Mobile Settlements
Ever wanted to make a Settlement with a bit of movement to it? Whether that be a city that travels via the land, water or sky? Ancient Cores should help you do just that. With this alongside what's provided in the Rebuild The Wild Supplement, you should be able to make a Mobile Settlement. There are also some buildings for flavor thrown in as well that can be used even without a mobile settlement.
Cores Notes: Durability: Flavor this to fit your setting, but for a general idea this can work. Magical build up when the cores are given little care can cause some damaging and...odd things to happen around the engine. That mixed with the occasional malfunction from mixing the old and the new for an idea such as this means the machine needs supervision to not hurt itself beyond repair. Every month roll a luck roll to figure out if the machine takes 1 damage in durability or 0. Alternatively, a GM could want to just have it take a static 1 point of damage each month alongside the luck roll if there is no Employee there. Rank 0 Starts with Durability of 10. Durability increases by 2 with every rank up. GM Note: You could have any normal employee be able to repair it, but as a suggestion for the setting perhaps make it so that any person can just go and Maintain it, but a special NPC with high mechanics would be needed to actual repair its durability
Ancient Core: Land | Village | Town | City |
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Rank 0 | Village moves at the speed of 4-6 squares Casual, 12 Travel Movement, 18 Get out Quick at cost of 1 Durability per hour. Can Support just Village buildings | ||
Rank 1 | Top Speeds(Casual, Travel and Get Out Quick) increase by 6, durability burn still applies. Can Support Village buildings + Amenities | ||
Rank 2 | Top Speeds increase by 6, durability burn still applies.
A Village needs 1 turn of set up before going at the top speeds for 2 and above |
Can Support Town buildings. Town move at the speed of 4-6 squares Casual, 12 Travel Movement, 18 Get out Quick at cost of 2 Durability per hour. | |
Rank 3 | Top Speeds increase by 6, durability burn still applies. | Top Speeds increase by 6, durability burn still applies.
Can Support Town buildings + Amenities |
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Rank 4 | Top Speeds increase by 6, durability burn still applies. | Top Speeds increase by 6, durability burn still applies | Can Support City buildings. City moves at the speed of 4-6 squares Casual, 12 Travel Movement, 18 Get out Quick at cost of 3 Durability per hour. |
Rank 5 | Top Speeds increase by 6, durability burn still applies.
A village needs 2 turns to set up for going at top speeds |
Top Speeds increase by 6, durability burn still applies.
A Town needs 1 turn of set up before going at the top speeds |
Can Support Town buildings + Amenities
Top Speeds increase by 6, durability burn still applies. |
Ancient Core: Water | Village | Town | City |
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Rank 0 | Village moves at the speed of 4-6 squares Casual, 12 Travel Movement, 18 Get out Quick at cost of 1 Durability per hour. Can Support just Village buildings.
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Rank 1 | Top Speeds(Casual, Travel and Get Out Quick) increase by 6, durability burn still applies. Can Support Village buildings + Amenities.
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Rank 2 | Top Speeds increase by 6, durability burn still applies.
A Village needs 1 turn of set up before going at the top speeds for 2 and above |
Can Support Town buildings. Town move at the speed of 4-6 squares Casual, 12 Travel Movement, 18 Get out Quick at cost of 2 Durability per hour.
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Rank 3 | Top Speeds increase by 6, durability burn still applies. | Top Speeds increase by 6, durability burn still applies.
Can Support Town buildings + Amenities
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Rank 4 | Top Speeds increase by 6, durability burn still applies. | Top Speeds increase by 6, durability burn still applies | Can Support City buildings. City moves at the speed of 4-6 squares Casual, 12 Travel Movement, 18 Get out Quick at cost of 3 Durability per hour.
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Rank 5 | Top Speeds increase by 6, durability burn still applies.
A village needs 2 turns to set up for going at top speeds |
Top Speeds increase by 6, durability burn still applies.
A Town needs 1 turn of set up before going at the top speeds |
Can Support Town buildings + Amenities
Top Speeds increase by 6, durability burn still applies. Full speed over Stormy/Rough Conditions |
Ancient Core: Flight | Village | Town | City |
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Rank 0 | Village moves at the speed of 4-6 squares Casual, 12 Travel Movement, 18 Get out Quick at cost of 1 Durability per hour. Can Support just Village buildings
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Rank 1 | Top Speeds(Casual, Travel and Get Out Quick) increase by 6, durability burn still applies. Can Support Village buildings + Amenities
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Rank 2 | Top Speeds increase by 6, durability burn still applies.
