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The Plague District: Territories System

[Preferred] Lord_Immortal aPreferredLore 2Con 1Tech 3o
Lord_Immortal @ Fables of Velorae
posted May 15, 17

Plague Territories

Controlling a Plague Territory allows a gang to:
- Extort money from NPC businesses (get a stable income as per the data sheet)
- Extort money/supplies from PC businesses in the area (see next point).
- Remove any presence of NPC guards in the turf (this does not apply to actual patrolling PC guards). This allows for gang members to do crime within their turf.
- Designate a "gang headquarters" within the Territory. This can be a chosen, empty building given full ownership of (without rent, freely furnished).
- Have "roleplay advantages" they can refer to, depending on the territory controlled.
-Differently to “turfs” within the inner city, territories in the plague district cannot be turned into open rebellion due to the largely lacking guard presence. Thus there is lesser risk from guards, however a higher chance of disease, starvation and crime.

Taking territories:
Unclaimed territories (Or claimed by ServerBank), can be applied for in group applications.
Claimed territories, can be applied for via the events thread (make sure to label the event as Territory Dispute)
Include the following:
- The time of the take-over
- The territory to be taken over
- The gang that does the take-over
- The method of doing so
The viability of claiming the territory will be assessed and may be flat out rejected if the group is particularly active, actively attempting to grow or become stronger or hasn’t be raided several times.

"Raiding" territories is encouraged, if you seek to take it over. Establishing your presence in a territory through crime or roleplay will give validity to your claim on a turf and may even be rewarded with appropriate bonuses (an increase in incomes after take-over).

The territories are:

White Territory (Main Street)
White territory has the largest quantity of fresh clean water. It has one fresh water well albeit damaged, supplemented by flat roofs that allow for water collection systems that can be protected from tampering. Water and accommodation are strictly governed in this territory.
-Headquarters
-Accomodation Large x1
-Accomodation Medium x1
-Fresh Water x2
-Warehouse small x2
-Security small
-Stockpile x1

Brown Territory (The Fort)
Brown territory has the greatest defenses against invasion. During the plague, the guards left the gatehouse with minimal equipment, abandoning it for the inner city to avoid infection.
-Headquarters
-Security Large
-Accomodation Large x1
-Accomodation Small x1
-Stockpile x3

Black Territory (The Docks)
Black territory’s main quality is its access to the sea. Conducting a large part of its transporting under the cover of night, Black Territory is capable of smuggling people out of the slums, and supplies in. Through events it is possible for the gang occupying the docks to accumulate more ships over time, including barges. This would allow for more items to be obtained weekly.
-Headquarters
-Port Access (Smuggling)
-Accomodation Small x1
-Cargo Ship x1
-Stockpile x2

Blue Territory (The Aqueduct)
Blue territory, or the Aqueduct is the cesspool of the plague district. With a poor smelling environment and in some cases an even poorer looking one, the area is less than ideal on the outside. Those that get used to the environment are most likely to catch diseases, especially with the constant sifting through the waterways for valuables and treasure. Anything left around here is as good as gone, generally many thieves live here, desperate to accumulate wealth and move away.
-Headquarters
-Stockpile x1
-Scavenging Grounds
-Accomodation Small

Green Territory (The Warehouse)
The Warehouse territory is exactly as it sounds, a very large unused warehouse. Sealed off at first, stopping the slums populace filling it, the warehouse holds an inane amount of space for keeping items in, whilst also being very defendable. The Warehouse has minimal freshwater supplies in the form of a small internal well.
-Headquarters
-Stockpile x10
-Security Medium
-Fresh water x1


Disease:
Each week, a player living in these districts or visiting, should roll a D100 in order to see whether their character contracts a disease. Depending on the territory your character resides in most, changes the chance of contraction. If your char has a 5% chance of contracting a disease of your choice, then roll a D100, 5 or less being that your character contracts the disease.

Modifiers:
Default - 20% chance
Fresh water - 5% decrease (Disease)
Accomodation Small - 5% increase (Disease)
Accomodation Medium - 5% decrease (Disease)
Accomodation Large - 10% decrease (Disease)
Scavenging Grounds - 15% increase (Disease), Random Item Income
Stockpile - Chest x1
Port Access - Random Item Income
Small Security - 5% bonus to defense rolls
Medium Security - 10% bonus to defense rolls
Large Security - 20% bonus to defense rolls


Current territory bosses are: (Bases lead by NPCs are claimable)
White -
Leader: Don D. Dredd (Aka Dredd)
Group: The Guild

Brown -
Leader: Don D. Dredd (Aka Dredd)
Group: The Guild

Black -
Leader: Don Wang (Aka The Black Peacock)
Group: <To be disclosed>

Blue -
Leader: Don D. Dredd (Aka Dredd)
Group: The Guild

Green -
Leader: Don D. Dredd
Group: The Guild

Gangs, groups and turf: The Turf War System

[Preferred] Lord_Immortal aPreferredLore 2Con 1Tech 3o
Lord_Immortal @ Fables of Velorae
posted May 11, 17

There's been a discussion in staff chat in regards to the incomes, ambitions and handling of illegal groups, now that there's quite a few that propped up. There was some unanimous agreement on the goals of such a system: to reward activity, to provide income for illegal groups though based on activity and not face value, and to promote roleplay above all else.

So, without further ado ... presented, the turf war system.

The system generally works the same way as the noble system. "Tiles" are controlled by gangs, leaders of gangs get an income from these tiles and each tile is associated with some part of the city for roleplay reasons.

Major difference is that the tiles aren't taken over by intrigue or wars, but by "turf take-overs". How wonderful! These are pre-announced battles a day or so before they happen to make sure both sides can take part with fair numbers, and that the take-over isn't just a late-night raid on a mostly European gang's turf. These battles will happen in-character, under the watch of a designated game-master, with roleplay combat deciding about the outcomes.

Controlling a turf allows a gang to:
- Extort money from NPC businesses (get a stable income as per the data sheet)
- Extort money/supplies from PC businesses in the area (see next point).
- Remove any presence of NPC guards in the turf (this does not apply to actual patrolling PC guards). This allows for gang members to do crime within their turf.
- Designate a "gang headquarters" within the Turf. This can be a chosen, empty building given full ownership of (without rent, freely furnished). If a gang gains more than two turfs, they may address the lore and construction departments for a more exclusive and special base (Here's one I built in the past).
- Have "roleplay advantages" they can refer to, depending on the turf controlled.
- Finally, engulf the turf in open rebellion. When this is declared, an event-line will be sparked. Though be wary, a single turf in open rebellion is likely to be quenched early. Control all five (and any later additions) and you'll make the guard have a very, very hard time.

To engage in a turf take-over, make any announcement in the in-character section of the forums where you clearly designate one way or another:
- The time of the take-over
- The turf to be taken over
- The gang that does the take-over
- And last but not least, tag me in the thread so I don't skip over it.

"Raiding" turfs is encouraged, if you seek to take it over. Establishing your presence in a turf through crime or roleplay will give validity to your claim on a turf and may even be rewarded with appropriate bonuses (an increase in incomes after take-over).

Be wary though, for the Driesch order has its own ambitions to rival the gangs and to re-claim turfs one-by-one. By start, all turfs will be controlled by weak NPC gangs, pretending that the mercenary uprising led to a kind-of disarray.

Expect a wiki page to be on-line soon.

And the turfs are:

Docks:
The docks are where all the smuggling happens. Crossbows from Doravea, armor from Urinova, blood money from the Republic ... everything that arrives to Versau has to go through the docks, considering the heavy control over the bridges that lead to the poor part of town. A gang controlling the docks can both extort money of arriving merchants and establish their own smuggling operations. Because which merchant would sleep well, knowing their ship could be set on fire any time in the harbor? Sure thing, the harbor may also help a gang engage in piracy as well...

Meridian District:
The Meridian district is a bee-hive of activity day and night. Though most citizens consider it the best place to do their banking or investments, those familiar with the more illegal circles of Versau know about the many brothels and gambling dens scattered around the area. Any gang controlling the Meridian district can extort money out of these illegal business and even use them to wash their money clean. On another note, a gang having control over the local guard force may find it far easier to crack those pesky safes that hide in the bellies of Meridian banks.

Skoralov District:
The Skoralov district is a less eloquent one. It's a loud part of the town always filled with the clinging of steel against hammers ... though this makes it a very, very ideal target for a gang to control. While any criminal organization controlling the Skoralov district can extort a good amount of coin out of the smiths and metalworkers residing within, its true secret can be cracked by convincing these very smiths to perhaps finish a few swords for one's own gang. Swords that may be large enough to be considered military-grade...

Clinic:
The clinic and the surrounding district handle most immigrants who were previously housed in the slums. The clinic itself also handles injuries, which alone makes it a prime target and important building to control for any gang. While the establishment itself is non-profit and therefore any turf-controlling gang would have to suffice from protection money collected around the shopping street, the clinic may prove invaluable in case of injuries or perhaps even death cases occur during the gang wars...

Bors Street:
The Bors street of Versau is famous world-wide for its taverns and ale. In lower circles, it's also world famous for its gambling dens, illegal wrestling arenas and midnight cock and dog fights. Controlling these establishments alone can bring a hefty revenue to a prospective gang, but the real passion of the Bors street lies in the fact that the local Bors population has the crown approval to breed dogs, which may also include some useful war hounds...

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