Results 1 to 1 of 1

Thread: The Bull's Wares Thread (Dance Setting)

  1. #1
    Lucius Malfoy's Avatar Pure-Blood
    Citizen

    Join Date
    Nov 2010
    Location
    USA
    Posts
    21,275

    Default The Bull's Wares Thread (Dance Setting)

    THE BULL'S WARES
    -
    This is the list of Upgrades and Items you can buy for your Castles and Characters. Post what you buy and the cost here, and don't forget to update your Vault afterwards.


    Personal Equipment
    These are items equipped to characters to improve their traits.

    Valyrian Steel

    These swords cannot be purchased or created. They are listed here only for convenience as other weapons are listed here.

    List of VS weapons


    Weapons are one-handed swords unless specified as Greatswords. The single ax on the list is to be regarded as a one-handed sword.
    All Valyrian Steel weapons grant a +1 duel.

    - Heartsbane (Greatsword) - House Tarly of Horn Hill
    - Longclaw (Bastard Sword) -
    House Mormont of Bear Island
    - Lady Forlorn -
    House Corbray of Heartshome
    - Red Rain -
    House Drumm (Probably the stolen ancestral sword of House Reyne)
    - Nightfall -
    House Harlaw of Harlaw
    - Crab Pincer
    (Axe - One Hand Sword for stat purposes), House Celtigar of Claw Isle
    - Ice
    (Greatsword) -
    House Stark of Winterfell
    - Blackfyre
    (Bastard Sword) - an ancestral sword of House Targaryen, wielded by Aegon II
    - Dark Sister -
    an ancestral sword of House Targaryen, wielded by Daemon Targaryen
    - Vigilance -
    House Hightower of Oldtown
    - Orphan Maker -
    House Roxton of the Ring
    - Dawn (Greatsword) -
    House Dayne of Starfall (not technically a Valyrian Steel weapon, but said to be as sharp as one, and still magical)
    - Lamentation - Ancestral sword of House Royce

    Reforging and Renaming rules

    They can be re-forged once acquired for RP purposes at a cost of 40,000 Dragons per reforging.
    --- Can be reforged into the same thing (eg 1h to 1h) to give it a new name and look. You cannot rename without reforging.
    --- Reforging a Greatsword can give you either one new Greatsword or two new Swords.
    --- Reforging two Swords can give you either one new Greatsword or two new Swords.
    --- Reforging will be subject to decent RP being done. House Tarly wouldn't just decide to melt down their ancient family heirloom and reforge two new swords, for example.



    Personal Retinue
    These are people that can be hired to augment the player character's abilities through their expertise.

    Retinue

    A Lord is always accompanied by a retinue, which is usually made up of his most trusted knights, companions, friends and other persons of use to him. A Lord so willing can attract any manner of person to his service when the right incentives are offered: people with particular skills will sell their services to whoever can pay for them, and are often freedmen not bound by oath to any single Lord.

    A Lord may hire up to five such persons, each one costing 20,000 Dragons up front and taking a salary of 10,000 Dragons each year. You cannot hire multiple instances of the same person (eg you can't hire 2 Seasoned Sellswords).

    Seasoned Sellsword: A man who has seen many battles, both on the front line and as a leader of men. Such a man is invaluable during times of war, as he understands the realities of battle and the art of commanding men to fight to the death. +1 Land Battles and Rearguard.

    Seasoned Captain: A man who has seen many battles, both on the front line and as a leader of men. Such a man is invaluable during times of war, as he understands the realities of battle and the art of commanding men to fight to the death. +1 Sea Battles.

    Redeemed Bandit: A man who made his living preying upon the innocent for personal gain and plunder. Eventually captured, but pardoned by an unreasonably forgiving minor Lordling. Unwilling to tempt fate twice, this former-bandit now finds employment in his old trade semi-legally by doing it on behalf of a Lord rather than in opposition to one. +1 Pillager.

    Smuggler: A man with the ability to covertly move goods from A to B is very valuable if you're under siege. 50% chance that a castle can hold out for 24 hours longer, 25% chance he fails, 25% chance he is killed in the attempt.

    Ranger: A man attuned to nature, trained and keenly skilled as a huntsman, stalker and survivalist, a Ranger is capable of tracking your enemy with great skill and deploying his understanding of tracking to help cover your own tracks. +1 Scout

    Wagonmaster: Lords often laugh at someone who tells them wars are won by the side with the best logistics, but not all. Experienced, professional wagonmasters make an army move like clockwork, with supplies always ready to move and camps going up and down in record time. +1 Logistician.

    Dark Bodyguard: Being seen with plenty Knights about you makes you look secure, but you aren't really. Assassins can see those Knights too and know how to avoid them. Someone not in armour, but still making it their business to protect you from the shadows, might see people the Knights don't. +1 Survival.

    Headhunter: He's good with faces and has a keen eye for them. If you need someone seized against their will, having someone who can pick them out even in a crowded tavern full of screaming people just after you bust down the door is a good investment. +2 Capture.

    Tutor: A man of learning he gives children an additional 2 skill points when they come of age. Must be employed for at least 10 years before they reach maturity

    Merchant: Greedy and amoral, merchants. Excellent with money, though! +3 Wealth.

    Orator: He was once a playwright, spent time in a famous acting troupe in King's Landing, and co-wrote some play that was all the rage in the Free Cities. A man whose profession is to charm and entertain has uses beyond keeping your retinue regaled with tales of heroism and bravery, he's also very useful at teaching you how to come across more convincingly. +1 Charisma.

    Siege Engineer: A man who has studied the art of siege warfare. He allows his employer to construct advanced siege equipment and build siege weapons.

    Midwife: +5 to childbirth survival rolls

    Maester: +1 to survival rolls


    Buildings
    These are structures created in your character's home province that grant improvements to the province itself.

