((I'm going to simplify things. Not all units will have levels, and military levels will work a bit differently. Changes:
Civilians now work at a base rate of 4/turn.
Having Good Tools will increase this to 6/turn.
Having an overseer skilled at their job will increase this by +1/person, for up to 50 people working at the same task.
Poor Tools will be renamed to Tools.
Metalsmiths may make 4 tools/turn, or 2 good tools/turn. With good tools, they'll make 6/3.
Tools and good tools now break at a rate of 0-10%, rather then 0-5%. [of population using tools. Most everybody does]
Limit of 5 educated people. They may learn any number of skills, including magic, but must spend 1-5 turns learning how to do whatever it is they'll do.
To encourage diversity, people work at half effectiveness at a civilian job for three turns before they become skilled in it. They forget their previous skills instantly when switching, to simplify my record keeping.
Military levels:
L1 - New Recruit, 1 HP
L2 - Militia - +1att, 2 HP
L3 - Green - +1 att, +1def, 3 HP
L4 - Regular - +2att, +1 def, 4 HP
L5 - Trained - +2att, +2def, 5 HP
L6 - Skilled - +3att, +3def, 6 HP
L7 - Veteran - +4att, +4def, 7 HP
L8 - Elite - +5att, +5def, 9 HP
L9 - Master - +7att, +7def, 12 HP
L10 - Legend - +9att, +9def, 16 HP
Attack and defense bonuses are added to equipment, and are not cumulative with each other. All humans have a base of 1att, 1def.
It is only possible to train them up to level 5 without sending them off into battle.
Each level of training takes progressively more time, up to 4 turns to go from L4 to L5.
Civilians may have military training. They will keep this training, but will expect payment. They're in the army reserve, afterall. If they're not paid, they'll stop exercising, and will lose one level per turn, until they're militia. Only civilians will lose levels when not paid. Draft 'em to keep their experience.
Soldiers now pay taxes.
New recruits and milita only require payment while on patrol or while training.
L3 and above each cost 1g-8g per turn, depending on level, regardless of their current task.
All starting troops have been promoted to L3. Those who had already gained a level are L4.
A master swordsman is also a master archer, if given a bow. I'm not tracking individual weapon skills. This also allows archers to carry swords, for example.
Ranged attackers get a free round at the start and attack before melee attackers. The battle order may be modified slightly due to circumstances, but the basic battle order is thusly: Ranged, ranged, melee, ranged, melee, ranged, melee, etc. Switching weapons takes a turn.
If a soldier has a ranged weapon but has been ordered to prefer melee, they will fire during the initial 'free' ranged action, then switching during the next volley, and will have their swords ready for the first melee stage.melee(attack), ranged(nothing), melee(attack).
There is no way for anything to attack during both melee and ranged stages.
Anybody with under 1/4 their HP is in critical condition, and might die without aid.
Anybody with at least 1/4 their HP is badly wounded enough that they can't work, but they won't die if nobody feeds them.
Anybody with at least 1/2 their HP will be able to perform light work and heal at a regular rate, but will heal double while resting in a hospital, so long as somebody is tending them.
Anybody with at least 3/4 their HP will be able to work normally.
Basic weapons and armor: (More are possible, tell me what you want the weapon to do, and justify it)
Iron/copper Swords - 1H weapon, +1att/+1def
Iron/copper Maces - 1H weapon, +1att, 'lethal' strikes knock target out instead
Iron/copper Spears - 2H weapon, +2att, double damage vs cavalry
Iron/copper Greatsword - 2H weapon, +3 att
Leather sling - 1H weapon, +1att, -1def, ranged
Bow with wooden arrows - 2H weapon, +2att, -1def, ranged
Bow with iron/copper arrows - 2Hweapon, +3att, -1def, ranged
Iron/copper/wooden shield - Off-hand armor, +1def
Leather armor - Full-body armor +1def
Now is also a good time to mention that the ocean hexes have land tiles.))
Evergod's Company:
{12, again}, Luck - Nothing special happens. Again.
The merchants leave after trading, and work continues as usual.
Some miners take time off to dismantle the lean-to, recovering 8 usable pieces of stone. Other miners find a small deposit of iron.
Evergod {7} - [AI] Nurse the wounded
Victor tends to the wounded, giving them food and water. He accidentally feeds slightly-too-hot soup to the armor-smith, who is mildly displeased by the abuse. Perhaps because of this, he is seen walking around hours later, complaining about the noise made during the construction of the hospital. Victor quickly sends him back to bed.
+1 EXP
+1 NursingWolfchild {18+2-2} - Create a Healing Wind spell
Pyro continues working at his spell, eventually perfecting it.
+1 EXP
+1 Aeromancy
New spell: Healing WindErrol {19} - Magically examine Flarefire Opals with magic.
