Rules:Secondary Attributes

From Tabletop Gamer's Guild
Jump to navigation Jump to search

Secondary Attributes

In addition to the three primary attributes each kingdom has, there are also Lore, Law, Society, Productivity, Corruption and Crime, which are generated by the various buildings you will construct in your settlements. Despite how some of these may sound, a higher rating in any of these is in general a good thing. These attributes are combined in pairs to form the kingdoms secondary attributes of Vigilance (Lore and Law), Debauchery (Corruption and Crime) and Opulence (Society and Productivity). Again, each of these is a good thing. A certain degree of opulence and debauchery is expected from any successful society. And besides, how awesome is it to have a kingdom that overflows with debauchery?

Like the primary kingdom attributes, each secondary attribute is computed as the total of all appropriate bonuses from buildings in all your settlements and any other sources that you control. And, like the primary kingdom attributes, there will be times when your kingdom will be called upon to make a check using the secondary attribute. Unlike the primary kingdom attributes, however, these checks are never made against the control DC of your kingdom. They are instead made against DCs set by the attributes of other kingdoms, as explained below.


Vigilance

Vigilance is a measure of how aware your society is of the surrounding areas that are not under your immediate control. It measures both the depth of your population's knowledge (Lore) and how active your militias and law enforcement are in the settlements and surrounding area (Law).

Kingdom Vision

In game terms your vigilance score is how far you can see and how close a threat has to be for you to notice it. Each of your settlements and watchtowers/forts has your kingdoms full vigilance. For every space away from a kingdoms settlements or watchtowers/forts that you move away subtract that spaces vigilance cost from your remaining vigilance to determine your kingdoms level of vigilance for that space. If you come to a space and subtracting that spaces vigilance cost from your current vigilance would reduce you to zero or lower, and that space is not in your kingdom, then your vigilance for that space is zero and your vision stops there. If, however the hex that you are moving on to is in your kingdom your effective vigilance remains one for that hex. Continue on with a one until you reach the end of your kingdom at which point the hex that is just outside of your kingdom is a zero and the range of your vision stops there. Effectively you know what the terrain of any square in which you have a zero but your kingdom does not actively scout that area.

Use the path with the lowest cost. A kingdom with a vigilance of 10 with roads going around a mountain range may have an effective vigilance for the area on the other side of the mountain range that is still decently high, despite the fact they still have a vigilance for the mountains themselves of zero.

File:Vigilance.png
Example of Vigilance - this kingdom has a base vigilance of 8

Vigilance costs of terrain:

Hex Type Vigilance Cost
Water 2
Plains 2
Forest 4
Hills 4
Desert 8
Swamp 8
Mountain 12
  • Any hex other than a Water hex has its Vigilance cost halved by having a road going through it.
  • Hexes in your kingdom have their vigilance costs reduced by half. This stacks with the benefit of having a road through the hex, effectively making the cost one quarter. Example: A swamp in your kingdom with a road going through it has a vigilance cost of 2. Half of 8 for a road and then half of 4 for being in your kingdom.
  • No hex can ever have its vigilance cost reduced below 1. For example: A plains hex with a road in it that is in your kingdom still has a vigilance cost of 1 and not 1/2.

If an enemy army approaches to within your kingdom's area of vigilance, then the army's stealth rating is checked against that hex's vigilance rating. If the army's stealth rating is lower than the hex's vigilance, you become aware of the army's presence in that hex. If the army's stealth rating is equal to or higher than the vigilance for that hex then the army has eluded your observations for the time being. However, if the army stays in your area of vigilance over subsequent turns, your effective vigilance for locating that army increases by one each turn regardless of where in your area of vigilance the army is.

Vigilance and Exploration

While vigilance can be used to extend your area of vision and detect opposing armies, it is not an effective method of discovering detailed qualities of the surrounding terrain. Your patrols have better things to be doing than berry picking in the woods. In order to discover hidden details of hexes that lie within your area of vigilance, you will still be required to either claim those hexes or send out an exploration edict. However, there is still an advantage to exploring hexes that fall within your kingdoms vigilance. Any exploration edict that is searching a hex that falls within your kingdoms area of vigilance receives a bonus to its loyalty checks equal to the vigilance rating of that hex. In addition, if your vigilance added to your kingdoms loyalty would be sufficient to succeed on the check even if a 1 is rolled then the check to avoid the monsters is automatically successful. Thus, anywhere that is monitored by your kingdoms vigilance is substantially safer than the areas that fall outside of it.


Opulence

Opulence is your kingdom's ability to convince other kingdoms to enter alliances and trade agreements with your kingdom. It measures the general quality of life of the individuals living in your kingdom (Productivity) and, by extension, how your kingdom looks to others (Society).

Trading

In game terms whenever your borders contact the borders of another race you have the option of allowing your people to enter trade with the other nation. If you do not allow it in this initial encounter then you take no penalties at this time and no Loyalty check is required (but see below).

If you choose to allow your kingdom's people to trade with the other kingdom's people (and their ruler allows them to do so in kind), then every turn you will make a secondary kingdom attribute check using your Opulence as the modifier. The DC for this check is equal to 10 + the Debauchery of the kingdom you are trading with + the total difference in your alignments.

