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Nation Building Options To build a nation for the game, you simply assign 7 specialties and then select your characters. Each specialty can be considered a single choice, with the exception of magic specialties and negative specialties.

Nation Building Options - img.fireden.net · Nation Building Options To build a nation for the game, you simply assign 7 specialties and then select your characters. Each specialty

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  • Nation Building Options

    To build a nation for the game, you simply assign 7 specialties and then select your characters. Each specialty can be

    considered a single choice, with the exception of magic specialties and negative specialties.

    SELECT CULTURAL STYLE

    SELECT RELIGION

    SELECT SPECIALITIES

    SELECT CHARACTERS

  • Step 1: Select a Cultural Style

    BARBARIC

    + 1 to Beastmastery research rol ls

    1 0% Cheaper soldiers

    -2 cultural power

    PASTORAL

    + 1 to Agronomy research rol ls

    20% taming/training reduction on Docile

    creatures

    The benefit of positive civic events are halved.

    AESCULAPIAN

    + 1 to Biology research rol ls

    20% less casualties and smaller disease

    threshold hold on civi l events table

    -20% assimilation rate minus an additional 20%

    per level of Biology above assimilating

    population. Disease results are increased by

    two thresholds for assimilated populations unti l

    8 seasons after assimilation.

    EXPERIMENTAL

    + 1 to Science research rol ls

    You can forfeit the morale bonus on your civic

    event rol l to add it to a research rol l once every

    4 seasons

    -2 cultural power

    PRACTICAL

    + 1 to Engineering research rol ls

    Each time a construction project is completed,

    add +1 to the next Civics event rol l .

    -1 to Society research rol ls

    NOMADIC

    + 1 to Navigation research rol ls

    Starts with 2 large caravans, 50 portable tents,

    And a domesticated animal

    Foraging, hunting and comparable actions can

    apply to each hex the population who attempts

    them moves through

    Does not start with the ‘Town vil lage’ or any

    ‘crops’ structures

    MERCANTILE

    + 1 to Commerce research rol ls

    Trade value increased 50% (rnd down), add

    civic event numeric result to food/income

    Taxation counts as one higher for Morale

    (crushing counts as -20 morale)

    MILITARISTIC

    + 1 to Warfare research rol ls

    Soldiers get +1 Training and Discipl ine

    Morale setbacks linger, Mil itary Morale setbacks

    reduce Morale by 1 additional point.

    POLITICAL

    + 1 to Society research rol ls

    Taxation counts as one lower for Morale

    Takes two seasons to change taxation rate,

    increase negative civi l events by one threshold

    SPIRITUAL

    Free rel igion upgrade, +1 morale

    Research progress for any category degrades

    by 1 per season except for categories included

    in research actions that season (i.e. research

    doesn't 'hang').

    MYSTICAL

    + 1 to magic research rol ls

    Extreme results grant; Exceptionalists: a free

    mage, Ritual ists: power boost to next spell ,

    Mystics: 2 free magical research points

    -1 to research rol ls for World domain categories

    (Physical Science, Navigation, Engineering)

    PHILOSOPHICAL

    Completing a research threshold grants 1 d4

    research points into the research category of

    your choice

    Enthusiasm civi l event result is replaced by

    sloth

  • Step 2: Select Religion

    ANCESTRAL WORSHIP

    Sacred Graveyard structure (reduce chance of disease result/cultural structure/no idea), Wil l of the

    Ancestors (+morale/bonus when approved actions taken)

    Upgrade - channell ing (get possessed), exemplars (take on the attributes of key ancestors/de-

    randomize Wil l of the Ancestors), spirits guardians (ancestor spirits resist astral intrusions/scrying),

    Walpurgisnacht (ancestors walk the earth during certain times)

    DIVINE CULT

    Shrine Building (hands out blessings/happiness), Divinity (portfol io choices)

    Upgrade - Ecclesiarchy (+tax and happiness), Pantheon (expand minor portfol io choices), Deity (less

    portfol io selections but individual selections stronger)

    HERO WORSHIP

    Lay of Heroes structure (write in to motivate an action?), Inspiration, + Leaders/Training

    Upgrade: God-emperor (+1 0/+5 super-character), legends (cultural resistance), exemplars (trials),

    Tomb Cults

    ESOTERIC CULT

    Hermitage building (+ magic research), cheaper mages

    Upgrades - Mystery cult, Profane god, Magisterium, Beyond good and Evil , Arcane God,

    Conceptualis

    MONSTER CULT

    Den/Lair structure (takes up space, houses monster), relationship with magical beast

