12-15-2021, 08:52 PM
Devout
Devout is a major distinguishing trait, one that reserves the abilities of the High Priestess to the Devout kingdoms, but by implication also introduces a new character class, Sage, and a new recurring unusual encounter opportunity: Witches.
Only Devout can hire noble maidens or build temples, and therefore only Devout will have the ability to train a High Priestess. However, other kingdoms can capture or kidnap a High Priestess from a kingdom and gain access to her powers.
Only Devout can hire fanatics, which have +10 points to both success and cornering (chance of being captured or wounded). Fanatics never reveal the kingdom they work for when captured, unlike agents who reveal their kingdom 50% of the time when captured. Kingdoms that are not Devout might begin with a fanatic but cannot hire fanatics.
· Devout kingdoms have -2 to the default maximum trainable agent level and +1000 to magic research cost.
· They have only two skeletons in the closet.
· They gain the Providence, Lesser Angel, Avenging Angel, and Arch Angel spells.
· HP can cast Valor, Fear or Shield as P3 at range 3, as 7000 gold HP order. At Great Temple, range is 5.
· Begins with a temple and noble maiden at the capital.
· An HP can begin acting on T3 (instead of T4).
· Declared Enemies get -3 morale in Devout kingdom controlled regions if they are Suspicious or -5 morale if Hostile per turn the group is in the region instead of the normal morale reductions for Suspicious / Hostile regions.
Consider an Evil Devout – Perhaps the Demon Princes.
Devout magic prowess is average and spell lists are relatively restricted. No teleportation, limited invisibility.
Great Temple. Constructing a Great Temple requires three controlled temples in a region and regional control. One of the temples is chosen to be converted to a Great Temple.
Only Devout can have fanatics. Fanatics cost 50% of agent training to train up through L7, then the cost is the same as agents.
All Devout and only Devout kingdoms can recruit Zealots.
Kingdom named and Zealot brigades gain 3 morale per turn up to 125 morale, independent of regional reaction morale adjustments when in a controlled region or outside any controlled PC with a temple.
The Pc’s of Devout kingdoms with temples are immune to Fear, as are kingdom groups outside it, and groups of Devout kingdoms outside controlled PC’s with a temple gain 20% Faith bonus to defense (loss divider).
“Lesser Angel” for High Priestess of Devout becomes “Providence”. Range 3, HP order at 7k or normal cost, increases census, defense, gold and food production 1000 of a controlled PC with a temple. One Providence per PC per turn.
HP’s at controlled PC’s with Temples are intrinsically Blessed.
Divine Protection: An intrinsic ability of a Devout kingdom that controls a region with four or more temples and a great temple. All Regional Spells cast in the region by any but the controlling kingdom will fizzle.
Regions with Divine Protection require no Rule of Law payment.
Great Temple [40,000 gold, 60,000 food, prerequisite: Temple and Great Temple only at a town or city with a forum (forum required to convert temple to Great Temple). As Temple benefits, hire noble maiden or high priestess at 50%, high priestess/consul divinations cost 50% (if high priestess/consul is at pc), +0.5 influence, +4 status quo, +20% census, +20 points intrinsic Counter-Espionage.
A Great Temple can only be constructed if the kingdom controls three PC’s with temples in the same region. There may only be one Great Temple in a region.
If a Devout kingdom controls a region with a controlled Great Temple, that kingdom cannot be denigrated, similar to Xenophobic, while in control of the region.
HP’s at Great Temples become Weary only 25% of the time.
