Estates
An Estate is a fixed base of operations: a compound, outpost, converted property, or purpose-built facility that the party owns, equips, and returns to between campaigns. It is not a settlement and should not be managed like one. Its purpose is to give the party a home that is entirely their own; secure from casual interference, equipped to their specific requirements, and capable of supporting operations that a public settlement cannot. Estates allow the party to engage in Downtime (Downtime Rules), although with severe limitations, as an Estate doesn't contain permanent traders, nor a complex society to interact with. They are, however, much safer to hang out in.
The first requirement to build an Estate is to select its location. Broadly speaking, there are two options accounted for in the The Oceanykan Constitution:
- By Proclamation in unowned or unoccupied land.
- Polity Tax of 5% of monthly Estate income, paid directly to the Department of the Treasury.
- Zero oversight, with the rare exception of Federal inspectors.
- Only subjected to the Federal Penal Code of The Oceanykan Constitution.
- Zero security guarantees, the party is responsible of their own defensive measures.
- Geographical isolation, which may be an advantage or a disadvantage.
- By Contract with a landholding Sovereignty.
- Negotiable terms with the Sovereignty in the form of tithes, taxes, services provided, or raw produce.
- Subjected to local laws and oversight by the landholding Sovereignty.
- Security guarantees from the hosting Sovereignty, to whatever degree that means in Oceanyka.
- Easier and faster access to settlements and infrastructure.
Depending on the party's requirements and intentions, either option is perfectly plausible, but it does warrant certain forethought into the matter. An Estate founded by Proclamation deep in the bush is practically invisible to the higher powers at play, but defenceless against bushrangers and roving bandits, while an Estate founded by Contract with a Sovereignty is more accessible and secure, but has bills to pay and more laws to follow.
There is no limit on the number of Estates a party or individual may own, though no party is recommended to manage more than one at a time. However, an interesting opportunity presents itself if a GM is managing multiple campaigns by different parties: sharing the same Estate. This makes the world feel more alive, as player-directed events occur in the background, even if they were not direct participants.
Once the location of an Estate is selected, and legal matters dealt with, a Manor must be built. This represents the central part of the Estate where its owners and house servants live. A Manor requires hiring an NPC Steward, who will deal with the Estate's administration, correspondence and finances in the absence of its owner or owners. It is advisable to search for a trustworthy and honest NPC to hire as a Steward, as betrayal and corruption are all too common in the Oceanykan Federation.
An Estate requires facilities to be of any use. These represent manor expansions, workshops, auxiliary buildings and plots of land specialised towards a specific activity. Facilities have a numerical value next to their name that determines the maximum amount that may be built of that particular facility at an Estate. Some, like the Perimeter Defences and the Clinic, aren't to be interpreted as there being literally two buildings, but rather an upgrade to the same facility, for the purposes of roleplaying. They are divided into the following categories:
- Operational Facilities
- Infrastructural Facilities
- Residential Facilities
- Productive Facilities
Oceanykan construction workers are highly experienced in building fast and dirty, in the assumption a stray artillery shell is going to blow something up within the month. All facilities, including the Manor, require 2 weeks to build. Once built, most facilities must be staffed to provide any utility. Unstaffed facilities provide no advantages and still pay maintenance. Demolishing unused facilities is often a good idea. Finally, some buildings require recruiting specific types of workers from across the world. For example, the Clinic requires 2 Staff (Workers [NPC Physician]), meaning that run-of-the-mill swagmen won't do. The party must find and recruit people with at least basic medical expertise, such as a nurse or a novice doctor.
Every Estate has three metrics that must be kept track of:
- Capacity
- How many people and vehicles the Estate can accommodate. The Manor provides a base Capacity of 10 (party members and hired personnel) and 4 (Light Transport 🚗). Each facility may add to this. Exceeding Capacity does not prevent operation, but the GM may apply penalties: overcrowded barracks produce poorly rested mercenaries; an overfull garage slows maintenance.
