Verse Chronicles™
Basics & Combat
Skills, Knowledge, & Training
Actions & Maneuvers
Verse Master Tools
Player Content
The Verse Inn
Character Traits
Class Templates
Akashic Library
Current Chronicles
Rashid's Bazaar
Wealth & Trade
Items & Gear
Weapons, Armor, & More
Magic Items & Artifacts
Campaign Building
World Setting
Verse Masters can create any kind of world they can imagine. The Campaign Building tools are meant to make the process easier for them. The World Settings determine what kind of environments and atmosphere a world may have however, a Verse Master may create their own unique settings.
World Settings
Mixed World means that the world has multiple if not all climates, environments, and settings just like Earth does.
Water World means that the world is entirely covered in water and may or may not have islands dotting the world, but importantly has no major land masses in the form of continents that large cities can be built on. This world is a great setting for a pirate campaign or for under water campaigns, such as a mermaid setting or even a campaign that takes place in a sunken city. The primary form of travel are either swimming or sailing.
Gas World means that the world has no land mass to the bulk of the world, unless it is in the world of floating islands or sky-cities. The campaign therefore takes place in the sky where flying is the primary form of travel.
Desert World means that the world is entirely covered in desert, sand, or some kind of wasteland with minimal to almost no vegetation. Bodies of water can exist here but how rare the water is can vary to either small areas, one main source, or no sources of water at all. The climate can be hot or cold and weather patterns can include dust storms on large scales. Overall the world may be similar to Mars.
Ice World is a world that is covered in snow and ice. It can have oceans and land masses, but they are also covered in snow and ice. This campaign always is cold with weather storms appearing as blizzards, like Pluto.
Lava World is a world covered in lava, with volcanoes erupting all over the world. It is also hot and bodies of water may be unable to form except in the form of hot springs. Worlds like this are similar to Titan.
Tropical World is a world entirely covered in jungles or forests or thick vegetation of some kind. There is little variance and the climate across the planet is consistently the same and tropical. Small bodies of water can dot the world in the forms of rivers, lakes, or swamps.
Techno World is a world that is either entirely covered in or made of technology of some kind. This can include artificial planets made of metal that the inhabitants live within or a world covered in city all over the surface. The type of technology it is made of is determined by the Time Era.
Virtual World is a world that exists entirely within a computer or a digital environment. All inhabitants of such a world are made of pixels instead of atoms and the normal laws of physics may not apply. Virtual Worlds can be of any kind of resolution or concept and may even change day to day.
Planar World is a world that could be nearly infinite in size or could be aligned with specific elements, affinities, magic, or deities. Planar Worlds may or may not have normal laws of physics and could potentially be hostile to most life forms or be inhabited only be specific elementals or divine beings.
Giant World is a world that is extremely large or its inhabitants are extremely large. This could be a world wear traditionally large objects become small compared to the inhabitants such as mountains between chairs or skyscrapers becoming the size of fences. This could also take place of extremely large scales where beings that devour entire planets exist in the void of space and compete over entire galactic systems.
Small World is a world that is extremely small or its inhabitants are extremely small. This could be a world where mundane items and objects are giant in comparison such as taking place inside of a garden wear blades of grass are the size of trees and mushrooms are made of houses. This could also take place on a quantum scale where beings float between particles or a microcosm where the inhabitants are the size of cells or bacteria.
Organic World is a world that is either made of, covered in, or is a giant creature or construct in some form with civilizations living on or in it. This could be tiny creatures living on normal sized creature or normal sized creatures living in or on a giant creature or constructed robot.
Hybrid World is a world that takes one or more of these categories and mixes them together (excluding Mixed World which has all settings in some form). For example, you could combine a Water World with an Ice World making a world similar to Europa. Hybrid planets could also be split with one half of the world is water and the other half desert.
Time Era
All technology, skills, spells, gear, and items have been designed to be able to be used in any time era. The only difference is what the source of energy that powers technology is. This is all within the discretion of the Verse Master but even vehicles and flying ships could potentially exist within the distant past using "ancient technology" that is mixed with magic. Ultimately it is up to the Verse Master on what technology does and does not exist in their campaigns but the goal is for the rules to apply universally to allow for more freedom. There are six main Time Eras that can be selected for a Campaign which include: Prehistoric, Ancient Past, Medieval, Modern, Near Future, and Far Future.
