Wereldlijke invloed

Adventures gather around the campfire and plan adventures. The world of Krynn offers many opportunities to gain glory and wealth. A world destroyed and rebuilt many times but always influenced by dragons, filled with different races and various types of magic lies ahead. The Age of Mortals has begun, with the return of the gods both new and old values struggle to ensure their survival.
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Rasputim
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Wereldlijke invloed

Postby Rasputim » Wed Feb 11, 2009 1:50 pm

Berichten van jullie heldendaden zullen stilaan hun weg vinden doorheen Krynn, niet langer behoren jullie tot de grijze massa. Elk van jullie is nu verheven tot de status held of vijand ver boven de standaard van provincieheren, stamhoofden, stadshouders,… Ook al behoren jullie niet tot adellijke kringen (Jarred wel ja), de macht om mee het wereldbeeld te vormen ligt binnen bereik. Dit kunnen jullie doen door organisaties/fracties te sturen en jullie aanzien erbinnen op te bouwen. Eenmaal respect een aanzien verkregen kunnen zij jullie dan voorzien van diensten als “postdienst”, transport per zee, handel in bulk of magische items, aanhangers,… Diverse mogelijkheden bestaan afhankelijk van de organisatie.

Volgende zijn aanwezig in de relevante delen voor de campaign, mocht het lot het anders bepalen wordt dit uitgebreid.
    Brass Tiger Company
    Knights of Neraka
    Knights of Solamnia
    Legion of Steel
    The Malfesan Horde of Qlettaar
    Ergothian Merchant Marine
    Whitescale Society
    Wichtlani Ghoul Cult

Niet elk van hen is jullie gunstig gezind en elk steeft zijn eigen belangen na. Een korte intro (waar nodig) en hun relatieve machtsposities volgt snel, alsook hoe deze te benutten. Belangrijk in het achterhoofd te houden is dat nu meer dan ooit de wereld verder evolueert en dat lange reistijden, recuperatiemomenten,... ook betekenen dat elders dingen gebeuren die het verdere verloop zullen bepalen.

De waardering die jullie genieten zal evolueren naarmate de quest vordert (en daarbij anderen hun belang dient) en het goed aflopen van gestuurde acties. Deze is nu:
    Brass Tiger Company +12 +3 (Pieter) = +15
    Knights of Neraka 0
    Knights of Solamnia +12 +3 (Bert) = +15
    Legion of Steel +12
    The Malfesan Horde of Qlettaar +6
    Ergothian Merchant Marine+3
    Whitescale Society -3
    Wichtlani Ghoul Cult -3
Een score 0 betekent dat de desbetreffend organisatie nog geen weet heeft van jullie. Dit kan snel veranderen.
Last edited by Rasputim on Wed May 06, 2009 1:47 pm, edited 4 times in total.

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Re: Wereldlijke invloed

Postby Rasputim » Wed Feb 11, 2009 2:24 pm

Elk van de partijen heeft een welbepaalde vertegenwoordiging globaal genomen geeft dit uiting in een "social/military level". Deze fungeert als startniveau. Door acties te sturen kan deze lokaal veranderen in een stad en jullie aanzien opbouwen globaal gesproken. Een actie heeft volgende vorm:

Faction Order [Military/Social]
Description of the order in plain language.
Cost: Cost in number of actions. If the cost in actions exceeds the faction’s current military or social level in the settlement where the action is being performed, that order cannot be carried out.
DC: Target difficulty for faction checks.
Prerequisites: Requirements for this order to be issued.
Effect: Effects of the order.
Rating Modifier: Changes (if any) to the heroes’ faction rating.

Starten van een dergelijke actie kan elk moment wanneer men ermee in contact staat. Uitvoering duurt enkele dagen en geeft ook steeds de gelegenheid tot verdediging tegen een aanval indien nog voldoende "level = te besteden cost" aanwezig. Deze waarden van te besteden punten zullen zich af en toe resetten na het bereiken van een mijlpaal (bvb artifact, level up, ... kunnen dit triggeren, op dat moment laat ik dat weten maar ruwweg 1x per level). En dan nu de orders die gegeven kunnen worden.

