Author Topic: New campaign Rules I would like if I am to DM  (Read 12495 times)

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Offline X-Brosengae [Cloene] (Linde)

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New campaign Rules I would like if I am to DM
« on: April 25, 2013, 11:00:07 PM »
Setting and area: Where players want to play and where I can get enough reading material to form a good idea of the area.

Domains: Any domain viable in that setting

Characters: Simple skill point point by characters with simple choices of skills and blood abilities... Levels are an option, greater power can just be more skill points and class can be a bonus SP in a skill. The number of points a character is given can also be the base for the DDC to hire him with a hire help action.

Actions: Well defined actions that allow players to do most calculation before handing in the DO.... Just as now

Magic and spells: LESS than RoE.

Units and combat: A combat system where the outcome of battles depend on strategy and units more than on the roll of a dice...

Agendas: Agendas will be used.. Same as in RoE to help you win the game. But VP gain from agendas and other actions will be defined and available.

Winner(s): All of us since we are going to have many years of fun.. but the winner of the game will also be the domain with most VP at end.

Feel free to post suggestions or comments. I will try to elaborate my statements in the following days.

Offline X-Brosengae [Cloene] (Linde)

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Re: New campaign Rules I would like if I am to DM
« Reply #1 on: April 25, 2013, 11:55:47 PM »
Just found some old rules I made a couple of years ago... Ill post them here in raw form for inspiration and input

Character Generation Draft:

Creating a character comes in 4 steps.
1.   Choose Classes.
2.   Choose Skills
3.   Choose blood strength & power
4.   Choose blood abilities & Special powers

Each character starts with a number of character creation points (CCP). On your domain secrets document the number of CCP available to your regent and other characters will be noted.
No more than 50% of your characters total CCP may be spent on each step.
1. Choose Classes:
A character can have any number of classes gaining the full benefit of each class. You must buy at least one class for your character. If your character has less than 40 CCP total he can only choose from the basic classes that cost 10CCP. (Note: If two of your classes grant the same benefit you only gain the benefit once)
Guilder. Cost 10 CCP. Your character gain the following benefit: +1 Commerce. & Full Regency for Guild
Warrior. Cost 10 CCP. Your character gain the following benefit: +1 prowers. & Full Regency for Law
Magician. Cost 10 CCP. Your character gains the following benefit: +1 Sorcery. & Full Regency for Sources
Cleric. Cost 10 CCP. Your character gains the following benefit: +1 Theology & Full regency for Temples
Noble. Cost 15 CCP. Your character gains the following benefits: Diplomacy is a free action. Half regency for law & Guild.
Rogue. Cost 15 CCP. Your character gains the following benefits: +1 Commerce, +1 stealth, Full Regency for Guilds & half regency for law.
Fighter. Cost 15 CCP. Your character gains the following benefits: +1 Prowers, +1 law, Full Regency for Law & half regency for Temples.
Wizard. Cost 15 CCP. Your character gains the following benefits: +1 Sorcery, +1 Politics, Full Regency for Sources & half regency for Guilds
Priest. Cost 15 CCP. Your character gains the following benefits: +1 Theology, +1 Sorcery, Full Regency for Temples & half regency for Sources.
Assassin. Cost 20 CCP. Your character gains the following benefits: +2 Commerce, +3 stealth, Full Regency for Guilds & half regency for law.
Knight(Paladin). Cost 20 CCP. Your character gains the following benefits: +1 Prowers, +2 law, Full Regency for Law & Temples.
Sorcerer. Cost 20 CCP. Your character gains the following benefits: +3 Sorcery, +2 Politics, Full Regency for Sources & half regency for Guilds
Devotee. Cost 20 CCP. Your character gains the following benefits: +2 Theology, +1 Sorcery, Full Regency for Temples & Sources.
2. Choose Skills:
These are the skills available to characters in the game:
Sorcery: (Sor) Fighting with arcane might and casting arcane realm magic.
Theology: (The) Fighting with divine might and casting divine realm magic.
Prowers: (Pro) Fighting with physical might and surviving battles
Commerce: (Com) Administrating funds and modifier on some domain actions
Politics: (Pol) Etiquette, diplomacy, negotiations ect
Law: Knowledge of legal code ect.
Strategy: (Str) Useful when commanding an army.
Knowledge: (Kno) Knowing stuff not covered in other skills.
Stealth: (Ste) Useful in battles & some domain actions
Outdoors: (Out) Survival in the wilderness.
Seamanship: (Sea) Knowledge and knowhow of sailing vessels.

Skills cost as shown by the following table:
Exponent   Cost in CCP
1   1
2   3
3   6
4   10
5   15
6   21
7   28
8   36
9   45
10   55



3. Choose Bloodline strength & power:
Bloodline strength cost as follows:
Strength   Minimum Power   Cost in CCP
Weak   5   5
Minor   15   10
Major   25   15
Great   40   25

Bloodline power costs as follows:
Power   Cost in CCP
5   1
10   3
15   6
20   10
25   15
30   21
35   28
40   36
45   45
50   55


4. Choose Blood Abilities & Special powers:

Special powers:
Ability to cast divine realm magic: 15CCP. Your character can cast realm magic. Choose 3 battle spells. Choose divine realm spells equal to your theology skill. You know those spells and can learn more with the research action.
Ability to cast Arcane realm magic: 15CCP. Your character can cast realm magic. Choose 3 battle spells. Choose arcane realm spells equal to your sorcery skill. You know those spells and can learn more with the research action.

Blood abilities Table of cost:
Strength of Power   Strength of Character   Cost in CCP
Minor   Weak   15
Minor   Minor   10
Minor   Major+   5
Major    Weak   NA
Major   Minor   20
Major   Major   15
Major   Great+   10
Great   Minor-   NA
Great   Major   25
Great   Great   20
Great   True   15


Bloodlines and Blood Abilities
Blood abilities are intentionally written to mostly grant characters personal powers rather than domain-wide effects. They are essentially roleplaying tools. This is to encourage characters to add a personal touch to the activities of their domains, and blood abilities can have many different effects depending on the situation - be creative! Note that a character must personally oversee and become involved in a domain action in order to use his blood abilities in conjunction with it.
Blood Ability   Allowed Derivations   Strength   Effects
Alertness   Az, Ba, Br, Re   Minor   +10 to domain initiative.
Alter Appearance   Az, Br, Vo   Minor   Scion can alter his appearance via illusion magic (but cannot copy a specific person's appearance). +1 stealth
Animal Affinity   All   Minor   Scion can communicate with a type of animal based on his bloodline derivation (Anduiras - lion, Azrai - snake, Basaia - eagle, Brenna - cat, Masela - dolphin, Reynir - wolf, Vorynn - owl) and can detect them within 1 mile radius. At major bloodline, can also gain the service of such an animal as an ally (not as unthinking slave). At great bloodline, can shapechange into such an animal.
Battlewise   An, Az   Major   Scion adds + 1 morale to up to one friendly unit per point of Strategy skill. These units must be close to the scion or commanded by him to receive this bonus.
Berserkers Blood   Az, Vo   Great   +2 to Prowess skill. Opponents meeting the scion in melee are more likely to be killed.
Blood History   Br, Ma, Vo   Minor   +1 to Knowledge skill. Scion can recall memories from all of his ancestors. A regent may use Ceremony as a free action without being present, as long as all parties are willing.
Bloodform   Az   Major   This ability cannot be taken. Its appearance results through in-game roleplaying and heralds the transformation into an awnshegh.
Bloodmark   All   Minor   Scion elicits respect and can gain bonuses (+ 1) when using skills such as Commerce or Politics with nonhostile targets. He is easily recognizable, which may hinder certain applications of Stealth skill.
Bloodtrait   An, Ba, Br, Ma, Re, Vo   Major   This ability cannot be taken. Its appearance results through in-game roleplaying and heralds the transformation into an ehrshegh.
Character Reading   Ba, Br, Vo   Major   After speaking with another character for at least one minute, scion may form a good sense of the other's motivations and personality.
Charm Aura   Az, Ba, Br   Major   Scion can charm nearby nonhostile beings or cause confusion in the minds of hostile beings; up to one target per 5 points of bloodline score can be affected at once. Targets check their defense against magic to avoid this. At great bloodline, the effect is stronger and harder to resist. The ability is even more effective if stacked with Persuasion.
Courage   An   Minor   Scion is completely immune to normal or magical fear. At major bloodline, the effect extends to all nearby allies. At great bloodline, the effect extends to a single military unit led by the scion, giving it +5 morale.
Death Touch   Az   Minor   Scion can secrete virulent poison from his skin. (+1 assassinate) At major (+2 assassinate) and great (+4 assassinate)
Detect Lie   An, Ba, Br, Ma, Re, Vo   Minor   Scion can discern whether a single individual is speaking the truth as he believes it. Must be able to hear and understand the individual speaking.
Detect Life   All   Minor   Scion can detect any nearby animal (including sentient creatures) or plant life by concentrating.
Detect Illusion   Az, Ba, Br, Ma, Re, Vo   Minor   Scion always sees through illusions, including Alter Appearance ability.
Direction Sense   Ma, Re   Minor   Scions with the derivation of Reynir can always tell direction in the wilderness, while those with the derivation of Masela have the same ability at sea.
Divine Aura   All   Major   Nearby non-blooded characters are easily impressed by the scion and can be enthralled if desired. At great bloodline, nearby hostile non-blooded targets are affected by fear (+2 morale to a single unit and + 1 Politics).
Divine Wrath   An, Ba, Ma   Major   When fighting an enemy who has somehow greatly wronged the scion or those he cares about, the scion gains +1 sorcery/prowers/theology, and causes fear with his gaze. What "greatly wronged" means can vary and strongly depends on roleplaying; fighting some random gnolls is not enough to trigger the effect.
Elemental Control   An, Ba, Ma, Re   Great   Scion can summon an elemental of appropriate type (Anduiras - air, Basaia - fire, Masela - water, Reynir - earth) once per week. The elemental will serve the scion faithfully and is a tough ally; in battle it uses the same stats as Summoned Monsters, but this is not necessarily the only way to use it. Additionally, the scion gains a special power based on derivation: scions of Anduiras can control winds, scions of Basaia are immune to fire, scions of Masela can walk on water, and scions of Reynir can pass through earth and stone.
Endurance   An, Ba, Ma, Re   Minor   Scion never becomes tired or fatigued from any physical activity. He is more likely to survive personal combat and assassination attempts. (+1 prowess or + 1 survival. Chosen when the ability is taken)
Enhanced Sense   All   Major   Scion gains a special sense based on derivation. Scions of Anduiras can detect evil and supernatural creatures. Scions of Azrai can see in poor light and can spot sneaking beings more easily. Scions of Basaia can see and spot details at a much greater distance and are more effective with ranged weapons. Scions of Brenna can see in darkness and have very acute hearing. Scions of Masela can see and hear normally through any weather conditions. Scions of Reynir can follow tracks and spot things in wilderness environments much more easily. Scions of Vorynn are able to transfer their senses of sight and hearing to a known location up to one mile away.
Fear   Az   Minor   Scion can cause magical fear by touch, and is himself more resistant to fear.
Forest Walk   Re   Minor   Scion can move through any forest without slowing down or leaving any tracks. At major bloodline, scion cannot be magically detected or scried when in a forest. At great bloodline, scion can travel through any contiguous forest terrain at the rate of one province per hour.
Healing   An, Ba, Re   Minor   Scion can heal a wound, potentially preventing someone's death. At major bloodline, scion can also cure a disease, paralysis, blindness, or deafness. At great bloodline, scion can cure poisoning and his wound healing ability completely heals all the target's normal wounds. The ability can be used once per day, regardless of which effect is chosen.
Heightened Ability   All   Minor   Grants a +1 bonus to one skill, based on derivation. Anduiras - Law or Strategy, Azrai - Sorcery or Politics, Basaia - Law or Knowledge, Brenna - Commerce or Stealth, Masela - Knowledge or Seamanship, Reynir - Outdoors or Prowess, Vorynn - Sorcery or Outdoors. This ability can only be selected once.
Home Hearkening   Br   Major   A regent scion can feel when one of his provinces or holdings is threatened or covertly acted against in some way, though he does not necessarily know the source. At great bloodline, the regent can also relay his wishes and instructions to his holdings regardless of his location or state, as long as he is conscious. Non-landed scions with this ability have a similar sense of danger to their home province, provided they have lived there at least for the previous six months.
Iron Will   An, Az, Re   Minor   Scion is harder to kill and has greater resistance against hostile magic.
Light of Reason   Ba   Minor   Scion can generate light around himself at will. At major bloodline, scion can create a flash of light that causes temporary blindness in nearby enemies, and is immune to any kind of blindness himself. At great bloodline, this flash of light is equivalent to sunlight and greatly damages nearby undead.
Long Life   All   Minor   Scion will never age beyond young adulthood and never die of old age. His health will never deteriorate naturally.
Mebhaighl Sense   Vo   Minor   Scion can sense whenever an arcane spell is cast within half a mile radius, or whenever an arcane realm spell is cast within the same province. At major bloodline, scion can also sense the exact type of spell cast. At great bloodline, scion can also sense if arcane magic has been used in his immediate area within the last three months, or if an arcane realm spell was cast within the same province in the last three months.
Persuasion   Az, Br   Major   Scion can influence a sentient target with a magical suggestion, as long as they share the same language. The ability is even more effective if stacked with Charm Aura.
Poison Sense   Az, Re   Minor   Scion can automatically detect any poison nearby, effectively rendering certain assassination attempts ineffective.
Protection from Evil   An, Ba, Br, Ma, Re, Vo   Major   Scion is constantly protected against evil or supernatural creatures, who cannot voluntarily touch him. At great bloodline, the effect extends to nearby allies.
Resistance   All   Minor   Scion gains a resistance against certain forms of attack, dependent on derivation. Anduiras - charms and mind control, Azrai - necromancy, Basaia - light and fire, Brenna - magical restraint, Masela - water-based attacks and can breathe water, Reynir - cold and weather, Vorynn - direct damage magic. Major and great bloodlines increase the resistance.
Sea Song   Ma   Major   Scion can communicate with bodies of water by touching them.
Shadow Form   Br, Az   Great   Scion can change himself into living shadow for a short time, becoming nearly undetectable and immune to most forms of damage. He cannot attack or manipulate physical objects in this form.
Touch of Decay   Az   Great   Scion can disintegrate non-living matter composed of metal, stone, or wood with a touch.
Travel   Az, Ba, Br, Ma, Vo   Great   Scion and up to one companion per 5 points of bloodline score can teleport once per day, using a specific method dependent on derivation. Scions of Azrai can travel via the Shadow World between sunset and sunrise. Scions of Basaia can teleport between fires large enough to engulf their body. Scions of Brenna can teleport from any point of a road or path to any other point on any connected path. Scions of Masela can travel to any point within the same body of water they are standing in. Scions of Vorynn can teleport to any destination, but only during moonrise and moonset each day. The teleport destination must be known to the scion.
Unreadable Thoughts   All   Major   Scion is completely protected against mind-reading or intention-discerning effects, including Character Reading ability. Such abilities simply fail to detect any information.
Wither Touch   Az   Major   Scion can wither living tissue with a touch, causing damage, limb dessication and loss of physical strength. If not healed magically, the damage may be permanent. At great bloodline, the ability is more damaging and harder to resist.
Increasing Bloodline Score and Strength
Bloodline score can be increased in several ways:
•   By spending RP equal to the current bloodline score +1. This is a free action that can only be done once every three rounds and will increase the bloodline score by 1. Only characters who possess RP can do this; usually meaning only regents.
•   If a scion dies as a result of another scion piercing him through the heart (bloodtheft), the slayer's bloodline increases by 1 if it was stronger or equal to the victim's, or by 2 if it was weaker; the victim's RP reserve is completely lost in any case, but his domain passes to his heir normally. If the victim was the last of his line, the slayer instead gains 1/5 of the victim's bloodline score as well as all his RP; the victim's domain still passes to the heir. If the bloodtheft is performed with a tighmaevril weapon, the slayer gains half of the victim's bloodline score and all his RP; the victim's domain becomes uncontrolled even if there was an heir.
•   An unblooded character may become blooded if he kills a scion in personal combat where the victim's blood is spilled. This is more likely if the slaying involved bloodtheft, and also more likely if the victim had an Azrai bloodline.
Alignment
Alignment is not used in this game as such. However, characters with certain codes of behavior, such as paladins, are expected to follow them or suffer possible consequences.
Equipment
Characters may start with any non-magical equipment they wish that is available. Magical heirlooms are subject to the DM's whim.


