Make Your Kingdom (Fan Translation)

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    Make You

    Kingdom!!A game by Kawashima Touichirou/Adventure Planning Service

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    Kingdom

    Book

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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 anyoneis 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 +& 5ame 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 with

    that Dob=

    $ Your Kingdom has been 7ree o7 7rom attacks 7rom monsters and enemy kingdoms 7or 9uite some time= .ncrease the

    number o7 )itiCens by %#&=

    % Your Kingdom has learned to coe-ist with monsters= You receive a "anch= You gain #& Monster )itiCens= "oll #& to

    determine 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 the

    Known orld section o7 the Kingdom Sheet= There is a kingdom in that region= sing the Kingdom ame and Market

    Tables determine that kingdom8s name and what ty*e o7 Sta*le they *roduce= Your "elationshi* with that kingdom

    becomes 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 Kingdom

    7rom 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 roll

    this result twice add an additional #& )orridors to that ma*= .7 all o7 the rooms are connected you receive an

    additional 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 ':Trading

    PostF +:(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 Cultureevel. !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. Corridors

    may 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.

    7racle

    An 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 Dob

    Primary

    Ability "oll Dob

    Primary

    Ability "oll Dob

    Primary

    Ability

    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 evel0arfare 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 %oneou 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 "kill

    Type ermanentTarget "elfCheck %oneou 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 valueof 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 %oneou may use this "kill as an !nterrupt Action #henever somebody takes damage. 9educe your 2ollo#ersby )D*. revent that damage.

    "trengthClass "kill

    Type 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, )J

    Dangerous, )*. 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 %oneou 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 "upport

    Target "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 %oneou 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 "kill

    Type "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 "coresuest E

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    DisruptClass "killType !nterruptTarget !ndividualCheck %oneou 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 thedifficulty 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 %oneou 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 <

    "tarting &5uipmentan, 8ackpack, unch, !nstrument

    A support role for the Kingdom. "ervants often get stuck having to fill gaps in the Court. 8ecause they

    can have t#o Bobs, their possibilities for the future are 5uite great indeed

    "ervant, Come 3ereThe "ervant is a Class to support the other Classes. A player #ho #ishes to create and play a

    "ervant should keep the follo#ing things in mind.

    0ho Do ! "erveL!f you #ish to play a "ervant, the first thing you must decide is Bust #ho it is you are serving. Are

    you the servant of the King alone, or of the entire Kingdom, or of a member of the Court besides theKingL Although you don't necessarily have to kno# the Master "kill, deciding on a master #ill make

    roleplaying easier.

    0hat Kind of "ervant Am !L7nce you have decided #ho it is you serve, ne4t you have to decide #hat kind of servant you

    are. Are you a butler, a maid, or possibly a pageL Are you the Knight's s5uire, the =i-ier's secretmessenger, the 7racle's shrine maiden, the %inBa's apprentice, etc...L There are all sorts of servants youcan think of.

    A "ervant !s a 6ack of All TradesA "ervant has average Ability "cores. 0hile there #ill be differences depending on your 6obs, like

    the King, you can fill in for a Class that is missing in the Court. Depending on your 6obs, you might alsobe able to take a more active role.

    1sing "kills7bviously, a "ervant has many skills to support others. ou can transfer Drive using Assist,

    increase the results of checks #ith Cheering "5uad, raise the bonus from Cooperative Checks usingDevotion, etc... !f you #ish to #ork along #ith the Kingdom's 2acilities, there's the more technical "kill2itout. 2or people #ho #ant to do something besides a support role, you can hurt yourself to increaseyour damage using 7gg.

    AssistClass "killType AssistTarget !ndividualCheck %oneou may use this "kill #henever you #ish. Choose a character. Transfer ) point of your o#n Drive tothat character.

    2itoutClass "killType !nterruptTarget !ndividualCheck %oneChoose a character from the Court and spend ) 3ope. That character may perform one action that canbe performed during the Kingdom hase as if he #ere in the Kingdom. This effect may only be used

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    once per game.

    Cheering "5uadClass "killType "upportTarget !ndividualCheck %oneou may use this "kill #henever you are in the &ncampment. "pend ) 3ope and choose a character.

    !ncrease the result of the ne4t check that character makes by :2ollo#ers 4 )F; points.

    DevotionClass "killType AssistTarget "elfCheck %oneou may use this "kill #henever you perform a Cooperative Action. The bonus the Cooperative Actionprovides becomes :our Affection "core To#ards the Targeted Character >

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    6obsAstrologistrimary Ability Charisma"kill (roups Astrology"tarting &5uipment "tar 2ragment 4 <&ffect as a Talent ?Assist@ ou may only use this effect if you have a 2arm 2acility in your Kingdom.

    !ncrease the Treasury by )M(.

    =oice of "tar 6ob "killType ermanentTarget "elfCheck %oneou may use A "tar 2ragment in one of your !tem "lots as a 2ollo#er, or as 3ope. That "tar 2ragmentdoes not count against your ma4imum number of 2ollo#ers or Capacity. This "kill also counts as anAstrology "kill.

    0arlockrimary Ability 0it"kill (roups Astrology, "ummoning, "cience"tarting &5uipment (rimoire&ffect as a Talent ?ermanent@ 0henever you (ather !nformation during the Kingdom hase,increase the result of the check by ).

    9itual6ob "kill

    Type "upportTarget !ndividualCheck 0it F Choose a "kill, other than a ermanent "kill, kno#n by any character #ho has a 9elationship "coreto#ards you, and make the above check. !f it is successful, you may temporarily memori-e that "kill. oumay spend ) 3ope to produce the effect of that "kill. 7nce you have used that "kill, or #hen youmemori-e a ne# "kill, you forget the memori-ed "kill.

