Outposts

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Outposts

Current Outposts

What is an Outpost?

Outposts are inspired by Kingmaker Kingdom rules from standard Pathfinder 2e with heavy modifications to fit into the world of Kelek. They are strongholds, hunting camps, rest stops, or any other useful location chartered by the Round Table Council. Outposts extend the influence of Onadbyr and extend the safety net of the citizens, they are jumping-off points for storylines and expeditions, and serve as points of focus for characters trying to move up in the landscape of Onadbyr.

What do Outposts do for me?

An Outpost confers a variety of benefits to those that run it including but not limited to:

  • First priority on any Expeditions directly involving the Outpost
  • A variety of structures that improve both the Outpost and the characters within
  • A Discord category with a number of channels equal to the Outpost level
  • Full autonomy over who can access and use your Outpost and its resources
  • An endless source of roleplay opportunities

Leaders of an Outpost also enjoy special perks such as:

  • Associates filling leadership positions can never be locked out of accessing Outpost perks.
  • All leadership positions participate in the Outpost Turn, though only the Ruler can make the final decisions.
  • The Outpost earns income every month which is distributed among its leaders.

Additionally as the Kelek West Marches server matures special events may take place centered around Outposts with Outpost leadership playing a more direct role with added rewards or benefits therein.

How do I create an Outpost?

Outposts require a significant time and wealth investment to build the initial infrastructure, attract workers or migrants, and establish a foothold in the region in which its being built. Before a charter can be given, a group must first collect the minimum necessary requirements to be deemed worthy by the Round Table Council.

  • 2000 gold. as an initial investment for road construction and Outpost foundations.
  • Four Leaders. occupying each of the four primary leader roles.

Due to the extraordinary time and effort needed to manage an Outpost, an Associate can only have one leadership position at a time. To take a new position, they must first resign from the old one during an Outpost turn.

Once these requirements are met, open a ticket to begin the process of establishing an Outpost following the pathfinder 2e Kingdom Creation rules. When a location is chosen, the responsible storyteller and the players creating an Outpost will collaborate on populating a local hexploration map in which the Outpost Turns will take place.

Outpost Rules

Outpost Level Progression
Level Control DC Outpost Features
0 - Charter, Government, Initial Proficiencies, Heartland, Ruin Resistance
1 14 Skill Increase, Infrastructure Hub Construction
2 15 Outpost Feat
3 16 Skill Increase
4 18 Outpost Feat, Ruin Resistance, Expansion Expert (+2)
5 20 Skill Increase, Ability Boosts
6 22 Outpost Feat
7 23 Skill Increase
8 24 Outpost Feat, Ruin Resistance, Experienced Leadership (+2)
9 26 Skill Increase, Expansion Expert (+3)
10 27 Outpost Feat, Ability Boosts
11 28 Skill Increase
12 30 Outpost Feat, Ruin Resistance
13 31 Skill Increase
14 32 Outpost Feat
15 34 Ability Boosts, Skill Increase
16 35 Experienced Leadership (+3), Ruin Resistance, Kingdom Feat
17 36 Skill Increase
18 38 Outpost Feat
19 39 Skill Increase
20 40 Ability Boosts, Envy of the World, Kingdom Feat, Ruin Resistance

Progression

Level 0

  • Skill Proficiencies. Your outpost receives the trained proficiency rank in two skills gained from your initial choice of government and in up to four additional skills determined by your leaders, giving you a proficiency bonus to checks using these skills equal to your outpost level plus 2. Proficiencies cannot be changed, even if the outpost’s government or leaders later change.
  • Charter. Your outpost gains the benefits of your selected charter.
  • Government. Your outpost gains the benefits of your selected government.
  • Heartland. Your outpost chooses a heartland in which to place its first Infrastructure Hub. The heartland grants an additional boost to one of the outpost's ability scores based on a significant terrain feature present in that hex. If the hex has more than one terrain feature, the PCs should choose only one of them to provide the boost.
  • Ruin Resistance. Every 4 levels your outpost becomes more resistant to Ruin. Choose one of the four Ruin categories and increase its threshold by 2. When you do so, subtract its new Ruin Threshold from its ruin score.

