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  1. God comes to us in many forms.
  2.  
  3. Misted air in a dewy meadow slowly burning to gold in dawns light. Vanishing in time while the bird songs begin to call. The sweet scents of nature carrying God's touch.
  4. -
  5. -
  6. Looming above stands the gaping maw of the cosmos. Wind howls whiping up storms, throwing aside all in its paths. The very ground cracks apart splintering as dried kindling. Know the Lords wrath.
  7. -
  8. -
  9. Crackling wood, small slow burning flames. The hearth of home. Comfortable basking in His glow.
  10. -
  11. -
  12. Tapestry flung far across the midnight sky, twinkling with diamond stars. Aether filling the mind with awe.
  13. -
  14. -
  15. Crushing depths, a violent storm churning the waters above constantly ebbing downwards to the abyss.
  16. -
  17. -
  18. Frozen tundra. Ice biting into bone. Chill seeping inwards, death keeping step. Clarity in the blizzard.
  19. -
  20. -
  21. Soaring above the clouds. Radiant light splashing all in sight. Brightness searing the very soul. Body aflame. Pure white blazing the eyes away. Light consuming.
  22. -
  23. -
  24. -
  25. -
  26. Rebirth. Eyes flickering open a new in this strange divine lane. Now pray tell me, how does a god live?
  27. |
  28. |
  29. |
  30. |
  31. |
  32. |
  33.  
  34. Time has come. Divines woven, fates entangled, futures foretold, that which is to pass so shall be. New ascendants have been chosen!
  35.  
  36.  
  37.  
  38. ======================================================
  39.  
  40. Welcome! In this builder you will be playing as a god. The first choice to make is the form you will take. Will you be a godhead figure who will have a physical body or exhist as an incorporeal form? Those manifesting bodies may acquire a powerful unit or augment multiple units but have weaker passives. Those lacking bodies will have stronger passives.
  41.  
  42. [Godfigure/Manifestation]
  43. +Powerful starting unit. Depends on fluff.
  44. +2 starting traits
  45.  
  46. [Godspirit/Incorporeal]
  47. +3 starting traits
  48. +Buff to 1 starting trait
  49.  
  50. [Monolith/Artifact/Icon]
  51. +3 Starting traits
  52. +Buff to 1 staring trait
  53. + 1 Blessed infrastructure/area
  54. -Traits lost if artifact is destroyed or stolen
  55.  
  56.  
  57. With that chosen it's time to write up a little fluff about your nation! In this setting you play as a god with a congregation of followers, they can take on your traits and likeness, any race allowed (Under GM discretion). The land is rich in resources, beasts, and mana. Tell me what biome you prefer to start in and hopefully it works out.
  58.  
  59. Map later. Fog of war?
  60. Once a nation has been approved I'll send out a list of potential traits, select the appropriate amount from said list then hold tight for turn 1!
  61.  
  62. While we wait why don't we go over some basics? (System's allways improving)
  63.  
  64. upgrade settlements to spread their influence along with several other benefits. An Outpost is the first expanion settelment. Outposts can only upgrade along one of two strings
  65.  
  66. [Outpost] = [Fort] = [Stronghold]
  67.  
  68. [Outpost] = [Hamlet] = [Village] = [Town] = [City]
  69.  
  70. Militarized outposts increase defensive wartech, increase siege success DC, and at max level (Stronghold) recieve and maintain 1 basic Unit. Free Barracks?
  71.  
  72. Civilian outposts grant additional infastructure slots starting with [Hamlet: 0/1] to [City: 0/4] along with scalling currency per turn, +2,+4,+6,+8, maxing with Cities +10 currency per turn.
  73.  
  74.  
  75. Every player will start with a Capital City. This city has 5 infastructure slots and passively gains 25 currency per turn.
  76.  
  77. [Infastructure] represents the amount of specialized structures that can exhist in a certain settlement. These buildings will have varrying effects and help add flavor to a nation. Common structures include:
  78. walls [+defence]
  79. farms, wells, orchards [-siege debuff]
  80. Recource gathering stations [+said resource]
  81. research stations, labs [+civtech research, +new discoveries]
  82. barracks, training grounds, fight pitt [-Unit recruitment DC]
  83. Scripture, great artwork, treasure [+chance to turn away enemy units]
  84. Banks, trading centers, markets, caravan [+currency]
  85. Tower [+Espionage, +map vision]
  86. Temple, rituals, consecrated land [+magic]
  87.  