    "ummoner rimary Ability Charisma

    "kill (roups "ummoning"tarting &5uipment Animal Companion&ffect as a Talent ?Assist@ ou may use this effect #henever you #ish. Choose a random 9are !temfrom a category of your choice. The (M secretly randomly determines a room from the map for thisadventure and places that !tem in that room. !f a C searches that room, they receive the !tem.

    Minor "hift6ob "killType "upportTarget !ndividualCheck Charisma F Target's evel > GDuring Combat, choose a character. "pend ) 3ope, and make the above check. !f it is successful, movethat character to an Area of your choice. This "kill also counts as a "ummoning "kill.

    Doctor 

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    rimary Ability 0it"kill (roups "cience"tarting &5uipment (lasses, Trap Collection&ffect as a Talent ?Assist@ ou may use this effect during the Kingdom hase. Change the 6ob of thisTalent to that of a C or another Talent in the Kingdom. 0hen you change 6obs, change the &ffect as aTalent to that of the ne# 6ob.

    Monsterology6ob "killType "upportTarget CourtCheck 0it F During Combat, choose one type of Monster on the 8attlefield, and make the above check. !f it issuccessful, for the rest of Combat, each character in the Court may increase the result of any AttackChecks, and their #eapons' damage, by ) point #hen they attack that type of Monster. This effect isnot cumulative. This "kill also counts as a "cience "kill.

    Medicrimary Ability 0it"kill (roups "cience, !tem"tarting &5uipment "tretcher, Trauma Kit&ffect as a Talent ?ermanent@ During the &nd hase, before the &arnings 9eport, you may recover )D* citi-ens that #ere lost that game.

    2ield Doctor 6ob "killType !nterruptTarget Court

    Check %oneou may use this "kill as an !nterrupt Action #hen Combat ends. "pend ) 3ope. 9ecover )D* 2ollo#ersthat #ere lost during that Combat.

    %oblerimary Ability Charisma"kill (roups %egotiation, &ntertainment"tarting &5uipment 7utfit, 2ull Course&ffect as a Talent ?ermanent@ !ncrease the Culture evel of the Kingdom by ) point.

    %oblesse 7blige6ob "killType ermanentTarget "elfCheck %oneDuring Combat, increase your 0arfare by a number of points e5ual to the total of all Affection "coresto#ards you of all the characters in the same Area as you.

    &unuchrimary Ability 0it"kill (roups 1seful, %egotiation"tarting &5uipment "nack of ello# "unlight, Ticktick&ffect as a Talent ?Assist@ Choose a character increase that character's 3ostility "core to#ardsanother randomly determined character by ) point.

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    Conspiracy6ob "killType ermanentTarget !ndividualCheck %one0henever a character you have a 3ostility "core to#ards fails a check, you may spend ) 3ope to turn itinto a critical failure.

    0arrior rimary Ability 0arfare"kill (roups Melee, 9anged"tarting &5uipment (reats#ord&ffect as a Talent ?ermanent@ !ncrease the 0arfare evel of the Kingdom by ) point.

    8lade 7pera6ob "killType AssistTarget "elfCheck %oneou may use this "kill #henever you attack. "pend ) 3ope, choose a number of characters up to your 0arfare in the same Area as you, and make an Attack Check. our attack hits each character #ith aDefense less than or e5ual to the result of your Attack Check.

    &4ecutioner rimary Ability 0arfare"kill (roups Melee, %egotiation"tarting &5uipment 8attle A4e, !nstrument of Torture

    &ffect as a Talent ?ermanent@ At the start of the game, increase the =oices of the eople by ) point.

    3eadhunt6ob "killType AssistTarget "elfCheck %oneou may use this "kill #henever you successfully attack a character in the same Area as you. "pend anynumber of Drive and roll that many dice. !f you roll a * on any of those dice, reduce that character's 3to /.

    (uardrimary Ability 0arfare"kill (roups 9anged, 1seful"tarting &5uipment 2irearm&ffect as a Talent ?ermanent@ !ncrease the 7rder evel of the Kingdom by ) point.

    3uman+#ave "#eep6ob "killType "upport

    Target AreaCheck 0arfare F During Combat, spend ) =oice of the eople, choose an Area #ithin range of one of your #eapons ofyour choice, and make the above check. !f it is successful, deal :%umber of 2ollo#ers 4 )F; damage toeach character in that Area. !f the check fails, reduce your 2ollo#ers by an amount e5ual to the

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    difference bet#een the difficulty of the check and the result.

    Merchantrimary Ability 0it"kill (roups %egotiation, !tem"tarting &5uipment 2rog+"afe, Credit Card&ffect as a Talent ?ermanent@ !ncrease the ifestyle evel of the Kingdom by ) point.

    3ard "ell6ob "killType "upportTarget !ndividualCheck 0it F Target's Defenseou may use this "kill during Combat. Choose an enemy character on the 8attlefield. !f the above checkis successful, you lose one !tem ?or )/ Materials@ and gain )M(. ou may only use this effect once per Combat.

    Daedalistrimary Ability uest"kill (roups Dungeon"tarting &5uipment Disma-e (ear &ffect as a Talent ?ermanent@ 0hen you receive this Talent, choose one type of 2acility. 9educe thecost of that 2acility by )M(.

    Dungeon Tectonics6ob "killType "upport

    Target AreaCheck "ee 8elo#During Combat, choose an Area and a Combat Trap #ith a evel less than or e5ual to your o#n. Makea uest Check #ith a difficulty e5ual to :G > That Trap's evel > The evel of Any Trap Already in ThatArea;. !f it is successful, you may place that Trap in that Area.