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Can Support Town buildings. Town move at the speed of 4-6 squares Casual, 12 Travel Movement, 18 Get out Quick at cost of 2 Durability per hour.
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Rank 3 | Top Speeds increase by 6, durability burn still applies.
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Top Speeds increase by 6, durability burn still applies.
Can Support Town buildings + Amenities Flight Core can fly above terrain just as well as Village Rank 1 |
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Rank 4 | Top Speeds increase by 6, durability burn still applies. | Top Speeds increase by 6, durability burn still applies
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Can Support City buildings. City moves at the speed of 4-6 squares Casual, 12 Travel Movement, 18 Get out Quick at cost of 3 Durability per hour.
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Rank 5 | Top Speeds increase by 6, durability burn still applies.
A village needs 2 turns to set up for going at top speeds |
Top Speeds increase by 6, durability burn still applies.
A Town needs 1 turn of set up before going at the top speeds Flight Core can fly above terrain just as well as Village Rank 3 |
Can Support Town buildings + Amenities
Top Speeds increase by 6, durability burn still applies. Flight Core can fly above terrain just as well as Village Rank 1 |
Buildings
Buildings and Amenities that cannot be made: Well (Amenity), Mill, Farm, Food,
New Buildings: Ancient Core (Flight), Ancient Core (Land), Ancient Core (Water) Laser Guns, Collesium, Festival, Mobile Farm (Food), Mobile Farm (Critters)
Name | Requires 5 of... | Requires 10 of... | Requires 15 of... |
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Ancient Core | Monster Parts | Metal | Ancient |
Mobile Farm (Food) | Metal | Ancient | Food |
Mobile Farm (Critters) | Metal | Ancient | Critters |
Collosium | Cloth | Metal | Gems |
Festival | Cloth | Wood | Food |
Mobile Farm: They work the same as regular farms, except that they can only go up to 3 max. If you find a way around it that the GM allows (like a multi-tiered mobile farm that operates off of Twili Sol stones) But they must also reasonably be able to all be supported by a core. Exactly how much Leniency is allowed belongs to a GM. (it may not be a terrible idea to have Cores that only support Farms)
Cultural Wonder Effect: A Mobile Settlement of Village size has cultural wonder level 3, Town has level 4, and City has level 5. GM note: I’d suggest that for every other mobile settlement (that is known to be one) in the world it should decrease all mobile settlement’s Cultural Wonder level one rank. The reasoning here is that the Wonder level comes from how awe-inspiring and new this sort of system would be. It naturally attracts people over. The more of these there are the less of a wonder it becomes.
The Collosium and Festival can work perfectly fine without the settlement being a Mobile Settlement. They're more there to provide some flavor and flair to the attraction of a Mobile Settlement.
Collosium: Adventurers come to test their strength against other people and monsters. The exact rules of the collosium can be changed to fit the collosium and the events it may have. Instead of following the Minigame track of getting back twice the money put in, they get 3 times the money they put in. The Amount won can change as the GM deems fit for what the Collosium is doing. For the higher return from winning there is also a higher price of entry.
Collosium | Fight/Tournament Level | Cost |
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Rank 0 | Novice | 20 |
Rank 1 | Journeyman | 50 |
Rank 2 | Adept | 100 |
Rank 3 | Expert | 200 |
Rank 4 | Impressive | 500 |
Rank 5 | Heroic | 1000 |
Festival: Festivals for the mobile settlements are more meant for the areas outside. There won’t really be in full might unless the city is docking near a town. It’s a set of food, fun, and mini-games and the cost reflects that. Mini Games should probably be harder here to reflect that carnival way in which the games there just seem to take so much money from people. Minigames should also, in turn, give some better rewards for the increased difficulty. A Festival can also act as an alternative place for a shop due to the vendors around there shilling more exotic items. For quick set up use its Festival rank as shop rank. (As a note it’s suggested to have some quite good and maybe even new items here to show off how people bring their new ideas/inventions here to show them off)
Festival | Minigame Level | Cost |
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Rank 0 | Novice | 20 |
Rank 1 | Journeyman | 50 |
Rank 2 | Adept | 100 |
Rank 3 | Expert | 200 |
Rank 4 | Impressive | 500 |
Rank 5 | Heroic | 1000 |
GM notes for possible flavor and setting: Make it so that Cities possibly need to dock at some specific place for extended periods of time in order to restock and repair everything in the mobile city. You can have it roam around freely. It could also be that it has a certain circuit or route set up for them to go through that was set via trade agreements. I, the make of the homebrew, am in full support of Creative ideas using what’s been given here even if it doesn’t fall in with RAW.