Time Eras
Prehistoric Era has very few civilizations that are mostly tribal or small villages of hunters and gatherers. Government doesn't really exist except for in the form of tribal leaders or family. However, it is a time of high magic with many magical creatures and primal beasts roaming the land including the threats of giants, magical beasts, and even local nature deities. Tribes may war with each other and survival in the wilderness is a huge factor as players attempt to live as nomads. Prehistoric weapons are made of stone and wood as is all architecture which is extremely basic. Ranged weapons mostly only include bows and arrows, throwing knifes and axes, and boomerangs and slingshots. Transportation only exists in the form of Mounts and flying is only capable by magic or large flying mounts. Traps are in the forms of nets, holes, and poisons. Constructs only exist in the form of stone and other natural elements.
Ancient Past Era witnesses the rise of permanent settlements, civilization, and government. Architecture and technology increases dramatically in the forms of pyramids, palaces, arches, and numerous other advancements. Weapons and armor begin incorporating metals. The Ancient Past is also the introduction of Clockwork Technology and is heavily marked by it. Clockwork is used in everyday life from vehicles (which can include basic clockwork flying machines to fast moving carts and cycles) to traps (which used spring loaded activations for more complicated traps). Constructs of this era are all clockwork and time keeping has become dictated by clocks numbers instead of the stars. Science has begun to mix with magic in the era. Aesthetics can include Egyptian, Greek, Japanese, Roman, Norse, Aztec, and more ancient civilizations. Main weapons use metals, especially bronze, copper, and iron, and ranged weapons begin using spring-loaded or clockwork weapons such as crossbows. Constructs are powered by steam or Tesla coil electricity or a combination of both.
Medieval Era is considered to be the near past and is marked by its technology running off of steam. Weapons and armor now use more advanced metals such as steel while ranged weapons begin using basic firearms. Technology and vehicles start using steam and this era begins using electricity in the form of Tesla towers and other sources. Civilizations are on the rise and governments become more democratic or socialist. Large sailing ships for the sea and sky are powered by steam with industrial cities on the rise.
Modern Era uses technology that is mostly silicon, with the introduction of computers and synthetic metals and fibers. Technology has a huge leap with microchips and wireless technology. Weapons use modern technology and armor while ranged weapons become modern firearms. Vehicles include modern cars, planes, jets, and even tanks. The Modern Era is mostly considered Post-Industrialism but the Verse Master can decide what this means by limiting modern technology to World War Era without modern computers (or even with) all the way up to modern advancements in A.I. and modern warfare. What is most important is the type of weapons and technology available. Constructs may resemble modern ideas of robots run by A.I. or magic.
Near Future Era is dominantly cybernetic in technology and aesthetic. The digital world is largely in control and cybernetics is key. Weapons begin using future tech and metals (including meteorite) and ranged weapons are futuristic guns with some introduction to laser tech. Cities and civilizations are large and futuristic. Hover Crafts and flying cars may be dominant in the skyline. Hologram technology is also highly advanced. Constructs include cyborgs and cybernetic androids. Human augmentation has also begun on a large scale. Much of the aesthetic is up to the Verse Master as the future is unknown. Although technology is highly advanced in this era, off-world exploration is still limited to the local solar system.
Far Future Era is extremely advanced in technology with cities of enormous size. Vehicles are extremely advanced and off-world travel is frequent. Space exploration is at its peak and interaction with the larger galaxy is possible. This era is has extremely advanced technology that makes use of elements beyond our grasp such as Photonite. Space ships dot the skies and alien visitors may be common. Weapons begin using Photonite and armor can include mechanical suites. Just like the Near Future, the Far Future is largely in discretion to the Verse Master for aesthetics.
Settlement Creation
Settlement Profile
Settlement Cr Hierarchy Wealth Die
Government Economics Population
Military , Transportation , Emergency, Politics, Education, Media
DefenseWealth
Init +
Minerals+, Plants+, Creatures+, Energy +, Mana +, Synthetic +
Resource Traits
Defense Traits
Offensive Traits
Wealth Traits
Local Traits
The Settlement Creation Rules are designed to expand content for a Verse Master to use. This can be used either as an entire campaign in of itself, where Communities compete with each other in a strange game of economics, or for Characters to be able to manage land or communities while playing such as if they inherit land, create a Settlement in game, or if the Deck of Duality grants them land. The other and most used option, probably, is for a Verse Master to be able to randomly or specifically build communities for their players to explore and have a predetermined (or randomly determined) set of locations for them to visit. For the last option, the Settlement may not need to be continually maintained, unless the Verse Master chooses to do so, to determine if the town remains active or becomes a ghost town through bankruptcy or perhaps to see if one Settlement devours another over time.
