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Make You Kingdom Draft

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    Make YouKingdom!!A game by Kawashima Touichirou/Adventure Planning Service

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    KingdomBook

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    Kingdom CreationThe Kingdom

    The Kingdom is a small community inside the Dungeon that the players rule. Although it isreferred to as a Kingdom for convenience's sake, it could be a village, a school, a company, or any other type of small group. Typically, in Make ou Kingdom, all of the players take control of one Kingdomand, as its members, attempt to raise and nurture it. The Kingdom's assets can be thought of as being

    the collective assets of all the characters attached to it.!n order to create a Kingdom, first take a copy of the Kingdom "heet and a Map "heet. Then,follo# the $Kingdom %ame,$ $Kingdom &nvironment, $ opulation,$ $Kingdom Attributes,$ and$(eography$ steps in order, filling out the information on the sheets.

    Kingdom %ameDecide on a name for the Kingdom after discussing among yourselves. !f you cannot reach a

    consensus, you may also come up #ith a name at random using the Kingdom %ame Tables.

    Kingdom %ame Tables!f you #ish to use the Kingdom %ame Tables, first choose three players. &ach of them rolls )D**on each of three Kingdom %ame Tables to come up #ith a provisional name for the Kingdom. !f anyone

    is unhappy #ith the name, any of the remaining players may make one re+roll on one of the tables oftheir choice and change the result.

    Kingdom ame Table "oll "esult "oll "esult "oll "esult

    #ark $% eo %& Third

    $ "oyal $' (oly '' )entral

    % Su*er $+ ,rthodo- '+ .m*erial

    ' "e*ublican $& Absolutist '& nited

    + Ancient %% 0reat ++ .nde*endent

    & Socialist %' Ascendant +& 1astern

    $$ 2ree %+ #ee* && )onstitutional

    Kingdom ame Table $"oll "esult "oll "esult "oll "esult

    (ero $% 3ing %& ,verman

    $ Allied $' #ragon '' .nvincible% 0round 4ero $+ )at '+ Back Alley

    ' #ungeon $& Banana '& "oman

    + #isaster %% 2antasy ++ 5)hoose a word6

    & #emon %' Adventure +& 5 ame o7 where you8re *laying6

    $$ )on9uest %+ Magical && 5King8s ame6

    Kingdom ame Table %"oll "esult "oll "esult "oll "esult

    Kingdom $% Planet %& 1mirate

    $ #ynasty $' Princi*ality '' Shogunate

    % )or*oration $+ :o*olis '+ Territories

    ' Academy $& Autonomy '& ;illage

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    Kingdom ame Table %"oll "esult "oll "esult "oll "esult

    + 2ederation %% )olony ++ Block

    & )ollective %' 1m*ire +&

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    "esources Table"oll "esult

    Your Kingdom boasts o7 its talented citiCens= sing the Birth Table choose a Dob at random= You receive Talent withthat Dob=

    $ Your Kingdom has been 7ree o7 7rom attacks 7rom monsters and enemy kingdoms 7or 9uite some time= .ncrease thenumber o7 )itiCens by %#&=

    % Your Kingdom has learned to coe-ist with monsters= You receive a "anch= You gain #& Monster )itiCens= "oll #& todetermine what ty*eE :,grekinF $:(orseliCardF %:#war7F ':1l7F +:0old7ishF &:(urry 2o-

    ' Your Kingdom recently entered into an alliance with another Kingdom= )hoose a random unknown region 7rom theKnown orld section o7 the Kingdom Sheet= There is a kingdom in that region= sing the Kingdom ame and MarketTables determine that kingdom8s name and what ty*e o7 Sta*le they *roduce= Your "elationshi* with that kingdombecomes Allied=

    + Your Kingdom recently discovered the *iggy bank o7 a 7ormer ruler= .ncrease the Treasury by #& M0=

    & Your Kingdom is connected to another region by a set o7 stairs= )hoose an unknown region adGacent to your Kingdom7rom the Known orld section o7 the Kingdom Sheet= You may make that region *art o7 your Kingdom= The ma* has 1ntrance and #& )orridors and you may use any rooms that are connected to the 1ntrance by a )orridor= .7 you rollthis result twice add an additional #& )orridors to that ma*= .7 all o7 the rooms are connected you receive anadditional region=

    2acilities Table"oll "esult

    Your Kingdom has ruled this region 7or generations= "oll #& and receive that 2acilityE :ThroneF $:(allF %:)ouncilF ':)utcheryF +:)hevaliersF &:Tem*le

    $ Your Kingdom was blessed with s*acious rooms and high ceilings= "oll #& and receive that 2acilityE :SlumF $:BackstairF %:Mi-ed AreaF ':.nnF +:PlaCaF &:,nstead

    % Your Kingdom has had a secret room *assed down by your ancestors 7or generations= "oll #& and receive that 2acilityE:"ecycle Sho*F $:,bservatoryF %:)itadelF ':Training )enterF +:(ideoutF &:Training 0ym

    ' Your Kingdom cares about its citiCens and devotes itsel7 to their well:being= "oll #& and receive that 2acilityE :

    1-ecution 0roundF $:#e*otF %:#e*otF ':SchoolF +:DailhouseF &:(os*ital+ Your Kingdom is a hot s*ot 7or recreation and customers come to visit even 7rom other kingdoms= "oll #& and receive

    that 2acilityE :)asinoF $:BarF %:4enanaF ':Ari-angF +:)olosseumF &:Show*lace

    & Your Kingdom is located in the 7rontier= "oll #& and receive that 2acilityE :2armF $:BlacksmithF %:"anchF ':TradingPostF +:(unting 0roundF &:Sta*le

    "aces Table"oll "esult

    Your Kingdom is located where an ancient dragon was turned into a dungeon and has inherited his blood= hen you

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    Monster Citi-ens. During Kingdom Creation, it starts at / people. Add to that number any Citi-ens or Talents gained during the Kingdom &nvironment "tep, as #ell as the andmakers, to determine the finalstarting population.

    andmakers and the CourtThe andmakers are the characters controlled by the players. The andmakers, as a #hole, are

    referred to as the Court. 0hile they are much stronger than normal people, a Kingdom #ith too manyandmakers increases the possibility of the Kingdom's collapse or the occurrence of disasters, and

    increases the Kingdom's 1pkeep Cost. Any andmakers not participating in the game may be used asTalents.

    Citi-ensCiti-ens are normal people #ho live in the Kingdom. 0hile individually there are limits to their

    strength, #hen their numbers increase, so does the po#er of the Kingdom. !f push comes to shove, theycan also fight and collect information as the andmakers' 2ollo#ers.

    Monster Citi-ens(enerally, Monster Citi-ens are treated as regular Citi-ens. 3o#ever, in order to note #hat type

    of monster they are, they are recorded on a special section of the sheet.

    TalentsTalents possess special skills and abilities, though not to the e4tent of andmakers. 0hen you

    leave a Talent behind in the Kingdom during a game, you may use each Talent's $&ffect as a Talent$ability one time. The andmakers may use, at most, a number of Talents e5ual to the Kingdom's Culture

    evel. !f the $&ffect as a Talent$ section of a 6ob's description does not state other#ise, you may use it#henever you #ish. 0hen you use a Talent, place a check mark ne4t to that Talent's name on theKingdom "heet.

    After filling out each section of the Kingdom "heet, add all of the numbers together. That sum is your Kingdom's opulation. 0hen the population passes a certain point, the Kingdom evel increases. "eethe Kingdom evel Table for more details.

    The Kingdom evel has an effect on the gro#th of the Kingdom and its characters. !f you #ishfor the Kingdom and the Court to become stronger, it is necessary to add to the population and increasethe Kingdom evel.

    Kingdom

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    ifestyle evelThe ifestyle evel represents your economic prosperity. During the Kingdom hase, each

    character may ac5uire one Common !tem #ith a ma4imum Cost e5ual to the ifestyle evel. ou maycarry over an amount of Treasury ac5uired during the game e5ual to the ifestyle evel. !f you are goingto carry over any of the Treasury, this is decided during the &nd hase.

    Culture evelThe Culture evel represents the e4tent of your education and ideals. andmakers may use a

    number of Talents e5ual to the Culture evel during each game. !f the $&ffect as a Talent$ section of a6ob's description does not state other#ise, you may use it #henever you #ish. 0hen you use a Talent,place a check mark ne4t to that Talent's name on the Kingdom "heet.

    7rder evelThe 7rder evel represents the level of the Kingdom's safety. 0hen you roll a population

    increase on the Kingdom Change Table, it increases by a number of Citi-ens e5ual to the 7rder evel.

    Military evelThe Military evel represents the military strength of the Kingdom's people. 8efore the &arnings

    9eport step of the &nd hase, you may recover a number of 2ollo#ers and Citi-ens lost during thatgame e5ual to :Military evel; D*.

    During Kingdom Creation, all Kingdom Attributes start at ). Add any increases to your KingdomAttributes ac5uired during the Kingdom &nvironment step. ou may also apply a number of bonuspoints e5ual to the Kingdom evel, distributed ho#ever you choose among the Kingdom Attributes.2inally, add all of these together to find your starting Kingdom Attributes.

    (eographyAfter deciding your Kingdom Attributes, you must determine the geography of your Kingdom

    and the surrounding areas. (eography is split into t#o parts, the Kingdom itself, and the Kno#n 0orld.

    Kingdom (eographyTo determine your Kingdom's internal geography, first take a copy of the Map "heet. !f you

    ac5uired any additional regions in the Kingdom &nvironment step, prepare that many additional Map"heets. After you have prepared the map, build a 9oyal alace in the center of it. 9ecord a 9oyal alacein room 8+< of a map of your choice. !f you received any 2acilities during the Kingdom &nvironmentstep, record those 2acilities' names in any empty rooms on the map.

    After all the 2acilities have been placed, you may place one Corridor for each room. Corridorsmay be placed #herever you #ish, ho#ever, if a 9oom is not connected via a Corridor, you may not usethat 9oom or a 2acility placed inside it.

