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==Introduction==
==Introduction==
Seasonal Points (SP) are a representation of monetary, material, or social wealth, inheritance, and any form of comeuppance beyond one's means. They may be spent upon various rewards that your character will be able to make use of in their plots. They are earned by each character every season based on their [[Skill|skill levels]], [[Title|titles]], and [[Enterprise|enterprises]]. SP is spent immediately on various things beyond what your [[Living Standard]] might allow.
Seasonal Points (SP) are used to represent special rewards earned in the stories we tell. They are spent on various things beyond what a Player Character's [[Living Standard]] might allow, earned by each Player Character every season based on a sum derived from their [[Skill|skill levels]] and [[Duty|Duties]].
 
:*You '''must''' write out a story obtaining the item by whatever means: theft, purchase, inheritance, adventuring loot from an old ruin, what-have-you.
:*You '''must''' create a ''write-up'' with the full scope of abilities and properties of any crafted items obtained with SP. This write-up will be attached to the story summary where you obtain it, and the thread must be '''canonized''' before you may add the crafted item to your character sheet.
:*You are welcome to obtain or craft items within Memory threads using SP for use in non-ongoing threads as you wish.
You automatically qualify for Seasonal Points once you have made an in-character post that season. Calculate your SP using the formula below, and then subtract what you would like to spend it on. Post this result to the Seasonal Points thread.
You automatically qualify for Seasonal Points once you have made an in-character post that season. Calculate your SP using the formula below, and then subtract what you would like to spend it on. Post this result to the Seasonal Points thread.
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  Seasonal Points do not carry over from one season to the next, only the rewards you purchase with them.
  Seasonal Points do not carry over from one season to the next, only the rewards you purchase with them. You are welcome to spend a little at a time throughout the season. '''If you [[Rebirth|retire]] your character, any of your spent Seasonal Points will be subtracted from the character you retired to that season;''' exceptions may be granted for self-contained purchases.
 
