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ORE Fantasy
Rules
One Roll Cities | One Roll Cities |
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| Written by Robert Donoghue | |||||||||||||||||||||||||
| Wednesday, 02 April 2008 | |||||||||||||||||||||||||
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I dig Reign’s chargen a lot, but I am a big fan of improvising setting, so I set this up to allow for cities (or city-states) to be rolled up with the same ease and flexibility that makes chargen in Reign so awesome. Using the same model as one roll character creation, roll 11 dice. Sets will be used to establish the local factions (which are companies) while waste dice can be used to determine physical elements of the city or current events.(For those unfamiliar with Reign, this should still make sense, just ignore the mechanical bits. Just take 11 dice and roll them. Set aside any sets, and compare them to table 1. For example, if you have three 4s, that's 3x4, which is "Mob." Any dice not in sets can be applied to table 2 or 3 more or less according to your whim. After you've done this, there should be enough of a skeleton in place that you could build the city from there). Table 1: CompaniesEdit: For clarification, these levels of cumulative, starting from 0. As such, 4x1 (stronghold) is Might: 4, Sovereignty: 1, Influence: 1, Treasure: 3, Territory: 3.Military (1) 2x1 Garrison The city has a small force of men dedicated to its protection, but they are stretched thin (+2 Might, +1 Sovereignty, +1 Influence, +1 Territory, +1 Treasure) 3x1 Fortified The city is well armed, her walls manned at all hours. (+1 Treasure, +1 Territory, +1 Might) 4x1 Stronghold The city is strongly held, and only a fool or someone with a vast army would test its walls. (+1 Might, +1 Territory, +1 Treasure) 5x1 Military State The military runs the city, and its purpose is war, actual or planned. (+1 Might, +1 Territory, +1 Sovereignty) Clergy(2) 2x2 Tested The church has only a foothold in this place, a few churches, as small hierarchy. (+2 Influence, +2 Sovereignty, +1 Territory, +1 Treasure) 3x2 Blessed The church has a healthy following in this place, and the temples see regular donations. (+2 treasure, +1 Sovereignty) 4x2 Sacred This city is a sacred place to the faithful, and has at least one church that is the subject of pilgrimages. (+1 Might, +1 Influence, +1 Sovereignty) 5x2 Holy See This city is the center of the faith. (+1 Influence, +1 Might, +1 Sovereignty) Merchants (3) 2x3 Crossroads Some small amount of commercial traffic passes through here, allowing for a few small marketplaces. (+3 Treasure, +1 Sovereignty, +2 influence) 3x3 Bazaar Traders come from far and wide, allowing the Bazaar to carry goods from throughout the known world.(+1 treasure, +1 might, +1 sovereignty) 4x3 Trading Hub Traders come here to buy and sell from other traders, resulting in the construction of warehouses and other tools of distribution. (+1 treasure, +1 might, +1 influence) 5x3 Mercantile Hub Great merchant houses have emerged, with their fingers in every pie. (+1 influence, +1 sovereignty, +1 Territory) Populists (4) 2x4 Rabble A few surly roustabouts drink in their bars and talk of revolution. (+3 Sovereignty, +2 Influence, +1 Might) 3x4 Mob Talk has turned to action, and the street makes many of its own laws. (+2 might, +1 Sovereignty) 4x4 Parliament Legitimacy has turned the mob into a political body (+2 Territory, +1 Treasure) 5x4 Republic The rule of the mob has become the order of the day (+1 Territory, +2 Treasure) Aristocracy (5) 2x5 Petty Nobles Lingering remnants of an old tradition, the names carry respect, but not much more than that. (+1 Treasure, +1 Territory, +1 Sovereignty, +1 Might, +2 Influence) 3x5 Old Families Generations of Treasure and power have left their mark (+1 treasure, +1 Sovereignty, +1 Might) 4x5 Center of Court The intrigues of the nobility are a central part of daily life.(+1 territory, +1 might, +1 Influence) 5x5 The Great Game The city is the playground of the nobility, and little happens that is not tied to them with silken threads (+1 Influence, +1 Sovereignty, +1 territory) Monarch (6) 2x6 Small Man, Big Hat The title of king still holds some meaning, though it is greatly debased these days. (+1 Might, +1 Treasure, +2 Sovereignty, +1 Influence, +1 Territory) 3x6 Limited Rule The king's power is great, but not unchecked. (+2 territory, +1 Might) 4x6 Strong Leader The King's voice carries great weight (+1 Territory, +1 Might, +1 Treasure) 5x6 I Am the Nation This is the seat of a great ruler (+1 Territory, +1 Might, +1 Sovereignty) Criminals (7) 2x7 Unsafe Streets This city has an unsavory reputation (+2 Influence, +1 Treasure, +1 might, +1 Territory, +1 Sovereignty) 3x7 Gangland Gangs and criminal organizations openly vie for pieces of the pie (+1 Might, +1 Treasure, +1 Sovereignty) 4x7 Mob Town Criminal enterprises have penetrated into more legitimate business, in a web of corruption and racketeering (+1 Territory, +1 Influence, +1 Treasure) 5x7 Bureaucracy The line between extortion and taxation gets fuzzy indeed when corruption permeates every layer of society (+2 Territory, +1 Treasure) Conspirators (8) 2x8 Whispers Some handful of groups meet in secrets in pursuit of their own agendas (+3 Influence, +3 Sovereignty) 3x8 Societies Secret Societies and clubs are a regular part of doing business (+1 Influence, +2 Treasure) 4x8 Wheels within Wheels Behind each secret society is another, more secret society, pulling the strings (or sometimes swinging the clubs) (+1 Influence, +1 Might, +1 Sovereignty) 5x8 Web of Conspiracies The network of secrets has grown more complex than anyone could expect to possibly track, and secrecy is protected by confusion more than obscurity. (+3 Territory) Mystics (9) 2x9 Scholars A few old guys with pipes and books. Harmless, right? (+2 Influence, +2 Sovereignty, +2 Treasure) 3x9 Cultists Ok, so maybe they're good cultists, but really, what are the odds on that? (+1 Sovereignty, +2 Might) 4x9 Magi Maybe they're frauds, maybe they're the real deal, but they're smart, scary and organized (+1 Territory, +1 Influence, +1 Might) 5x9 Masters These respected figures are venerated beyond the walls of the city, and can draw upon those followers and resources (+1 Treasure, +1 Territory, +1 Influence) Foreigners (10) 2x10 Presence Some foreign power maintains a noteworthy presence in the city. (+1 might, +2 influence, +1 Treasure, +2 Sovereignty) 3x10 Occupation Welcome or not, this foreign power is unlikely to leave if merely asked politely. (+2 Might, +1 Territory) 4x10 Foreign Rule This City is subject to a foreign ruler, though possibly not willingly. (+1 Might, +1 Sovereignty, +1 Treasure) 5x10 Empire This city is part of a larger empire (+2 Sovereignty, +1 Treasure) Some waste die effects use the term "Dominant Company" in their description. This is a stand in for whichever company had the widest set. If there is a tie, both are impacted by default, but you can feel free to be flexible. Table 2: Geography1. Fortifications - The city has high, thick walls, and gains +MD against any attacks from External sources2. Weeping Statue - The statue of the wounded soldier in the center of the city sometimes bleeds from its wound. The blood has miraculous properties, and allows a recovery check against anything, even things that shouldn't allow it, like leprosy. 3. Mucked Harbor - The Harbor has fallen into disrepair from years of neglect, and is now haunted by unpleasant sea life in addition to silt and wreckage. Clearing the harbor is a difficulty 5 Cultural Improvement, but if successful nets +1 Treasure in addition to the +1 Influence. 4. Printing Press - The city is discovering the power of the printing press and broadsheets cover every lamppost and streetcorner. This makes certain actions both easier and harder (Improve your reputation, Counter Espionage and Rally get a +1d bonus, but also increase difficulties by one), and it also allows skilled writers to take action to influence events. 5. Ancient City Walls - This city is older than its current occupants. At least some of the construction predates the 'founding' of the city, and in its durability it points to secrets of construction long since lost. 6. Sword in The Stone - Maybe it's a sword, maybe it's something a little bit less literal, but there is an icon which awaits the return of a true king. Should he ever arrive, at least some followers will flock to him, and he will immediately receive a company equivalent to 2x6. 7. Clean Streets - The city is a marvel of planning, and the streets are on the whole well lit, broad and well maintained. The Dominant Company receives +MD for Policing territory. 8. Sewers - The city has an extensive sewer system. Huge. Big enough to hold a city of its own. And perhaps it already does. Roll 8 dice when this is over, ignoring any waste dice, and takes the sets as the companies of the City below. 9. Great Lighthouse - No one knows how it works, or why, but its faintly green glow has been a landmark for as long as anyone can remember. +1 Treasure to the Dominant Company for the improvements in trade this allows. 10. Neutral Ground - This city is well respected for its neutrality, and is frequently used by other nations as a meeting ground. Table 3: Status and Events
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