Results 1 to 18 of 18

Thread: The Bull's Ware (Old)

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1

    Default The Bull's Ware (Old)

    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.
    Short Weapons
    (Less damage, can be used with shields)

    +1 Duels; Tempered steel, 10,000 dragons

    +2 Duels; Folded steel, 20,000 dragons

    +3 Duels; Castle forged 30,000 dragons


    Greatswords
    (High damage, cannot be used with shields, requires some skill)

    +5; Tempered steel, 20,000 dragons

    +6; Folded steel, 30,000 dragons

    +7; Castle forged, 40,000 dragons


    Valyrian Steel

    Not used for this setting.

    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 axe on the list is to be regarded as a one handed sword.

    - Heartsbane (Greatsword), House Tarly
    - Longclaw (Greatsword), House Mormont
    - Lady Forlorn, House Corbray
    - Red Rain, House Drumm (Probably the stolen ancestral sword of House Reyne)
    - Nightfall, House Harlaw
    - Crab Pincer (Axe - One Hand Sword for stat purposes), House Celtigar
    - Ice (Greatsword), House Stark
    - Blackfyre (Greatsword), House Blackfyre
    - Dark Sister, House Blackfyre
    - Vigilance, House Hightower
    - Orphan Maker, House Roxton
    - Dawn (Greatsword), House Dayne (not technically a Valyrian Steel weapon, but said to be as sharp as one, and still magical)


    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.


    One handed sword, +4 Duels

    Greatsword, +8 Duels


    Armor

    Armor is an RP element. Each piece of armor adds +1 health points in a Duel. There is a 2/20 chance of each piece of armor being destroyed in every battle or duel it is used.

    Iron shield, 5.000
    Helm, 5.000
    Greaves, 5,000
    Chest-plate, 10.000
    Pauldrons, 10,000
    Gauntlets, 10,000
    Plackart, 15,000
    Sabaton, 15,000

    Complete set bonus: +2 Duels and +2hp in a duel.

    Therefore total stat increase for a full set is +10hp in duels and +2 Duels.

    Assassination Tools
    Knife's (or other such close contact weapons)
    20,000 Dragons - +2 to roll
    50,000 Dragons - +3 to roll
    100,000 Dragons - +4 to roll

    Ranged weapons (May be used to attempt an attack twice)
    40,000 Dragons - +1 to roll
    80,000 Dragons - +2 to roll
    120,000 Dragons - +3 to roll



    Security
    Armerd Guards minus one (-1) to assasination roll (may be brought multiple times) 100,000 Dragons

    Concealed Plate minus two (-2) to assassination roll (May be bought once) 200,000 Dragons




    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, so that the Tier III building is already two thirds complete when the Tier II building is finished.

    - The above rule applies only to linked buildings. You can build a Tier II Market and a Tier III Dockyard at the same time, 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.


    Tier One

    Cost: 20,000 Dragons
    Build Time: 1 week (from the date you ordered it, eg order on the 7th and its available come the 14th)

    Keep Expansions: +25% castle garrison size permitted
    Militia Armoury: +10% Levy
    Market Square: +10% income
    Wall Reinforcements: +1 Siege Defence rolls
    Prison Cells: 8/20 chance for escape.
    Religious Shrine (Sept/Weirwood Grove/Drowned/Rhllor): Adds +1 to your stability level (annually)
    Gallows: 10,000 to construct, adds 1 stability in the year that it has finished constructing. (lasts only one year)
    (Coastal Only) Dockyard: +100 naval points, +10% income


    Tier Two

    Cost: 40,000 Dragons
    Build Time: 1 week

    Keep Expansions: +50% castle garrison size permitted
    Town Watch: +10% Levy, 5% cheaper professional troop hire.
    Merchant's Square: +10% province income
    Citadel Towers: +1 Siege Defence rolls
    Dungeon: 6/20 chance to escape
    Large Religious Shrine (Sept/Weirwood Grove/Drowned/Rhllor): Adds +1 to your stability level (annually), for a cumulative total of +2 stability.
    Public Execution Square: 20,000 to construct, adds 1 stability through dread (lasts one year)
    (Coastal Only) Large Dockyard: +150 naval points, 5% cheaper naval mercs, +5% income


    Tier Three

    Cost: 60,000 Dragons
    Build Time: 1 week

    Keep Expansions: +100% castle garrison size permitted
    Barracks: +10% Levy, 10% cheaper professional troop hire.
    Trade Hub:
    Allows owners of the province to gain an additional trade route.
    Holdfast: +2 Siege Defence rolls
    Obliette: 2/20 chance to escape
    Grand Shrine (Sept/Weirwood Grove/Drowned/Rhllor): adds an additional +1 to your stability level (annually), for a cumulative total of +3 stability.
    Manholes: 40,000 to construct, adds 1 stability per year (lasts two years)

    (Coastal Only) Major Dockyard: +250
    naval points, 10% cheaper naval mercs, +5% income

    (Buildable only with at least 1 Tier 3 building constructed) Whisper House: -2 on Spying and Assassination rolls in this province when conducted by enemies, +2 when conducted by province owner.


