Warhammer Settlement Builder
This is intended to provide some extra depth for Warhammer games so players can run a village or settlement in the same fashion as companies in Reign or houses in Song of Ice and Fire.
1. Roll 5d6 for each of the village stats: Size, Law, Government, Health, Land, Comforts, Troops, Trade, Wealth, Industry, Weird.
2. Roll for location
3. Roll for founding.
4. Roll for number of historical events.
5. Roll for each historical event.
6. Add 1d6 to one stat for each player.
7. Spend the stat points to buy village upgrades for those stats that do that.
8. Each month the leader of the village (the Government character, see below) must make an Intelligence + Leadership or Tradecraft plus relevant specialties.
a. Difficulty dice depends on the events of the month. Plagues and harsh winters are 2-3 difficulty dice, while the height of a bounteous fall may be no difficulty dice. Standard is 1 difficulty die.
i. Poor village stats can add misfortune dice to these rolls.
b. Each success adds one to one of the stats of the village leader’s (aka the Government character’s) choice.
c. Each failure subtracts one from a stat of the village leader’s choice.
d. Boons mean one of the following, as determined by the village leader:
i. One Boon: All characters earn 25 sp
ii. Two Boons: The party tension meter goes down by 1.
iii. Three Boons: All characters earn 1 gp
iv. Four Boons: All characters get an additional advance.
e. Banes mean one of the following, as determined by the GM:
i. One Bane: All characters lose 25 sp. If they cannot pay it the player begins the next adventure with 1 stress or fatigue.
ii. Two Banes: Players begin the adventure with 1 stress or fatigue.
iii. Three Banes: Party tension meter goes up by 1.
iv. Four Boons: Size of the settlement decreases by 1.
f. Chaos stars mean something terrible has befallen the town (as determined by the GM). These events should generally be dealt with during an adventure. Some suggestions:
i. Skaven Invasion: -5 Size, -5 Health, +5 Weird due to all the disease and warpstone and it gets worse if the players don’t stop it.
ii. Chaos Cult investation: --5 Health, -5 Law, -5 Government, +10 Weird, stop them before they pervert everything.
iii. Witch Hunter comes to town looking for heretics that don’t exist. +5 Government, -5 Law, -5 Health
g. Sigmar’s hammer means something wonderful has happened in the town (as determined by GM).
i. A miracle occurs, bringing the faithful of Sigmar in droves to the settlement. +5 Size, +5 Troops
ii. A new mineral vein is found near the village. +10 Wealth
9. Each player should choose a profession during character creation that focuses on one of the city stats, except Size, with no two characters choosing the same stat. These characters should have some part in the power structure of the settlement involving that stat, such as a soldier being part of the Troops or a rat catcher being involved in maintaining the Health of the city. These characters should have some control over the resources of that stat. The most important stats for characters are Government, Law, Wealth, and Troops. 10. Characters created as part of a settlement can opt to have 2 fewer character creation points to begin with equipment according to that issues by their stat (such as the Law character having equipment appropriate to a guardsman) or 1 gp per 10 points of Wealth the settlement has.
11. If during play a contest has to be made using a village stat, such as seeing if the village is healthy enough to survive a plague, round the stat down and roll that number of characteristic dice plus any fortune dice for upgrades or player action, misfortune dice for recent events or bad luck, and difficulty dice as determined by the GM.
Location
What sort of terrain the settlement is in. This is just a vague descriptor and does not dictate how players spend their points in land. A forest can still exist in farmland and a mountain settlement that buys River land is just not on a major trade river.
Roll 2d6 for Location:
2: Tundra: -10 Size, +25 Land, -10 Health, +5 Comforts
3: Oceanside: +5 Size, +5 Health, +20 Trade, +5 Wealth, -15 Law, -10 Land
4: Lakeside: +5 Size, +5 Health, +5 Trade, -5 Law, -10 Land
5: Riverside: +10 Trade,+5 Industry, -5 Law
6: Forest: +5 Industry, +5 Land, +5 Comforts, -5 Trade
7: Farmland: +5 Industry, +10 Land, +10 Size, +5 Health, -10 Wealth, -10 Defenses
8: Hills: +10 Industry, +5 Defenses, -5 Comforts,
9: Mountains: +20 Industry, +10 Defenses, -10 Size, -10 Land
10: Major Trade Route: +20 Trade, +10 Wealth, +10 Comforts, -10 Law, -5 Government, -10 Land, -5 Health
11: Desert: +5 Trade, -10 Health, +20 Land, -5 Size
12: Cursed Land: +25 Weird, +5 Trade, +5 Wealth, -10 Size, -5 Law, -5 Government, -5 Health
Stats
Size
The size of the settlement. This goes up and down as people leave the village, die, move to the village, or are born. Size is effectively the hit points of the village; if the village is attacked and the civilian population is reduced Size is reduced accordingly.