- How many people and vehicles the Estate can accommodate. The Manor provides a base Capacity of 10 (party members and hired personnel) and 4 (Light Transport 🚗). Each facility may add to this. Exceeding Capacity does not prevent operation, but the GM may apply penalties: overcrowded barracks produce poorly rested mercenaries; an overfull garage slows maintenance.
- Power
- Measured in units. Some advanced facilities require electrical power to function. The Manor generates only enough for basic lighting and some smaller machines, but large quantities of power for advanced industrial and scientific machinery require specialised power-producing facilities.
- Measured in units. Some advanced facilities require electrical power to function. The Manor generates only enough for basic lighting and some smaller machines, but large quantities of power for advanced industrial and scientific machinery require specialised power-producing facilities.
- Monthly Upkeep
- A flat cost covering wages, fuel, food, and running maintenance. The party does not need to track income and expenditure in detail. As a baseline, upkeep = 5% of total construction cost per month. The GM may adjust this based on location, the Steward's quality, and narrative events.
Finally, if the player party has accrued enough enemies, or if they're simply in an isolated and bandit-infested part of the country, a Raid may occur at the GM's discretion. Raids can occur even when the player party is off in some forgotten part of the bush, in which case NPC mercenaries and soldiers will take up arms and defend their home. However, for the GM, the more interesting and engaging option is to time a Raid when the party is home. Investment into the Perimeter Defences facility, the deployment of static weapons in planned defensive positions, the construction of Barracks and hiring Mercenaries should all be seriously considered early on.
Who attacks the Estate, with what units and in what quantity is up for the GM to decide, though they should be careful not to overwhelm the players. While it would be realistic for a moderately well-off faction to perform airstrikes and artillery bombardment before attacking a heavily fortified Estate, or to employ infiltration tactics at night, the players might feel they're in an unfair fight, especially if they're not deeply compenetrated with contemporary military tactics.
Residential Facilities
Manor [1]
£30,000 Construction | £1,500 Upkeep
Every Estate begins with a Manor, the central building where the party lives, sleeps, and regroups. It must be built before any other facility. The Manor requires a Steward: an NPC appointed to handle administration, correspondence, and finances in the party's absence. A good Steward is hard to find and harder to keep. Loyalty, honesty, and competence each individually uncommon in Oceanyka, and rarely coincide.
Effects:
- Full Rest recovery.
- By default, resting here is treated as Basic Care (Downtime Rules), but this can change with the appropriate First Aid, Medicine or Neurology skill, or by constructing medical facilities.
- The Estate does not accumulate Heat from party activities conducted within it. What happens on the Estate stays on the Estate, within reason.
- Ample storage for personal equipment, weapons, ammunition and some vehicles.
- +10 Capacity (Players, Steward and Manor Workers)
- +4 Capacity (Light Transport 🚗)
Housing [X]
£10,000 Construction | £500 Upkeep
A series of houses, apartments, cabins, tents or shacks with communal spaces and basic utilities, depending largely on available materials, labour and construction expertise. Nevertheless, the result is the same: a place for workers and their families to inhabit. Workers are necessary to maintain other facilities staffed.
Effects:
- Sufficient living space for 10 small families or single workers.
- +10 Capacity (Workers)
Barracks [X]
£10,000 Construction | £500 Upkeep
Structured sleeping quarters, a mess hall, and minimal recreation space for soldiers and mercenaries. Besides acting as the Estate's eyes and ears, as well as its reaction force, troops in barracks can be drafted by the player party to accompany them elsewhere.
Effects:
- Sufficient living space for 5 mercenary NPC troops.
- +5 Capacity (Troops)
- Troops in this building will always assist in the defence of the Estate.
Operational Facilities
Mechanical Workshop [1]
£10,000 Construction | £500 Upkeep | -1 Power
A fully equipped mechanical workshop: lifts, cranes, welding equipment, fabrication tools, and a parts inventory. The functional heart of any serious operational base.
Effects:
- Vehicle repairs performed here are equivalent to full Workshop standard: restores full DUR and repairs all repairable component damage from a Critical Hit.