    After placing the Corridors, you place an &ntrance. An &ntrance is the border bet#een that mapand another map. During Kingdom Creation, assuming you do not have any special 2acilities, this&ntrance is the only #ay to leave the Kingdom. Choose any room besides 8+< and choose one e4terior #all of that room to place an &ntrance on. A map may have up to t#o &ntrances.

    The Kno#n 0orld9andomly determine a starting location for your kingdom from the Kno#n 0orld section of the

    Kingdom "heet. Also do so for any areas from the &nvironment hase.

    The Kno#n 0orld represents #hat you kno# about the regions that surround your Kingdom.Conversely, the areas that you kno# nothing about are called unkno#n regions. 0hen your Kingdom isfirst created, there #ill be many unkno#n regions, but as you progress on your adventures and your Kingdom gro#s, more information about the areas surrounding your Kingdom #ill come to light.

    2irst, choose a region at random from the Kno#n 0orld section of the Kingdom "heet. That is

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    #here your Kingdom is located. During Kingdom Creation, the only region you #ill kno# is your Kingdom. !f you learned about any other regions during the Kingdom &nvironment step, record thoseareas' names as you #ere instructed.

    7ther There are a fe# other statistics that must be determined for the Kingdom.

    =oices of the eople=oices of the eople represent the hopes the people have for the andmakers. This value usuallystarts at )/ at the beginning of a game. The ma4imum value of =oices of the eople is e5ual to :)/ >Kingdom evel;.

    TreasuryThe Treasury is the funds that the Kingdom may spend freely, represented in M(. During

    Kingdom Creation, if the Treasury #as not increased in the Kingdom &nvironment step, it starts at /M(.

    Diplomatic 9elations!f there are other kingdoms in the Kno#n 0orld, determine your 9elationship #ith thosekingdoms. 2or each kingdom, roll )D* on the 7ther Kingdom 9elationship Table to determine your 9elationship #ith that kingdom.

    ,ther Kingdom "elationshi* Table"oll "elationshi*

    Allied

    $ 2riendly

    % eutral

    ' eutral

    + #angerous

    & (ostile

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    Character CreationCharacters

    Characters are all of the various people #ho appear in Make ou Kingdom. Typically, each player creates a single character and controls their actions. The character that you create and control is kno#nas a layer Character ?or C, for short@.

    There are also several other types of characters that may appear in a game.

    % Cs% C is short for %on+ layer Character. They are called that because they are controlled by the

    (M, rather than by a player. 1sually, any character that appears during an adventure #ho is not a C istreated as an % C. There are three types of % Cs !mportant % Cs, Monsters, and &4tras.

    !mportant % CsAn !mportant % C is any % C that has the same types of stats as a C.

    Monsters

    Monsters are % Cs #ith simplified stats.

    &4tras&4tras are Citi-ens, Talents, and any type of % C that has no stats. They are generally only

    relevant for roleplaying.

    !n order to create a character, first take a blank Character "heet. Then follo# the $8asicCharacteristics,$ $Class and 6ob,$ $Ability "cores and Derived Ability "cores,$ $"kills,$ $"tarting&5uipment,$ and $9elationship "cores$ steps in order, filling out the information on the sheet.

    8asic Characteristics8asic Characteristics include the follo#ing four items. !f for some reason you cannot think ofthem no#, you may determine your Class and other characteristics first, and return to this step later.

    evelour evel represents your overall strength. ou begin the game at evel ).

    %ameChoose a name for your character. !f you #ish, you may use the %ame Tables to do so. 9oll )D*

    on the %ame (eneration Table, and then roll on the appropriate tables.

    8ackgroundour 8ackground represents the circumstances of your character's birth, and your destiny.

    Determine your 8ackground randomly using the 8ackground Table.

    7ther ou may choose your character's gender, age, personality, etc... freely.

    %ame Tables!f you #ant to choose your name randomly, or if this is your first time playing Make ou

    Kingdom, you may #ish to use the %ame (eneration Table. 9oll )D* and apply the results.

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    ame 0eneration Table"oll "esult

    ame Table A I ickname Table A

    $ ame Table B I ickname Table A

    % 1-otic ame Table I ickname Table A

    ' ame Table A I ickname Table B

    + ame Table B I ickname Table B

    & 2antastic ame Table I ickname Table B

    ame Table A 5Male/2emale6"oll "esult "oll "esult "oll "esult

    ,range/Dasmine $% Bamboo/,live %& Tuba/,rgan

    $ (ouCuki/Asagao $' )loud/)lima '' an/)ookie

    % )lover/#atura $+ Tao/Snow '+ illow/Kashkash

    ' #a*hne/Kinoko $& Avalanche/1claire '& Scone/)ouscous

    + 0renada/Primrose %% ;ivacita/Metronome ++ 2lask/)li*& "adish/Marigold %' Kanon/2agot +& Kla*adora/)rayon

    $$ )y*rus/Magnolia %+ ,boe/(armonica && Soa*/Bloom

    ame Table B 5Male 2emale6"oll "esult "oll "esult "oll "esult

    1iGi/ ednesday $% SchwarCe/Moegi %& 4i**o/)hocolat

    $ 0iorno/ oel $' Slot/Kyrie '' ine*ins/

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    2antastic ame Table 5Male/2emale6"oll "esult "oll "esult "oll "esult

    + Arthur/.sis %% "aven/#eedlit ++ 2uunim/Ya*oo

    & 1lric/0loriana %' yarlathote*/Bast +& Janth/ arnia

    $$ 0ilgamesh/Amaterasu %+ Annatar/2ortuna && Kalevala/.hatovo

    ickname Table A"oll "esult "oll "esult "oll "esult

    the )omeback Kid $% the Meek %& the ;ainglorious

    $ the .nde7atigable $' the Backbiter '' the 0entle

    % the Doker $+ the nbreakable '+ the Beauti7ul

    ' the "isktaker $& the #evoted '& the Avoidant

    + the )autious %% the )arouser ++ the Blessed

    & o7 the 1ver "acing Mind %' the n*erturbed +& the Best in *lace you are *layingL

    $$ the #esirable %+ the .ntimidating && the #&Lth

    ickname Table B"oll "esult "oll "esult "oll "esult

    the Blunt $% the

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    Background Table#ie ! #ie $ "esult

    + You were raised by very devout *arents= "oll #& to determine your religionE :)alamitistsF $:Trium*hantF %:TravelersF ':2aith o7 the 0earF +:

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    Background Table#ie ! #ie $ "esult

    + You are a s*y 7or one o7 the world8s great *owers= "oll #& to determine your birth*laceE :#ynamite 1m*ireF $:Millenium #ynastyF %:Metro KhanF ':)a*italistic (oly "e*ublic o7 (A0

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    Classesour Class represents your character's role in the Court. There are si4 types of Classes.

    KingA King is the ruler of the Kingdom, or they could be the representative of the ruler. Their

    role is to be a unifying force for the Court and the people. They are a necessary member of the Court.

    KnightA Knight raises his s#ord in defense of the Kingdom. They speciali-e in combat and utili-ing#arriors, and their role is to strike do#n the enemies that stand in the #ay of the Court.

    =i-ier A =i-ier is a politician #ho manages the Kingdom's government. They speciali-e in running the

    country and dealing #ith people's affairs, and their role is to provide support for the Court from theshado#s.

    7racleAn 7racle is the hand of the gods. They can control elevators, devices that access the unkno#nrealms of the heavens and the pits. Their role is that of a healer.

    %inBaA %inBa collects information in secret. They speciali-e in reconnoitering the Dungeon, and in s#ift

    and nimble movements. Their role is that of a mobile fighter.

    "ervantA "ervant can fulfill multiple roles for the Court. They have many different speciali-ations, and

    can assist the King and other Classes in all sorts of #ays.

    Choose one of the above Classes and record it on your Character "heet.The Court must contain at least one King. !t may contain any number of the rest of the Classes.

    ou may choose any Class you #ith, but the players may #ish to discuss among themselves in order tochoose Classes that strike a good balance.

    6obour 6ob represents your function in society. !n the #orld of Make ou Kingdom, people's

    occupations are usually hereditary.9oll a D** on the 8irth Table to determine #hat 6ob you have. !f you chose "ervant as your class,

    you roll t#ice. !f you roll the same result t#ice, re+roll until you have t#o different 6obs.

    Birth Table

    "oll DobPrimaryAbility "oll Dob

    PrimaryAbility "oll Dob

    PrimaryAbility

    Astrologist )ha $% arrior ar %& (a**ymancer )ha

    $ arlock it $' 1-ecutioner ar '' Bee 3ue

    % Summoner )ha $+ 0uard ar '+ (unter 3ue

    ' #octor it $& Merchant it '& Adventurer ar

    + Medic it %% #aedalist 3ue ++ #rone ar& oble )ha %' Master )ha +& Thie7 3ue

    $$ 1unuch it %+ )ook 3ue && )hoose one

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    Column Determining our Class and 6ob0hen determining your Class and 6ob, it doesn't matter #hich you choose first. !f you roll on the

    8irth Table and your 6ob is one #hose rimary Ability "core is uest, such as a Thief, you can decide tomake your class a %inBa. 3o#ever, if you are a "ervant, #ith t#o 6obs, the procedure is different. oumay only determine one 6ob before choosing your Class. !f you decide to become a "ervant, then youmay roll to determine your second 6ob. !f you roll t#ice on the 8irth Table, your class must be a "ervant.

    Ability "cores and Derived Ability "coresAfter choosing your Class and 6ob, you must determine your Ability "cores and Derived Ability"cores. ou may choose your Ability "cores, from #hich your Derived Ability "cores are calculatedautomatically.

    Ability "coresAbility "cores are numbers used to determine #hat your character is good at. They are divided

    into the follo#ing four scores.

    0it0it represents your cleverness and your ability to think on your feet. !t is used #hen dealing #ith

    goods and money, and #hen your intelligence and kno#ledge are being tested.0it is used to determine your Capacity and "tarting &5uipment, for making Command Checks

    and "trategy Checks, etc...

