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Become a Patron!
## GETTING STARTED!
>*During the course of the game, you can develop the settlement by undertaking projects. A project can be anything from building a palisade or starting a mushroom farm to setting up a justice system or opening a theater. People can sabotage projects, whether completed or not. Projects can also be destroyed by an attack against the settlement. Building projects does not only involve you directly, but is undertaken by a large section of People. Make sure to choose projects carefully – the projects you undertake determine what kind of society you create.* ## DEVELOPMENT LEVEL
>*Just struggling to survive is not enough. The People need hope for a better future, or They will either leave, die or even uprise. This town is not a place of despair but a great opportunity. To create the new town you want, the leaders need to agree on which path to take. The development of the settlement is measured in four values Food Supply,Culture, Magic/Technology and Warfare called Development Levels (DEVs):* ## PROJECT RULES
>*At the start of the campaign, you get to distribute 12 points between these four DEVs. Do it in any way you like – you can set a DEV to zero if you like. During the course of the game, you can increase the four DEVs in two ways: 1. You can undertake projects, 2. Special NPCs called Followers can help you.* ##
>***Successes Required-** The list of projects (below) tells you how much work a certain project needs to be completed, measured in Successes. **For every 6 that is rolled** , you gain one success for that project. Once the successes you have at least equals the Successes Required your project is completed, and can be used in the game by PCs and NPCs alike.* \columnbreak ## HOW MANY D6's DO I ROLL?
>*You look at the ability score modifier for the skill you are using, and roll that many 6's (No negatives). If you are proficient in that skill you would also add a number of 6's equal to your proficiency bonus. If you have expertise in that skill, you double your proficiency bonus instead. \pagebreakNum # LIST OF PROJECTS ## Food Supply Projects ### HUNTING PARTY *The People organize expeditions into the wilds to track and kill wild beasts for food.(A chance of Something bad happening when they go out to hunt).* ___ - **Dev Requirement:** None - **Skills:** Stealth and Animal Handling - **Successes Required:** : 5 - **Dev Bonus:** : Food Supply +2D6 --
### CROPLAND (Unlocks Farmers) *A plot of land is set aside for the organized cultivation of grain, corn, turnips, radishes, or even mushrooms. Simple tools like plows and harrows are made and utilized.* ___ - **Dev Requirement:** Magic/Technology 5 - **Skills:** Nature and Athletics - **Successes Required:** : 15 - **Dev Bonus:** : Food Supply +3D6
### GATHERING PARTY *The People organize expeditions into the wilds to gather herbs, berries and other plants.* ___ - **Dev Requirement:** None - **Skills:** Nature and Survival - **Successes Required:** : 5 - **Dev Bonus:** : Food Supply +1D6
### MILL *A simple mechanism that will grind plants into flour for baking bread. Is powered by hand, a Water Wheel or a Windmill.* ___ - **Dev Requirement:** Food Supply 5, Magic/Technology 10 - **Other Requirement:** : Water Wheel or Windmill - **Skills:** Athletics and History - **Successes Required:** : 10 - **Dev Bonus:** : Food Supply +2D6
### SMOKEHOUSE *A small house or shed where meat or fish caught in the Zone is cured by smoke, making it last much longer.* ___ - **Dev Requirement:** Culture 10 - **Other Requirement:** : Hunting Party or Stables - **Skills:** Investigation and Survival - **Successes Required:** : 10 - **Dev Bonus:** : Food Supply + 1D6
\columnbreak ## Culture Projects ### TEMPLE *A shrine where the People can worship their deities.* ___ - **Dev Requirement:** None - **Skills:** Persuasion and Religion - **Successes Required:** : 5 - **Dev Bonus:** : Culture +1D6
