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  1. Odd’s Fantasy Colonialism Builder
  2.  
  3. Welcome to a world on the brink of great changes. For countless ages the lesser races of these lands lived in fear of the many fearsome monsters of this world and none were more feared then the Dragon. For they could wipe out entire villages in the span of a few terrified heartbeats. But that all changed during the dawn age. The lesser races learned new skills, of magic and artifice and managed to fight and push the monsters back. Then the great boon came, the discovery of dragon oil. Harvested from the fire organs of the great wyrms, a single drop could burn for hours and with it came light in the darkness, energy to build and create and even ships to sail the skys. It was the fuel upon which a new world was build. The folk of this world reached heights never thought possible. But now is the dawn of a new age, the lesser races have become great. Forging might empires and mastering the resources of this world. The hunters have become the hunted and the dragons are disappearing, hunted for their vital essence that brings light to the great darkness, Without the oil the empire's would wither and die. Great wars are fought over the breeding grounds of the true dragons and even the lesser drakes are pursued with greed.
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  5. A new land has been discovered on the other side of a mighty ocean, great walls of fog weeks thick separate these two continents, but it is a land of undiscovered potential. This is where you come in. You are the leader of an expedition to found a colony in this new world. You are a person of great baring, and it is up to you to start a new life for you and those with you in a world of unknown peril.
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  7.  
  8. In this Builder you are both the Hero leading your people and the Nation itself. And the game will begin with your people stepping off the boat to begin their first week and month.
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  10. Every turn you will be given 5 actions,you must split between both your hero, and your nation and you must use at least one roll for each. Extra rolls may be given out at certain milestones
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  12. This is the template
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  14. Hero:
  15. Name:
  16. Fluff (this will determine bonus and negative)
  17. Legitimacy 100/100 (this is your Right to Rule)
  18. Personal Assets: (Bought at beginning)
  19. Personal Wealth (used to effect roles, determined by leadership) Base 5+5/turn
  20. Skills:(Bought at beginning)
  21. You will begin with a bonus and a negative based on all fluff
  22.  
  23. Colony:
  24. Name:
  25. Starting Number (where do you choose to start)
  26. Starting Empire (pick from the 5)
  27. Fluff :(will determine bonus)
  28. Leadership (are you the governor and make sole decisions, are you a part of a council, this will affect your bonus and legitimacy)
  29. Population: 50 +2/turn (affected by all sorts of things, but a key influence on success)
  30. Food: 10-5/turn (goes down by 1 for every 10 population, higher levels of food will cause population to grow)
  31. Money: (used to build buildings and by bonuses to roles)
  32. Buildings (what is built in your colony, buildings will provide bonuses and require resources
  33. Assets: (useful things)
  34. Military: (combat units, need supplies to create)
  35. Resources (the materials needed to do things, some bought others obtained)
  36. Tech: (see section on tech)
  37. Bonus: (same as hero)
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  39.  
  40. Starting the Game:
  41. You will begin game with a number of points to buy a starting package.
  42.  
  43. Hero: You have 10 points spend, any unspent will be lost.
  44.  
  45. Assets:
  46. Mundane Weapon (sword, pistol, rifle etc.) -1 point
  47. Mundane Armor (you choose type)-1 point
  48. Family Heirloom (describe) -1 point
  49. Mount-1 point
  50. Family (+5 population, well connected back home but must be kept safe) -1 point
  51. Cargo Ship -2 points
  52. 20 Personal Wealth-1 point
  53. Man of Well Bearing (+15 legitimacy can only choose once) -1 point
  54. Upgrade item to legendary -1 point
  55.  
  56. Skills: All cost 1 point, may raise 2 skills to II
  57. [sword] [axe] [gun] [bow] [spear] (etc.)
  58. [survival] (wilderness skills)
  59. [leadership] (affects legitimacy)
  60. (can suggest others, up to gm determination)
  61.  
  62.  
  63. Nation: 10 Points, unspend points are lost
  64.  
  65. 10 food-1 point
  66. 20 money -1 point
  67. Small supply of iron- 1 point
  68. Small supply of Coal -1 point
  69. Small supply of lumber- 1 point
  70. 10 barrels dragon oil -1 point
  71. Seed crop -1 point
  72. Animal Herd - +1 food/turn
  73. Artisens tools (describe)- 1 point
  74. 1 Warding Stone (protects settlement from monsters (will play an important role in games and can be damaged) - 1 point
  75. Holy Relic (from church back home, who knows what luck this may bring)
  76. (May suggest others but HIGHLY up to gm approval)
  77.  
  78. Military:
  79. 4 Monster Hunters (+4 pop, highly trained specialist)-1 point
  80. Train 10 population into Infantry with basic equipment)-1 point
  81. 2 Light Cannon- 1 point
  82. Naval Sloop -1 point
  83.  
  84. Tech 1 point each can upgrade 2 to II
  85. [Forging] [Farming] [sailing] [warfare] [religion] [irrigation] [foraging] [engineering] [gunpowder] [elemental magic] (fire, air etc.) [monster slaying] [healing] [steam]
  86. You may suggest others but GM has final say, gm will let you know the bonuses of techs
  87.  
  88. What your roles mean
  89. 1-3: You will wish you hadn't rolled this
  90. 4-9 Something bad, but may be humorous
  91. 10-19: Questionable Progress, up to DM Fiat
  92. 20-29: +1
  93. 30-39: +2
  94. 40-59: +3
  95. 60-79: +4
  96. 80-90: +5 Something interesting
  97. 91-98: Possible autocompletion with Bonus
  98. 99-100: The gods have smiled on you
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  100.  
  101. The 5 Empires
  102. Vulcarium: A land of fiery mountains and hills of metal, populated mostly by dwarves with a small human minority. They are the masters of artifice and have created mighty weapons to combat the monsters.
  103. They are at war with Ipsalia because of their expansionist views and desire for resources
  104.  
  105. Uris: A land of mighty forests and giants trees, populated mostly by wood elves of some variety. Classic elfs, good with magic, and bow they live in a vast network of smaller villages made of of large clans. Each may only be dozens of yards away, possibly a mile or two but stretching through the endless forests. In a defensive war with Vulcarium.
  106.  
  107. Kor’Arnum: Most powerful magical nation, home to many guilds. Ruling classes are high elves, powerful sorcerers who practice an ancient religion. Large population of other races. Though the oldest nation they are frequently are at war with their neighbors or dealing with internal civil war between factions. Currently at war with no one but that is highly unstable.
  108.  
  109. Ipsalia: The first mighty human empire, a very magical nation, they first discovered the warding stones. Powerful magic users the have many ancestral dragon hunting clans. Vast minorities of other races. They have a unstable truce with Erdinia.
  110.  
  111. Erdinia: The Second great human empire, the have focused on technology. They invented steam and brought flying ships to the world and developed the pneumatic lance and other monster slaying devices. They discovered the properties of dragon.
  112.  
  113. Combat: When you engage in combat roll a 1d00 and describe your attack then roll 1d20 with any comments youd like to make on the battle.
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  116.  
  117. More concepts may be added or changed at GM discretion.
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