- All party weapons begin each deployment with -1 UNREL until the next Engagement.
- A character with the Mechanics General Skill and its Secondary General Skills will find much use from this facility. With the right tools, the sky is the limit.
Prerequisite for:
- Armament Workshop
- Research Laboratory
Requires:
- 3 Staff (Workers)
Armaments Workshop [1]
£15,000 Construction | £750 Upkeep | -1 Power
A dedicated facility for weapons work: a gunsmith, a small forge, purpose tooling for firearm modification, and secure storage for components and custom parts.
Effects:
- The party can modify, upgrade, and repair weapons here without seeking a specialist settlement.
- A character with the Armourer Specialty Skill can perform all Armourer effects here at no cost beyond materials.
- One weapon modification project can be ongoing at any time; additional projects require hiring a specialist.
- A sufficiently talented craftsman with the right Blueprint can craft any weapon here, provided they have sufficient materials and expertise.
- However, they cannot craft any weapon with the Eldritch Technology 💠, Chemical Technology 🧪, Electronics Technology 🔋, Biological Technology 🧬, Jet Technology ✈️ or Nuclear Technology ⚛️ tags unless another skill explicitly allows them to do so.
Requires:
- Mechanical Workshop
- 2 Staff (Workers)
Research Laboratory [1]
£30,000 Construction | £1,500 Upkeep | -3 Power
A laboratory and archive combined: reference materials, analytical equipment, specimen storage, and secure encrypted filing. The kind of room with things in jars that the party would prefer their Sovereignty, or the Federal Government, not inspect.
Effects:
- Allows the party to conduct the Gather Intelligence Primary Activity as if this were a Settlement, by analysing and correlating previously obtained information.
- If a Communications Array is also present, the Gather Intelligence Primary Activity gains an Easy DM.
- Enables Research Projects that span multiple sessions; each dedicated session accumulates progress toward a breakthrough, with scope determined by the GM.
- Research Projects give the party greater liberty in working with, analysing and replicating objects with the Eldritch Technology 💠, Chemical Technology 🧪, Electronics Technology 🔋, Biological Technology 🧬, Jet Technology ✈️ or Nuclear Technology ⚛️ tags, at one per Research Project.
- Occult research performed with this facility active does not raise suspicions and carries no risk in becoming Witchmarked.
- A character with any relevant scientific General Skills, such as Nuclear Physics, adds their skill bonuses to research conducted here, at the GM's discretion.
- This facility does not protect from inspections and oversight. For that, the Estate requires a Secure Vault.
Requires:
- Mechanical Workshop
Training Grounds [1]
£5,000 Construction | £250 Upkeep
A cleared range, sparring area, and obstacle course. Nothing elaborate, but enough to work without embarrassing yourself. A small study and workshop room allows for small-scale experiments and learning in less kinetic activities.
Effects:
- Training as a Downtime Primary Activity gains x2 Training Days when done here.
- Mercenaries and soldiers stationed at the Estate can be actively trained: each month of sustained training improves their combat effectiveness at GM discretion
- Appropriate for all Creature Attributes, General Skills and Specialty Skills.
Perimeter Defences [2]
£10,000 Construction | £500 Upkeep
Physical security appropriate to location and budget: fencing, barriers, watchtowers, sensor wires, reinforced access points. Not really a fortress, but a significant upgrade from having to fight in the open, and a respectable early-warning system. A second facility of this kind is interpreted as the construction of trenchworks, pillboxes and concrete bunkers, formidable positions that are impossible to take head-on without sappers, artillery or heavy armour.
Effects:
- The Estate cannot be raided without prior warning. The GM must telegraph the threat at least one session in advance.
- Attacking forces suffer a Hard DM to all hit rolls during the first Round of any Engagement at the Estate, reflecting the defenders' positional advantage
- Any approach by more than four individuals on foot alerts the Steward well in advance. Lone infiltrators are still dangerous.