    CharismaCharisma represents your looks, your personality, and your ability to influence others. !t is used

    #hen trying to garner favor #ith someone, and to create a positive atmosphere.Charisma is used to determine your Capacity and your ma4imum number of 2ollo#ers, for

    &4changing #ith Monsters, etc...

    uestuest is your ability to find things. !t is used for avoiding traps and monsters' attacks, and for

    discovering hidden information and obBects.uest is used to determine your Defense, for Command Checks and "earch Checks, etc...

    0arfare0arfare is your skill, spirit, and courage in battle. !t is used #hen you #ant to hack through your

    enemies, or to target them #ith your firearms.0arfare is used to determine your 3 , for Attack Checks and increasing Damage, the number of

    enemies you can handle in Combat, etc...

    &ach player first chooses and assigns their Ability "cores based on their Class. Then find your 6ob's rimary Ability "core on the 8irth Table and fill in a ) in the 6ob section for that Ability "core on thecharacter sheet. Then, choose one Ability "core and add ) point to it in the 8onus section of theCharacter "heet. 2inally, add them all together to determine your starting Ability "cores. !f your Class is"ervant, you receive a bonus for each of those 6obs' rimary Ability "cores.

    8ase Ability "cores by ClassKing E,E,),/ distributed ho#ever you #ish

    Knight 0arfare E

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    Derived Ability "coresDerived Ability "cores are calculated using your main Ability "cores. There are four different

    Derived Ability "cores.

    3it oints ?3 @3it oints represent your life force. They may be reduced by damage taken during Combat or

    from Traps, and can be recovered using !tems or "kills. !f your 3 ever reaches /, you become1nconscious.our ma4imum 3 at character creation is e5ual to :?0arfare@ > ? uest@ > > evel;.ou start the game at ma4imum 3 .

    CapacityCapacity represents the depth of your generosity as a human being. !t is the ma4imum level for

    the amount of Drive you can store.our Capacity at character creation is e5ual to :?0it@ > ?Charisma@ F G;.

    2ollo#ers2ollo#ers represents the number of underlings #ho accompany you on your adventures.

    our ma4imum number of 2ollo#ers at Character Creation is e5ual to :H?Charisma@ 4 I > evel;.ou start the game #ith / 2ollo#ers.

    Column Derived Ability "cores and 9elationship "cores0hen determining your Derived Ability "cores, remember that fractions should be rounded up.2or e4ample, #hether the total sum of your 0it and Charisma is or *, your Capacity #ill be J.

    0hen determining your 9elationship "cores during Character Creation, you can only have anAffection "core to#ards a character. !t is not possible to have a 3ostility "core to#ards a character during Character Creation.

    Column Ability "cores and Kingdom AttributesA character's Ability "cores each correspond to a single Kingdom Attribute.0it ifestyle evel

    Charisma Culture eveluest 7rder evel

    0arfare Military evel

    "kills"kills are special abilities or talents that a character has. ou kno# one "kill of your choice from

    among your Class "kills. ou also kno# your 6ob's 6ob "kill. 9ecord the "kills you learned on your character sheet.

    "tarting &5uipmentour "tarting &5uipment is the !tems that your character starts the game carrying. Charactershave * !tem "lots. 1sually, you may e5uip either ) !tem or )/ Materials in a single !tem "lot.

    our "tarting &5uipment is determined by your Class and 6ob. "ee the specific pages for eachClass and 6ob to determine #hat !tems you receive.

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    !f a player #ishes, they may receive bonus !tems. 9oll

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    "oll "esult

    :$ Anger 2eelings o7 irritation and hatred

    %:' #istrust 2eelings o7 doubt and Gealousy

    +:& Scorn 2eelings o7 *ity and disdain

    7ther 2inally, you must determine any other stats of your character.

    ikes and DislikesTo determine your character's interests and tastes, roll a D** four times, once on each 9andom

    0ord Table. 7f the four results, choose t#o as your ikes, and t#o as your Dislikes, and fill them in onthe character sheet.

    "andom ord Table "oll "esult "oll "esult "oll "esult

    Magic $% Being Alone %& Baths

    $ #ressing * $' Boasting '' ,ld Things

    % )ram*ed S*aces $+ Sel7 #iscovery '+ Stu*id Peo*le

    ' Staying *

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    "andom ord Table '"oll "esult "oll "esult "oll "esult

    $ Strong Peo*le $' Songs '' The Dob o7 the )haracter e-t to You

    % .magination $+ Studying '+ ,gres

    ' Dokes $& )ities '& A*ologiCing

    + Medicine %% Adventuring ++ ,ther "aces

    & Monsters %' 1m*eror #ynamite +& Stars

    $$ Personal )ombat %+ 1vil && Bugs

    Column 9olling on the 9andom 0ord Tables!n order to determine your ikes and Dislikes, you must roll four times on the 9andom 0ord

    Tables. 3o#ever, rolling the dice, #riting do#n the result, rolling the dice, etc... might be a bit of anuisance. !f one player rolls the dice, #hile another player records the results, it could make things gosmoother. This isn't Bust limited to the 9andom 0ord Tables. !f the rest of the players are payingattention #hen another player rolls and une4pected result, it could increase everyone's fun.

    "kill (roupsThese are the categories of "kills that you may learn #hen you evel 1p. They are determined by

    your Class and 6ob. The description of your 6ob #ill list the "kill (roups you are 5ualified for. ou mayalso receive access to "kill (roups as a result of rolls on the Kingdom &nvironment Table.

    MedalsMedals are proof of a andmaker having accomplished a great deed. ou #ill not have any

    Medals at Character Creation. &ach game, one character is chosen to receive a Medal. A character #hohas received a medal has the possibility of changing to an Advanced 6ob.

    "pecial 9elationships and 8ad "tatusesThese sections of the character sheet are for recording uni5ue relationships and adverse

    conditions that your character may ac5uire. These may change during the game as a result of9elationship "core changes, or the effects of certain Monsters and Traps. ou #ill have neither atCharacter Creation.

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    ClassesKing"tarting Ability "coresE,E,),/ distributed ho#ever you #ish"tarting &5uipment8lade, 2lag, Costume

    The representative of the Kingdom and the leader of the Court. That is the King's Bob. !t is not ane4aggeration to say that, as the King goes, so goes the Kingdom.

    The King is the Kingdom, and the Kingdom is the KingThe King is necessary to lead the Court. A player #ho #ishes to create and play a King should

    keep the follo#ing things in mind.

    Compensating for Absent ClassesThe King is the only Class that can freely decide their highest Ability "cores. Therefore, it is a

    good idea to distribute your Ability "cores in a #ay that makes up for a Class that you are missing. !fthere are no =i-iers or %inBas, then you may #ant to make your 0it and uest as high as possible, for e4ample. The King may have t#o Ability "cores that are higher than E. They can make up for a lack ofplayers, in addition to missing Classes. !f, after the game starts, there is no Class responsible for a certaintask, like a Knight in Combat, the King can assume authority. !f the other Classes #ish to provide their o#n input, that is fine as #ell. !f opinions are divided, the final decision rests #ith the King. Keepingbalance in the Kingdom is one of the King's greatest responsibilities.

    1sing "hared 9esources0hen the Court #ishes to use shared resources, such as =oices of the eople or the Treasury,

    they have to hold back. !t's up to the King to take the initiative. 0hen he does, everybody may offer their opinions.

    Multiple Kings0hen there are multiple players #ho choose King as their Class, you #ill #ant to come up #ith

    special #ays of handling it. 2or e4ample, there may be multiple royal families, the Kingdom may be splitinto t#o distinct regions, they could both be royal children competing for the succession, etc... 0hen itcomes to making decisions, they may alternate bet#een games, or be forced to come to a consensus, or #hatever else you decide.

    9oyal CommandClass "killType !nterruptTarget !ndividualCheck %one

    ou may use this "kill as an !nterrupt Action #henever another character uses 3ope. 9educe your 3 by) point. Treat the amount of 3ope used as if it #ere ) point higher. This effect is not cumulative.

    3egemonyClass "killType ermanentTarget "elfCheck %one

    ou may use this "kill #hen the Kingdom hase ends. 2or the rest of the game, you may increase anAbility "core by a number of points e5ual to the Kingdom evel ?you may also choose to divide these

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    points among your Ability "cores as you #ish. 3o#ever, no Ability "core may be raised above this#ay@. 9ecalculate your Derived Ability "cores such as 3 , Defense, etc... using these ne# values.

    9oyal (uardClass "killType ermanentTarget "elfCheck %one

    ou may use this "kill #henever you are in the &ncampment. 0henever any allied character in the&ncampment #ould take damage, you may reduce that damage by :2ollo#ers 4 )F ; points ?this cannotreduce the damage belo# )@.

    "tormbringer Class "killType ermanentTarget "elfCheck %one0henever you roll a critical hit on an attack, instead of rolling on the Crushing 8lo# Table, you may

    increase your #eapon's damage by an amount e5ual to your 2ollo#ers.

    DiademClass "killType !nterruptTarget "elfCheck %oneou may use this "kill #henever you make an Action Check. "pend ) =oice of the eople. Add the value

    of the corresponding Kingdom Attribute to that check's result.

    AnarchClass "killType "upportTarget "ee 8elo#Check 0it F )/9oll

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    Knight"tarting Ability "cores0arfare E

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    0ar (odClass "killType ermanentTarget "elfCheck %one!ncrease your ma4imum 3 by an amount e5ual to your 2ollo#ers ?#hen organi-ing 2ollo#ers duringthe Kingdom hase only, this also increases your current 3 @.

    DiehardClass "killType !nterruptTarget !ndividualCheck %one

    ou may use this "kill as an !nterrupt Action #henever somebody takes damage. 9educe your 2ollo#ersby )D*. revent that damage.

    "trengthClass "killType ermanentTarget "elfCheck %one!ncrease your #eapon's damage by :2ollo#ers 4 )F ;.

    (uardianClass "killType !nterruptTarget "elfCheck %one

    ou may use this "kill as an !nterrupt Action #henever a character's 2ollo#ers #ould be reduced by aneffect caused by someone other than that character. ou take damage e5ual to the number of 2ollo#ersthat #ould be reduced. revent that reduction of 2ollo#ers.