New HP Ability: #774 Holy Intervention (HP Dispel regional effect) Within her region, the HP in Good Health (not Weary) and at the cost of 7000 gold, can dispel a regional effect spell. Regardless of kingdom trait, if she succeeds (meaning the regional spell was cast and so dispelled by the HP), the HP becomes Exhausted after performing this miracle (“First Occurring” on the dropdown list is a choice, otherwise indicate specific spell). If no spell was dispelled by the HP, she remains in Good health. Choose from dropdown any of the following first or any after (as in Dispel), or default to Any:
o Any
o Summon Kraken
o Cold Darkness
o Blinding Light
o Summon Demon
o Plague
o Famine
o Blanket of Fog
o Hurricane
At a Great Temple, an HP can Summon Valkyries that are a permanent brigade type: flying, high values, cause fear as P2, to a group at that PC without Valkyries: limit one per group. Valkyries also give Tracking to the group if the kingdom does not already have. HP must be in Good Health and becomes Exhausted.
Angels are a one turn of three varieties:
· Lesser Angel – TBD
· Avenging Angel – Can Vanquish a character – current location, name, kingdom. Target character wakes up confused at his capital with command given: Vanquished to capital (counts as sole command).
· Arch Angel – TBD
_____________________
With the abilities of the High Priestess restricted to Devout kingdoms, there is the introduction of two new character classes.
Sage
· May be hired In capital with forum and bazaar only.
· Costs 25,000 gold to hire and 7k to use.
· Must be located in capital with a forum to do other than relocate
· Becomes Weary 100% when used, and then 100% Exhausted is used while Weary as HP.
· Switches allegiance when captured and kidnapped
· Easy to kidnap if not guarded
· Can do these Orders when not exhausted (Uncover Lore):
o Uncover Artifact Name
o Uncover Artifact Location
o Uncover PC’s
o Increase Ruler’s Influence by 0.5
Witch, where only non-Devout can successfully encounter Witches. Witch is a recurring Enigma Encounter. For 7,000 one group per turn that has not retreated from Combat can use. After use, the Witch relocates randomly to an empty (no groups, PC’s or encounters) wild area in the same region. There may be one witch in each region which does not begin with a capital of a Devout kingdom.
If game creation sequencing makes the placement in non-Devout problematic, then seven regions, likely the Savage Lands and Trading Coast regions would have a Witch.
Witches can conjure to learn an artifact location or short name, or to Heal a group as per spell.
Devout is a major distinguishing trait, one that reserves the abilities of the High Priestess to the Devout kingdoms, but by implication also introduces a new character class, Sage, and a new recurring unusual encounter opportunity: Witches.
Only Devout can hire noble maidens or build temples, and therefore only Devout will have the ability to train a High Priestess. However, other kingdoms can capture or kidnap a High Priestess from a kingdom and gain access to her powers.
Only Devout can hire fanatics, which have +10 points to both success and cornering (chance of being captured or wounded). Fanatics never reveal the kingdom they work for when captured, unlike agents who reveal their kingdom 50% of the time when captured. Kingdoms that are not Devout might begin with a fanatic but cannot hire fanatics.
· Devout kingdoms have -2 to the default maximum trainable agent level and +1000 to magic research cost.
· They have only two skeletons in the closet.
· They gain the Providence, Lesser Angel, Avenging Angel, and Arch Angel spells.
· HP can cast Valor, Fear or Shield as P3 at range 3, as 7000 gold HP order. At Great Temple, range is 5.
· Begins with a temple and noble maiden at the capital.
· An HP can begin acting on T3 (instead of T4).
· Declared Enemies get -3 morale in Devout kingdom controlled regions if they are Suspicious or -5 morale if Hostile per turn the group is in the region instead of the normal morale reductions for Suspicious / Hostile regions.
Consider an Evil Devout – Perhaps the Demon Princes.
Devout magic prowess is average and spell lists are relatively restricted. No teleportation, limited invisibility.
Great Temple. Constructing a Great Temple requires three controlled temples in a region and regional control. One of the temples is chosen to be converted to a Great Temple.
Only Devout can have fanatics. Fanatics cost 50% of agent training to train up through L7, then the cost is the same as agents.
All Devout and only Devout kingdoms can recruit Zealots.
Kingdom named and Zealot brigades gain 3 morale per turn up to 125 morale, independent of regional reaction morale adjustments when in a controlled region or outside any controlled PC with a temple.
