randomperson000

Fantasy builder ideas

Jan 12th, 2017
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  1. 1. Super fucked Shit
  2. 4-5: Fucked shit
  3. 6-19: Bad Shit
  4. 20-29: Meh
  5. 30-39: +1
  6. 40-59: +2
  7. 60-85: +3
  8. 86-99: +4
  9. 100: Awesome shit
  10.  
  11. War and units:
  12. list all techs you are applying to a unit, this will effect tags and strength.
  13. Units cost pop, 1 per unit unless otherwise such as for constructs and summons.
  14. You only need one level in a tech to get a tag if applicable, each tech gives a +.2 per level.
  15. Some tags include [Siege] Doing damage to buildings and defenses, [Armored] taking less damaged from normal units, reserved for heavily armored units, [invulnerable: ___] can not be harmed by blank, [Weak: ___] unit takes more damage from blank
  16. Special tags to show a unit's current state may show up such as:
  17. [Broken] where a unit will take more casualties and do less in combat, usually gotten when in long drawn out combats with no clear winner, supplies are cut off for long periods of time, general starvation, or other points where moral is lost and not likely to recover.
  18. [Casualties: X/Y] where X is the amount of creatures left in the unit and Y is the amount without casualties, can be replenished over time when garrisoned.
  19. [Controlled] where a unit is under magical compulsion and their rolls currently count against you.
  20. Some important tags:
  21. [Stealth] unit will not show up on the map when in an army with only other stealth units. They get a bonus of +2 when attacking other armies if they are not spotted.
  22. [Scout] I will roll a hidden roll between scout and stealth units, if scout units roll higher stealth units are revealed.
  23. [Espionage] These units act as spies, counter-spies, and saboteurs. Spies automatically reveal hidden actions to you and can be used to steal tech at the same rate as studying battlefield remains; they can also be placed in cities to cause civil unrest and for NPCs sway them to your side. Counterspies are placed in friendly cities to find enemy spies and even send false information. I will roll a hidden roll between spies/saboteurs and counterspies when spies/saboteurs are used and if they win the spies are revealed and their rolls are lowered by 10x difference, once revealed the defending player knows the spies exist and can take actions against them and can even integrate their own spies to reveal false information. Espionage units are built directly in the city they will be stationed.
  24. Combat is a d5 per unit with a +0.1 per tech level added to the unit. Starter militia units have no bonuses.
  25. [Gigantic] this unit is massive and units with this tag will be doubly effective when the enemy has no units with siege, gigantic, mage, or titanic tags or a hero.
  26. [Titanic] This unit is so large it dwarfs some mountains and could be confused for a god made metal/flesh/stone/ect. These units can't be harmed by units without the Gigantic, Siege, Mage, or Titanic tags or a hero and even then it will be a tough fight. It is very difficult to get a unit like this, but if you fuck up NPC threats may have one.
  27. Units will cost an upkeep of resources, usually metals, or gems and rare herbs for magic users.
  28. Max units are defined by food, which are based on farming villages.
  29. Units are grouped into armies
  30.  
  31. To train a unit it is 3 base successes with 1 more needed per +2
  32.  
  33. Armies move on the map based on slowest unit:
  34. Base infantry 3 hexes
  35. cavalry 5 hexes
  36. naval and flying 7 hexes.
  37. tech may increase these speeds.
  38. Adventurers receive a d100 roll each turn too see if they encounter something along the way. Less than 10 they encounter monsters, Above 90 they find something nice.
  39.  
  40. Magic and Science:
  41. Magic users are rare, strong magic users are even rarer.
  42. Magic is the use of words of power, hand gestures, and materials sacrificed to guide power through the veil and through a catalyst for spells. Many Catalyst of similar types are found together making similar magic cost similar materials and have similar words and gestures.
  43.  
  44. Power sources:
  45. Innate Arcane (internal magic reservoir)
  46. Pacts (deals with spirits for their power, gods are powerful spirits)
  47.  
  48. Research:
  49. 1 slot normal tech, 1 slot magic
  50. Automatic progress like any resource
  51. Separate progress, slightly harder to get magic.
  52. Choose 1 of 3 for both
  53. Base 100
  54. Magic Base 200
  55. +100 per level increase, 5 max
  56. x2 for combined tech, such as industrial farms
  57. x4 for advanced concept tech, such as astral theory
  58.  
  59. d20 for new tech selection:
  60. 1-2. upgrade of owned tech.
  61. 3-4. New production tech
  62. 5-6. New war tech
  63. 7-8. New civil tech
  64. 9-10. Metallurgy tech (ex. steel, mithiral + gold)
  65. 11. New medical/chemical tech (ex. gunpowder, vaccines)
  66. 12. Combined production and war
  67. 13. Combined civil and war
  68. 14. Combined civil and production
  69. 15. Combined Magic and Production
  70. 16. Combined Magic and war
  71. 17. Combined magic and civil
  72. 18. Combined magic and metallurgy
  73. 19. Combined magic and chemical
  74. 20. Theoretical tech
  75.  
