Building a Freehold

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Holdings

Holdings operate a great deal differently in C20 to C2. The rules get their own book, Book of Freeholds. Each Freehold has at least one, at most two, Archetypes which provide a bonus to the inhabitants generally in the form of a difficulty reduction to a roll while you are within the Holding's boundaries, it also has its Aspect which describes its thematics. Once these are decided, each point in the background gets you three points to spend among the Holding's features.

Archetypes

Academy

Choose one Ability that the academy teaches. Provides a -2 difficulty while they reside within. Studying at the freehold counts as training when increasing the associated ability.

Hearth

Grants a -2 difficulty on either Leadership or Socialize while they reside within.

Homestead

Grants -2 on Survival or Animal Ken rolls while they reside within. Also creates chimerical produce for crafting chimerical items.

Manor

Grants -2 on Etiquette rolls while they reside within.

Market

Grants -2 on Persuasion or Subterfuge while they reside within.

Repository

Grants -2 on Lore roles while they reside within.

Stronghold

Grants -2 on Firearms or Melee while they reside within.

Thorpe

Grants -2 on Empathy and can have more than one balefire.

Workshop

Grants -2 on Craft while they reside within. Also creates chimerial produce for crafting chimerical items.

Point-buy features

Each point of Holding gets you three points to spend among features. No individual feature may exceed 5, but the sum of features may.

Balefire

Each point of Balefire provides a point of Glamour or a point of Dross. For example, a three-dot balefire can generate three Glamour, three Dross, or any combination therein that does not exceed three.

Size

  1. An apartment, one or two average rooms
  2. A home; two or three average rooms
  3. A mansion, warehouse, or church; four to eight average rooms
  4. A sprawling estate, nine to fifteen average rooms
  5. A significant chunk of the countryside or a town.

Sanctuary

Adds bonus dice for defense equal to its Sanctuary Rating. Also subtracts dice equal to its rating from attempts at Reaving. Lastly subtracts dice equal to its rating to all unwanted attempts to find or break into it. Does not work against the invited, but invitations can be rescinded.

Resources

Wide in scope. Determined by Staff.

Passages

Each dot represents a Trod that goes to either the Near or Far Dreaming.

Powers

Warning Call (•)

You become immediately aware of intruders trying to break in of, if they have, where they are. If they are concealed, the Freehold rolls its Sanctuary rating at diff 6 to penetrate.

Glamour to Dross (••)

Unclaimed Glamour converts to Dross. Once the total created and unused is twice the balefire rating, the conversion stops.

Resonant Dreams (••)

Residents gain +2 dice on either all munane checks that resonate with the freehold's aspect, or one art that resonates with the freehold's aspect, while they reside within.

Call Forth the Flame (•••)

The owner of the balefire, and only the owner, counts as residing within their Holding as long as they have the Covenant of the Flame on them.

Dual Nature (•••)

The freehold can have two Archetypes.

Cantrips (•• to ••••••••••)

A freehold can hold any Cantrip that resonates with either the Archetype or Aspect at twice the cost of the cantrip's rating in its art.