Using her through knowledge of scholarly magic, Mage opens her book. It has a small entry on Flarefire opals. Most of it is theories about their existence, but some is useful:
These rare stones frequently serve as a natural storage device for raw magical power. They may either be used to cast a spell without tiring the magical practitioner, or to empower a spell.The book goes on to explain how to tap this power, and it seems simple enough. They apparently absorb a small amount of magic from the air over time, from nearby spells, or they may be purposefully recharged by the user. Mage magically probes the opal, and decides that it is currently full.
+1 EXP
+1 Magical TheoristJiharo {1} - Ask lieutenant for fencing lessons.
The Clockateer asks the lieutenant for fencing lessons. He grumbles about being forced to leave his post for this worthless backwater, where he's now forced to teach civilians and useless rookies. He finally agrees to a sparring match. In his foul mood, he "accidentally" stabs The clockateer, who had little time to learn much. {10, wound determiner}
+1 EXP
+1 Fencing
-4 HPKnight Otu's Order:
{17}, Luck - The merchants accidentally overpay by 10 gold, and don't notice.
Two porters are hired. The herbalist looks the injured one over, but says that he will be perfectly fine without her help, and continues farming herbs.
The porter sent to find sand knows that all beaches are sandy for some mysterious reason, so she goes to the beach and finds lots of yellow sand.
The military finds some sort of plant with white flowers. It smells nice, so they bring some samples back.
Vanilla discovered!Hailfire {15} - Refine and produce poison
After setting up her alchemy set, she successfully distills five pieces of seaweed into poison.
+2 EXP
+2 Alchemy
-5 Toxic Seaweed
+5 Medium Poison Extract
Level up! 2 stat points to spend.Kilakan {6} - Look for a small pack of wolves to tame
Khan steers his loyal mount onwards, following the river. He soon comes upon a wolf. It snarls at him in terror, and backs up, one leg not touching the ground. It appears to be bleeding. {13, tame} Khan pulls out a piece of jerky and gently tosses it towards the wolf, {2} but it takes that as a hostile act and lunges towards Khan! {11-2} vs {5+3} Still unused to his mount, he doesn't manage to get out of the way in time, {8} vs {8} but the unstable and weakened wolf barely grazes his leg with its teeth.
+1 EXP
+2 Beast Mastery
-2 HPOchita {19} - Offer enchantment services to merchants for next trip and summon hand.
The merchant raises an eyebrow at the offer, and agrees to bring something to enchant on the next trip. Ochita then summons a hand.
+2 EXP
+2 Earth MagicFood = 54 [-10/turn] [49 pop]
Gold Coins = 67 [-2+13/turn] [+49/tax]
Tools = 60
Time until caravan: 5 turnsTime to taxes: 3 turns Current rate: 1g/uneducated citizen. 2g/educated citizen
Resources:
110 stone
60 gold
70 iron
10 iron ingots
Buildings:
10 fields
Size 15 mine
Size 22 quarry
Partially built hospital - 4/11 patients.
Unskilled Labourers
1 Weaponsmith - 4/turn [Moderately Wounded] ~9 turns until death, ~3 turns until healed
1 Armoursmith - 4/turn [Lightly Wounded] ~2 turns until healed
15 Miners - 60/turn [75 with foreman]
10 Farmers - 40/turn
5 Construction Workers - 20/turn
10 Quarry Workers - 40/turn
Skilled Laborers
Metalsmith - +1 metal weapon making; +1 metal armor making; +1 overseer [Heavily Wounded] ~6 turns until death, ~3 turns until healed
Mine Foreman - +1 ore mining; +1 quarry working; +1 overseer
Lieutenant [2g/turn] -
Morale Boost - L4, [4/4HP], 4att/5def (
Iron Swords,
Wooden shield,
Leather Armor)
Resources discovered:
Leaves of unknown toxicity in tile 1
10 iron in tile 1
Food = 102 [+22/turn] [50 pop]
Gold Coins = 51 [-9/turn] [+53/tax]
Time until caravan: 5 turnsTime to taxes: 3 turns Current rate: 1g/uneducated citizen. 2g/educated citizen
Stocks:
Tools = 60
Healing Herbs = 6
Copper spears = 2
Gold = 62
Wood = 1
Vanilla = 1
Buildings:
19 fields (18 food, 1 healing herbs)
Granary - 20/20 HP [Imp]. 200 Storage.
Town Hall - 101/101 HP [Imp]. 46/49 population, Very Cramped.
Warehouse - 28/28 HP [Imp]. 450 storage.
Apartment - Incomplete. 4/4 population.
