((Learning new spell schools with no aid has a 5% chance of success. If you have an NPC teacher or study aid [IE, Scrying for Idiots], it has a 25% chance. With a PC teacher or NPC+study aid, 50%. PC+study aid gives a 75% chance of success. Every level of teaching skill increases the chance by 5%.
NPCs gain levels based on chance, with no EXP remembered. To simplify things and reduce my rolls, I'll be faking statistics - 8 L1 farmers with a 10% chance to level up will come up as an 80% chance of one leveling up. 12 L1 farmers would have one level up, and a 20% chance of a second leveling up.
Carpentry/Masonry/Construction workers: Construction workers may use either stone or wood to build, as resources permit. Carpenters/masons may use only one resource, but they may also make furnature or crafts out of their resource.
Stone buildings take twice as long to build, but have three times the HP of a wooden structure.
Granaries and warehouses are functionally identical, but the name indicates which items are stored if there isn't enough space for everything. Storage space makes thieves far less likely to steal things, and prevents items from decaying in the jungle. Specialized buildings will have some storage of their own - Magic schools will store books, for example.))
Evergod's Company:
{19} - The weather has been good since their arrival. Combined with the dancing doll, morale has increased for this turn, encouraging people to work harder and more cautiously. {Hidden Roll} The citizens began working to burn a swathe of jungle, and the blaze nearly spiraled out of control. Fortunately, the crates were carried out of the way in time, and the conflagration stopped on its own after a short time. Jungles aren't flammable enough.
Wolfchild {14} - Explore to the south
Saun leaves the area, deciding to look for something interesting. He discovers only jungle, but at least he isn't lost.
+1 EXPErrol {6} - Use book to get a shield spell
Liz attempts to get a shield spell out of the book, but doesn't understand the text she finds. Undeterred, she works constantly at translating it for the next several days. {20} She finally succeeds, and realizes that it's an explanation for basic wizardry. She memorizes the passage of course, and now knows wizardy magic {9}, even though she didn't get that shield spell. {13} Somebody drags her away from the blaze.
Magic School learned: Wizardry - Converting mana into raw force, and shaping it.
+2 EXPJiharo {13} - Jerome dances, Kwinkle surveys a hex
Kwinkle carefully studies the jungle a short distance to the west. He finds nothing but jungle.
{12/11} - Jerome dances. People are amused, and become more vigilant.
+1 EXPOchita {5} - Survey Mountain
Ochita finds no interesting resources on the surface of the mountain. Further, sub-surface surveying is possible, but would require digging a mine.
+1 EXPKnight Otu's Order:
{10} - The jungle's weather is strange. For days, the sky constantly looked as though it was about to begin raining. {16} - A speech boosts morale. Horray!
The farmers manage to clear enough space for nine of them to farm, which they then get ready for planting. The granary is finished, and work began on the town hall. The soldiers reports indicate no hostile creatures. {4/9} The herbilist is perplexed by the local herbs, but he learns a bit about local flora from Hailfire.
2 farmers reach L21 carpenter reaches L22 tools breakKnight Otu:
+1 EXP
+2 OrrationHailfire {9/4} - Find herbs
Hailfire and the herbalist look around the construction sites for useable herbs. Hailfire, despite his knowledge of herbs being limited, recognizes some of the herbs as being similar to healing herbs, while the herbalist watches eerily.
+2 Healing Herbs+1 EXP+1 HerbalismKilakan {20} - Chop wood and try to train woodcutters
Kahn rapidly turns several trees into lumber, explaining to the awe-struck woodcutters how to swing the axe
just right.
+7 wood added to city
Woodcutter trained to L2
+2 carpenter EXP
+1 teacher EXP
+2 EXP
Food = 51 [-49/turn]
Gold = 8 [-2/turn]
Poor Tools = 75
Time to next caravan: 5 turns
Unskilled Labourers
1 L1 Weaponsmith - 3/turn
1 L1 Armoursmith - 3/turn
15 L1 Miners - 3/turn
10 L1 Farmers - 3/turn
5 L1 Construction Workers - 3/turn
10 L1 Quarry Workers - 3/turn
Skilled Labourers
Metalsmith - +1 metal weapon making; +1 metal armour making; +1 overseer
Lieutenan [2g/turn] - 3att/3def (Iron Sword, Wooden shield, Leather Armor)
- L1 swordsman, +1 shield user, +1 morale boost (+10% damage done by commanded units)
Mine Foreman - +1 ore mining; +1 quarry working; +1 overseer
Food = 51 [-49/turn]
Gold = 36 [-9/turn]
Poor Tools = 73
Time to next caravan: 5 turns
Buildings:
9 fields
Granary - 18/18 HP. 200 Storage.