- Building two Perimeter Defences is interpreted as expanding the Estate's fortifications. The Tactical Map will reflect this with generous entrenchments and pillboxes, which grant an automatic Half Cover. Performing Take Cover (1 APS) within these fortifications grants Full Cover.
- The player party can choose to tow heavy weapons towards their Perimeter Defences, allowing them and NPCs to crew them to massively bolster their defences.
- The best weapons to tow into Perimeter Defences are heavy weapons such as a Heavy Machinegun ⚡, Autocannon ⚡, Anti-Tank Gun 💥 or Anti-Air Gun 💥. Note that the last three are always crew-served, as they are counted as artillery pieces.
Secure Vault [1]
£10,000 Construction | £500 Upkeep | -1 Power
Reinforced storage with electronic locks for sensitive items: documents, restricted technology, psionic artefacts, biological samples, cash reserves, and anything else the party would prefer not to explain.
Effects:
- Items stored here cannot normally be found by standard search or seizure; locating them requires deliberate targeted effort.
- Possessing a Secure Vault is not a guarantee of total safety. Observant NPCs, be it successful raiders to whom the Estate's defenders have surrendered or suspiciously well-learned Federal inspectors, may deduce the party has one, or even find its entrance. The party must talk their way out or mislead them at the GM's discretion.
- Psionic artefacts and items carrying the Whatcha Got There? attribute stored here do not raise alarm, nor do they carry any risk of becoming Witchmarked. Their possession does not increase Heat as long as they're stored here.
Clinic [2]
£20,000 Construction | £1,000 Upkeep | -2 Power
A properly equipped medical facility: examination tables, surgical equipment, a modest pharmaceutical inventory, and sterilisation capability. Constructing a second Clinic is interpreted as expanding the Clinic into a miniature private hospital, with much greater capabilities.
Effects:
- Medical Care recovery rate (50% HPS / 25% CHPS per day) available to all party members and Estate personnel without payment.
- A second Clinic improves this rate to Hospital Care (100% HPS / 50% CHPS per day). Additionally, as described in the Downtime Rules, treatment for serious conditions and mental afflictions becomes available, provided the party has someone skilled in either Medicine, Neurology or the appropriate type of Sorcery.
- A character with at least Medicine 3 can treat moderately serious conditions (Crippled, severe infections, major trauma) here without specialist equipment from a settlement.
- One ongoing medical project (surgery, extended recovery) can be managed between sessions.
Requires:
- 2 Staff (Worker [NPC Medical Practitioner])
Infrastructural Facilities
Motor Pool [X]
£8,000 Construction | £400 Upkeep
Covered vehicle storage, basic servicing bays, and a fuel point. Keeps vehicles protected from the elements and ready between operations.
Effects:
- Allows the party to store more and larger ground vehicles.
- +8 Capacity (Any Ground Vehicle 🚗) for each Motor Pool.
- All stored vehicles begin each deployment with FUEL restored to maximum.
- Provides limited repair capability for stored vehicles as if they were repaired with a Toolbox in a settlement. The toolbox isn't necessary here.
- A character with the appropriate skills can modify their ground vehicles to their heart's content in this facility, provided they possess a Mechanic Workshop and/or an Armaments Workshop.
Requires:
- 1 Staff (Worker)
Airstrip [X]
£50,000 Construction | £2,500 Upkeep | -2 Power
A prepared landing surface, windsock, makeshift control tower, minimal approach lighting, and fuel storage. Handles all fixed-wing aircraft (Fighter ⚡, Strike Fighter ⚡, Attacker 💥, Bomber 💥, Utility Aircraft 🔧). Further facility construction is interpreted as building additional hangars and minor infrastructural upgrades.
Effects:
- Allows the party to store fixed-wing aerial vehicles.
- +4 Capacity (Fixed-wing Aerial Vehicle 🛩️) for each Airstrip.
- All stored vehicles begin each deployment with FUEL restored to maximum.
- Provides limited repair capability for stored vehicles as if they were repaired with a Toolbox in a settlement. The toolbox isn't necessary here.