  76. d20 for magic selection:
  77. 1-2. upgrade of owned
  78. 3-4. Arcane 4 elements
  79. 5-6. Arcane Advanced elements
  80. 7-8. Arcane Nature type (Life, Death, Plant, Sun)
  81. 9-10. Arcane Refined type (Alchemy, Necromancy, Enchantment)
  82. 11-12. Pact 4 elements
  83. 13-14. Pact advanced elements
  84. 15-16. Pact Nature
  85. 17. Pact God
  86. 18. Pact Demon
  87. 19. Pact Fey
  88. 20. Magic Theoretical
  89.  
  90. Can not use actions to research, can use actions to increase research resources and reverse engineer other techs. Will give 5x successes.
  91.  
  92. Building:
  93. It takes resources to build buildings as well as upgrading towns to cities. Villages can be built on a tile and are used to gather resources on said tile. Villages can only be built in your influence from towns and cities.
  94. Villages cost 5 building resources (wood or stone) and act to be farms, mines, quarries, and lumberyards. /5
  95. Towns cost 10 resources and project 2 hex radius of control, they can be built anywhere but it is harder farther away from any of your or friendly settlements. Give +5 progress to tech and magic research. /10
  96. Cities cost 15 resources, project 3 hex radius of control, and upgrade from towns. Give +10 progress to tech and magic research /15
  97. Metropolis cost 20 resources, project 4 hex radius of control, and upgrade from cities. Give +15 progress to tech and magic research /20
  98.  
  99. Buildings in towns can be built to give a bonus to actions.
  100. Level 1 buildings give +5, cost 2, take 3 successes
  101. Level 2 buildings give +10, cost 4, take 5 successes, upgrades from level 1
  102. Level 3 buildings give +15, cost 6, take 7 successes, upgrade from level 2
  103.  
  104. roads can be built between settlements at 1 resource per hex and 1 success per hex. Land armies move faster on roads. Base +1 hex per turn.
  105.  
  106. Heroes:
  107. Heroes are entities of extreme prestige and power among your people. They are usually competent combatants and while they can be put out of the fight for a few turns they usually can not be killed unless by gargantuan or titanic units, other heroes, monsters, being alone and outnumbered, or other suitable deaths. (barring critfails)
  108.  
  109. Adventurers:
  110. Adventurers are groups of people that explore the ruins of the old empires in search of lost magic items, loot, glory, and the possibility of gaining enough power to become a Hero; but will most likely die horribly in the process. Not everyone can survive the guardians of the old ruins, or the monsters that have taken residence. You can hire adventurers with an action and pay in either precious resources or other if you are creative and they can be used to slay monsters, explore ruins and dungeons, or generally do adventurer things.
  111.  
  112. Artifacts:
  113. Artifacts are weapons, armor, and magic tools of great power. These can either be found in ruins and dungeons, or with enough dedication, luck, and tech created. The power of an artifact can make or break a nation and their powers vary widely. Every player nation will start with one artifact of my creation and by default the leader of their nation will own it.
  114.  
  115. The map:
  116. I will create the map and use roll20 to keep track of locations of armies, cities, and resource locations.
  117.  
  118. Fluff vs crunch:
  119. I will take fluff into consideration for actions and battles and they may have an effect upon the result a bit, but not much. Just remember you can't control everything and some characters may disobey your orders on low rolls.
  120.  
  121. NPCs
  122. NPC nation exists as do NPC threats, they will usually do their own thing. Larger NPC nations and NPC threats will get their own actions and it will take actions by them to research tech, limited to one at a time.
  123.  
  124. Resources:
  125. There are three types of resources, static, dynamic, and singular.
  126. Static resources are those that do not increase with time and are taken up by those who use them. Food and adventurers are such resources.
  127. Dynamic resources are those that increase and decrease over turns. Metals, Gems, and building materials fall under this category.
  128. Singular resources mean you only need to get access to the resource near infinitely. Such resources are usually animals or monsters such as horses.
  129.  
  130. Sheet:
  131. Name: What is your nation called?
  132. Race: Who inhabit your nation, nothing too extreme, no undead or magic beings, and no underwater beings.
  133. Fluff: Flesh out your shit.
  134. ---Don't fill out below---
  135. Food: 3
  136. Resources:
  137. Units: 1 [Player named]
  138. Tech: [Iron working I] More will be given based on fluff
  139. Magic: Based off fluff
  140. Research: Magic (+20/turn), Tech (+20/turn)
  141. Adventurers: 4
  142. Heroes: 0
  143. Artifacts: You will get one based off of fluff
  144. Bonuses: Based off fluff.
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