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    =i-ier "tarting Ability "cores0it E

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    DiplomacyClass "killType !nterruptTarget "ee 8elo#Check "ee 8elo#

    ou may use this "kill as an !nterrupt Action once per uarter, #henever you #ish. Make a 0it Check,and if it is successful, you may increase the 9elationship #ith another kingdom by ) step. The difficultyfor the check depends on your current 9elationship #ith that kingdom (ood, )/ %eutral, )JDangerous, )*. ou may decrease the difficulty of the check by ) point for each )M( you reduce theTreasury by. This effect is permanent, but may only be used once per game.

    9efillClass "killType "ee 8elo#Target "ee 8elo#Check 0it F

    ou may use this "kill as an !nterrupt Action #henever you are in the &ncampment. !f you are not in the&ncampment, you may use this "kill as a "upport Action. "pend )D* Materials of your choice, and

    choose up to three characters. !f the above check is successful, each of those characters recovers:2ollo#ers 4 )F ; 3 .

    ursuivantClass "killType ermanentTarget CourtCheck %one

    ou may use this "kill #henever you are in the &ncampment. 9educe your 2ollo#ers by )D*. ou mayincrease the result of a "trategy Check by that same amount.

    "alvageClass "killType lanTarget CourtCheck 0it F ))During the Dungeon hase, spend ) 3ope, and make the above check. !f it is successful, you receive:2ollo#ers 4 )F ; Citi-ens. ou may distribute these Citi-ens ho#ever you #ish.

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    7racle"tarting Ability "coresCharisma E our Affection "core To#ards That Character; 3 .

    Turn 1ndeadClass "killType "upportTarget "ee 8elo#Check Charisma F G > Monster evel"pend ) 3ope and choose any number of 1ndead Monsters. !f the above check is successful, deal

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    2aithClass "killType "upportTarget CourtCheck Charisma F )/"pend ) 3ope and make the above check. !f it is successful, each member of the Court recovers :9esult+ )/ > ?2ollo#ers 4 )F @; 3 .

    "acrificeClass "killType "upportTarget "elfCheck %one

    ou may only use this "kill in a room #ith an &levator. 9educe your 2ollo#ers by )D*. ou may receiveone Common !tem of your choice. This !tem is destroyed at the end of this game.

    0rath of (odClass "killType "upportTarget "elfCheck Charisma F )/"pend ) 3ope and make the above check. !f it is successful, choose one character at random in thesame Area as you. Deal :JD* > ?2ollo#ers 4 )F @; damage to that character.

    &nlightenmentClass "killType ermanentTarget "elf

    Check %oneou may increase the result of &4change Checks or checks for %egotiation "kills by :2ollo#ers 4 )F ;.

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    %inBa"tarting Ability "cores

    uest E

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    DisruptClass "killType !nterruptTarget !ndividualCheck %one

    ou may use this "kill as an !nterrupt Action #henever somebody other than yourself takes damage."pend ) 3ope. 2or the rest of this cycle, reduce the amount of damage that character takes by :)D* >our Affection "core To#ards That Character; points ?this cannot reduce the damage belo# ) point@.

    "pyClass "killType AssistTarget "elfCheck %oneou may use this "kill #henever you make a Command Check #hile (athering !nformation. !ncrease the

    difficulty of the check as much as you like. !f the check is successful, you learn the names of Monstersand the types of Traps in that room, up to the number that you increased the difficulty by ?the (M

    decides #hich Monsters and Traps@.

    uppet 9uler Class "killType "upportTarget "elfCheck %oneChoose a character, and reduce your 2ollo#ers by )D*. Choose one ermanent "kill kno#n by thatcharacter for the rest of this cycle, that "kill has no effect.

    hantasmaClass "killType ermanentTarget "elfCheck %one

    ou may use this "kill during combat if you are in an Area #ith no other allied characters. ou mayincrease your Defense by :2ollo#ers 4 )F ;.

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    "ervant"tarting Ability "coresAll Ability "cores start at

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    6obsAstrologist

    rimary Ability Charisma"kill (roups Astrology"tarting &5uipment "tar 2ragment 4 There8s a break in your 7riendshi*! 1ach member o7 the )ourt decreases their A77ection Score towards you by *oint 5itcannot be reduced below @6 and increases their (ostility Score towards you by *oint=

    ? An enemy dungeoni7ication attack! 1ach member o7 the )ourt makes a 3uest / check= 1ach character who 7ailsreceives $#& damage=

    @

    Acting on a sudden im*ulse you di* your hand into the Kingdom8s savings= The 0M chooses a )ommon .tem= Youreceive that .tem and increase the *kee* )ost by #& M0= "educe the ;oices o7 the Peo*le by *oint= .7 there isanother P) in the same room they may s*end (o*e and make a 3uest / ? check= .7 it is success7ul they may sto*you=

    You end u* activating a hidden tra*= )hoose a random #isaster ty*e tra*= That tra* takes e77ect=

    $The #ungeon8s "uler hates you and *uts a bounty on your head= 2or the rest o7 the game whenever a Monster8s attackor a Tra* would decide a target randomly you become that target 5i7 this e77ect is rolled more than once choose acharacter at random 7rom those a77ected by it6=

    ar7are (a**ening Table"oll "esult

    $ ithout warning you 7eel as i7 you8re going to revert to childhood= .7 you cannot sacri7ice a #rink decrease your ar7areby *oint 7or the rest o7 the game=

    % You idiot! Taken by sur*rise!N A "andom 1ncounter occurs= Treat this )ombat as i7 you are sur*rised=

    ' Your 2ollowers8 e-*ectations weigh heavily on you=

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    Corridor ou choose one Corridor that e4tends from the room you are currently in to "earch.

    7bBectou choose one person, obBect, site, etc... described by the (M during the &ncounter step to

    "earch.After you decide on a target for the "earch, make a check. ou may use either 0it or uest. The

    difficulty is e5ual to :%umber of eople in the Court > G;. !f it is successful, you discover all of the Trapsor information hidden there. !f there is nothing there to discover, roll on the Materials Table, and youreceive ) of that Material. A character #ho "earches becomes &4hausted.

    9est0hen you 9est, you spend some time in that room taking a break or having fun. ou may 9est in

    a room that hasn't been e4plored. A resting character chooses ) of the 9est Tables, rolls You lay out the ma* in 7ront o7 you and have a heated discussion about the rest o7 the adventure= 1ven though there areobGections your o*inion wins out= hat we need is not to die like heroes but to kee* on living= )hoose a character 7romthe )ourt= .ncrease that character8s (ostility Score towards you by any number o7 *oints and recover that many ;oiceso7 the Peo*le=

    ? You wonder i7 you shouldn8t try out cooking 7or once=== You may use the e77ect o7 a

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    )harisma "est Table"oll "esult

    $ You discover a 7airy8s wine cellar and start drinking= 1ach member o7 the )ourt recovers #rive= Make a )harismaL / ?check= .7 you 7ail you get drunk and start stri**ing= "oll #&= .7 it is odd each member o7 the )ourt increases theirA77ection Score towards you by *ointF i7 it is even each member o7 the )ourt increases their (ostility Score towardsyou by *oint

    % ===The truth is .=== mumble mumble mumble= You say something weird during your slee*= 1ach member o7 the )ourtswa*s their A77ection and (ostility Scores towards you= They may change the ty*e o7 "elationshi*=

    ' hile you8re resting the cold #ungeon 7loor sa*s your body heat= hile you8re aslee* bodies surround you to warm youu*= "ecover a number o7 #rive and (P e9ual to the number o7 characters who have A77ection Scores towards you=

    + The two o7 you sneak o77 together to have a good time= .7 there are any characters with whom you have something youlike in common choose one o7 those characters and increase your A77ection Scores towards each other by *oint=

    & The light o7 the stars illuminates your 7ace in a romantic way= )hoose a character and make a )harisma check with adi77iculty e9ual to ? I That )haracter8s A77ection Score Towards YouL= .7 it is success7ul increase that )haracter8sa77ection towards you by *oint=

    H Your eyes meet= Make a )harismaL / ? check= .7 it is success7ul choose a character at random 7rom the rest o7 thecourt= .ncrease either your A77ection Score towards that character or that character8s A77ection Score towards you by *oint=

    > You doCe o77 while on watch= hen you wake u* you notice somebody has covered you with a blanket= )hoose acharacter at random= .ncrease your A77ection Score towards that character by *oint=

    ? You8ve 7ound the *er7ect cam*site= 1verybody has a lively time chatting around the cam*7ire= Starting with the *layer tothe 0M8s le7t everyone chooses character towards whom they have an A77ection Score= 1ach character chosenreceives #rive= .7 a character is not chosen by anybody they lose *oint o7 #rive and choose a character at random7rom the )ourt= .ncrease their A77ection Score towards that character by *oint=

    @ .n order to give your tired body some rest you sli* into some more com7ortable clothes inside your tent= Somebodyenters=== )hoose a character at random 7rom the )ourt and roll #&= .7 it is odd you scream and each member o7 the)ourt increases their (ostility Score towards that character by *oint= .7 it is even you and that character eachincrease your A77ection Scores towards each other by *oint=

    #rawn by the smell o7 delicious 7ood a grou* o7 monsters a**ears 7rom out o7 nowhere= "oll on the "andom 1ncounterTable to determine the ty*e o7 monster= Make a )harisma check with a di77iculty e9ual to The (ighest Monster

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    3uest "est Table"oll "esult

    @ You stare at the ma* under the light o7 the stars=== Based on the way this room was built shouldn8t there be somethingaround here===N Make a 3uestL / @ check= .7 it is success7ul you discover all 1vent ty*e Tra*s in the room=

    ature is calling= hile you8re slee*ing you realiCe you have to go to the bathroom= Make a 3uestL / check= .7 it issuccess7ul you discover a secret e-it= 2or the rest o7 the game you may e-it the #ungeon 7rom this room=