If your check meets or exceeds the DC then the total roll is divided by 5 (rounded down) and that amount is added as build points to your treasury (to a minimum of 1, so in the case of an exact match the total build points gained would be 1). If you fail this check then you simply receive no benefit from trade that turn. No further penalties are incurred. These build points do not come from the other kingdom's treasury. They are effectively "free" build points generated by the advancement of the free market. Similarly the other kingdom is also making this check and potentially gaining build points.

Example: The human kingdom of Examplia is entering a trade agreement with the goblin kingdom of Not­So­Evil­But­Kind­Of. Both leaders agree to allow trade to proceed as both are in need of build points and neither is at odds over territory or resources. Examplia has an Opulence of 6 and rolls an 11 on the d20 getting a total of 17 for their check. Examplia is Lawful Neutral. Not­So­Evil­But­Kind­Of has a debauchery of 5 which is then added to 10 to get a total DC for the check of 15. Not­So­Evil­But­Kind­Of has an alignment of Chaotic Neutral however and so an additional 2 is added for a total of 17. Examplia's result matches this exactly, generating 3 build points for Examplia.

Meanwhile Not­So­Evil­But­Kind­Of is also making a check with their opulence of 4 compared to the total DC of Examplia which is 12 (10 for the base difficulty of trade +0 for Examplia's debauchery +2 for the alignment difference). Not­So­Evil­But­Kind­Of rolls a solid 19 on their D20 roll for a total of 23 netting them a total of 3 BP.

Upon completing the trade for the round Examplia knows that his kingdoms success in trading with Not­So­Evil­But­Kind­Of was a very near miss and that the goblins of Not­So­Evil­ But­Kind­Of are indeed shrewd businessmen. He also knows that Not­So­Evil­But­Kind­Of is having no difficulties turning a profit. Whether he chalks that up to good luck on the part of Not­So­ Evil­But­Kind­Of is entirely up to Examplia.

For his part, Not­So­Evil­But­Kind­Of has had a much more successful time of trading than Examplia has and is aware that trading with the humans is fairly easy and lucrative. He similarly knows that Examplia is having a tough time of coming out on top with trading and could, if he wanted to, make it harder by increasing his kingdoms debauchery a bit. Whether or not that would be a good idea in the long run is questionable, but no one ever said goblins were smart.

Breaking Off Trade

If, after you have established trade with another kingdom, you choose to stop trading with that kingdom you must make a Loyalty kingdom check. Success means that you incur no penalty for breaking off trade (beyond the potential animosity of the kingdom you are trading with). Failure by rolling 1­-4 less than your kingdom's Control DC means that your kingdoms unrest increases by 1 and you break off trade with the other kingdom. Failure by rolling 5 or more under your control rating means your people outright refuse to stop trading with the other kingdom and unrest increases by a D4 roll.


Debauchery

Debauchery is your kingdom's ability to be subtle and underhanded with other kingdoms. It measures your peoples inclination to bend the rules for the "right reasons" (Crime) and your peoples willingness to look the other way when those in power do something unscrupulous for the common good (Corruption).

Army Stealth

Your Debauchery score is added to the stealth rating of all your armies to determine their effective stealth when comparing to the vigilance of other kingdoms. More on army stealth on page (xx).

Smuggling

If a kingdom has refused to trade with yours you have the option of sending out smugglers in an attempt to subvert the other kingdom into trading with you (or just to screw with them). Note that you can only smuggle into another kingdom if that kingdom is unwilling to trade with you. (A kingdom willing to trade isn't exactly going to care if you send people wearing dark cloaks in the dead of night so long as the goods are sound.) Note also that you do not have to smuggle into a kingdom that does not wish to trade with you. You may simply maintain an open door policy on trade or shut your doors to them just as they are to you.

If you choose to send smugglers into the other kingdom you must first pay a build point in upkeep costs each turn to furnish the cost of actively hiring the shadier individuals of your kingdom. Then make a Debauchery check compared to the other kingdoms Opulence + their alignment difference + 10. If you meet or exceed the check difficulty then the amount you exceed the check by is divided by 5, doubled, then added to your build points (Round up, minimum of 1 that then becomes 2. Note that smuggling uses the difference in results to get the total amount of unrest and BP. while regular trade uses the total result).

In addition, for each build point you receive, the opposing kingdom receives an equal amount of unrest. They do not get to make a check to counter this unrest and can only prevent it by reopening trade with your kingdom. They also do not know specifically where the smugglers are coming from (unless you tell them.)

If you fail to meet the check then your smugglers have been found out and your kingdom must wait one turn before attempting to smuggle again (as smuggling lines are reestablished). In addition the opposing kingdom becomes aware of who specifically has been sending these smugglers and may retaliate in some way. But nothing is certain when it comes to politics...


Kingdom Wealth

Kingdom Wealth is calculated as the total Base Value of all the settlements in your kingdom, as well as any other special modifiers that may apply from events or terrain improvements, divided by 500. Kingdom Wealth is used to measure how fluid the assets of a kingdom are and, by extension, how effectively the kingdom can lend its aid to other neighboring kingdoms. See the Send Aid special edict for more information.

Notes