Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- Actions:
- Every player gets 3 actions to do as they please with, except for research.
- Every player gets 2 research slots. They may research anything in the magic, materials, military, and civic category.
- Research slots can not crit, their rolls are their progress to the next level.
- Final d100 is to show population movements and creation of new towns and cities, as well as lucky hapenstances in towns. You may attempt to sway people to moving to a certain town or creating a town in a certain area.
- Town Table:
- 100: Ancinet ruins uncovered!/Magical site uncovered!
- 99-95: Source of magical resource found!
- 94-85: exploitable resource found.
- 84-80: Village founded
- 79-75: Settlement upgraded
- 74-26: Nothing happens.
- 21-25: Disease spreads!
- 10-20: General unreast in a settlement.
- 6-10: Curse befals a settlement
- 2-5: Monsters attack settlement
- 1: Ancient ruins found!/Magical site found!
- Settlements:
- You must have enough settlements to house your population, or else you will get a happiness penalty for overcrowding.
- Villages: 5 pop, 1 hex range
- Town: 10 pop, 2 hex range
- City: 20 pop, 3 hex range
- Capitol: 40 pop, 4 hex range
- Every settlement has a range of influence around it. Those are the tiles it can exploit and find resources on.
- Finding these resources requires an action, but is far easier than finding them outside your influence.
- You can only have 1 resource per tile in your influence. This can be multiple of the same type or resource. So if you have 3 sea tiles in your influence and you search you may find [Fish x3] you can exploit.
- Outside that range you need to send a unit around to find stuff.
- It is assumed that each settlement has it's max pop if lost. So if a city is taken you will lose 20 pop.
- Buildings:
- All buildings require an initial payment of resources to complete. The resources used affect what the building can do, the size, and how fast the building can burn.
- Many buildings also have an upkeep cost of currency to keep going.
- Units:
- Your standard military units needed to not die!
- All units have an upkeep cost based on what they are. This can also include resources.
- All units have a power modifier. This increases after surviving in war, having proper buildings, or being at war a lot and not collapsing from people being unhappy. Normally [x1]
- Unit Tags are a special thing, and usually abstracted. Such as: [Mage][Armored][General][Sniper]. They will be given bonuses or detriments as I see fit. Such as an armored unit may not be the best fighting in the desert, and a surrounded mage is as good as fucked.
- Agents are singular people or small groups of people that are usually weak in combat but have special tags when out in the world. Such as [Explorer] [Adventurers] [Priest]
- Combat:
- Players pm me a link to a pastebin of their tactics and formations then roll a d10 for each unit for their performance. [General] unit power bonus multiplies the end result. Player fluff with be taken into account for the end result of the battle, but remember that not everything goes as planned and generals can disobey orders. (I may do this on purpose or on accident, but either way the results will stand unless I feel they should be changed. Bringing it to my attention may help, bitching at me will not.)
- Unit movement:
- Armies move at a pace of 3 hexes per turn, but can be force marched to 6 hexes per turn but will be exhausted at the start of combat, giving every unit a -2 from their rolls. Moving through rough terrain such as mountains or heavy forested areas can be dangerous and reduces movement by 2 hexes. Force marching through rough terrain increases the danger massively.
- Fleet movements are 6 hexes per turn over ocean tiles and 3 hexes per turn through rivers, if the ships can fit.
- Agents move at 6 tiles per turn normally, and are still affected by rough terrain.
- Roads increase army and agent movement by 3 and make travel safer.
- I will roll a d100 for every agent or army in the field to see if they are attacked by monsters, or stumble across something. The chance of monsters or accidents increases in rough terrain.
- Research:
- Research of a tech is finished when progress reaches the needed max. For normal techs Progress starts at 100 and doubles for every level after. Dice rolls for research are added directly to research.
- There are 4 groups of techs you can research:
- Magic - magic theory, deals with magical beings, monsters, and areas of magical power. It allows you to use them in other techs, or cast spells of a type, if you have a mage trained in that area. Magic research is much harder to start than all other tech as you need an example it is possible. You can also fluff experimentation with techs or items you have and you may get a tech.
- Military - deals with pointy objects and all things used to make your enemies bleed. If it directly deals with your military power it goes here.
- Materials - deals with the materials in the world, and is needed for almost every other tech group. Takes much longer to research, but generally does not have many tiers.