    $ .s that a secret door!N Make a 3uestL / check= .7 it is success7ul you may *lace a )orridor 7rom this room to a roomo7 your choice=

    ar7are "est Table"oll "esult

    $ The more time *asses the more eager 7or combat you become= "ecover a number o7 #rive e9ual to the number o7turns that have *assed so 7ar=

    % More=== you want to 7ight more! You8ve 7ound your thirst 7or blood= Make a ar7areL / check= .7 it is success7ulrecover #rive and #& (P=

    ' You discover a bloody cor*se in the corner o7 the room= .7 you know the name o7 this ma*8s "uler each member o7 the)ourt increases their (ostility Score towards the ma*8s "uler by *oint=

    + Monsters who were hiding in the corner o7 the room attack the citiCens while they8re aslee*! .nstantly you grab yourwea*on and lea* towards them! Make a ar7areL / @ check= .7 it is success7ul you chase the monsters o77 andrecover ;oice o7 the Peo*le= .7 you 7ail you lose #& 2ollowers and ;oice o7 the Peo*le=

    & atch out! A short sword brushes *ast your side= hen you look closer you see a *oisonous snake was *oised to strikeat you= You must have misunderstood=== )hoose a character and increase your A77ection Score towards that characterby an amount e9ual to your (ostility Score towards that character= Then your (ostility Score towards that characterbecomes @=

    H ithout realiCing it a terrible strength takes hold in your body= ill it overcome you===N #ark 7eelings start to rise u*within you= )hoose a character and increase your (ostility Score towards that character by *oint=

    > Because o7 a disagreement you end u* giving each other the silent treatment= )hoose a character at random 7rom the)ourt= You and that character each increase your (ostility Score towards each other by *oint=

    ? You8ve taken notice o7 a rival8s actions= )hoose the character in the )ourt with the highest (ostility Score towards youand recover a number o7 #rive e9ual to that character8s (ostility Score towards you=

    @ .7 you don8t slee* you won8t be able to 7ight when you need to= You leave the rest u* to your com*anions and get asolid rest= You may recover $#& (P=

    These 7oot*rints=== could it beN You discover traces o7 monsters nearby= Make a ar7areL / check= .7 it is success7ulyou learn the ty*e o7 one ty*e o7 monster *resent that you haven8t yet encountered this game=

    $ ===You thirst 7or blood! You kick o77 your blanket and bark at everyone to *re*are 7or a 7ight= "oll on the "andom1ncounter Table and engage in combat= A7ter the battle you receive a randomly determined "are .tem=

    Column 9est 7vervie#There is a 9est Table for each Ability "core, and the tendencies of the results for each is e4plained

    belo#. ou #ill #ant to choose a table based on the current situation and the state of your character.0it !ncrease the =oices of the eople.Charisma !t is easy to increase Affection "cores.

    uest Ac5uire !tems, Materials, and !nformation about other rooms.0arfare !ncrease 3ostility "cores.

    &4change&4change is #hen you can trade useful things #ith the monsters of the Dungeon. !f there are

    friendly monsters in the room, you can attempt to &4change #ith them. A character #ho does an&4change chooses one of the follo#ing three types. A character #ho &4changes becomes &4hausted.

    earn !nformationou learn about another room. Choose a room and a monster and make a Charisma check. The

    difficulty is : > Monster evel;. !f the check is successful, you learn the number of monsters and traps in

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    that room.

    Trade Materialsou trade Materials #ith the monster. Choose a monster and make a Charisma check. The

    difficulty is :G > Monster evel;. !f the check is successful, you lose a number of Materials not listed onthat monster's Material section up to that monster's evel. ou receive that same number of Materialsof a type listed on that monster's Materials section.

    0elcome Them to the Kingdomou invite them to become a citi-en of your Kingdom. Choose a monster and make a Charisma

    check. The difficulty is e5ual to : > Monster evel;. !f it is successful, that monster becomes one of your 2ollo#ers, and if you can return to the Kingdom #ith them, they become a monster citi-en.

    &4change Modifiers!n the follo#ing cases, the difficulty of &4change checks may be altered.

    Affection and 3ostility!f the targeted monster has a 9elationship "core to#ards the &4changing character, decrease thedifficulty by the level of their Affection "core, and increase it by the level of their 3ostility "core.

    "pecial "kills!f any of the monsters encountered kno# $"chemer$ or $&nemy of 3umanity$, increase the

    difficulty by < points for each skill.

    9oleplaying!f a player acts out the &4change, the (M may apply a modifier of >F+ )+J points based on the

    situation.

    "urrender !f the monster has surrendered, reduce the difficulty by < points.

    Changing the 7rder of 8attleAs in the Dungeon hase "etup rules, you may change the placement of characters on the

    battlefield. Changing the battle order doesn't make a character &4hausted, and you may do it anynumber of times you #ish.

    &ating&ating is #hen you use unch, Keepable 2ood, or 2ull Course !tems. 0hen you eat, mark it #ith

    a for#ard slash on the timekeeping bo4 for that uarter. !f you mark J or more bo4es in any single turn,the entire Court receives the 7bese bad status.

    assage of Time0hen you have completed the $&ntering a 9oom,$ $&ncounter,$ and $Camp$ steps, a uarter

    has ended. !f that room #as une4plored, mark its &4plored bo4 on the map, and make a back#ardsslash in the time bo4 for that uarter. 0hen you have marked off E time bo4es, ) Turn has passed.

    !f, after a Turn has passed, you didn't not &at during that turn, each member of the Court loses

    )D* 3 . ou are considered "tarving, and losed another )D* 3 each uarter until you eat.After J Turns, each member of the Court loses )D* 3 at the end of each uarter.

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    CombatCombat

    Combats are ho# you resolve combat #ith hostile monsters or other andmakers that you meetin the Dungeon.

    Combats are handled in cycles called 9ounds, #hich are broken up into $"trategy$ and $Moveand Action$ steps. At the end of a round, if either side has been #iped out, the Combat ends. our o#n

    side is referred to as $allied,$ #hile the opposing side is the $enemy.$

    Combat "etup8efore you start Combat, you must prepare the 8attlefield.

    layers should follo# the placement they decided at various points during the Dungeon hase.&ven if they remain in the enemy &ncampment from a previous Combat, they cannot change their placement. The lines of battle may only be changed during the "etup step of the Dungeon hase, or during the Camp "tep.

    The (M places the monster as described by the scenario. !f their placement is not specified, hearranges them in the monster's section of the 8attlefield as he chooses. !f the room contains combat

    traps, they are also placed at this time.

    "urprise AttacksThere are times #hen the monsters lie in #ait for the Court to attack them una#ares. This is

    called a "urprise Attack. !f a surprise attack is successful, all of the characters on the monster side maymake ) free Move and Action.

    A surprise attack can occur in the follo#ing situations.%ot &nough !nformation

    !f you enter a room #here you don't kno# the number of Monsters, and encounter 3ostileMonsters, resolve it in the follo#ing manner. The representative of the Court makes a : uest; check

    #ith a difficulty of :

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    their movement and actions in #hatever order they choose. 7nly characters #ho are free to act may doso.

    7nce every character on the side that moves first has completed their movement and actions,each character on the side that moves second #ho is free to act may complete their movement andaction in #hatever order they choose.

    7nce every character on the side that moves second has completed their movement and actions,resolve the end of round step.

    7rder of 9esolutionMovement and actions must be completed together. A character #ho moves must then make an

    action immediately after#ard. 2or e4ample, if Character A moves, they must complete their actionbefore Character 8 can move.

    MovementA character #ho #ishes to move may move from their current area either for#ards ?to#ards the

    enemy line@ ) space, or back#ards ?to#ards their o#n &ncampment@ ) space. 3o#ever, you may notmove for#ards from the enemy's encampment or back#ards from your o#n encampment. Moving inthis manner is referred to as the Movement hase.

    A character #ho has completed their movement continues to complete their action.

    7bstructing the Advance!f an enemy character is occupying the area you are currently in, it is possible that you might not

    be able to move for#ard. This is called obstructing the advance.Compare the number of allied characters in that area to the total 0arfare of all the enemy

    characters in that area. !f the number of allied characters is less than the total #arfare of the enemy,your advance is obstructed, and you may not move for#ard any further. 3o#ever, if the number ofallied characters is greater than the total of the enemy's 0arfare, your advance is not obstructed, andyou may move for#ard.

    8reakthrough!f your advance is obstructed, but you still #ish to move for#ards, you may sacrifice your

    2ollo#ers in order to force your #ay through. This is called 8reakthrough. 8reakthrough is treated as an!nterrupt Action.

    ou may !nterrupt #hen you your advance is obstructed. !f anyone on the allied side reducestheir 2ollo#ers by )D*, they can nullify the effect of an obstructed advance.

    9esolving ActionsA character #ho has completed their movement then proceeds to resolve their action. There are

    three types of actions that can be taken during Combat. 9egardless of #hich one a character chooses,they are considered &4hausted after#ard.

    7nce all characters on the side that acts first have become &4hausted, you move to the side thatacts second. 7nce all of those characters become &4hausted, the round is over.

    ass!f a character does not #ish to do anything, they may pass their movement or action step. ou

    may pass one or the other, or both. A character #ho passes their action step becomes &4hausted.

    AttackAn attack is #hen you use a #eapon or other obBect to deal damage to an enemy. !n order toresolve an attack, choose the #eapon you #ill use, the target of the attack, make an attack roll, and

    then determine the damage.

    Choose a 0eapon

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    Choose a #eapon you #ish to use from your !tem "lots. 0eapons are separated into t#o types,melee and ranged. Any !tem may be used as a melee #eapon #ith 9ange / and Damage ).

    Choose a TargetChoose a character to target #ith your attack #ho is #ithin range of the #eapon you are using.

    9ange determines ho# many s5uares a#ay the character you #ish to target may be. A #eapon #ith arange of / may only target a character in the same area.

    !f you are using a ranged #eapon, your target must be #ithin range of the effect of a "tar 2ragment.

