Seasonal Points

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☰ 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.

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.
  • Sundered Alkahest may be obtained at a rate of 1 Gram for 5 SP provided you own a Merited Sundering Duty.
  • A Master Sunderer may purchase a Sphere worth of Alkahest per season, per PC or CNPC with the appropriate skill. An Expert could purchase a Crystal, a Journeyman a Shard, and an Apprentice a Sliver.
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.

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, or with Dungeoneering SP.

  • Glyphics work costs 50 SP per tier of Ensorcelling involvement.
  • Contrivance work costs 100 SP per tier of Alchemistry involvement.
  • Artifacts work costs 100 SP per tier of Sundering involvement.
  • Artificing work costs 100 SP per tier of Artificing involvement.
  • Exceeding one's Living Standard standard to obtain a finished mundane item costs 10 SP.

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.

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 groups of people independent from the Formations system, optionally used to serve 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 1 Novice skill 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. These cannot be Merits. Dungeoneers may also offer these as awards an additional time per Dungeoneer.

  • 1 Apprentice Skill (25/250) 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.

Antarok Handbook

Rules of Play

Terms of Use · Rules of Play · Starting Guide · Experience · Merits · Skills · Skill List

Seasonal Points · NPCs · Duty · Formations · Dungeoneering · Challenge Rating

Threads · Calendar · Living Standards · Travel · Rebirth

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Arcana · Arcana List · Religion · Planes · Metaphor · Alkahest

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