Post by Rule Hound on Dec 24, 2015 16:35:57 GMT
This section is still in progress. Most of the Backgrounds will be the same with only some modification for Dark Ages.
There will be only 4 Influences in the Dark Ages
Court/Politics
Commerce/Trade
Street/Working Class
Church/Religion (God or Pagan)
Generation - Background
NOTE: There are no 13th-11th Generation Vampires in the Dark Ages Pillars of Eternity setting. As such the following chart now applies.
Militia/Military - background (directly tied to the Stretegos Status)
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.
Navy - background (directly tied to the Mariner status)
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.
There will be only 4 Influences in the Dark Ages
Court/Politics
Commerce/Trade
Street/Working Class
Church/Religion (God or Pagan)
Generation - Background
NOTE: There are no 13th-11th Generation Vampires in the Dark Ages Pillars of Eternity setting. As such the following chart now applies.
Title | Generation | Blood Pool | Blood/Round | Attribute Bonus | Max Age |
Neonate | 10th | 10 | 1 | 1 | 50 (~1147 AD) |
Ancillae | 9th | 12 | 2 | 2 | 250 (~947 AD) |
Pretender Elder | 8th | 15 | 3 | 3 | 500 (~697 AD) |
Master Elder | 7th | 20 | 4 | 4 | 750 (~447 AD) |
Luminary Elder | 6th | 30 | 5 | 5 | max 200BC |
Militia/Military - background (directly tied to the Stretegos Status)
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.
Navy - background (directly tied to the Mariner status)
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.