round until it warms up during the Summer season, where the temperature feels like Cooling weather.



Weather Effects

Weather Effects vary Climate Zone, Season, and Terrain. Some are more common in certain Terrains, and may have additional effects. All Weather Effects last at least 1 Billing. Clear Sky is Common and has no effect, other Weather Effects have a 50% chance to occur each day. To determine randomly, roll d% to determine the Rarity of the Weather Effect, and a d12 to determine the specific Weather Effect (re-roll excluded results). Determine duration in Billings by multiplying the result of a d12 and d20, or assume an average of 2 Shifts. Below average durations are 1 Shift, above average durations are 3 Shifts. Weather Effects have Intensity scaling 1-7 (d8- 1, 0 results in Clear Sky), which determines variable damage and DC; DC= 10+ Intensity.

  1. Cold Wave

(Aquatic, Civilized, Desert, Forest, Hills, Marsh, Mountains, Plains, Tundra, or Underground)

A Cold Wave can occur during any Season, lowering the temperature by ~25°F and increasing the Cold damage per Billing by 1 during Autumn or Winter; negate Heat Damage during Spring or Summer. This Weather Effect occurs consistently during all non Daylight hours in the Desert and Tundra Terrains. In Cold Weather this freezes Seawater, and in Cooling Weather this freezes Freshwater. Precipitation from a Climate Zone one step cooler becomes possible.

  1. Drought

(Aquatic, Civilized, Desert, Forest, Hills, Marsh, Mountains, Plains, Tundra, or Underground)

A Drought occurs when the sun shines for extended periods of time with no Precipitation. Every Shift of Exposure causes 1 Heat Damage and Dehydration. Long Droughts may affect Aquatic Terrains, causing water sources to dry up creating Desert Terrain in its place. This persists during all Daylight Hours in the Desert.

  1. Earthquake

(Aquatic, Civilized, Desert, Forest, Hills, Marsh, Mountains, Plains, Tundra, or Underground)

Earthquakes generally only occur in the Equatorial Zone or near fault lines and more commonly near Mountain Terrain. They never last longer than a Billing per magnitude but increase their area with severity, using the Standard Difficulty Scale. All creatures and objects failing a Reflex save are knocked Prone. A Difficult or more Severe Earthquake can damage buildings, causing structures to take damage numbering half its total HP. If a structure reaches ⅛ HP or less it collapses.

  1. Heat Wave

(Aquatic, Civilized, Desert, Forest, Hills, Marsh, Mountains, Plains, Tundra, or Underground)

A Heat Wave can occur during any Season, raising the temperature by ~25°F and increasing the Heat damage per Billing by 1 during Spring or Summer; negate Cold Damage during Autumn or Winter. This Weather Effect occurs consistently during all Daylight hours in the Desert Terrain. Every Shift of Exposure causes Fatigue and Dehydration, a DC 15 Fortitude save negates. Increase the DC by 5 each subsequent Shift of Exposure. Precipitation from a Climate Zone one step warmer becomes possible.

  1. Overcast

(Aquatic, Civilized, Desert, Forest, Hills, Marsh, Mountains, Plains, Tundra, or Underground)

Cloud cover blocks the sun, providing shade and protecting creatures who are affected by Daylight or Sunlight. Reduce all Heat Damage from Weather Effects by 1. Increase the chances of Precipitation occurring in any Terrain by one step.

  1. Precipitation

(Aquatic, Civilized, Desert, Forest, Hills, Marsh, Mountains, Plains, Tundra, or Underground)

Precipitation requires a water-cycle, it’s effects vary with Season. During all Seasons, Rainfall is the default, dealing 1 Cold Damage per Shift and leaving everything Soaked after one Billing. In Hot and Warming Weather this can produce Fog, which reduces visibility, creatures subtract their Ability Modifier(s) from [Alertness] checks; in Cooling and Warming Weather this produces Hail/Sleet dealing 1 Bludgeoning and 1 Cold Damage per Billing; in Cold and Cooling Weather this produces Snowfall which causes Difficult Terrain in the area, Soaks and deals 1 Cold Damage per Billing, and has the same visibility reduction as Fog. This Weather Effect occurs twice as often near Aquatic, Marsh, or Mountain Terrains. Near Civilized or Marsh Terrains, Acid Rain functions like Rainfall, only dealing Acid Damage instead of Cold.

  1. Pollution or Radiation

(Aquatic, Civilized, Desert, Forest, Hills, Marsh, Mountains, Plains, Tundra, or Underground)

Toxic to all living things, areas affected by Pollution or Radiation are not safe to explore, and deal 1 Acid Damage per Billing of Exposure to living creatures.