    Tier Four

    You may only have one Tier Four building per province.
    Cost: 150,000 Dragons
    Build time: 1 week

    Keep Expansions: +200% castle garrison size permitted, +1 to seige defense rolls

    Army Barracks: +10% Levy (+20% for Heavy Infantry), 10% cheaper professional troop hire, if the province is beseiged a garrison of 300 light infantry and 300 archers is hastily conscripted to aid in the defence.

    Military Port: +500 naval points, 10% cheaper naval mercs. Ships from this region can move 15 rather than 10 Hexes per day: for RP purposes your ships can be regarded as of superior construction giving them a speed bonus over other ships as their well-crafted hulls break the waves more efficiently.

    Center of Trade: Your province income is increased by 20,000 dragons.

    Spymaster: -4 Spying and Assassination rolls by enemies, +4 for province owner. Only applies to within the province.

    Fortress City: +2 Siege Defence rolls. If the walls fall your garrison retreats to the Holdfast where the siege continues, albeit with what's left of the garrison confined to this single imposing keep. The Holdfast enjoys a +4 to Siege Defence rolls (it is the tier 3 upgrade). While confined within the Holdfast the enemy are regarded as controlling the province, but must keep up the siege of the Holdfast in order to prevent you retaking it immediately when they depart. This upgrade therefore gives you a second chance in a siege if the attack on the walls is not repulsed.



    Mercenaries and Merchants
    These items are available only for Mercenary or Merchant characters.

    Mercenary Equipment - Mercenaries Only!

    Guilds

    Your character starts off without a guild to his name. You may only own one guild.

    No Guild: You may have 1000 men in your company or 5 ships. You may go over the 1,000 man limit by 1 unit (eg if you have 3 units totalling 800 men, you can have a 4th taking you to 1100, but you may not then hire more units above that number)

    Small Guild: 10,000 Dragons. Promotion to Mercenary Captain. Allows you to have a home thread named "CompanyName, CityItsIn". Maximum 3,000 men or 15 ships. Same rules as above.

    Medium Guild: 30,000 Dragons. Max 5,000 men or 25 ships. Same rules as above.

    Large Guild: 50,000 Dragons. Promotion to Company Captain. Max 10,000 men or 50 ships. Same rules as above.

    Buildings

    The mercenary can construct some addons to their guild to assist them. Bonuses listed here are applied directly to your character.

    Basic Additions:
    10,000 Dragons, requires a Small Guild.

    - Map Room. Plan your campaigns and battles more effectively. Grants +1 Field Battles/Sea Battles.
    - Company Medic. Hire a trained healer for your company. +1 Survival rolls.
    - Raven Roost. Acquire a Raven roost. Allows you to send and receive ravens, which non-nobles normally cannot do.

    Advanced Additions
    20,000 Dragons, requires a Medium Guild.

    - Training field. Drill your troops for superior discipline. +1 Field Battles/Sea Battles, +1 Duels. Requires a map room.
    - Medical Tent. Expand your company medic into a dedicated battlefield medical team. +1 Survival rolls. Requires a company medic.
    - Quartermaster. An organised armoury and accounts process yields benefits. 25% cheaper weapons and armour.

    Elite Additions
    30,000 Dragons, requires a Large Guild.

    - Drill Sergeant. A grizzled, experienced veteran retained for training purposes. +2 Field Battles/Sea Battles, +2 Duels. Requires a training field.
    - Battlefield Surgeon. A highly experienced and talented man of medicine. +1 Survival rolls. Requires a medical tent.
    - Recruiting Sergeant. A veteran kept on to recruit potential new fighters. Allows an additional 2000 men/10 ships to be fielded.

    Specialisms
    50,000 Dragons, requires a Large Guild, only one allowed.