Offline X-Brosengae [Cloene] (Linde)

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Re: New campaign Rules I would like if I am to DM
« Reply #2 on: April 26, 2013, 12:08:56 AM »
Need modification... mostly stolen from another pbem.... the next few posts are from the same rules. I will try to edit them to make them readable before monday.

Rules of the Game
The Most Important Rule
The most important rule of this game is that things usually happen logically and for a reason. A realm has many interconnecting factors affecting it and fiddling with any of them can have positive or negative repercussions on something else. While the rules on this page form the basic framework, the DM reserves the right to tweak individual things in cases where an outcome based on rules alone doesn't make sense. This will be done with fairness and realism in mind, and you are always allowed to appeal the DM's rulings in such matters.
Game Time and Turn Resolution
This game is run one round at a time. Each round is equal to a month; there are three rounds in a turn, which is equal to one season. There are no separate war moves. Players submit their actions for one round at a time.
Actions are resolved according to the following order.
1.   Domain initiative is determined by rolling 1d20 (the Alertness blood ability adds +10 to this roll). There is no bonus for early turn submission, though late submissions may carry a penalty. Regents can choose to delay their actions until later in the round, but must specify the event that they will act upon (even if it is simply waiting for someone else to act).
2.   Province loyalty is adjusted where necessary, if it is the start of a new turn.
3.   Domain collections are gained if it is the start of a new turn.
4.   Domain expenses are paid if it is the start of a new turn.
5.   Domain and other actions are resolved for each domain in the initiative order.
6.   Battles are resolved, if necessary.
Province Loyalty
Province loyalty can be high, average, poor, or rebellious. Provinces in rebellion produce no tax income, and all of the ruler's holdings in them are considered contested (this can only be countered via raising the loyalty).

Loyalty is adjusted at the beginning of each turn according to a d20 roll as follows:
   New Mood
Initial Mood   Rebellious   Poor   Average   High
Rebellious   <20   20-34   35-49   50+
Poor   <11   11-24   25-39   40+
Average   -   <1   1-24   25+
High   -   -   <9   10+
Various bonuses and penalties can affect this roll, as follows:
Bonus or Penalty   Example
+3   Ruler successfully dealt with a major event in the province last turn
+1   Per point of Politics skill of the ruler
+1   Ruler successfully dealt with a minor event in the province last turn
+1   Per GB of decreased province collection
-1   Per GB of increased province collection
-1   Per unit of levies mustered in the province during the previous turn
-2   For each holding hostile to the ruler in the province
-2   Ruler did not successfully deal with a minor event in the province last turn
-2   For each Warding or an ongoing hostile realm spell affecting the province
-5   Ruler did not successfully deal with a major event in the province last turn
-10   Province is occupied by military forces
Domain Collections
Domains collect income at the beginning of each turn.
Regency Points are collected according to total domain power or the ruler's bloodline strength, whichever is lower. Provinces and holdings generate RP based on the ruler's character class. A ruler can have no more than two times his bloodline score carried over from one turn to the next; anything in excess of this is lost.
Temples, guilds and provinces produce income of 1 GB per level. Law and source holdings produce no GB.
Province GB collection can be increased or decreased via the Decree action once per round. Each Decree action will modify the collection from any or all of the regent's provinces by any amount up or down, up to the ruler's Law skill +1 per Decree; this will apply from next turn. Province collection can be decreased all the way to zero or up to 50% higher than normal (rounded up to the next full GB, fractions are not used in province taxation). A single Decree action can also be used to restore normal base collection.
Law holdings can claim part of the income of other holdings. This should be specified in round 3 of each turn and is done during the subsequent collection. A law holding can extract taxes from temples, guilds, and trade routes in the same province, as well as the province itself if it is ruled by someone else. The claiming law holding must be of at least level 1. It can claim up to half of its own level in GB from each desired temple, guild, trade route connected to the province, or the province itself. Less than the maximum can be taken if desired, with increments of 0.1 GB. The claimed amounts are subtracted from the targets' income; no more than half the actual income produced can be claimed by a single law holding.
Domain Expenditures
Domain expenses are subtracted at the same time as income is collected.
Regency points can be paid in a vassalage agreement, by transferring an agreed amount of RP to one's liege lord; this is done automatically with no actions. A standard vassalage agreement usually stipulates the transfer of 1 RP per province and holding held in vassalage, but there can be many variations.
GB expenditures can be any of the following:
•   Military maintenance: total of maintenance cost of all units.
•   Naval maintenance: total of maintenance cost of all ships. Ships that have spent the entire previous round in port have their maintenance halved.
•   Asset maintenance: A fixed GB cost based on the total of your number of holdings (not holding levels), total number of trade routes, total fortification levels, and total building levels, divided by 5. Level 0 holdings and provinces are counted for maintenance. For example, a domain that owns 4 provinces, 4 law holdings, 2 guild holdings, 2 highways, a level 3 fortification, and a level 2 palace has total assets of 17, paying 3,4 GB in maintenance.
If the regent does not have enough GB to pay all his maintenance costs, the costs are reduced in the following order:
1.   Unit maintenance. Any normal army unit whose maintenance costs are not paid is automatically subject to morale check with a DC of 15, disbanding if it fails. The regent may spend RP to modify this DC, separately for each unit. Mercenary units that are not paid disband immediately.
2.   Ship maintenance, starting with ships not in port. Any ship whose maintenance costs are not paid takes 1 damage and is unusable until paid for (ships not in port stagger into the nearest friendly one). Ships that reach 0 hits fall into complete disrepair and disband.
3.   Asset maintenance, starting with buildings, then highways, then fortifications, then holdings. Buildings that are not paid for no longer grant their effects and may lose levels. Fortifications still provide protection but lose a level and are easier to siege and assault. Highways are destroyed. Trade routes are removed. Holdings lose a level. Provinces lose a level of loyalty.
Sources and ley lines also cost maintenance, according to the total number of source holdings and ley lines from the above table; however, RP is paid instead of GB. Level 0 source holdings are also counted for maintenance.
Courts
A regent's court level is equal to the level of his largest non-source holding plus the level of his biggest palace, if any. In addition, the regent may pay extra GB in round 1 of each turn to increase the court level. Maximum total court level cannot exceed 10.
The court affects the number of possible court actions that the regent can perform in a single round. All these court actions must be used in the same round, you cannot save them for later use. Courts also grant a modifier to the Politics skill of the regent and all his lieutenants, but only for the purpose of domain actions (not province loyalty or other rolls). This modifier cannot increase the skill above 10 but it can decrease it below 0.
Court Level   Description   Court Actions   Skill Modifier
0   Minimal court. The regent, and perhaps allies or a few hirelings paid from the regent's personal finances, administer the domain when and where they can. The regent must always use the Oversee action in conjunction with his domain actions.   0   -3
1   Quaint court. The regent has a primary base of operations equal to a common inn with only a few servants. The regent has a local reputation within a province, but no courtiers of any note. Common folk expect to deal with the regent directly and may be put off by retainers claiming to speak in the regent's name.   1   -3
2   Quaint court. The regent has a primary base of operations equal to a common inn with several servants. The regent has a local reputation within a province, but few courtiers of any note. Common folk expect to deal with the regent directly and may be put off by retainers claiming to speak in the regent's name.   1   -2
3   Average court. The regent's court is mostly functional with a scattering of trusted retainers and a few specialized servants such as musicians, tutors, a huntsman, etc. The court is capable of hosting occasional affairs of state and small festivals. The regent's retainers and agents are well-known and the common folk begin to interact with the regent's courtiers rather than the regent himself for most day-to-day matters.   1   -1
4   Average court. The regent's court is fully functional with sevaral trusted retainers and some specialized servants such as musicians, tutors, a huntsman, etc. The court is capable of hosting occasional affairs of state and festivals. The regent's retainers and agents are well-known and the common folk begin to interact with the regent's courtiers rather than the regent himself for most matters.   1   +0
5   Good court. The regent's court becomes established and administered by its own bureaucracy. The court has good facilities, many servants and retainers, and regular feasts or festivals. People consider the regent's court to be agents of an authority (legitimate or otherwise). The common folk of the regent's holdings interact with the regent's courtiers for all but the most pressing of issues, and courtiers are assigned to carry out the regent's orders unassisted.   2   +0
6   Good court. The regent's court becomes established and administered by its own bureaucracy. The court has good facilities, plentiful servants and retainers, and regular feasts or festivals. People consider the regent's court to be agents of an authority (legitimate or otherwise). The common folk of the regent's holdings interact with the regent's courtiers for all but the most pressing of issues, and courtiers are assigned to carry out the regent's orders unassisted.   2   +1
7   Excellent court. The regent's court is large and capable. Courtiers exist for every major function in the realm, and many have a staff of lesser bureaucrats that report to them directly. The court is capable of hosting balls and major galas regularly.   2   +2
8   Excellent court. The regent's court is large and capable. Courtiers exist for every major function in the realm, and most have a staff of lesser bureaucrats that report to them directly. The court is capable of hosting balls and major galas regularly, and does so.   3   +2
9   Opulent court. The regent's court is a major center of power, the envy of nearby realms. Art, literature, and sports are celebrated. Guests are waited on hand and foot. The regent's court handles all but the most critical matters and common folk are rarely allowed (or need) to speak with the regent directly.   3   +3
10   World-class court. The regent's court is a thing of wonder spoken of in far-off lands. Art, literature, and sports are celebrated. Guests are waited on hand and foot, and head and neck. Every day brings a festive event of some kind. The regent is expected to do almost nothing and is almost entirely unaccessible except to other powerful regents. Decree actions are now free rather than court.   4   +3
Wizards also gain a number of court actions as if they had a court level equal to their highest source holding. These court actions can only be used on actions related to sources and ley lines, granting gold, and building source-related buildings. Wizards can also maintain a regular court in addition if they pay for it, have a non-source holding, or build a palace.


Offline X-Brosengae [Cloene] (Linde)

