User:Average/Leader

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The leader is commander-in-chief: taking the risks and the kicks to rise to the top. They are defined by the CON stat and engage other leaders not in bloody battles, but by CON battles. They develop flags to mark territory which is how they are evaluated for XP and levels -- the more valuable the city, for example, the greater thier level. If they do decide to wage battle, they confer their own +DAM modifiers to those who give their loyalty. If they reach the rank of paragon, they can wear a crown that confers a unique ability: insight.

The DM can assess the value the player has created at confer the XP or you can level the player based on the table below for property values. Guilds, for example, might be worth 20000XP, a tavern 5000XP, a well by a mage, 10000XP, or a well by a druid to include the underlayers 50000XP, etc.

Classic feature of the leader is their ability to gather the rowdy bunch and lead. They may not be the best fighter, or look best in armor, but they have a vision of what to do and can lead a party or build a city to accomplish it. Those who give their fealty to the leader get the leader's +DAM modifiers. They also are unique in that they can steal XP from other players (perhaps NPCs also) by getting them to lose face. They level by the value of the land that is under their control. Leaders plant flags, showing their affiliation, and declare their region for others to join in their purposes, or they capture another's flag and plant their own in the quest for power and property.

Leaders can develop the value of their claims by adding territory or developing existing ones. Perhaps they will add houses, for example, or build a castle on a piece of territory, hire a herbalist to create a forest, or maybe stake their claim to the entrance to some cave system. The value of the territories is evaluated by a combination of market price and whatever the DM says. If another gaming group comes in and makes a claim on it, that (former) DM will have to justify their price. If they can't, it goes to the new owner (the latter).

It should be stated that a player may automatically inherit a leader multi-class if they show exceptional prescience and initiative. This class slot becomes concealed and is not limited like other leaders who must challenge each other. This class gains levels through special successful initiatives that the DM must learn to observe and note. ...to be expanded upon(?) --mj

Leaders can acquire the ability of insight by special qualities of the crowns (or jeweled rings) they wear (conferred by the DMs use of the campaign book). This allows them to save themselves from wandering aimlessly around the realms.

Leaders confer +DAM modifier for attacks rolls from within their party (those who give their fealty, otherwise to all members if they also have a Cleric with them). The actual amount is equal to the amount of the leader themselves.

Perhaps they will restore the spell-forge in Phandelver Mine, or perhaps they will gather a group of warriors in the village who can go fight the dragon, for they level by taking risks and accomplishing milestones. This is in contrast to the magistrate class who builds laws for order. Lords/Countesses create flags, leaders have insignia -- symbols often engraved into rings that they wear (+DAM). Fellow leaders, rather than fighting, engage in CON battles (see below). As they rise towards epicness, their insignia becomes an emblem of trust and respect, stamped upon their documents that they might pass around in the realm to communicate their provenance.

Leaders get to pass through their territories without obligation of greeting. In fact, if anyone from outside their territory starts talking with them, you essentially enter a CON battle. Some little warrior wants to get in your face about something, they start losing mana - up to the point they decide to strike you. Leaders must exist in hierarchy. If one leader even looks at another leader while amidst the pablum (OR they are the same level), it becomes a CON battle and you are obligated to exchange words.

XXX STUB Leaders have CON, they can weather blows to their ego. But they need INT in order for it to mean something, and CHR to gather people together. DEX helps them manage the chaos of the masses. .

Two leaders in negotiation are in a CON battle. This is the primary method of engagement among leader classes after Underling or Hero levels or so.

Leaders can apply excess HP (over their norm) uniquely to steel forging benefits, giving +DAM modifiers proportional to HP sacrificed. When the amount of HP is twice as great as their norm, it becomes a type of psionic power. Generally, this is turned into CHaRisma (which turns into permanent luck if CHR gets to 20), because the high-mages will come down and slap the person down for upsetting the power of the universe if it's turned into magic. If they have luck and lose face in a CON battle, they lose their luck until they regain it.

Such temporary gains in HP from a CON battle can be transformed into valuable power. A leader might forge a special sword with that temporary HP (if he or she hold on to it), imbuing it into the sword, giving an equivalent and permanent number of HIT or DAM to the weapon. Or, if magical, s/he could develop a spell, whose level is equal to the leader`s magic level plus the gain taken from their HP, making the spell a higher-level power than the actual player. XXX

Instead of their own guilds, leaders have fans or devotees (adding to their mana?? convertable to equivalent coinage per 10-day?). They lead by example. They can encourage the formation of other`s guilds and temples for their cities or villages, inviting high-level mages, craftslans, or clerics and such to provide the qualities necessary to engage and develop citizens.