In order for a Settlement to be built, it must have wealth and land and locals that provide its population. Once this has been gathered, they must gather resources to build various traits including Resource Traits, Wealth Traits, Defense Traits, and Local Traits. This will create the structure that becomes a local Settlement.
Each trait requires Land, Resources, and Cost. Every Town has a certain amount of Land available to it, as well as Resources. Their economy has a certain amount of Wealth that it can spend on resources. Each Day, the Wealth increases based on how many resources and goods are sold. This is based off of how many Markets and for profit organizations the Settlement has. The more they have the higher the Wealth Die of the town. Each day, a SettlementWealth Die is rolled to determine how much Wealth it has gained for the day and can then expend or reserve it as necessary. This Wealth Die depends on the Economy Type of the Settlement. The Starting Wealth of the Settlement is equal to the Wealth Die multiplied by 5,000. Each day, the Settlement gains Wealth equal to
Wealth Per Day = (Wealth Die + Wealth Bonuses) x 1,000
Resources are finite and are used to either Construct, Sell, or Trade. If depleted, new buildings, traits, or organizations can be built on available land or by deconstructing resources to build the new one. Every trait that can be constructed has a Construction Time in days and Resources allocated to it cannot be used until complete, otherwise the project is halted or even abandoned. Abandoned projects can be deconstructed to either recycle or retrieve resources, but the Cost to build it is not returned and wasted. If Resources are sold then the town permanently loses the resource, instead gaining an equal amount of wealth back. Resources can also be bought from external sources, which is helpful if a town is lacking a resource. Trading resources causes the town to permanently lose the resource being traded but instead gains other resources, items, or goods in exchange.
Every Settlement has a Government Type and Economy Type that controls their society at large. This may influence what type of resources or how corrupt or prosperous a single Settlement is. Although this may have little influence otherwise, certain Traits may be impacted by their Types. The type of Government and Economy is either chosen at random or specifically by the Verse Master.
Government Types
Democracy is a type of government ruled by the local citizens and governed by elected representatives.
Confederacy is a type of government ruled by a league of mutually united individuals or groups with a common ideology, goal, or belief and may be governed by multiple guilds, businesses, elected officials, or other groups.
Theocracy is a type of government ruled by a religion, religious leader, or a deity.
Monarchy is a type of government ruled by a family and their descendants and may be governed by a king, queen, prince, princess, or other form of nobility.
Anarchy is the absence of government in which no action or belief can be governed or punished.
Oligarchy is a type of government ruled by a group of individuals and governed by a single guild, business, elected officials, or other group.
Autocracy is a type of government ruled by a single individual and may be governed by emperors, dictators, or other individuals sometimes by force.
Aristocracy is a type of government ruled by the wealthy or elite classes who inherit their titles through their ancestors and is governed by nobles or other powerful families or tribes.
Timocracy is a type of government ruled by individuals who are required to possess land in the Settlement they govern such as lords, dukes, or counts.
Meritocracy is a type of government ruled by individuals who can prove they work hard to contribute to improving or maintaining their governed lands.
Economy Types
Capitalism is a type of economy that allows a free market to buy and sell based off of supply and demand. This grants a 1d6 Wealth Die
Communism is a type of economy that is controlled by its government and is based off of the needs of the Settlement by spreading wealth equally among all locals. This grants a 1d10 Wealth Die.
Socialism is a type of economy that is partially controlled by its government and is based on the desires of the locals and spreads wealth among the locals based on their needs or wants. This grants a 1d8 Wealth Die.
Bartering is a type of economy that has no financial or fiscal trade system and instead relies entirely on the trades of goods for other goods of equal value. It has no Wealth Die or a alternatively a 1d4 Wealth Die.
Post-Economics is a type of economy that does not use a monetary system and instead uses technology to fulfill the wants and needs of the people in a free market or controlled market, it has no Wealth Die or alternatively a 1d4 Wealth Die.
Settlement Threats
Every Settlement has Threats that arise over time. These Threats appear either as Natural Threats, Internal Threats, or External Threats. Regardless of the Threat, the Settlement must defend itself using its Defense. The Defense of a Settlement is built and expanded with time using the Defense Traits. Each day at least one random Threat occurs in each of the three types of Threats.
