Adventuring Groups

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To start, a quote of the help file:

Adventuring groups have long been part of theme, but there has been precious little code to support it. Now that's changed! Like factions, but smaller, groups have a default maximum of 4(improvable after creation with effort).

Commands: +group (new group name)

  Make a new group! Costs 100 gil.

+group (Existing group name)

  Join a group, have to know the password.

+group

  Typing +group by itself pulls up a list of all groups.

g (message)

  Talk or pose on the group channel

g #who or g who

  See who belongs to your group, offline or on, as well as their work to the group.

+group #control

  See the group settings. If your rank is leader, you can edit them too.


Being a member of a group has legal benefits. The leader or other higher ranked individuals can take blaim for legal incidents. Groups are personal and will come to the defense of others. Some sympathetic magics work better in groups due to the basic familiarity present.

Groups are also capable of gaining levels, which it does by taking a portion of the members JP they gain from daily life, and adventuring. Adventuring JP counts for more, as groups thrive on action. Gold is collected in a similiar fashion.

When trying to do something that costs money, group members that are online at the time may spend out of their own pocket, but only at the instant of the action.

A group with levels can improve itself. See the wiki for details on improvement possibilities. Improvement purchases are not automated.

Ownership of some larger objects require a particular amount of members:

  • Airships require 3 members.

Contents

Improvements

What are improvements?

Now for improvements. Every level gained is one point to be spent towards improvements. Improvements also often require group gil expenditures, and sometimes specific quests or tasks to obtain. Improvements make one group different from another on a stastical level. One group may support a large company of people, while another offers much to its more selective roster. One may boast a huge library, another a weapons collection to make Gilgamesh flush green with envy.

Classes of Improvements

Not all improvements are created equally. Though some are available to all, like expanded membership, others rely on a basic focus. Merchants do not prize large swords, mages have little use for owning vast plantations. A group leader may select a class for their group at any time, but this is a permanent decision. They may, at a later time, select another class, again permanent. They may do this one more time, if so desired. The more classes a group subscribes to, the lower their effective level in each, working with a reduced amount of points to spend on class specific improvements.

  • 1 class: A very focused group. All level points are available for use for generic or their selected class.
  • 2 classes: The first class has 60% of the level points avaialable for use, while the second class has 40%. Generic purchases can come from any class.
  • 3 classes: A very dynamic, but scattered, group has 40% in the first class, and 30% in second and third classes. Generic purchases can come from any class.

Generic List

Here are some improvements. These are considered 'staple' and are available to any group.

Membership Expansion

  • Basic Expansion: Requires one level of points, no minimum level, 100 group gil. Allows two additional members(10 total) to join.
  • Advanced Expansion: Requires two levels of points(3 total), no minimum level, 2000 group gil. Allows two additional members(12 total) to join.
  • Master Expansion: Requires three levels of points(6 total), no minimum level, 4000 group gil. Allows two additional members(14 total) to join.
  • Elite Expansion: Requires four levels of points(10 total), no minimum level, 10000 group gil. Allows two additional members(16 total) to join.

Group Laboratory

Group lab space makes science, both of structured(global) and personal(make-plan) level easier.

  • Basic Labs: Requires one level of points, 1000 group gil. +10% to research and to the successes of make-plan.
  • Advanced Labs: Requires Two levels of points(3 total), 2000 group gil. +15% to research and to the successes of make-plan.
  • Master Labs: Requires Two levels of points(5 total), 4000 group gil. +20% to research and to the successes of make-plan.
  • Elite Labs: Requires Two levels of points(7 total), 8000 group gil. +25% to research and to the successes of make-plan.

Law Enforcement

Keeping ones ear to the ground, the group can hear of ill doing and react in kind.

  • Basic Law Enforcement: 1 point, 10% chance of noticing illicit group activities.
  • Advanced Law Enforcement: 1 point, 20% chance of noticing illicit group activities.
  • Master Law Enforcement: 2 points, 40% chance of noticing illicit group activities.
  • Elite Law Enforcement: 2 points, 50% chance of noticing illicit group activities.

Chance of having an exact idea of the group behind the act is 1/2 the chance of noticing the action itself.

Business

Running some sort of business, legal or not, produces money for members of the group. This money is not taxed and will not assist the group's internal coffer.

  • Basic Business: 1 point, Requires at least one member with resources 20, 200 group gil, produces 1d10 gil per refresh per member.
  • Advanced Business: 3 points, Requires at least one member with resources 30, 4000 group gil, produces 2d10 gil per refresh per member.
  • Master Business: 3 points, Requires at least one member with resources 40 and group level 15, 8000 group gil, produces 3d20 gil per refresh per member.
  • Elite Business: 3 points, Requires at least one member with resources 50 and group level 20, 20000 group gil, produces 4d25 gil per refresh per member.

