Eggplant Strategy
by Enraged Eggplant
Play-by-post turn-based strategy system
Version 0.2
The rules you see below are not tested, and do not have enough content. It's just a framework, that will be expanded if I ever find somebody to test it with.
Changelog
v0.2
-
Turn resolution
order changed – income rolls and maintenance subtraction are moved to the start
of the turn.
-
Troops and
characters being recruited and buildings being constructed may be given orders
that are carried out immediately after they are recruited/built.
-
Wealth was
reworked, now the income is static.
-
Increased resource
costs of buildings and units.
Introduction
I have had the idea of
creating a system for a play-by-post strategy game that you could play on a
forum or a similar media for a few years already. I have participated in games
of this kind in the past, and it made me realize that I certainly like this
thing, but I do not want to use a published system for this – I want to create
one myself. I began searching all the corners of the Internet, looking for
inspiration. The best thing I have found was a system for PBEM strategies
called Atlantis [1], but it had a
program component. The rules document was read multiple times though. Some
other PBEM strategy systems looked promising to me – Empire Forge II [2], War of
Wizards [3], COSMOS Fantasy [4].
I have also looked through some d20 sourcebooks, such as Empire [5] published by Alderac
Entertainment Group, Fields of Blood:
The Book of War [6] published by Eden
Studios, Inc., Cry Havoc [7]
published by Malhavoc Press, and Ultimate Campaign [8] by Paizo Publishing.
The last four systems (I especially grew fond of [5])
were fine with me, but the combat system was based on d20, which required the
players to have extensive rules knowledge and would slow down the combat
immensely in the play-by-post format. And this is unacceptable when there are
many players.
The aforementioned sources have a fantasy setting in
mind, which is fine by me, but I did not want to limit myself with that, as I
planned to create a system not only for fantasy games, but also for sci-fi
space operas. There was also found a system of incredible detail and complexity
called Lords of the Earth [9] that
focuses on historical past and present of our planet. In addition, it has a
supplement for near future. From other sci-fi systems, I have found only SuperNova: Rise of the Empire [10]. The
rules document is inspiring, but it does not actually provide most of the
rules, because the game includes a program component.
At last, after
analyzing all the aforementioned systems, I noted that there must be a balance
between depth and abstractness. If the game is too abstract, the player’s
involvement in the game becomes much lower than when you’re using a deep and
detailed system, but excessive complexity will turn the game process into a
micromanagement hell for the player, and even more so for the GM. As a result,
I chose to use GURPS Mass Combat [11]
as the base, and create strategical and economical parts of the game, working
from this base.
Many sheets of paper were filled with notes and
scribbles, but they just were not working together as a whole. Many hours were
spent to code helper-programs that afterwards were scrapped as useless or
unsatisfactory. At last, I made something that satisfied me. Naturally, a
question came up in my mind – what should be the name of the system? Of course,
I could name is something colorful like Ultimate
Lords of Fantastic Lands: A Fantasy Play-By-Post Strategy Game System, but
the first thing that came to my mind was Eggplant
Strategy. Short, meaningful, and satisfies the author’s ego. Therefore, I
decided to use it.
1.
Factions
Each player control a faction. A player can choose one
of the premade example factions or create one himself, using the point pool
provided by the GM (for example, 15, if the GM thinks it is enough). The
faction starts owning one region on the map, a town in this region, one unity
(the leader), a sum of money (usually 500K), a reserve of food (usually 10
units). A player can turn every unspent point during the faction creation into
200K of starting money, 4 units of food, or 4 units of a common resource (wood,
stone, iron). Each faction has an array of attributes, such as Wealth, Food,
Resources, Population Morale, Corruption, etc.
With time, your faction
is going to grow, declare neutral and enemies’ territories as its property, but
it still going to have only a single array of attributes. Therefore, it does
not matter how many towns and lands the faction owns – the income rolls are
made only once per turn for every faction, not separately for every town.
A faction is considered
to be destroyed, and its controlling player defeated when the faction loses all
its towns and all characters able to lead troops.
Let us look at the attributes
more closely.
Wealth
Wealth is one of the most important attributes of a
faction. This attribute provides income to the faction’s treasury. Money from
the treasury can be spent on training and maintaining troops, creating
buildings, gifts for other factions, bribes, and so on.
Each turn a faction adds 20K of money units to its
treasury for each level of Wealth (usually the starting Wealth value of a
faction is 12). After this, subtract the maintenance cost of all troops and
some buildings from the treasury. If the balance becomes negative, the faction
must disband enough troops or dismantle enough buildings to make it zero or
higher.