    Buildings Rules

    - To build a Tier II building, you must have its Tier I equivalent. Same for Tier III needing the Tier II equivalent and Tier IV needing the Tier III equivalent. Certain buildings are unlocked without having a specific lower tier, and you may only build one Tier IV building: select wisely.

    - You may only start building something on Tiers II, III and IV once the previous Tier building is finished. You cannot build a Tier II and Tier III building at the same time, for example.

    - The above rule applies only to linked buildings. You can build a Tier II Market and a Tier III Dockyard at the same time (assuming you have the previous tiers already), but not a Tier II and III Market at the same time.

    - Unless stated otherwise bonuses stack up. Eg for the Siege Defence buildings, Tier I grants +1, Tier II is overall +2, Tier III +4, Tier IV +6.

    - You may have up to 3 buildings under construction at any one time, following the above rules.

    - References to +income% refer to an increase in base Land Income only: a 70,000 Dragons province building a +10% income building (such as the Market Square), will grant an income increase of 7,000 Dragons.
    --- Adding additional +income% buildings similarly increases from base income only. Building both a Market Square and a Dockyard will grant +20% (eg, 14,000 for a 70,000 province for 84,000 Dragons total), not +21% (eg 14,700 for 84,700).

    Buildings
    Buildings constructed in your capital province and have an effect upon your entire demesne unless specified otherwise. Buildings constructed in other provinces you own will only affect that province. These upgrades all stack.

    You can build up to two buildings per week. Buildings take up to a week to construct.
    Each will cost 40,000 gold dragons.

    Armory: -10% light infantry +10% heavy infantry(can’t construct stables)
    Stables: -10% light infantry +5% light cavalry +5% heavy cavalry(can’t construct armory)

    Dueling Grounds: grants children warded in the province and additional +1 to duels (Does not stack with Map Room and Library)
    Library: grants children warded in the province an additional +1 to a mental skill(wealth logistican ect.)(does not stack with Dueling Ground and Map room)
    Map Room: Grants ward +1 to battles (Does not stack with Dueling Grounds and Library)

    Defensive Walls: +2 to siege defense
    Mustering Field: -6 hours to levy gathering time
    Food Larder: +1 day to siege holdout time
    Moat: +2 to siege defense
    Shipyard -20% build time for ships
    Docks: -10% cost and upkeep for ships
    Grand Dining Hall: +3 charisma when trying to convince NPCs in the province
    Garden: +1 to surviving death rolls
    Master Bedroom: +1 to childbirth rolls
    Dungeon: +2 to capture rolls in the province

    -------

    You can only build one of the following building, and only in your capital.

    Special Tier:
    Cost: 150,000 Dragons
    Build time: 1 week

    Fortress Complex
    Bonuses: +3 Siege Defence, +1 year holdout time, adds a third layer of defences that must be stormed before the fortress falls.
    Drawbacks: Requires a points value equal to your province levy points value to defend, otherwise -8 to siege defence rolls for the defenders and loss of the third layer of defences bonus.

    Turn your keep and the lands surrounding it into a purpose-built labyrinth of defensive works, presenting a mammoth task to any besieging army. Far more than just a single castle, a fortress complex is a whole series of interlinked and mutually supporting strongpoints, presenting a major challenge in actually laying effective siege lines and meaning the capture of even large portions of the complex will allow the defenders to continue effective resistance. The downside of such revolutionary defensive works is that they require very large garrisons in order to be effective.

    Army Barracks
    Bonuses: +2,000 levy points, 10% cheaper hiring and maintenance of troops.
    Drawbacks: Vassals will no longer be able to answer a call to arms.

    Cease to require that small landholders and knightly houses maintain the ability to equip a certain number of feudal levies for war on command and instead tax them directly, channelling the funding into establishing a larger contingent of standing troops under your direct command. Through this method a Lord will gain the ability to support more of his own forces at the expense of having his vassal houses unable to afford to procure feudal levies on command.

    Militia Network
    Bonuses: If your home is besieged or raided, 250 Heavy Infantry, 500 Archers and 500 Light Infantry appear as additions to your garrison or to fight the raiders in case of an 11-20 detection roll (no perception/raid/loot rolls can be made unless the raiding party wins), respectively.
    Drawbacks: -10% province income.

    Create a militia obligation that requires all smallfolk to maintain proficiency with a weapon through regular practice, allowing for a larger semi-professional militia to be summoned for wartime. Reduced economic activity resulting from this time being spent on training, however, results in less reaching you in taxation.

    Military Dockyard
    Bonuses: +3,000 naval levy points, 10% cheaper hiring and maintenance of professional ships, +50% ship speed.
    Drawbacks: -1,000 land levy points.

    Fully commit the resources of your province to maintaining a fleet by disbanding all land-based local militias and requiring that those men conduct their service within the naval militia instead and retooling local industries to fully support the construction of warships. Your province will become a centre for naval industries and shipbuilding, producing more ships of superior quality and creating the facilities needed to maintain them effectively.

    Center of Trade
    Bonus: +40,000 Dragons income
    Drawbacks: -1,000 land levy points (land and naval). +10 to enemy spy and +5 to enemy assassin rolls against you.

    Turn your province into a central node in the trade lanes, building large markets and offering generous incentives for the merchant guilds to set up shop in your lands. Due to the very lucrative pay being a caravan guard offers, however, the Lord's own standing forces are much reduced as the manpower goes elsewhere, seeking better coin. The vastly increased transient population also makes infiltration much easier for foreign agents.
    Last edited by Lucius Malfoy; February 25, 2019 at 11:47 PM.
    Gaming Director for the Gaming Staff
    Gaming Director for the Play-by-Post Subforum and the RPG Shed


Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •