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Post by Rule Hound on Dec 17, 2015 21:48:54 GMT
Militia/Military - background
Lvl 1) At this level of Militia you have a small number of local toughs, thugs and basically goons at your disposal. They maintain the "peace" in a few block area around your Haven making it more difficult for some unknown to spend to much time near-by be it spying, poaching or just making trouble. They keep an eye out and report back to you or a designated contact and act as house guards if you are away.
Lvl 2) At 2 levels of Militia you are able to provide yourself more security, you have access to more toughs, highwayman... The protection racket extends to the entire neighborhood where your haven is. When you travel you can leave some to guard your house and also bring some with you as protection of a sort. These individuals are still not particularly well trained but they look tough enough to keep small groups of highway men away and to expedite passage past local constables (better to have them push through then make trouble right?). Your Militia may not be well equipped or trained but they definately discourage attacks on a caravan (allowing you to purchase Commerce/Trade lvl 3).
Lvl 3) You are now able to draw on better trained individuals and considered Military. Caravan guards, ex foot soldiers and so forth. At this point you gain the status Strategos and the ability to mobilize your small band of forces to a task (as per status) but the task must be within your territory or immediately adjacent (spend costs for Strategos are in addition to those required for maintaining a Military force). Also at this level your forces now require better equipment and housing if they are to be effective. You MUST have at least two levels of resources to be able to purchase this level of background and while you maintain it you are considered 1 resources lower. (You may now purchase lvl 4 Commerce/Trade if it is available)
Lvl 4) Your Soldiers are growing in skill and ability. You can now act anywhere within a adjacent Dukedome. You MUST have at least three levels of resources to be able to purchase this level of background and while you maintain it you are considered 1 resources lower. (You may now purchase lvl 5 Commerce/Trade if it is available)
Lvl 5) Impressive. You now have forces enough to split them into the equivalent of two level 4 Military performing 2 lvl 4 blockades, protections, traps or highway robberies or 1 lvl 5 maneuver. You MUST have at least four levels of resources to be able to purchase this level of background and while you maintain it you are considered 1 resources lower. You are no longer restricted to adjacent Dukedoms.
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Post by Rule Hound on Dec 17, 2015 21:49:03 GMT
Strategos (Innate) You control a well trained military troop at least 3 strong (lvl 3 background). This could be legitimate soldiers, caravan guards or simply well trained highwayman. Either way they are loyal to you and your orders.
Passive: - You can arrange a caravan and passage for yourself or others reducing the standard risk of botches when travelling long distances. - When individuals wish to travel long distances and pay a fair (boon) for such, there is a chance that they unknowingly paid your military forces for protection during transport. If deemed appropriate the ST will do a test with you and rather than put their boon(s) into the deck you may receive one if you win.
Spent: - You can expend Strategos and one Resources to allow your Military background to effectively blockade a port or trading route. This increases the difficulty of land based transport and caravans from passing you by, thus increasing a botch chance. (This directly counters/bypasses the first passive bonus of other Strategos and in addition increases the standard botch chance). Other travelers draw two cards from botch deck and the worst of the two is taken. - You can expend Strategos, a downtime and one level of resources to commit Highway Robbery/War upon/target another persons Domain/Influence. If successful you can choose to either gain the cargo/benefit of their Caravan/Influence, hold it/them for ransom (and set it free), destroy it or attempt to permanently subvert (steal) 1 lvl. This reduces their resources and/or influences for a year or until replaced. - You can expend General to send protection with your caravans. If you are targeted or get caught in a trap you have a better fighting chance to get free (and a chance to destroy or capture one of the aggressors Military units or other influences). Also, you have the option of fighting a blockade or chasing a poorly laid trap. If no Blockade or robbery is encountered and a botch still occurs draw two cards from botch deck and choose which one you want to occur.
NOTE: Attempts to subvert a influence risk much. Also, when expending you must choose how many Military Units to assign in each group. Multiple blockade or highwayman groups increase chance of catching your prey but may decrease your effectiveness if you encounter combat. Multiple protective units will help your cargo and caravan get through but may reduce your resources or influences in another area since they are not being utilized for cargo.
Test results No defense mounted: (you are aggressor) - Robbery/War upon/target another persons Influence/Resources/Domain. Success on Win or Tie.
Defense mounted: (you are aggressor) - Robbery/War upon/target another persons Influence/Resources/Domain. Success on Win or compare ships involved on Tie. - A Failure on the part of the aggressor and Successful defense means the defender can choose to either destroy one level of Military and force a botch draw or attempt to force one unit to join them/surrender.