Agitate [Social]
The faction turns the attitudes and opinions of the general population against another faction within the community or against the community’s own government.
Cost: 1 action, +2 for each additional agitation.
DC: 15.
Prerequisites: Infilitrate success.
Effect: 1d20 + faction’s offensive bonus, DC = 10 + government level or opponent faction’s defensive bonus. Success reduces government level or opponent faction’s social level by one. If the DC is beaten by 10 or more, government level or opponent’s social level is reduced by two. If the DC is beaten by 20 or more, government level or opponent’s social level is reduced by three.
Rating Modifier: If the agitation fails, faction rating drops by –1. If the agitation succeeds, faction rating increases by +1.

Attack [Military]
The faction stages an attack upon another faction within the community or directly upon the community.
Cost: 1 action, +2 for each additional attack.
DC: 15.
Prerequisites: Muster success (or preexisting army).
Effect: 1d20 + faction’s offensive bonus, DC = 10 + population level or faction’s defensive bonus. Success reduces population level or opponent faction’s military level by one. If the DC is beaten by 10 or more, population level or opponent’s military level is reduced by two. If the DC is beaten by 20 or more, population level or opponent’s military level is reduced by three.
Rating Modifier: If the attack fails, faction rating drops by –1. If the attack succeeds, faction rating increases by +1.

Defend [Military]
The faction actively defends itself or the community’s population against military aggression from another faction.
Cost: 1 action for each attack defended.
DC: 10.
Prerequisites: Muster success (or preexisting army).
Effect: May be used in place of any other action if the faction or community is attacked. When targeted by an attack order from another faction, DC of the attack increases by 1/2 the amount the faction check exceeded the Defend DC (round down).
Rating Modifier: If the opponent faction’s attack succeeds, faction rating decreases by –1. If the opponent faction’s attack fails, faction rating increases by +1.

Infiltrate [Social]
The faction places agents into the community to monitor and influence political activity.
Cost: 3 actions.
DC: 25 minus population level of settlement.
Prerequisites: None.
Effect: Positions the faction in the community and allows the use of other social actions in that turn (minus cost of infilitration). Allows heroes to use faction checks instead of Gather Information checks in infiltrated community. If the settlement is already active, an infiltrate order will improve the faction’s Social Level in that settlement by +1.
Rating Modifier: If the infiltration fails, faction rating drops by –1. If the infiltration succeeds, there is no change.

Investigate [Social]
Faction agents work to uncover political or social information.
Cost: 1 action.
DC: 15 (assess) or determined by Knowledge or Gather Information DC (investigate).
Prerequisites: None.
Effect: Determines what the Social Level of a given faction is within the settlement. If the assess function of this order beats the DC by 10 or more, all Social orders from now on gain a +1 bonus to checks (faction checks and offensive/defensive checks). This order may also be used in place of any bardic knowledge, Knowledge (local), sailor lore, or Gather Information check if the information required is at least somewhat related to the areas of expertise of the faction and of a social or academic nature.
Rating Modifier: No change.

Mitigate [Social]
The faction actively defends itself or the community’s government against social pressure and agitation from another faction.
Cost: 1 action for each agitation mitigated.
DC: 10.
Prerequisites: Infiltrate success.
Effect: May be used in place of any other action if the community or faction is agitated. When targeted by an agitate order from another faction, DC of the agitation increases by 1/2 the amount the faction check exceeded the Mitigate DC (round down).
Rating Modifier: If the opponent faction’s agitation succeeds, faction rating decreases by –1. If the opponent faction’s agitation fails, faction rating increases by +1.

Muster [Military]
The faction assembles an armed force or militia in the community.
Cost: 3 actions.
DC: 15 plus population level of settlement.
Prerequisites: None. If the community has been infiltrated by the faction already, reduce DC of faction check by –5.
Effect: Gives the faction access to its military level in the community and allows the use of other military actions in that turn (minus cost of muster). If the settlement is already active, a muster order will improve the faction’s Military Level in that settlement by +1.
Rating Modifier: If the mustering fails, faction rating drops by –1. If the mustering succeeds, there is no change.

Recon [Military]
Faction agents uncover strategic or military information.
Cost: 1 action.
DC: 15 (assess) or determined by Knowledge or Gather Information DC (investigate).
Prerequisites: None.
Effect: Determines what the Military Level of a given faction is within the settlement. If the assess function of this order beats the DC by 10 or more, all Military orders from now on gain a +1 bonus (faction checks and offensive/defensive checks). This order may also be used in place of any bardic knowledge, Knowledge (local),
sailor lore, or Gather Information check if the information required is at least somewhat related to the areas of expertise of the faction and of a military nature.
Rating Modifier: No change.