Natural Threats include natural disasters such as earthquakes, severe weather, floods, or other forms of natural disasters. The Defense is then used to represent how well the Settlement is prepared and able to respond to such a disaster. Whenever such a Threat begins, the Settlement must make a Defense Check against the Natural Threat DC. If successful, the Settlement is undamaged. If it fails, the Settlement has damage dealt depending on the Natural Threat.
Internal Threats include riots, coups, corruption, crime, accidents, and other internal affairs. When one occurs, the Defense is used to represent how well the Settlement is able to prevent the Threats or respond and recover from them. The Settlement makes a Defense Check against against the Internal Threat DC. If successful, the Settlement is unaltered. If it fails, the Settlement has damage dealt depending on the Internal Threat.
External Threats include invasion, espionage, spies, terrorists, cyber hacking, or other forms of intentional external attacks. The Defense represents how well the Settlement prevents or recovers from such Threats. The Settlement makes a Defense Check against the External Threat DC. If successful, the Settlement is uninjured. If it fails, the Settlement has damage dealt depending on the External Threat.
How a Settlement is run and how Threats and combat occurs is entirely up to the Verse Master and players. Settlements interacting on large scales cannot be simplified to basic numbers as there are too many factors at play. Threats provide a guideline and recommendation but ultimately how Settlements are effected is determined by a story telling method between the Verse Master and players as the players may debate with the Verse Master on how their Settlement and its locals handle events that occur. For example, a rebellion in an Autocracy may be freedom fighters while a rebellion in a Theocracy is an opposing cult. How these rebellions interact and attack a Settlement will vary depending on their ideals and the resources.
When a Threat occurs, which Ability Score is used to defend against it is up to the players in how they wish to respond to the event while the Verse Master determines where the Threat attacks or inflicts damage. The players may argue their point on why their Settlement uses a nontraditional Score for a scenario. For example, if a tornado hits a small Clan that has no defenses they would normally be automatically destroyed. However, if they had access to a space ship, the players may argue they flee the tornado and abandon the Settlement, perhaps having to create a new one in a new location using Transportation instead of Emergency in this scenario.
Natural Threats
The Verse Master may either choose a Threat at random or choose a specific Threat. They may also adjust the DC and effects as they see fit or for the purpose of the campaign as well as come up with Threats of their own.
Emergency DC30
Severe weather rips through the settlement causing damage. 1d6 Traits are destroyed and 1d4 x10 population is decreased.
Emergency DC 50
A flood of water from a nearby water source surges through the settlement. 1d4 Traits are destroyed and 1d4 x2 population is decreased.
An earthquake tears the settlement asunder. 1d10 Traits are destroyed and 1d6 x10 population is decreased. Emergency bunkers do not protect against earthquakes.
A horrible pandemic of disease infects the settlement. 1d10 x2 population is decreased.
A fire rages through the settlement. 1d6 Traits are destroyed and 1d4 x5 population is decreased.
Debris from space falls on the settlement from either crashing satellites or meteors from interstellar space. 1d10 x10 traits are destroyed and 1d10 x100 population is decreased.
Internal Threats
Politics DC 15
Locals begin protesting in the streets against current political issue and may cause transportation to be hindered or stopped. If unsolved, Protests immediately evolve into Riots.
Politics DC 25 & Emergency DC 25
Unhappy locals begin rioting as their government has failed them. 1d4 Local Traits are destroyed and 1d4 x2 population is decreased and immediately evolves into Political Coup.
Insurgents begin to corrupt the government from the inside and requires pure politicians to stand against them. Failure to do so decreases the Politics Score by 1d4 and immediately evolves into Political Coup.
Political Coup
Politics DC 30 & Military DC 20
Insurgents successfully break through government boundaries and attempt to overthrow the capitol. 1d6 per 2 population is decreased whether the saves are successful or not. If the Politics Save is successful, the coup ends. If it is not successful then the Military Save must be made. If it is not successful, then a new Government is chosen as new leaders are put in charge. This can be chosen either at random or by the Verse Master.
Transportation DC 15 & Emergency DC 15
Vehicles or rides collide either into each other or nearby objects creating an accident. If either save is unsuccessful, 1d4 population is decreased.
Misinformation Spread
Media DC 15 & Education DC 15
Misinformation is spread through the media with either intentional design or general ignorance. The Media must not fall for the information and make a Media check. If successful, the misinformation is not spread. If unsuccessful, an Education check is made. If successful, the misinformation stops spreading. If unsuccessful, Protests immediately begin.
