Housing Guidelines

Housing Guidelines

Players are given one experience point every three games. These can be spent in a variety of ways. you can buy up to 10 levels in any asset, over 5 "dots" will require special materials determined by the GM and will likely come in quest form.


Name
experience per level Description
Blacksmith
2
Needed to create items made of metals, requires a character with a blacksmith skill to use
Armoury
1
Used to Store weapons for soldiers and to hold weapons securely for the coterie. The level is not only the size but also the security of the facility, higher level have magical wards and protections
Barracks
1
The level/Size of the barracks determines the number of guards the castle has at 20x level. Guards are loyal but they are not ghouls. They can be a source for story, but largely are there for the defense of the haven. They are highly paid and highly motivated by default to ensure the safety of the Assets and Coterie. Barracks can be purchased multiple times to increase a standing army. Each New barracks has an increased cost and other requirements such as increased retainers to manage the creation of an army. So as not to be abused the GM and Coterie must talk to determine the cost of each new barrack
Millitary Stables
1
Each level of Millitary Stables allows you to create a cavalry unity from your barracks a calvalry unit will be 20 horses/soldiers
Alchemy Lab
2
Needed to create items such as potions, salvs, and other aclhemical needs. Some Rituals Require an alchemy Lab, some blood magic also will requier the lab. The need for this is determined by the GM. Primary purpse is to faciliate the creation of potions
Ritual Room
2
Needed to perform most rituals, some rituals can be performed in the field, but larger more powerful rituals will require more powerful ritual rooms. Level 1 rituals require a level 1 room, level 2 rituals require a level 2 room, etc
Royal Stables
1
Each level allows you to have Horses and stable boys to hand. The number of horses that can be properly cared for and managed is 3 x level
Airship Workshop
3
This covers the ability to own Airships, this covers the level of needed to trade to far off lands as well as the ability to repair the ships. This requires a specialized NPC to repair and maintain the airship. airships have a low cargo capacity
Naval Portal
3
This covers the ability to own ships, this covers the level of needed to trade to far off lands as well as the ability to repair the ships. This requires a specialized NPC to repair and maintain the ships and manage the trades. Sea Ships have the greatest cargo capacity. The Port level determines how many ships can be managed. 10 ships per point in active service, and store up to 10 ships out of service.
Hospital
3
Increases health and longevity of mortals in the region. For each level of hospital the coterie gets 1 dot of herd. a Vampire uses 2 dots of herd eachh day to feed fully
Household Retainers
1
Though these can be acquired in game through the GM, Players may purchase into the asset to gain additional reatiners. Retainers can be sent to do activities during the day, take care of administration in the haven. For every 3 assets the haven has the retainers must increase by 1. So if you have 6 assets in your haven you would need a retainer of 2, this covers administration. Gathering of non special materials and general administration. This also covers housing for stable boys, attendants, Stewards etc.

Coterie of the damned Assets:

Name
Level (1-10) Exp per level Exp total Cost
Blacksmith
3
3
6
Barracks
1
1
1
Alchemy lab
1
2
2
Ritual room
2
3
6
Armory
1
1
1
Royal Stable
1
1
1
Airship workshop
1
3
3
Naval Port
3
3
9
Household retainers
3
1
3
Hospital
3
3
9
Total Exp Spent: 41 exp

   

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