Leaders
Leaders have a lot to do, both before the RPG begins and as it goes along. Thus they need to be responsible, and it's good if they have a lot of free time. If you want to be a leader, IM me. My AIM SN is TheKingbird. We'll talk, and I'll consider you.

GENERAL LEADER INFORMATION

1. The original Leaders are selected by me (and Wil) at the beginning of the RPG. New Leaders can come into power, either through force (rebellions) or through an election (if the original Leader decides to change the form of government).

2. The system of government starts out as a Dictatorship. The Leader has ultimate control over everything that he chooses within his race. However, either through force or compliance by the leader, any other reasonable form of government can spring up.

3. It would be wise for the Leader to appoint several people to help him/her to lessen the load of work and to allow for more control when the Leader is not available. The power given to them is up to the Leader.

4. Leaders live in their mansion, or equivalent buildings. More information on mansions can be found in the carpenter section of professions, and in each race's page.

Benefits of Being a Leader

1. A Leader gets +1 weapon and skill points, but they must spend one profession point on being a leader.

2. Each leader gets two NPC Servants, to do things such as take messages, go on errands, etc.

3. Each leaders get an NPC Bodyguard (proficient with two weapons at Level 4, 5 skill points), who is with the leader at all times, and two NPC Guards (proficient with one weapon at Level 3, 3 skill points), who are usually station just outside the room the Leader is in.

4. The Leader gets 125 coins per week as income. He can also take money out of the treasury, if necessary. Each race's treasury starts out with 2000 coins, and contains a national treasure.

Pre-RPG Decisions

1. A Leader has to decide how their army is constructed. A leader starts with 48 foot soldiers ("pawns") and 7 attack-only foot soldiers. The foot soldiers can be combined to make other units.

2 foot soldiers = 1 gunman ("rook")
2 f. s. = 1 wizard ("bishop")
1 wizard + 1 fs OR 1 gunman + 1 fs = 1 swordsman ("knight")
1 wizard + 1 gunman = 1 Second in Command ("queen")

2. Leaders have to distribute the points of their NPC soldiers. The soldiers are all proficient with one weapon (the type of weapon determined by their piece type). Foot Soldiers are at Level 2, Gunmen and Wizards are at Level 3, and Swordsmen and SiCs are at Level 4. They also get 3, 4, and 5 Skill points, respectively.

3.
Walls - The leaders can build walls.They start with one wall, built to protect the core of their areas (in front of the Outpost, in front of the Boo Mansion, at the beach entrance to the Yoshi Village, at the town edge facing Toad Town in Shiver City, at the entrance of Koopa Village, at the entrance of Koopa Bros' Fortress). They can build up to two additional walls at other places in their territory. Walls help keep people out of territories unless they are let in by guards at the walls. Walls also affect battle. Building additional walls costs 300 coins.

4. Leaders must position their troops at different places in their territory, most likely at the walls. If an army marches into the territory, these troops will engage the army first.

5. Leaders get 4 NPC Shopkeepers, which they can make any profession. This is to help the race get started at the beginning of the RPG, before more people sign up. The leader determines the prices charged by the NPCs. All excess earnings go into the treasury. These NPCs are level 2 in their profession. Leaders also get 2 Level 2 NPC Carpenters.

6. Leaders start out with eight available buildings, and they decide with each building is a home or a shop (can't be anything else).

7. Leaders control the other NPCs that might be in their territories (such as Koopa Koot for the Koopas, or Herringway for the Penguins.)

RPG Decisions

1. 600 coins are added to the treasury automatically each week. The money in the treasury should be used for a variety of things, among them hirings PCs, arming the army, building something, etc.

2. Leaders can move their troops at any time, quickly within their territory. However, to move them outside of their territory (as in an attack march), refer to the
Battle Chart.

3. Leaders can decide who to ally with and who to make their enemies.

4. Leaders can restrict entrance to their territories any way they please. The most common way is to make all people not of their race leave all weapons at the door.

5. Leaders can also restrict the leaving of their territory, but you can bet the people won't be pleased.

6. Festivals are joyous occasions where people from all across the land (usually allied and neutral races) come to celebrate. Festivals often have entertainment (who need to be paid), food (which needs to be bought), and games/challenges (whose winners need to be rewarded.) The most common time for a festival is in the fall.

7. Tournaments can be held for one specific weapon/skill, to see who is the best as using that weapon skill. People from all over come to them. The winner is often well rewarded, and has a good chance at becoming level 5 in said skill.

8. Leaders get 5 new NPC foot soldiers every week, and 2 new attack-only NPC foot soldiers. Leaders can do with them as they please.

9. Since PCs are much stronger than NPCs, it's a good idea for Leaders to recruit players into the army. Leaders may even have mandatory military service, if they so desire.

10. Leader may decide to help their people with their power and funding, so that they can successful set up businesses, etc.

11. Leaders can make laws. Reasonable ones. Remember, if you're too evil, the people may revolt. And only those NPCs closest to you are loyal to
you. The rest are loyal to a leader and their race.
Home

Story

Rules

Races

Professions

Weapons

Skills

Items

Battling

Miscellaneous

The Hitchhiker's Guide to the Mushroom Kingdom

Character Creation

Hosted by www.Geocities.ws

1