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- Full Spirits: Divinities and nature spirits. They have no true form but they 'hear' everything in their domain. Can give blessings and can possess others.
- Spirit Beings: While all of their magic is from the same place their form can get corrupted in planar phenomenon (fire angels)
- - Angels: Beings of order and light. Maintaining order and create laws. Look like humanoid with wings.
- - Demons: Beings of choas and darkness. Break down order and give freedom and encourage breaking taboo. Look like monstrous humanoids.
- - Elementals: Beings of the classical elements and mixes. Forms vary but always made out of that element.
- - Fey: Beings of life. Various forms but always made of plant matter.
- Void Beings: Beings from the void between planes. Alien and old god like
- - Void spawn: Monstrous beings of tentacles and impossible design. Eyes open to mouths.
- - Corrupters: Black ooze that corrupts the plane and turns the natural residents into monsters. (Like a magic planar disease)
- The Astral: More a force. It outlines the edges of the map and resists planar portals opening to where it is or going through it.
- Major Arcana:
- - Elemental: Create and control elements
- - Necromancy: Create, control, rebuke, and destroy undead
- - Summoning: Dealing with spirit beings and void beings and summoning and controlling them, Teleportation.
- - Life: Healing, growth, regrowth
- - Holy: Protection, removing curses, Binding to a command, spectral binding
- - Unholy: Harming, curses, Freeing from holy commands, freeing from spectral binds
- - Constructs: Enchanting, Creating golems, Refining other magics
- - Universe: Gravity manipulation, based on science
- - Light: Manipulating light, lasers, illusions
- - Darkness: expanding darkness, making solid objects of dark energy.
- -------------Sheet ---------------
- Name:
- Fluff:
- Race:
- Plane Name:
- Plane Fluff:
- Color:
- ----Don't fill in----------
- Planes:
- (Name here) [Home Plane] Infrastructure: 3,3,3,3
- Buildings: (Player named portal building)(M)[Required to get off the plane]
- Happiness: 3
- Special resources:
- Armies: 2 (Player named) +0 [Fodder]
- Heroes:
- Control:
- Resources: 10 +3/turn
- Special Resources:
- Technology/Magic: Primative Planar portals
- Bonus:
- Rules stuff:
- You can use any amount of actions.
- 1. Critical failure and 100 Critical success. With below 1/2 a success being failure with penalties (Usually a loss of successes on a project). Multiples of dice number*10 means more successes. So 2 dice 1 success is 20 and 2 is 40.
- Infrastructure: Industrial, Civil, Military, Resource
- Infrastructure is the general level of development for a plane in certain areas and you can only have a certain number of buildings on a plane equal to the development in that area. Engineering gives a +1 to all building actions and supports production and construction buildings. Civil gives +1 happiness on the plane and supports civilian and economic buildings. Military gives +1 to combat on the plane and supports military training and defense buildings. Resource gives +1 Resource/turn and supports resource extraction and special resource extraction buildings. New infrastructure needs a number of successes equal to the number of infrastructure you are building to.
- Resources: A summary of how much metal, wood, gems, food and other basic resources you have. They are needed to build infrustructure, buildings, and armies and pay upkeep. the resource cost to increase infrastructure is equal to the level squared (1,4,9). Buildings are 1 resource at start but upgrades cost more. Buildings can have 1 upgrade at start and tech can unlock more slots.
- Special Resources: Fire gems, mithril, gravinite. Special materials are rare in the multiverse and projects they take a lot of effort to extract and refine. As such you get an income of resources you access and projects using special materials take at least 1 of that material.
- Armies: When you make an army apply all the techs/magic you wish the army to use. Armies get a +0.2 per tech but for each their upkeep goes up by 1. Base upkeep for all units is 1 for 'light' units (infantry, smaller monsters), 2 for 'heavy' (planes, tanks, monsters, cavalry), 3 for 'large' units (Ships, big planes, airships, orbital ships), 4 for Titanic units (Titans, Large ships), 5 for 'compensating' units (flying city filled with guns). All units have tags that represent other abilities they have. Generally when I make a new one I will put what it does down here. You can make a [Fodder] unit that costs no upkeep, gets no bonuses, can quickly be churned out, reduces happiness when made, and their rolls are reduced by half when fighting non [Fodder] units. Upkeep rounds up to nearest whole number. Armor and weapons apply as separate techs, even if the same tech is being used. Upgraded techs count with their base techs.