    - Master Scout. A quick, quiet, elite pathfinder. +4 to your own detection rolls, -4 to detection rolls made against you. Only works in the field, won't help you hide in a castle, for example.
    - Master Recruiter. A true poet, attracting many young men to your company. Allows an additional 3000 men/15 ships to be fielded. Requires Recruiting Sergeant.
    - Master Surgeon. This man could amputate your leg and attach a peg-leg before you'd even noticed he'd started. +2 survival rolls. Requires Battlefield Surgeon.
    - Master Armsman. What do we say to the God of Death? Not today! +2 duels. Requires Drill Sergeant.
    - Master Tactician. Apparently there is no such thing as a no-win scenario. +2 field battles/sea battles. Requires Drill Segeant.



    Mercantile Equipment - Merchants Only!

    Guild House costs:
    Level 1: 30,000
    Level 2: 60,000
    Level 3: 90,000
    Level 4: 120,000

    Level One Trade Asset
    - 15,000 to acquire.
    - 5,000 Dragons a year in income.
    - Small Inn
    - Small Caravan
    - Trade Cog


    Level Two Trade Asset
    - Costs 30,000 to acquire.
    - 15,000 Dragons a year in income.
    - Lodging House
    - Trade Caravan
    - Trade Hulk

    Level Three Trade Asset
    - Costs 60,000 to acquire
    - 30,000 Dragons a year in income.
    - Large Tavern
    --- Grants +1 to spy rolls for your Merchant in the city it is located in. Represents tavern gossip yielding information. These do not stack: having 3 Large Taverns in King's Landing nets +1, not +3.
    --- Merchants can hide people or items in the inns in secret. If, somehow, their pursuers trace them to the inn a detection roll must be made, weighted in favour of the hidden player/thing.
    - Lucrative Trade Caravan
    --- Grants a private army of 50 Light Infantry per Caravan, representing sellsword henchmen/guards, which can be used as the Merchant pleases.
    - Trade Galley
    --- The Galley can be converted for use as a Warship, and its large size gives it a +3 to battle rolls.

    Level Four Trade Asset (Only one allowed)
    - Costs 120,000 to acquire.
    - 60,000 Dragons a year in income.
    - Whorehouse (Tier 4 Lodging House)
    --- Grants +2 spy rolls for your Merchant in the city it is located in. This represents the prostitutes passing along information from clients.
    --- Secret entrance/exit. Clients value privacy, players or items hidden in this inn get an escape roll if their enemies make a successful detection roll. If the hidden player/item makes a successful escape roll, they escape without being seen.
    - Trade Route (Tier 4 Caravan)
    --- Grants the Merchant a private army of 200 Heavy Infantry that he employs on his Trade Route. They can be used for other henchmen things...
    - Organised Smuggling Ring (Tier 4 Ship)
    --- Grants the Merchant the ability to bypass blockades and move things in and out of cities undetected, subject to a roll, weighted in their favour.
    Last edited by Honors Bastion; February 21, 2014 at 12:24 PM.


  2. #2

    Default Re: The Bull's Ware

    King Durrendon develops his domains:

    (Coastal Only) Dockyard: +100 naval points, +10% income
    Market Square: +10% income
    Religious Shrine (Sept/Weirwood Grove/Drowned/Rhllor): Adds +1 to your stability level (annually)
    ----------------------
    60,000 GD
    Last edited by Oznerol; February 21, 2014 at 05:44 PM.

    Left: artwork by the great Duncan Fegredo.

    A link to my Deviantart's account.

  3. #3
    Poach's Avatar Civitate
    Join Date
    May 2008
    Location
    Scotland
    Posts
    26,766

    Default Re: The Bull's Ware

    Tier I Dock, Trade, Religion for Crakehall. 60,000 Dragons.

  4. #4
    Lucius Malfoy's Avatar Pure-Blood
    Citizen

    Join Date
    Nov 2010
    Location
    USA
    Posts
    21,275

    Default Re: The Bull's Ware

    The development of Orkmont begins.
    Militia Armoury: +10% Levy
    Market Square: +10% income
    (Coastal Only) Dockyard: +100 naval points, +10% income


    Total: 60,000 Dragons
    Gaming Director for the Gaming Staff
    Gaming Director for the Play-by-Post Subforum and the RPG Shed


  5. #5
    Wheatley's Avatar Primicerius
    Join Date
    Jul 2012
    Location
    Kingdom of Sweden
    Posts
    3,219

    Default Re: The Bull's Ware

    Militia Armoury: +10% Levy
    Market Square: +10% income
    Religious Shrine (Sept/Weirwood Grove/Drowned/Rhllor): Adds +1 to your stability level (annually)
    60,000 GD
    Duskendale



  6. #6

    Default Re: The Bull's Ware

    Lord Triston orders the purchase of the following for Oldtown:

    Market Square: +10% income
    Religious Shrine (Sept): Adds +1 to your stability level (annually)
    Dockyard: +100 naval points, +10% income

    Total Cost: 60,000 Dragons
    They shall be completed building on Friday, February 28, 2014.