External Threats
The Verse Master may either choose a Threat at random or choose a specific threat. They may also adjust the DC and effects as they see fit for the purpose of the campaign as well as come up with Threats of their own.
Terrorist Attack
Military DC 25 & Emergency DC 25
Terrorists attack the settlement causing fear and panic and destruction. The military must prevent the attack from occurring via a Military check. If successful, the terrorist attack is stopped. If unsuccessful, the terrorists succeed and an Emergency check must be made. If successful, only 1d4 random traits are destroyed. If unsuccessful, 1d4 random traits are destroyed and 1d6 x10 population is decreased.
Military DC 30 & Emergency DC 30 & Politics DC 30
An opposing settlement attempt to invade the settlement. A Military check must be made to prevent the invasion. If successful, the enemies are defeated. If unsuccessful, 1d10 x5 population is decreased and an Emergency check must be made as local law enforcement and emergency crews respond to invaders who breach the settlement. If successful, the remaining forces are defeated and fended off. If unsuccessful, 1d10 x3 population is decreased and a Politics check must be made to find diplomatic solutions. If unsuccessful, 1d10 population is decreased and the settlement is successfully invaded and takes on the Government and Economy of the invading settlement and is under their leader's rule.
If two or more settlements have full out war against each other then each receives an Initiative roll. In order of highest to lowest, each settlement takes turns attacking each other. Settlements make an Attack roll while the opposing settlement makes a Defense roll of 1d20 + Attack and 1d20 + Defense, respectively. If the attack is higher than the defense, then the Invasion Threat rules are followed. The Verse Master decides the specifics of events and what occurs during a war and should be focused on story rather than numbers.
Settlement Ability Scores
Settlement Ability Scores are not created in traditional style. Instead of the scores being rolled for, the scores are calculated based off of the Traits and resources a Settlement has. The more Traits a Settlement has, the higher the score influenced by it becomes. This becomes more important with larger populations. The Settlement ability scores are defined as follows.
Military is how well a Settlement and defend itself from other Settlements and act in military campaigns and wars. If a Settlement has no military, it is unable to attack opponents and must rely entirely on Emergency to defend themselves. Military is based off of Offensive traits.
Transportation is how well the Settlement can travel within and outside of its own Settlement. If a Settlement does not have sufficient transportation, it may be unable to trade resources or respond to events in a timely matter let alone travel outside of its own boarders. Transportation is based off of Wealth Traits.
Emergency is how well a Settlement can respond to internal emergencies such as natural disasters, crime, diseases, or even boarder patrol. Plagues, anarchy, and disaster will unfold if a Settlement does not improve their Emergency responders. Emergency is based off of Defensive traits.
Politics is a Settlements ability to create laws, debate internal and external affairs, and be diplomatic with other Settlements. If a Settlement has no politics then it becomes an anarchy with no laws to be enforced. Different Settlements may have differing stances on issues. Politics is based off of Local traits.
Education is how well educated and intelligent a Settlement is. The more schools, libraries, and scientific communities that exist within a Settlement, the more well educated it becomes and therefore the less susceptible it is to conspiracies, espionage, and general corruption. Education is based off of various traits.
Media is how many sources of media outlets a Settlement has and therefore how quickly information and news will spread within that Settlement. This can be a potentially good or bad thing as news of invasion could spread quickly for responders to act on while misinformation could also spread making a Settlement with low education become suspicious and confused. Media is based off of various traits.
Settlement Hierarchy
The larger a Population is, the more Traits the Settlement will need. Per 1,000 Population, a Settlement needs 1 Trait associated with each Ability Score. The Settlement Size is also based off of the size of its population in relation to the amount of land the Settlement has and follows a Settlement Hierarchy.
Clan has a population of ten or less and consists only has need of one to five buildings and may make up solely a Ranch or Farm.
Hamlet has a population of 100 or less and begins to have more structures designed for more than just living and typically consists of large families, clans, or small kin groups.
Tribe has a population between 100 and 500.
Village has a population between 500 and 1,000.
Shire has a population between 1,000 and 10,000.
Town has a population between 10,000 and 100,000.
County has a population between 100,000 and 300,000.
Regiopolis has a population between 300,000 and 500,000.
City has a population between 500,000 and 1 million.
Municipality has a population between 1 million and 3 million.