  1. Thunder and Lightning

(Aquatic, Civilized, Desert, Forest, Hills, Marsh, Mountains, Plains, Tundra, or Underground)

In Cooling, Hot, or Warming Weather, this occurs with large changes in air pressure such as experiencing a Cold or Heat Wave, or during severe Winds. Frightening loud noises accompany bolts of Electricity which strike Metallic objects or creatures wearing or carrying Metal unerringly during Exposure, dealing 4d6 Electricity Damage once per target per Weather Effect.

  1. Tide

(Aquatic, Civilized, Desert, Forest, Hills, Marsh, Mountains, Plains, Tundra, or Underground)

Tides follow the planet’s rotational period and relate to the position of the moon. High Tides raise the water level this can cause enormous waves which can crash into the shore causing up to 14d8 Bludgeoning Damage to everything in its path, including boats and vessels at sea. Seafaring objects taking half or more of their total HP in damage will capsize and sink. Underground cisterns may flood and fill during this time.

  1. Superstorm

(Aquatic, Civilized, Desert, Forest, Hills, Marsh, Mountains, Plains, Tundra, or Underground)

Superstorms combine two or more Weather Effects, potentially damaging or changing the Environment and creating danger for Wildlife. Any DCs related to the Weather Effects is increased by the number of Weather Effects in the Storm.

  1. Wildfire

(Aquatic, Civilized, Desert, Forest, Hills, Marsh, Mountains, Plains, Tundra, or Underground)

Wildfires spread very quickly, dealing up to 14d6 Heat Damage to a 20ft radius area and igniting all Flammable objects. As long as Flammable objects are within 20ft, a Wildfire will spread to those objects and continue until it runs out of fuel every Shift.

  1. Wind

(Aquatic, Civilized, Desert, Forest, Hills, Marsh, Mountains, Plains, Tundra, or Underground)

Wind follows the currents of the Air, and happens very commonly as a gentle or strong breeze. Severe Wind Weather Effects vary with Climate Zone and Terrain. Tornadoes occur in the Temperate Zone, and can cause cyclones, dealing up to 7d6 Electricity and 7d6 P&S Damage to everything in its path, blocking visibility behind it, creatures and objects make Reflex Saves or become Prone, Medium and Smaller creatures or objects will be carried away in the Tornado, taking half damage each round. Hurricanes occur in the Equatorial Zone and deal up to 7d6 Bludgeoning and 7d6 Cold Damage to everything in its path and leaving everything Prone and Soaked. Blizzards occur in the Polar Zone and in any Tundra Terrain, even without Precipitation, snow is blown through the air dealing up to 7d6 Cold and 7d6 Slashing Damage to the entire area, everything is Soaked and creatures are Blind within the Blizzard. Sandstorms occur in any Desert Terrain, sand is blown through the air dealing up to 7d6 Heat and 7d6 Piercing Damage to the entire area, everything is Dehydrated and creatures are Blind in the Sandstorm.

Weather Effects by Terrain

Weather Effects listed in bold are Common (75%), the rest are Uncommon (20%); those not listed are Rare (5%).

Civilized Terrain always shares the weather for its foundational Terrain, Pollution and Radiation become Common there.

✦Aquatic: Cold Wave, Heat Wave, Overcast, Precipitation, Pollution or Radiation, Thunder and Lightning, Tide, Wind

Desert: Cold Wave, Drought, Earthquake, Heat Wave, Overcast, Pollution or Radiation, Thunder and Lightning, Wind

Forest, Hills, Marsh, Plains: Cold Wave, Drought, Earthquake, Heat Wave, Overcast, Precipitation, Pollution or Radiation, Thunder and Lightning, Wildfire, Wind

Mountains, Tundra: Cold Wave, Drought, Earthquake, Heat Wave, Overcast, Precipitation, Pollution or Radiation, Thunder and Lightning, Wind

Underground: Cold Wave, Earthquake, Heat Wave, Pollution or Radiation, Tide



Maps and Civilization

Using graph paper to map areas, assume each square makes up a 3600mi2 area (60 x 60 mi squares); each square subsequently is treated as a single Territory, generally consisting of up to 9 different Terrains. Assume each square on the graph can be divided into nine 400mi2 areas (20 x 20 mi squares); defined by its single most prominent Terrain, called a District.