    Master rimary Ability Charisma"kill (roups %egotiation, 1seful"tarting &5uipment Drink, 2ull Course

    &ffect as a Talent ?Assist@ ou may only use this effect if you have an !nn 2acility in your Kingdom.!ncrease the Treasury by )M(.

    Mood Maker 6ob "killType AssistTarget !ndividualCheck %oneDuring the Camp step, #hile this character is 9esting, choose a character. That character recovers )point of Drive.

    Cookrimary Ability uest"kill (roups 1seful, !tem"tarting &5uipment an, Apron

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    &ffect as a Talent ?ermanent@ !ncrease the evel of unches and 2ull Courses by ) point.

    Dungeon 8an5uet6ob "killType AssistTarget CourtCheck uest F ou may use this "kill #henever you use a unch or a 2ull Course. !f the above check is successful, in

    addition to their regular effects, each member of the Court increases their 0arfare by ) point for ) Turn.

    3appymancer rimary Ability Charisma"kill (roups &ntertainment"tarting &5uipment Cracker, !nstrument&ffect as a Talent ?Assist@ During the &nd hase, you may change the result of a roll on the KingdomChange Table by >F+ ).

    "#eet Talk6ob "killType !nterruptTarget !ndividualCheck %oneou may use this "kill as an !nterrupt Action #henever a character other than yourself increases a9elationship "core. "pend ) 3ope. Double the amount that that 9elationship "core is increased by.

    8eerimary Ability uest

    "kill (roups 1seful, !tem"tarting &5uipment 8room, Tent, Tonic&ffect as a Talent ?ermanent@ !ncrease the evel of a 2acility of your choice by ) point.

    3ustle6ob "killType !nterruptTarget !ndividualCheck %oneou may use this "kill #henever somebody rolls on a table during the Dungeon hase. "pend ) 3ope.revent the result of that roll. 9oll

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    !f the above check is successful, you receive )D* of either Meat, eather, or 2angs.

    Adventurer rimary Ability 0arfare"kill (roups Melee, Dungeon"tarting &5uipment 8uckler, Armor, Map&ffect as a Talent ?ermanent@ &ach member of the Court increases their ma4imum number of

    2ollo#ers by J.

    2ame6ob "killType ermanentTarget "elfCheck %one!f your attack #ould reduce a character #ith a evel higher than yours to / 3 or less, recover ) =oiceof the eople. This effect may only be used once per Combat.

    Dronerimary Ability 0arfare"kill (roups All "kills"tarting &5uipment Drink, Cards&ffect as a Talent ?ermanent@ !f you do not #ant to accept a result rolled on a table, you mayremove this Talent in order to prevent that effect from occurring.

    a-ybones6ob "killType ermanent

    Target "elfCheck %oneDuring Combat, if you do not take any actions ?including Assist or !nterrupt Actions@, recover ) 3 atthe end of the 9ound. !f you take do not take any actions ?including Assist and !nterrupt Actions@ duringthe Dungeon hase for an entire uarter, recover ) point of Drive.

    Thiefrimary Ability uest"kill (roups %egotiation, !tem, Dungeon"tarting &5uipment Dagger, Animal Companion

    &ffect as a Talent ?Assist@ 0henever somebody rolls on a 0andering Table, you may prevent thatresult and roll

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    3o# to layThe (ame

    Make ou Kingdom is both a Kingdom Management and Dungeon &4ploring 9(. 8ecause theprogression of the game and the depiction of the characters is handled through $Talking,$ Make ouKingdom is #hat is kno#n as a Tabletalk 9(.

    The game starts #ith the (M describing the situation. The (M e4plains the various incidents and

    problems that occur in the &ndless Dungeon.As the players listen to the e4planation, they think of #hat their players #ould do. After theyhave thought of something, they declare ho# they #ill attempt to solve the problem. These declarationsform the plot.

    The (M listens to #hat the players say, and after deciding #hich rules to use to resolve theeffects of their actions, informs the players . This decision is called a $ruling.$

    2rank 9ulingou can use the rules to handle most of the problems that #ill occur in the game. 3o#ever, the

    (M may decide that the rules do not apply, or create a rule for dealing #ith a specific situation. This is

    kno#n as $frank ruling.$ ou may use frank ruling to preserve the tempo of the game #hen situationsbecome boring or annoying, or to present a #ay of dealing #ith something in a manner that is suited tothe &ndless Dungeon.

    An &4planation of &ach haseThis game is divided up into four phases, that are completed in order from top to bottom. The

    maBority of the game #ill take place during the Kingdom hase and Dungeon hase.

    "etup haseThis is #here you prepare for the game. The players create their Kingdom and characters, and the

    (M creates a scenario. Things that you should take note of for that game are also e4plained during thisphase.

    Kingdom haseThe (M gives an introduction to the adventure, and the players deal #ith matters in the

    Kingdom and prepare for their adventure.

    Dungeon hase&4plore the Dungeon, slip past traps, battle monsters, and a#ait the e4citing events that #ill

    occur. This phase is the core of the game. 0ill you make it back to the Kingdom, #ill you e4plore all the

    rooms... or #ill you be #iped outL

    &nd haseTally all the fruits of your adventure, and find out #hat effect it has on the Kingdom. !f you

    managed to complete the obBective of the scenario, you can also evel 1p.

    Cycles Time !nside the (ameTo ensure that every player has an e5ual chance to act, the game is broken up into segments

    called $cycles.$ &ach player can make ) maBor action per cycle. A cycle ends once everyone has acted,or passed. !t is up to the (M to determine ho# long a cycle lasts. 3o#ever, there are t#o specific types

    of cycles that are made reference to in the rules.

    9oundA cycle used during Combat. 7ne round is e5uivalent to about one minute.

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    uarter A cycle used during the Dungeon hase. 7ne 5uarter is e5ual to about si4 hours.

