No edit summary
Line 8: Line 8:
* Farm - produces money.
* Farm - produces money.
* Fleet - can trade with foreigners, to produce items or money, or commit piracy, to steal items or money from [[Foreign Nations|foreigners]] or [[barbarians]].
* Fleet - can trade with foreigners, to produce items or money, or commit piracy, to steal items or money from [[Foreign Nations|foreigners]] or [[barbarians]].
* Forest - produces ten units of one rare [[material]] that are used by an [[Crafting skills#artisan|artisan]] to make magic items.
* Forest - produces ten units of one rare [[Materials|material]] that are used by an [[Crafting skills#artisan|artisan]] to make magic items.
* Herb garden - produces fourteen herbs for use by a [[Surgical skills#physick|physick]] or [[Surgical skills#apothecary|apothecary]].
* Herb garden - produces fourteen herbs for use by a [[Surgical skills#physick|physick]] or [[Surgical skills#apothecary|apothecary]].
* Mana site - produces seven crystalized mana for use in [[Magic overview#spellcasting|spellcasting]] and [[Magic overview#rituals|rituals]].
* Mana site - produces seven crystalized mana for use in [[Magic overview#spellcasting|spellcasting]] and [[Magic overview#rituals|rituals]].

Revision as of 08:26, 4 January 2013

Personal Resource

  • Every PC chooses one personal resource at character creation
  • You can never have more than one personal resource

Every character chooses one type of personal resource and what region it is located in when their character is created. Most personal resources automatically produce money or items for the character’s use every event that they attend. The possible options are:

  • Business - produces money.
  • Congregation - produces five doses of liao as well as providing votes in the Imperial Synod.
  • Farm - produces money.
  • Fleet - can trade with foreigners, to produce items or money, or commit piracy, to steal items or money from foreigners or barbarians.
  • Forest - produces ten units of one rare material that are used by an artisan to make magic items.
  • Herb garden - produces fourteen herbs for use by a physick or apothecary.
  • Mana site - produces seven crystalized mana for use in spellcasting and rituals.
  • Military unit - can be used to enhance an Imperial army or to raid barbarian areas to produce money.
  • Mine - produces ten units of one rare metal that are used by an artisan to make magic items.

You can never operate more than one personal resource at once. Although a group might hold more than one personal resource, each character can only own and use one personal resource. This represents the time and effort required to manage the resource.

Although Orcs cannot purchase religious skills, they can purchase a congregation. They receive liao and votes in the Synod accordingly. Personal resources can be improved to make them more effective, those resources that produce money or items will produce more when improved.

OrcWarband.jpg

Campaign Resource

  • Any character may be allocated control of a campaign resource
  • You may control more than one campaign resource
  • You may legally only hold one Imperial title or position

Campaign resources are similar to personal resources, but each one is unique and they can only be acquired in play. Characters do not own campaign resources, they are assigned them as a result of the actions of characters at the event. Some Imperial titles, such as General have a campaign resource associated with them. Although you may control any number of campaign resources at once, the Imperial constitution forbids an individual from holding more than one Imperial title at once.

E.g. The Imperial title of General of the 1st Marcher Army. The character with the position has control of the accompanying army and can determine its actions between events. The Imperial constitution forbids any Imperial citizen from holding two offices simultaneously, so a Marcher Senator would have to resign their position to assume this position.

E.g. The Lord of the Four Winds, an Eternal from the realm of Autumn can choose to give control of the North Wind to a character. This campaign resource is not an Imperial title or position, so it does not affect your ability to control any other campaign resource.

Campaign resources are unique, they may produce money or items or they may present other options for your character between events.