Town Hall - Incomplete, 5/5 HP
Uneducated citizens:
18 Farmers (16 L1) (2 L2) - Farming 56/turn
7 Woodcutters (6 L1) (1 L2) - Lumberjack 22/turn
10 Carpenters (9 L1) (1 L2) - Carpentry 31/turn
5 L1 swordsmen [5g/turn] - 3att/2def (Iron Swords, Leather Armor)
2 L1 archers [2g/turn] - 3att/1def [Extra attack: Ranged] (Longbows with wooden arrows, No Armor)
Educated citizens:
Architect - L1 overseer, L1 carpenter, L1 architecture
Herbalist - L1 herbalism, L1 doctor, L1 research
Militia captain [2g/turn] - 3att/2def [Extra Attack: Ranged] (Iron Sword, Longbow with Wooden Arrows, Leather Armor)
- L1 swordfighting, L1 archery, L1 tactics - (-10% damage taken by commanded units)
Name: Victor Van Vrikt
Position: Governor of
EXP: 0/10
Skills:Blacksmith 2 [base1]
Weapons Instructor 1
Supervisor 2
Stats:HP: 20/20
MP: 17/17
Strength - 5
Agility - 2
Dexterity - 2
Constitution - 5
Intelligence - 4
Spirituality - 4
Power - 3
Magical Finesse - 2
Items:Longsword - +1 damage
Steel Mail Armor - +1 damage reduction
Enchanted forging Hammer - +1 Blacksmithing
General townsman clothing
Name: Saun
Ruler: Evergod41
EXP: 1/10
Skills:
Pyromancy 2 [+1]
Aeromancy 1 [+1]
Mechanics 1 [+1]
Stats:
HP: 18/18
MP: 17/17
Strength - 4
Agility - 1
Dexterity -3
Constitution - 4
Intelligence - 4
Spirituality - 4
Power - 4
Magical Finesse - 4
Items:
Fire Opal - +1 Pyromancy
Wind Opal - +1 Aeromancy
Toolkit - +1 Mechanics
Clothes
Spells:
Firebolt - Pyromancy L1, 5 MP - Deals 5-14 damage to a single target.
Flame Wave - Pyromancy L1, 6 MP - Deals 5-14 damage and ignites a single target. Short ranged, CAoE. +2 Acc on primary target.
Fireball - Pyromancy L2, 10 MP - Deals 10-19 damage to a target. AoE. -2 Acc on secondary targets.
Ignite Weapon - Pyromancy L2, 10 MP - Causes a weapon to deal 5-14 extra damage for 4 turns. Wooden weapons are destroyed when spell ends. 85% success.
Wind Armor - Aeromancy L1, 5 MP - Halves the chance of mundane ranged attacks striking target for 4 rounds. 80% success.
Air Shield - Aeromancy L1, 5 MP - A small section of hardened air gives target +2 dodge for 4 rounds. 80% success.
Name: Eliza 'Liz' Voile
Ruler: Evergod41
EXP: 2/10
Skills:
Magic Theorist 2
Archaeology 1
Scrying 1
Wizardry 1
Stats:
HP: 14/14
MP: 17/17
Strength - 2
Agility - 2
Dexterity -3
Constitution - 2
Intelligence - 5
Spirituality - 4
Power - 4
Magical Finesse - 5
Items:
Tome of Spells - May use an action 'learn' a spell when not in combat. May 'learn' higher leveled spells, but the book fights back harder. Will not fail to learn spells one or more levels below the caster level.
Spells 'learned' this way have a 33% chance of being lost when cast, either because of the bookmark being lost, or because the book reclaims the spell.
Spells require roughly three successful casts to be truly memorized.
Portable Magical Barrier - +1 damage reduction
Extra-dimensional Casket - Small objects placed inside are weightless. Carry limit of 25lbs.
3 Pills of Return - Allows one person to return to town as a minor action.
Spells:
Sense Enemy - Scry L1, 6 MP - Bookmarked, will identify sapients with hostile intent in the nearby area. 85% success. Duration of 4 turns.