    Attack CheckAn Attack Check determines #hether that attack succeeds or fails. Make a :0arfare; check #ith

    a difficulty e5ual to the target's Defense.!f you succeed, proceed to determining damage. !f it is a critical success, before determining

    damage, roll You turn your enemy8s strength back at him! .ncrease the damage o7 the attack by an amount e9ual to the target8s

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    2umble Table"oll "esult

    & You idiot! That was a s*ell! 2or the rest o7 )ombat a Skill or .tem that was used by an allied character has no e77ect=

    H ,w ow ow ow= You end u* hurting yoursel7= You take #& damage=

    > Your o**onent manages to counter your attack using your own strength against you= "educe your (P to hal7 its currentvalue=

    ? ,o*s you dro**ed an .tem= )hoose an .tem you are e9ui**ed with at random= That .tem is destroyed 5i7 this e77ect is

    rolled by a monster they take #& damage6=@ A kernel activates in the middle o7 a 7urious battle= )hoose ty*e o7 combat tra* and *lace it in your location=

    You swing at nothing and are overcome with des*air= You and each character who has an A77ection Score towards youo7 or higher lose #rive 5i7 this e77ect is rolled by a monster they take #& damage6=

    $ Ack! You lose your gri* on your wea*on= The .tem you were using to attack with is destroyed 5i7 this e77ect is rolled by amonster they take #& damage6= )hoose a character on the Battle7ield at random= That character8s (P becomes =

    "upport Actionsou may perform one of the follo#ing "upport Actions. 9egardless of #hich one you choose, you

    become &4hausted.

    Carryou may move yourself and an 1nconscious character in the same area or an adBacent area )

    space.

    &4change !temsou may e4change any number of e5uipped !tems #ith a character in the same area.

    "earchou may search an obBect that #as described during the &ncounter "tep. Make a :0it; or : uest;

    check #ith a difficulty e5ual to :%umber of Members in the Court > G;. !f it is successful, you discover any information and traps in the area you searched. The (M determines that information.

    Disarm!f you have discovered a trap that can be disarmed #ith a check, you may attempt to disarm it. !f

    it is a trap set by a monster you may attempt to disarm it if you are in the same area, if it is not, youmay attempt to disarm it if you are in the enemy's encampment.

    A character in the enemy's encampment may attempt to disarm any traps that they havediscovered.

    7ther ActionsTake any other support action. ou may make a Cooperative Action, or use a "kill or !tem #ith a

    "upport type action. !f the (M allo#s it, you may also make other actions.

    "pecial Movementou may make one of the follo#ing "pecial Movements. 9egardless of #hich you choose, you

    become &4hausted.

    Additional Movement

    ou may make ) more movement. The rules for obstructing an advance apply as normal.

    2leeou may perform this action #hen every member of the Court is in the encampment. Make a

    : uest; check. The difficulty is e5ual to the highest Defense among the enemy. !f it is successful, remove

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    all the enemy characters from the 8attlefield.!f the Cs are the ones #ho fled, they return to the room they #ere in previously. !f they are

    unable to return that room because of a trap or other effect, their attempt to flee fails. !f the monsterssucceed at fleeing, the (M may place those monsters in a room of his choice.

    &nd of the 9ound0hen every character on the side that acts second has become &4hausted, or are unable to act,

    the round is over.&ach character on the 8attlefield becomes 9eady to Act. 9epeat the "trategy Check step.

    Damage and 1nconsciousnessA character #ho receives damage reduces their 3 by that amount. 9ecord your current 3 in

    the 3 field of the character sheet.!f a monsters 3 becomes / or less, that monster dies.!f a C's or important % C's 3 becomes / or less, roll

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    that action increases their 3 to / or more, they do not need to apply the effect from the 2atal 0oundTable.

    DeathA dead character is &4hausted, and cannot make Assist or !nterrupt actions. A dead character

    cannot recover 3 by normal methods. A dead character can only have their 3 recovered by an &li4ir or 3oly (rail during the game in #hich they died. A character #ho is dead #hen the game ends cannot

    be used after that.

    The &nd of Combat9ounds are repeated as characters continue to #ound and defeat each other. Combat ends #hen

    all the characters on one side are unconscious, dead, or have lost their #ill to fight and surrendered. Theside that #as #iped out or surrendered loses, and the side that remains alive #ins.

    "urrender ou may attempt to &4change #ith Monsters and % Cs that have surrendered and remain alive

    during the Camp step. 9educe the difficulty of the &4change check by

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    .ndividual

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    &nd hase&nd hase

    The &nd hase is #here you return from e4ploring the Dungeon and tie up the looses ends of thegame. !f you are #iped out during the Dungeon hase, you return to the Kingdom and being the &nd

    hase.The &nd hase consists of the $9eturning to the Kingdom,$ $&pilogue,$ $9oundtable

    Discussion,$ and $ evel 1p$ steps. 0hen you have completed eveling up, the game is over.Congratulations.

    9etrying0hen resolving changes to the Kingdom, there is a large difference bet#een the contents of the

    tables depending on #hether the obBective of the scenario #as completed or not. !f you failed tocomplete the obBection of the scenario, there is a high possibility of being penali-ed on the KingdomChange 2ailure Table. !n that case, if the scenario allo#s for it, the Court may attempt to challenge theDungeon again.

    !n order to retry, each member of the Court must consent. !f you retry, stop resolving the steps of

    the &nd hase, and start over at the Kingdom hase. &ffects that last until the end of the game are reset,the Cs 3 are restored to their ma4imum value, and the =oices of the eople become :)/ + %umber of9etries;. !f you retry, the (M may rearrange the Dungeon to some e4tent.

    Kingdom Change!f you decide to not retry, and have that game end, you determine the changes to the Kingdom.

    There is a chance that all kinds of drama could have occurred in the Kingdom #hile the andmakers#ere off on their adventure. 2or each character #ho returns to the Kingdom, roll

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    Kingdom )hange Table"oll "esult

    @ You had a cultural e-change with another Kingdom= Make a )ulture

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    hearing the re5uests of the people is the andmaker's duty, so it's not uncommon for them to notreceive any physical recompense. !n that case, the person asking for their help might offer up somethingmore interesting. Their Affection "core to#ards the Court could increase, or they might be able tobecome a Talent.

    A Change in CircumstancesCompleting the adventure may have a big effect on the current state of affairs. A striking success

    might invite good fortune to the Kingdom, or catch the eye of one of the (reat o#ers. 9egardless,make sure to make it look as if something ne# is going to happen.

    2are#ell%othing stays the same forever. "ometimes, it may be good to have a bitters#eet &pilogue. &ven

    if it's hard to say goodbye, you can't keep living in the past. That's one of the hardships that comes #ithleading a Kingdom.

    9oundtable Discussion"imilar to the Kingdom hase, the andmakers discuss the results of this adventure. The &nd

    hase's 9oundtable Discussion consists of the $&arnings 9eport,$ $Treasury Meeting,$ $&4plorationMeeting,$ and $Dismissal$ steps.

    &arnings 9eportDuring this meeting you confirm fruits of the adventure. The "ervant ?or if there is not one, any

    andmaker other than the King@ leads the meeting.2irst, you tally the income. !f the obBective of the scenario #as completed, you receive :Kingdom

    evel > ?Current =oices of the eople 4 )F

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    3o#ever, it differs in the follo#ing three points.

    Determining the 1pkeep CostAt the start of the &nd hase's Treasury Meeting, first you must pay the costs incurred by the

    Kingdom #hile you #ere a#ay.The 1pkeep Cost is e5ual to :%umber of Turns "pent 4 %umber of 9egions in the Kingdom;. !f

    you #ere unable to meet the re5uirements of the scenario, increase the 1pkeep Cost by the number ofpeople in the Court. !f, during the course of the game, the Treasury #as reduced and #ent into negativenumbers, increase the 1pkeep Cost by the amount that it fell short. The 1pkeep Cost can also beincreased or decreased by the effects of 2acilities or rolls on other tables.

    2inally, after calculating the upkeep costs, that amount is automatically deducted from theTreasury. !f there is not enough money in the Treasury to pay the upkeep costs, you must sell your Kingdom's 2acilities.

    urchasing 9egions!f, during the game, you defeated the 9uler of the map, or if the 9uler ceded that map to you,

    you may purchase that map. !f you reduce the Treasury by : > %umber of 1ne4plored 9oomsConnected to the &ntrance; M(, you may make that map a ne# region of your Kingdom.

    Determine the 8alance Carried 7ver After you have purchased various things and are finished #ith the Treasury Meeting, if the

    amount of the Treasury left over is greater than the Kingdom's ifestyle evel, the amount in theTreasury becomes e5ual to the Kingdom's ifestyle evel.

    &4ploration MeetingDuring the &4ploration Meeting step of the &nd hase, you reflect upon the adventure. The (M

    leads the discussion.2irst, you must choose the character from the Court #ho performed the best during the

    adventure. The fundamentals of their performance should be based on things like$Did they fulfill their class's roleL$$Did they have fun roleplayingL$$0ho #as the biggest help to the (M and the other playersL$

    etc... &ach person gets a chance to discuss #ho they think it #as.After discussion is over, each player chooses #ho they feel performed best overall. !n unison,

    each player points to the one #ho they chose. The player #ith the most votes receives a medal. %ote iton their character sheet.

    ou can break a tie by rolling a die, rock+paper+scissors, further discussion, etc...

    DismissalAdd up the number of 2ollo#ers each character has. Add that number to the current number of

    Citi-ens listed on the Kingdom "heet. Then, each character's 2ollo#ers reverts to /. !f you received anymonster citi-ens, make sure to count them individually.

    !f the change in the number of citi-ens results in a population larger than :9egions in theKingdom 4 )//;, the population becomes :9egions in the Kingdom 4 )//;. AdBust the Kingdom's evelbased on its population. !f the Kingdom's evel changes, adBust the Kingdom Attributes.

    (ro#th!f the obBective for this game's scenario #as completed, each member of the Court may evel 1p.

    Any character that completed their personal mission may also evel 1p. !f both the scenario's obBectiveand a personal mission #ere completed, you may gain t#o evels. 3o#ever, your evel can not behigher than the Kingdom evel. A evel gained by completing a personal mission does is not restrictedthis #ay. !n other #ords, a character #ho has completed their mission has a evel limit of :Kingdom

    evel > );.

