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house of rogues

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Aug 30th, 2014
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  1. House of Rogues
  2.  
  3. Two play types
  4.  
  5. Rogue State - Difficult
  6. The object of Rogue state is to increase your status back to “respectable”.
  7.  
  8. Failed State - Very difficult
  9. The object of Failed state is to gain permanent definite control of your state, then increase your status back to “respectable”.
  10.  
  11. ===
  12.  
  13. Time periods of play
  14. Chose 1, once it is chosen, time progresses normally from that point. History is somewhat randomized and deviates from actual history at times.
  15.  
  16. Following years take place on earth. Real earth. Very limited supernatural or sci-fi is however present.
  17.  
  18. 1950
  19.  
  20. 1980
  21.  
  22. 2010
  23.  
  24. 2025
  25.  
  26. 2050
  27.  
  28. ===
  29.  
  30. Styles of play
  31.  
  32. Monarchist
  33. Advantage: Lineage
  34. Disadvantage: Target of the far left
  35.  
  36. The advantage of Lineage means that your rulership is considered legitimate, and if you are assassinated, but the royal family endures, you simply assume control of your son or daughter and continue.
  37.  
  38. The disadvantage is that firstly, your rulership is seen by more modern states as archaic, and the international peoples party, a worldwide communist-far left group, sees you as a threat to worldwide socialist workers peace.
  39.  
  40. Specialities
  41. Plausible Deniability - The monarchist may delegate “questionable” tasks to individuals, then use their royal status as a means of evading suspicion if things go sideways.
  42.  
  43. Cultural Icon - In most monarchist states the king or queen is a cultural icon, and may raise general morale by going on tours and speaking engagements. If the king or queen is known to be corrupt, this is less effective.
  44.  
  45. Junta
  46. Advantage: Militarization
  47. Disadvantage: Unhappiness
  48.  
  49. The advantage of Junta, militarization, means you get a significant bonus on all military tasks and priorities. This includes logistical military tasks and quartermaster military tasks.
  50.  
  51. Unhappiness, the disadvantage, means that it is very difficult for you to raise your peoples happiness level without concentrated efforts or heavy doses of propaganda.
  52.  
  53. Specialities
  54. Round-up - At the cost of lowering your standing some, a Junta can simply round soldiers up by forcibly kidnapping them. Generally this produces soldiers who are between 14 and 24 years old.
  55.  
  56. The committee - Veteran officers form a body of advisors and government officials, so elections are not necessary. In addition, the leader may delegate a task to the committee, who’s scores may be better (or worse) than the leaders.
  57.  
  58. Warlord
  59. Advantage: Brutality
  60. Disadvantage: Moving target
  61.  
  62. The advantage of Warlord, Brutality, means that your troops never lose morale when committing atrocities, and means that all citizens work twice as hard.
  63.  
  64. Moving target simply means that your leader may be a target of assassination attempts at any time, both from within and from without the state you are leading. This ranges from planted bombs and drugged food, to 10 guys suddenly burst in with machine guns.
  65.  
  66. Specialities
  67. Strongman - You didn’t get to the top of the heap by being a nice guy. Officials and the population are less likely to question your decisions.
  68.  
  69. Friends in low places - Non-player Warlords, Terrorists, or Rebels may befriend your leader. In addition, if they are countries adjoining your own, they may already have some connection to you at the start of a game.
  70.  
  71. Idealist
  72. Advantage: Ideology
  73. Disadvantage: Opposition
  74.  
  75. Ideology allows the idealist a bonus on all populace, propaganda, and internal politics tasks and priorities.
  76.  
  77. The disadvantage is that you are a target for those who think the opposite of you, whether it be the international left or the international right. Also, if you deviate from your avowed ideology, your own population may become unhappy with you if they are to heavily indoctrinated.
  78.  
  79. Specialities
  80. Spread the Idea - Factions espousing your ideology may enter the game from countries sufficiently inundated with your ideology. If they successfully gain control of a country and hold onto it, their relationship to you is friendly, instead of neutral, at first.
  81.  
  82. Special Camps - Your regime has special re-education, work, or gulag camps where disobedient or ideologically impure persons may find themselves. Re-education camps consist of brainwashing efforts, work camps produce slave labor goods, and gulags are extremely brutal camps that produce slave labor goods and kill off a certain portion of their population each year.
  83.  
  84. ====
  85.  
  86. Initial conditions - basically this is what made your nation rogue or failed. Its chosen at the start of the game and remains a status of your nation until it is eventually rectified. Some are not possible to rectify without outside help. Some are not possible to rectify.
  87.  
  88. Rogue states pick 1, Failed states pick 2.
  89.  
  90. Penal Colony - Your population is the cast off criminal garbage of another state. Your breakaway from your parent state caused rogue or failed status.
  91.  
  92. Genocide - An ethnic sub-group in your country has been wiped out, or nearly wiped out previous to the start of the game. Penalty to population. The genocide is usually why, or related to why, your state is considered rogue or failed.
  93.  
  94. Economic collapse - An economic collapse previous to the start of the game greatly devalued your nations money. As a result of failing to rectify this, the rulership that preceded yours caused the state to be labeled a rogue state or a failed state.
  95.  