Group Specialty

Many groups have a special ability that they practice as a team. Select a special skill for this to apply to specifically. Replace the word special with that ability/spell.

  • Basic Special Specialty: 1 point, requires at least two members with the ability at 5, 100 group gil, Use of the special is at +5% effect.
  • Advanced Special Specialty: 2 points, requires at least two members with the ability at 10, 400 group gil,, Use of the special is at +5% effect and -20% cost.
  • Master Special Specialty: 3 points, requires at least three members with the ability at 10, 3000 group gil, Use of the special is at +10% effect and -20% cost.
  • Elite Special Specialty: 3 points, requires at least two members with the ability at 25, 6000 group gil, Use of the special is at +10% effect and -25% cost.

Group Merit

Many groups involve themselves with special training or magical rituals to develop and maintain unique talents. In this case, every member of the +group is treated as having this Merit. If they leave the group, they lose this merit. Note: "Birthright" merits are not valid for this selection (Lineage, Shadowed Soul, etc.)

  • Group Merit: Purchase of this merit costs group level points equal to the cost in merit points, plus 100 group gil per point.
  • Ask staff to +jnote the appropriate merit, with the notation that it only holds so long as the member is part of the listed +group.

Legal Indemnity

Especially powerful and renown groups are known to ignore the law. For the greater good, of course...

  • Basic Legal Indemnity: 2 points, requires group level 5, May be excused of minor crimes for 100 group gil.
  • Advanced Legal Indemnity: 3 points, requires group level 10, May be excused of minor crimes for 100 group gil, crimes involving theft but not involving those of royalty can be excused for 1000 group gil.
  • Master Legal Indemnity: 3 points, requires group level 15, May be excused of minor crimes for 100 group gil, crimes involving theft but not involving those of royalty can be excused for 1000 group gil. Voilent crimes that didn't result in a body can be excused for 2000 group gil.
  • Elite Legal Indemnity: 3 points, requires group level 20, May be excused of minor crimes for 100 group gil, crimes involving theft but not involving those of royalty can be excused for 1000 group gil. Murders against non-royal targets can be tactfully forgotten for 5000 group gil.

Someone of leader rank must approve of ANY expenditure of group funds for this ability.

Relic Hunting

  • Basic Relic Hunting: 2 points, Increased chance of finding materia shards, even when not looking for them. May turn in 5 shards of any variety for a minor random magic item. Five of the same crystal will result in a basic magic or technological random item.
  • Advanced Relic Hunting: 2 points, 2000 gil, sacrifice of 4 minor magic items, Increased odds of finding materia shards. In addition to above, may turn in 10 shards of any variety for a basic random magic/technological item, or 10 of the same color for an advanced item.
  • Master Relic Hunting: 2 points, 8000 gil, sacrifice of 4 basic magic items, minimum group level of 20. Increased materia shard odds. As above, but may turn in 15 crystals of any variety for an advanced random magic/technological item.
  • Elite Relic Hunting: 2 points, 16000 gil, sacrifice of 4 advanced magic items, minimum group level of 40. Increased materia shard chances. As above, but may turn in 15 crystals of one color for a random relic level technological or magic item.

Specialized Profession

Some groups walk their own path, forging a new discipline of magic, martial, or other art of their own.

  • New Job: 10 points. In case it need be noted specifically, can only be purchased once. Leaving the group causes loss of all JP in job(transferred credit to any basic job of player's chosing). The creation of a job requires a multi-step quest that should involve the majority of the group to secure the technique that will encompass the new job. Logs are required.

Merchant Improvements

Only groups with the Merchant class can purchase these improvements.

Market Domination

Controlling the trade of any given commidity is a potent ability, and a key to much wealth and prosperity to the group that manages it.

  • Basic Market Domination: 2 points, 30 units of the target commodity, Gives the group one 'share' of profits on domestic and exportation of the chosen market good.
  • Advanced Market Domination: 2 points, 40 units of the target commodity, Gives the group two 'shares' of profits on domestic and exportation of the chosen market good.
  • Master Market Domination: 4 points, 50 units of the target commodity, Gives the group four 'shares' of profits on domestic and exportation of the chosen market good.
  • Elite Market Domination: 5 points, 60 units of the target commodity, Gives the group ten 'shares' of profits on domestic and exportation of the chosen market good.

Workshops

The group specializes in the creation of goods and are likely widely renowned for the quality of their products.