  88. There are many possibilities, let me know what you're trying to achieve
  89.  
  90.  
  91. [Currency] is the monetary system a nation utilizes. Currency can be spent on any action to boost the roll. Every 10 currency spent add +1 to the d100 roll. Currency can be used to barter and trade with other players
  92.  
  93. [Resources] vary widely and have many uses. Depending on the resource they can be spent to decrease construction tick cost, increase buffs, grant temporary buffs, and traded with
  94.  
  95.  
  96. [Civtech] is a catch all for technology and abilities that isn't used for waging war. Civtechs effects depend on the proeject being done. Most will add aditional culture.
  97.  
  98.  
  99. [Culture] represents the uniqueness of a nation. It is used as a defensive debuff against enemy units. Debuff is equal to culture divided by 4. Applies to each individual enemy unit.
  100.  
  101.  
  102. [Wartech] gives a buff to units and defending settlements. This buff is applied to each unit individually.
  103.  
  104.  
  105.  
  106. 3 actions may be taken each turn.
  107.  
  108.  
  109.  
  110.  
  111. Announce when spending currency and/or resources on an action, then make those adjustments to your civ sheet.
  112. Maximum of 10 resources spent on tick reduction cost.
  113.  
  114. Warfare & Diplomacy
  115.  
  116. While you have ascended to godhood attaining great powers and abilities there are many obstacles and challengers. Other gods exhist and their disposition to other nations may be less than amicable.
  117.  
  118. Diplomacy channels will be opened up when contact is made. Beyond that may require specific infrastructure. Messages may be sent back and forth as free actions, trading goods or exchanging knowledge will require using an action.
  119.  
  120. Warfare consists of managing Units to begin campaigns of conquest. When Units are sent out for war or spend a turn defending their upkeep cost doubles to pay wartime wages.
  121. Armies are compromised of one or more Units. Armies can be deployed in up too 3 wings (Left, Right, Center) when meeting eachother in open battle. (maybe 1,2,3 for less confusion)
  122.  
  123. Flanking bonuses give +2 to all ally units battling against enemy Units from other wings.
  124.  
  125. When a Battle takes place 3 Clashes occur in which the Wings of the armies face off. Basic Units have 1 resolve. When they lose 1 Clash they are routed and begin fleeing the battlefield. Fleeing Units may be re-mustered next turn by an action with a lower DC than recruiting a new Unit and will be deployed near their last defeat. They may also be hunted down with a DC 5 per Unit if 1 or more Clashes remain to be resolved. Units with more grit, determination and resolve will hold the line longer, losing more Clashes before fleeing.
  126.  
  127. Veteran Units? Skill growth?
  128. Basic Units travel 3 hexes per turn. Scouts move 5 per turn and incur no upkeep. Animals, vehicles and roads improve travel speed.
  129. Dice Break Down
  130.  
  131. [Unit: 1d10 +bonus] [Unit Veteran: ---
  132.  
  133. [Special Unit: Varying +bonus]
  134. [Outpost: 1d5 +]
  135. [Hamlet: 1d6 +]
  136. [Village: 1d7+]
  137. [Town: 1d8+]
  138. [City: 1d9+]
  139. [Capital City: 1d10 +bonus]
  140. [Fort: 5 + 1d6 +Garrison?]
  141. [Stronghold: 10 +1d10 +Garrison? Walls?]
  142. Should a Hold be able to defend itself from an advancing army that army may choose to initiate a siege. A siege will apply a stacking -1 per turn against the defending Hold. Every -5 or every 2 turns a siege is in effect will lower the Stability of the Hold by a tick mark.
  143.  
  144. At -6 stability the Holds consider surrendering/turn cloak. -10 and beyond scale exponentially
  145.  
  146. (Action to start moving then just upkeep costs till arrival, then actions needed to do battle or start a siege) imba mobility?
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