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    0hen you evel 1p, apply the follo#ing effects.

    3 and 2ollo#er increaseThe ma4imum 3 and ma4imum 2ollo#ers each increase by ) point.

    "killsou ac5uire ) skill. ou may choose one skill from among your class skills, the skill groups of your

    current Bob, and general skills. !f there are no skills from among those that you have not already learned,you do not learn a skill this evel 1p.

    9elationship 9esetou alter your 9elationship "cores. !f the sum of your Affection "cores is greater than your

    current evel, you must reduce them until their total is e5ual to your current evel. !f the sum of your 3ostility "cores is greater than you current evel, you must reduce them until their total is e5ual to your current evel.

    9etraining!f you completed the obBective of the scenario, but are unable to evel 1p because of the limit set

    by the Kingdom evel, you may retrain.0hen you retrain, you may choose any number of learned skills and unlearn them. Then, you

    may choose and learn an e5ual number of skills from among your class skills, the skill groups of your current Bob, and general skills.

    ikes and Dislikes9egardless of the results of the scenario, at the end of the game, you may choose one of your likes or dislikes and change it to something that appeared during that game.

    3o#ever, #hat you change it to is determined by the other players. The rest of the players, thinkof something appropriate based on #hat you roleplayed during the game. 2inally, if the (M allo#s it,your like or dislike changes.

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    7ther 9ules8ad "tatuses

    8ad "tatuses are special states that can affect a character. 8ad "tatuses can be caused by receivedamage, the effects of "kills or Traps, etc...

    8ad "tatuses are divided into the follo#ing types.

    oisonedou've been poisoned. A oisoned character takes ) point of damage at the end of each round inCombat, and at the end of each uarter in the Dungeon hase. This 8ad "tatus can be removed by9esting during Camp, or by returning to the Kingdom.

    Disorientedou can't focus and lose your #ill to fight. A Disoriented character cannot gain Drive from Action

    Checks or other special effects. This 8ad "tatus can be removed by scoring a critical success or criticalfailure on an Action Check, or by returning to the Kingdom.

    7bese ou gain so much #eight that you have to struggle to move. An 7bese character takes ) point ofdamage #henever they move in Combat. This 8ad "tatus can be removed by not eating for an entireturn, or by returning to the Kingdom.

    Cursedour form has been changed by magic. A Cursed character suffers a critical failure #henever the

    dice rolled for an Action Check e5ual J or less. This 8ad "tatus can be removed by returning to theKingdom.

    Asleep ou fall asleep. A "leeping character becomes &4hausted, and doesn't become 2ree to Act at theend of the round in Combat. Their Defense becomes G. This 8ad "tatus is removed #henever you takedamage, or at the end of Combat. !f a character #ho has already been the target of an effect thatcauses "leep becomes the target of another effect that causes "leep in the same Combat, prevent thateffect, and they lose )D* 3 .

    2oolishour spirit is overcome by some ill effect, and during Combat, you act like a Monster #ith the

    $2oolish$ disposition. 0hen moving during Combat, if there is no enemy #ithin range, you must movein the direction of the enemy. 0hen you attack, you must target a random enemy character #ithinrange. This 8ad "tatus can be removed by returning to the Kingdom.

    9elationship "coresThe ma4imum value for both Affection and 3ostility "cores is .Affection and 3ostility have the follo#ing effects.

    Affectionou may make a Cooperative Check for someone you have an Affection "core to#ards. ou may

    increase the result of one of their checks by an amount e5ual to your Affection "core to#ards them.

    3ostility0hen you attack someone you have a 3ostility "core to#ards, increase the damage by an

    amount e5ual to your 3ostility "core to#ards them.

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    "pecial 9elationshipsou can develop a "pecial 9elationship #ith someone depending on your 9elationship "cores

    to#ards each other. !n order to develop a "pecial 9elationship, you need at least t#o characters.

    1nre5uited oveThis occurs #hen you have a ove subtype Affection "core of E or higher to#ards someone.

    0hen that character makes a critical success, you gain ) point of Drive.

    oversThis occurs #hen you have a ove subtype Affection "core of E or higher to#ards each other.

    0hen a character you are overs #ith makes a check, you may !nterrupt and spend ) 3ope. Make aCooperative Check #ith that character as the target. !n order to make the Cooperative Check, you mustbe 2ree to Act, and you become &4hausted after#ard.

    8est 2riendsThis occurs #hen you have a 2riendship subtype Affection "core of E or higher to#ards each

    other. 0hen a character you are 8est 2riends #ith takes damage or gains a 8ad "tatus, you may

    substitute yourself as the target instead. ou may only use this effect once each cycle.

    DevoteeThis occurs #hen you have a oyalty subtype Affection "core of E or higher to#ards someone.

    0hen the character you've Devoted yourself to takes damage from somebody, increase your 3ostility"core to#ards the character #ho dealt them damage by ) point.

    9ivalThis occurs #hen you have a 2riendship subtype Affection "core of ) or higher, and a 3ostility

    "core of E or higher to#ards someone. 7nce per game, you may use ) "kill other than a ermanent "kill

    kno#n by a character you are 9ivals #ith.

    1ncertain &ncountersThe (M may keep a group of Monsters' stats hidden during Combat. 3o#ever, the (M must, at

    the very least, give a physical description of them. This is called an 1ncertain &ncounter.The (M may have a number of 1ncertain &ncounters e5ual to the Court's average evel each

    game. 0hen an 1ncertain &ncounter leads to Combat, the players cannot read the Monsters' stats.!nstead of announcing the difficulty for "trategy Checks and Attack Checks, the (M tells the players toroll, compares the result to the difficulty, and announces if they have succeeded or failed.

    The Cs are able to make the identity of Monsters in an 1ncertain &ncounter kno#n. 7ne #ay is

    to make a 2amiliarity Check. To make a 2amiliarity Check, as a "upport Action, make a 0it Check #ith adifficulty e5ual to :Monster evel > ;. The (M also keeps the difficulty of this check secret andannounces #hether it succeeds or fails. !f the 2amiliarity Check is successful, the (M must make thatMonster's stats kno#n. Another method is using the Doctor's Monsterology "kill. The C chooses anunkno#n Monster, and if the "kill's check is successful, the (M must make that Monster's stats kno#n.

    "plitting the arty!f the (M allo#s it, the players may "plit the arty during the Dungeon hase. 3o#ever, this

    should only be allo#ed if the players and the (M are familiar #ith Make ou Kingdom.0hen you "plit the arty, each C follo#s the $&ntering a 9oom$ rules individually, declaring

    #hich room they #ish to move into. After each player has decided on their move, resolve the &ncounter,and Camp steps for each room separately, in order of A), A

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    Combat #ith a "plit arty0hen Combat occurs #ith a "plit arty, resolve it in the follo#ing manner. 2irst, #hen Combat

    breaks out, the (m places the Monsters on the 8attlefield in any of the black Areas as he #ishes. Then,any player in that room places their Cs in any of the #hite Areas that they #ish.

    Then, if any of the Cs not in that room #ish to participate in Combat, they may attempt tomove to that room. 9oll

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    Column 7ptional 9ules!f the players and (M are still ine4perienced #ith Make ou Kingdom, they may #ish to not use

    rules like $Thinking on our 2eet$ that are noted as being optional. 3o#ever, if you feel you aree4perienced enough #ith the game, then feel free to use them. 3ave as much fun playing Make ouKingdom as you can.

    Destruction of the Kingdomife in the Dungeon may be rough, but so is running a Kingdom. !f, during the course of thegame, any of the follo#ing conditions are met, the Kingdom is destroyed.

    opulation Decline!f all of the Kingdom's andmakers are #iped out, or if the number of Citi-ens in the Kingdom

    becomes less than or e5ual to the current number of andmakers, the Kingdom is destroyed.

    oss of Territory!f all of the maps in the Kingdoms territory are lost, or if every 9oyal alace is destroyed, and the

    game ends, the Kingdom is destroyed.

    Kingdom Attribute Decline!f either the ifestyle evel, Culture evel, 7rder evel, or Military evel become /, the Kingdom

    is destroyed.

    9estoring the Kingdom!f a Kingdom is destroyed, you usually cannot use that Kingdom again. 3o#ever, as long as the

    andmakers are still alive, restoring the Kingdom is not Bust a pipe dream. !f the Kingdom is destroyed,but that Kingdom's andmakers are still alive, they should think about the follo#ing plans for the future.

    9estoring the Kingdom #ith a (hetto alace!f they lose all of their territory, the characters can still rest their heads in a slum kno#n as a

    (hetto alace, and continue their adventures. !n this case, treat all of the Kingdom Attributes as if they#ere ), and until you ac5uire territory, you cannot have any Citi-ens. 0hen you do ac5uire territory,: %umber 7f andmakers; Citi-ens appear in the Kingdom.

    Merging #ith Another Kingdom!f that Kingdom's King allo#s it, you may become the andmakers of another Kingdom.

    9elationships #ith 7ther Kingdoms!f there are kingdoms besides your o#n in the Kno#n 0orld, you must determine your

    9elationship #ith those kingdoms. There are types of 9elationships you can have #ith other Kingdoms. The further do#n the list you go, the #orse the 9elationship is.

    Alliedou've formed a cooperative relationship for the sake of your common interests. !t's an e4tremely

    beneficial situation, and you can trade and e4change people.

    2riendlyou have a friendly relationship. ou can trade and e4change people.

    %eutral0hile you have no reason to interact #ith each other, you are neither allies nor enemies. 0hile

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    you gain no special benefits, you can trade and e4change people.

    Dangerousou have no diplomatic relations #ith each other, and vie# each other as enemies.

    3ostileou are sitting on a po#der keg, or could already be at #ar.

    "pecial Alliances!f you kno# other people #ho play Make ou Kingdom, you can have your characters Boin theirs

    and play together. 0hen you do, you may only use one Kingdom's stats. 7nce you decide #hichKingdom to use, you must decide #hy that Kingdom's andmakers are adventuring #ith andmakersfrom a different Kingdom. During the rologue step of the Kingdom hase, each player rolls )D* on theAlliance Table that corresponds to their character's class.