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Re: Wereldlijke invloed

Postby Rasputim » Wed Feb 11, 2009 3:09 pm

Image
Brass Tiger Company (BT)
Alignment: Chaotic good
Base Military Level: 4
Base Social Level: 4
Active Settlements: Kalaman, Merwick, Sanction, Zhea Harbor
Faction Services: The Brass Tiger Company is a good source for cohorts or followers. Brass Tiger cohorts are typically fighters or fighter/rogues and represent officers in the Company. Brass Tiger followers are typically 1st-level warriors. If at least a +10 faction rating with the Brass Tiger Company, you gain a +2 Leadership bonus when recruiting from the Company.
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Knights of Neraka (KN)
Alignment: Lawful evil
Base Military Level: 5
Base Social Level: 5
Active Settlements: Daltigoth, Hargoth, Lemish, Tarsis, Zhea Harbor
Faction Services: If a +10 or better rating rating with the Knights of Neraka, one can recruite LN/LE followers and cohorts from the Nights of nerala and they may use their association with the Orders to gain a +2 synergy bonus on any Gather Information or Intimidate checks in active settlements. Dark Knights are usually fighters, fighter/mystics, or fighter/sorcerers (with or without levels in the Dark Knight prestige classes).
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Knights of Solamnia (KS)
Alignment: Lawful good
Base Military Level: 6
Base Social Level: 4
Active Settlements: Caergoth, Castle Eastwatch, Kalaman, Merwick, Palanthas, Sanction, Solanthus, Thelgaard
Faction Services: The Knights of Solamnia are an excellent source for cohorts (usually fighters, with some fighter/clerics devoted to Kiri-Jolith) and equipment. With a +10 faction rating, you may acquire masterwork weapons and armor as if they were regular from an active settlement. With a +15 or greater faction rating, the heroes may acquire magical weapons and armor at a reduced cost (75% of item cost in active Solamnic settlements outside of Solamnia proper, 50% of item cost in active Solamnic settlements within Solamnia). No item with a base cost of more than half of the average party wealth (based on DMG, “Character Wealth by Level,” page 135) can be acquired in this manner, and certainly no evil-aligned armor or weapons are available.
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Legion of Steel (LS)
Alignment: Neutral good
Base Military Level: 4
Base Social Level: 6
Active Settlements: Border Keep, Crossing, Daltigoth, Firstwal, Kalaman, Merwick, Sanction, Solace, Tarsis, Throtl
Faction Services: The Legion of Steel may provide cohorts and followers. Typical cohorts are fighters, fighter/rogues, or rangers. Followers are 1st-level warriors or 1st-level experts. If a +10 or higher faction rating, you may also take advantage of the Legion’s safehouses and courier network. The Legion can smuggle, transport, or otherwise route any NPCs, items, or sums of money between settlements for the heroes, so long as there is no need for sea-based travel. If also a +10 faction rating with the Ergothian Merchant Marine, the two factions can coordinate to ship NPCs or items anywhere in Ansalon. Safehouses are backed by superior Legion sorcery and mysticism, hiding NPCs or items from outward divinations and detection for as long as a week before the NPC or item needs to be relocated.
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Whitescale Society (WS)
Unknown to you till know, this large society of spies, assasins, smugllers,... does the bidding of noone but Frost. Spread all over Krynn his eyes are everywhere and so are his evil shemes.
Alignment: Chaotic evil
Base Military Level: 3
Base Social Level: 7
Active Settlements: Daltigoth, Eastport, Kalaman, Khimel, Merwick, Throtl, Zhea Harbor
Faction Services: None. If somehow gained a +10 or better faction rating with the Whitescale Society, you gain a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using those skills against agents of the Whitescale Society
(apart from dragons). You also gain this bonus on weapon damage rolls. This bonus stacks with a ranger’s favored enemy bonus if appropriate.

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Rasputim
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Re: Wereldlijke invloed

Postby Rasputim » Wed May 06, 2009 1:45 pm

Ratings updated


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