Merchants, gold mines, high Population Morale, and
some other factors can provide bonuses to a faction’s Wealth. Interference of
enemy spies, low Population Morale, and some other factors can provide
penalties to a faction’s Wealth.
Example: Bob is
controlling the Abysia faction (see Appendix E). Abysia has starting Wealth
12 and gains a +2 bonus from owning 2 gold mines, which in total gives Abysia
Wealth 14. At the start of the turn Abysia has 450K money units in its
treasury. At the start of the turn Bob adds 14*20=280K and his treasury now
has 730K. He wanted to recruit a unit of heavy infantry – he has enough money,
but no iron.
Sherman is
controlling the Ermor faction (see Appendix E). Ermor has starting Wealth 13
(because it has Mercantilism 1), but has no other bonuses, because there was
no gold found in its territory. At the start of the turn Ermor has 50K money
units in the treasury. Sherman adds 13*20=260K. Now his treasury has 310K. Maintenance
cost of Ermor’s five units flying cavalry is 300K, and of two units of medium
infantry is 12K, and of one unit of heavy cavalry – 40K. Therefore, the
balance becomes negative, which is unacceptable. Sherman thinks about what
unit he should disband and decides to disband one of his units of medium
infantry and his heavy cavalry. As a result, the total maintenance cost was
reduced from 352K to 306K, which leaves 4K in the treasury.
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Resources
This is not a single attribute, but more of a category
of attributes. Many units, buildings, and even ritual spells require spending
resources. The category can encompass something commonly found and used (for
example, wood, stone, or iron), or a rare resource (for example, mithril,
diamond, raw mana, or blood slaves). At the start of each turn, a faction makes
a 3d roll against each of its Resource values. If the roll is successful, you
add a number of units of the resource equal to the margin of success to the
treasury. In some rare cases some units, buildings, or rituals have a
maintenance cost in resources. In this case, subtract this cost from the
treasury in the same way you do it for Wealth.
Example: Sherman
has expanded his glorious empire of Ermor, cleansing the mountains from barbaric
dwarves. He decided against destroying the dwarven quarries and iron mines,
so he will not have to build them himself. Thus, owning two quarries and
three iron mines, Ermor has Stone 11 (starting 10 + 1 from an additional
quarry) and Iron 12 (starting 10 + 2 from two additional iron mines). Sherman
rolls 3d against his Stone 11 and rolls 12. Looks like the ermorian miners
are not used to dwarven equipment yet, so they did not manage to provide the
treasury with any stone. Disappointed Sherman makes another 3d roll against his
Iron 12 and rolls 5. This gives Ermor 7 units of iron! Bob probably will be
surprised when next time he fights new heavy infantry of Ermor.
In the meantime, Bob
has summoned Pyrannast, the fire archomental, who has a maintenance cost of 2
units of raw mana per turn. Bob not only has no raw mana, but also has no
sources of it, so Pyrannasy leaves his on the next turn. Bob is disappointed
even more than Sherman who has gained nothing from his new quarries.
|
Food
Technically, Food is just another type of resources,
but it is presented here separately, because of how it affects the faction’s
well-being and the special rules. Usually the starting Food value is 12. Unlike
the other resources, when you fails your Food income roll, you lose a number of
food units equal to your margin of failure. Should the amount of food units
become negative because of this, decrease the Population Morale by 1. If the
Population Morale already has the lowest possible value, then the maintenance
cost of the army is doubled.
Every 5 owned regions
apply a -1 penalty to the faction’s Food, because it becomes more difficult to
feed the growing population. Note that some faction traits can not only adjust
this value, but also ignore regions of a particular terrain type when
calculating this penalty.
Example: Ermor
owns 10 plains regions, 2 hill regions, and 4 mountain regions. Sherman looks
at his faction sheet and sees that his starting Food is 12, and that at the
moment he has 2 units of food in his treasury. 16 owned regions apply a -3
penalty to his Food value, and four farms built in plains give a +4 bonus.
Thus, the final Food value of Ermor is 13. Sherman makes a 3d roll and rolls
16. Margin of failure of 3 means that the harvest was not good, and Ermor
loses his whole reserve of food. Because this decrease was able to put the
food reserve into the negatives, Ermor’s Population Morale lowers from 9 to
-1. Hungry
peasants are
not content.
