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When players Level, the stats of their towns will be compared to this chart to determine what bonuses and penalties they will receive during the level. First, the NPC voted by the players is applied to the player stats to determine if they level. Then, the week between adventures, players will vote for the laws they wish to inact. Finally those laws will be applied and the players will receive the benefits or penalities from the stats. Along with these bonuses and penalties are additional penalties for towns that have too much of one good thing. For every 5 over 100 of a category, it reduces another catagory by 2. Also new, are society categories.
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| City Ability |
Opposite |
Info |
| Welfare |
Wealth
|
Welfare always drains extra cash from citizens that are not included in normal taxes. Merchants pay higher for higher quality material, citizens spend more for their health.
|
| Entertainment |
Culture |
Too much entertainment makes for lazier citizens who have little time to participate in cultural endeavors. |
| Wealth |
Justice |
When the town makes too much money, beaucracy seeps in and corruption runs rampant |
| Culture |
Welfare
|
When people are interested in bettering thier society, they often neglect individuality for the whole
|
| Justice |
Entertainment |
Laws that are too aggressive scare people away from coming into town and spending money |
Justice is how well the law controls the bad elements of the town. A town with low crime makes its leaders very influential throughout the land. The IP gained is always of the current alignment of your town.
10 and below: Lose 10% of Fame Total for IP
11 to 40: 5% of Fame Total for IP
41 to 60: 10% of Fame Total for IP
60 to 80: 15% of Fame Total for IP
81 to 99Â 20% of Fame Total for IP
100 +: 25% of Fame total for IP
Welfare
Welfare represents the general defense, health and wellness of your citizens. The safer your citizens the less Stress on the party. Â
10 and below: Lose 5% HP
11 to 40: Lose 3% HP
41 to 60: Lose 1% HP
60 to 80: Gain 1% HP
81 to 99: Gain 3% HP
100 +: Gain 5% HP
Entertainment
Entertainment represents how fun your town is for both its citizens and travelers. The more entertaining a city the more travelers and adventurers will visit your town. The more people passing through the more rumors are heard.
10 and below: 25% Chance a random NPC could leave. Random Minor NPC Comes to town.
11 to 40: 10% Chance a random NPC could leave. Random Minor NPC Comes to town.
41 to 60: 2 Famous NPCs is in your town and one may be recruited to join your town.
60 to 80: 3 Famous NPC is in your town and one may be recruited to join your town.
81 to 99: 4 Famous NPC is in your town and one may be recruited to join your town. One extra karma card for group per session.
100 +: 5 Famous NPC is in your town and one may be recruited to join your town. Three extra Karma Cards per session.
Culture
Culture represents the intellectual and spiritual advancement of the town.  The more culture you have the more famous your town becomes, which influences how fast you gain XP and level.
Wealth
Wealth represents the wealthiness of your citizens. The richer a town the more kickbacks you receive. The poorer a town the more money you owe in taxes. Â
- 0: Pay 25% wealth at level
40 and below pay: Pay 20% Wealth at level
41 to 60: Pay 10% Wealth at level
60 to 80: Group receives 25% of listed individual wealth level
81 to 99: Group receives 50% of listed individual wealth level
100 +: Group receives 100% of listed individual wealth level
Socieities
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| Society |
Requirement 1 |
Requirement 2 |
Benefit Title |
Player Benefit |
Statistical Bonus |
| Capitalist |
Wealth 200+ |
|
Government Kickback |
When players score wealth, They may choose one artifact as an asset of city property. They may exchange this artifact for another whenever an npc is gained. If the artifact is loss or destroyed, the players must pay for it. |
| Fun City |
Entertainment 200 + |
Entertainment Capital of the World |
After an adventure, players may choose an npc catagory and an npc from that category is added to the poll.
|
Influence +2 (add 2 to influence when you spend at least 1 influence) |
| Authoritarian |
Welfare 200+ |
|
Social Wellness Plan |
When rolling Fortitude saves, roll an additional d4 die and add it to the roll.
|
Constition +2 (Temporary bonus to all players) |
| Contemplative |
Culture 200+ |
|
Divine Evolution |
Players may gain an additional ability score every even level instead of every 4 levels |
Intelligence, Wisdom +1 (Temporary bonus to all players) |
| Millitary State |
Justice 200+ |
|
Magical Superpower |
All players may add intimidate ranks to diplomacy, when making diplomacy rolls. |
BAB +1, AC + 1. Caster Level +1(Temporary bonus to all players) |
| Industrial |
Welfare 200+ |
Wealth 200+ |
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| Victorian |
Culture 200+ |
Justice 200+ |
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| Romantic |
Entertainment 200 + |
Culture 200 + |
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