    Upgrades: Monster minions (general ly advanced soldiers or workers), mutual ism (Monster is much

    more helpful in return for services), Dominator (demands increase but monster becomes terrifyingly

    powerful)

    NATURALISM

    Grove Structure (supports a plant/small crop and animal), Ecology (+animals, +pop/space from

    forests (or selected terrain type)

    Upgrades - Savage (+war, bonus with wild creatures), Eden (+l ife, bonus with docile creatures),

    Druidry, Monism (get along better in al l natural environments)

    NOne

    free tech? Intermediate X?

    upgrades: Harlequins (highly syncretic patchwork of other rel igions), Nihi l ists,

    Secularists, Humanists,

  • Military SpecialtiesEach mil itary specialty selected grants 5 elites and 25 soldiers

    ASSASSINSApplied Techs - any small one handed melee weapon, any small ranged weapon, [Basic poisons], [Basic stealth], [Basic outdoors

    gear], [Improved ambush]Elites are able to apply poison to their weapons /1 poison known [revisit]

    +1 covert act al lowance

    BERSERKERSApplied Techs - any two handed weapon, [Basic l ight armour], [Shock troops],

    El ites can use Beserkergang [+attack, no fear but take more casualties]

    RIDERSApplied Techs - one tier 3 or lower creature tamed (cannot have unrideable quality), [Basic l ight armour], [Rider training; selected

    creature]Structure and population of chosen creatures based on choice (see creature entries page x).

    El ites get +1 mobil ity when mounted

    KNIGHTSApplied Techs - any one handed weapon, l ight or medium armour, [Simple Shields] [Basic heavy armour], [Improved discipl ine], [Basic

    outdoors gear]El ites count as 1 additional soldier for outnumbering bonuses, and have a Code of Conduct

    ELITESApplied Techs - any weapon, then a choice between; any weapon, simple shields, medium armour, or heavy armour, [Basic l ight

    armour], [Improved training]El ites count as 1 additional soldier for outnumbering bonuses

    RAIDERSApplied Techs - any one handed weapon, [Menacing troops], [Basic sabotage], [Plundering]

    El ites get +1 mobil ity unmounted [revisit] , and Intimidating (-1 to enemy morale)

    RANGERSApplied Techs - any ranged weapon, any one handed weapon, [Improved tracking], [Supplement rations], [Basic traps], [Basic

    pathfinding], [Basic outdoors gear], [Basic Survival gear]El ites halve terrain penalties for movement (before other modifications)

    MARKSMENApplied Techs - any two ranged weapons, [Improved training], [Improved warfare: chosen weapons]

    Elites with ranged weapons have Accuracy

    COMBAT ENGINEERSApplied Techs - [Basic l ight armour], [Basic medium armour], [Basic toolset], [Basic sabotage], [Basic siege weapons],

    Idle soldiers may count as Population die for construction projectsElites are Sappers and Adept at constructing fortifications/roads

    SLAVE-SOLDIERSApplied Techs - [Slave Soldiery]

    +1 00 slavesElites are Intimidating and Slavedrivers

    CITIZEN-SOLDIERSApplied Techs - any one handed weapon, [Armed populace]

    Soldier recruitment costs 75% rounded up (Cost of Elites unaffected)Half of idle soldiers count towards Population Die

    Elites have Civic Soldiery

    SENTINELSApplied Techs - any one handed weapon, [Simple Shields], [Improved Security]El ites are Guardians (+defense in cities) and Vigi lant (+passive detection)

    SCOUTSApplied Teachs - [Basic pathfinding], [Basic outdoors gear], [Basic Survival gear], [Improved Reconnaissance]

    Elites get + 1 Mobil ity and Perceptive (+active detection)

    Step 3: Select Specialties Military

  • Step 3: Select Specialties Research

    Research Specialties

    HUNTERSIntermediate Beastmastery

    Add your beastmastery threshold level to the hunting outcome roll

    FARMERSCore Techs - Intermediate AgronomyApplied Techs - any tier 1 animal tamed

    Selected animals (amount based on animal)+2 to farm construction rol ls

    MEDICINE MENIntermediate Biology

    gain (Pop die x1 0) food from foraging instead of (pop die x5)/discover al l plants when foraging

    INVENTORSIntermediate Physical Science

    Inspiration: When ever an extreme result occurs on a random event - Civi l , Weather or other - gain 1 d4 research pointsto a World Category of your choice.

