Internet Explorer is not supported. Please upgrade to a more modern browser.

POLITICS SYSTEM
(For the upcoming map change)
This is intended to be a system for the new map, for when hopefully people get more involved with politics.
Why have a system for it? Because this will create interesting goals to approach while you're playing your character trying to climb the social steps.
How will it work?
A character will attain influence points for the actions they do.
They can attain influence points for...
I.e: A house known for mastery in tailorcraft provides clothing to the poor..
Equally, a character can also lose influence points for...
But what can I do with these influence points?
By participating in this system, we have to create value for said influence points by setting ourselves back to benefits that we would normally have access to such as:
Influence points: (3) Attendants/Servants
You may have attendants follow you and serve to your needs. Once you have the amount of influence points you may keep this trait for as long as you don't drop below the required amount.
*Now normally, you're already entitled to NPC servants so long as they don't serve a combat purpose. But by limiting them by participating in a system, we can create a real value for having them and rewarding the players who are actually interested in political rp. Especially, since I do gather there won't be too many of them!
Unless Blarg takes a liking to this and officiates it. This is how we can effectively create tangible value and fun for the system.
What can you do with influence points:
Passive yield:
Influence points: (3) Attendants/Servants
You may have attendants follow you and serve to your needs. Once you have the amount of influence points you may keep this trait for as long as you don't drop below the required amount.
Influence points: (6) Yeoman
You are permitted to acquire land or acquire higher housing in the main city. If you drop below this amount, you must regain the influence back or risk losing the land/housing to another.
Influence points: (9)
You may have a small retinue of armed forces attend you or be set to protect an area or land you own.
This retinue still requires the correct Goodwill institutions to arm them. As well, you should only engage with people that agree to follow this system!
Influence points: (20) Noble tax
You are permitted to acquire a passive yield of wealth provided by the city in exchange for your protection. This requires that you've been recognized as a noble by the city itself in rp and have been declared eligible of it through rp.
(this is how it worked in HW1 when people tried to legitimize the voting money iirc)
Active influence uses:
Spying - Cost(1)
You may dispatch an NPC spy on your behalf to extract a small piece of information from your target. Your target will personally choose what information is given or better yet you may discuss it with them in person to create an interesting session.
You should still discuss how the spy manages to reach the information.
Recruit lieutenant - Cost(6)
You may recruit a lieutenant that can move with your retinue of armed forces. Cost must be paid every 3 months OOC. (probably change this bit about costs so it doesnt turn out to be a chore)
Acquire land - Cost(9)(Must already have 6 influence points and maintain it after this cost)
You might notice that a lot of the ways you can lose or gain influence points align with how you can attain GOODWILL and that is somewhat the point as well. There's some areas in the GW guide that have gone unexplored yet, such as blackmail or finding someone guilty or putting someone on trial successfully!
This sorta work in progress. I've wanted to have a system like this for a while and I really, really hope it interests other people as well.
remember that this is a player content system, meaning that it's not enforceable to anyone who doesn't want to play by it.