  • Basic Workshops: 2 points, 2000 gil, One member with synthesization or mix of at least 10, +12 effective meticulous perfection special for group members.
  • Advanced Workshops: 2 points, 8000 gil, One member with synthesization and mix of at least 15, a sacrifice of 3 masterpiece items of at least 100 gil in value, +24 effective meticulous perfection special for group members.
  • Master Workshops: 2 points, 10000 gil, One member with synthesization and mix of at least 20, a sacrifice of 4 masterpiece items of at least 200 gil in value, +36 effective meticulous perfection special for group members.
  • Elite Workshops: 3 points, 2000 gil, One member with synthesization and mix of at least 25, a sacrifice of 4 masterpiece items of at least 400 gil in value, +48 effective meticulous perfection special for group members.

Trading

Contacts in the merchants' guild and with fellow traders bring in valuable goods.

  • Basic Trading: 3 points, requires one member with Streetwise of 20+, 400 gil. Group may import up to 1d2 units of market goods per IC month. Leader or Quartermaster rank required to use this ability.
  • Advanced Trading: 3 points, requires one member with Streetwise of 25, 4000 gil. Group may import up to 2d2-1 units of market goods per IC month. Leader or Quartermaster rank required to use this ability.
  • Master Trading: 3 points, requires one member with Streetwise of 25, one member with subterfuge 20+, and one member with empathy 20+, 8000 gil. Group may import up to 3d2-2 units of market goods per IC month. Leader or Quartermaster rank required to use this ability.
  • Elite Trading: 3 points, requires one member with Streetwise of 25, one member with subterfuge 20+, and one member with empathy 20+, 10000 gil. Group may import up to 3d3 units of market goods per IC month. Leader or Quartermaster rank required to use this ability.

Real Estate

All groups can own one location if they are level 3, +1 room per 5 levels after. The rooms must be adjacent, or the space between them counts as another location.

  • Basic Real Estate: 4 points, requires group level 10, Increase room allowance by 1 per 4 levels.
  • Advanced Real Estate: 4 points, requires group level 35, Increase room allowance by 1 per 6 levels.

Warrior improvements

Martial arts dominate groups that focus on battle and warfare.

Daily Drills

Good warriors know that regular excercize and practice keep a body fit and ready against the rigors of the day. Groups with this improvement tend to have many training dummies, targets, and an area set aside for such activities.

  • Basic Daily Drills: 1 level, 500 gil. All members gain 2% HP.
  • Advanced Daily Drills: 1 level, 2000 gil. All members gain 4% HP.
  • Master Daily Drills: 1 level, 5000 gil. All members gain 6% HP.
  • Elite Daily Drills: 1 level, 20000 gil. All members gain 10% HP.

Quality of Arms

Meticulous care and attention keep member's armor in top condition.

  • Basic Quality of Arms: Increase physical soak of all members by 3% so long as any armor, or in the presence of the armor2 special. 1 point, 500 gil.
  • Advanced Quality of Arms: Increase physical soak of all members by 6% so long as any armor, or in the presence of the armor2 special. 3 points, 4000 gil.
  • Master Quality of Arms: Increase physical soak of all members by 6% and all other soak by 3% so long as any armor, or in the presence of the armor2 special. 4 points, 10000 gil
  • Elite Quality of Arms: Increase physical soak of all members by 10% and all other soak by 5% so long as any armor, or in the presence of the armor2 special. 4 points, 10000 gil

Underworld Improvements

Trickery, poison, smuggling, and other such illegal activities bind groups of this focus.

Illicit Trading

Working through shady channels, the group brings in goods at low prices. It's a steal...

  • Basic Illicit Trading: 3 points, requires one member with Streetwise of 20+, 400 gil. Group may import up to 1d3 units of market goods per IC month. Leader or Quartermaster rank required to use this ability.
  • Advanced Illicit Trading: 3 points, requires one member with Streetwise of 25, 4000 gil. Group may import up to 2d2 units of market goods per IC month. Leader or Quartermaster rank required to use this ability.
  • Master Illicit Trading: 3 points, requires one member with Streetwise of 25, one member with subterfuge 20+, and one member with empathy 20+, 8000 gil. Group may import up to 3d2 units of market goods per IC month. Leader or Quartermaster rank required to use this ability.
  • Elite Illicit Trading: 3 points, requires one member with Streetwise of 25, one member with subterfuge 20+, and one member with empathy 20+, 10000 gil. Group may import up to 3d4 units of market goods per IC month. Leader or Quartermaster rank required to use this ability.

NOTE: Every use of this ability is illegal, and may be noticed and acted upon by law enforcing groups.

Poisoned Strike

Keeping a well stocked kitchen of venoms makes members of such groups quite hazardous to face.