Level 1

  • Skill Increase. Your outpost gains a skill increase. You can use this to increase your rank to trained in one skill in which your outpost is untrained, or to increase your rank to expert in one skill in which your outpost is trained. Starting at 7th level, you can use your skill increases to increase your outpost’s proficiency to master in a skill in which your outpost is already an expert. Beginning at 15th level, you can use them to increase your proficiency to legendary in a skill in which your outpost is already a master. You gain a new Skill Increase at every even level.
  • Infrastructure Hub Construction. You can establish infrastructure hubs in your outpost immediately. As infrastructure hubs grow, you not only gain more room to build, but the maximum item bonus you can gain from that hub’s structures increases as well.

Level 2

  • Outpost Feat. At 2nd level, and then every 2 levels thereafter, the outpost gains a feat.

Level 4

  • Expansion Expert. Your outpost is better at expanding its territory. You gain a +2 circumstance bonus to skill checks made to Claim Hex and Reconnoiter Hex. At 9th level, the circumstance bonus increases to +3 circumstance bonus.

Level 5

  • Ability Boosts. At 5th level and every 5 levels thereafter, you boost two different outpost ability scores. You can use these ability boosts to increase your outpost’s ability scores above 18. Boosting an ability score increases it by 2 if it starts out below 18, or by 1 if it’s already 18 or above.

Level 8

  • Experienced Leadership. Having both a primary and secondary leader now grant a +2 status bonus to outpost checks associated with their leadership role’s key ability. At 16th level, this increases to a +3 status bonus.

Level 20

  • Envy of the World. Your outpost is one of the Onadbyr’s most prominent. The first time in an outpost turn when your outpost would gain Unrest or Ruin, ignore that increase. You can ignore additional increases to Unrest or Ruin later in the same turn as well, but you must spend a Hero point each time you do so. Your maximum Hero point total increases by 1.

Mechanics

Many outpost mechanics are the same as the pf2e Kingmaker Kingdom rules. Those that differ are listed here with their new wording.

Leadership Positions

Primary Role Secondary Role Key Ability
Ruler Emissary Loyalty
Treasurer Viceroy Economy
Counselor Magister Culture
General Warden Stability

Outposts have two kinds of leaders; primary and secondary. If a primary role is unoccupied all relevant Key Ability checks are rolled with misfortune. Secondary roles are optional roles that assist the primary role. If both the primary and secondary roles are occupied, all Key Ability checks for those roles get a +1 Status bonus.

Experience

Any time an Outpost or one of its Infrastructure Hubs earns experience its in the form of Outpost XP which functions similar to Free Experience. At the end of an Outpost turn, Outpost XP can be either kept on an Outpost to influence its level or applied to one or more Infrastructure Hubs. Once Outpost XP is applied to an Infrastructure Hub it cannot be removed. Outpost XP is earned a few ways;

  • (+200 Outpost XP) A random event struck the Outpost.
  • (+50 Outpost XP) A hex was claimed.
  • (+5/RP up to 250) RP was traded for Outpost XP.

Outpost XP can also be rewarded in Expeditions related to the outpost or during special server events.

Ruin

Some events may cause an outpost to accrue ruin. There are four types of ruin opposing the four Ability scores. All ruin categories have a default threshold of 10 which can be increased every 4 levels.

When ruin is gained the Outpost Leadership decides into which ruin category it should go. When the ruin score reaches a multiple of the ruin threshold it reaches a new rank of ruin. The ruin becomes locked at a minimum value equal to its current ruin. The ruin can continue to increase or decrease, but ruin cannot be decreased below its minimum value naturally.

Each time Ruin Resistance is added, you subtract an amount of Ruin from that category equal to the ruin threshold. This subtraction can also reduce a ruins rank by bringing its total below its multiple of the ruin threshold. When doing so the new minimum is equal to the current rank’s ruin threshold multiple.

Infrastructure Hubs

Hub Name Level Consumption Max. Item Bonus Hexes Occupied
Gathering Spot 1 1 +1 0
Community 2-4 2 +1 1
Guild Hall 5-9 4 +2 2
District 10+ 6 +3 3

Infrastructure Hubs (Previously known as Villages) are hubs around an outpost where parties are trained, items are crafted, and goods are managed. Each Infrastructure Hub has a level which determines various stats. An Infrastructure Hub can never have more XP than the Outpost it is a part of.