- Tags:
- [Fodder] - See above
- [Holy] - This unit does double damage to [Unholy] units but also takes double damage from [Unholy] units, holy spells double their effects on holy units.
- [Giant] - this unit counts as a 'heavy' unit that gains a bonus +0.4 to combat and ignore half the penalty from plane defenses.
- [Elemental F.] - This unit is immune to fire damage and units it is in combat with takes 1 fire damage automatically.
- [Armor X] - Armor reduces damage a unit takes in a turn of combat by X, does not stop magic based damage or elemental damage.
- [M. Armor X] - As armor but only blocks magic based damage
- [E. Armor X] - As armor but only blocks elemental based damage, whether natural or magical.
- [Pierce X] - Ignores X amount of armor.
- [Construct] - Are not affected by spells or abilities that only affect living things. Require resources or spells to heal.
- [Vehicle] - Require resources or spells to heal
- [Fear X] - Gives the enemy engaged a penalty of X and if the total bonuses go into the negatives and the enemy rolls under X the unit dies instantly. Fearless units and heroes are immune.
- [Unarmed] - half upkeep, spells that affect weapons have no effect, half damage against armored units.
- Plane sizes: Every plane has a certain size. This denotes how much surface area is available (not limited to just land). The size is also the limit you have on infrastructure and buildings. You have a certain amount of control over a plane representing how much of the land you control and can use. You will need to use actions to claim more of the plane either from the wild life or from the natives.
- Movement: Armies on a plane will defend your lands on a plane from invasion but you must use an action to attack someone else on the plane. It also takes an action to move armies from one plane to another within the range of your portal technology, which starts at 1 and requires a building. You can teleport into enemy lands if you want but armies not specialized in it will get a -10 penalty.
- Combat: PM me a list of units in the fight in whichever order you want and roll a d10 for each unit. The units will fight in that order against the other in that order, wrapping around if one side has more units. This means a unit might not be able to harm it's opponent, such as a ground infantry trying to shoot down an orbital ship. For the purposes of simplicity a battle takes place across the entire plane so all units on the plane are caught in the fight.
- Technology/Magic: Nothing much special here. Research shit and get bonuses or access to new stuff. You get a +10 if you have a sample to study, such as having a sample of The Astral to find a way to pierce through it.
- Heroes: Heroes are special people and units. Non-combat heroes can give a bonus to one roll a turn and combat heroes can usually fight on par with titans. As well heroes can not die in battle unless they are outnumbered by 3, fighting a titan or another hero, or started the battle at 1 hp. They can be assassinated.
- Stealth and espionage: If a unit as the [Stealth] tag they can attempt to sneak into enemy territory, this has the same rules as a normal move, or you can use an action to hide them in one of your territories. Two d10s with bonuses, that don't benefit from pure combat techs, are rolled in secret by me. If the results are within 5 in aggressors favor they get a partial success and get 1.5x their bonuses in the fight or can forgo joining combat and give the enemy army a debuff equal to the number of stealth units, but can not drop their bonuses below 0. Greater than 5 and they get 2x their bonuses in the combat and can drop the enemy units below 0 bonuses.
- Espionage units need the [Spy] tag and don't benefit from pure combat techs. As an action you can attempt to infiltrate an enemy nation you share a plane with or can reasonably explain getting a spy into. Two d10s with bonuses will be rolled where a defenders win with greater than 5 means your spy is caught, less than 5 and your spy gets away but the defender knows your spy just tried to infiltrate his nation. If the attacker wins by less than 5 the spy infiltrates the nation but the defender knows a spy entered his land, and at greater than 5 he knows nothing. From there you count as having a sample of all the techs they have, can use a free action to double the bonuses but must roll another spy roll, can reduce happiness on a plane but takes multiple spy actions, can reduce defense bonuses, and more. Run it by me if you have an idea.
- [Assassin] units are much like spy units but they get bonuses from some combat techs and can assassinate hero units, reduce ticks on certain projects, or give penalties to an army. Assassins get a -10 to actions the turn after they complete an action.