While creating his faction, Bob wanted that the race
inhabiting his lands would not require a lot of food and survived well in the
deserts. His Abysia owns 12 desert regions and 9 mountain regions. Starting
Food value is 11, because the faction has Farming -1. 12 desert regions are
not counted when calculating the food penalty, and 9 mountain regions apply
only a -1 penalty, because Abysia has Food Factor 5, so it has only -1
penalty to Food for every 8 owned non-desert regions. Abysia’s final Food
value is 9. Bob rolls 3d and rolls 8. He adds 1 unit of food to his 4 units
of food in his treasury. Bob should think about conquering plains and
building farms, because luck may be not on his side next time.
|
Population Morale
This represents the
general well-being and efficiency of the population. Unlike the attributes
described above, Population Morale is not a value to roll against, but a number
from -3 to +3. This bonus (or penalty) is applied to most of other “rolled”
attributes of the faction:
- Wealth;
-
Resources;
-
Food.
Initially, Population Morale is 0. It can be changed
by the leader’s actions, spells, hunger, foreign influence, and so on.
Example: Starving
population of Ermor is depressed after the last bad harvest and has
Population Morale -1. Now Ermor has a -1 penalty to Wealth, Food, Stone, and
Iron. Sherman thinks that the leader of his faction should make a speech in
public to raise the morale.
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Corruption
Like Population Morale, Corruption can range from -3 to +3. A spy
attempting to negatively influence a faction or its character gains a bonus or
a penalty equal to the Corruption value of the faction being affected.
Example: Starting Corruption of
Ermor is -1, because Sherman purchased the Corruption Shift -1 trait for his
faction. Abysian spy that is hiding in the capital of Ermor, tries to find
out where the main army of Ermor is, and makes a 3d roll against his
Diplomacy skill of 12 (13 – 1 for Corruption). He rolls 13. If not the
incorruptibility of Ermorian officials, then the spy would have found out
what he wanted!
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2.
Characters
Characters are outstanding personalities that can lead
troops, control the faction, cast ritual spells, investigate mysterious ruins, and
sow chaos in enemy lands. At the start of the game, each faction has only one
character – the faction’s leader. During the game, the number of characters can
be increased.
Each character has an array of attributes, skills, and
qualities. The attributes are Fortitude and Will, they represent his resistance
to physical and mental afflictions and influences, respectively. Some skills cover
broad areas, important to the faction’s survival (for example, Leadership or
Strategy). Some other skills are only rarely useful (for example,
Interrogation). Each attribute or skill has a value to roll 3d against in an
appropriate situation.
Skills are detailed in Appendix A.
A faction can only recruit one character per turn, and
the list of available character classes is limited by the buildings built in
the town (see Appendix B for details on buildings and Appendix F for details on
character classes).
Characters can learn new skills and improve existing
skills. If two characters are in the same region, and one of the characters’
skill level of a specific skill is higher than the level in the same skill of
the other character, then the first character can spend the turn teaching the
skill to the second character that also must spend the turn learning. This
increases the skill level of the learning character by 1. Some buildings also
are able to teach skills to characters.
Example: Senator
Claudius of the Ermor empire has Administration 14. Councilor Julius has
Administration 13. Claudius decides to teach Julius and they both spend their
turns teaching and learning, respectively. As a result, on the next turn,
Julius has Administration 14, and Claudius is unable to teach him anymore.
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Qualities of a
character are special or supernatural abilities with no value or level to roll
against. For example, a character with the Deep Sense quality automatically detects
all minerals in his region and sees what is in the underground regions beneath
him. Using some of such abilities can cost resources (usually the rare ones),
and sometimes even has a maintenance cost.
3.
World
The game world consists of hexagonal regions. Each
region has a terrain type: tundra, desert, island/beach, jungle, mountain,
plains, swamp, forest, hill, underground, coastal waters, hydrothermal vents,
freshwater lake, open ocean, reef, river, saltwater sea, tropical lagoon,
underwater cavern. During the game, some more rare and exotic terrain types may
be found. Regions can contain troops and buildings. Two armies or two
characters in the same region can interact with each other normally. Two armies
or two characters in two different regions usually cannot interact with each
other (combat is an exception).
An army or a character that enters a region, instantly
learns about all obvious features of the region, buildings and other units in
the region, and gets the same information about all neighboring regions (except
for underground ones). If the region has any hidden features, buildings, or
units, they must be successfully detected or found.
4.
Movement
Foot troops can move 2 regions per turn, mounted - 3 regions per turn, flying - 5 regions per turn. Naval troops can move 4 regions per turn, but note the limitations of distance from the coast. Aerial troops may ignore all movement penalties from the terrain type, but must end their movement in a region they can stop in. For example, griffin riders cannot land in the ocean (unless there is some effect that allows them to do that). If a commander does not want to split his army, then the army must move with the speed of the slowest unit. Take note that for simplicity the logistics are not counted. Quartermaster's position is removed.