Sense Monster - Scry L1, 6 MP - Bookmarked, will identify 'monsters' in the nearby area. 80% success. Duration of 4 turns.
Sense Treasure Scry L1, 6 MP - Bookmarked, will identify anything the caster considers valuable in the nearby area, even hidden objects. 85% success. Duration of 4 turns.
Babelfish - Scry L1, 9 MP - Bookmarked, you uses simple telepathy aid to relocates the rough intent the target' off; S words, and relocates them into to language off the caster' S choosing. Variable success: Higher accuracy rolls increase effectiveness. Duration of 4 turns.
Name: Kwinkle the Toymaker.
Ruler: Evergod41
EXP: 1/10
Skills:
Artifice 2 [+1] - The non-magical creation and manipulation of mechanical objects at or below the size of a domestic cat.
Enchantment(Mechanics) 2 - A very specific school of study, dealing with the manipulation of mechanical objects, both complex and simple.
Stats:
HP: 18/18
MP: 14/14
Strength - 2
Agility - 4
Dexterity -4
Constitution - 4
Intelligence - 3
Spirituality - 3
Power - 1
Magical Finesse - 6
Items:
Box of Instruments - +1 to artifice
Swordcane - +1 damage
Ragged cloak
Spells:
Manipulate lock - Enchant(Mech) L1, 5 MP - Lock/unlock target. 95% success on simple locks.
Repair - Enchant(Mech) L1, 5 MP - Restores 3-6 HP to small inanimate objects. Greatly reduced effect on large objects due to small area of effect. 95% success rate.
Recharge - Enchant(Mech) L2, X MP - Uses mana to recharge an animated object. 80% success rate. Power restored is X * 1.2. X is any number. 95% success rate.
Animate - Enchant(Mech) L2, 18 MP - Imbues a small object with a magical imitation of a soul, allowing it to move of its own accord and obey simple commands. Object occasionally needs to be recharged. 80% success rate.
Minions
Jerome - Doll-sized golem in royal clothing, with a crown
8/8 HP
11/12 MP
Magically animated - Obeys simple commands. Requires 1 MP/action.
Stubborn - Has a 20% chance of ignoring a command
-1 attack, -3 damage, +1 dodge
Name: Chirlon Arona
Position Governor of
EXP: 1/10
Skills:Oration 2 [+1] [2/20]
Conjuration 1 [+1]
Trading 1 [+1]
Stats:HP: 16/16
Mana: 17/17
Strength - 2
Agility - 2
Dexterity - 2
Constitution - 3
Intelligence - 5
Spirituality - 4
Power - 4
Magical Finesse - 5
Items:Fancy clothes (+1 to Oration)
Conjurer wand (+1 to conjuration)
Merchant scales (+1 to Trading)
Replacement wardrobe
Silver jewelry
Spells:Phantom Worker - Conjuration L1, 12 mana - Transforms debris a worker that is able to perform any 'mindless' directed task. Works at the rate of 2 points per turn. Very poor in combat. Lasts until destroyed or dispelled. Concentration cost: -3 to caster's max mana. 85% success.
Flareling - Conjuration L1, 12 mana - Summons a minor flame spirit. Lasts until destroyed or dispelled. Concentration cost: -3 to caster's max mana. 85% success.
Name: Hailfire
Ruler: Knight Otu
EXP: 1/10
Skills:
Alchemy 2
First Aid 1
Sorcery 1 - A general school of magic. Students of Sorcery generally may cast from a wide variety of spells, but lack specialization.
Herbalism 0 [1/5]
Stats:
HP: 24/24
MP: 14/14
Strength - 3
Agility - 2
Dexterity - 2
Constitution - 7
Intelligence - 5
Spirituality - 3
Power - 3
Magical Finesse - 2 [+1]
Items:
Lab Coat
Focus Charm - +1 Fin
Matchlock Arquebus /w bayonet (Loaded) [Ranged: -3 accuracy, +3 damage] [Melee: -1 accuracy]
Bandolier (20 shots for Arquebus)
Enchanted Icebox
Leather Bag
First Aid Supplies
Bare Basic Alchemy Set (-1 on non-simple alchemy tasks, but portable)
2 Healing Herbs - One may be consumed per turn to restore 2 HP.
Spells:
Heat - Sorcery L1, 3 MP - Generates enough heat in the caster's hand, mostly useful for lighting fires. Largely ineffective for combat. 90% Success.