Summoned Beings:
1 Phantom worker - Work 2/turn, mining
Uneducated citizens:
18 Farmers - Farming 72/turn
7 Woodcutters, 1 untrained (2 turns left) - Lumberjack 30/turn
7 Carpenters - Carpentry 28/turn
3 Miners - Mining 12/turn
2 Idle
3 L3 Swordsmen [3/3HP] [3g/turn] - 3att/4def (
Iron Swords,
Leather Armor)
1 L4 Swordsmen [4/4HP] [2g/turn] - 4att/4def (
Iron Swords,
Leather Armor)
1 L3 archer [3/3HP] [1g/turn] - 4att/1def (
Bow with wooden arrows, No Armor)
1 L4 archer [4/4HP] [2g/turn] - 5att/1def (
Bow with wooden arrows, No Armor)
Educated citizens:
Architect - Overseer, Carpenter,
ArchitectHerbalist - Herbalist, Doctor, Research
Militia captain [2g/turn] -
Tactics - L4, [4/4HP], 4att/4def (5/2 with bow) (
Iron Swords,
Bow with wooden arrows,
Leather Armor)
Resources discovered:
Surface gold vein in tile 10 - 21 gold, +1 mining rate
Surface iron vein in tile 11 - 50 iron, +1 mining rate
Healing herbs
Vanilla
Moderately toxic seaweed
Kills:
4 kobolds
Name: Victor Van Vrikt
Position: Governor of
EXP: 6/10
Skills:Blacksmith 2 [base1]
Weapons Instructor 1
Supervisor 2
Fencer 0 - [2/5]
Mason 0 - [2/5]
Nurse 0 - [1/5]
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
Flareflow opal - ?
Name: Saun 'Pyro'
Ruler: Evergod41
EXP: 7/10
Skills:
Pyromancy 2 [+1] [2/20]
Aeromancy 1 [2/10] [+1]
Mechanics 1 [+1]
Prospecting 0 [2/5]
Wounds:
No left arm
Feet: Badly burned
Back: Burned
Legs: Burned
Arms: Burned
Stats:
HP: 6/18
MP: 4/17
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.
Partial Aeroheal - Incomplete, +2 to finishing it
Healing Wind - Aeromancy L1, 5 MP - A soothing breeze filled with magical energy heals 8-21 HP to target organic being. Does not work on flora. 90% success.
Name: Eliza 'Mage' Voile
Ruler: Evergod41
EXP: 6/10
Skills:
Magic Theorist 2 [2/20]
Archaeology 1
Scrying 1 [1/10]
Wizardry 1 [1/10]
Stats:
HP: 14/14
MP: 14/17
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.
Loose pieces of paper and a pencil.
Flareflow opal - Fully charged.
Black rock - Unknown
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 'Clockateer' the Toymaker.
Ruler: Evergod41
EXP: 5/10
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.
Jungle Survival 0 - [3/5]
Nursing 0 - [2/5]
Fencing 0 - [1/5]
Stats:
HP: 14/18
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
Flareflow opal - ?
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
10/12 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 Goldhaven
EXP: 5/10
Skills:
Oration 2 [+1] [4/20]
Conjuration 1 [+1] [4/10]
Trading 1 [+1]
Stats:
HP: 16/16
Mana: 14/14 [17 base]
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.
Partial Fireball spell - Unusable, +2 to rolls to finish it. (This negates the penalty to not having related spells.)
Minions
Phantom Worker
2/2 HP
-3 MP Concentration Cost
Magically animated
Name: 404: name not found
Ruler: Knight Otu
EXP: 0/15
Skills:
Alchemy 2 [2/20]
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 1 [2/10]
Tracking 0 [2/5]
Scouting 0 [2/5]
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.
5 Toxic Seaweed
6 Medium Poison Extract
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 extracts - Restores 3-5 HP per round per 3 rounds.
Minor Poison - Alchemy L1, Water, 3 poison extracts - 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: 2/15
Skills:
Axe Fighter 2
Barbarian Rage 1 [+1] [1/10]
Carpenter 1 [2/10]
Teacher 0 [1/5]
Corpsecrafter 0 [2/5]
Knife thrower 0 [1/5]
Tracking 0 [2/5]
Scouting 0 [1/5]
Beast Mastery 0 [4/5]
Stats:
HP: 22/24 [22 base]
Rage: 0/11
Strength - 7
Agility - 3
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 damage]
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]
Bear-hide cloak - +1 respect
Bear-claw gloves [33% Chance of morale damage if target is sentient, living, and human-sized or smaller]
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.
Minions:
Horse-sized beast
Healthy.
Probably.
Name: Ochita I
Ruler: Knight Otu
EXP: 7/10
Skills:
Enchantment (Long-term) 2
Earth Magic 1 [7/10]
Water Magic 1
Prospecting 0 [2/5]
Stats:
HP: 16/16
MP: 3/15 [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.
Minions
Stone Hand
2/2 HP
-2 MP Concentration Cost
Magically animated
May help build for one construction point
Kobold Village
Estimated 100 population
No friendly contact
Western flank vulnerable