  96. Interminable Conflict - An ethnic, religious, or ideologic conflict between armed parties within your state has been going on for not less than 25 years already. Actions on both sides, both of which claim to be the legitimate government, have caused the state to be labeled a rogue or failed state.
  97.  
  98. Pariah Preceded - The leadership that preceded yours was marked by extreme severe evil behavior, and this caused the state to be labeled rogue or caused a condition which lead to the state being declared a failed state.
  99.  
  100. Ongoing Insurgency - An ethnic, religious, or ideologic rebellion between armed parties within your state has been going on between the population and the government for at least 1d6 years. This has lead to the conditions that caused the state to be labeled as either rogue or failed.
  101.  
  102. Proliferator - The leadership that preceded yours produced outlawed weapons, drugs, or other materials, leading to the international community labeling your state a rogue or failed state.
  103.  
  104. Treasonous - Officials within the government are not 100% under the leaders control, and their actions have lead to the state being labeled as a rogue or failed state.
  105.  
  106. Coup - You were installed as leader in a violent coup, the actions of which or conditions which brought about the coup have lead to the state being labeled as rogue or failed.
  107.  
  108. Crooked Electorate - Your government routinely fixes votes, its parliament and supreme court are simply rubber-stampers who go along with the leaders decisions. In addition, nepotism is rampant.
  109.  
  110. Regime changed - A violent coup that was backed by a foreign nation put your leader into power, and the necessary fighting to get there is what has made your nation rogue or failed.
  111.  
  112. Dislocated populace - A very significant portion of the population is completely rural, and cities are small, weak shanty towns. Usually this is the result of or related to whatever made your state go rogue or failed.
  113.  
  114. Intractable Illness - A mostly-incurable, usually fatal illness periodically resurges in your population, leading to “boom and bust” population cycles. Generally this is used for failed states, but actions related to this could make a nation rogue.
  115.  
  116. Divided House - You got a nation after a civil war, but got a partition that wasn’t very favorable to you. Poverty, child death, and starvation are problems in your nation. North / South Korea would be a good example of how this is used.
  117.  
  118. Leader’s Lunacy - An insane leader preceded you, and their actions resulted in rogue or failed status.
  119.  
  120. Land-screwed - You just can’t get a break. Your countries terrain is so rough that criminals and guerrillas hide out in the countryside and there isn’t much you can do about it without herculean effort. Their actions and your governments previous actions have resulted in rogue or failed state status.
  121.  
  122. Bombed out - Nuclear, Bacteriological, or Chemical weapons were used on your state, severely tainting its soil and population. This lead to rogue or failed status.
  123.  
  124. ====
  125.  
  126. Disasters and Disruptions
  127.  
  128. These happen as random events throughout the game. A few happening every few turns.
  129.  
  130. Hurricane - a hurricane rolls 1d6-1 to determine how strong it is, then devastates an area of your nation
  131.  
  132. Earthquake - an earthquake rolls 1d10 to determine how strong it is, then devastates an area.
  133.  
  134. Plague - An illness devastates a segment of your population.
  135.  
  136. Contamination - An accident at an industrial, power, or manufacturing facility contaminates resources.
  137.  
  138. Flooding - A flood rolls 4d6 to see how many feet high it is, then devastates an area.
  139.  
  140. Volcanic Eruption - A volcano rolls 1d3 to see how severe it is, then devastates an area.
  141.  
  142. Terrorist Attack - A terrorist action damages either infrastructure, population, resources, or military capability.
  143.  
  144. Rebel Attack - Rebels interfere with a government task or priority, rolling 1d4 to determine how large the penalty is, with 4 resulting in failure.
  145.  
  146. NBC - Either a nuclear, biological, or chemical attack hits your nation, or, a nuclear weapon, biological weapon, or chemical weapon accident devastates an area.
  147.  
  148. ====
  149.  
  150. Worldwide interests who may aid or oppose a state
  151.  
  152. The International Peoples Party - A worldwide coalition of left and far left factions throughout several countries.
  153.  
  154. The Mafia - International syndicated crime families.
  155.  
  156. The Pyramid Group - A group resembling the Illuminati.
  157.  
  158. PNAFC - An acronym, PNAFC stands for “Pan-National-Alliance-For-Cooperation”. It is a UN like group.
  159.  
  160. Knights of Gibraltar - A worldwide coalition of right and far right factions throughout several countries, it resembles the Knights of Malta.
  161.  
  162. ====
  163.  
  164. The Marketplace
  165.  
  166. Black Marketer - Sells anything from slaves to diamonds to plutonium. Also buys a wide variety of things.
  167.  
  168. Open Marketer - Buys and Sells only things that are legal.
  169.  
  170. The open marketer can be visited once a turn. The black marketer can be visited once every 5, 10, or 20 turns, depending on your relationship to the worldwide mafia.
  171.  
  172. ====
  173.  
  174. The FSI, how the worldwide groups judge your state
  175.  
  176. Rights - how many rights a population has and how often they use them
  177. Survival - how long a populations life is and how hard they have to work to survive
  178. Happiness - how happy a population is
  179. Education - access to education and how intelligent a population is
  180.  
  181. Your FSI is hidden from the player and not revealed unless PNAFC issues a report on it.
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