Typically, an army can see what is happening in the adjacent regions, but some effects can change that.
5. Production and construction
Each town can spend no more than 500K money units to
recruit troops or characters in a turn. This monetary limit, called army money limit, can be increased with
some character abilities, buildings (such as barracks), and some other factors.
All troops and characters, whose recruitment cost was fully paid, appear in the
town they were recruited in at the start of the next turn. Troops and
characters being recruited may be given orders that are executed immediately
after the troop or character is recruited.
Additionally, each town can spend no more than 500K
money units to construct buildings in a turn. This monetary limit, called construction money limit, can be
increased with some character abilities and some other factors. All buildings,
whose construction cost was fully paid, appear in the town they were
constructed in at the start of the next turn. Buildings being constructed may
be given orders that are executed immediately after the building is
constructed.
The enemy armies can raze buildings. In this case,
they are destroyed, and the razing faction gains an amount of money and
resources equal to 20% of money and resources spent to construct the razed
buildings.
Buildings are detailed in Appendix B.
6.
Faction creation
Faction points are a “currency” for faction creation. If
you are familiar with GURPS then you
will see that creating a faction is almost identical to creating a character in
GURPS. The GM determines the amount
of available faction points for the players to use. The GM may also determine
the maximum available level of any particular trait, if he believes it to be
acceptable.
Typically, a faction is equivalent to the race
inhabiting its lands, but nothing prevents the players from creating a
multicultural faction.
To create a faction, the player must pick its traits
and its starting leader class.
Initially, a faction has access to land units based on
land elements of TL 0-3 (see GURPS Mass Combat,
pg. 17), except for War Beasts, and naval units based on naval elements (see GURPS Mass Combat, pg. 18). Unit and
equipment qualities higher than Average and Basic, respectively, are not
available at the start. Access to these improvements can be gained by constructing
appropriate buildings in towns. Modifications to the element tables are
provided in Appendix G.
By default, a faction starts in a random appropriate
region on the world’s surface (so, you cannot start underwater if your faction
is populated by land-dwellers). If a player wishes so, he can choose a terrain
type for his starting region. This way dwarves can start in the mountains,
elves – in the woods, humans – in the plains, dark elves – underground,
merfolks – in coastal waters, and so on.
Mercantilism - ±4 points/level
The faction gains a bonus or a penalty to its Wealth
(default value is 12), equal to the level of this trait.
Farming - ±4 points/level
The faction gains a bonus or a penalty to its Food
(default value is 12), equal to the level of this trait.
Producer - ±2 points/level
The faction gains a bonus or a penalty to its specific
common Resource (if a faction has no sources of the resource, it has no
corresponding Resource value), equal to the level of this trait. Choose a
common resource when taking this trait – stone, wood, or iron. You can take
this trait multiple times, each time choosing different resources. This way a
faction may have Producer (Wood) 1 and Producer (Stone) -2.
Rare Producer - 1 point/level
The faction gains a bonus or a penalty to its specific
rare Resource (if a faction has no sources of the resource, it has no
corresponding Resource value), equal to the level of this trait. Choose a rare
resource when taking this trait – gems, mithril, etc. You can take this trait
multiple times, each time choosing different resources. This way a faction may
have Producer (Blood Slaves) 1 and Producer (Raw Mana) 2. Note that unlike
Producer, this trait cannot have a negative level.
Militarism - ±2 points/level
Army money limit (see Production and construction) is increased/decreased by 100K*level
in all towns of the faction.
Construction - ±2 points/level
Construction money limit (see Production and construction) is increased/decreased by 100K*level
in all towns of the faction.
Population
Stability – 0 points/level
If this trait has a positive level, then the enemy
spies (and some other effects) gain a penalty, equal to this trait’s level,
when trying to decrease the Population Morale in the faction’s towns. However,
the faction’s leader (and some other effects) gain the same penalty when trying
to improve the Population Morale. If
this trait has a negative level, then it has an opposite effect – it becomes
easier to change the Population Morale. Recommended maximum level – 3.
Corruption Shift - ±2 points/level
Every positive level of this trait increases the
starting, minimal, and maximum possible Corruption of the faction by 1. Every
negative level decreases these values by 1. This way a faction with Corruption
Shift 2 starts with Corruption 2, and during the game cannot have it lowered
below -1 and raised above 5. Shifting Corruption “downwards” costs 2 points per
level, shifting it “upwards” costs -2 points per level.