=Formula=
=Formula=
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::*Your Base SP is equal to the skill tier of your primary skill. Novice 1, Apprentice 2, Journeyman 3, Expert 4, Master 5, Grandmaster 6.
Your Primary Skill is your highest skill level, conferring Base SP per tier of skill:
::*The starting Reward Points Multiplier is 100
:::Novice 1, Apprentice 2, Journeyman 3, Expert 4, Master 5, and Grandmaster 6.
All characters have a Job Skill - the primary skill they use to calculate their rewards, and any number of Secondary Skills - any skills they possess at Journeyman or above, contributing to their Wage Multiplier. The starting Base Wage for all characters is equal to the tier (Novice, Apprentice, Journeyman, Expert, Master, or Grandmaster) of this Job Skill. The starting Reward Points Multiplier is 100. Various factors can increase a character's Base RP, and RP Multiplier.
:*'''Base SP:''' 1 SP per Primary Skill Tier, up to 6 at Grandmaster.
Base RP: Your Job Skill determines your starting Base Wage, beginning with Novice at 1 GP, up to 6 at Grandmaster.
Base RP Multiplier: 100/Season
:*Your Primary Skill is your highest skill level.
:*Your Seasonal SP is equal to the skill tier of your Primary Skill. Novice 1, Apprentice 2, Journeyman 3, Expert 4, Master 5, Grandmaster 6.
:*'''Multiplier Base:''' 100x
:*'''Multiplier Base:''' 100x
::*'''Bonus:''' +5 Multiplier/Each Journeyman Skill
::*'''Bonus:''' +5 Multiplier/Each Journeyman Skill
::*'''Bonus:'''+10 Multiplier/Each Expert Skill
::*'''Bonus:''' +10 Multiplier/Each Expert Skill
::*'''Bonus:'''+20 Multiplier/Each Master Skill
::*'''Bonus:''' +20 Multiplier/Each Master Skill
::*'''Bonus:'''+30 Multiplier/Each Grandmaster Skill
::*'''Bonus:''' +30 Multiplier/Each Grandmaster Skill
::*'''Bonus:'''+10 Multiplier/Each Prior Season of Play
::*'''Bonus:''' +10 Multiplier/Each Prior Season of Play
::*'''Bonus:''' Merited [[Enterprise|Enterprises]] such as factions and businesses can increase the Base RP or RP Multiplier.
::*'''Bonus:''' Merited [[Duty|Duties]] such as governance, factions, and businesses can increase the Base SP or SP Multiplier.
::*'''Bonus:''' Merited [[Title|Titles]] of governance as nobility or prestigious acknowledgment can increase the Base RP  or RP Multiplier.
  '''Example''': You have 2 Expert Skills and 2 Journeyman Skills. Your Primary Skill is one of those Expert Skills (4 SP), and your Secondary Skills are the other Expert Skill, as well as the two Journeyman Skills. On top of your base Multiplier of 100, this equals 120 Multiplier. 120 Multiplier x 4 Base SP = 480 SP. You would then spend this 480 SP on rewards to include in your threads for the [[Calendar|season]].
  '''Example''': You have 2 Expert Skills and 2 Journeyman Skills. Your Primary Skill is one of those Expert Skills (4 SP), and your Secondary Skills are the other Expert Skill, as well as the two Journeyman Skills. On top of your base Multiplier of 100, this equals 120 Multiplier. 120 x 4 = 480 SP. You would then spend this 480 SP for rewards to include in your threads.
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=Price List=
=Price List=
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====Alkahest====
====Bonus Experience====
:*[[Alkahest]] may be purchased with SP at a rate of 1 Gram for 10 SP.
Up to 25 additional [[Experience|Bonus Experience]] may be obtained per season at a rate of 1 XP for 10 SP, if '''under''' 1,000 Bonus.
:*[[Sundering|Sundered Alkahest]] may be purchased at a rate of 1 Gram for 5 SP provided you own a Merited Sundering [[Enterprise]].
====Materials====
::*A Master Sunderer may purchase a Sphere worth of Alkahest per season, per PC or CNPC. An Expert could purchase a Crystal, and a Journeyman a Shard.
:*[[Alkahest]] may be obtained with SP at a rate of 1 Gram for 10 SP.
  This must be fulfilled by sundering someone in a story - ask a city moderator before Sundering an unwritten NPC with Master or greater Arcana, and remember to respect any rules for written NPCs.
::*[[Nekros|Soul Stars]] may be obtained at a rate of 1 Gram for 5 SP with the appropriate skill in Nekros.
::*[[Grist|Gristle]] may be obtained at a rate of 1 Gram for 5 SP with the appropriate skill in Grist, or when slaying a dragon.
::*[[Null|Nullite]] may be obtained at a rate of 1 Gram for 5 SP with the appropriate skill in Null, or when slaying a Nihil.
::*A [[Mysticism|Mystic]] may Sunder equivalent Alkahest to their tier of Skill at a rate of 1 Gram for 5 SP.
  Ask the author before Sundering a written NPC, and a City Moderator if Sundering an unwritten NPC with Master or greater Arcana; remember to respect any rules for written NPCs. '''Sundering or slaying must be roleplayed during a thread to be valid.'''
 
====Crafted Items====
====Crafted Items====
With crafted items, you supply Alkahest, magical reagents, and other materials that are valid for your [[Living Standard]]. Anything from the same purchase such as purchased Alkahest may also be used.
SP may be used to purchase crafted items in lieu of a PC or their CNPC crafting them. You supply Alkahest, magical reagents, and other materials that are valid for your [[Living Standard]]. Any material from the same purchase such as Alkahest may also be expended to justify finding or looting items made with that material. Master and Grandmaster-tier items must be created by players instead of SP; they may be created with [[Dungeoneering|Dungeoneering]] SP, however.
::*[[Ensorcelling|Glyphics]] work costs 50 SP per tier of skill.  
::*Trade Skills cost 10 SP per tier of involvement starting with Journeyman.
::*[[Contrivance|Contrivance]] work costs 100 SP per tier of skill.
::*[[Theorem]] work costs 100 SP per tier of Theorem involvement.
::*[[Artifact|Artifacts]] cost 100 SP per tier of skill.
::*[[Practice]] work costs 100 SP per tier of Practice involvement.
::*[[Artifice|Artificing]] work costs 100 SP per tier of skill.
::*[[Arcana List|Personal Arcana]] costs 100 SP per tier of Personal Arcana involvement, such as contributing a spell for use in Ensorcelling.
::*[[Malediction]] healing is free.
::**[[Alkahest]] may have its Metaphor changed by an [[Alchemistry|Alchemist]] for 2 SP per Gram; a Journeyman Alchemist PC or CNPC may do so for 1 SP per Gram.
::*Aesthetic [[Malediction]] modifications cost 10 SP per tier of skill.
::**[[Alkahest]] may be combined into the next tier by an [[Alchemistry|Alchemist]] for 1 SP per Gram; a Journeyman Alchemist PC or CNPC may do so for free.
::*Major [[Malediction]] modifications cost 100 SP per tier of skill.
::*Exceeding one's [[Living Standard]] standard to obtain a finished mundane item costs 10 SP.
::*Exceeding one's [[Living Standard]] standard to obtain an item costs 10 SP.
::*Gunpowder costs about 5 SP per shot of a non-[[Artifice|Airshot]] gun; cannons cost 25 SP per shot.
====Malediction====
 