Leaders gain extra mana by the number of citizens who look upon them favorably -- 100 mana per 100 people. They lose mana in the same manner for those who look unfavorably upon them. That increase above the norm can be inculcated into their signet ring. If their HP+Mana ever drops to 0 in an actual battle, their ring will crack. If their mana is low because of lack of favor, they lose time-slots. If this goes to 1, they are essentially controlled by external forces.

Increased mana in a leader can translate into increase fab, since the DM probably isn't developing clothing for leaders of state.

Leaders have the ability of insight which allows them to get hints from the DM of what direction good bounty or solutions can be had. Owing to the fact that they are people-persons, they are probably hearing what's going about the land-at-large, hence their natural insight. The greater their level and experiences, the greater their insight. Rather than gain skills as they level like other classes, they can be gifted with spells, armor, and teachings from the warriors that pass through their townships.

Leaders, like Lords, can hold property. Lords set the rules for property, and leaders generally are given property -- to encourage individuals to develop the reputation for the city, for example. They can create secure houses (or "banks") for keeping the goods of villagers and the treasures found by adventurers, asking for a daily fee. You'll have to figure out how to keep these things secure from bandits and chaotic players. Lords make laws, leaders execute them. Leaders get a income roughly equal to 5%(?) of revenue increases for their salary automatically + a fixed currency amount decided by the city magistrate. They can spend that on fine goods made in the city or curate a fab pad at their mansion.

XXX They gain XP through the amount of increase of treasure in their city coffers per annum, something akin to sales tax. They'll also want to build bridges over chasms and throughways over mountain passes so that people can get to their town and trade can increase,connecting economic centers and/or grain and livestock producers, etc., taking higher-level risks than their last. They'll also want to work with the printers guild to make the city do interesting things. They may also try giving gifts to the DM (this must be done in the presence of other players) to gain some favor. Example for the former: Make it all the way through Mirkwood Forest and back to the village, OR Put up (fund) 2000gp towards building a clocktower for the city. They have to figure out the logistics and gather the party that can meet their goal(s). They can lose levels, however, if they fail and revenue goes down for the city -- perhaps they didn't factor in the dragon that might reign fire over the city as a greater priority. Gifts to the DM (or GM can be pizza for game-night, a naturally-cut crystal, a set of rare runes. Such gifts might grant the giver another level by the trading of some territories, but each time, the gift is expected to be greater than the last.

They may or may not have gods, but if they do, they might get informed of the direction for special items, like magical items vs. non-magical, for example. Leaders get fab by the power of other characters who are alongside with them.

Leaders and Magistrates can work together well. The Magistrate can design the city, while the leader can entice people to live there. Magistrates can tax them, and leaders can guide them to make more value, by enrolling them in guilds where they can learn faster.

Leaders who get involved in killing positive-aligned characters rather than finding more creative options, get adverse alignment (-XP) and their luck goes into the negative. Better to find a magistrate who can write a law. Since they're not killing they get to collect revenue through taxation, if they wish.

Leaders level by territory size and value. That value can be assessed by the DM or a neutral third party. Each tile (1 Mile) of open grassland has an asset value of about 50gp, if forest 5000gp, if transitted by a canal or waterway, 500-1000gp, mountain range 5000-50000 depending on if minerals are within, if a city it could be 5000ep, each person counts to about 500gp/year. There are great cities whose each tile is worth 5000ep!:

  1. 50gp of value,
  2. 100gp of value,
  3. 200gp "" ""
  4. 400gp
  5. 800gp,
  6. 1600gp,
  7. 3200gp
  8. 6400gp,
  9. 12,800gp
  10. 2500pp
  11. 5000pp,
  12. 10,000pp etc. doubling ever forward

Subterranean territory is not counted if part of another campaign setting and held by it.

A territory claim is normally denoted by a flag, whether pre-existing city or a build-your-own. You'll want to partner with the magistrate class to write laws, craftslans to build structures, herbalist to create apothecarys, and knights and other adventurers to guard the boundaries. (Knights are leader classes underneath another leader, unless they separate from them and stake a claim by winning a CON battle.) A knight can quickly become a highly-rankied leader simply by having enough patriots to claim a pre-existing kingdom, or more noblely, convincing enough PCs to build a city.

Assessors should consider the total rate of value and not only asset-value. Rate is determined by how many people are generating value (through crafts, mining, etc.). If Rate is low, the value of the development is greatly reduced.

If a leader is trying to claim more value than s/he can handle, defend, or justify, enter the dragons (or other adventurers wanting to test the leaders mettle).