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Re: New campaign Rules I would like if I am to DM
« Reply #3 on: April 26, 2013, 12:16:46 AM »
Actions
Actions can be of any of the following types:
•   Domain action (D). One domain action can be performed per round. R indicates the action can be done as a realm action. See below for details.
•   Court action (X). As many of these as the domain's court level allows can be performed per round.
•   Character action (C). The regent and every available lieutenant can each perform one of these each round.
•   Free action (F). Any number of these can be performed during a round, within reason.
Realm actions are domain actions targeting several holdings at once. These actions can simultaneously affect any number of provinces or holdings, though both the costs and the success rolls are separate for each, and a court action must be expended for each additional province or holding affected. The actions that can be extended in this manner, as well as which skills are relevant for them, have this noted in their description.
Once every round, one lieutenant may perform a lieutenant action, which is a court action; the lieutenant automatically oversees this action. No additional RP can be spent to improve its success (but additional GB can be, if the specific action allows it).
If a lieutenant is not used for a lieutenant action on any given round, he may perform a character action. Any/all lieutenants not performing a court action can be assigned to a character action every round. No extra RPs can be added to such actions, either.
All actions available in this game are listed below (if it's not listed, it's not available). DC modifiers in the descriptions are bonuses or penalties applied to the base success number of the action; a d20 roll needs to be equal to or greater than this number to succeed. Note that a natural 1 is always a failure but a natural 20 is not always a success. Common DC modifiers that apply to all actions are as follows:
•   Relevant skill decreases the DC of the action if it is overseen by the character. The relevant skill can also increase the DC of hostile actions targeting holdings that are overseen by the character.
•   Province loyalty modifies the DC of actions by all regents in the province: -1 for high, +2 for poor, +4 for rebellious.
•   Regency points can be spent to raise or lower the DC by any regents with holdings in the province where the action takes place, provided they could support or oppose otherwise.
Take ten: If the regent or lieutenant overseeing the domain action has at least 5 in the relevant skill, then you may expend a court action to take ten instead of having the DM roll the dice.
You cannot take ten on court or free actions.
Action   Type   Base Cost   Base DC   Relevant Skill   Notes
Adventure   C   None   -   Various   This action can be used to do things that require personal involvement by a group of characters. Adventures will be strictly regulated and in general are allowed no more than once per turn. Each adventure must have a very specific goal and plan detailed for it. They are not duplicates for domain actions and normally cannot achieve similarly spectacular results. There will be no player involvement once a turn is submitted, so remember that if you are going on an adventure you are putting your character's life in the DM's hands!
Agitate   DR   1 GB/province, 1 RP/province   10+   Politics   Used to raise or lower province loyalty. Only law, temple, and guild holdings can be used to agitate.
DC Modifiers:
•   If the level of the holding used to agitate is lower than the province level, the difference is applied as increase to DC.
•   All law holdings in the province can support or oppose regardless of which holding type is used to agitate.
•   Other temple holdings in the province can support or oppose.
•   GB can be spent to modify the DC in the same manner as RP.
•   DC is decreased by additional 5 points if the province is in poor mood and the action is aimed at lowering it to rebellious.
Build   X   Var   0+   Law   This action can be used to build various constructions in a province, as well as ships in provinces that have a shipyard. This action is also used to repair ships; this costs 2 GB for each hit suffered by the ship and counts against the shipbuilding capacity.
Each Build action gives the ability to spend GB in one province, equal to the province level. This GB can be spent on any building projects in the province as desired. Each province can only have one Build action affecting it each round.
The province ruler and any law holdings in the province can modify the DC. If nobody opposes it, this action always succeeds; the DC is only used if there is opposition.
Special: Military units, including prisoners, can be utilized to build province fortifications (and only those). This still requires using a Build action, but each unit contributes an additional 1 GB to the base provided by the action. This allows building fortifications in level 0 provinces. The units cannot move or attack during the round, but will defend themselves if attacked.
Cast Realm Spell   F   Var   Auto   -   Used to cast realm spells previously prepared. Regents with the appropriate special ability can cast realm spells.  Lieutenants can use the lieutenant action to cast realm spells through the regent's temples. Wizard lieutenants must be given use of a source holding via Ley Link action in order to cast realm spells through them.
Note: Lieutenants need the appropriate special ability too to cast spells on behalf of the regent.
Ceremony   D   1 GB   Auto/0+/10+   Politics   Ceremony requires at least a priest regent with a temple (1) in any province to perform the ceremony (except for designation). This counts as a court action for the priest performing the ceremony. Divestiture or transfer of guilds or source holdings does not require the services of a priest. Likewise, the elves do not employ divine aid for any of their ceremonies.
The various types of Ceremony are described below:
•   Coronation. You become the lawfully recognized head of an unclaimed domain or a domain held temporarily through designation. Only blooded scions may receive coronation. DC is 0+the size of the domain you are attempting to invest (i.e. its total number of holdings and provinces) if any regents oppose the coronation, otherwise success is automatic. Regents who have a holding in any province in which the invested domain has holdings may spend RP to oppose the investiture. This action can be used to formalize a heir during the ruler's lifetime by crowning him co-ruler; in this case, the heir does not take over the domain until the current ruler dies and need not be crowned again.
•   Designation. A regent designates a heir or heirs, who will inherit the domain upon his death; this action is automatically successful. Only blooded scions may be designated heirs. If the regent later dies or abdicates, the heir assumes temporary control of the domain, gaining only half the RP from it until a ceremony of Coronation is performed. If there is no designated heir for the domain, anyone with a reasonable claim or enough power can claim it, gaining no RP until a Coronation ceremony is performed.
If the ruler has sons, the eldest son is automatically considered the designated heir and no ceremony is needed unless the regent wishes to disinherit him or will part of his domain to others.
If the realm or domain has an elective government (such as some non-family-operated guilds), heir designation is not necessary, as a new regent will be elected when needed. However, a regent may attempt to overthrow an elective government if he wishes to establish hereditary rule.
•   Transfer. A willing transfer of one or more holdings or provinces to another regent. Both regents must be physically present at the ceremony (via Oversee action) and willing, though this willingness may be coerced physically or magically. Both regents must spend a domain action at the same time to transfer. Success is automatic. Transfer is not considered a realm action regardless of how many provinces or holdings are transferred.
•   Divestiture. A province or holding can be divested under certain conditions. The divesting regent must either have occupied the province, or must have successfully contested it. Holdings can be forcibly divested in an occupied province, provided they are subject to the occupation (i.e. fortified holdings must be taken separately). Only a single province can be divested per action, unless the target regent is present at the ceremony (willing or not); however, even if you hold the regent prisoner, you can only divest those provinces that you could under normal conditions. DC for divestiture is 10+level of the province you are attempting to claim (rolled separately for each province). Regents who have holdings in the affected province may spend RP to modify the DC. Like Transfer, Divestiture of multiple provinces or holdings is not considered a realm action. Forced divestiture against a fellow Khinasi is usually considered highly dishonorable and such transfers normally only take place in a ceremony of Transfer after a peace treaty; for non-Khinasi and nonhumans no such considerations exist.
•   Vassalage. Used to accept the sworn vassalage of another regent. Once sworn, this ceremony provides the liege with a seasonal tribute of regency from the vassal subject. This tribute can be any amount, but does not generally exceed 1 RP per province or holding that the vassal holds in the liege’s name. Both regents involved must take the Ceremony action in the same round. Vassalage can be canceled by either part with a Decree action.
•   Bloodline Investiture. A blooded scion can voluntarily transfer his bloodline to another person. Both must be present during the entire ceremony. If the recipient was unblooded, he gains the same bloodline strength and derivation, but may choose different blood abilities. If the recipient was already blooded, he instead gains 1 point to his bloodline score, and the giver's bloodline strength and derivation may also be transferred if they are stronger. In any case the giver becomes unblooded and can no longer retain or gain RP.
Several ceremonies between the same two regents can be combined into a single action, provided that it makes sense to combine them.
DC Modifiers:
•   DC of Coronation and Divestiture can be modified by the Politics skill of any regents who are otherwise able to affect the roll.
Contest Holding   DR   1 GB/holding, 1 RP/holding   10+   Law, Theology, Commerce, or Sorcery (based on the holding being contested)   You must have a holding in the same province as the one you want to contest; the province ruler can instead use his province level to contest. One successful contest will make the target holding contested and unable to produce any RP or GB. A second successful contest will reduce the contested holding to zero. Only contesting a zero-level holding will totally eliminate it (in fact this is the only way to eliminate zero-level holdings). Can be done as a realm action. Source holdings can only be contested by province rulers and other source holdings.
DC Modifiers:
•   Contesting holding level decreases the DC.
•   Level of holding being contested increases the DC.
•   The province ruler and any law holdings in the province can support or oppose regardless of which holdings are contesting each other.
A holding that is contested once can be divested by the contesting regent via Ceremony action. A holding that is contested once can be restored to normal if its owner performs a successful Rule Holding action on it (this will not raise the holding's level).
Contest Province   D   1 GB, 1 RP/province level   10+   Law   A province can be contested if its ruler has at most a 0-level law holding in it, and the province loyalty is poor or rebellious. At that point, any regent with a holding in the province can attempt to contest it. A regent who has successfully contested a province can then use Ceremony to divest it. A province ruler can end the contest either by getting a law holding of at least level 1 in it, or by raising loyalty to at least average.
DC Modifiers:
•   Contesting holding level decreases the DC.
•   Province level increases the DC.
•   Any holding in the province can modify the DC.
Contest Trade Route   D   1 GB, 1 RP   10+   Commerce   One successful contest will destroy the target trade route. A trade route can be contested by any law or guild holding in either province that the route is connected to.
DC Modifiers:
•   Contesting holding level decreases the DC.
•   GB value of the trade route increases the DC.
•   Any guild holdings in the same province as the contesting holding can support or oppose.
Convert Holding   D   2 GB, Var RP   10+   Law, Commerce, Theology, or Sorcery (based on the holding type converted)   Attempts to convert one holding level of a target to the regent's own holding of the same type. Success causes the target holding to lose 1 level and the ruler's own holding to gain a level. Only holdings of the same type can be converted. RP cost is 1 per target holding level plus 1 per current level of the converting holding.

DC Modifiers:
•   Converting holding level decreases the DC.
•   Level of holding being converted increases the DC.
•   Other holdings of the same type may support or oppose
•   Any law holdings in the province may support or oppose.
Create Holding   D   1 GB   10+   Law, Commerce, Theology, or Sorcery (based on the holding type created)   Creates a holding (0). Only regents able to cast arcane realm spells may create source holdings, and must always use the Oversee action in conjunction.
DC Modifiers:
•   Other holdings of the same type may support or oppose.
•   The province ruler can modify the DC, regardless of what holding is being created.
Create Ley Line   D   1 GB, 1 RP/province crossed   10+   Sorcery   Creates a ley line between two provinces. Only regents able to cast arcane realm spells may create ley lines. The creating regent must specify which provinces he wants the ley line to pass through; it need not be a straight line, but each province crossed, including start and end provinces, is a further 1 RP.
Ley lines must start from a source, but can end in a province in which the wizard holds no sources. However, ley lines attached to only one source last only until the end of the turn, dissipating afterwards, unless the wizard creates a source on the other end before the ley line disappears. Ley lines can also be attached to other ley lines; if the "anchoring" ley line dissipates, all others attached to it do likewise.
DC Modifiers:
•   Can be supported or opposed by levels of any source holdings in any province passed by the ley line.
Create Province   D   1 GB or 3 GB   20+   Law   This action can only be taken after the regent has successfully prepared a wilderness province for settlement. The province then loses its wilderness status and becomes part of the regent's realm. The cost is 3 GB if the province is not adjacent to the regent's existing holdings. Only the scion who is to claim the province may take this action.
DC Modifiers:
•   Can be supported or opposed by any holdings that exist within the province.
Create Trade Route   D   1 GB   10+   Commerce   Creates a trade route between two guild holdings. Trade routes generate GB each turn equal to the average level of the connected guild holdings.
•   Trade routes can be land or sea; the holding pages show which type of trade routes are available in each province.
•   Trade routes must be created between provinces with different resources; there are no terrain requirements.
•   The regent creating the trade route must have guild holdings in both provinces, or negotiate an agreement with another guild that has a holding in the desired province.
•   Land trade routes must have an uninterrupted path overland through provinces that contain highways. If any province the trade route passes through loses its highways, is occupied, or otherwise blocked, the trade route must find an alternate path or be destroyed.
•   Sea trade routes must be created between two coastal or river provinces, at least one of which must be level 4 or higher. Ships are not assigned to sea trade routes specifically, but the regent must have ships with the total cargo capacity at least equal to the income from his sea trade routes. These ships are considered to be out at sea.
•   Land and sea trade routes can have additional ships or units assigned to them for protection from attacks, but they might need permission from landed regents to operate along the entire route.
DC Modifiers:
•   Any law or guild holding in either of the two provinces connected by the trade route can support or oppose.
Decree   X or F   1 GB or None   Auto   -   This action is used to pass laws, make official announcements, declare war, etc. It usually cannot affect another regent's domain in any way except indirectly. Decrees are generally more effective if you control a higher proportion of law holdings in a province. Example decrees include change in province taxation, granting of a title or position to a vassal, declaration of a public holiday, etc. This action can also be used to cancel agreements negotiated via the Diplomacy action or the Ceremony of vassalage. Decree is a free action if you have a level 10 court for at least the previous three rounds.
War Declaration. This action is used to declare war on another regent. Once this action is performed, the two regents are considered to be at war with each other. They can attack each other freely from that point on, without needing to spend additional actions. War can be declared on any number of enemy domains in a single action. Regardless of any alliances, a regent cannot join a war unless he performs this action separately (example: A and B are allied, C declares war on A; now either B must declare war on C or C must declare war on B before B is able to join the war). The only exception to this is that liege lords and vassals can (but are not forced to) automatically join any war to help the other. War declaration costs no GB to make.

Offline X-Brosengae [Cloene] (Linde)

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Re: New campaign Rules I would like if I am to DM
« Reply #4 on: April 26, 2013, 12:19:10 AM »
Diplomacy   X or F   1 GB   Auto   -   When a diplomatic agreement is signed, all involved parties must use the Diplomacy action, though it can be performed by lieutenants; it should also be specified where the meeting takes place (the action's cost includes the cost of travel to another realm if need be). Any domains not part of the original treaty can join it later by using this action and receiving the permission of all other treaty members. Here are some examples of what can be achieved with a Diplomacy action, though they are by no means the only ones:
•   alliance (exact terms can be negotiated)
•   marriage agreement between members of two families (often includes an alliance)
•   betrothal agreement (marriage will take place as soon as both bride and groom are of marriageable age; alliance is not necessarily included until marriage takes place)
•   rights of passage for military forces (can be temporary or permanent)
•   formal trade agreement between two guilds (allows them to create trade routes between each other's holdings)
•   response to an event such as feud or unrest
•   peace treaty (see below)
Several diplomatic agreements can be combined into a single action, as long as they are held in the same place between the same regents and it makes sense to combine them. Diplomacy is considered a free action if it involves purely internal matters of the realm (not including vassal realms), such as responding to an event or marriage agreement with a lesser noble. It is also a free action if you’re a Noble.
Peace Treaty: All concerned regents (who are presumably at war) must perform this action during the same round. Afterwards, all participating regents are considered to be at peace with each other and can no longer attack each other until war is redeclared. The terms of the peace treaty are, of course, negotiated in advance via normal communications. Peace treaties should also specify the time for which they are in effect (commonly several turns); during this time, any regent who attacks another with whom he has a peace treaty experiences a loss of regency.
Disband   F or X   None   Auto/10+/20+   -   This action disbands military units, castles, or holdings. Disbanding mercenary units has a DC of 10, with failure indicating that the mercenaries become brigands. Ships have a sale value of 30%-80% of their base cost (rolled randomly); fortifications and other buildings have a scrap value of 10% of their base cost. Disbanding holdings or castles is a court action; it also has a DC of 20 unless the regent is personally present (this does not inhibit his other actions, but he can only personally oversee the disbanding of assets in one province in a round).
DC Modifiers:
•   Any law holdings in the same province can support or oppose disbanding mercenary units, holdings, or castles.
Embargo   DR   3 GB/province, 3 RP/province   10+   Commerce   Prerequisite: Guild regent must have a monopoly in a province or establish a coalition.
With this action, a guilder brings to a halt all economic activity within a province. Refusing to sell goods to the landed regent or to maintain contracts with said regent, the guilder plays havoc with a landed regent's treasury. If this action is successful, then tax collection in the province is decreased by 2, and the embargoing guild holdings cannot be law claimed. Every turn that a province remains under an embargo, there is a negative modifier to loyalty as the powerful merchants and guild leaders in the province lose their faith in the regent and their coffers dry up. An embargo remains in effect until the guilder lifts it, or the embargoing guild holding is contested or destroyed.
If a guilder lacks the prerequisite monopoly in a province, he can seek a coalition. If the guilder persuades another guilder to take the same domain action at the same time, then the embargo will be in effect. If one of the guild parties ends the embargo, the entire embargo ends.
DC Modifiers:
•   Any law and guild holdings in the same province can support or oppose.
Espionage   D   1 GB   Varies   Politics   This action covers various subterfuge activities (use your imagination), with various effects. The DC can vary anywhere from 5 to 30+, depending on the difficulty of the mission.
Create Spy Network: You can set up a spy network in a province in which you are present or own at least a level 0 holding, with a base DC of 20; a spy network is considered an asset for purpose of maintenance, but allows the owner to perform Espionage in that province as a court action with a -2 bonus to the DC.
Counter-Espionage: A regent can put RP or GB into his counter-espionage pool, each round (there is space on the turn submission sheet for that). This pool will be used to oppose any espionage actions done against that regent. Resources cannot be taken back from the counter-espionage pool, and the regent will not know exactly how big his current pool is; however, regents will be informed if their pool runs extremely low.
DC Modifiers:
•   The spying regent and the target apply both their law and guild holdings in the target province as modifiers to the DC; regents not involved in the espionage cannot affect it.
•   Level of the target province reduces the DC.
•   DC is increased by 1 per separation of target province from one of spying regent's holdings (i.e. espionage into adjacent province increases DC by 1).
•   GB can be spent to modify the DC in the same manner as RP.
For purposes of Espionage targeted more widely against a realm, its capital is considered to be the target province.
Exploratory Trade   D   1 RP/ship, 1 GB/ship   20+   Commerce   Sends out a naval trade expedition. This is a complex action; see section on Exploratory Trade for details.

