User:Average/Lord and Countess

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Lords and Ladies rule. They can claim territory and responsibility for a region and be the sole ruler for it, even DM it. They can make Laws and hire people to enforce them for various rewards ("no dragonkind in our city"*). They can post notices and offer rewards so that itinerant warriors passing by can see that there a call for help in their village or region. When there's not enough interest in the village, they can join parties of adventurers or write songs about their efforts, perhaps hold court and have a performance for wandering adventurers. A good song can restore mana to a forelorn warrior and gain them CHR. Developing a flag for their realm gains them XP and confers +CHR. As long as the flag flies over their city, they can tax some percentage of income in their realm and get money. The greater the CHR, the more the citizens comply.

They get the land for their efforts and money via income tax from enacted laws. No skills or spells, but as they level, they receive property (perhaps will put up some warriors for the night) and get authority in which they can order villagers, detain any other NPCs or other misbehaving (e.g. chaotic) members for as long as they want. They get an automatic salary based on how many people live there and of what caliber, so it's an enticing class if you want to get money.

Since magistrates shouldn't get involved with gaining XP by killing, they get advantage rolls on all conflicts. If they take the advantage, they receive no XP if they kill the target. That simply makes their life easier. They have to find better laws to make better citizens of all types, if want XP, since it is based on population. If a Magistrate wins a Mana strike that another player started (like a rogue), they get access to their opponent's HP and become their wards, and they the warden, until the warden is killed or the loser offers a gift of contrition.

Just as fighters pair with wizards, lords countesses should pair with leaders. Then, adventurers go out and find the various fascinations around the lands, come back and contribute to the city. One focuses on taming the wilderness, the other on developing the city. These magistrates can collect income tax upon each resident who lives there and add to the city coffers to keep services working.

Must be lawful, otherwise can be stripped of XP, +CHR, and/or possessions acquired. Besides collecting whatever %age tax on general income of the population, they receive some automatic salary (10% of city income per year?). This makes the class more interesting as they don't have to go hunting for treasure out in the territory.

Such class must report to (and obey) any higher-level magistrate characters within their own kingdom, or make their own in some way (perhaps adding their own symbol to the flag). This substitutes for guilds within other classes.

CHR to start, STR to lead,

In this manner they are also rewarded coinage which can be used to buy items out of the equipment lists. So they are incentivised to create better territories, measured by how many people who loyal to you. This is related to number of residents (the number of XP is roughly equal to 10x the number of people that want to and actually live there. 1 million people? ==> player possesses 10 million XP) and player CHR (natural ability + flag). They'll have to figure out how to build good cities (apothecary, post system, bank, inns, pubs, blacksmiths, general stores, etc.) and build maps for them. XP goes down if people move out for better territories.

They gain fab, by accounting the adventurers who have passed through their city. Statues might get erected in their honor (perhaps from the DM). They can also confer titles to others for deeds well done: "Rael, Healer of the Just".

This is the class that is much like SimCity mayor, Perhaps they will build an Epic city that will be the favored supplier for all D&D campaigns. Ability of telepathy could happen between other magistrates, such that they might all appear when you don't expect it.

For their gods, they can build shrines and win favor. They might get gifts from the gods for their city, for example, or special insight through their telepathy ability. There are special campaigns to develop this class, so they learn about agricultural needs, road-building, protecting their cities, etc.

For each iteration of their flag, XP can be proffered to the creators. It must be a tangible, legitimate improvement.

You level is based on your population size and can go up or down:

  1. +25 people
  2. +50 people (75 total)
  3. +75 ppl (150)
  4. +100 ppl (250)
  5. +125 ppl (375), + sword
  6. +150 ppl (525)
  7. +175 (700)
  8. +200 (900)
  9. +225 (1250)
  10. +250 (1500)
  11. etc. land.

  • Credit for idea from Matthew Colville, Campaign 101