Buildings 2/21/05

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Buildings 2/21/05

Post by GM_Chris »

Building Types
There are several buildings that can be created in Final haven. Most of the building type are built off scene and are used to alter trade in the game. Any building that is built on site must be phyrepped and there should be some attempt at making the building "look" as it is suppose to look. Cabins on site will be designated wood or stone.

Stone Building
Stone Buildings can be created in game, but must be represented by a believable Physrep. This means you can use an existing cabin structure, a portable pravillian or Tent. It is reccommended that people use custom pravillians that can be made to look like stone.

A stone building cannot be destroyed save by siege weapons and Magic.

A stone building costs 10 stuff and 2 steel for each square foot of space. A stone building cost 2 basic upkeep per event.

Wood buildings
Wood Buildings can be created in game, but must be represented by a believable Physrep. This means you can use an existing cabin structure, a portable pravillian or Tent. It is reccommended that people use custom pravillians that can be made to look like wood.

A wood building can be torched to the ground. A torch must be highly visable and the act of burning must be made overly apparent to both those inside and outside of the building. It takes 4 people 10 minutes of uninterrupted time to torch a wood structure. If any of them are disrupted then the count must be restarted. No amount of extra people will decrease the torching time and no partial damage will be done. It will be assumed those inside the wood structure are activly trying to put the fire out and it will only completely go up after 10 minutes. After 10 Minutes the people who have set flames to the building must place Flame Tags on each side of the building to represent that it is on fire. At this time all who are inside the building die instantly and are consumed in the flame. Also, any items in the building are destroyed.

A wooden building may also be destroyed by pure force. It takes 4 people with headed weapons 15 uninterupted minutes to destroy the building. If any of them are disrupted then the count must be restarted. No amount of extra people will decrease the time and no partial damage will be done. The act of destroying a building must be made overly apparent to both those inside and outside of the building.

Wood buildings cost 5 stuff and 1 steel square foot.
Upkeep is 1 basic per event.

Doors
Doors
A door must have a tag that signifies how many minutes it takes 4 people with a battering ram to knock the door down. Doors that are tagless can be destroyed in 5 minutes by a character with a headed weapon. If the person is interupted the count must be restarted and no partial damage will be assesed.

Doors cost 4 stuff and 4 steel for each minute you want it to take.

Locks
A lcoking mechanism can be placed on any door or opening. This locking mechanism must be physreped and taged by using an actual lock. This lock only symbolizing a locking mechanism not what the mechanism looks like. A door with no locking mechanism is assumed to be locked by sliding a bar which can be slid open in no time by a person on the inside or if no one is inside the door is assumed to be unbarred.

Times to make all buildings:
Light Structures - Smithy, watch tower, loom, grainery, trap line etc. 6 months.

Medium Structures - Barracks, Foundry, Town Market, Dying Mill, etc. 12 months.

Heavy Structures - Keeps, Paved highways (roman roads), Capital sailing ships etc. 2 years.

MP's can be spent to reduce creation time by a max of 50%. MPs spent must equal the sum of all the resources required to build it. for example if a structure required 20 stuff 10 iron and 10 food and 5 refined materials... decreasing time would cost 45 MPs. Each multiple of this MP reduces time by 25%, so for 90MP reduce time by 50%.

Trade Buildings:

Name:

Cost Maintenance Effect


Watchtower

8 stuff 8 steel 4 refined materials / 1 refined materials / Having eyes on the route or destination improves the security of a route, giving + 4 to the total production of a standard resource or +2 to the total production of a secondary resource. A watchtower also provides a small bonus to MP when defending. Can only affect one Trade Route.

Barracks/Guard Post

30 stuff 30 steel 30 hide 10 refined materials /5 refined materials, 10 MP / This structure maintains an armed garrison to watch for trouble spots and provide active defense of an area. It can provide + 10 production to up to 3 geographically close (no more than 1 day) trade routes, and provides a medium bonus to MP while defending.

Keep

100 stuff 50 steel 50 hide 25 refined materials / 10 refined materials 50 MP / This symbol of wealth and power exerts a strong influence over a wide area, providing protection and enforcing the will of the owner. It can provide +10 production to up to 8 trade routes within 1 week’s travel of its location. It also provides a strong bonus to MP while defending.

Grainery

16 stuff 8 food 2 rarified herbs/ 1 rarified herbs / grain silos prevent damage or theft of food stores, improving the chance of a better random event. (food)

Grain Mill

40 stuff 20 food 8 rarified herbs / 2 rarified herbs / Grain mills improve the production of a food trade route by 10. Can effect 1 trade route.

Loom

16 Stuff 8 cloth 2 brewed liquids / 1 brewed liquids / A loom improves the chances of a better event on a trade route. (cloth)

Weaving/Dying Mill

40 stuff 20 cloth 8 brewed liquids / 2 brewed liquids / A weaving-dying mill improves production by 10 on a cloth route.

Smithy

16 stuff 8 steel 2 refined materials / 1 refined materials / smithy improves chances of a better random event on a trade route. (iron)

Foundry

40 stuff 20 iron 8 refined materials / 2 refined materials / foundry improves production by 10 on iron route.


Trap Line

16 stuff 8 hide 2 refined materials / 1 refined material / helps with better quality hides and improves chances of a better random event on a trade route. (hide)


Tannery

40 stuff 20 hide 8 refined materials / 2 refined materials / mass production of hide. +10 hide to route.


Warehouse

16 stuff 8 cloth 2 written works / 1 written work / provides storage space and accurate records of assets, improves chances of better event on the trade route. (Stuff)


Town Market:

40 stuff 20 cloth 8 written works / 2 written works / provides a location for people to meet and swap stuff. Makes a location more prosperous and provides extra space for storage. +10 to stuff trade route.


Gemcutter/StoneSetter

40 stuff 20 mystic 8 focusing materials / 2 focusing materials / provides skilled artisans to craft objects capable of channeling gathered energy. + 10 mystic to a trade route.

Note: The above buildings can be located off-scene at the location of the trade route. Any building which exists in the in-game area (including the above buildings if your trade route is in an in-game area) must be phys repped. Please check the associated rules for locks, doors, and re-inforced walls.
Chris
I be one of the gamemasters so e-mail me questions if you have them
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