- Rule 0: I give bonuses for fluff, so be fluffy.
- Plane tables:
- Size:
- 1. Void - There is nothing here.
- 2-5. Astral Cloud - Better than nothing, but it is just a cloud of The Astral.
- 6-10. Tiny - Size 3, an asteroid
- 11-20. Small - Size 5, micro-planet or moon.
- 21-30. size 7, About the size of the moon
- 31-40. Size 9, a little smaller than earth.
- 41-50. Earth sized, Size 11
- 51-60. A littler larger than earth. Size 13
- 61-70. Big, Size 15
- 71-80. Giant, size 17.
- 81-90. Size 19, As big as some gas giants.
- 91-95. Size 21, Getting to star level.
- 96-99. Size 25, you basically have a dison sphere.
- 100. Size 30, Galactic level, basically an Alderson disk.
- Affinity:
- 1-3. Magical Devouring - Magic is harder to cast here and enchantments lose power over time. Spirits die quickly as the plane eats away at the magic binding them.
- 4-6. Magical void - Magic is not native to the plane and no inhabitants have magic. People who are born here can not use magic even if from off the plane and magical can not breed living children. Special materials can still exist.
- 7-45. Nothing special.
- 46-47. Minor Fire
- 48-49. Minor Earth
- 50-51. Minor Air
- 52-53. Minor Water
- 54-55. Minor Necromantic
- 56-57. Minor Light
- 58-59. Minor Dark
- 60-61. Minor Summoning
- 62-63. Minor Life
- 64-65. Minor Holy
- 66-67. Minor Unholy
- 68-69. Minor Constructs
- 70-71. Major Fire
- 72-73. Major Earth
- 74-75 Major Air
- 76-77 Major Water
- 78-79 Major Necromantic
- 80-81 Major Light
- 82-83 Major Dark
- 84-85 Major Summoning
- 86-87 Major Life
- 88-89 Major Holy
- 90-91 Major Unholy
- 92-93 Major Constructs
- 94-95. Minor Universe
- 96-97. Major Universe
- 98-99. Roll again twice and ignore results below 46 and above 97.
- 100. Roll 3 times and ignore results below 46 and above 97.
- Minor affinity means that that type of magic is easier to cast on that plane and there are usually minor things showing this affinity such as fires being more intesne for fire, days or nights being longer for light and dark, monsters being a more common occurrence or naturally cursed monsters such as werewolves being common, to floating islands for universe and undead being a common ocurrence with necromancy.
- Major affinity means that type of magic is easier to cast and can cause greater effects when cast and the plane shows a large amount of physical differences from the affinity. This can be eternal night or day for light and dark, everything that dies comes back to life for necromancy, the plane being naturally machinelike for constructs, or near constant earthquakes for earth.
- Special Materials:
- 1-50. Nope
- 51-55. Fire Ruby - Naturally fire attuned gem, always hot
- 56-60. Ice Saphire - Naturally water attuned gem, always cold
- 61-65. Storm Diamond - Naturally air attuned gem, will randomly give off electrical discharges
- 66-70. Mithril - About as strong as iron but lighter and holds magic more easily
- 71-75. Adamantine - Heavier than steel but an extremely hard to break metal.
- 76-80. Gravitanium - Does not fall naturally
- 81-85. Yggdrisil - A massive tree with a natural connection to summoning magic. Weaker spirits naturally cling to it as their domain.
- 85-90. Gold Tree - A tree with golden leaves and fruit that has a strong connection to life magic. Eating the fruit can heal most wounds.
- 91-92. Aether - Powerful raw magic gas, found in clouds.
- 93-94. Witchlight - heavier than air gas that naturally causes curses.
- 95-96. Shadow core - a small back gem attuned to shadow magic, it grows in complete darkness. As sharp as obsidian and more durable.
- 97-98. Liquid Light - a glowing liquid highly attuned to light magic. Drinking the liquid allows the drinker to use the vapor to make illusions.
- 99-100. Liquid Death - an oil like liquid that kills whoever it touches and brings them back in undeath, will naturally try to cover the bones and infuse itself into the veins of undead to empower them.