Metropolis has a population between 3 million and 10 million.
Conurbation has a population between 10 million and 100 million.
Megacity has a population between 100 million and 500 million.
Megalopolis has a population between 500 million and 1 billion.
Global has a population greater than 1 billion and encompasses an entire planet.
Solar has a population that encompasses multiple planets in a single star system.
Interstellar has a population that encompasses multiple star systems.
Galactic has a population that encompasses and entire galaxy.
Intergalactic has a population that encompasses more than one galaxy.
Universal has a population that encompasses an entire universe.
Multiversal has population that encompasses more than one universe.
Matrix has a digital population that can be nearly unlimited as the population is made up of users from across vast distances and a synthetic population that can be generated however, it is limited by the technology used to generate it.
Planar has a population that can be unlimited as the population is made up of ethereal beings, deities, or other planar beings within an alternate dimension or an afterlife.
Multiplanar has a population that can unlimited and encompasses multiple planes of existence or realities.
Defensive Traits
Cost: 1,500 p Construction:4 days
Resources: 5 Minerals, 4 Synthetic, 2 Energy
Allows for law enforcement to respond to local crimes and jail locals for committing minor crimes and provides a +2 to Defense and a +2 to Emergency.
Cost: 1,000 p Construction: 3 days
Resources: 6 Minerals, 3 Energy
Allows for law enforcement to fail locals for committing major crimes and provides a +3 to Defense and a +2 to Emergency.
Allows for emergency crews to respond to fires and natural disasters and provides a +2 to Defense and a +1 to Emergency.
Resources:8 Minerals, 2 Synthetic, 5 Energy
Allows for emergency crews to respond to health hazards and quarantine diseases and provides a +1 to Defense and a +2 to Emergency.
Military Fort
Resources: 10 Minerals 5 Synthetic, 6 Energy
provides the Settlement with a military or its own militia. Each day it depletes 1 from each Resource but provides a +5 to Defense and a +2 to Military.
Emergency Bunker
Cost: 100 p Construction:1 days
Allows locals to be protected from Threats. Settlements with an Emergency Bunker experience no loss from Threats that decrease population and provides a +3 to Defense.
Cost: 800 p Construction: 2 days
Provides a +3 to Emergency and the ability to perform Rescue in response to Accidents and Crashes and a +2 to Defense.
Air Force Base
Resources: 10 Minerals, 5 Synthetic, 6 Energy (Per day)
Provides a +5 to Military and the ability to perform Air combat and a +4 to Attack.
Space Force Base
Provides a +5 to Military and the ability to perform Space combat and a+5 to Attack.
Army Base
Cost:1,800 p Construction: 7 days
Resources: 8 Minerals, 4 Synthetic, 4 Energy (Per day)
Provides a +2 to Military and the ability to perform Land combat and a +2 to Attack.
Navy Base
Resources: 10 Minerals, 5 Synthetic, 6 Energy (Per day)Provides a +3 to Military and the ability to perform Aquatic combat. And a +3 to Attack.
Arcane Force Base
Resources: 3 Minerals, 10 Mana
trait provides a +5 to Military and the ability to perform Magic combat and a +3 to Attack.
Special Tactics Unit
Provides a +1 to Military and a +1 to Attack.
Provide fruits, vegetables, wood, hemp, and other Plant Resources at a rate of +3 a day.
Provide meat, ivory, leather, and other Creature Resources at a rate of +3 a day.
Resources: 5 MineralsProvide electricity, steam, solar, wind or other Energy Resources at a rate of +5 a day.
Resources: 1 Mineral
Provides fuel as a type of Energy Resource at a rate of +3 a day.
Resources: 1 Mineralprovides steam as type of Energy Resource at a rate of +2 a day.
Cost: 1,000 p Construction: 2 daysProvide metals, gems, and other Mineral Resources at a rate of +2 a day.
Resources: 1 Mineral, 1 Synthetic
Allows locals to recycle unused Resources without losing them gaining a +1 to Synthetic Resources a day.
Mana Tower
Allows locals to harvest Mana Resources for Mana Tech at a rate of +5 a day.
Resources: 3 Mineral, 5 Energy (Per day)
Allow locals to create Synthetic Resources at a rate of +5 a day.
Resources: 1 Mineral, 1 Synthetic, 1 Plant (Per day), 1 Creature (Per day), 1 Energy (Per day)
Provides a Rest location for locals at a cost and provides a +1 to Wealth.
provides transportation to and the ability to trade with other locations that have an airport via Air Vehicles and provides a +3 to Wealth and a +3 to Transportation.