  • Basic Poisoned Strike: 1 level, May envenom any physical weapon. Next hit forces the victim to +resist/stamina vs 12 or gain [Poison] status for 5 rounds. May also poison drinks once per day, causing the same effect when drunk.
  • Advanced Poisoned Strike: 1 level, May envenom any physical weapon. Next hit forces the victim to +resist/stamina vs 14 or gain [Poison] status for 7 rounds. May also poison drinks once per day, causing the same effect when drunk.
  • Master Poisoned Strike: 3 levels, May envenom any physical weapon. Next hit forces the victim to +resist/stamina vs 16 or gain [Poison] status for 10 rounds, if failed by 5 or more, the poison damage is doubled. May also poison drinks once per day, causing the same effect when drunk.
  • Elite Poisoned Strike: 2 levels, May envenom any physical weapon. Next hit forces the victim to +resist/stamina vs 21 or gain [Poison] status for 10 rounds, if failed by 5 or more, the poison damage is doubled, if failed by 10 or more, the poison damage is instead tripled. May also poison drinks once per day, causing the same effect when drunk.

NOTE: Weapon must be reenvonmed as a 200 ATB interrupt action after every successful hit. Weapons assumed envomed at start of fight.

Ranger Improvements

Hunting, fishing, exploring. Rangers bring many useful things to these harsh lands.

Fishing

Take out your pole, put it somewhere wet, wait for some reaction, then work really hard until it bursts free!

  • Basic Fishing: 1 point, 500 gil, Fish become 20% more likely to bite, making rare fish easier to find.
  • Advanced Fishing: 1 point, 2000 gil, Fish become 25% more likely to bite, making rare fish easier to find, +5 effective fishing skill.
  • Master Fishing: 2 points, 2000 gil, Fish become 30% more likely to bite, making rare fish easier to find, +10 effective fishing skill.
  • Elite Fishing: 2 points, 2000 gil, Fish become 35% more likely to bite, making rare fish easier to find, +15 effective fishing skill.


Hunting

Stalking, attacking, and rendering wild beasts into useful food and materials. A great way to spend a day!

  • Basic Hunting: 1 point, Must turn in 12 points of a single animal with a total difficulty of 30+, -1 difficulty to stalking.
  • Advanced Hunting: 2 points, Must turn in 12 points of a single animal with a total difficulty of 40+, -1 difficulty to stalking, +1 kill per day, +4 effective butchering.
  • Master Hunting: 2 points, Must turn in 12 points of a single animal with a total difficulty of 60+, -1 difficulty to stalking, +2 kills per day, +8 effective butchering.
  • Elite Hunting: 4 points, Must turn in 12 points of a single animal with a total difficulty of 100+, -2 difficulty to stalking, +2 kills per day, +12 effective butchering.

Arcane improvements

The study of magic draws many, though it is an expensive hobby.

Arcane Library

A collection of tomes, books, and other information that makes creating and improving spell formulas easier.

  • Basic Arcane Library: 1 point, 600 gil. Reduce cost to make or improve spells by 10%.
  • Advanced Arcane Library: 2 point, 2000 gil. Reduce cost to make or improve spells by 20%.
  • Master Arcane Library: 2 point, 2500 gil. Reduce cost to make or improve spells by 30%.
  • Elite Arcane Library: 3 point, 6000 gil. Reduce cost to make or improve spells by 50%.

Arcane Matrix

Imbuing a groups headquarters with an intricate network of elemental-crystals and runes its members find it easier to cast spells using a specific element. This element will be jnoted on the room and the benefit only applies for spells cast within the room.

  • Basic Arcane Matrix: 1 points, 700 gil. Increases all magical damage of the given element by 10%
  • Advanced Arcane Matrix: 1 points, 1500 gil. Increases all magical damage of the given element by 20%
  • Master Arcane Matrix: 1 points, 3000 gil. Increases all magical damage of the given element by 30%
  • Elite Arcane Matrix: 2 points, 7500 gil. Increases all magical damage of the given element by 40%

Monster improvements

Chaos

A touch of chaos, be it from living near life stream, pact with chaotic spirits, or just a penchant for losing touch with reality.

  • Basic Chaos: 3 levels, all members gain 1 mutation slot.
  • Advanced Chaos: 3 levels, Quest required, all members gain 2 mutation slots, -3 humanity.
  • Master Chaos: 4 levels, all members gain 2 mutation slots, -4 humanity, group may create one new minor and one new major mutation, both positive and negative.
  • Elite Chaos: 4 levels, Quest required, all members gain 3 mutation slots, -5 humanity, may reroll any GW result once and take either result.
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