Racial Enemy – 1 point for level 1, 3 points for level 2
The race populating the faction’s lands has a racial
enemy. Commanders, leading armies with 50% or more troops belonging to the race
of your faction, gain a bonus to Strategy, equal to the level of this trait, if
fighting an army with 50% or more troops belonging to the racial enemy. The
second level grants access to Fanatic units, whose goal is to destroy the
racial enemy. Additionally, characters with a racial enemy have a penalty to
Diplomacy, equal to the level of this trait, when interacting with their racial
enemy. You can take this trait multiple times, each time choosing a different
race. For example, wood elves may have Racial Enemy 1 (Dark Elves) and Racial
Enemy 2 (Orcs).
Food Factor - ±2 points/level
By default every 5 owned regions apply a -1 penalty to
the faction’s Food, because it becomes harder to feed the population. This
trait changed the number of owned regions required for the penalty by a number,
equal to its level. A less gluttonous faction (gnomes, for example) with Food
Factor 3 will have to own 8 regions to get a -1 penalty to Food.
Favored Terrain – 4 points
Choose a terrain type. Regions of the chosen type,
owned by your faction, do not count when calculating the Food penalty. You can
take this trait multiple times, each time choosing a different terrain type.
Nocturnal Race – 0 points
This trait makes the race populating your faction’s
lands nocturnal. They are afraid of daylight, but can fight with no penalties
at night. All units of your race gain the Nocturnal trait.
Night Vision – 2 points
This trait makes the race populating your faction’s
lands able to see in the dark. This allows the units of your race to fight with
no penalties in the dark (at night, underground, etc.) All elements of your
race must have the Night trait.
Aquatic Race – 0 points
This trait makes the race populating your faction’s lands
aquatic and unable to breathe air. Your faction starts in an aquatic region and
initially does not have access to elements with mobility class of Foot and
Mounted. However, your faction gains access to elements with mobility classes
Coast and Sea.
Amphibious Race – 4 points
This trait makes the race populating your faction’s lands
amphibious. Your faction may in an aquatic region and initially has access to
units like Amphibious Warriors.
Starting Rare
Resource – 2 points or 1 point; see text
Your starting region contains a rare resource, and you
start with a building that allows you to gather it. Choose a rare resource – mithril,
crystal, etc., when taking this trait. You start with the corresponding
Resource value of 10. You can take this trait multiple times, each time
choosing a different resource, but the GM may limit your choices. For example,
dark elves can take Starting Rare Resource (Blood Slaves) and Starting Rare
Resource (Pearls) to start the game with Blood Slaves 10 and Pearls 10, and
with a slave market and a pearl farm.
If you want to start with a random rare resource, the trait costs 1 point.
7.
Scouting and espionage
A character with the Stealth skill can move into enemy
territories unseen. To stay unnoticed he must win a Quick Contest of his
Stealth against the highest Observation among the enemy units and characters in
his region. If there is no character with the Observation skill in the region,
then the army is considered to have Observation 10. If the army has any Rec
units, then this value increases to 12.
While in enemy lands, a spy can perform the following
actions – espionage, propaganda, theft, and assassination.
Espionage
While in an enemy town, a spy can spend his turn to
gather information. Choose one of the following:
- Any of the faction’s attributes (Wealth, Food, or
any Resource);
- Location of all towns of the faction;
- Location of the army with the highest TS of the
faction;
- Information about one of the faction’s characters
(location, skills, qualities, status).
The spy chooses the information to gather and then
makes a Diplomacy or an Intimidation roll modified by the faction’s Corruption.
If he succeeds, he gathers the information. If he fails, he does not gather the
information, but stays unnoticed. He can try again next turn. If the result is
a critical failure, then the spy reveals himself! He makes a Stealth-5 roll. If
he succeeds, he evades capture and moves to a random adjacent region. If he
fails, he is captured and may be interrogated.
Propaganda
While in an enemy capital, a spy can spend his turn
lowering the Population Morale with propaganda. He makes a Propaganda roll,
modified by Corruption. If he succeeds, he lowers the Population Morale by 1.
If he fails, he can try again later, but he stays unnoticed. If the result is a
critical failure, then the spy reveals himself! He makes a Stealth-5 roll. If
he succeeds, he evades capture and moves to a random adjacent region. If he
fails, he is captured and may be interrogated.