- Planar quirks:
- 1-50. Nothing
- 51-60. Elemental Light - Angels now gain their form's power from the elemental plane, and elementals gain holy powers.
- 61-70. Elemental Darkness - Demons now gain their form's power from the elemental plane, elementals gain unholy powers.
- 71-80. Living Planet - Fey now gain their forms power from the elemental plane, elementals gain life powers
- 81-90. Moral switch - Angels get their form's power from light and demons from darkness, their powers are now based around those types of magic.
- 91-95. Afterlife - The plane has a natural afterlife and people can be brought back from death, all undead are automatically intelligent and one can even bring themselves back to life with enough effort. Hero units who die on the plane have a chance to come back each turn that decreases over time.
- 96-100. Protector - The plane has a natural monster that protects the plane from destruction. Doesn't care as much for it's inhabitants.
- Terrain:
- 1-50. Nothing special.
- 51-55. Floating islands - There is only floating islands over a void.
- 56-60. Molten - The world is filled with volcanoes and extremely hot.
- 61-65. Frozen - The world is completely frozen over.
- 66-70. Ocean - The world is mostly one large ocean with only a few islands scattered around.
- 71-75. Primeval - The world is filled with lush jungles and bogs.
- 76-80. Desert - The world is nothing but wind swept sandy and hard desert with a few oasis around.
- 81-85. Crystal Forests - The world contains a terrain known as crystal forests where giant crystals grow.
- 86-90. Radioactive/Mana Wastes - The land was caught in catastraphe and left much of the world uninhabitable.
- 91-95. Shifting Wastes - The land is ever changing. At one moment it will be mountainous and the next you will be looking at a sea.
- 96-100. Ruins - The world is mostly the ruins of an ancient civilization of unknown origin.
- Special Inhabitants:
- 1. Corrupter infestation
- 2-5. Void Spawn infestation
- 6-50. Nothing special.
- 51-55. True dragons - Both magically and physically powerful as well as intelligent.
- 56-60. Multitude of spirits
- 61-63. Pantheon of Gods
- 64-66. Single God.
- 67-70. Pantheon of Gods and spirits.
- 71-72. Air Elementals
- 73-74. Earth Elementals
- 75-76. Fire Elementals
- 77-78. Water Elementals
- 79-80. All four elemenal types.
- 81-85. Fey infestation
- 86-90. Angel Infestation
- 91-95. Demon Infestation
- 96-98. Roll twice, ignore under 51 and above 95.
- 99-100. Roll three times, ignore under 51 and above 95.
- Planar Natives:
- 1-10. Normal animals only
- 11-20. Megafauna
- 21-30. Massive insects
- 31-40. Sentient plant creatures
- 41-50. Natural golems
- 51-60. Lesser Dragons - Dumb but powerful
- 61-62. Elemental energy beasts (Flying snakes, fire foxes, earth controlling goats)
- 63-64. Holy energy beasts
- 65-66. Unholy energy beasts
- 67-68. Light energy beasts
- 69-70. Dark energy beasts
- 71-80. Various lesser monsters (Gryphons, slimes, ect.)
- 81-90. Primal, titanic, monsters
- 91-95. Robots/un-natural golems
- 96-98. Roll twice
- 99-100. Roll three times.
- Sapient natives?
- 1-70. No
- 71-80. One species
- 81-90. Two species
- 91-98. Three species
- 99-100. Four Species!
- Sapeints organization:
- 1-10. Tribal
- 11-20. City states
- 21-30. Early Empires
- 31-40. Small kingdoms
- 41-50. Large Kingdoms
- 51-60. Empires
- 61-70. Republics
- 71-80. Few Empires
- 81-90. Entire (most) world conquered
- 91-98. World union
- 99-100. Extraplanar empire
- Sapients tech:
- 1-10. Stone
- 11-20. Bronze
- 21-30. Iron
- 31-40. Iron with sizable magic
- 41-50. Medieval
- 51-60. Medieval with sizable magic
- 61-70. Renaissance
- 71-80. Renaissance with sizable magic
- 81-85. Steam-punk
- 86-90. Modern
- 91-95. Magitech modern
- 96-99. Futuristic/Magitech Futuristic
- 100. Fallen Empire
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