Grant   X   None   Auto   -   This action is used to grant a sum of gold to another domain. Regency points can also be granted between lieges and vassals (court wizards and state religions are considered vassals).
The GB granted to another domain must be transported, in effect working as a one-time trade route. This transportation can be by land or sea, combined as needed to reach the destination. If transported by water, ships of appropriate type with sufficient cargo space must be assigned to transport the grant. Land transportation requires highways towards the destination. Any hostile law holdings along the transport path have a chance to intercept the grant, with a base chance of 5% per holding level, subject to situational modifiers. Units may be sent along with the shipment to protect it, but may require permission to pass through all realms on the way. Ships do not require permission but can still be intercepted.
Note that the grant can be transferred between any two holdings of at least level 1 belonging the regents in question. Grants between holdings in the same province can still be intercepted by law holdings in that province.
This action can also grant mercenary units to another domain. Non-mercenary units cannot be granted.
Improve Unit   D   Var   20+   Strategy   Trains a veteran unit, adding or improving its skills. See section on Improving Units for details.
Ley Link   X   1 RP   Auto   -   This action allows a wizard regent to temporarily transfer the control of any number of his sources and/or connected ley lines to another wizard. The recipient must be either a regent himself, or a lieutenant of the owner. The link lasts for two rounds, starting with the one when it is performed (if the recipient wishes to use the linked sources in the same round, he must wait until the link is performed). The original owner cannot use the linked sources and ley lines himself during this time, but may use another Ley Link action to retake control before time is up. A wizard lieutenant who is given control of sources via this action may use his lieutenant action to cast any realm spells he knows through them (still only once per turn, as with any lieutenant action).
Lieutenancy   D   1 GB   Auto   -   This action is used to acquire a new lieutenant. Success is usually automatic unless you want a lieutenant with a very specific set of skills. Wizards are especially rare.
The maximum number of lieutenants a regent can have at one time is equal to his Politics skill, plus 1 if he has a Minor bloodline, 2 if a Major bloodline, 3 if a Great bloodline, and 5 if a True bloodline.
Move Ships   F   None   Auto   -   Ships committed to movement can be recalled to their origin for 1 GB. When moving ships, you should give a rough course for your ships to sail and specify it along with your action (see the province map for sea and ocean zone borders and numbers). Ships can travel up to 4 times their sail rating in sea zones per round; each coastal and riverside province is considered to have its own adjacent travel zone, and ocean zones take up more than one sailing point, as indicated on the map.
In open sea, ships rarely encounter each other unless they have orders to actively seek other ships or patrol a specific area. On rivers and along coasts, ships are almost certain to encounter each other. When moving on rivers, at least one river bank must be friendly (not necessarily allied); permission must be asked from non-allied regents. When moving along a coast, permission must be gained from the regent who rules the coastal provinces, if any of them are ports (level 4 or higher).
Move Troops   X or F   1 GB per 10 unit/provinces
Or 1 GB per 5 unit/provinces   Auto   -   Moves troops across friendly provinces. Friendly provinces are defined as those ruled by the regent, his vassals, his allies (subject to alliance terms), and regents who granted him rights of passage. During wartime, enemy provinces occupied by friendly forces are also considered friendly. Movement costs 1 GB per 10 unit/provinces; e.g. 1 GB could move one unit across 10 provinces of 10 units across one province. The regent can recall units to their original province, but any GBs spent on movement are forfeited. Terrain movement costs do not affect the GB cost for this action; moving 10 units one province will always cost 1 GB, whether that province has plains or mountains.
Units can move 4 times their base movement rating in a single round without ill effect. Those moving further (up to 8 times base movement rating) must make morale checks with DC 5 + the number of provinces traveled over the limit; if this check fails, the units disband due to exhaustion. A highway in a province reduces its movement rating cost by half. Each unit can always move at least one province during a round regardless of movement costs. Units moving across a river must stop immediately and cannot move further this round. An army that encounters a hostile force must stop immediately; however, it may be able to continue some of its movement if the enemy is defeated quickly enough or does not offer much resistance. An army that encounters a hostile fortification must besiege it before any units can move past it into the next province (holding fortifications must be besieged only if directly attacked).
Non-mercenary units that have just been mustered cannot move in the same round.
Move troops as a free action works exactly the same, except the cost is 1GB per 5 units per province moved.
Move Troops by Sea   F   1 GB per 5 units   Auto   -   Moves troops on own or friendly ships (combined with a Move Ships action). If another regent's ships are used, that regent must mention this fact in his turn submission. Cost is 1 GB per 5 units (or part thereof), regardless of distance. Mounted units (type Cav) are counted as two units each and can be carried by two different ships traveling together. Units must embark and disembark in a coastal or river province. This action can be used to land troops in enemy provinces; the transported units will fight any hostile forces at the destination, but cannot move further until the following round.
Muster Armies   X   Total muster cost   Auto   -   Musters military units for their listed cost. Each court action can be used to muster units for up to 10 GB.
A regent must have access to military resources to muster a unit, and can muster an army unit in a province only if he controls a holding in the province listed as a requirement for the unit. The total number of non-mercenary units mustered in any one province per turn may not exceed the province level. Mustered regular units are available only on the next round after they are mustered, but can defend the province they are mustered in.
Mercenary units differ from regular units in several ways. They are available immediately upon mustering and can move or attack in the same round. They can also be hired by anyone from any holding except in realms with which the mustering regent is currently at war.
If the province mood is rebellious, only mercenaries can be mustered in it.
Permission from the province ruler is not required to muster units. However, doing so without permission may be seen as a hostile act.
Occupy Province   F   1 GB   Auto   -   A province can be occupied by a regent's military units which must spend the entire round doing so. If they are involved in any battle during that round or are moved elsewhere, the occupation fails. An occupied province generates no RP for its ruler; its taxation is reduced by 1 GB per occupying unit, which goes to the occupying regent; any decrees increasing or reducing the taxation of the province are temporarily suspended. The occupying units act as a law holding whose level is equal to their number; existing law holdings are temporarily reduced by the same amount. Once initiated, occupation lasts until units leave the province or their owner orders them to stop the occupation.
Province occupation has the following additional effects:
•   province loyalty drops to poor immediately upon occupation
•   greater chance of drop in loyalty
•   any holdings in the province can be forcibly divested via Ceremony action
•   the province will not gain any growth levels if it remains occupied for longer than a turn
A province ruler can also occupy his own provinces; in this case, he still receives normal taxation and RP from his province, but loyalty can still drop depending on the size of the occupied holdings.
Fortified holdings are not affected by occupation unless the occupying army has also taken the fortification in question; source holdings cannot be occupied at all. Also, pillaging a province does not require occupation, but can be done simultaneously with occupation.


Offline X-Brosengae [Cloene] (Linde)

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Re: New campaign Rules I would like if I am to DM
« Reply #5 on: April 26, 2013, 12:20:17 AM »
Oversee   C   None   Auto   -   This character action can be used in one of three ways and the character must be present in that province during that action.
•   The character combines it with a particular domain action, thus becoming able to use his relevant skill to modify the DC. Lieutenants automatically oversee their lieutenant actions. A single action can be overseen by only one character.
•   The character administers a specific province, holding, trade route, or other asset for the entire round, using his relevant skill to oppose any hostile actions targeting it. For example, a lieutenant administering a guild holding will use his Commerce skill to increase the DCs of any attempt to contest it.
•   The character is present in a specific required location for the entire the round. This can be leading an army, being present for Diplomacy or Ceremony action, casting a realm spell, etc. If there is a success roll involved, the character will use his relevant skill to modify it.
Raid   D   None   Auto   -   Sends units to raid an adjacent province or holding in it. A maximum of 2 units per level of the target province or holding can be sent (e.g. a raid on a province (3) can consist of no more than 6 units). A successful raid on a province steals GB from the target and adds it to the raider's treasury, the total equal to 1 GB per target level, +1 for every unfortified level, -1 for every level of over-fortification, +1 per building in the province (except fortifications and highways). The total possible loot is capped at 1 GB per unit participating in the raid.
Raiding a holding generates loot equal to 0.5 GB per holding level, +1 per building in the province belonging to the holding's owner (except fortifications and highways).
Instead of looting, a raid on a holding can also make a Contest action against the target; the raider's units act as the contesting holding of no type. This raiding Contest can only be affected by the two regents involved; the raiding units, if led by a character, use his Strategy skill to support the contest instead of the normal relevant skill. Additionally, the roll is modified by +1 for every unfortified level and -1 for every level of over-fortification, considering only the holding owner's fortifications.
Any troops in the province will sally out to defend against a raid, unless given orders to the contrary; troops in other provinces cannot respond to a raid. The raiding units cannot move or fight otherwise during the same round, although they can defend their province of origin if hostile units move into it. Raiding can also be done by sea, in which case this action must be combined with Move Troops by Sea for the raiding units.
Research   C   Varies   Varies   Theology, Sorcery, or Knowledge   This action is used to research new realm spells. The cost is 0,5 GB per source or temple holding level needed to cast the spell. DC is 15 + required holding level, which can be modified by RP or GB as well as the relevant skill.
This action can also be used to research obscure or academic information on a particular subject; this use utilizes the Knowledge skill. The DC is 10-20 depending on the obscurity of the information.
Rule Holding   DR   1 GB/holding, 1 RP/target level   10+   Law, Commerce, Theology, or Sorcery   Increases the level of a holding by 1. Increasing a holding level from 0 to 1 cost 1 RP. Only regents with the ability to cast arcane domain spells can rule source holdings. This action can also be used to remove a holding's contested status; this use does not increase its level.
DC Modifiers:
•   DC is increased by target level of the holding.
•   All holdings of the same type, except the holding being ruled, can support or oppose.
•   All law holdings in the province can support or oppose.
Rule Province   D   1 GB, 1 RP/province level   10+   Law   Increases the growth level of one province by 1. If more GBs are spent in addition to the base cost, each GB adds another 1 growth level if the action is successful, up to a maximum of the performing character's Law skill. Provinces in rebellion and wilderness provinces cannot be ruled.
DC Modifiers:
•   DC is increased by the extra GB spent for additional growth.
•   DC is reduced by 1 if the province is the capital and home to at least a 7 GB court.
•   DC is reduced by 1 if there are highways in the province and at least two neighbouring provinces.
•   DC is increased by 1 for every bordering hostile province.
•   DC is reduced by 1 per reduced taxation level in the province, provided at least one collection with the reduced taxation has already happened. This can reduce the DC at most by 5.
•   DC is increased by 1 per increased taxation level in the province.
•   Law holdings in the province can support or oppose.
•   DC is cumulatively reduced by 1 for every previous failed ruling attempt on the same province (this resets when the province is successfully ruled).
•   DC is increased by level of any source holdings in the province, if their owners wish to oppose the action.
•   DC is increased by 5 if the province is already at its maximum efficient level.
•   DC is decreased by 2 if the province is at least level 6 (Khinasi like to congregate in large cities).
•   DC is increased by 2 if the province is level 2 or lower (Khinasi do not easily settle outside population centers).
How province growth works:
At the start of every autumn turn, each unoccupied province's growth level is increased by 1, provided the province is not nomadic or wilderness and is not yet at its maximum efficient level. When the growth level reaches the target number, the province level increases by 1. The target number depends on climate zone and current level of the province. Growth level and target number for each province are noted on the holding pages.
Province growth levels can be lost, for example due to pillaging or other disasters. Should the growth level go below 0, the province level decreases by 1 and the growth level resets to the previous target number, losing additional growth levels still left over.
Prepare Realm spell   DR   1RP/source level required   Auto   Sorcery / Theology   Arcane and divine realm spell casters must prepare realm spells before they are able to cast them.
You can prepare one spell, +1 per court action used.
You can never prepare a spell with a higher minimum source level than your relevant skill.

Your number of prepared spells are limited as  follows:
Skill: 1-3, one spell
Skill: 4-6, two spells
Skill: 7-9, three spells.
Skill: 10-12 four spells.
Skill: 13+ Five spells.
Change Agenda   DR   Variable   Auto   None   With this action you can change, add or remove Minor and Major agendas.

You are limited to 4 minor and 2 major agendas

The cost is:
 1GB + 1RP for a Minor agenda.
5GB + 5 RP for a Major agenda.

Great agendas cannot be changed or removed.
It requires DM approval to add a Great agenda. The cost in those special cases will be 25GB + 25RP

Actions
Actions can be of any of the following types:
•   Domain action (D). One domain action can be performed per round. R indicates the action can be done as a realm action. See below for details.
•   Court action (X). As many of these as the domain's court level allows can be performed per round.
•   Character action (C). The regent and every available lieutenant can each perform one of these each round.
•   Free action (F). Any number of these can be performed during a round, within reason.
Realm actions are domain actions targeting several holdings at once. These actions can simultaneously affect any number of provinces or holdings, though both the costs and the success rolls are separate for each, and a court action must be expended for each additional province or holding affected. The actions that can be extended in this manner, as well as which skills are relevant for them, have this noted in their description.
Once every round, one lieutenant may perform a lieutenant action, which is a court action; the lieutenant automatically oversees this action. No additional RP can be spent to improve its success (but additional GB can be, if the specific action allows it).
If a lieutenant is not used for a lieutenant action on any given round, he may perform a character action. Any/all lieutenants not performing a court action can be assigned to a character action every round. No extra RPs can be added to such actions, either.
All actions available in this game are listed below (if it's not listed, it's not available). DC modifiers in the descriptions are bonuses or penalties applied to the base success number of the action; a d20 roll needs to be equal to or greater than this number to succeed. Note that a natural 1 is always a failure but a natural 20 is not always a success. Common DC modifiers that apply to all actions are as follows:
•   Relevant skill decreases the DC of the action if it is overseen by the character. The relevant skill can also increase the DC of hostile actions targeting holdings that are overseen by the character.
•   Province loyalty modifies the DC of actions by all regents in the province: -1 for high, +2 for poor, +4 for rebellious.
•   Regency points can be spent to raise or lower the DC by any regents with holdings in the province where the action takes place, provided they could support or oppose otherwise.
Take ten: If the regent or lieutenant overseeing the domain action has at least 5 in the relevant skill, then you may expend a court action to take ten instead of having the DM roll the dice.
You cannot take ten on court or free actions.
Action   Type   Base Cost   Base DC   Relevant Skill   Notes
Adventure   C   None   -   Various   This action can be used to do things that require personal involvement by a group of characters. Adventures will be strictly regulated and in general are allowed no more than once per turn. Each adventure must have a very specific goal and plan detailed for it. They are not duplicates for domain actions and normally cannot achieve similarly spectacular results. There will be no player involvement once a turn is submitted, so remember that if you are going on an adventure you are putting your character's life in the DM's hands!
Agitate   DR   1 GB/province, 1 RP/province   10+   Politics   Used to raise or lower province loyalty. Only law, temple, and guild holdings can be used to agitate.
DC Modifiers:
•   If the level of the holding used to agitate is lower than the province level, the difference is applied as increase to DC.
•   All law holdings in the province can support or oppose regardless of which holding type is used to agitate.
•   Other temple holdings in the province can support or oppose.
•   GB can be spent to modify the DC in the same manner as RP.
•   DC is decreased by additional 5 points if the province is in poor mood and the action is aimed at lowering it to rebellious.
Build   X   Var   0+   Law   This action can be used to build various constructions in a province, as well as ships in provinces that have a shipyard. This action is also used to repair ships; this costs 2 GB for each hit suffered by the ship and counts against the shipbuilding capacity.
Each Build action gives the ability to spend GB in one province, equal to the province level. This GB can be spent on any building projects in the province as desired. Each province can only have one Build action affecting it each round.
The province ruler and any law holdings in the province can modify the DC. If nobody opposes it, this action always succeeds; the DC is only used if there is opposition.
Special: Military units, including prisoners, can be utilized to build province fortifications (and only those). This still requires using a Build action, but each unit contributes an additional 1 GB to the base provided by the action. This allows building fortifications in level 0 provinces. The units cannot move or attack during the round, but will defend themselves if attacked.