### STATUE *A grand effigy of a deity or hero (or whatever the players want).* ___ - **Dev Requirement:** None - **Skills:** Insight and Sleight of Hand - **Successes Required:** : 5 - **Dev Bonus:** : Culture +1D6
### WORKSHOP *This is the place to go if you need something fixed – but it will cost you coin to get anything done.* ___ - **Dev Requirement:** Magic/Technology 5 - **Skills:** Sleight of Hand and Investigation - **Successes Required:** : 10 - **Dev Bonus:** : Culture +1D6
### TAVERN *A place where the People can gather to eat, drink and swap stories..* ___ - **Dev Requirement:** Food Supply 10 - **Skills:** Performance and Perception - **Successes Required:** : 5 - **Dev Bonus:** : Culture +1D6
### THEATER/MUSIC HALL *A stage and ensemble, entertaining the People with stage plays and music.* ___ - **Dev Requirement:** Culture 10 - **Skills:** Performance and Deception - **Successes Required:** : 10 - **Dev Bonus:** : Culture +2D6
### INK & PAPER *People have found out how to make ink and paper from plants.* ___ - **Dev Requirement:** Food Supply 15, Culture 10 - **Skills:** Nature and Survival - **Successes Required:** : 10 - **Dev Bonus:** : Culture +1D6
\pagebreakNum ## Warfare Projects ### BASIC DEFENSES *Part of a small Palisade or other small defenses.* ___ - **Dev Requirement:** None - **Skills:** Athletics and Survival - **Successes Required:** : 10 - **Dev Bonus:** : Warfare +2D6
### Small Palisade *Part of a small Palisade or other small defenses.* ___ - **Dev Requirement:** Magic/Technology 5, Warfare 10 - **Skills:** Performance and Animal Handling - **Successes Required:** : 10 - **Dev Bonus:** : Warfare +2D6
- ### FIGHTING PIT *A sand pit where the strongest people fight each other for gold and glory. Less physically inclined townsfolk bet on the outcome. No weapons or magic are allowed in the fighting pit unless granted approval.* ___ - **Dev Requirement:** None - **Skills:** Athletics and Acrobatics - **Successes Required:** : 5 - **Dev Bonus:** : Warfare +1D6
- ### WATCHTOWER *Up here, you can spot enemies from afar.* ___ - **Dev Requirement:** Culture 5 - **Skills:** Investigation and Perception - **Successes Required:** : 5 - **Dev Bonus:** : Warfare +1D6
- ### MILITA *An armed force given the job to protect the town against external enemies.* ___ - **Dev Requirement:** Warfare 10 - **Skills:** Intimidation and Acrobatics - **Successes Required:** : 10 - **Dev Bonus:** : Warfare +2D6
\columnbreak - ### TOWN SPIES (Unlocks World Spies) *A system of informers who look for and report suspicious activity.* ___ - **Dev Requirement:** Warfare 10, Culture 10 - **Skills:** Stealth and Deception - **Successes Required:** : 5 - **Dev Bonus:** : Warfare +1D6
- ### TOWN GUARD *A town guard are better trained and more powerful than a Militia. The town guard can be used for actual military campaigns.* - **Dev Requirement:** Warfare 20 - **Other Requirement:** : Justice System - **Skills:** Intimidation and History - **Successes Required:** : 10 - **Dev Bonus:** : Warfare +2D6
- ### SAFE SHELTERS *A Hidden tunnels and escape routes dug underneath the town. Here, the townsfolk can seek shelter or make their getaway if the town is invaded.* ___ - **Dev Requirement:** Warfare 20, Magic/Technology 10 - **Skills:** Religion and Perception - **Successes Required:** : 10 - **Dev Bonus:** : Warfare +2D6 \pagebreakNum ## Magic/Technology Projects ### SUNDIAL *A device that tells the time of day when there is sunlight by the apparent position of the Sun in the sky.* ___ - **Dev Requirement:** Culture 5. - **Skills:** Insight and Nature - **Successes Required:** : 5 - **Dev Bonus:** : Magic/Technology 1+D6