- Civic - deals with management of your empire and citizens. Everything from education to road building goes here.
- Tech is researched using the research slots. You add your dice roll to your progress.
- Research starts at 100 then doubles for every level of the tech. Level 1 tech is generally just understanding and level 2 will allow you to make a basic version.
- Materials tech starts at 500 progress needed, but allows immediate use of the material. Higher research allows you to learn about alloys or other uses for the material.
- You will need perquisite techs to research certain other techs, depending on what you want. Such as you will need Steels 4 tech and Gunpowder 2 to be able to research guns.
- Stats:
- A quick look at the stats you will need to keep up with and what you can do with them.
- Population: Increases at a steady pace per turn. Basic growth is +1,2,3,4 per settlement increasing with level. It can no be higher than food production or there will be unhappiness. What can you do with your population? Well you need to use them to make soldiers. You can also sacrifice them to dark gods, sell them as slaves to warlike nations, or feed them to lions when your bored. Pay taxes.
- Slaves: Optional stat you only get if you use a lot of slaves. Expendable labor, use them like currency to help speed up building or like population sacrifices without your population hating you. Don't pay taxes.
- Food: Increases with building in a food/turn way. Your food/turn must always be higher than your population /turn.
- Money: Gold or whatever you backwards barbarians use for currency. General stat to show how much money you are getting and have. You get 1 gold per population every turn as taxes. You also get money through trade routes and buildings. Money is used to pay upkeep for units and buildings, can be used to boost rolls (must be spent before die is rolled), hire adventurers to do shit, or buy some blow and hire hookers.
- Happiness: This stat is placed next to every settlement you own and generally shows the mood of the population.
- Resources: What shit ya got. Used to create things or equip troops
- Buildings: Also location dependent. What you have built and what they do. Some buildings may need to be built before you can do stuff, such as a smithy before you can work iron in a settlement. Yes you must build a smithy in every settlement you want to work metals in.
- Religions: Who you worship, may actually do something. Good for RP too. There can be more than one religion in your nation, all go here as long as they are not cults.
- Trade routes: Created between nations to get more money. A trade route uses an action and succeeds as long as it isn't a nat 1. Both parties get a steady income from the trade route and can send up to a certain amount of units of 1 type of good as a free action between each other based on the size of the trade route. The money you get from a trade route is based on the amount of luxury goods you have, and how rare those luxury goods are. You also get a +10 x difference in tech levels for techs your trade partner has but you don't. Trade distance starts at 8 tiles away from a settlement, or 16 by water. Technologies and roads may increase this.
- The Fluffy Bits:
- Name: Obvious
- Race: All the races in your empire. You most likely will start with one race and get more as you go to war, trade, and go through random events. No race is filled with magic users, and you can't play monsters such as dragons. Feel free to add a description of your race if it isn't a normal fantasy race.
- Religion: All the religions in your empire, not counting cults. It is what your people worship and will affect how your people react to your government and events. Also affects how magic users are seen and can lead to religious turmoil.
- Backstory: Obvious, how you came to be.
- Factions: The factions in your nation. For kingdoms they are mostly groups of nobles, the chruch, and others. Generally they are the people that have some sort of power to affect decisions, or rebels that want something. You can freely fluff the creation of new factions but you can not have them gain more power or destroy previously created factions for free. Factions can gain power as a free action bit of fluff where either you make and roll a fair result chart (I have final say if it is fair) or I will counter roll as the other factions try to limit or weaken the faction. You will have to use an action to disband a faction, or move your troops to remove them.
- Economy: What you use for currency and how your people make money.
- War!:
- War starts when one side declares war, or an army is caught within the lands of another nation if they know about and acknowledge that nation. To declare war just make a fluffy post declaring your reason for going to war. Everyone you can talk to will know of this declaration, as well as the target of the war. If your people don't consider your reason for war worth fighting for, or are generally unhappy, they may be more likely to retreat or abandon their post. If your people believe in the cause of war they are less likely to run and it is easier to recruit units. When at war both parties get a +10 to recruitment, and defenders get a +1 for all units to fighting in a settlement's sphere of control. Both of these can be affected by buildings.
- Capturing settlements -
- - Village: walk right in
- - Town: Defeat the garrison, usually weak.
- - City: Defeat the garrison and take the castle. Harder than the town.
- - Capitol: Defeat the garrison, the royal guard, and take the castle. Far harder than taking a city.
