Step 1: Decide on the Community Concept
Come up with a rough outline of what the community is going to be like.
Choose from
Nomad, New Town, Old Town, Specialist, or
Frontier Town.
Step 3: Determine the Community's Size
Select a population level. For this campaign, population level is limited to 5 or lower.
Step 4: Assign the Ability Scores
Using the attribute points provided by the population level, buy the community's six abilities, starting with a base value of 8 for each. Then modify the attributes based on the community's type. The six abilities are Force (For -- equivalent to Strength), Mobility (Mob -- equivalent to Dexterity), Resilience (Rel -- equivalent to Constitution), Learning (Ler -- equivalent to Intelligence), Awareness (Awa -- equivalent to Wisdom), and Command (Com -- equivalent to Charisma).
Step 5: Choose Skills
Buy
skills using the community's skill ranks, which are determined by the community type and population levels. Communities may only purchase skills that are modified by Ler/Int, Awa/Wis, or Com/Cha.
Step 6: Choose Feats
Choose the
community's feats. The number of feats a community has is determined by type, plus an additional feat at every even population level.
Step 7: Choose Philosophy
Determine what the community's core cultural values are.
Step 8: Select System of Government
Determine how the community is governed and how stringently the laws are applied.
Steps 9 (Create Factions) and 10 (Determine Neighbours) will be handled by the GM.
Step 11: Calculate the Community's Wealth Bonus
Roll the community's Wealth bonus, based on the community's type and population level. Some feats also provide a bonus to the community's Wealth bonus.
Step 12: Calculate Reputation Bonus
Calculate the community's Reputation bonus via the following table. Add all that apply.
Step 13: Determine Membership Benefits
These will be finalized by the GM. They might be standard community
allegiance benefits or unique ones.