### WINDMILL *A large fan-like structure placed on a tower of some sort, ingeniously built to always turn into the wind.* ___ - **Dev Requirement:** Magic/Technology 15 - **Skills:** Sleight of Hand and Investigation - **Successes Required:** : 15 - **Dev Bonus:** : Magic/Technology 1+D6
### LIBRARY (Unlocks Sages) *A collection of books and knowledge.* ___ - **Dev Requirement:** Magic/Technology 10 - **Skills:** Arcana and History - **Successes Required:** : 15 - **Dev Bonus:** : Magic/Technology +3D6
### ALCHEMY LAB (Unlocks Alchemist) *Glass-blown tubes, alembics, piping, and jars line the walls in the candle-lit shevles. The air is musky with the smell of dried herbs, as to the side a cauldron bubbles rhythmically atop an open flame.* ___ - **Dev Requirement:** Magic/Technology 15 - **Skills:** Arcana and Medicine - **Successes Required:** : 15 - **Dev Bonus:** : Magic/Technology +2D6 -
### ENCHANTER'S WORKSHOP (Unlocks Enchanter) *Delicate strands of the arcane are woven together here, empowering simple items to become magical wonders.* ___ - **Dev Requirement:** Magic/Technology 25 - **Skills:** Arcana and ? - **Successes Required:** : 10 - **Dev Bonus:** : Magic/Technology +2D6 -
\pagebreakNum ## Mixed Projects ### MUSEUM *An exhibition of objects of importance or rare nature. The People can come here to learn about the world..* ___ - **Dev Requirement:** Culture 5 - **Skills:** Religion and Arcana - **Successes Required:** : 10 - **Dev Bonus:** : Culture +1D6, Magic/Technology +1D6
### BLACKSMITH SHOP (Unlocks Blacksmith) *It's a Blacksmith...* ___ - **Dev Requirement:** Magic/Technology 15 - **Skills:** Investigation and History - **Successes Required:** : 15 - **Dev Bonus:** : Warfare +1D6, Culture +1d6, Magic/Technology +1d6
### MARKETPLACE *Bartering has always taken place in the Ark, but with a designated marketplace, trade is more organized.* ___ - **Dev Requirement:** Culture 15 - **Other Requirement:** : A Trade Partnership with another town. - **Skills:** Persuasion and Insight - **Successes Required:** : 10 - **Dev Bonus:** : Food Supply +1D6, Culture +1D6
### STABLES *Pigs and other farm animals are raise for food and horse are bred are as mounts.* ___ - **Dev Requirement:** Food Supply 10 - **Skills:** Animal Handling and Nature - **Successes Required:** : 15 - **Dev Bonus:** : Warfare +1D6, Culture +1d6 -
- ### Justice System *A court given the power to mete out punishment on townsfolk who steal, murder or disrupt the order of things.* ___ - **Dev Requirement:** Warfare 10, Culture 10 - **Skills:** Persuasion and Insight - **Successes Required:** : 10 - **Dev Bonus:** : Culture +1d6, Warfare +1d6
- ### brewery *It brews booze.* ___ - **Dev Requirement:** Food Supply 5, Magic/Technology 15 - **Skills:** Medicine and Perception - **Successes Required:** : 5 - **Dev Bonus:** : Culture +1d6, Magic/Technology +1d6
\columnbreak ### SCHOOL *Here the People can learn how to read, write, do mathematics, and all about world.* ___ - **Dev Requirement:** Magic/Technology 5 - **Skills:** History and Nature - **Successes Required:** : 10 - **Dev Bonus:** : Culture +1d6, Magic/Technology +1d6
- ### HELIOGRAPH *A device capable of quickly sending short messages over long distances, using light signals and mirrors. * ___ - **Dev Requirement:** Magic/Technology 10 - **Skills:** Performance and Acrobatics - **Successes Required:** : 5 - **Dev Bonus:** : Warfare +1d6, Magic/Technology +1d6
- ### ROAD *You make a road which can be used by carriages. This project can be undertaken many times over – every sector to be traversed by a Road counts as a separate project.* ___ - **Dev Requirement:** Magic/Technology 5 - **Skills:** Athletics and Intimidation - **Successes Required:** : 5 - **Dev Bonus:** : Food Supply +1D6, Culture +1D6 – but only when the Road reaches another settlement
- **Special**: Traveling on the road takes you 1/4th less time. - - ### Doctor *They can patch up the wounded and help the sick* ___ - **Dev Requirement:** Magic/Technology 15, Culture 15 - **Skills:** Medicine and Sleight of Hand - **Successes Required:** : 10 - **Dev Bonus:** : Culture +1d6, Magic/Technology +1d6