Theft
While in an enemy town, a spy can spend his turn to
steal some money or resources. He makes a Stealth roll, modified by Corruption.
If he succeeds, he steals 50K of money units for every point of his margin of
success, or 1 unit of a specific resource for every point of margin of success.
If the result is a critical failure, then the spy reveals himself! He makes a
Stealth-5 roll. If he succeeds, he evades capture and moves to a random
adjacent region. If he fails, he is captured and may be interrogated.
Assassination
If the spy is in a region with another character, he
can try to assassinate him. If the spy wins in a Quick Contest of Martial Skill
with his victim, then he successfully assassinates him. If he fails, the victim
kills him. If the result is a draw, the assassin reveals himself, while
accomplishing nothing! He makes a Stealth-5 roll. If he succeeds, he evades
capture and moves to a random adjacent region. If he fails, he is captured and
may be interrogated.
Interrogation
A character with the Interrogation skill can
interrogate a captured spy. He makes an Interrogation roll, and if he succeeds,
he can gain any information listed in Espionage above, if the captured spy had
access to it. If there is no character with the Interrogation skill, then it is
assumed that the local authorities have Interrogation 10.
Appendix A. Skills
Leadership – An important skill for commanders. It is used when
a panicked or confused army needs to be returned to its normal state. If an
army has no commander with this skill, it is considered to have effective
Leadership 5. In administrative dealings, a leader of a faction can use this
skill to raise the Population Morale. While in any of the faction’s towns, the
leader can spend his whole turn to make a Leadership roll, modified by the
absolute value of the current Population Morale – it is hard to raise the
morale of depressed people, and it is hard to raise morale if it is already
raised. For additional details, see the Population Stability faction trait. If the
leader succeeds, the Population Morale is increased by 1, if it is possible.
Strategy – The primary skill of warlords, has the highest
importance in battles. If an army has no warlord with this skill, it is
considered to have effective Strategy 5.
Intelligence Analysis – Allows to gain information about the enemies and
evade ambushes. If an army has no commander with this skill, it is considered
to have effective Intelligence Analysis 5.
Administration – A successful roll allows to decrease the maintenance
cost of armies and buildings by 10% (20% on a critical success) for the turn.
Only the leader of the faction can make this roll, and only in the capital of
his faction.
Diplomacy – Used during negotiations with NPC-factions and
characters, and by spies when affecting characters of other factions.
Intimidation – Used during negotiations with NPC-factions and
characters, and by spies when affecting characters of other factions.
Bluff – Used during negotiations with NPC-factions and
characters, and by spies when affecting characters of other factions.
Finance – A successful roll at the start of the turn
increases the money income from a Wealth roll by 10% (20% on a critical
success) for the turn. A character can make this roll only in the faction’s
capital. Only one character can make a Finance roll in a turn.
Interrogation – Used to interrogate captured spies.
Stealth – Used by scouts and spies to move to enemy lands
unnoticed.
Propaganda – Used by spies to lower Population Morale.
Prospecting – Used by characters to detect hidden mineral
resource sources. A character with this skill automatically makes a roll when
moving into an unexplored region. If he succeeds, he locates all hidden sources
of mineral resources in the region. If he fails, he can try again in the
future, but he will have to spend a turn to do it.
Observation – Used to notice enemy scouts and spies.
Martial Skill – Reflects the combat skills of a character. A
character with Martial Skill 15 or higher can do heroic deeds in battles. This
skill is important when assassinating or defending against assassins.
Appendix B. Buildings
Town
Prerequisites: no town in the region.
Cost: 1M, 30 wood, 30 stone.
A town with no walls (has
DB +4).
Fort
Prerequisites: town.
Cost: 500К, 20 wood, 20 stone.
The town is fortified
with walls and other fortifications (has DB +6).
Farm
Prerequisites: plains or hills.
Cost: 100К.
A farm grants your
faction a +1 bonus to Food.
Lumber Mill
Prerequisites: woods.
Cost: 100К.
A lumber mill allows
the faction to produce wood in the woods. If this is the first wood source of
the faction, then the faction’s Wood value becomes 10. If it is not the first
source, then the faction gains a +1 bonus to Wood.
Quarry
Prerequisites: hills or mountains.
Cost: 100К.
A quarry allows the
faction to produce stone in the hills or mountains. If this is the first stone
source of the faction, then the faction’s Stone value becomes 10. If it is not
the first source, then the faction gains a +1 bonus to Stone.
Iron Mine
Prerequisites: mountains.
Cost: 100К.