====Property====
::*Land independent of other systems such as [[Duty|Duties]] may be purchased from a City Moderator at a rate of between 1 to 100 SP per acre based on its location, with their permission.
::*Trading one's own [[Living Standard]] property for another at their current or new [[Living Standard]] may be done freely once per season.
::*Purchasing an additional home without acreage according to one's [[Living Standard]] costs 20 SP.
::*Exceeding one's [[Living Standard]] to obtain a higher quality home costs 100 SP.
 
====Medical====
::*Magical and medicinal healing is handled by [[Living Standard|Living Standards]] or for free through plots.
::*Minor [[Malediction]] modifications such as aesthetic changes cost 25 SP per tier of skill,
::*Major [[Malediction]] modifications such as implanting [[Glamour]] organs or appearing as another race costs 50 SP per tier of skill.
 
====Hired Hands====
Hired Hands are an alternative to the [[Formation|Formations]] system, optionally used to serve as protection, Labor, or business functions tied to [[Duty|Duties]]. They can be anything that makes sense: slaves, paid labor, mercenaries on retainer. They do not need names, only a mention of their composition, race, and a summary of what they are being used for. They do not have any [[Merit|Merits]], and any additional skills would upgrade them into a different form of [[Non-Player Character]].
::*One person with Novice skills may be hired for 20 SP each. These are treated as a yearly replenishing unit.
::*One person with 1 Apprentice skill may be hired for 100 SP each. These are treated as a yearly replenishing unit.
::*One person with 1 Journeyman skill may be hired for 250 SP each. These are treated as a yearly replenishing unit.
::*One person with 1 Expert skill may be hired for 750 SP each. These are treated as a yearly replenishing unit.
::*One person with 1 Master skill may be hired for 2000 SP each. These are treated as a yearly replenishing unit.
 
====CNPC Experience====
[[Non-Player Character|CNPC]] characters may be given the following '''once''' each. You can use these on [[Merit|Merited]] Arcana provided you have paid for the Merit. [[Dungeoneering|Dungeoneers]] may also offer these as awards an ''additional time'' per Dungeoneer. To upgrade one of these to an unoccupied tier, pay the difference needed; Dungeoneers may do the same.
::*1 Apprentice Skill (25/250) for 100 SP. This may be forwarded to another CNPC if they die.
::*1 Journeyman Skill (50/250) for 250 SP. This may be forwarded to another CNPC if they die.
::*1 Expert Skill (100/250) for 750 SP. This may be forwarded to another CNPC if they die.
::*1 Master Skill (250/250) for 2000 SP. This may be forwarded to another CNPC if they die.
::**A [[Gramarye]] must first be known by the PC in order to then purchase it with SP for a CNPC.
::***'''Exception:''' Gramarye created by a Storyteller for a play setting such as Jianese Clan [[Dominion]], or [[Dragonbound]] may ignore this restriction.
 
====Services====
::*Exodii service would cost 100 SP in order to portal to another country or Plane. You may enter Seasonal Points debt to do this, and pay it off the next season.
 
====Encounters====
::*All encounters of CR5 or CR6, Adult Dragons, or Elder Dragons require SP to derive any tangible benefit from them. This costs '''810''' SP for CR5 or Adult Dragons, or '''2,430''' SP for CR6 or Elder Dragons.
 
::::Tangible encounter benefits refers to some mix of Beast Magic, a hide that is as strong as or stronger than steel, a [[Seeming]] form, a Raised minion, capture to possess, or taming as an Animal Familiar. You may otherwise encounter, kill, and interact with CR5 Fauna and Adult Dragons freely. CR6 Fauna or Elder Dragons require going on a quest with a Storyteller, or a [[Dungeoneering|Dungeoneer]] with permission from one.
 
::::Any participating CNPC or Player Character with '''Fieldcraft''' if hunting above ground, or '''Deepcraft''' if hunting below ground, or else '''Zoology''', will confer a non-stacking discount of '''10%''' per tier of skill beginning with Apprentice-level skill, up to '''50%''' at Grandmaster. This represents hunting or tracking the fauna with advanced knowledge of it or its environment.