  7. #7

    Default Re: The Bull's Ware

    Lady Lucia commissions the following structures for Sunspear :
    Market Square: +10% income
    Religious Shrine (Sept): Adds +1 to your stability level (annually)
    Dockyard: +100 naval points, +10% income

    Total : 60,000
    Completed : 2/28

  8. #8

    Default Re: The Bull's Ware

    King of Blackwater orders the building of the following structures in his capital:
    Militia Armoury: +10% Levy
    Market Square: +10% income
    Wall Reinforcements: +1 Siege Defence rolls

    Total: 60,000
    Complete: Saturday 1st March.

  9. #9
    chesser2538's Avatar Senator
    Citizen

    Join Date
    Feb 2014
    Location
    Houston, Texas
    Posts
    1,483

    Default Re: The Bull's Ware

    Highgarden- tier1 -60,000 dragons

    Market Square
    Dockyard
    Religious Shrine

  10. #10
    Dirty Chai's Avatar Dux Limitis
    Join Date
    Dec 2009
    Location
    Seattle
    Posts
    17,263

    Default Re: The Bull's Ware

    Fairmarket is upgraded:

    I Militia Armoury: +10% Levy
    I Market Square: +10% income
    I Religious Shrine (Sept): Adds +1 to your stability level (annually)

    Cost: 60,000
    Ready on: Saturday, March 1, 2014

  11. #11
    Trot's Avatar Vicarius Provinciae
    Join Date
    Jun 2012
    Posts
    11,632

    Default Re: The Bull's Ware

    Ambler omissions
    1 sept
    1 armory
    1 market square
    total 60,000

  12. #12

    Default Re: The Bull's Ware

    King Alesander II. Massey orders to build for a price of 40,000 Dragons at Stonedance

    Religious Shrine (Sept/Weirwood Grove/Drowned/Rhllor): Adds +1 to your stability level (annually)

    (Coastal Only) Dockyard: +100 naval points, +10% income



  13. #13

    Default Re: The Bull's Ware

    King Triston Hightower orders the construction of the following for Oldtown.

    Merchant's Square: +10% province income
    Large Religious Shrine (Sept): Adds +1 to your stability level (annually), for a cumulative total of +2 stability.
    Large Dockyard: +150 naval points, 5% cheaper naval mercs, +5% income

    Total cost: 40,000 x 3 = 120,000
    Total Build Time: Construction will finish on March 7, 2014


  14. #14
    Wheatley's Avatar Primicerius
    Join Date
    Jul 2012
    Location
    Kingdom of Sweden
    Posts
    3,219

    Default Re: The Bull's Ware

    Duskendale

    Town Watch +10% levy, 5% cheaper sellswords

    Merchant's Square +10% income

    Dockyard +100 naval points, +10% income

    100,000 GD

    Skickat från min LT22i via Tapatalk

  15. #15
    Ganbarenippon's Avatar Protector Domesticus
    Join Date
    Mar 2011
    Location
    London, United Kingdom
    Posts
    4,201

    Default Re: The Bull's Ware

    Prince Beric orders the following teir 1 buildings to be constructed in Ashford:
    Keep expansions
    Gallows
    Small sept
    Market square
    Militia armoury
    Wall reinforcements

    Total cost 120,000 dragons.

  16. #16

    Default Re: The Bull's Ware

    Sunspear :
    Merchant's Square
    Religious Shrine II
    Wall Reinforcements I

    -100,000
    Completed : 3/7/2014

  17. #17
    Jokern's Avatar Mowbray of Nottingham
    Join Date
    May 2011
    Location
    14th Century England
    Posts
    6,900

    Default Re: The Bull's Ware

    For Pyke:

    Religious Shrine (Sept/Weirwood Grove/Drowned/Rhllor): Adds +1 to your stability level (annually) (Tier I)
    Market Square: +10% income (Tier I)

    Cost: 40,000

  18. #18

    Default Re: The Bull's Ware

    Large Religious Shrine (Sept/Weirwood Grove/Drowned/Rhllor): Adds +1 to your stability level (annually), for a cumulative total of +2 stability.
    Militia Armoury: +10% Levy
    Merchant's Square: +10% province income
    -----------------------------------------
    80,000 GD

    Left: artwork by the great Duncan Fegredo.

    A link to my Deviantart's account.

Posting Permissions

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