    The maBority of time #ill be spent in the above t#o cycles. 3o#ever, based on #hat happens, the(M may alter the time of each cycle. !f you are having a very long Combat, such as a #ar, one roundcould last one day, or if you #ish to represent a densely packed period of a time, one 5uarter coulde5ual one hour.

    2ree to Act and &4haustedlayers can influence and change all kinds of situations by having their characters act.3o#ever, in order to do anything, a character must be 2ree to Act. Also, once a character acts,

    they become &4hausted. 7nce a character becomes &4hausted, in order to become 2ree to Act again,they must #ait for the cycle to end. 7nce a cycle ends, all characters become 2ree to Act.

    Action TypesThere are many different kinds of actions. "ome take time, #hile others are more simple. !n order 

    to differentiate them, actions are divided into the follo#ing four types.

    "upport Actions9e5uires no preparation to use. The most common type of action. A character must be 2ree to

    Act to use a "upport Action, and becomes &4hausted for that cycle after they do.

    lan Actions9e5uires time to prepare in order to use. Cannot be used during battle or under stressful

    circumstances. A character must be 2ree to Act to use a lanned Action, and becomes &4hausted for that cycle after they do.

    Assist ActionsActions that aid in another action. ou do not become &4hausted #hen you use an Assist action,

    and characters #ho are &4hausted may still use Assist actions. 3o#ever, they cannot be used unless thespecific action they are aiding also occurs.

    &ach character may only use any individual Assist action once per cycle.

    !nterrupt ActionsThe fastest of all actions, in a timing sense. They can be used to interrupt another action.

    3o#ever, they cannot be used if the circumstances to interrupt are not met.0hen someone declares that they are interrupting, that action occurs first, before the interrupted

    one. 1sing an !nterrupt Action does not cause a character to become &4hausted, and &4haustedcharacters may still use !nterrupt Actions. An !nterrupt Action may also be interrupted by another !nterrupt action. Therefore, #hen an !nterrupt Action is declared, it is necessary to to determine ifanybody else #ill also interrupt. !nterrupt Actions are resolved in a last+in first+out order.

    &ach character may only use any individual !nterrupt Action once per cycle.

    All of the actions that you can take during the game can be defined as one of the above types. !fa players #ishes to take an action that is not listed in the rules, the (M determines #hich action type isthe most appropriate for it. 7f course, the (M may also decide that it is not possible.

    Conflicts7ccasionally certain rules or data may contradict one another, and these conflicts need to beresolved.

    9ule and Data Contradiction

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    0hen there is a conflict bet#een the rules and the effect of a "kill or !tem, the "kill or !tem takesprecedence.

    Data Contradictions0hen different pieces of effects contradict each other, resolve them in the follo#ing order.). ermanent Type

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    8asic 9ulesAction Checks

    Action Checks are used to determine #hether a character succeeds or fails at an action. The (Mdetermines #hen a check is necessary according to the rules.

    The (M announces the Ability "core to be used and the difficulty of the check.!f it is an action not covered by the rules, the (M can choose the Ability "core and the difficulty.

    0hen determining #hich Ability "core is the most appropriate, you may #ish to consult the section onAbility "cores in Character Creation. 1se the follo#ing table to determine the difficulty.

    #i77iculty Table

    ,bGective #i77iculty

    Sim*le H

    ormal ?

    #i77icult

    ,**osed ,**onent8s Ability Score I H

    The 9esultTo making an Action Check, first roll

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    Column Checks 1sing Drive0hen you use Drive on an Action Check, you increase the number of dice you roll. 3o#ever,

    #hen calculating the result, no matter ho# many dice you rolled, you still only use t#o of them. oumay remove a die that rolled a * to gain a point of Drive. 3o#ever, if a * #as rolled on any t#o of thedice, that is a critical success. 0hen you roll a critical success, you automatically recover < points ofDrive, so you can't convert them into Drive. !f three or more dice rolled a *, in addition to the Drive you

    gain from a critical success, those other dice can still be converted into Drive.

    9eceiving Drive0henever you make an Action Check and a die comes up as a *, you may convert that die into

    Drive before calculating the result. 2or each die that rolled a * that you remove from the check, youplace ) 3ope Counter on your character sheet. &ach 3ope Counter represents ) point of Drive.

    ou may not use the die you converted into Drive to calculate the result of the check. 0hen youconvert dice into Drive, it is possible that you #ill have one or fe#er dice to calculate the result #ith.

    1sing 3ope!f a player #ishes, they may spend 3ope to aid in a check. 8efore rolling the dice, choose ho#

    much 3ope you #ish to spend, and add that many additional dice to the check. ou may choose anyt#o of the dice rolled to use for the result. !f any t#o of the dice roll a *, it is a critical success.

    !n addition to adding additional dice to checks, there are t#o other situations in #hich a player may use 3ope.

    !ncreasing Damage!f an attack you make in Combat is successful, you may use 3ope to increase the damage. 8efore

    determining damage, you may spend a number of 3ope up to your 0arfare. 2or each point of 3opespent, that attack deals an additional )D* damage.

    1sing Monster "kills8ecause of "kills like Do#nload or 2acilities like Mi4ed Area, Cs may be able to use Monster 

    "kills. 3o#ever, if a C does not spend ) point of 3ope #hen they declare the use of a "kill, that "killhas no effect. 2or ermanent "kills, the effect only lasts until the end of that cycle.

    Checks 1sing Kingdom Attributes0hen a check calls for a Kingdom Attribute to be used, any player may roll for that check.=oices of the eople may be used for these checks, but not Drive. !f a * is rolled during the

    check, it can be converted into =oices of the eople, but not Drive.