An iron mine allows the
faction to produce iron in the mountains. If this is the first iron source of
the faction, then the faction’s Iron value becomes 10. If it is not the first
source, then the faction gains a +1 bonus to Iron.
Gold Mine
Prerequisites: mountains, revealed source of gold.
Cost: 300К.
A gold mine grants your
faction a +1 bonus to Wealth.
Barracks
Prerequisites: town.
Cost: 400К.
The barracks increase
the army money limit of the town by 500K.
War Academy
Prerequisites: town.
Cost: 400К.
War academy allows you
to hire warlords in the town and recruit troops of Good quality or higher. In
addition, a war academy can teach the Strategy skill, as if it had Strategy 15.
Forge
Prerequisites: town.
Cost: 300К, 5 iron.
The forge allows
recruiting troops in the town with equipment quality of Good or higher.
Spy Academy
Prerequisites: town.
Cost: 400К.
Spy academy allows you
to hire spies in the town. In addition, a spy academy can teach the Propaganda
and Stealth skills, as if it had Propaganda 15 and Stealth 15.
Assassin Guild
Prerequisites: town.
Cost: 500К.
Assassin guild allows
you to hire assassins in the town. In addition, a spy academy can teach the
Stealth skill, as if it had Stealth 15.
Sanctuary
Prerequisites: town.
Cost: 500К, 10 stone.
A sanctuary allows you
to hire priests in the town and teach 1st-level priestly magic to
characters. A sanctuary can be upgraded multiple times, and each upgrade will
allow it to teach priestly magic of the next level. An upgrade costs 500K*(new
level) units of money, 5*(new level) units of stone, and 5*(new level) relics.
A character that does not have any priestly magic
abilities may be taught only abilities of the 1st level. To be able
to learn abilities of higher levels, a character must have at least one ability
of the previous level. A character that wants to learn priestly magic must
spend his turn and a number of relics equal to 2*(level of ability being
learnt).
Reliquary
Prerequisites: revealed source of relics.
Cost: 300К.
A reliquary allows the
faction to “gather” relics. If this is the first relic source of the faction,
then the faction’s Relics value becomes 10. If it is not the first source, then
the faction gains a +1 bonus to Relics.
Appendix C. Magic
Priestly magic
Holy Path
Level: 1.
Type: Constant.
The character may sense the direction towards the nearest
unrevealed source of relics.
Sanctuary
Level: 1.
Type: Constant.
If the character becomes a victim of an assassin, then,
if the assassin wins, make a 3d roll. If the result is 10 or lower, then the
result is considered to be a draw instead.
Sermon of Courage
Level: 1.
Type: Combat.
If a commander of a
surprised army uses the Rally strategy, and there is a character with this
ability in the army, then the commander gets no -2 penalty to Leadership to
rally troops.
Healing
Level: 2.
Type: Combat.
If the victorious army
has a character with this ability, then the casualties are reduced by
additional 10%. In addition, all characters in the army with a character with
this ability have a -1 penalty to Misfortunes Chance.
Summon Angels
Level: 3.
Type: Ritual.
Prerequisites: Can
only be used in a sanctuary.
Cost: 10 relics.
The priest performs a
ritual in a sanctuary, summoning a squad of angels from Heavens.
Angels (Flying Infantry)
A squad of ten winged
astral devas.
TS: 4. WT: 1.
Classes: Air, Rec. Mobility:
Foot, SA.
Quality: Good equipment; Good troops.
Features: Fanatic (when fighting against undead and evil
outsiders), Night.
Cost: 10 relics to raise; 1 relic to maintain.
|
Appendix D. Turn resolution order
1. Gifts of money, resources, and other gifts are sent to
other nations.
2. Money income, food, resource income rolls. At this
step, characters can also make their Administration and Finance rolls.
3.
Maintenance cost
is subtracted.
4. Buildings, cost of which was paid in full on the last turn,
are constructed.
5. Troops, cost of which was paid in full on the last turn,
are recruited.
6. Mages cast ritual spells in a random order.
7. Battles caused by magic are calculated.
8. Thefts, assassinations, espionage, propaganda.
9. Troops that end their movement in friendly regions move.
The order in which the factions move their troops is random.
10. All other troops move.
11. Battles are calculated.
12. Global enchantments produce their effects. Note that
their casting happens in step 2.
13. Random events.
14. Battles, caused by random events, are calculated.
Appendix E.
Example factions
Ermor [12]
Race: humans.
Traits: Corruption
Shift -1 [2]; Mercantilism 1 [4]; Militarism 2 [4]; Starting Rare Resource
(Pearls) [2].
