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Maldaris

Invictus Rules

Jul 8th, 2016
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  1. Invictus: A Hybrid Hero/Colony Builder
  2.  
  3. Basic Play:
  4. - At the start of each turn, I will make a post denoting any sort of new happenings
  5. that affect the entire group, or individual groups respectively. It's recommended
  6. that you wait for these posts before starting your next turn, as they may give
  7. information that would otherwise change your actions. Note that I will NOT allow
  8. you to change your actions if you post before the new turn marker.
  9. - Actions are broken into two categories:
  10. = Energy Action
  11. = Free Action
  12. - Rule of thumb: If an action would require GM intervention, it's an Energy Action.
  13. = If the action is between players or otherwise would not require a dice roll, it's
  14. a free action.
  15. - All Energy actions take a 1d100 to resolve.
  16. = 1 - 10 is a Critical Failure
  17. = 11 - 40 is a Failure
  18. = 41 - 89 is a Success
  19. = 90 - 100 is a Critical Success
  20.  
  21. Energy And You: A guide to Invictus' Energy System:
  22.  
  23. - Invictus' Energy system replaces the normal action system seen in most builders.
  24. Instead of a fixed number of actions per turn, you're given more freedom to respond to
  25. critical events by expending any number of energy to perform actions per turn.
  26.  
  27. Invictus' system works as follows:
  28.  
  29. = At character creation, you will roll 1d10+4. This will be the only starting
  30. stat you will need to roll. This determines your base energy pool.
  31. = You will start at half, rounded down, of your energy total.
  32. = General actions with no explicitly specified action cost, cost 2 energy.
  33. = Actions which might gain you energy back, cost 1 energy, unless otherwise stated.
  34. = Energy refers to any resource which confers power, be it biological (food),
  35. mechanical (kinetic generators), or chemical (gas/fuel).
  36. = If you end a turn with a full energy pool, your available energy resets to half. This includes
  37. if you miss a turn.
  38. = If you end a turn with no energy, you cannot take actions the next turn, and will suffer
  39. external effects in some cases. At the end of this turn, your pool resets to 1/4th of
  40. your total energy, or 10 energy, whichever is less.
  41.  
  42. - There are three major forms of progression in this system:
  43. = Active Generation (Actions which are a net positive return on energy)
  44. = Passive Generation (Sources of power which are self-propagating, ie 'green' power sources)
  45. = Energy Storage (Objects/Improvements that increase your total capacity for energy)
  46.  
  47. Character Creation:
  48. - As your player characters come from Earth, in a near future, much of your
  49. character's history & background will feel familiar. As with most of my games,
  50. fluff is buff. The more effort you put into making unique and interesting characters,
  51. the more I'm likely to reward you through the mechanics of play.
  52.  
  53. - The field "Foundation Member" refers to the group that originally designed
  54. the Ark Ship that brought you to Invictus. In the beginning this won't affect
  55. much, but as you learn more, your allegiances in the past might shape your future.
  56. Choose wisely...
  57.  
  58. - Sheet template is as follows
  59. = Name:
  60. = Age/Sex:
  61. = Ethnicity/Country of Origin:
  62. = Occupation before leaving Earth:
  63. = Foundation Member (Y/N):
  64. = Fluff:
  65.  
  66. If you have any questions please join our IRC Channel: #nation @ irc.mibbit.com, and I'll be
  67. happy to help!
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