    Kingdom Disaster Table1sing =oices of the eople during the game could invite trouble to the Kingdom. !f any of the

    follo#ing situations occur, roll on the Kingdom Disaster Table and apply the results.

    • !f the number of =oices of the eople falls belo# the number of andmakers in the game.

    • !f anyone spends =oices of the eople #hile the number is less than the number of andmakersin the game.

    • !f an effect calls for spending =oices of the eople #hile the number of =oices of the eople is /.

    Column Checks 1sing Kingdom Attributesou cannot use Drive #hen making checks using Kingdom Attributes. 7nly =oices of the eople

    may be used for these checks, including those checks made as a result of the Kingdom Disaster Table. !fyou use =oices of the eople because of an effect rolled on the Kingdom Disaster Table, you may endup having to roll on the Kingdom Disaster Table a second time. 9emember that if you roll a critical

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    success using a Kingdom Attribute, you gain < =oices of the eople instead of Drive.

    1sing 2ollo#ersA character may use their 2ollo#ers to aid in checks. After determining the result of a check, you

    may roll )D* and reduce your 2ollo#ers by that amount. !f you do, you may increase the result of thecheck by ) point.

    !n addition, certain skills may also call for a reduction in 2ollo#ers. !f the number rolled is more

    than the number of 2ollo#ers you have, as long as you have at least one 2ollo#er, it still has an effect.3o#ever, if you have / 2ollo#ers, that effect cannot be used.

    Kingdom #isaster Table

    "oll "esult

    $ Aw7ul rumors are s*reading about the Kingdom= #ecrease the "elationshi* with all other kingdoms in the Known

    orld by ste*=

    % Monsters in the Kingdom have turned 7erocious! )hoose a random ty*e o7 Monster )itiCen in the Kingdom= "educe the

    number o7 )itiCens by an amount e9ual to that Monster8s

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    "etup hase"etup hase

    The "etup hase is #here you prepare everything you need to play the game. !t takes placeduring the interval bet#een the end of the last game and the beginning of the ne4t one. !t also includesthe time you spend at home thinking up ideas for the ne4t game. !n fact, people reading this book #hohaven't yet played Make ou Kingdom are in the middle of a very long "etup hase. 0hy not gather up

    your friends and try playingL

    Assembling &verything %eeded for the (ame8efore you start the game, you #ill need to prepare the follo#ing items.

    Make ou KingdomThere are t#o books, the Kingdom 8ook and the Dungeon 8ook. ou #ill need at least one copy

    of each. ou may #ish to have one book for each person participating. &specially having multiple copiesof the Kingdom 8ook ?this book@ can speed up play.

    Copies of "heetsou #ill need one copy of the Make ou Kingdom Character "heet for each player, as #ell as one

    Kingdom "heet. ou #ill also need several Map "heets, as #ell as a copy of the 8attlefield.

    "i4+"ided Dice&ach player #ill need around

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    Kingdom haseAbout the Kingdom hase

    The Kingdom hase is #here the andmakers complete their actions #ithin the Kingdom. !t is#here important incidents and preparation for the adventure occur.

    The Kingdom hase consists of the $rologue,$ $9oundtable,$ $Action 9esolution,$ and$Departure$ steps. 7nce you leave the Kingdom, the Kingdom hase ends and the Dungeon hase

    begins.

    rologue0hen the Kingdom hase starts, the (M presents the rologue. The point of the rologue is to

    illustrate and e4plain the background leading up to that game's scenario. !f you #ish to make thingssimple, you can Bust e4plain the circumstances that led to the Cs leaving on their adventure.

    3o#ever, if time allo#s, you should paint a picture of ho# each individual character becomespersonally involved in the situation. ou can present characters and encounters to roleplay a first hande4perience of their involvement in the #orld of the &ndless Dungeon. !f necessary, you can also breakthe interaction up into cycles and Combat.

    &4amples of Typical rologuesThere are all sorts of #ays a prologue can be structured. The (M should choose one that fits the

    scenario.

    The AppealThe most typical kind of rologue. This is #here a troubled citi-en comes to the andmakers to

    consult them about a problem. They are running short of #ater, there's a mysterious disease spreading,there's a hive of monsters nearby, a child is lost in the Dungeon, etc... 7ne of the most important Bobsof the andmakers is dealing #ith the people's problems. ou #ill #ant to think about the specifics of

    the problem, and the person #ho is asking for help. They could even be a friend or ac5uaintance of oneof the andmakers.

    The "cout!n this type of rologue, a scout reports some sort of information to the Kingdom. !t could be an

    une4plored region in the Dungeon or a hoard of treasure, or plans of an attack from monsters or another kingdom. ou should present a chance for the Kingdom to e4pand, or some sort of imminentthreat.

    The 0anderer 

    This kind of rologue involves an incident #ith someone in the Dungeon. ou could encounter aandmaker from another kingdom, a caravan, monsters, etc... !n this type of introduction, the playersend up getting #rapped up in some sort of strange event.

    Column The rologueThe rologue, #here you e4plain to the Court their reasons for entering the Dungeon, can take

    many forms. !f you #ish to take the time to roleplay and present a detailed story, that is fine. ou mayalso utili-e %Cs, Action Checks, Combats inside the Kingdom. The Make ou Kingdom 9eplay 9eturnof the ueen, for e4ample, makes use of these things in full.

    8ut #hat if you #ant to hurry up and get to the Dungeon haseL !t is also okay if you #ish to

    give a 5uick rologue merely stating #hy you're in the Dungeon in the first place. Create a rologuethat fits #hat the layers and (M #ish to do.

    9oundtable Discussion

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    7nce the rologue is completed, the andmakers discuss among themselves the upcomingadventure. This is called the 9oundtable Discussion. !t is broken up into the 7rgani-ational Meeting andTreasury Meeting steps.