Starting Leader: Leader.
Starting Terrain:
Hills.
Example Units:
Legionnaires (Medium Infantry)
A squad of ten
legionnaires armed with short swords, javelins, and tower shields.
TS: 4. WT: 1.
Classes: -. Mobility:
Foot.
Quality: Basic equipment; Good troops.
Features: none.
Cost: $60K to raise; $7.2K to maintain.
Equites (Heavy Cavalry)
Ten noble mounted
warriors armed with light lances and broadswords.
TS: 5. WT: 2.
Classes: Cv. Mobility:
Mounted.
Quality: Basic equipment; Average troops.
Features: none.
Cost: $200K, 2 iron to raise; $40K to maintain.
Abysia [12]
Race: abysians.
Traits: Farming -1
[-4]; Favored Terrain (Desert) [4]; Food Factor 5 [10]; Militarism 1 [2].
Starting Leader: Warlord.
Starting Terrain:
Desert.
Example Units:
Abysian Infantry (Heavy Infantry)
Abysia mainly uses
heavy infantry. This squad of ten warriors of living lava, covered in plate
armor, can intimidate any enemy soldier.
TS: 4. WT: 1.
Classes: -. Mobility: Foot.
Quality: Basic equipment; Average troops.
Features: none.
Cost: $40K, 1 iron to raise; $8K to maintain.
Appendix F.
Character classes
Leader
Prerequisites: capital.
Cost: 100К.
Starting
attributes: Fortitude 10, Will 10.
Starting skills: Leadership 9+1d, Administration 9+1d, Diplomacy 9+1d,
Finance 9+1d, Martial Skill 8.
Starting qualities: none.
Warlord
Prerequisites: war academy.
Cost: 100К.
Starting
attributes: Fortitude 10, Will 10.
Starting skills: Strategy 9+1d, Leadership 9+1d, Intelligence
Analysis 9+1d, Observation 12, Martial Skill 9+1d.
Starting qualities: none.
Explorer
Prerequisites: none.
Cost: 50К.
Starting
attributes: Fortitude 11, Will 10.
Starting skills: Observation 9+1d, Prospecting 9+1d, Martial Skill 8.
Starting qualities: none.
Spy
Prerequisites: spy academy.
Cost: 100К.
Starting
attributes: Fortitude 10, Will 10.
Starting skills: Observation 10+1d, Diplomacy 10+1d, Intimidation
10+1d, Bluff 10+1d, Stealth 10+1d, Propaganda 9+1d, Martial Skill 8.
Starting qualities: none.
Assassin
Prerequisites: assassin guild.
Cost: 200К.
Starting
attributes: Fortitude 11, Will 11.
Starting skills: Observation 10+1d, Stealth 10+1d, Martial Skill 9+1d.
Starting qualities: none.
Inquisitor
Prerequisites: sanctuary.
Cost: 200К.
Starting
attributes: Fortitude 11, Will 13.
Starting skills: Observation 10+1d, Intimidation 10+1d, Propaganda
10+1d, Interrogation 9+1d, Martial Skill 9+1d.
Starting qualities: none.
Priest
Prerequisites: sanctuary.
Cost: 200К, 1 relic.
Starting
attributes: Fortitude 10, Will 14.
Starting skills: Martial Skill 8.
Starting qualities: one random 1st-level priestly magic
ability.
Appendix G.
Elements
Here are presented the changes to some elements from GURPS Mass Combat.
Element
|
Raise
|
Maintain
|
Land Elements
|
||
Heavy Artillery
|
100K, 10 wood
|
10K
|
Heavy Cavalry
|
200K, 8 iron
|
40K
|
Heavy Chariots
|
160K, 4 iron
|
32K
|
Heavy Infantry
|
40K, 4 iron
|
8K
|
Light Artillery
|
40K, 5 wood
|
8K
|
Element
|
Raise
|
Maintain
|
Naval Elements
|
||
Large Boat
|
10K, 10 wood
|
1K
|
Light Galley
|
70K, 15 wood
|
14K
|
Longship
|
50K, 15 wood
|
10K
|
Merchant Galley
|
600K, 20 wood
|
60K
|
War Galley
|
500K, 30 wood
|
100K
|
Bibliography
6.
Fields of Blood:
The Book of War. http://www.drivethrurpg.com/product/691/Fields-of-Blood-The-Book-of-War?it=1
8. Ultimate Campaign. http://paizo.com/products/btpy8x64?Pathfinder-Roleplaying-Game-Ultimate-Campaign
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