====Experience====
::::You '''do not''' need to purchase an encounter when benefitting from CNPC dragons you do not kill, Player Characters,  or Transfiguration. This is an intended benefit of [[Seeming]].
Up to 10 Experience may be purchased with SP per season at a rate of 1 XP for 100 SP.


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[[Category:Created by Aster]]
[[Category:Created by Aster]]

Latest revision as of 15:14, 7 January 2025

☰ Starting Guide

Seasonal Points

Introduction

Seasonal Points (SP) are used to represent special rewards earned in the stories we tell. They are spent on various things beyond what a Player Character's Living Standard might allow, earned by each Player Character every season based on a sum derived from their skill levels and Duties.

  • You must write out a story obtaining the item by whatever means: theft, purchase, inheritance, adventuring loot from an old ruin, what-have-you.
  • You must create a write-up with the full scope of abilities and properties of any crafted items obtained with SP. This write-up will be attached to the story summary where you obtain it, and the thread must be canonized before you may add the crafted item to your character sheet.
  • You are welcome to obtain or craft items within Memory threads using SP for use in non-ongoing threads as you wish.

You automatically qualify for Seasonal Points once you have made an in-character post that season. Calculate your SP using the formula below, and then subtract what you would like to spend it on. Post this result to the Seasonal Points thread.

Seasonal Points do not carry over from one season to the next, only the rewards you purchase with them. You are welcome to spend a little at a time throughout the season. If you retire your character, any of your spent Seasonal Points will be subtracted from the character you retired to that season; exceptions may be granted for self-contained purchases.

Formula

Your Primary Skill is your highest skill level, conferring Base SP per tier of skill:

Novice 1, Apprentice 2, Journeyman 3, Expert 4, Master 5, and Grandmaster 6.
  • Base SP: 1 SP per Primary Skill Tier, up to 6 at Grandmaster.
  • Multiplier Base: 100x
  • Bonus: +5 Multiplier/Each Journeyman Skill
  • Bonus: +10 Multiplier/Each Expert Skill
  • Bonus: +20 Multiplier/Each Master Skill
  • Bonus: +30 Multiplier/Each Grandmaster Skill
  • Bonus: +10 Multiplier/Each Prior Season of Play
  • Bonus: Merited Duties such as governance, factions, and businesses can increase the Base SP or SP Multiplier.
Example: You have 2 Expert Skills and 2 Journeyman Skills. Your Primary Skill is one of those Expert Skills (4 SP), and your Secondary Skills are the other Expert Skill, as well as the two Journeyman Skills. On top of your base Multiplier of 100, this equals 120 Multiplier. 120 Multiplier x 4 Base SP = 480 SP. You would then spend this 480 SP on rewards to include in your threads for the season.

Price List

Bonus Experience

Up to 25 additional Bonus Experience may be obtained per season at a rate of 1 XP for 10 SP, if under 1,000 Bonus.

Materials

  • Alkahest may be obtained with SP at a rate of 1 Gram for 10 SP.
  • Soul Stars may be obtained at a rate of 1 Gram for 5 SP with the appropriate skill in Nekros.
  • Gristle may be obtained at a rate of 1 Gram for 5 SP with the appropriate skill in Grist, or when slaying a dragon.
  • Nullite may be obtained at a rate of 1 Gram for 5 SP with the appropriate skill in Null, or when slaying a Nihil.
  • A Mystic may Sunder equivalent Alkahest to their tier of Skill at a rate of 1 Gram for 5 SP.
Ask the author before Sundering a written NPC, and a City Moderator if Sundering an unwritten NPC with Master or greater Arcana; remember to respect any rules for written NPCs. Sundering or slaying must be roleplayed during a thread to be valid.

Crafted Items

SP may be used to purchase crafted items in lieu of a PC or their CNPC crafting them. You supply Alkahest, magical reagents, and other materials that are valid for your Living Standard. Any material from the same purchase such as Alkahest may also be expended to justify finding or looting items made with that material. Master and Grandmaster-tier items must be created by players instead of SP; they may be created with Dungeoneering SP, however.