Civilized Terrain in the area will occupy only the Territory it begins within as it develops. Like objects, Civilizations gain Descriptors and increase Size with Population HD, an abstraction of a Civilization’s Size and Development, where the number of HD correlates to settlement growth. Any Civilized Terrain begins in only a single District, not growing in size until it reaches 13 Population HD, at which point it will occupy 4 of the 9 Districts in one Territory. When a Civilization reaches 18 Population HD, it occupies all 9 Districts in a Territory. At 25 Population HD the Territory is completely settled and no more Population HD can be added to the Territory; for that Civilization to progress it must improve its Development or Popularity, or begin expanding to a new Territory, starting with one District. Civilizations cannot develop unless their Leader has a high enough Leadership or Renown Class Feature. The formula with each Development can be used to calculate that Territory’s average population, the same figure can be used to determine the Purchase Limit (in sp) that Territory's Economy can support in one week’s time.

Development and Popularity

+1 Rural (d4) (Roll or Average Population HD) x 50 (up to 5,000)

A Settlement is a Village, most of the area is unsettled or cultivated for farming. Territories with no Aquatic Terrain cannot develop beyond Rural. Level 1-2 NPCs are Abundant, Level 3 NPCs are Uncommon, NPCs beyond level 3 are Rare.

Abundant: Agriculture, Catering, Carpentry, Fletchery, Masonry, Service

Uncommon: Gambling, Mercantile, Metallurgy, Textile

Rare: Alchemy, Artwork, Crime, Finance, Jewelry, Piracy, Politics, Seafare, Warfare

+2 Suburban (d6) (Roll or Average Population HD) x 85 (up to 12,750)

A settlement is a Town, enough is settled to find general goods and services. Level 1-4 NPCs are Abundant, Level 5-7 NPCs are Uncommon, NPCs beyond level 7 are Rare.

Abundant: Agriculture, Catering, Carpentry, Fletchery, Masonry, Mercantile, Metallurgy, Service, Textile

Uncommon: Alchemy, Artwork, Crime, Gambling, Jewelry

Rare: Finance, Piracy, Politics, Seafare, Warfare

+3 Urban (d8) (Roll or Average Population HD) x 125 (up to 25,000)

A settlement is a City, mostly settled; find niche services, including spellcasting. Level 1-8 NPCs are Abundant, Level 9-11 NPCs are Uncommon, NPCs beyond level 11 are Rare.

Abundant: Alchemy, Artwork, Catering, Carpentry, Crime, Fletchery, Gambling, Jewelry, Masonry, Mercantile, Metallurgy, Service, Textile

Uncommon: Agriculture, Finance, Seafare

Rare: Piracy, Politics, Warfare

+4 Conurban (d10) (Roll or Average Population HD) x 200 (up to 50,000)

A settlement is a Metropolis, all goods and services are available. Level 1-12 NPCs are Abundant, Level 13-15 NPCs are Uncommon, NPCs beyond level 15 are Rare.

Abundant: Alchemy, Artwork, Catering, Carpentry, Crime, Finance, Fletchery, Gambling, Jewelry, Masonry, Mercantile, Metallurgy, Service, Textile

Uncommon: Agriculture, Piracy, Seafare

Rare: Politics, Warfare

+5 Popular (d12) (Roll or Average Population HD) x 500 (up to 150,000)

A settlement is a Megalopolis. It’s densely settled leaving no Rural areas. Level 1-13 NPCs are Abundant, Level 14-16 NPCs are Uncommon, NPCs beyond level 16 are Rare.

Abundant: Alchemy, Artwork, Catering, Carpentry, Crime, Finance, Fletchery, Gambling, Jewelry, Masonry, Mercantile, Metallurgy, Piracy, Service, Textile

Uncommon: Politics, Seafare, Warfare

Rare: Agriculture

+5 Regional (d12) (Roll or Average Population HD) x 1,000 (up to 300,000)

To gain Regional Influence, a Megalopolis needs a valuable Resource or Trade Route. Level 1-14 NPCs are Abundant, Level 15-17 NPCs are Uncommon, NPCs beyond level 17 are Rare.

Abundant: Alchemy, Artwork, Catering, Carpentry, Crime, Finance, Fletchery, Gambling, Jewelry, Masonry, Mercantile, Metallurgy, Piracy, Seafare, Service, Textile

Uncommon: Politics, Warfare

Rare: Agriculture

+5 Continental (d12) (Roll or Average Population HD) x 2,000 (up to 600,000)

To gain Continental Influence, a Megalopolis must include a Capital City. Level 1-15 NPCs are Abundant, Level 16-18 NPCs are Uncommon, NPCs beyond level 18 are Rare.