Offline X-Brosengae [Cloene] (Linde)

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Re: New campaign Rules I would like if I am to DM
« Reply #6 on: April 26, 2013, 12:20:56 AM »
Cast Realm Spell   F   Var   Auto   -   Used to cast realm spells previously prepared. Regents with the appropriate special ability can cast realm spells.  Lieutenants can use the lieutenant action to cast realm spells through the regent's temples. Wizard lieutenants must be given use of a source holding via Ley Link action in order to cast realm spells through them.
Note: Lieutenants need the appropriate special ability too to cast spells on behalf of the regent.
Ceremony   D   1 GB   Auto/0+/10+   Politics   Ceremony requires at least a priest regent with a temple (1) in any province to perform the ceremony (except for designation). This counts as a court action for the priest performing the ceremony. Divestiture or transfer of guilds or source holdings does not require the services of a priest. Likewise, the elves do not employ divine aid for any of their ceremonies.
The various types of Ceremony are described below:
•   Coronation. You become the lawfully recognized head of an unclaimed domain or a domain held temporarily through designation. Only blooded scions may receive coronation. DC is 0+the size of the domain you are attempting to invest (i.e. its total number of holdings and provinces) if any regents oppose the coronation, otherwise success is automatic. Regents who have a holding in any province in which the invested domain has holdings may spend RP to oppose the investiture. This action can be used to formalize a heir during the ruler's lifetime by crowning him co-ruler; in this case, the heir does not take over the domain until the current ruler dies and need not be crowned again.
•   Designation. A regent designates a heir or heirs, who will inherit the domain upon his death; this action is automatically successful. Only blooded scions may be designated heirs. If the regent later dies or abdicates, the heir assumes temporary control of the domain, gaining only half the RP from it until a ceremony of Coronation is performed. If there is no designated heir for the domain, anyone with a reasonable claim or enough power can claim it, gaining no RP until a Coronation ceremony is performed.
If the ruler has sons, the eldest son is automatically considered the designated heir and no ceremony is needed unless the regent wishes to disinherit him or will part of his domain to others.
If the realm or domain has an elective government (such as some non-family-operated guilds), heir designation is not necessary, as a new regent will be elected when needed. However, a regent may attempt to overthrow an elective government if he wishes to establish hereditary rule.
•   Transfer. A willing transfer of one or more holdings or provinces to another regent. Both regents must be physically present at the ceremony (via Oversee action) and willing, though this willingness may be coerced physically or magically. Both regents must spend a domain action at the same time to transfer. Success is automatic. Transfer is not considered a realm action regardless of how many provinces or holdings are transferred.
•   Divestiture. A province or holding can be divested under certain conditions. The divesting regent must either have occupied the province, or must have successfully contested it. Holdings can be forcibly divested in an occupied province, provided they are subject to the occupation (i.e. fortified holdings must be taken separately). Only a single province can be divested per action, unless the target regent is present at the ceremony (willing or not); however, even if you hold the regent prisoner, you can only divest those provinces that you could under normal conditions. DC for divestiture is 10+level of the province you are attempting to claim (rolled separately for each province). Regents who have holdings in the affected province may spend RP to modify the DC. Like Transfer, Divestiture of multiple provinces or holdings is not considered a realm action. Forced divestiture against a fellow Khinasi is usually considered highly dishonorable and such transfers normally only take place in a ceremony of Transfer after a peace treaty; for non-Khinasi and nonhumans no such considerations exist.
•   Vassalage. Used to accept the sworn vassalage of another regent. Once sworn, this ceremony provides the liege with a seasonal tribute of regency from the vassal subject. This tribute can be any amount, but does not generally exceed 1 RP per province or holding that the vassal holds in the liege’s name. Both regents involved must take the Ceremony action in the same round. Vassalage can be canceled by either part with a Decree action.
•   Bloodline Investiture. A blooded scion can voluntarily transfer his bloodline to another person. Both must be present during the entire ceremony. If the recipient was unblooded, he gains the same bloodline strength and derivation, but may choose different blood abilities. If the recipient was already blooded, he instead gains 1 point to his bloodline score, and the giver's bloodline strength and derivation may also be transferred if they are stronger. In any case the giver becomes unblooded and can no longer retain or gain RP.
Several ceremonies between the same two regents can be combined into a single action, provided that it makes sense to combine them.
DC Modifiers:
•   DC of Coronation and Divestiture can be modified by the Politics skill of any regents who are otherwise able to affect the roll.
Contest Holding   DR   1 GB/holding, 1 RP/holding   10+   Law, Theology, Commerce, or Sorcery (based on the holding being contested)   You must have a holding in the same province as the one you want to contest; the province ruler can instead use his province level to contest. One successful contest will make the target holding contested and unable to produce any RP or GB. A second successful contest will reduce the contested holding to zero. Only contesting a zero-level holding will totally eliminate it (in fact this is the only way to eliminate zero-level holdings). Can be done as a realm action. Source holdings can only be contested by province rulers and other source holdings.
DC Modifiers:
•   Contesting holding level decreases the DC.
•   Level of holding being contested increases the DC.
•   The province ruler and any law holdings in the province can support or oppose regardless of which holdings are contesting each other.
A holding that is contested once can be divested by the contesting regent via Ceremony action. A holding that is contested once can be restored to normal if its owner performs a successful Rule Holding action on it (this will not raise the holding's level).
Contest Province   D   1 GB, 1 RP/province level   10+   Law   A province can be contested if its ruler has at most a 0-level law holding in it, and the province loyalty is poor or rebellious. At that point, any regent with a holding in the province can attempt to contest it. A regent who has successfully contested a province can then use Ceremony to divest it. A province ruler can end the contest either by getting a law holding of at least level 1 in it, or by raising loyalty to at least average.
DC Modifiers:
•   Contesting holding level decreases the DC.
•   Province level increases the DC.
•   Any holding in the province can modify the DC.
Contest Trade Route   D   1 GB, 1 RP   10+   Commerce   One successful contest will destroy the target trade route. A trade route can be contested by any law or guild holding in either province that the route is connected to.
DC Modifiers:
•   Contesting holding level decreases the DC.
•   GB value of the trade route increases the DC.
•   Any guild holdings in the same province as the contesting holding can support or oppose.
Convert Holding   D   2 GB, Var RP   10+   Law, Commerce, Theology, or Sorcery (based on the holding type converted)   Attempts to convert one holding level of a target to the regent's own holding of the same type. Success causes the target holding to lose 1 level and the ruler's own holding to gain a level. Only holdings of the same type can be converted. RP cost is 1 per target holding level plus 1 per current level of the converting holding.

DC Modifiers:
•   Converting holding level decreases the DC.
•   Level of holding being converted increases the DC.
•   Other holdings of the same type may support or oppose
•   Any law holdings in the province may support or oppose.
Create Holding   D   1 GB   10+   Law, Commerce, Theology, or Sorcery (based on the holding type created)   Creates a holding (0). Only regents able to cast arcane realm spells may create source holdings, and must always use the Oversee action in conjunction.
DC Modifiers:
•   Other holdings of the same type may support or oppose.
•   The province ruler can modify the DC, regardless of what holding is being created.
Create Ley Line   D   1 GB, 1 RP/province crossed   10+   Sorcery   Creates a ley line between two provinces. Only regents able to cast arcane realm spells may create ley lines. The creating regent must specify which provinces he wants the ley line to pass through; it need not be a straight line, but each province crossed, including start and end provinces, is a further 1 RP.
Ley lines must start from a source, but can end in a province in which the wizard holds no sources. However, ley lines attached to only one source last only until the end of the turn, dissipating afterwards, unless the wizard creates a source on the other end before the ley line disappears. Ley lines can also be attached to other ley lines; if the "anchoring" ley line dissipates, all others attached to it do likewise.
DC Modifiers:
•   Can be supported or opposed by levels of any source holdings in any province passed by the ley line.
Create Province   D   1 GB or 3 GB   20+   Law   This action can only be taken after the regent has successfully prepared a wilderness province for settlement. The province then loses its wilderness status and becomes part of the regent's realm. The cost is 3 GB if the province is not adjacent to the regent's existing holdings. Only the scion who is to claim the province may take this action.
DC Modifiers:
•   Can be supported or opposed by any holdings that exist within the province.
Create Trade Route   D   1 GB   10+   Commerce   Creates a trade route between two guild holdings. Trade routes generate GB each turn equal to the average level of the connected guild holdings.
•   Trade routes can be land or sea; the holding pages show which type of trade routes are available in each province.
•   Trade routes must be created between provinces with different resources; there are no terrain requirements.
•   The regent creating the trade route must have guild holdings in both provinces, or negotiate an agreement with another guild that has a holding in the desired province.
•   Land trade routes must have an uninterrupted path overland through provinces that contain highways. If any province the trade route passes through loses its highways, is occupied, or otherwise blocked, the trade route must find an alternate path or be destroyed.
•   Sea trade routes must be created between two coastal or river provinces, at least one of which must be level 4 or higher. Ships are not assigned to sea trade routes specifically, but the regent must have ships with the total cargo capacity at least equal to the income from his sea trade routes. These ships are considered to be out at sea.
•   Land and sea trade routes can have additional ships or units assigned to them for protection from attacks, but they might need permission from landed regents to operate along the entire route.
DC Modifiers:
•   Any law or guild holding in either of the two provinces connected by the trade route can support or oppose.
Decree   X or F   1 GB or None   Auto   -   This action is used to pass laws, make official announcements, declare war, etc. It usually cannot affect another regent's domain in any way except indirectly. Decrees are generally more effective if you control a higher proportion of law holdings in a province. Example decrees include change in province taxation, granting of a title or position to a vassal, declaration of a public holiday, etc. This action can also be used to cancel agreements negotiated via the Diplomacy action or the Ceremony of vassalage. Decree is a free action if you have a level 10 court for at least the previous three rounds.
War Declaration. This action is used to declare war on another regent. Once this action is performed, the two regents are considered to be at war with each other. They can attack each other freely from that point on, without needing to spend additional actions. War can be declared on any number of enemy domains in a single action. Regardless of any alliances, a regent cannot join a war unless he performs this action separately (example: A and B are allied, C declares war on A; now either B must declare war on C or C must declare war on B before B is able to join the war). The only exception to this is that liege lords and vassals can (but are not forced to) automatically join any war to help the other. War declaration costs no GB to make.
Diplomacy   X or F   1 GB   Auto   -   When a diplomatic agreement is signed, all involved parties must use the Diplomacy action, though it can be performed by lieutenants; it should also be specified where the meeting takes place (the action's cost includes the cost of travel to another realm if need be). Any domains not part of the original treaty can join it later by using this action and receiving the permission of all other treaty members. Here are some examples of what can be achieved with a Diplomacy action, though they are by no means the only ones:
•   alliance (exact terms can be negotiated)
•   marriage agreement between members of two families (often includes an alliance)
•   betrothal agreement (marriage will take place as soon as both bride and groom are of marriageable age; alliance is not necessarily included until marriage takes place)
•   rights of passage for military forces (can be temporary or permanent)
•   formal trade agreement between two guilds (allows them to create trade routes between each other's holdings)
•   response to an event such as feud or unrest
•   peace treaty (see below)
Several diplomatic agreements can be combined into a single action, as long as they are held in the same place between the same regents and it makes sense to combine them. Diplomacy is considered a free action if it involves purely internal matters of the realm (not including vassal realms), such as responding to an event or marriage agreement with a lesser noble. It is also a free action if you’re a Noble.
Peace Treaty: All concerned regents (who are presumably at war) must perform this action during the same round. Afterwards, all participating regents are considered to be at peace with each other and can no longer attack each other until war is redeclared. The terms of the peace treaty are, of course, negotiated in advance via normal communications. Peace treaties should also specify the time for which they are in effect (commonly several turns); during this time, any regent who attacks another with whom he has a peace treaty experiences a loss of regency.
Disband   F or X   None   Auto/10+/20+   -   This action disbands military units, castles, or holdings. Disbanding mercenary units has a DC of 10, with failure indicating that the mercenaries become brigands. Ships have a sale value of 30%-80% of their base cost (rolled randomly); fortifications and other buildings have a scrap value of 10% of their base cost. Disbanding holdings or castles is a court action; it also has a DC of 20 unless the regent is personally present (this does not inhibit his other actions, but he can only personally oversee the disbanding of assets in one province in a round).
DC Modifiers:
•   Any law holdings in the same province can support or oppose disbanding mercenary units, holdings, or castles.
Embargo   DR   3 GB/province, 3 RP/province   10+   Commerce   Prerequisite: Guild regent must have a monopoly in a province or establish a coalition.
With this action, a guilder brings to a halt all economic activity within a province. Refusing to sell goods to the landed regent or to maintain contracts with said regent, the guilder plays havoc with a landed regent's treasury. If this action is successful, then tax collection in the province is decreased by 2, and the embargoing guild holdings cannot be law claimed. Every turn that a province remains under an embargo, there is a negative modifier to loyalty as the powerful merchants and guild leaders in the province lose their faith in the regent and their coffers dry up. An embargo remains in effect until the guilder lifts it, or the embargoing guild holding is contested or destroyed.
If a guilder lacks the prerequisite monopoly in a province, he can seek a coalition. If the guilder persuades another guilder to take the same domain action at the same time, then the embargo will be in effect. If one of the guild parties ends the embargo, the entire embargo ends.
DC Modifiers:
•   Any law and guild holdings in the same province can support or oppose.
Espionage   D   1 GB   Varies   Politics   This action covers various subterfuge activities (use your imagination), with various effects. The DC can vary anywhere from 5 to 30+, depending on the difficulty of the mission.
Create Spy Network: You can set up a spy network in a province in which you are present or own at least a level 0 holding, with a base DC of 20; a spy network is considered an asset for purpose of maintenance, but allows the owner to perform Espionage in that province as a court action with a -2 bonus to the DC.
Counter-Espionage: A regent can put RP or GB into his counter-espionage pool, each round (there is space on the turn submission sheet for that). This pool will be used to oppose any espionage actions done against that regent. Resources cannot be taken back from the counter-espionage pool, and the regent will not know exactly how big his current pool is; however, regents will be informed if their pool runs extremely low.
DC Modifiers:
•   The spying regent and the target apply both their law and guild holdings in the target province as modifiers to the DC; regents not involved in the espionage cannot affect it.
•   Level of the target province reduces the DC.
•   DC is increased by 1 per separation of target province from one of spying regent's holdings (i.e. espionage into adjacent province increases DC by 1).
•   GB can be spent to modify the DC in the same manner as RP.
For purposes of Espionage targeted more widely against a realm, its capital is considered to be the target province.
Exploratory Trade   D   1 RP/ship, 1 GB/ship   20+   Commerce   Sends out a naval trade expedition. This is a complex action; see section on Exploratory Trade for details.


