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