Abundant: Alchemy, Artwork, Catering, Carpentry, Crime, Finance, Fletchery, Gambling, Jewelry, Masonry, Mercantile, Metallurgy, Piracy, Politics, Seafare, Service, Textile, Warfare

Uncommon: None

Rare: Agriculture

+5 Global (d12) (Roll or Average Population HD) x 4,000 (up to 1,200,000)

To gain Global Influence, a Megalopolis must have a 20th level Leader. Level 1-15 NPCs are Abundant, Level 16-19 NPCs are Uncommon, NPCs beyond level 19 are Rare.

Abundant: Alchemy, Artwork, Catering, Carpentry, Crime, Finance, Fletchery, Gambling, Jewelry, Masonry, Mercantile, Metallurgy, Piracy, Politics, Seafare, Service, Textile, Warfare

Uncommon: Agriculture

Rare: None



Demographics and Society

To better develop how a location fits into the world and a story, answer five basic questions about it, the answers come in three varieties, Abundant, Uncommon, or Rare, and help describe the interactions Characters can expect to have with any given random NPC from that Society. The rules help give guidelines on what to expect when traveling during an Adventure.

Demographics

Economy

Culture

Politics

Religion

Age

Rare

5%

Rich

Diverse

Democracy

Reformist

Historical

Uncommon

25%

Poor

Segregated

Plutocracy

Orthodox

Established

Abundant

70%

Modest

Insular

Autocracy

Moderate

Developing

Economy is a Civilization’s resources and education level, it determines NPC Status and what levels to use for Industry and Magic.

Rich economies use the Rare NPC level for Industry and determining Spell Degree for Magic

Aristocrats are Uncommon, Experts are Abundant

Poor economies use the Abundant NPC level for Industry and Magic

Experts are Rare, Aristocrats aren't present

Modest economies use the Uncommon NPC level for Industry and determining Spell Degree for Magic

Experts are Uncommon, Commoners are Abundant

Culture describes the relations and languages of the society(ies) in a Society, it determines NPC Anatomies and/or Families.

Diverse societies integrate. Aristocrats, Experts, and Commoners learn one extra language.

Noble Anatomies/Families are Abundant, Humble Families are Uncommon, Ignoble Families are Rare.

Segregated societies feature one Common Noble, Humble, or Ignoble Anatomy. The same Culture is Uncommon, while other Cultures are Rare. Aristocrats and Experts learn one extra language.

Insular societies feature one Common Noble, Humble, or Ignoble Anatomy/Family. Families from the same Anatomy are Uncommon, while other Anatomies within the same Culture are Rare.

Politics is the structure of government and the Common Moral Values the Civilization has, determining Military strength and granting additional Alignment ranks numbering the occupied Districts to each Common Value.

Democracy means Commoners are represented, use the Abundant NPC level for Military NPCs. Equality, Freedom, and Innocence are Common. Objectivity is Common for Conflict and Loyalty.

Plutocracy means Experts are represented, use the Uncommon NPC level for Military NPCs. Authority, Ego, and Equality are Common; Ambivalence or Objectivity is Common for Conflict and Purity.

Autocracy means Aristocrats are represented, use the Rare NPC level for Military NPCs. Authority, Honor, and Hierarchy are Common. Ambivalence or Objectivity is Common for Conflict and Purity.

Religion is the spirituality, teaching, and beliefs of the Civilization. It determines Schoolings and Spell Lists. The Adept list is Common everywhere.

Reformist religions teach Arcana and Nature. The Arcane and Nature Spell lists are Common. The Divine list is Uncommon, Psionics is Rare.

Orthodox religions teach Cosmology and Nature. The Divine and Nature Spell lists are Common. Psionics is Uncommon. The Arcane list is Rare.

Moderate religions teach Arcana and Cosmology. The Arcane and Divine Spell lists are Common. The Nature list is Uncommon, Psionics is Rare.

Age is the history and size of the Civilization, it determines Population HD and Development.

Historical Civilizations have at least 18 HD, and a Leadership/Renown of +3 or higher, it's lasted at least 400 Seasons, or 100 years. [Schooling (Culture)] is Abundant.

Established Civilizations have at least 13 HD, and a Leadership/Renown of +2 or higher, it's lasted at least 100 Seasons, or 25 years. [Schooling (Culture)] is Uncommon.

Developing Civilizations have at least 1 HD, and a Leadership/Renown of +1 or higher, it's lasted at least 1 Seasons, or 1/4 years. [Schooling (Culture)] is Rare.

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