- There are two ways to end a war:
- 1. Both sides agree to a peace deal and use an action to enact it.
- 2. The winner can enact any and all demands it wishes, with the possibility of happiness repercussions. Must have all cities and the capitol occupied.
- Magic:
- Magic is a strange and shifting force that cares little for the whims and desires of ye puny mortals. There are 4 kinds of creatures that use magic naturally. (Note these are game terms and not fluff terms, what you call them may be different)
- 1. Outsiders - demons, angels, elementals and the like.
- 2. Spirits - Natural balls of mana, also includes the undead! They usually get attached to something or someone, not always a good thing.
- 3. Monsters - many monsters have the natural ability to use an ability fueled with mana. Their appearance is usually heavily mutated from their original appearance. Can breed into a monster species. Monsters come about when a living creature is born with or gains the ability to take in mana, but not the ability to release it.
- 4. Knacked - Magic users, those that have a special ability. They are those born or receive the ability to take in mana and use it in a special way. Knacked abilities range from not needing sleep to being able to conjure food from thin air.
- There are also magic resources that come about when a large amount of mana resides in an area and infuses itself into a material or a plant is turned into a monster.
- Mana storms are large gatherings of mana that flow like wind. Monsters, magic resources, and random disasters can be found in their wake.
- Magical sites are places where large amounts of mana is concentrated. Some of these magic sites have a constant magical effect going on within them. Abundant magical materials and spirits can be usually be found within them.
- But now you may be asking, how can you use magic to your advantage? Well there are 3 ways you know at the start, and possibly more you can discover.
- 1. Knacked - explained above, you can recruit knacked. They have one power and can't learn more, but better than trying to tame monsters.
- 2. Warlocks - Those who make pacts with oustiders or spirits to gain their abilites. Warlocks gain the ability to cast certain types of magic and certain abilities from their patrons in return for services. You can hire warlocks or train them, if you get in contact with a spirit or outsider strong enough and willing.
- 3. Artificer - use the parts of monsters, magical resources, and a little engineering know how to make magical machines and inventions. What could possibly go wrong?
- Spy!
- spies are a powerful tool. They can sneak into a other peoples lands and do a few things:
- 1. Reveal hidden actions
- 2. alter military orders
- 3. rile up unrest
- and more, but it will take some effort.
- You must recruit a spy agent to be sent. Then use a free action to send them to infiltrate a settlement. You will get penalties for not looking the same race and suspicious entering if you don't do something about them.
- After infiltration you can use a free action to tell a spy to do something. Depending on the nature of the operation and their position in society it may be harder or more likely they to be caught.
- spy actions have a contested roll of d100s. Spy's player rolls a d100 and adds spy strength *10 - 10 and any bonuses. Defender rolls a d100 with any bonuses. If defender is less that 20 away from the spy roll, the spy gets away with the action but there is heavy implication of who the perpetrator was, spy has negatives to spy actions for a few turns. At 10 away the spy is successful, but caught. Matching to 10 greater the spy is unsuccessful but gets away. Higher the spy is unsuccessful and is caught.
- Policy:
- Players can use an action to enact a policy. Policies act as a bonus that must be upkeep through money, resources, population, or a combination of the three based on the policy enacted. Policies can be canceled with another action. Based on your fluff policies may be opposed by factions in your government and may cause problems for you. Policies are very easy ways to change certain parts of the game, such as using a policy to stop the random creation of villages and instead have them search for resources. The more common policy is mobilization during war, where you will need metal and free population and get basic peasants with spears for units.
- Rule 0:
- I will use your fluff to give you bonuses or detriments as I please. Lack of fluffy posts will not save you from this.
- Secret actions may only be used for spy movement and secret government projects. Everyone who knows you exist knows where your armies are generally.
- People banned from playing certain archetypes because I like variety and I say so damnit:
- Worldmaster- Muscle girls or giants, any mention of muscle girls will also be punished.
- Seeker- Reptilians, Fetish. I have final call on what is fetish.
- Spacejesus- PAAFCOM
- red_philosophy - Mericon
- Everyone - You will not be allowed to play extra dimensional or extra terrestrial beings. Don't even ask.
- Be original damnit!
- Good rolls will not save you from stupid actions.
- This is a work in progress and all things are subject to change, don't complain about it.
Add Comment
Please, Sign In to add comment