    SAILORSCore Techs - Intermediate Navigation

    Applied Techs - [canoes] [simple sailboats]Buildings - 'Port'

    Less chance to get waylaid sail ing

    BUILDERSCore Techs - Intermediate Engineering

    'Palisade' Structure+1 to construction rol ls

    MERCHANTSCore Techs - Intermediate Commerce

    Traded goods gain percieved value equal to your Commerce threshold levelSold goods gain bonus gold equal to Commerce threshold level + item quality.

    MILITIACore Techs - Intermediate Warfare

    A portion of your population(1 0% Warfare Threshold level) count as soldiers when attacked

    DIPLOMATSCore Techs - Intermediate Society

    + 2 cultural power1 .5x Assimilation Rate

    20% more expensive soldiers

  • Step 3: Select Specialties Research

    Civil Specialties

    PEASANTSdouble population growth

    -1 to research rol ls-2 cultural power

    MINERSMines cost -2 AP to build per level of the mine

    Mines produce bonus resources per turn equal to the level of the mine minus the quality of the materialBuildings - 'Refinery'

    PRIESTS+ 2 cultural power+1 rel igious upgrade

    Increase assimilation by 20% for each grade higher your rel igion level is compared to the assimilating population.

    SLAVE-WORKERSApplied Tech - Slave recruitment

    Conquered populations can be turned into slaves, which can contribute to the population dieRatio of slaves to citizens modifies the civi l events rol l (

  • Step 3: Select Specialties Negative

    Negative Specialties

    Negative specialties don't cost any of your 7 specialty choices. Instead, they grant you an additional specialty choiceA maximum of 2 negative specialties can be selected, though the GM may wish to al low more (or l imit them to 1 or none)

    BUREAUCRATS

    -1 to construction projects, deduct tax level from perceived value of trade goods

    Reduce tax-induced morale loss by 1

    TIMID

    25% more expensive Soldiers/Elites, morale outnumbering penalty increased by 1 , populations concquered twice as fast

    Reduce cost of defensive structures (walls, forts, castles) by your engineering level

    AUTONOMOUS

    Negative civic events increase by one threshold (rebell ion becomes revolution), desertion due to cultural power increased

    Reduce conquering speed by 25%-1 00% (based on warfare, society or cultural power - undecided)

    TRADITIONALIST

    -1 research, less free XP and research from random events, including any granted by inventors & philosophers

    +2 covert detection

    VAGRANT

    1 /3 of your population don't contribute to the Population die

    50% less food required

    SUPERSTITOUS

    -1 rel igious research, stronger cults when generated by civi l events rol l , -1 morale

    less morale lost from harrowing supernatural events

  • Step 3: Select Specialties Magic

    Magic SpecialtiesMagical Specialties are cost 3, then 2 specialty choices for the first, then subsequent selections of a magical specialty

    respectively. Each subcategory of magic has four thresholds of advancement.

    Each time a magical specialty is selected, select any magical style.

    ALCHEMY

    Transmutation & Transphasia

    SHAMANISM

    Primal & Astral

    WIZARDRY

    Time & Space

    EMPYREA

    Warding & Smiting

    WITCHCRAFT

    Blessing & Cursing

    EVOCATION

    Summoning & Banishing

    NECROMANCY

    Bodies & Souls

    SORCERY

    Earth, Air, Water & Fire

    TRANSENDENCE

    Mental & Physical

    Magical StylesMysticism - study, intuition and metaphor

    Exceptionalism - innate capacity and training

    Ritual ism - hard work and intricate ceremonies

  • Step 4: Select Characters

    Character TypesSelect 4 Character types of any combination (including multiples) who wil l begin with a +1 bonus. Bonuses can be

    increased by accruing experience, which is gained by leading relevant actions, or sometimes by chance. Max bonus +5

    DIPLOMAT

    Add bonus to assimilation rate, and perceived cultural power of any group you are present in

    AGENT

    Add bonus to detection difficulty

    ARTIST

    Add bonus to production quality of goods, or spend x turns (up to a maximum of their bonus) of actions creating

    a work of entertainment that boosts morale by x on the final turn.

    LEADER

    Add bonus to discipl ine in battle, (and/or something morale related)

    GENERAL

    Add bonus to leadership and discipl ine in battle

    WARRIOR

    Add bonus to single combat rol ls

    MAGE

    can cast, bonus to magic research, half bonus to spell 's power

    FOREMAN/ADMINISTRATOR

    add half bonus to construction projects

    WARDEN/RANGER

    add bonus to detection in cities/wilderness

    SCHOLAR

    Half bonus to research

    MERCHANT

    Add bonus to percieved quality of traded goods

    HIEROPHANT/PRIEST

    Add half bonus to assimilation rate and rel igious upgrade research