Offline X-Brosengae [Cloene] (Linde)

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Re: New campaign Rules I would like if I am to DM
« Reply #7 on: April 26, 2013, 12:21:19 AM »
Grant   X   None   Auto   -   This action is used to grant a sum of gold to another domain. Regency points can also be granted between lieges and vassals (court wizards and state religions are considered vassals).
The GB granted to another domain must be transported, in effect working as a one-time trade route. This transportation can be by land or sea, combined as needed to reach the destination. If transported by water, ships of appropriate type with sufficient cargo space must be assigned to transport the grant. Land transportation requires highways towards the destination. Any hostile law holdings along the transport path have a chance to intercept the grant, with a base chance of 5% per holding level, subject to situational modifiers. Units may be sent along with the shipment to protect it, but may require permission to pass through all realms on the way. Ships do not require permission but can still be intercepted.
Note that the grant can be transferred between any two holdings of at least level 1 belonging the regents in question. Grants between holdings in the same province can still be intercepted by law holdings in that province.
This action can also grant mercenary units to another domain. Non-mercenary units cannot be granted.
Improve Unit   D   Var   20+   Strategy   Trains a veteran unit, adding or improving its skills. See section on Improving Units for details.
Ley Link   X   1 RP   Auto   -   This action allows a wizard regent to temporarily transfer the control of any number of his sources and/or connected ley lines to another wizard. The recipient must be either a regent himself, or a lieutenant of the owner. The link lasts for two rounds, starting with the one when it is performed (if the recipient wishes to use the linked sources in the same round, he must wait until the link is performed). The original owner cannot use the linked sources and ley lines himself during this time, but may use another Ley Link action to retake control before time is up. A wizard lieutenant who is given control of sources via this action may use his lieutenant action to cast any realm spells he knows through them (still only once per turn, as with any lieutenant action).
Lieutenancy   D   1 GB   Auto   -   This action is used to acquire a new lieutenant. Success is usually automatic unless you want a lieutenant with a very specific set of skills. Wizards are especially rare.
The maximum number of lieutenants a regent can have at one time is equal to his Politics skill, plus 1 if he has a Minor bloodline, 2 if a Major bloodline, 3 if a Great bloodline, and 5 if a True bloodline.
Move Ships   F   None   Auto   -   Ships committed to movement can be recalled to their origin for 1 GB. When moving ships, you should give a rough course for your ships to sail and specify it along with your action (see the province map for sea and ocean zone borders and numbers). Ships can travel up to 4 times their sail rating in sea zones per round; each coastal and riverside province is considered to have its own adjacent travel zone, and ocean zones take up more than one sailing point, as indicated on the map.
In open sea, ships rarely encounter each other unless they have orders to actively seek other ships or patrol a specific area. On rivers and along coasts, ships are almost certain to encounter each other. When moving on rivers, at least one river bank must be friendly (not necessarily allied); permission must be asked from non-allied regents. When moving along a coast, permission must be gained from the regent who rules the coastal provinces, if any of them are ports (level 4 or higher).
Move Troops   X or F   1 GB per 10 unit/provinces
Or 1 GB per 5 unit/provinces   Auto   -   Moves troops across friendly provinces. Friendly provinces are defined as those ruled by the regent, his vassals, his allies (subject to alliance terms), and regents who granted him rights of passage. During wartime, enemy provinces occupied by friendly forces are also considered friendly. Movement costs 1 GB per 10 unit/provinces; e.g. 1 GB could move one unit across 10 provinces of 10 units across one province. The regent can recall units to their original province, but any GBs spent on movement are forfeited. Terrain movement costs do not affect the GB cost for this action; moving 10 units one province will always cost 1 GB, whether that province has plains or mountains.
Units can move 4 times their base movement rating in a single round without ill effect. Those moving further (up to 8 times base movement rating) must make morale checks with DC 5 + the number of provinces traveled over the limit; if this check fails, the units disband due to exhaustion. A highway in a province reduces its movement rating cost by half. Each unit can always move at least one province during a round regardless of movement costs. Units moving across a river must stop immediately and cannot move further this round. An army that encounters a hostile force must stop immediately; however, it may be able to continue some of its movement if the enemy is defeated quickly enough or does not offer much resistance. An army that encounters a hostile fortification must besiege it before any units can move past it into the next province (holding fortifications must be besieged only if directly attacked).
Non-mercenary units that have just been mustered cannot move in the same round.
Move troops as a free action works exactly the same, except the cost is 1GB per 5 units per province moved.
Move Troops by Sea   F   1 GB per 5 units   Auto   -   Moves troops on own or friendly ships (combined with a Move Ships action). If another regent's ships are used, that regent must mention this fact in his turn submission. Cost is 1 GB per 5 units (or part thereof), regardless of distance. Mounted units (type Cav) are counted as two units each and can be carried by two different ships traveling together. Units must embark and disembark in a coastal or river province. This action can be used to land troops in enemy provinces; the transported units will fight any hostile forces at the destination, but cannot move further until the following round.
Muster Armies   X   Total muster cost   Auto   -   Musters military units for their listed cost. Each court action can be used to muster units for up to 10 GB.
A regent must have access to military resources to muster a unit, and can muster an army unit in a province only if he controls a holding in the province listed as a requirement for the unit. The total number of non-mercenary units mustered in any one province per turn may not exceed the province level. Mustered regular units are available only on the next round after they are mustered, but can defend the province they are mustered in.
Mercenary units differ from regular units in several ways. They are available immediately upon mustering and can move or attack in the same round. They can also be hired by anyone from any holding except in realms with which the mustering regent is currently at war.
If the province mood is rebellious, only mercenaries can be mustered in it.
Permission from the province ruler is not required to muster units. However, doing so without permission may be seen as a hostile act.
Occupy Province   F   1 GB   Auto   -   A province can be occupied by a regent's military units which must spend the entire round doing so. If they are involved in any battle during that round or are moved elsewhere, the occupation fails. An occupied province generates no RP for its ruler; its taxation is reduced by 1 GB per occupying unit, which goes to the occupying regent; any decrees increasing or reducing the taxation of the province are temporarily suspended. The occupying units act as a law holding whose level is equal to their number; existing law holdings are temporarily reduced by the same amount. Once initiated, occupation lasts until units leave the province or their owner orders them to stop the occupation.
Province occupation has the following additional effects:
•   province loyalty drops to poor immediately upon occupation
•   greater chance of drop in loyalty
•   any holdings in the province can be forcibly divested via Ceremony action
•   the province will not gain any growth levels if it remains occupied for longer than a turn
A province ruler can also occupy his own provinces; in this case, he still receives normal taxation and RP from his province, but loyalty can still drop depending on the size of the occupied holdings.
Fortified holdings are not affected by occupation unless the occupying army has also taken the fortification in question; source holdings cannot be occupied at all. Also, pillaging a province does not require occupation, but can be done simultaneously with occupation.
Oversee   C   None   Auto   -   This character action can be used in one of three ways and the character must be present in that province during that action.
•   The character combines it with a particular domain action, thus becoming able to use his relevant skill to modify the DC. Lieutenants automatically oversee their lieutenant actions. A single action can be overseen by only one character.
•   The character administers a specific province, holding, trade route, or other asset for the entire round, using his relevant skill to oppose any hostile actions targeting it. For example, a lieutenant administering a guild holding will use his Commerce skill to increase the DCs of any attempt to contest it.
•   The character is present in a specific required location for the entire the round. This can be leading an army, being present for Diplomacy or Ceremony action, casting a realm spell, etc. If there is a success roll involved, the character will use his relevant skill to modify it.
Raid   D   None   Auto   -   Sends units to raid an adjacent province or holding in it. A maximum of 2 units per level of the target province or holding can be sent (e.g. a raid on a province (3) can consist of no more than 6 units). A successful raid on a province steals GB from the target and adds it to the raider's treasury, the total equal to 1 GB per target level, +1 for every unfortified level, -1 for every level of over-fortification, +1 per building in the province (except fortifications and highways). The total possible loot is capped at 1 GB per unit participating in the raid.
Raiding a holding generates loot equal to 0.5 GB per holding level, +1 per building in the province belonging to the holding's owner (except fortifications and highways).
Instead of looting, a raid on a holding can also make a Contest action against the target; the raider's units act as the contesting holding of no type. This raiding Contest can only be affected by the two regents involved; the raiding units, if led by a character, use his Strategy skill to support the contest instead of the normal relevant skill. Additionally, the roll is modified by +1 for every unfortified level and -1 for every level of over-fortification, considering only the holding owner's fortifications.
Any troops in the province will sally out to defend against a raid, unless given orders to the contrary; troops in other provinces cannot respond to a raid. The raiding units cannot move or fight otherwise during the same round, although they can defend their province of origin if hostile units move into it. Raiding can also be done by sea, in which case this action must be combined with Move Troops by Sea for the raiding units.
Research   C   Varies   Varies   Theology, Sorcery, or Knowledge   This action is used to research new realm spells. The cost is 0,5 GB per source or temple holding level needed to cast the spell. DC is 15 + required holding level, which can be modified by RP or GB as well as the relevant skill.
This action can also be used to research obscure or academic information on a particular subject; this use utilizes the Knowledge skill. The DC is 10-20 depending on the obscurity of the information.
Rule Holding   DR   1 GB/holding, 1 RP/target level   10+   Law, Commerce, Theology, or Sorcery   Increases the level of a holding by 1. Increasing a holding level from 0 to 1 cost 1 RP. Only regents with the ability to cast arcane domain spells can rule source holdings. This action can also be used to remove a holding's contested status; this use does not increase its level.
DC Modifiers:
•   DC is increased by target level of the holding.
•   All holdings of the same type, except the holding being ruled, can support or oppose.
•   All law holdings in the province can support or oppose.
Rule Province   D   1 GB, 1 RP/province level   10+   Law   Increases the growth level of one province by 1. If more GBs are spent in addition to the base cost, each GB adds another 1 growth level if the action is successful, up to a maximum of the performing character's Law skill. Provinces in rebellion and wilderness provinces cannot be ruled.
DC Modifiers:
•   DC is increased by the extra GB spent for additional growth.
•   DC is reduced by 1 if the province is the capital and home to at least a 7 GB court.
•   DC is reduced by 1 if there are highways in the province and at least two neighbouring provinces.
•   DC is increased by 1 for every bordering hostile province.
•   DC is reduced by 1 per reduced taxation level in the province, provided at least one collection with the reduced taxation has already happened. This can reduce the DC at most by 5.
•   DC is increased by 1 per increased taxation level in the province.
•   Law holdings in the province can support or oppose.
•   DC is cumulatively reduced by 1 for every previous failed ruling attempt on the same province (this resets when the province is successfully ruled).
•   DC is increased by level of any source holdings in the province, if their owners wish to oppose the action.
•   DC is increased by 5 if the province is already at its maximum efficient level.
•   DC is decreased by 2 if the province is at least level 6 (Khinasi like to congregate in large cities).
•   DC is increased by 2 if the province is level 2 or lower (Khinasi do not easily settle outside population centers).
How province growth works:
At the start of every autumn turn, each unoccupied province's growth level is increased by 1, provided the province is not nomadic or wilderness and is not yet at its maximum efficient level. When the growth level reaches the target number, the province level increases by 1. The target number depends on climate zone and current level of the province. Growth level and target number for each province are noted on the holding pages.
Province growth levels can be lost, for example due to pillaging or other disasters. Should the growth level go below 0, the province level decreases by 1 and the growth level resets to the previous target number, losing additional growth levels still left over.
Prepare Realm spell   DR   1RP/source level required   Auto   Sorcery / Theology   Arcane and divine realm spell casters must prepare realm spells before they are able to cast them.
You can prepare one spell, +1 per court action used.
You can never prepare a spell with a higher minimum source level than your relevant skill.

Your number of prepared spells are limited as  follows:
Skill: 1-3, one spell
Skill: 4-6, two spells
Skill: 7-9, three spells.
Skill: 10-12 four spells.
Skill: 13+ Five spells.
Change Agenda   DR   Variable   Auto   None   With this action you can change, add or remove Minor and Major agendas.

You are limited to 4 minor and 2 major agendas

The cost is:
 1GB + 1RP for a Minor agenda.
5GB + 5 RP for a Major agenda.

Great agendas cannot be changed or removed.
It requires DM approval to add a Great agenda. The cost in those special cases will be 25GB + 25RP

Regency Gains and Losses
Regency can be gained or lost outside normal domain collections. It represents the ruler's and realm's prestige, honor, and influence. Anything that affects those things positively or negatively can cause a regency gain or loss, though not always. Minor gains and losses are equal to a quarter of the ruler's bloodline score; major gains and losses are equal to half the ruler's bloodline score. Great gains increase the ruler's bloodline score by 1, while great losses are equal to the ruler's bloodline score. If the ruler does not have enough RP to cover the loss, his bloodline score is reduced by 1 instead.

Offline X-Brosengae [Cloene] (Linde)

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Re: New campaign Rules I would like if I am to DM
« Reply #8 on: April 26, 2013, 12:22:57 AM »
Warfare
INSERT NEW WARFARE RULES.(They will follow in a later post!)
War Movement
There are no war moves; units move using appropriate domain actions and any battles are resolved at the end of the round.
For ships, there is a chance that hostile fleets will meet each other and do battle once per round. Consult the following table:
 
   Your fleet is searching for the enemy   Your fleet is hiding from potential enemies   Per ship in the fleets involved   Enemy is only in adjacent sea area
Enemy is searching for you   70%   40%   + 1%   -50%
Enemy is hiding   40%   10%   +1%   -50%
Other modifiers:
•   If oversee action is used, then the seamanship of the commanders modify with 5% per point of skill towards the intent of the character.