    The contents of the discussions are decided by the participants themselves. The moderator of thediscussion presents a topic. 0hile everyone may present their vie#s and opinions, and offer up a livelydebate, if things become too hectic, the moderator may choose to summari-e or finali-e things. ou cancreate an e4citing atmosphere by really acting and speaking as your character #ould.

    7rgani-ational MeetingThe first step is to discuss the Kingdom. The 7rgani-ational Meeting step is #here you decide

    ho# many 2ollo#ers you #ill be taking into the Dungeon.The andmakers, each in turn, may propose to the King #hat they feel is an appropriate number 

    of 2ollo#ers. &ach one can e4plain #hy they feel they need 2ollo#ers and the merits there of.The King may assign the Citi-ens of the Kingdom as he sees appropriate. Citi-ens #ho are not

    assigned stay behind in the Kingdom. &ach character records the number of Citi-ens he has beenassigned in the 2ollo#ers section of his Character "heet.

    Treasury MeetingThe ne4t topic to be discussed is the purchasing of !tems and 2acilities. The =i-ier ?or if there isn'tone, the King@ moderates the discussion.

    During the Treasury Meeting, each character presents their re5uest for the follo#ing items to themoderator. Depending on the Kingdom's Treasury and ifestyle evel, the re5uested items may not beable to be purchased.

    !temsThis is #hen you may purchase !tems to be used in the adventure. &ach character may re5uest

    one Common !tem #ith a Cost less than or e5ual to the Kingdom's ifestyle evel.

    urchasing 2acilitiesou may purchase a 2acility by reducing the Treasury by an amount e5ual to the 2acility's Cost.

    Choose a room to build the 2acility in, and record that 2acility's name in that room.!f t#o 2acilities #ith the same name are located directly adBacent to each other, treat it as a single

    Combined 2acility. !n order to be treated as a Combined 2acility, both rooms must be connected by aCorridor.

    A Combined 2acility has a evel that is e5ual to the total sum of all the 2acilities that make it up.(enerally, a 2acility becomes more po#erful the higher its evel. Therefore, if you are consideringincreasing the evel of a 2acility, you may #ish to leave the rooms adBacent to it open.

    urchasing Corridorsou may purchase a Corridor by spending )M(.

    Destruction of 2acilities and Corridorsou may destroy e4isting 2acilities, Corridors, and &ntrances. To you do, spend )M( for each one

    that you destroy.

    The moderator decides on their o#n #hich re5uests to grant. 3o#ever, he cannot grant anyre5uest that e4ceeds the Treasury. Characters #ho have their re5uests granted record the !tems or 2acilities received in the appropriate !tem "lot or room in the Kingdom's territory.

    Column urchasing !temsDuring the Treasury Meetings in the Kingdom hase and the &nd hase, each character in the

    Court may purchase one !tem #ith a Cost less than or e5ual to the Kingdom's ifestyle evel. %ote that

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    you do not have to reduce the Treasury #hen purchasing !tems. !f the Kingdom's ifestyle evel is J,then you may purchase an !tem #hose Cost is J or less #ithout reducing the Treasury. ou cannotac5uire an !tem #ith a Cost higher than the Kingdom's ifestyle evel even if you reduce the Treasury.ou can ac5uire !tems #ith a Cost higher than the Kingdom's ifestyle evel by using Materials to craftthem, by finding them in your adventures, etc...

    Action 9esolution

    7nce the 9oundtable Discussion is completed, each character may prepare for their adventurebefore leaving. Treat resolving actions as a single cycle. ou may choose and undertake one of the lanActions belo#.

    0andering9oll a D** and consult the 0andering Tables.

    Craft !tems!f you have the necessary materials, you may craft an !tem.

    (ather !nformationou may dispatch your 2ollo#ers in order to gain information about this adventure's Dungeon.

    7ther ou may use a "upport or lan action. ou may perform a Cooperative Action, or use one 2acility,

    "kill, or !tem #ith a "upport or lan action. !f the (M allo#s it, you may also perform any other actionyou like.

    Craft !temsou may spend materials in order to create an !tem. ook at the Materials line of the !tem you

    #ish to create. !f you can spend the Materials from among those in the Court or Kingdom, you maymake one of those !tems. As long as you have enough Materials, you may craft as many of that !tem asyou #ish.

    7nce you are finished crafting the !tem, you become &4hausted.

    0anderingou may observe the Kingdom. 0hen you decide to 0ander, choose one of the 0andering

    Tables and roll

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    ,rder andering Table

    "oll "esult

    $ An envoy 7rom Metro Khan a**ears= .7 you receive the envoy make an ,rder / ? check= .7 it is success7ul you gain $#&

    citiCens= .7 it 7ails you lose $#& )itiCens= .ncrease the di77iculty o7 the check by $ *oints i7 your "elationshi* with Metro

    Khan is #angerous or by ' *oints i7 your "elationshi* is (ostile= .7 you don8t receive the envoy decrease your

    "elationshi* with Metro Khan by ste*= .7 you do not receive the envoy and your "elationshi* with Metro Khan is

    (ostile you lose region=

    % .t8s not much but *lease use this on your adventure=== )hoose Material at random using the Market Table= You

    receive #& o7 that Material=

    ' The )itiCens are talking among themselves about how they can *rotect the Kingdom= .7 you com*lete the obGective 7or

    this game8s scenario choose a 2acility with The o*erational out*ut o7 the Kingdom8s 2acilities is decreasing= They need maintenance= 2or each + Machinery you

    ac9uire during the game recover ;oice o7 the Peo*le= .7 you cannot ac9uire any Machinery by the 1arnings "e*ort

    ste* o7 the 1nd Phase increase the *kee* )ost by M0=

    ? You hear a rumor about a nearby Kingdom= .7 there are any Allied 2riendly or eutral kingdoms on the Known orld

    section o7 the Kingdom Sheet choose at random= )hoose a Material at random 7rom the Market Table= That