- A character with the appropriate skills can modify their aircraft to their heart's content in this facility, provided they possess a Mechanic Workshop and/or an Armaments Workshop.
- Allows for Aerial Corridor Transit without public transport infrastructure. Whether that is using the party's own aircraft to parachute or land somewhere else, or calling for a commercial airliner, is up to them. Refer to the Transit Rules.
Requires:
- 3 Staff (Worker)
Heliport [X]
£30,000 Construction | £1,500 Upkeep | -1 Power
A reinforced concrete pad, fuel point, and approach lighting for rotary-wing aircraft (Utility Helicopter 🚁, Attack Helicopter 🚁). Does not require flat terrain and can be built on elevated or irregular ground. Further facility construction is interpreted as building additional helipads and minor infrastructural upgrades.
Effects:
- Allows the party to store rotary-wing aerial vehicles.
- +4 Capacity (Rotary-wing Aerial Vehicle 🛩️) for each Heliport.
- All stored vehicles begin each deployment with FUEL restored to maximum.
- Provides limited repair capability for stored vehicles as if they were repaired with a Toolbox in a settlement. The toolbox isn't necessary here.
- A character with the appropriate skills can modify their helicopters to their heart's content in this facility, provided they possess a Mechanic Workshop and/or an Armaments Workshop.
Requires:
- 2 Staff (Worker)
Dock [X]
£30,000 Construction | £1,500 Upkeep | -1 Power
A prepared berth, fuel point, and basic lifting equipment. Handles smaller naval vehicles (Motor Boat ⚡, Sailboat ⛵, Naval Transport 🔧, Escort ⚡). Further facility construction is interpreted as expanding the dock's size and capabilities; from 3 Docks onwards, the Estate is capable of harbouring true warships (Submarine ☠️, Destroyer ⚡, Cruiser 💥, Battleship 💥, Aircraft Carrier 🛩️, Battlecarrier 🛩️).
Effects:
- Allows the party to store small naval vehicles.
- +4 Capacity (Small Naval Vehicle 🚢) for each Dock.
- If at least 3 Docks have been built, this facility can now house large naval vehicles.
- All stored vehicles begin each deployment with FUEL restored to maximum.
- Provides limited repair capability for stored vehicles as if they were repaired with a Toolbox in a settlement. The toolbox isn't necessary here.
- A character with the appropriate skills can modify their ships to their heart's content in this facility, provided they possess a Mechanic Workshop and/or an Armaments Workshop.
Requires:
- 4 Staff (Worker)
Powerplant [X]
£20,000 Construction | £1,000 Upkeep | +5 Power
A large diesel generator complex. Provides electrical power to the Estate's advanced facilities. Multiple powerplants can be built to fit the Estate's needs.
Effects:
- +5 Power
Requires:
- 1 Staff (Worker)
Nuclear Powerplant [X]
£30,000 Construction | £1,500 Upkeep | +10/20/30/50 Power
A miniaturised nuclear reactor based on bleeding-edge micro-fission technology, using Nuclear Fuel to generate power. While Low-Enriched Uranium is not regulated by Federal law, it is considered the responsible choice for an Estate that wishes to avoid Federal scrutiny.
Effects:
- Generates electrical power for the Estate.
- Using Low-Enriched Uranium (LEU) or Thorium Mixed-Oxide Fuel (TOX), +10 Power.
- Unregulated by Federal law and relatively safe to use, provided the reactor doesn't explode.
- Using High-Enriched Uranium (HEU) or Mixed-Oxide Fuel (MOX), +20 Power.
- Requires a C-type Hazardous Fuels License from the Department of Energy.
- Using Weapons-Grade Uranium (WGU) or Weapons-Grade Plutonium (WGP), +30 Power.
- Requires an A-type Atomic Weapons License from the Department of Energy, which must be approved by The Oceanykan Council itself.
- Using Enriched Warpstone, +50 Power.
- No one is going to authorise this, ever. If anyone finds out, very angry and very murderous men are going to be knocking at the Estate's entrance soon.