Fortifications
•   Besieging a fortification takes at least 2 unit per its level, with artillerists counting as 2 units. A blockade is required for besieging province fortifications (but not holding ones) in coastal provinces.
•   A besieged fortification loses levels only temporarily, at the rate of 1 per round it is besieged; once it is taken, all levels are restored but 1 is lost due to the siege.
•   Units in a besieged fortification that can no longer fit into it due to temporarily lost castle levels must make a morale check with DC 10 + the number of units over the limit, disbanding if it fails. The castle can still hold the units, but the morale check represents starvation and attrition of the defenders.
•   Assaulting a fortification can be done with any number of units, even if there are not enough for a siege. If a castle is successfully assaulted, it loses 1d3 levels. Mounted units normally dismount when assaulting a castle.
•   A fort can hold up to 1 unit per level inside (2 units per level for castles). Any unfilled slots are considered to have garrison units with melee, missile, and morale modifiers of +0, 10 defense, and 2 hits. These units will help defend against assaults but cannot fight otherwise.
•   Forts can never be of a higher level than the province they are in. Castles can be up to twice the level of the province they are in.
Characters in Battle
Characters in battle can lead a single unit and can have various effects in battle depending on their skills, and blood abilities.
Characters can move between units on the battlefield. Additionally, a single character can be the army commander, and his Strategy or Seamanship skill will affect the general performance of his army. If more than one domain is involved in battle on the same side, each domain's army may have its own army commander. Leading units in battle requires the character to have taken the Oversee action in the same round.
All characters that participate in battles must check for battlefield survival. (they roll 1d10 and must roll equal or less than their prowers) Influence can be spent both on trying to survive battlefield and to ensure the enemy leader meets a quick death, but you can only spend RP if your regent has spent an oversee action to participate in the battle too.
Prisoners
Units surrounded in battle or ridden down by cavalry can be taken captive. Prisoners may be returned through Diplomacy (usually as part of a peace treaty), but must be either re-equipped by their regent (for half the muster cost, rounded up) or disbanded. If a regent ignores offers to ransom his units, the loyalty in his domain may suffer. Prisoners need not be guarded by military units, though if they are in a province which is occupied by an enemy, that enemy can take them for himself or free them.
Pillaging
Pillaging a province produces immediate loot, but reduces the province growth level by the GB amount pillaged. Each pillaging unit gathers 1 GB for the pillaging regent up to a maximum equal to the seasonal taxation for the province (at the most severe taxation, 50% higher than base tax). A province can be pillaged once per round, without needing to occupy it. Unfortified holdings can be pillaged to generate 1 GB per holding level destroyed. Each pillaging unit may automatically destroy one level of a holding each round. If the occupying regent wants to pillage both the province and the holdings to the maximum, he must have enough units for all of them. Units used to pillage cannot have moved during the same round, but can be used to occupy the province simultaneously.
Source holdings cannot be pillaged. Pillaging can target the magic level of the province (requiring one unit per magic level devoted to it), in which case no GB are produced but the magic level is reduced by 1. If this results in reduction of source holdings, the pillaging regent may decide which one is reduced.
Naval Blockades
A coastal province or a river can be blockaded. At least as many ships are needed as the province's level. For river blockades, at least three ships of light class are needed. The blockading ships must spend the entire round in the area and cannot move elsewhere, although they can be moved into position to blockade during the same round. Ships without missile capabilities cannot blockade. A blockade stops all naval traffic into and out of the province or through that point on the river, including any sea trade routes or grant transports passing through. Anyone wishing to pass must either get permission from the blockading forces or fight through. Blockades are also required for besieging province fortifications (but not holding ones) in coastal provinces.
Scouting
Scouting provides information on number and exact type of units other than the regent's own. There are several ways in which a regent can scout units of other regents:
1.   Units with the scout ability can scout units in adjacent provinces.
2.   Units in provinces controlled by the regent (via rulership or occupation) can be scouted.
3.   Units in provinces where the regent has military units of his own can be scouted.
4.   Units in the same or neighboring province as a watchtower owned by the regent can be scouted.
5.   Ships in a coastal area adjacent to a province owned by the regent can be scouted.
6.   Ships in a sea zone (but not ocean zones) where the regent has ships of his own can be scouted.
Improving Units
A unit that has been in at least one battle and survived it without being broken can be improved. This requires the use of Improve Unit domain action. Levies, mercenaries, nomads, and summoned units cannot be improved. The unit to be trained must be stationed in a home province (for non-landed realms, any non-hostile province where they have at least a level 1 non-source holding) while it is being trained. Each use of Improve Unit action can add one of the following abilities, provided the unit does not already have it:
Ability   Effect
Advanced Movement   +2 movement
Advanced Morale   +2 morale
Advanced scouting   Scouting adjacent provinces
Elite   + 1 movement & + 1 morale.

The DC is 20 minus the Strategy skill of the character who oversees the training. Each upgrade costs 3 RP and 3 GB, increases muster cost by 1 GB and maintenance cost by 0.5 GB. A unit cannot have more than three upgrades added to it in total. Its muster and maintenance costs increase by the listed amount, but muster requirements remain the same.
No more than one type of improved unit may exist per domain at any given time.

Offline X-Brosengae [Cloene] (Linde)

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Re: New campaign Rules I would like if I am to DM
« Reply #9 on: April 26, 2013, 12:23:53 AM »
Province Terrain
The following table indicated the various terrains, their maximum province level, movement cost, and the highway building cost.
Terrain Type   Maximum Efficient Province Level   Movement Rating Cost   Highway Cost
Arid Hills   4   2   4 GB
Forest, Forested Hills   6   2   4 GB
Hills   7   2   4 GB
Mountains, Forested Mountains   3   4   8 GB
Plains   8   1   2 GB
Steppe   4   1   4 GB
Swamp   6   3   6 GB
Special Terrain
River   +1   1 for crossing   -
Lake   +1   2 for crossing   -
Coast   +2   -   -
Oasis   +4   -   -
Maximum efficient province level denotes the level beyond which the province will not grow on its own; Rule Province actions are also more difficult if the province is already at this level.
Rivers, lakes, and coasts modify the base maximum level of the province. The modifiers are not cumulative with each other (only one of them applies). Oasis modifier does stack with others.
Buildings and Assets
The following are examples of what can be built using the Build action.
Building   Possible Levels   Cost and Requirements   Effects
Archery Range   1   15 GB   Muster cost for non-mercenary light infantry units halved in the province.
Armory   1   15 GB   Muster cost for non-mercenary heavy infantry units halved in the province.
Bathhouse   1   15 GB   Reduces DC of Rule Province actions in the province by 1. +1 to province growth every autumn.
Caravansarai   1   10 GB; guild (1)   1 GB/turn to the owner. Owner's trade routes connected to this province are at -5 to be contested.
City Watch   1   15 GB   Muster cost for non-mercenary medium infantry units halved in the province.
College   1   20 GB; province (4)   1 GB/turn to the owner. Owner names one skill when building a college. The owner may grant permission for any character to attend the college. Any non-regent may attend the college for 6 rounds as an Oversee action (for each round) and gain +1 to the chosen skill; these rounds need not be contiguous. This bonus may only be attained once for each skill.
Council Chamber   1+   10 GB/level; law (4)   1 GB/turn per level for the owner. Owner gains an additional court action per level, every round.
Fortification   1-10   8 GB/level for provinces and 4 GB/level for holdings   A fortification is used to protect a province or a holding from military attack, pillaging, and occupation. Source holdings cannot be fortified.
A province fortification can only be built by the province ruler. In Khinasi, province fortifications take the form of city walls and towers rather than castles. Such fortifications protect all non-source holdings in the province; the province ruler can of course bypass his own city walls. Permission can also be given for other armies to enter city walls, but there is no guarantee which holdings will or will not be attacked. Province fortifications can be built with the help of military units (see Build action).
A holding can be protected by both the city walls and its own fortification. The levels do not stack, but both must be penetrated before the holding can be occupied or pillaged.
A province ruler who has a holding fortification can convert it to city walls with a Build action, paying the difference in cost between the two.
Great Bazaar   1+   10 GB/level; guild (4)   1 GB/turn per level for the owner. Owner's land trade routes attached to this province can be connected to any available province regardless of resource type.
Highway   1   Varies by terrain   Highways halve the movement rating cost for the province they are in, and allow land trade routes to pass through the province. Highways are considered to be built entirely within one province, and affect only that province's movement cost. The cost to build a highway depends on the province terrain.
Library   1+   8 GB/level; province (4)   1 RP/turn per level to the owner. Reduces the DC of the Research actions by 3/level.
Minaret   1+   10 GB/level; temple (4)   1 GB/turn per level for the owner. Improves owner's divine battle magic in the province. Minaret level is added to owner's temple level for the purpose of casting realm spells.
Palace   1-10   5 GB/level   For every level of the palace, the regent gets a bonus of +1 to his court level (the total court still cannot exceed 10). The palace can be built in any province where the ruler has holdings. Only one palace (usually the highest-level) provides this bonus.
Racing Track   1+   5 GB/level   Reduces DC of owner's Agitate actions in the province by 1 per level.
Shipyard   1+   15 GB (5 GB/additional level); coastal province (4)   Ships of medium and heavy class can only be built in a province with a shipyard. A shipyard can build a number of ships in a single round no higher than its province level; light-class ships don't count against this limit. Each level adds 2 GB to the Build actions in the province when used for the purpose of building or repairing ships.
Siege Works   1   20 GB   Muster cost for non-mercenary Artillery units halved in the province.
Stables   1   20 GB   Muster cost for non-mercenary Cavalry units halved in the province.
Trade Wharf   1+   10 GB/level; guild (4) in a coastal or river province   1 GB/turn per level for the owner. Owner's sea trade routes attached to this province can be connected to any available province regardless of resource type.
Watchtower   1   8 GB; law (1)   Scouts its own and neighboring provinces.
Wizard Tower   1+   12 GB/level; source (3)   Improves owner's arcane battle magic in the province. Ley lines connected to the province do not dissipate even if not connected on the other end. Wizard Tower level is added to owner's source level for the purpose of casting realm spells.
Workshop   1+   4 GB/level   Each level allows the owner to perform an additional Build action in the province, each round (court actions must still be spent on each).
Note that where a province is listed as a requirement, any regent with a holding in such a province can build the corresponding building there.
Buildings can be destroyed via occupation if the invading regent wishes, and sometimes may be damaged or destroyed during a siege or assault of the province they are in.
Building levels are added to the number of holdings for purposes of domain maintenance.

Offline X-Brosengae [Cloene] (Linde)

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Re: New campaign Rules I would like if I am to DM
« Reply #10 on: April 26, 2013, 12:26:45 AM »
State Religions
A temple domain can be recognized as a state religion by a landed ruler via a Diplomacy action which must be taken by both regents. To be eligible for state religion status, a faith must have the majority of all available temple holding slots in the realm (i.e. its total temple levels in the realm must be over half of the total province levels of that realm).
A temple recognized as a state religion gains the following benefits within the realm:
•   +2 to Agitate actions and +1 to all other actions, in addition to any other modifiers
•   sole right to performing Ceremony action for the landed ruler (the ruler cannot use any other temple for investiture unless he withdraws state religion status first)
•   ability to impose -2 to any action taken by the landed ruler if the temple chooses to oppose him; this persists even after cancellation of state religion status in any province where the temple has a majority
A landed ruler who recognizes a state religion gains the following benefits within his realm:
•   the state religion is considered equivalent to a vassal for purposes of granting RP back and forth.
•   +1 to Rule Province and Rule Law Holding actions in any province where the state religion holds the majority; this rises to +2 if it holds all available temple levels in the province
In the case of a landed domain that also controls a temple and is its own state religion, the domain gains the +1/+2 action bonuses to Rule Province and Rule Law Holding as landed ruler, as well as +2 to Agitate within the realm; other bonuses do not apply.
Cancellation of state religion status requires a Decree action from the landed regent (or the temple regent, if he wishes to give it up). If the former state religion still holds religious majority in the realm, the landed ruler may experience regency loss or loyalty drop.
Covert Holdings
Outlaws, secret societies, and criminal cliques stay out of public eye and operate undercover. These holdings are covert, indicated so on the holding pages. Law, temple, and guild holdings can be covert. Note that they are not completely secret - the province ruler knows that hidden agents associated with another domain operate in his lands, but his ability to find them is reduced. A province ruler cannot make his law holdings in his own realm covert, and temple holdings cannot be covert in any realm where they are recognized as state religion.
Covert holdings cannot be occupied or pillaged, and Contest and Convert actions against them suffer a -5 penalty. Covert holdings also cannot be subject to Law Claim. Creating a covert holding costs 3 GB and has a base DC of 13+. Converting an existing holding to a covert one is a domain action (which can be extended to a realm action) which costs 3 GB, RP equal to three times the holding level, and has a base DC of 13 plus the level of the holding. Ruling up a covert holding costs 3 GB but the normal amount of RP, and has a base DC of 12+. Espionage actions performed with the use of covert law or guild holdings gain a +5 bonus.
Exploratory Trade
This action requires a guild holding in a seaport (coastal, not river, province of at least level 4). It can be done no more than once every four turns per seaport and no more than once every turn in general, although these counters are individual for each regent. The base cost is 1 RP and 1 GB per ship sent on the expedition.
Before setting out on a journey, the size of the fleet must first be determined. The size of the fleet is limited by the size of the seaport province and the size of the guild holding in the province. The following table shows the number of ships that can be sent by the guild depending on their holding and the province level of the seaport. A guild with a 0 level holding in a port can not send out a expedition at all. Any ships sent out must be loaded with GB equal to the cargo capacity of the ship.
Province Level   Guild Level    Maximum Number of Ships
4    1-2    0
   3-4    1
5    1-2    0
   3-4    1
   5    2
6    1-3    1
   4-5    2
   6    3
7    1-2    1
   3-4    2
   5-6    3
   7    4
8    1-2    1
   3-4    2
   5-6    3
   7    4
   8    5
9    1-2    2
   3-4    3
   5-6    4
   7-8    5
   9    6
10    1-2    2
   3-4    3
   5-6    5
   7-8    6
   9    7
   10    10
Once the size of the fleet has been determined, the destination should be chosen from the below table: (Changes needed depending on setting)
Region   Distance   Chance of Pirate Attack   Maximum Profits per Turn
Anuire   1 step (2 steps from Docandragh and Island States)   10%   40 GB
Sahirde el-Mehare   1 step   33%   40 GB
Vosgaard   1 step (2 steps from Plains States and Zhaïnge Valley)   5%   10 GB
Brechtür   2 steps   25%   50 GB
Dragon Isles   2 steps   10%   10 GB
Rjurik   2 steps   5%   15 GB
Northern Aduria   2 steps   33%   25 GB
Thaele   2 steps   5%   10 GB
Djapar   3 steps   25%   100 GB
Eastern Aduria   3 steps   20%   50 GB
Western Aduria   3 steps   20%   50 GB
Southern Aduria   4 steps   10%   50 GB
Zandjah   4 steps   25%   100 GB
The region chosen as the destination will determine several things: the profit, the chance of pirate attack, as well as the time taken to complete the journey, with each step taking one round of travel time to go there, trade, and then return.
Once the size of the fleet and the the destination have been determined then it is time to roll to see if the expedition has been a success or not. Base DC is 20+ and it is modified by the following:
•   RP and GB can be spent to modify the DC only if the regent personally leads the expedition via Oversee actions.
•   Decreased by 2 if regent personally leads the expedition
•   Decreased by 1 if a lieutenant of the Guilder class accompanies the expedition (not cumulative with previous).
•   Decreased by 1 if the regent is of the Guilder class.
•   Decreased by 1 if at least half of the ships are galleons.
•   Increased by 1 if there is only one ship in the expedition.
•   Decreased by 1 if there are 3-5 ships in the expedition.
•   Decreased by 2 if there are 6+ ships in the expedition.
•   Increased by 1 if the regent is Khinasi nomad, Rjurik, Vos, elf, gnoll, or ogre.
•   Decreased by 1 if the regent is Brecht.
•   Decreased by 1 if the expedition is blessed by a regent priest of Sarma (free action for the priest).
•   Increased by 2 if this is the first time the regent uses this action.
•   Decreased by the level of the guild holding sending the expedition.
•   This action cannot be supported or opposed by any other regents.
On a natural roll of 1, disaster strikes and the entire fleet sinks in a freak storm. The regent and any lieutenants may survive depending on their blood abilities, and/or spells and magical items, though they may need some way to get back home.
If the die roll fails, then the voyage has failed to produce a profit. This will usually mean that no one was willing to purchase the goods, or they could not be sold for a profit. Any GB invested in the cargo are returned after the voyage, but GB spent to improve the DC are not. A rolls will also need to be made for the chance of pirate attack on the table above.
If the die roll succeeds, then the regent's gamble has paid off and they have made a profit from the voyage. After checking to see if there was a pirate attack during the voyage, the profit amount is determined. On a natural roll of 20, the profits are doubled.
Once the expedition arrives at its destination, it will begin trading. During this time, word may spread to local pirates and an attack may be made with the hope of capturing the rich cargo. If the attack occurs, ships will be lost depending on size of the expedition. 1d2 are lost if there are 1-2 ships, 1d3 are lost if there are 3-5 ships, and 1d4 are lost if there are 6+ ships. The ships lost are determined randomly.
The actual profit depends of the types and numbers of ships sent, less any lost due to pirates. The GB originally loaded into the ships is also recovered, but not the base cost of the action nor any GB spent to decrease the DC. The profit is rolled per ship that makes it back, according to the following table:
Ship Cargo Capacity   Profit Generated
1 GB   1d2 GB
2 GB   1d2+1 GB
3 GB   1d3+1 GB
4 GB   1d4+1 GB
5 GB   1d6+1 GB
6 GB   2d4+1 GB
Each region has a maximum total profits it can generate each turn. Every expedition takes from this total; once it is reached, no more profits will be generated from the region until next turn.
Exploration of different regions (whether in Cerilia or elsewhere) can also yield all sorts of other results - you never know what wondrous lands you may discover and visit!
Example:
A guilder with a level 4 guild in Djafra (level 6 province) sets out on an expedition to Brechtür (2 steps away). He can send up to two ships on this expedition and decides to send two dhouras (2 GB cargo each). After paying 2 RP and 2 GB base cost, plus 4 GB to load the cargo, the ships receive a blessing from the local temple of Sarma (donating 1 GB for the trouble) and sail off with the guilder leading them. His DC modifiers are -2 (personally leading), -1 (guilder class), -1 (blessing of Sarma), +2 (this is his first expedition), -4 (guild level), -6 (Commerce skill), for a total of -12; thus his modified DC is 8+. If he wishes, he can spend 6 more RP or GB to bring the DC to 2+ (spending GB here would probably eat up the profits too much). The voyage takes 2 rounds and luckily the expedition avoids pirates and freak storms. Should the roll succeed, the profits from each dhoura are 1d2+1 GB, so a profit of 4-6 GB can be expected; though if 20 is rolled, the profit can reach 12 GB! The value of the original cargo is also returned. The guilder thus spent 2 GB and gained a modest profit; perhaps he should invest it into improving his local seaport and guild so that the next voyage can bring even more.