Clean - Sorcery L1, 3 MP - 95% Success.
Minor Healing Potion - Alchemy L1, Distilled water, 3 healing herbs - Restores 3-5 HP per round per 3 rounds.
Minor Poison - Alchemy L1, Water, 3 poison herbs - Damages 2-4 HP per round for 2 rounds. May be applied to weapons as a free action. Enough for two applications.
Minor Mana Potion - Alchemy L2, Distilled Water, 3 healing herbs, blue feather - Restores 8-12 mana.
Potion of Ram's Strength - Alchemy L2, Distilled Water, powdered ram's horn - Increases strength by 1 for 4 turns. Makes two servings. Stack limit of +2. Self-stackable.
Name: Khan
Ruler: Knight Otu
EXP: 2/10
Skills:
Axe Fighter 2
Barbarian Rage 1 [+1]
Carpenter 1 [2/20 EXP]
Teacher 0 [1/5 EXP]
Stats:
HP: 24/24 [22 base]
Rage: 0/11
Strength - 6 [+1]
Agility - 2
Dexterity - 3
Constitution - 6 [+1]
Intelligence - 3
Spirituality - 2
Power - 3
Magical Finesse - 2
Special:
Rage: Causing damage increases rage by 1 point per point of damage done. Getting hurt increases rage by 1/2 point per point of HP lost. Rage dissipates quickly between battles.
Items:
Worn Woodsman's Axe - +1 Strength
Wedding Ring Talisman - +1 Con
Blood-stained Carpenter's Coat - +1 Barbarian Rage
Cotton Pants
Red Wool Toque
Black Leather boots
Wood-Working Kit
Small Knife [-2 damage]
Spells:
Note: All rage spells may be used as a free action.
Ignore Pain - Barbarian Rage L1, X Rage - Adds X to temporary HP until end of battle. X temporary HP will then be removed, regardless of how much actual HP is left. User may be left unconscious and near-death, but won't immediately die as a result. X is any number. Cap of 2x user HP. User will not wake up until HP is positive.
Feral Rage - Barbarian Rage L1, 3 Rage - Damage increases by X%. X is the percentage of HP lost. Dodge chance decreases by 1/3 of this number. This rage does not stack with itself. This spell is continuous, draining 3 rage per turn if possible. If not, spell ends. Disabling this rage is a major action.
Name: Ochita I
Ruler: Knight Otu
EXP: 1/10
Skills:
Enchantment (Long-term) 2
Earth Magic 1
Water Magic 1
Stats:
HP: 16/16
MP: 17/17 [14 base]
Strength - 1
Agility - 3 [+1]
Dexterity - 3
Constitution - 3
Intelligence - 5
Spirituality - 3 [+1]
Power - 5 [+1]
Magical Finesse - 5
Items:
Rapier of Speed - +1 agi
Mage Robe of Magic - +1 pow
Enchanted Amulet - +1 spi
Water Skin [5/5]
Commoner's clothing
Spells:
Earth Hand - Earth L1, 6 MP - A large hand of soil appears from the ground. Carries 50 lbs. May be used to immobilize a target if cast on them [DC 10 dodge save]. May be used to help build something, adding +1 construction point. Concentration cost: -2 to caster's max mana, 85% success.
Earth Pillar - Earth L1, 6 MP - A pillar of dirt or stone erupts from the ground. Deals 4-11 damage. 85% success.
Minor Storm - Water L1, 6 MP - Increases or the density of clouds overhead and forces them to increase or decrease precipitation. 80% success.
Minor Water Divination - Water L1, 6 MP - Enter a trance state and 'listen' to flowing water, divining upstream. 85% success rate.
Enchant Minor Item - Enchantment L1, 14 MP - Bestow a minor, mostly-permanent enchantment on target item, or enchant an item with 12 MP worth of spells. 85% success.
Swiftness of Foot - Enchantment L1, 5 MP - The target gains +2 agi. Duration of 3 turns. 80% success.
Enchant Lesser Item - Enchantment L2, 36 MP - Bestow a lesser, mostly-permanent enchantment on target item, or enchant an item with 24 MP worth of spells. 85% success.
Mana Blast - Enchantment L2, 12 MP - Enchanted weapon is packed with an unstable amount of mana, and will release it on the next object struck by its blade, dealing 8-22 damage. 85% success.