Revenant's End Town Building

From Caligo Mundi
Revenant's End
Revenant's End

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The Town of Revenant

At the heart of Revenant’s End is the town itself. Through the choices and sacrifices made by the Player Characters we will write the story of this community and determine its final fate.

Statistics

To enable this the GMs will be measuring and tracking a number of things across the duration of the story. The ones below will be provided to players as general updates in session invitations as well as in downtimes, to give a sense of the Town’s state.

Revenant’s End explicitly uses concealed and asymmetric information, including regarding certain mechanics. There are factors being tracked that will be known to some players and characters and not others.

These stats are considered common knowledge:

Hope - The general morale of the townsfolk.
Affected by: All other stats, access to service buildings, current events
Influences: NPC productivity, crime rates, community investment

Health - The broad health of the community
Affected by: Food stat, sanitation, access to medical care buildings
Influences: NPC productivity, population growth

Food - How well fed the Town is
Affected by: Number of PCs who are starving, amount of Food cards sold or given to NPCs, Food production buildings built
Influences: NPC productivity, Health stat, crime rates, population growth

Defence - The general security of the town and its ability to protect itself
Affected by - Prosperity (negatively), Law and order buildings, defensive constructions, community actions
Influences: The likelihood of certain events to target the Town and the severity of others.

Prosperity - A general measure of the townsfolk’s wealth
Affected by - Service and commercial buildings, investment in trade
Influences - NPC spending on luxury goods and services, availability of goods from traders, Defence (negatively), NPC pay expectations


Town Projects, Labour and Buildings

Town Projects

There is a limit to what can be done alone, some tasks need many hands. To manage these Town Projects are used.

At each session a number of containers will be available, marked with the requirements of various projects the community can undertake. Players can deposit the various requirements (typically a mix of Labour and Resources) into the container to represent committing those things to that project over the course of the downtime.

Often this will be constructing various buildings but it may also be things like running neighbourhood watch programs or community beautification efforts.

Players will also be able to create new project containers but the GMs may require them to meet a benchmark of support or influence first. The number of containers will be capped to represent the limited attention of the town.

In some circumstances the GMs may direct players to gather items in their player packets instead, for example building your own home or constructing a hidden smugglers cache. Projects in player packets will require the use of a downtime action.

Labour

In terms of project requirements the biggest one will generally be Labour. All characters will have a Labour card with the amount of Labour they provide.
For construction projects, this will typically be 1 plus their Workin’ level. In some circumstances players will be able to substitute other skills, for example Minin’ to dig a well.

Labour cards for NPC support will also exist if PCs are able to persuade or pay them to assist.

Spending a downtime action on a Town Project will provide the benefits of a character’s labour card, allow a character to invest extra time and double their support or work on two projects in a month.

Labour Cards, including those from NPCs do not accrue across sessions and cannot be banked.

Buildings

Buildings will be essential to the growth and survival of the town and are constructed through town projects. A Building requires three things:

A plot of land equal to or greater than the Building’s Size
A Town Project container for its construction or a downtime action for personal or hidden projects
Sufficient labour and resources to build it.

Buildings can be used for a number of things: providing services to the town, housing players and NPCs, allowing the production of resources.

Buildings may create Sites, details of which can be found below.

Sample Buildings:

A Small Well
Size: N/A
Cost: 1 Wood (Bulk), 1 Stone (Bulk), 20 Labour -
Effects: Provides water for 100 people, contributes to Health stat.
Notes: Minin’ may be used in place of Workin’ to provide Labour for this project.

A Medium Workshop
Size: 3
Cost: 7 Wood (Bulk), 2 Stone (Bulk), 30 Labour -
Effects: Provides sufficient workspace for 3 Characters allowing the completion of Workin’ or Sciencin’ downtime actions without penalty, contributes to Prosperity stat.
Notes: Upgradeable

Boarding House
Size: 1-10
Cost: 2 Wood (Bulk) per Size, 10 Labour per Size
Effects: Provides Humble Accommodation for 2 people per Size
Notes: Can have bunks added. Bunks cost 1 Wood and 3 Labour per Size and change Accommodation provided to be 4 people per size at Cramped condition.

Small Standalone House
Size: 1
Cost: 3 Wood (Bulk), 10 Labour
Effects: Provides Housing.
Notes: 1 occupant at Humble, 2 occupants at Cramped, 4 occupants at Sardines




Sites

The local Church, your favorite saloon, a lumber camp or a mine.

If a place exists in the world and can reliably be visited it will generally be a Site. Where an Expedition is a trip into the wilds, fraught with danger and the unknown, a Site is generally a more predictable trip with lower risks associated.

A list of publicly known Sites and their details will be available at session and online Here for players to visit with their downtime action if they wish.