- Using Low-Enriched Uranium (LEU) or Thorium Mixed-Oxide Fuel (TOX), +10 Power.
- The amount of power that the Nuclear Powerplant generates depends on the type of Nuclear Fuel being used. More efficient fuels are strictly regulated by the Department of Energy, especially weapons-grade fissiles, since their other more important use is as the physics package of a nuclear bomb. The party can choose to ignore this warning, but they risk summoning the wrath of the Oceanykan Federation's Atomic Regulations Enforcement Section. Should they, for some reason, decide that using Warpstone is a perfectly economically viable method of power generation, and the Federal Special Research Division finds out, it'll be hunting season for every single person in the Estate.
Requires:
- 2 Staff (Workers)
Communications Array [1]
£10,000 Construction | £500 Upkeep | -1 Power
A radio mast, receiver equipment, and cipher capability. Connects the Estate to the wider communications grid.
Effects:
- Allows the party to conduct the Gather Intelligence Primary Activity as if this were a Settlement, by listening in on radio frequencies.
- The Cryptography General Skill improves this capability, allowing them to intercept and decode regional radio traffic.
- The Steward can relay communications between the party and the Estate, as well as with third parties.
- This ability can be used to call for backup, fire support, a meeting with faction representatives, local authorities, or to negotiate in real-time.
Requires:
- 1 Staff (Worker)
Productive Facilities
Farm [X]
£20,000 Construction | £1,000 Upkeep
Farms generate passive income through the growth and sale of crops and livestock, reducing some running costs. Additionally, if the party wants or needs something specific from nature's bounty (such as specific foodstuff for cooking), the farm can provide it.
Effects:
- Generates £1,000 to £3,000 per month, depending on yields and market conditions. This value can be massively increased if the party possesses a character skilled in Farming or Animal Handling. Only one character, the highest skilled, can apply these bonuses.
- A character with a high skill in either Farming or Animal Handling can commission a specific type of Plant 🌼 or Animal 🐾 to be grown, giving them reliable access to a specific Natural Resource 🪵. This is useful, for example, for growing Healroot, which can be processed into medical items.
Requires:
- 10 Staff (Workers)
Extractor [X]
£40,000 Construction | £2,000 Upkeep | -1 Power
A mine, quarry, oil well, or similar extraction facility appropriate to the terrain. In Oceanyka, with its extraordinary mineral wealth, this could range from a simple sand quarry to an extremely lucrative oil field.
Effects:
- Generates £2,000 to £6,000 per month, depending on resource type and market conditions. This value can be massively increased if the party possesses a character skilled in Mining or Geoscience. Only one character, the highest skilled, can apply these bonuses.
- A character with a high skill in either Mining or Geoscience can commission a specific type of Mineral Ore or underground Natural Resource 🪵 to be harvested, giving them reliable access to it. This is useful, for example, for mining Phosgolute and Adamantite, which can be processed into Firedust and Adamantium respectively, the two components necessary to make Armour Piercing Hellshot ammunition.
Requires:
- 10 Staff (Workers)
Manufactory [X]
£60,000 Construction | £3,000 Upkeep | -3 Power
An industrial facility with steel machinery, lathes, foundries, and if their owners are wealthy enough, bleeding-edge automata such as CNC machines and industrial robotic arms. The apex of human ingenuity and the backbone of Oceanyka's unusually strong economy.
Effects:
- Generates £3,000 to £9,000 per month, depending on resource type and market conditions. This value can be massively increased if the party possesses a character skilled in Machining or Engineering. Only one character, the highest skilled, can apply these bonuses.
- A character with a high skill in either Machining or Engineering can commission a specific type of Industrial Resource 🧼 to be produced, as well as any industrial products that the party has the Blueprint for. This is useful, for example, if the entire party finds themselves using copious quantities of ammunition of a specific calibre, say, 7.62x51mm NATO, in which case a Manufactory can provide them practically unlimited ammunition for those weapons systems.
Requires:
- 10 Staff (Workers)