· 1-5: Some people who happen to leave near each other. Level x5 in people, +2 fortune dice in dealing with locals (everyone knows everyone), +15 Law, +15 Health, +15 Government, -15 Industry, -15 Trade, -15 Wealth
· 6-10: A hamlet. Level x10 in people, +1 fortune die in dealing with locals, +10 Law, +10 Health, +10 Government, -10 Industry, -10 Trade, -10 Wealth
· 11-15: A village. Level x15 in people, +5 Law, +5 Health, +5 Government, -5 Industry, -5 Trade, -5 Wealth
· 16-20: A town. Level x20 in people
· 21-25: A large town. Level x30 in people
· 26-30: A really large town. Level x40 in people, -5 Law, -5 Health, -5 Government, +5 Industry, +5 Trade, +5 Wealth
· 31-40: A city. Level x50 in people, -10 Law, -10 Health, -10 Government, +10 Industry, +10 Trade, +10 Wealth
· 41-50: A large city. Level x75 in people, -15 Law, -15 Health, -15 Government, +15 Industry, +15 Trade, +15 Wealth
· 51+: A major city. Level x100 in people, -20 Law, -20 Health, -20 Government, +20 Industry, +20 Trade, +20 Wealth
Law
How law abiding the town is. The higher this rating, the more the general populace obeys the law and the more power the local constabulary has in terms of manpower. Constables are assumed to have leather armor and hand weapons unless otherwise equipped.
· 1-10: Lawless: +2 misfortune dice on any contest involving social interactions about enforcing the law, no police of note, +2 misfortune dice on maintenance checks
· 11-20: Rough: +1 misfortune dice on any contest involving social interactions about enforcing the law, a handful of constables, +1 misfortune dice on maintenance checks
· 21-30: Average: A sheriff and a squad of constables. (can be fielded as a single unit of trained light infantry per 20 points of Size if needed)
· 31-40: Lawful: +1 fortune dice on any contest involving social interactions about enforcing the law, a sheriff with a larger dedicated team of constables (can be fielded as two units of trained light infantry per 20 points of Size if the settlement is under attack), +1 fortune dice on maintenance checks
· 41-50: Very Orderly: +2 fortune dice on any contest involving social interactions about enforcing the law, a sheriff with a large dedicated team of constables (can be fielded as two units of trained light infantry per 20 points of Size if the settlement is under attack), +2 fortune dice on maintenance checks
· 51+: Just Society: +2 fortune dice on any contest involving social interactions about enforcing the law, a sheriff with a large dedicated team of constables, bailiffs, and thief-takers (can be fielded as two units of veteran light infantry per 20 points of Size if the settlement is under attack), +3 fortune dice on maintenance checks
Suggested Professions: Agent, Baliff, Bounty Hunter, Burgher, Roadwarden, Scribe, Watchman
Law Upgrades
· Stocks: 5 – Can be used to hold criminals.
o +1 fortune die to attempts to keep order in the city.
o +1 misfortune die if you want to keep the criminals safe or not get the public stirred up by their presence.
· Jail: 10 – Can be used to hold criminals.
o +2 fortune die to attempts to keep order in the city. Does not stack with the dice from stocks.
· Guard House: 10 – Gives the guard a place to rest, recuperate, and store their gear.
o +2 fortune dice to any defensive Law rolls made to resist attacks on the constabulary.
· Judge: 10 – An Imperially appointed judge who can rule on matters of high and low law, including nobles. Requires Courthouse.
o +1 fortune die to Intimidate checks when backed by the power of the judge.
· Local Contacts Network: 10 – An extensive network of local snitches and stool pigeon to help the guard find out about local crime.
o +1 fortune die to investigate crimes.
· Extra Constables: 10 – The settlement can field another unit of light infantry of the same experience level as the base units for the settlement’s law level. Requires Guard House.
· Well Equipped: 5 – The guard is equipped with mail shirts, crossbows, and a healing draughts each plus other gear worth 1 gp or less as needed.
· Very Well Equipped: 10 – The guard is equipped with pistols, chainmail, healing draughts, and other gear worth 5 gp or less.
· Mounted: 15 – All members of the guard have horses. Requires Guard House.
· Heavy Infantry Upgrade: 15 – All members of the guard have heavy armor, shields, and the training to use them. This gear is usually stored at the guard barracks as it is cumbersome. All guard units are treated a heavy infantry if they are fielded as military units. Requires Guard House.
· Courthouse: 15 – The guard has a central house of justice where court cases are decided.
o +2 fortune dice to attempts to keep order in the city and +1 fortune die to monthly maintenance checks.
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