    Kingdom8s Market becomes that Material=

    @

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    Military andering Table

    "oll "esult

    ? A war breaks out between two nearby kingdoms= )hoose two kingdoms 7rom the Known orld section o7 the Kingdom

    Sheet= Those two kingdoms are at war= )alculate the military *ower 5#& I umber o7 "egionsL6 o7 both kingdoms=

    The Kingdom with the higher military *ower wins and gains region= The one that lost loses region= .7 you wish you

    may send rein7orcements to one o7 the kingdoms= Make a Military )heck with a di77iculty e9ual to ? I umber ,7

    "egions Possessed By Their ,**onentL= .7 it is success7ul you may increase their military *ower by #&= "egardless o7

    the outcome the war increase your "elationshi* with the kingdom you sent rein7orcements to by ste* and decrease

    your "elationshi* with their enemy by ste*=

    @ A tribute arrives 7rom a neighboring kingdom= Make a Military / ? check= .7 it is success7ul during the 1arnings "e*ort

    ste* o7 the 1nd Phase you receive one "are .tem whose )ost in 5 6 is less than or e9ual to umber ,7 "egionsL=

    . thought .8d get this ready 7or you= Make a Military / check= .7 it is success7ul you receive a

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    After you have received the information on a room, if you have any dispatched 2ollo#ers left,you may continue to gather information. Choose one room that is connected by a Corridor to the roomyou dispatched them too, and make another Command Check. Make sure to note the increase indifficulty for subse5uent checks.

    Column The Difficulty of (athering !nformation0hen (athering !nformation, the difficulty for the Command Check is :G > The %umber 7f

    9ooms !nvestigated "o 2ar > The %umber 7f 2ollo#ers ost "o 2ar;. !n other #ords, the difficulty of thefirst check is O. !f the check is successful, the difficulty of the ne4t check is , then )/, and so on.

    lanned Actionsou may use "kills, !tems, or 2acilities #ith an action type of lan or "upport. 7nce they are

    resolved, your turn is completed. !f the (M allo#s it, you may also take any other action that could bedone #ithin the Kingdom.

    Departure7nce all actions have been resolved, it's finally time to depart on your adventure. 3o#ever,

    before you arrive at your destination, you must roll

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    Travel 1vents Table

    "oll "esult

    $

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    Dungeon haseDungeon hase

    The Dungeon hase is #here the characters leave the Kingdom, enter the Dungeon, e4plorerooms, fight, and camp. They go on an adventure, traveling from room to room trying to complete theobBective of the scenario. 2or typical scenarios, most of the time the obBective #ill be defeating the 9uler.!f the 9uler is defeated, or ac5uiesces, and you are able to return to the Kingdom, you may add that

    map to the Kingdom's territory.Actions during the Dungeon hase are handled in cycles called uarters. &ach uarter consists ofthe $&nter a 9oom,$ $&ncounter,$ and $Camp$ steps. &very E uarters that pass counts as ) Turn, andafter J Turns have passed, the members of the Court start to become tired.

    !f all of the members of the Court are #iped out in the Dungeon, return to the Kingdom andbegin the &nd hase.

    Dungeon hase "etup0hen the Dungeon hase starts, place the 8attlefield on the table. Then, place the pa#ns

    representing each member of the Court some#here in your camp ?the #hite Areas@. At this point, you

    cannot deploy into the enemy camp ?the black Areas@

    &nter a 9oomThe Court may move from their current room to any laterally adBacent room connected by a

    Corridor. !f that room has an entranceFe4it, they may move to another map.0hen the Dungeon hase starts, the first move they make may only be into a room #ith an

    entrance.

    Moving through &4plored 9ooms!f the only rooms available to move through have already been e4plored, as long as you are

    moving through already e4plored rooms, you may move through any number of rooms #ith ) move.3o#ever, if you choose to move like this, the chance for a random encounter increases.

    &ncounter After entering a room, an encounter occurs.The first time you enter a room, the (M describes that room's interior, the Corridors connected

    to it, obBects and living creatures in the room, etc... as determined by the scenario. !f that room hasalready been e4plored, then a random encounter may occur.

    Column Mapping!t may be a good idea to designate a single player to be in charge of recording information about

    the Dungeon they are e4ploring on the Map "heet. The (M e4plains the structure of the Dungeon tothe player recording the map by saying something like, $9ight no# you are in 9oom AJ, and there areCorridors e4tending to#ards 8< and 8J.$ !f you place the map in the middle of the table, it #ill make iteasier to consult #hile e4ploring the Dungeon.

    9andom &ncounters0hen you move into an empty room that you have already e4plored, or if you are leaving an

    empty room that you have already e4plored, there is a possibility of a 9andom &ncounter. Therepresentative of the Court rolls %umber 7f 9ooms Moved > %umber 7f uarters "pent !n That 9oom;, then a 9andom&ncounter occurs.

    The characters meet #ith Monsters according to the 9andom &ncounter Table. The Monsters'reaction is %eutral. !f they try to %egotiate, roll

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    &ncountering MonstersMonsters you encounter #ill usually have one of three responses, either 3ostile, %eutral, or 

    2riendly. Treat any Monster not described by the scenario to be 3ostile or 2riendly as %eutral.

    3ostile Monsters3ostile monsters are ones that are hungry, or bear some kind of ill #ill to#ards the members of

    the Court. There are also many Monsters #ho may start off as %eutral, or even 2riendly, #ho turn3ostile to#ards the Court after they have killed others of their kind in the Dungeon. !f you encounter a3ostile monster, Combat breaks out.