Provides transportation to and the ability to trade with other locations that have a train station and provides a +3 to Wealth and a +2 to Transportation.
Boat Yard
Resources: 3 Synthetic, 1 Energy (Per day)
provides transportation to and the ability to trade with other locations that have a Boat Yard via Aquatic Vehicles and provides a +3 to Wealth and a +2 to Transportation.
Resources: 5 MineralsProvides transportation to and the ability to trade with other locations that have highways via Land Vehicles and provides a +3 to Wealth and a +2 to Transportation.
Space Yard
Provides transportation to and the ability to trade with other locations that have a Space Yard via Space Vehicles and provides a +3 to Wealth and a +5 to Transportation.
Cost: 300 p Construction: 1 day
Resources: 1 Mineral, 1 Synthetic, 5 Plant, 1 Energy (Per day)
Allows locals to study Knowledge History or Knowledge Urban at a rate of 1 Intuition Point a day with a maximum of 3 per Character. This also provides a +1 to Wealth. The Verse Master may choose to change what Knowledge is available. Provides a +2 to Education.
Urban Homes
Resources: 1 Mineral, 1 Synthetic, 1 Plant (Per day), 1 Animal (Per day), 1 Energy (Per day)
Provide permanent shelters and homes for locals that act as Rest spots for a price and provides a +1 to Wealth.
Resources: 2 Mineral, 1 Synthetic, 1 Plant (Per day), 1 Energy (Per day)Provides locals the ability to store and transfer Wealth and provides a +2 to Wealth. Provides a +1 to Politics.
Resources: 1 Mineral, 1 Synthetic, 5 Energy (Per day)Allows locals to refuel or restock for their Fuel Engine Vehicles for a price and provides a +1 to Wealth. Provides a +1 to Transportation.
Mana Stations
Resources: 1 Mineral, 5 Mana (Per day)Allows locals to recharge or restock Mana Batteries for a price and provides a +1 to Wealth. Provides a +1 to Transportation.
Mechanic Shop
Resources: 3 Mineral, 1 Synthetic, 2 Energy (Per day)Allows locals to repair Vehicles at a cost and provides a +1 to Wealth. Provides a +1 to Transportation.
Allows locals to quickly travel locally or to other locations with a bus station and provides a +1 to Wealth. Provides a +2 to Transportation
Resources: 1 Mineral, 1 Synthetic, 1 Energy (Per day)
Allows locals to quickly travel locally and provides a +1 to Wealth. Provides a +1 to Transportation.
Resources: [Varies] 1 Mineral (Per day), 1 Synthetic (Per day), 1 Energy (Per day), 1 Plant (Per day), 1 Creature (Per day), 1 Mana (Per day)
provides services and goods to be sold to the locals and provides a +2 to Wealth for each market. This can include Markets for food, armor, weapons, rides, basic items, magic, clothing, and more.
Resources: 1 Mineral, 1 Plant, 1 Energy (Per day)Allows locals to look into crimes or private matters without going to law enforcement and provides a +1 to Wealth. Provides a +2 to media.
Resources: 1 Mineral, 1 Synthetic, 1 Energy (Per day), 3 Creature (Per day)
provides locals with a place to eat at a cost and provides +1 to Wealth per location.
Resources: 1 Mineral, 3 Mana (Per day)Provides locals the ability to teleport locally and provides transportation to and the ability to trade with other locations that have a Way Port via teleportation and provides a +3 to Wealth. Provides a +5 to Transportation.
provides locals with entertainment in the form of sports, non-lethal combat, racing or more. Locals can practice Acrobatics, Athletics, Precision, Ride, or any other Dexterity or Strength skill of the Verse Master's choosing at a rate of 1 Intuition Point a day and provides a +1 to Wealth.
Allows locals to practice Acrobatics or Athletics at a rate of 1 Intuition Point a day and provides a +2 to Wealth.
Resources: 1 Mineral, 1 SyntheticProvides the Settlement with a place for traveling merchants to sell goods and Resources that are not found locally and provides a +3 to Wealth.
Resources: 1 Mineral, 1 Synthetic, 1 Energy (Per day)provides locals with entertainment in the form of plays, film, opera, and more. Locals can practice Perform skills at a rate of 1 Intuition Point a day and provides a +1 to Wealth. Provides a +2 to Media.