Lots

Lots are areas within an infrastructure hub where structures can be built. Infrastructure Hubs have a number of Lots equal to twice their level. Any structure can be built provided the requirements are met, even if the Infrastructure Hub is lower level than the structure. Building a structure on a lot for the first time also rewards +250 Outpost XP.

Overcrowding

Citizens of an Outpost require places to sleep and live. An Infrastructure Hub is considered Overcrowded when it has more Consumption than buildings with the Residential tag.

Leveling Up

Infrastructure Hubs require 1000 Experience to level up and can only level up at the end of an Outpost turn when XP is being distributed.

An Outpost Turn

At the end of every real-world month a season passes in the world of Kelek. With the coming of the new season also comes the processing of that months' outpost Turn. During an Outpost Turn, the outpost tallies up resources its extracted, the leadership decides on new edicts or constructions to focus on for the new season, and random events may affect the outpost and its surrounding land.

At the end of each month the Ruler of an Outpost will open a ticket. A Storyteller will add all other leaders of that Outpost to the ticket and guide in processing an outpost turn.

Upkeep Phase

  • Regain the outpost's Hero point.
  • Adjust Unrest. Add 1 for every Overcrowded infrastructure hub. Add 1 if you are at war. If unrest is ever higher than 10, you gain 1d10 Ruin. If this happens attempt a DC 11 flat check, on a failure a hex is lost.
  • Roll for RP and Add Commodities from Worksites. Remember, worksites established in a resource hex provide double the commodities.
  • Pay Consumption. If you can't cover your consumption with food reserves you can pay 5 RP per point or increase Unrest by 1d4.

Leadership Phase

At the start of the Leadership Phase, each leader spends 7 days of Downtime to gain 3 Leadership Actions (Or 4 if the Outpost has a Castle, Palace, or Town Hall). Each leader can choose to spend an additional 7 days of Downtime to gain additional Leadership activities equal to one less than the previously gained number, up to a maximum of 6 Leadership Actions for 21 Downtime days (Or 10 Leadership Actions for 28 Downtime days with a Castle, Palace, or Town Hall).

Building on Rough Terrain
Terrain RP Cost
Mountains 12
Swamps 8
Forests 4
Hills 2
Plains 1
  • Commerce Activities. Any action with the Commerce tag can be done using 1 Leadership Action. They are limited to 1 per leader per outpost turn.
  • Region Activities. Any action with the Region tag can be done using 1 Leadership Action. They are limited to 1 per leader per outpost turn.
  • Civic Activities. Any action with the Civic tag can be done using 1 Leadership Action. Each Infrastructure Hub can only perform a number of Civic activities equal to its Consumption score per outpost turn.

Additionally the Reconnoiter Action is now a Leadership Action. Spend RP equal to the cost of building on Rough Terrain.

War Phase

TBD

Event Phase

Roll a d20, on any result besides a 20 a Random Event occurs.

  • Once the event is resolved, apply Outpost XP. Optionally, apply Outpost XP to Infrastructure Hubs.
  • The Outpost generates an income equal to the sum of the Currency per Additional PC value for each Infrastructure hub plus the Currency per Additional PC for the Outpost. (e.g. an Outpost with 6000 XP, a level 5 infrastructure hub, a level 3 infrastructure hub, and a level 1 infrastructure hub would earn 125gp + 80gp + 30gp + 10gp = 245gp) The Outpost leaders decide how to split these funds or if a consensus cannot be reached, it is distributed evenly.

Differences from Kingmaker

Feats

  • Civil Service. The Civil Service feat can only be applied to secondary leadership positions.

Structures

  • Any structure that lists a requirement for sharing or not sharing a block with another structure can be ignored. If a structure requires another structure in the same block, that structure must instead be present in the Infrastructure Hub.
  • Walls are placed on one edge of a hex that the infrastructure hub occupies.

Leadership Actions

  • No leadership actions are specifically affected.