  • Trade Skills cost 10 SP per tier of involvement starting with Journeyman.
  • Theorem work costs 100 SP per tier of Theorem involvement.
  • Practice work costs 100 SP per tier of Practice involvement.
  • Personal Arcana costs 100 SP per tier of Personal Arcana involvement, such as contributing a spell for use in Ensorcelling.
    • Alkahest may have its Metaphor changed by an Alchemist for 2 SP per Gram; a Journeyman Alchemist PC or CNPC may do so for 1 SP per Gram.
    • Alkahest may be combined into the next tier by an Alchemist for 1 SP per Gram; a Journeyman Alchemist PC or CNPC may do so for free.
  • Exceeding one's Living Standard standard to obtain a finished mundane item costs 10 SP.
  • Gunpowder costs about 5 SP per shot of a non-Airshot gun; cannons cost 25 SP per shot.

Property

  • Land independent of other systems such as Duties may be purchased from a City Moderator at a rate of between 1 to 100 SP per acre based on its location, with their permission.
  • Trading one's own Living Standard property for another at their current or new Living Standard may be done freely once per season.
  • Purchasing an additional home without acreage according to one's Living Standard costs 20 SP.
  • Exceeding one's Living Standard to obtain a higher quality home costs 100 SP.

Medical

  • Magical and medicinal healing is handled by Living Standards or for free through plots.
  • Minor Malediction modifications such as aesthetic changes cost 25 SP per tier of skill,
  • Major Malediction modifications such as implanting Glamour organs or appearing as another race costs 50 SP per tier of skill.

Hired Hands

Hired Hands are an alternative to the Formations system, optionally used to serve as protection, Labor, or business functions tied to Duties. They can be anything that makes sense: slaves, paid labor, mercenaries on retainer. They do not need names, only a mention of their composition, race, and a summary of what they are being used for. They do not have any Merits, and any additional skills would upgrade them into a different form of Non-Player Character.

  • One person with Novice skills may be hired for 20 SP each. These are treated as a yearly replenishing unit.
  • One person with 1 Apprentice skill may be hired for 100 SP each. These are treated as a yearly replenishing unit.
  • One person with 1 Journeyman skill may be hired for 250 SP each. These are treated as a yearly replenishing unit.
  • One person with 1 Expert skill may be hired for 750 SP each. These are treated as a yearly replenishing unit.
  • One person with 1 Master skill may be hired for 2000 SP each. These are treated as a yearly replenishing unit.

CNPC Experience

CNPC characters may be given the following once each. You can use these on Merited Arcana provided you have paid for the Merit. Dungeoneers may also offer these as awards an additional time per Dungeoneer. To upgrade one of these to an unoccupied tier, pay the difference needed; Dungeoneers may do the same.

  • 1 Apprentice Skill (25/250) for 100 SP. This may be forwarded to another CNPC if they die.
  • 1 Journeyman Skill (50/250) for 250 SP. This may be forwarded to another CNPC if they die.
  • 1 Expert Skill (100/250) for 750 SP. This may be forwarded to another CNPC if they die.
  • 1 Master Skill (250/250) for 2000 SP. This may be forwarded to another CNPC if they die.
    • A Gramarye must first be known by the PC in order to then purchase it with SP for a CNPC.
      • Exception: Gramarye created by a Storyteller for a play setting such as Jianese Clan Dominion, or Dragonbound may ignore this restriction.

Services

  • Exodii service would cost 100 SP in order to portal to another country or Plane. You may enter Seasonal Points debt to do this, and pay it off the next season.

Encounters

  • All encounters of CR5 or CR6, Adult Dragons, or Elder Dragons require SP to derive any tangible benefit from them. This costs 810 SP for CR5 or Adult Dragons, or 2,430 SP for CR6 or Elder Dragons.
Tangible encounter benefits refers to some mix of Beast Magic, a hide that is as strong as or stronger than steel, a Seeming form, a Raised minion, capture to possess, or taming as an Animal Familiar. You may otherwise encounter, kill, and interact with CR5 Fauna and Adult Dragons freely. CR6 Fauna or Elder Dragons require going on a quest with a Storyteller, or a Dungeoneer with permission from one.
Any participating CNPC or Player Character with Fieldcraft if hunting above ground, or Deepcraft if hunting below ground, or else Zoology, will confer a non-stacking discount of 10% per tier of skill beginning with Apprentice-level skill, up to 50% at Grandmaster. This represents hunting or tracking the fauna with advanced knowledge of it or its environment.
You do not need to purchase an encounter when benefitting from CNPC dragons you do not kill, Player Characters, or Transfiguration. This is an intended benefit of Seeming.


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