Fantasy Civilizations
Well, since it seems I'm once again able to post (and I don't want to join FEF games because everytime I do something related to FEF, something keeps me away from playing), I've decided to run something different.
In Fantasy Civilizations there are 2 types of players: Rulers and Heroes. Rulers are the main players, and each of them controls a civilization created by them. Heroes have to be of a certain civilization (doesn't have to be a player controlled one, as there are NPC Rulers, and also NPC Heroes), and they can influence the world due to their superior skills, strange powers or influence.
The game will probably have some changes while we play, as we test the rules. There will be both strategy and roleplaying elements.
The game will be turn based. Each turn will represent a year.
Rulers have 2 Major Actions each turn. Major Actions represent a dedicated effort by the Ruler to perform a certain task (like building a new settlement, recruiting large amounts of troops, building specially complex infrastructure or doing complex research). Major Actions can make the population unhappy, as they require citizens to work harder, pay higher taxes or any other number of things. Rulers also have Minor Actions. These can be anything, from recruiting small amounts of military units, to introducing upgrades to agriculture to increase food production. Any number of Minor Actions can be taken, but the higher the number, the less likely it is that they will be accomplished in one turn.
Heroes instead can take 2 types of actions. They can Travel from one settlement to a different one. This represents the Hero settleing down in a different settlement, not just travel. Instead of travelling, they can choose to take a Quest. Quests can be any number of things (monster slaying, stealing from the government, leading an army or any other thing), and they have various risks and rewards. Aside from these two types of actions, Heroes can interact with rulers or other Heroes by talking to them (if they are in the same settlement). A Hero can (although this WILL take multiple Quests) overthrow a Ruler and become a new Ruler.
Both Rulers and Heroes can produce offspring. This is specially important for Rulers due to the concept of Dinasties. If a Ruler dies, he will be able to keep playing as one of his children, being a Ruler (if the chosen child would inherit titles) or a Hero.Heroes can do the same, but unless there are special circumstances, their children will always be Heroes. The skills perks of a child depend on both parents' skills and perks, and they can be modified by their upbringing.
Rulers can give Heroes control over small parts of their civilization, or responsabilities as generals, administrators or any other positions. These give the Heroes greater power (and the ability to sometimes act as small scale Rulers) and gives the Rulers the benefit of being able to use the Heroes higher stats where they are needed (as a higher Intelligence improves production, and a higher Charisma reduces Tension, for example).
Races have certain stats. These are the base stats of the race. Unless otherwise stated, a race has "Average" in all stats.The level on a stat can take any of these valors:
Horrible<Extremely Low<Very Low<Low<Below Average<Average<Above Average<High<Very High<Extremely High<Legendary
Agility: The natural dexterety of someone.
Charisma: A combination of someone's looks and savoir-faire, his ability to convince others to do what he wishes.
Intelligence: Someone's clearness of thought and ability to reason.
Lifespan: This represents a race's natural lifespan.
Magic Affinity: This represents someone's ability to channel magic. There are various types of magic, depending on whether it's origin is divine (coming from the gods), mundane (coming from the energies of the planet and living beings) or arcane (coming from cosmic energies that leaked into the world in ages past).
Perception: The ability to sense things.
Strength: Someone's physical might.
Toughness: Someone's ability to resist damage and resiliance to disease.
Lifespan is a very special and important stat. Average lifespan is 80 years old. For individual characters (Heroes and Rulers), when they are created, a roll is made 78+2d20. The final amount is the % of that age that the character will reach. At the end of the year he reaches that age, the character will die. This roll is secret and made by the GM, but from 20 years before the date of death, there will be a yearly chance that the player gets a warning about his character's health deteriorating. This might even come with a penalty to some of his stats or the introduction of negative perks.Each level above Average doubles the lifespan (so Above Average would be 160 years old). Each level below Average halves the lifespan.
Lifespan also influences Population Growth (+15% per level below Average, -15% per level above Average).
There are X races in the world that Rulers can choose when creating their civilizations. Halfbreeds are rare, but not unheard of. As a Ruler, you have to choose a Major Race for your civilization. You can choose other Minor Races, to a maximum of five, which will make up no more than 30% of the total population. Choosing Minor Races will increase Tension, depending both on the amount of Minor Races and the total percentage of the population that they are. If at some point Minor Races make more than 30% of the civilization's population, Tension will skyrocket. If at some point a Minor Race is mora than 50% of the population, it will become the new Major Race.
Humans:
Humans breed quickly. +20% Population Growth.
Humans are ambitious. +20% Gold Production.
Elves:
Elves have Above Average Agility.
Elves have Above Average Magic Affinity.
Elves have Low-Light Vision.
Elves have Above Average Perception.
Elves have High Lifespans.
Elves have Below Average Toughness.
Dwarves:
Dwarves have Above Average Toughness.
Dwarves are perfect for working at mines. +10% Ore and Materials
Production.
Dwarves have Night-Vision.
Dwarves have Above Average Lifespans.
Dwarves have Below Average Agility.
Dwarves have Below Average Magic Affinity.
Goblins:
Goblins breed really quickly. +40% