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Rootrun Militia

Description

The Rootrun Militia ensures the day-to-day defense of cvilization in The Vivid Vale and carries out hazardous tasks for organizations that don't have combat capabilities.

Functions

  • Train and equip conjurers

  • Guard Rootrun and its villages

  • Deal with cryture-related problems

Membership

  • Must be a conjurer

  • Must have at least 2 levels in Magic, Melee, or Ranged

Duties

  • Work at least 1 day per week to maintain benefits

  • Answer the call for emergency action

Benefits

  • Free room and board worth 25 Cash/day

  • A steady supply of work.

  • Access to the militia’s armory, where every kind of basic weapons and armor are available for purchase

Ranks

  • Recruit - Recruits are allowed to go on patrol missions and take jobs to deal with local cryture problems.

  • Regular - A regular of the militia can go on expeditions into other regions and take jobs that involve traveling to other settlements.

  • Elite - Elites of the militia can go on excursions into hostile territory and organize their own expeditions.

Downtime Actions

The following actions can only be taken when a character has access to a hub of their organization.​

Armory Assistance

Type: Job, Work

Labor Action

Roll: Fitness + Mechanics

Difficulty: 7

Complexity: 1+

Success: You gain 2 Experience per success.

Crit: You gain 5 Favor per crit.

Crit Fail: You lose 5 Favor.

Reward: 25 Cash

Combat Training

Type: Training

Labor Action

Roll: Fitness + Melee or Ranged + Agility

Difficulty: 7

Complexity: 1+

Success: You gain 3 Experience per success.

Crit Fail: You suffer a random Injury.

Day Labor

Type: Job, Work

Labor Action

Roll: Fitness + Athletics

Difficulty: 6

Complexity: 1+

Success: You gain 1 Experience per success.

Crit: You gain 5 Favor per crit.

Crit Fail: You suffer a random Injury.

Reward: 25 Cash

Village Patrol

Type: Patrol, Job

Labor Action

Roll: Fitness + Observation

Difficulty: Density

Complexity: 1+

Success: You gain 1 Experience per success.

Crit: You encounter 1 wild cryture per crit.

Crit Fail: You suffer a random Injury.

Reward: 40 Cash

Worksite Guard

Type: Job, Patrol

Labor Action

Roll: Sense + Observation

Difficulty: Density

Complexity: 1+

Success: You gain 1 Experience and 1 Favor per success.

Crit: You encounter 1 wild cryture per crit.

Crit Fail: You suffer a random Injury.

Reward: 35 Cash

Starting Crytures
Members
Rootrun Militia Sigil colored.png
Telepath Illustration.png
Terror Illustration.png
Frostbrand Illustration.png
Rockslide Illustration.png
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