Offline X-Brosengae [Cloene] (Linde)

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Re: New campaign Rules I would like if I am to DM
« Reply #11 on: April 26, 2013, 12:27:54 AM »
Province Race
In the Khinasi region, racial distinction is mainly between humans and elves; the latter are marked on the holding pages. Ruling or acting in a province of a different race is difficult. The following effects apply:
•   Elves acting in human provinces ignore their Politics skill (half-elves halve it instead, rounding down).
•   Non-elves acting in elven provinces ignore their Politics, Law, and Theology skills.
•   Creating and ruling temple holdings in elven provinces suffers a -10 penalty to the roll.
•   Elven provinces are considered fortified to their maximum level against non-elven attackers, but protect only elven holdings.
You can change the race of a province is to pillage it down to level 0 and then Rule it back up, at which time it will acquire settlers of the ruler's own race, or you can rule the province successfully two to three times, whereupon it will gradually acquire the ruler's own race, as their preferred people colonize the province and eventually outnumber the original inhabitants.
Nomads and Wilderness
Certain provinces are home to nomadic tribesmen, or are trackless wilderness. They are marked as such on the holding pages.
Nomad provinces have the following effects:
•   The province does not grow naturally, but can be ruled. A nomad province that reaches level 4 loses its nomad status and becomes a normal province.
•   The province ruler can muster light cavalry units, up to (province level+1) units in each nomad province. These units cost only 2 GB to muster and have normal maintenance.
•   Nomads tend to dislike law holdings above level 1 in their provinces. Creating and ruling law holdings in nomad provinces suffers -1 to the roll.
•   Nomads may occasionally raid their neighbors on their own.
Wilderness provinces have the following effects:
•   The province does not grow naturally and cannot be ruled. Some wilderness provinces can be level 1, but never higher.
•   No law holdings can be created in wilderness provinces except by domains native to the area.
•   Creation and ruling of temple and guild holdings suffers a -5 penalty to the roll, except by domains native to the area.
•   Source holdings can be created normally, but since the wizard must personally venture to the area, this may be dangerous.
•   Wilderness status can be removed from a province if whatever is causing it is dealt with. After that, the province can be claimed with the Create Province action.


Offline X-Brosengae [Cloene] (Linde)

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Re: New campaign Rules I would like if I am to DM
« Reply #12 on: April 26, 2013, 12:49:49 AM »
BATTLE RULES: (As promised earlier in the thread.. Opperational possibilities chart is being copied from the napolionic war game Empire in Arms... so it is not here)

ENEMY UNIT IN AREA: If during movement a unit moves into an area containing enemy units not in a castle or fort, or engaged with other units, the unit must cease movement and declare an attack. If enemy units are in a castle or fort the phasing unit may continue movement or stop movement and besiege, as detailed in the round submission sheet. When you have declared an attack with at least two units per enemy unit not in a castle or fort, then the rest of your units may move through the area unhindered.
Determining Morale Levels: Morale levels represent a force's "morale", and the higher the number the better. The base morale level is calculated by adding up the products of the number of units having the same morale value, and dividing this total by the total number of units and rounding up to the next tenth of a point. For example, if a force of 51 total military units has 21 units at morale "3.0", 20 units at morale "4.0" and 10 units at morale "5.0" this is: 21 times 3 plus 20 times 4 plus 10 times 5=193 divided by 51 units=3.784 which rounds to a base morale level of "3.8."
Final Morale Levels: The "final morale level" for each week is the base morale level minus "0.5" for each succeeding week of the combat after the first and any modifiers indicated on the OPERATIONAL POSSIBILITIES CHART. The final morale level is the point at which the force will break. For example, a force with a base morale level of "3.2" will also use that figure for its final morale level on the first week of a combat. On the second week of a combat, the final morale level will be "3.2"minus "0.5" equals "2.7"
Combat Table Modifiers: These combat table may be cumulatively modified by terrain effects in the area where numbers a field combat occurs, although the casualty and morale level numbers may never be modified above "5" nor below "1" regardless of the modifiers that apply. These modifiers are:
Forest Modifiers: In forest areas the casualty level is decreased by "1" for both sides (eg, combat table " 2-2" becomes "1-2").
Mountain Modifiers: In mountain areas the attacker's casualty level is reduced by 1.
Desert Modifiers: In desert areas the morale level is increased by "+1" for both sides (eg, combat table " 2-2" becomes "2-3").
Marsh Modifiers: In marsh areas the casualty level is decreased by "1" and the morale level is increased by "+1" for both sides (eg, combat table "2-2" becomes "1-3").

Maximum morale of losses: During each round when casualties are removed, units with morale higher than the total morale loss of that side should be removed first.

A battle consists of 3 rounds. The battle ends when a side is reduced to zero or less morale. The winner is the side left with a positive morale when that happens. If both sides are reduced to zero or less morale in the same round the attacker must retreat but the defender did not win.

If after 3 rounds of battle neither side has been reduced to zero morale, both sides must choose if they wish to fight for another week (3 new rounds) or if they wish to retreat. Script retreat options in your DO or your forces will always fight until they have won or lost.


SIEGES: These represent the surrounding and reduction of garrisoned enemy castles and forts. You may besiege any castle or fort where you have units to do so. The forces besieging a city are the "besiegers", and the garrison inside the city are the "defenders". A phasing force that just attacked and won a field combat in an area may then besiege an enemy fort or castle in that same area.
BESIEGER ASSAULT ATTEMPTS: A besieging major power may elect to launch "assault" attempts. For assault attempts a d6 is rolled, the result is modified by the Assault Attempt Modifiers for the final result. (6+ Breach; 2-5 NR; 1- Sortie?)
Assault Attempt Modifiers: The die roll for assault attempts is cumulatively modified as follows:
Castle / Fort level: The level of the fort, or twice the level of the castle is subtracted from the die roll.
Undergarrisoned: "+1" is added if the castle or fort does not contain at least half the units that it has capacity to.
Artillery: 1 is subtracted from the dice roll if the defenders have at least one unit with the “Artillery bombardment” special ability. One is added to the dice roll for each unit with the “Artillery bombardment” that the attacker has.
Length of Siege: +1 for each previous round the fort or castle has been under siege.
Assault Attempt Results: The results from the siege roll are resolved as follows.
Sortie?: If "sortie?" is the result the defender may elect to "sortie" (Note it in your round submission where you wish) out against the besieging force. In a sortie, the defending player rolls a die. On a roll of "6" the defender loses one unit, and any other result is a one unit loss to the besieger. If the defender chooses not to sortie, nothing happens.
NR: No results. Nothing happens.
Breach: If "breach" (indicating that a gap has been blown through the defender's walls) is the result on the SIEGE TABLE, the following may be done:
•   Surrender: The garrison may surrender (all become prisoners) or may fight an assault combat, at the defending player's option. If the defender fights and is broken, the surviving defending army factors must surrender.
•   Assault: If there is no surrender, the besieger must fight and assault the city.
Assault Combat Resolution: These simulate attempts to "storm" a city by an assault through a breach.
 The besieging forces fight on the "5-1" combat table and the defenders on the "5-2" combat table  for a maximum of three rounds (assault combats never last more than one "day") with no modifications for terrain, leaders and/or cavalry superiority. All available units on both sides must participate. There are no pursuits.
Final morale levels are determined as normal
 Any unit may be removed as a casualty, during any round of an assault combat.
 If the besieger loses or does not win (break or eliminate the defenders) within three rounds, the siege is resumed.
 If the besieger wins (the defender is eliminated or broken), then the fort or castle is captured and all surviving army factors and leaders are surrendered.
DEFENDER ATTACKS BESIEGER: Defenders may attack besiegers during the defending player's sequence initiative.
Garrison Attack Combats: These simulate a city garrison attacking the besiegers and are resolved similarly to siege assault combats.
 If the defending garrison or a portion thereof (all defending units do not have to be used) chooses to attack, the defending player uses the "5-1" combat table and the besieger (who must use all available units) uses the "5-2" combat table for a maximum of three rounds (garrison attack combats never last more than one "day") with no modifications for terrain, leaders, or cavalry superiority. There are no pursuits.
Final morale levels are determined as usual
Any unit may be removed as a casualty, during any round of a garrison attack combat.


ELITE FORCES COMMITMENT: Before the resolution of a combat round commences, a player with at least one unit with the Elite special ability may elect to commit them to the frontline. A player may do this only once per day of combat. The player scripts when and where his elite units should be committed to the front line.
The effect of committing the elite units is to increase the morale level used on the Combat Resolution Table by "+1" or "+2". For example, the "3-2" combat table becomes the "3-3" (increased by "+1") or "3-4" (increased by "+2") combat table.
Province rulers may increase the morale by +2, even in combats outside their provinces, other rulers may only commit +1.
The other side must be broken during that combat round or the side that committed the guard is automatically considered to be broken.
All casualties taken while the elite forces are committed must be taken as elite units if available. This holds true for both sides of the combat.
ARTILLERY CORPS:
In every combat round the artillery may be used to "bombard" before normal combat is resolved, the casualties inflicted by bombardment taking no part in later combat. If both sides possess artillery, the bombardment losses are considered to be determined simultaneously.
The losses removed by bombardment should follow the rule for maximum morale.
Artillery bombardment inflicts only casualties-it has no effect on morale (ignore morale losses when doing an artillery bombardment).
Artillery always bombards using the "5-5" table, irrespective of the tables being used for the normal combat round. Artillery bombardment is unaffected by any terrain other than marsh-there can be no bombardment in marsh terrain, although the units still participate in normal combat.
Artillery also takes part during the normal combat round (ie., when used for bombardment it effectively gets to fight twice).
If at any time during a combat round a side (or the pinning force of a side) consists of only artillery factors, that side is automatically considered to break.

.....
Much more need to be added here

Offline X-Brosengae [Cloene] (Linde)

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Re: New campaign Rules I would like if I am to DM
« Reply #13 on: April 26, 2013, 12:54:03 AM »
Example of units:(Will be changed to fit campaign....)
Human Units
Unit   Type   Move   Morale   Special   Muster   Maint   Requirements
Archers   LtInf   4   3.0   -   2   1   P (2), L (3), T (4)
Artillerists   Art   3   3.0   Artillery bombardment   4   2   P (5)
Infantry   MdInf   3   3.5   -   2   1   P (3), L (4)
Levies   Irr   2   1.5   -   -   0   P (4)
Cavalry   Cav   7   4.0   Elite   6   2   P (3), L (4)
Skirmishers   Skir   6   2.0   Scout   3   1   P (1), L (2), T (3), G (1)
Armsmen   HvyInf   3   5.0   Elite   5   2   P (3), L (4), T (5)
Mercenary Units
Unit   Type   Move   Morale   Special   Muster   Maint
Mercenary Archers   LtArch   2   2.5   -   4   2
Mercenary Cavalry   MdCav   6   3.5   Elite   8   3
Mercenary Infantry   MdInf   3   3.0   -   3   1.5
Mercenary Irregulars   Irr   3   1.0      1   0.5
Special Units
These units are specific to certain domains or dependent on certain conditions, as noted in their requirements.
Unit   Type   Move   Morale   Special   Muster   Maint   Requirements
Knights   Cav   6   4.5   Elite   6   1   T (4) of a neutral deity
Unholy Knights   Cav   7   4.0   Elite   6   1   T (4) of an evil deity
Knights of the Holy Order   Cav   5   5.0   Elite   6   1   T (4) of a good deity
Nature's Army (small animals)   Summoned   2   2.0      -   -   Summon Nature's Army spell
Nature's Army (large animals)   Summoned   4   3.0      -   -   Summon Nature's Army spell
Nature's Army (forest legion)   Summoned   1   5.0   -   -   -   Summon Nature's Army spell

Summoned Monsters   Summoned   2   3.5   -   -   -   Summon Monstrous Unit spell
Undead Legion   Summoned   2   2.0   Fearless   -   -   Legion of Dead spell

Legion of Demons weak   LtDm   4   3.0   -   -   0   Worldwound
Legion of Demons moderate   MdDm   3   4.5   Elite   4   1   Worldwound
Legion of Demons Strong   HvyDm   2   6.0   Elite   7   1   Worldwound
Elven Units
Unit   Type   Move   Morale   Special   Muster   Maint   Requirements
Elven Archers   LtInf   5   3.0   Elite   3   1   P (2), L (3)
Elven Artillerists   Art   4   3.0   Artillery bombardment   5   2   P (5)
Elven Infantry   MdInf   4   3.5   -   3   1   P (3), L (4)
Elven Levies   Irr   3   2.5   -   -   0   P (4)
Elven Cavalry   Cav   8   3.5   Elite   7   2   P (3), L (4)
Elven Skirmishers   Skir   7   3.0   Scout   4   1   P (1), L (2), G (1)
Elven Armsmen   HvyInf   4   4.0   Elite   6   2   P (3), L (4)

Offline X-Brosengae [Cloene] (Linde)

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Re: New campaign Rules I would like if I am to DM
« Reply #14 on: April 26, 2013, 12:56:05 AM »
Well... If you all think it looks interesting enough to sort through it and polish it up I will be happy to create some new threads and do so... What say you?