The Pc’s of Devout kingdoms with temples are immune to Fear, as are kingdom groups outside it, and groups of Devout kingdoms outside controlled PC’s with a temple gain 20% Faith bonus to defense (loss divider).
“Lesser Angel” for High Priestess of Devout becomes “Providence”. Range 3, HP order at 7k or normal cost, increases census, defense, gold and food production 1000 of a controlled PC with a temple. One Providence per PC per turn.
HP’s at controlled PC’s with Temples are intrinsically Blessed.
Divine Protection: An intrinsic ability of a Devout kingdom that controls a region with four or more temples and a great temple. All Regional Spells cast in the region by any but the controlling kingdom will fizzle.
Regions with Divine Protection require no Rule of Law payment.
Great Temple [40,000 gold, 60,000 food, prerequisite: Temple and Great Temple only at a town or city with a forum (forum required to convert temple to Great Temple). As Temple benefits, hire noble maiden or high priestess at 50%, high priestess/consul divinations cost 50% (if high priestess/consul is at pc), +0.5 influence, +4 status quo, +20% census, +20 points intrinsic Counter-Espionage.
A Great Temple can only be constructed if the kingdom controls three PC’s with temples in the same region. There may only be one Great Temple in a region.
If a Devout kingdom controls a region with a controlled Great Temple, that kingdom cannot be denigrated, similar to Xenophobic, while in control of the region.
HP’s at Great Temples become Weary only 25% of the time.
New HP Ability: #774 Holy Intervention (HP Dispel regional effect) Within her region, the HP in Good Health (not Weary) and at the cost of 7000 gold, can dispel a regional effect spell. Regardless of kingdom trait, if she succeeds (meaning the regional spell was cast and so dispelled by the HP), the HP becomes Exhausted after performing this miracle (“First Occurring” on the dropdown list is a choice, otherwise indicate specific spell). If no spell was dispelled by the HP, she remains in Good health. Choose from dropdown any of the following first or any after (as in Dispel), or default to Any:
o Any
o Summon Kraken
o Cold Darkness
o Blinding Light
o Summon Demon
o Plague
o Famine
o Blanket of Fog
o Hurricane
At a Great Temple, an HP can Summon Valkyries that are a permanent brigade type: flying, high values, cause fear as P2, to a group at that PC without Valkyries: limit one per group. Valkyries also give Tracking to the group if the kingdom does not already have. HP must be in Good Health and becomes Exhausted.
Angels are a one turn of three varieties:
· Lesser Angel – TBD
· Avenging Angel – Can Vanquish a character – current location, name, kingdom. Target character wakes up confused at his capital with command given: Vanquished to capital (counts as sole command).
· Arch Angel – TBD
_____________________
With the abilities of the High Priestess restricted to Devout kingdoms, there is the introduction of two new character classes.
Sage
· May be hired In capital with forum and bazaar only.
· Costs 25,000 gold to hire and 7k to use.
· Must be located in capital with a forum to do other than relocate
· Becomes Weary 100% when used, and then 100% Exhausted is used while Weary as HP.
· Switches allegiance when captured and kidnapped
· Easy to kidnap if not guarded
· Can do these Orders when not exhausted (Uncover Lore):
o Uncover Artifact Name
o Uncover Artifact Location
o Uncover PC’s
o Increase Ruler’s Influence by 0.5
Witch, where only non-Devout can successfully encounter Witches. Witch is a recurring Enigma Encounter. For 7,000 one group per turn that has not retreated from Combat can use. After use, the Witch relocates randomly to an empty (no groups, PC’s or encounters) wild area in the same region. There may be one witch in each region which does not begin with a capital of a Devout kingdom.
If game creation sequencing makes the placement in non-Devout problematic, then seven regions, likely the Savage Lands and Trading Coast regions would have a Witch.
Witches can conjure to learn an artifact location or short name, or to Heal a group as per spell.