Run Blockade: (protection detail for your Influences - you are defender) - Success on Win or compare units involved on Tie. - A Failure on the part of the aggressor and Successful defense means the defender (blockade runner) can choose to either destroy on unit and Resources of the aggressor or attempt to force one unit to join them/surrender..
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Post by Rule Hound on Dec 17, 2015 22:14:50 GMT
Navy - background Lvl 1) A level 1 Navy is required to increase your Commerce/Trade influence to level 3. To be able to trade more than locally you need ships or a good force of guards to protect a caravan. You are able to travel longer distances with less risk and not have to necessarily pay someone else for transport. Further you can take one other Cainite and 2 non-Vampires with you.
Lvl 2) A level 2 Navy is required to increase your Commerce/Trade influence to level 4. Your reach is expanding and you are able to access more remote markets and hence more specialized items. When you travel you travel in style. You have enough ships to bring up to 4 other Cainites with you and five non-vampires. Your ships are not the best out there but they are good enough to haul some good amounts of cargo (allowing you to purchase Commerce/Trade lvl 4).
Lvl 3) You now control a small fleet of Vessels. As long as they are not tied up elsewhere you can arrange transport for 10-15 Kindred plus entourages. You gain the Mariner status and through it are able to assign specialized tasks. Also at this level your Fleet/Navy is now of better quality, better sailors and better armed. Unlike Military a Navy pays for itself in year to year expenses however, there are costs associated to building a ship (You may now purchase lvl 5 Commerce/Trade if it is available).
Lvl 4) Your Navy/Fleet is doing great, if they are still available you can now gain access to some of the most elite Commerce/Trade contracts (lvl 5). You can travel widely or offer to transport others widely. You can split your fleet into lvl 3 commerce and lvl 3 Pirate/war/defense allowing multiple options.
Lvl 5) Impressive. Your fleet is one of the more potent on the sea and oceans. You now have Ships enough to split them into the equivalent of two level 4 Navy (when breaking into two level 4 Navy they may NOT be further broken into multiple 3's) performing 2 lvl 4 blockades, protections, Piracy or 1 lvl 5 maneuver. You can send your lvl 5 Navy to distant lands taking more than one year to gain extremely rare and specialty cargo.
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Post by Rule Hound on Dec 17, 2015 22:38:07 GMT
I am going to modify Mariner status slightly to clarify the actions. But no time at the moment.
I am thinking influences will be
Court/Politics Commerce/Trade Street/Working Class Church/Religion
That should cover more or less everything?
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Post by Rule Hound on Dec 18, 2015 15:13:30 GMT
Mariner (Innate) You control a fleet of ships at least 3 strong (lvl 3 background). This could be legitimate trading vessels, pirate vessels, military vessels or a combination there of.
Passive: - You can arrange passage for yourself or others reducing the standard risk of botches when travelling long distances. - When individuals wish to travel long distances and pay a fair (boon) for such, there is a chance that they unknowingly paid you for the transport. If deemed appropriate the ST will do a test with you and rather than put their boon(s) into the deck you may receive one if you win.
Spent: - You can expend Mariner to effectively blockade a port or trading route. This increases the difficulty of ships passing you by thus increasing a botch chance. (This directly counters/bypasses the first passive bonus of other Mariner's and in addition increases the standard botch chance). Other travelers/ships draw two cards from botch deck and the worst of the two is taken. - You can expend Mariner and a downtime to commit Piracy/War upon/target another persons ships. If successful you can choose to either gain the cargo of their ship (and set it free), sink it or attempt to capture it. This reduces their resources and/or influences for a year. If sunk they will have to replace the ship. - You can expend Mariner to send protection with your ships. If you are targeted or get caught in a trap you have a better fighting chance to get free (and a chance to sink or capture one of the aggressors vessels). Also, you have the option of fighting a blockade or chasing a poorly laid trap. If no Blockade or Piracy is encountered and a botch still occurs draw two cards from botch deck and choose which one you want to occur.
NOTE: Attempts to capture a vessel risk all ships involved. Also, when expending you must choose how many ships to assign in each group. Multiple piracy groups increase chance of catching your prey but may decrease your effectiveness if you encounter combat. Multiple protective ships will help your cargo and ship get through but may reduce your resources or influences in another area since they are not being utilized for cargo.
Test results No defense mounted : - Piracy/War upon/target another persons ships. Success on Win or Tie.
Defense mounted: - Piracy/War upon/target another persons ships. Success on Win or compare ships involved on Tie. - A Failure on the part of the aggressor and Successful defence means the defender can choose to either sink or attempt to capture one ship.
Run Blockade: - Success on Win or compare ships involved on Tie. - A Failure on the part of the aggressor and Successful defence means the defender can choose to either sink or attempt to capture one ship.
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