    After that game, if both Kings agree to it, those Kingdoms can form an Alliance.

    Alliance Table : King

    "oll "esult

    You8re bored o7 living in the *alace= You sneak outto go on an adventure!

    $ You8re investigating the enemy= .t8s time toreconnoiter a 7oreign kingdom=

    % You8re searching 7or a bride/groom= Mister5Misses6 "ight must be out there somewhere=

    ' You8re studying the manners and customs o7another kingdom= Perha*s you intend to *ro*oseto their KingN

    + Your ally is in danger! You rush to the de7ense o7your 7riends!!

    & (uhN hile you were out you end u* lost= (ow doyou get back againN

    Alliance Table : Knight"oll "esult

    You visit the kingdom while on a training Gourney= You have to re*ay them 7or room and board=

    $ You save someone being attacked and it turnsout to be that kingdom8s King= ow you8re along7or the ride=

    % Somebody betrayed you= You8ve come to thiskingdom in order to *unish the traitor=

    ' .n order to save your Kingdom 7rom danger you8veset out on a 9uest 7or a holy relic= Perha*s it8s inthis kingdomN

    + You get in a 7ight with the King and decide to s*lit=ow that you can think clearly maybe you were

    wrong===

    & You end u* getting caught u* in an incident whileyou8re searching 7or the missing King= Maybe theKing has something to do with itN

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    Alliance Table : ;iCier"oll "esult

    hile traveling to that kingdom as an envoy ita**ears that you8ve been caught u* in sometrouble=

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    Alliance Table : inGa"oll "esult

    & There seems to be a big cons*iracy develo*ingaround the Kingdom= You leave no stone unturnedwhile trying to uncover it=

    Alliance Table : Servant"oll "esult

    You8re here on a small errand 7rom your master=ait is somebody in troubleN

    $ You8ve returned to your 7amily8s hometown= Butthings seem to be a bit hectic aren8t theyN

    % You8ve been given some t ime o77 to go out andobserve= Maybe there8s something interestinghereN

    ' The King lost a bet and you were the wager= . tlooks like he8s not the only one who lost=

    + Your 7amily is trying to set you u* with someone= You were an idiot to get tricked into comingback===

    & You8re on a Gourney to destroy a cursed obGect thatcould endanger the Kingdom= hy did they give itto you again===N

    Trading and &4changing eople!f the (M allo#s it, if there is a kingdom in the Kno#n 0orld that you have a 9elationship of

    Allied, 2riendly, or %eutral #ith, you may trade and e4change people #ith that Kingdom. ou may trade

    and e4change people during the Treasury Meeting steps of the Kingdom hase and &nd hase. ou maymake one of the follo#ing actions #ith one kingdom.

    urchase MaterialsMay be used #ith a kingdom that has a "taple. 2or each )M( you spend, you may purchase of

    the Material designated by the "taple if they are Allied, J of the Mateiral if they are 2riendly, or ) of theMaterial if they are %eutral.

    "ell MaterialsChoose ) kingdom, and, using the Market Table, determine that kingdom's current market. !f

    you have that Material in the Kingdom, you may sell it. !f the other Kingdom is Allied, for each < of thatMaterial, if they are 2riendly, for each J of that Material, and if they are %eutral, for each E of thatMaterial that you sell, you receive )M(.

    urchase a 9are !temChoose a 9are !tem at random. ou may purchase ) of that 9are !tem. !f the other Kingdom is

    Allied, reduce the Treasury by :Cost >); M(, if they are 2riendly reduce the Treasury by :Cost 4

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    May be used #hen an Allied kingdom has established stats, either because it #as created byanother group of players, detailed in a supplement, etc... ou may use one lan type 2acility in thatkingdom.

    &4change "tudentsMay be used #ith an Allied kingdom. Choose ) Talent in your Kingdom, and lose that Talent. !n

    e4change, you receive ) Talent #ith a 6ob determined by rolling on the 8irth Table.

    =assal "tates!f you are the =assal of one of the (reat o#ers, you may spend

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    Tables That Can !ncrease the %umber of Kno#n 9egions Kingdom &nvironment Tables 8ackground Table Kingdom Disaster Table Kingdom Change 2ailure Table Time assage Table

    Tables That Can !ncrease the %umber of 1nkno#n 9egions 0andering Tables Kingdom Disaster Table Kingdom Change 2ailure Table Time assage Table

    !ncreasing the %umber of Kno#n 9egions Through Adventures0hen the andmakers go on an adventure and e4plore a Dungeon, those regions become

    kno#n regions. !f you can con5uer that region, it #ill become a kno#n region. 3o#ever, if the gameends #ithout you purchasing that region, the (M can make that region into an unkno#n region again.

    Dispatching the Mass MediaDuring the Kingdom hase, you may use the Mass Media as a lan Action. 0hen you use this

    effect, if you succeed at a Culture F )< check, you choose ) region at random, and determine #hat isthere using the 1nkno#n 9egion Table.

    nknown "egion Table"oll "esult

    $ There is a huge star7ield in this region= .7 you ac9uire this ma* increase a Kingdom Attribute o7 your choice by *oint=% This region is the holy land o7 a certain religion= .7 this ma* becomes *art o7 your territory choose an Angel or a #ee*

    ,ne and receive a Tem*le= #uring the Kingdom Phase or 1nd Phase i7 you use that Tem*le in addition to its normale77ect roll #& on the

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    0hen you spend time in an e4plored room, a 9andom &ncounter may occur because of Traps or the result rolled on a Table. 0hen that happens, use the 9andom &ncounter Tables.

    1nless the Table says other#ise, Monsters that appear during a 9andom &ncounter have a%eutral response. Therefore, the Court may choose to %egotiate #ith them. !f you do attempt to%egotiate during a 9andom &ncounter, reduce the result of the roll by

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    to#ards the (host, are reduced by )D* points, and that character may only make a lan, "upport,Assist, or !nterrupt Action one time. During the cycle in #hich they act, the (host's ermanent "killshave an effect. !f the (host loses their Affection "cores to#ards everyone, or every member of theCourt loses their Affection "core to#ards the (host, the (host character can no longer act.

    This is an optional rule. ou may choose not to use it if the (M does not #ish to.

    !ncreasing 9elationship "cores 0ith Cooperative Checks0hen you make a Cooperative Check and have a critical success, both you and the target of thecheck each increase your Affection "core to#ards each other by ) point. !f you have a critical failure,

    both you and the target of the check increase your 3ostility "core to#ards each other by ) point.This is an optional rule. ou may choose not to use it if the (M does not #ish to.

    Diplomacy Modifier The Diplomacy Modifier influences certain checks based on your Kingdom's 9elationships #ith

    other kingdoms. !f the number is positive, it is easier to get help from other kingdoms #hen your Kingdom is in danger. Conversely, if the number is negative, the chance of obstructions or conspiraciesagainst your Kingdom increases.

    This is an optional rule. ou may choose not to use it if the (M does not #ish to.

    Calculating the Diplomacy Modifier The Diplomacy Modifier starts at /. This number increases or decreases based on your

    9elationships #ith other kingdoms. &4amine the 9egion Details section of the Kingdom "heet, and for each kingdom you have a 9elationship #ith, add or subtract the follo#ing numbers to the base scorebased off of those 9elationships.

    2or each Allied Kingdom >< 2or each 2riendly Kingdom >) 2or each %eutral Kingdom >/

    2or each Dangerous Kingdom +) 2or each 3ostile Kingdom +

    Applying the Diplomacy Modifier Apply the Diplomacy Modifier to rolls on the Kingdom Disaster Table, the Kingdom Change

    Table, the Kingdom Change 2ailure Table, and checks made #ith Kingdom Attributes. Add or subtractthe Diplomacy Modifier to those rolls.

    !f the (M decides that the Kingdom is in danger and needs to make a Kingdom Attribute check,

    the Diplomacy Modifier may also be applied in siutations other than those listed above.

    9eturning 2ollo#ersThese rules are for #hen 2ollo#ers return to the Kingdom. 2ollo#ers return to the Kingdom

    #hen they 2lee or Transport something.

    2leeing2ollo#ers may be forced to return to the Kingdom due to the Travel &vents Table, Traps, or

    Monster "kills. This is called 2leeing.0hen 2ollo#ers 2lee, reduce your 2ollo#ers by the number that 2led and increase the number of

    Citi-ens on the Kingdom "heet by the same amount. During the &arnings 9eport step of the &nd hase,#hen you recover a number of 2ollo#ers e5ual to the Military evel, 2ollo#ers that have 2led do notcount as lost 2ollo#ers.

    Transporting

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    Transporting is #hen you allo# someone to carry !tems and Materials found in the Dungeonback to the Kingdom.

    Treat Transporting as a lan Action. 0hen you Transport, choose ho# many !tems and Materialsyou are going to have your 2ollo#ers Transport. 9educe your 2ollo#ers by that number, and increasethe number of Citi-ens on the Kingdom "heet by the same amount.

    Then, make a Military F check. !f it is successful, those 2ollo#ers succeeded in Transporting the!tems and Materials back to the Kingdom. 9ecord those !tems and Materials in the Memo section fo theKingdom "heet ?if you have a Treasure Chest or Depot 2acility, you may also place them there@.

    !f the check fails, reduce the number of Citi-ens by :Difficulty + 9esult;. !f it is a critical failure,reduce the number of Citi-ens by the number of Transporting 2ollo#ers. ou lose all of the Citi-ens yourecovered #hile Transporting, and they #ere defeated by Monsters or Traps before returning to theKingdom. ou lose all of the !tems and Materials that they #ere Transporting.

    This is an optional rule. ou may choose not to use it if the (M does not #ish to.

    (overnment oliciesThis rule allo#s you to temporarily strengthen your political policies in order to increase the

    Treasury or your Citi-ens. There are t#o types, Treasury !ncrease and opulation !ncrease.(overnment olicies are Assist Actions that can be taken by the King and =i-ier Classes. They

    m


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