    2riendly Monsters2riendly monsters hold #arm feelings to#ards the Court or humanity, and #on't act threatening

    to#ards them. !f the Court encounters a 2riendly Monster, they must choose #hether to fight them or &4change #ith them. !f they choose to fight them, treat it as you #ould a Combat #ith a 3ostilemonster. !f they choose to &4change #ith them, proceed to the Camp step and follo# the rules for &4changing there.

    %eutral Monsters%eutral monsters may be cautious, or not have a necessarily positive reaction, but they #on't

    instantly try to flee or attack. !f the Court encounters a neutral Monster, they must choose #hether tofight them or to %egotiate #ith them. !f they choose to fight them, treat it as you #ould a Combat #itha 3ostile monster. !f they choose to %egotiate, resolve the &ncounter using the %egotiation rules.

    %egotiation!f you encounter a %eutral Monster and decide to %egotiate #ith them, the representative of the

    Court rolls

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    egotiation Table

    "oll "esult

    .8ll listen to you i7 you can de7eat me= A monster challenges you to a one:on:one 7ight= )hoose member o7 the )ourt

    and the monster with the highest G;. !f the check is successful, you may return to the &ntering a 9oomstep and make one more move. !f the check fails, you proceed to the Camp step.

    Camp

    After &ncounters have been resolved through Combat or %egotiation, or even if there #as nocombat, you Camp. During the Camp step, each member of the Court may choose to do one of thefollo#ing lan Actions. ou may resolve the actions in #hatever order you #ish. 7nce somebody hasacted, they become &4hausted.

    "earchou investigate the inside of the room. ou may discover Traps or information.

    9estou spend a little bit of time resting in the room. 9oll

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    it (a**ening Table

    "oll "esult

    % The integrity o7 the King is in 9uestion= "oll $#&= .7 the result rolled is greater than or e9ual to ;oices o7 the Peo*le I

    The Total o7 All A77ection Scores Towards the King Among the )ourtL reduce the ;oices o7 the Peo*le by #& and roll

    again on the it (a**ening Table=

    ' Your thinking has become clouded= "eceive the #isoriented Bad Status=

    + You8ve betrayed someone! )hoose the character with the highest A77ection Score towards you= .ncrease that character8s

    (ostility Score towards you by an amount e9ual to their A77ection Score towards you= Then their A77ection Score

    towards you becomes @=

    & Should we really be 7ollowing this *erson===N 1ach member o7 the )ourt decreases their A77ection Score towards you by

    *oint 5it cannot be reduced below @6= .7 this would reduce anyone8s A77ection Score to @ lose ;oice o7 the Peo*le=

    H A scandal eru*ts in the )ourt! "umors o7 your mistakes have started to s*read= )hoose a nearby kingdom at random= Your "elationshi* with that

    Kingdom reduces by rank=

    ? .t8s been discovered that the Kingdom is in danger o7 7inancial colla*se= Make a You8re caught u* in a storm o7 Gealousy inside the )ourt= )ount the number o7 members o7 the )ourt who have

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    3uest (a**ening Table

    "oll "esult

    ' You know about your enemy8s *ast and sym*athiCe with him= .ncrease your A77ection Score towards this ma*8s "uler

    by *oint= 2or the rest o7 the game when you attack a character towards whom you have an A77ection Score i7 it is a

    critical 7ailure you lose a number o7 *oints o7 #rive e9ual to your A77ection Score towards that character=

    + Yesterday8s 7riend today8s 7oe= )hoose the character with the highest A77ection Score towards you= .ncrease that

    character8s (ostility Score towards you by an amount e9ual to their A77ection Score towards you= Then their A77ection

    Score towards you becomes @=

    & You carelessly dro* and .tem and break it= )hoose a random .tem Slot= .7 you have an .tem in that .tem Slot it is

    destroyed=

    H The kernel activates and Tra*s become more *ower7ul= 2or the rest o7 the game the di77iculty to #isarm Tra*s is

    increased by *oint=

    > There8s a break in your 7riendshi*! 1ach member o7 the )ourt decreases their A77ection Score towards you by *oint 5it

    cannot 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 7ails

    receives $#& damage=

    @

    Acting on a sudden im*ulse you di* your hand into the Kingdom8s savings= The 0M chooses a )ommon .tem= You

    receive that .tem and increase the *kee* )ost by #& M0= "educe the ;oices o7 the Peo*le by *oint= .7 there is

    another 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 attack

    or a Tra* would decide a target randomly you become that target 5i7 this e77ect is rolled more than once choose a

    character 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 ar7are

    by *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 are

    obGections your o*inion wins out= hat we need is not to die like heroes but to kee* on living= )hoose a character 7rom

    the )ourt= .ncrease that character8s (ostility Score towards you by any number o7 *oints and recover that many ;oices

    o7 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 their

    A77ection Score towards you by *ointF i7 it is even each member o7 the )ourt increases their (ostility Score towards

    you by *oint

    % ===The truth is .=== mumble mumble mumble= You say something weird during your slee*= 1ach member o7 the )ourt

    swa*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 you

    u*= "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 you

    like 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 a

    di77iculty e9ual to ? I That )haracter8s A77ection Score Towards YouL= .7 it is success7ul increase that )haracter8s

    a77ection 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 the

    court= .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 a

    character 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 to

    the 0M8s le7t everyone chooses character towards whom they have an A77ection Score= 1ach character chosen

    receives #rive= .7 a character is not chosen by anybody they lose *oint o7 #rive and choose a character at random

    7rom the )ourt= .ncrease their A77ection Score towards that character by *oint=

    @ .n order to give your tired body some rest you