Resources: 1 Mineral (Per day), 1 Energy (Per day)
Provides the ability for locals to conduct Alchemy checks or to research Knowledge Science at a rate of 1 Intuition Point a day a provides a +1 to Defense. Provides a +2 to Education.
Biology Lab
Resources: 1 Creature (Per day), 1 Energy (Per day)
allows the locals to research Knowledge Science or Knowledge Nature at a rate of 1 Intuition Point a day a provides a +1 to Defense. Provides a +2 to Education.
Resources: 1 Synthetic (Per day), 1 Energy (Per day)
Allows the locals to research Knowledge Science or Knowledge Engineering at a rate of 1 Intuition Point a day a provides a +1 to Defense. Provides a +2 to Education.
Allows locals to dispose of waste and provides a +1 to Emergency. This is required per Settlement otherwise Plague outbreaks happen each day in addition to the normal Natural Threat.
Provides education to the locals and the ability to study any Knowledge or Skill that the Verse Master decides at a rate of 1 Intuition Point a day and provides a +2 to Wealth. Provides a +5 to Education.
Capital Building
Resources: 2 Mineral, 2 Synthetic, 2 Plant, 1 Energy (Per day)The seat of the leaders of the Settlement and is dependent upon the type of Government the Settlement has. Provides a +5 to Politics.
Senate is the capital building of a Democracy.
Villa is the capital building of an Timocracy.
Castle is the capital building of a Monarchy.
Holy Temple is the capital building of a Theocracy.
Chamber is the capital building of a Confederacy.
Palace is the capital building of an Aristocracy.
Parliament is the capital of an Oligarchy.
Fortress is the capital of an Autocracy.
Anarchy has no capital building.
Conclave is the capital of a Meritocracy.
Allows criminals to defend themselves or for the Local government to listen to locals. Provides a +3 to Politics.
Provides a Rest spot for the homeless at no cost and eliminates homeless adults per 1,000 population. Provides a +1 to Politics.
Provides locals with a location to bury or cremate their dead and provides a +1 to Emergency. This is required per Settlement otherwise Plague outbreaks happen each day in addition to the normal Natural Threat.
Resources: 1 Mineral, 1 Mana
Provides locals with a place to worship a deity and to research or study Knowledge Divine rate of 1 Intuition Point a day with a maximum of 3 per Character. Provides a +2 to Education.
Provides a Rest spot for homeless children at no cost and eliminates homeless children per 1,000 population. Provides a +1 to Politics.
Eliminates homeless animals per 1,000 population. Provides a +1 to Politics.
News Station
Resources: 1 Mineral, 1 Synthetic, 1 Plant (Per day), 2 Energy (Per day)provides the steady spread of information. Provides a +3 to Media and a +1 to Wealth.
Resources: 1 Mineral, 1 Synthetic, 3 Plant (Per day), 1 Energy (Per day)provides the limited spread of information. Provides a +1 to Media and a +1 to Wealth.
Resources: 1 Mineral, 1 Synthetic, 2 Plant (Per day), 1 Energy (Per day)
Provides the ability to spread information and trade with other locations with post offices and provides a +2 to Media and +2 to Wealth.
Resources: 1 Mineral, 1 Synthetic, 3 Energy (Per day)Provides the instant spread of information. Provides a +5 to Media and +2 to Wealth.
Guild Halls
provide locals with secret societies or clubs that they can be members of. What Guild the Settlement has is determined at random.
An underground society of thieves that steals resources, goods, and wealth from the Settlement. The Settlement must make a Defense Check of DC 50 each day or other wise lose 1 of each Resource and lose 1 Wealth. Provides a +2 to Politics.
Sages Guild
A group of sages who use their magic arts to better the Settlement. The +2 to Defense and a +2 to Emergency.
Traders Guild
A group of locals who believe in upholding the integrity of trade between Communities. The Settlement gains an additional +2 Resource when Trading. Provides a +2 to Transportation.
Soldiers Guild
A group of veteran soldiers who use their combat experience to better the Settlement. Provides a +2 to Defense and a +2 to Military.
Merchants Guild
A group of local merchants who believe in the fair price of goods in the Settlement. The Settlement gains an additional +2 Wealth each day and a +2 to Media.
Adventurers Guild
A group of local adventurers who rally together to explore the unknown and go on quests. The Settlement gains an additional +1 Wealth and +1 Resource each day and a +2 to Education.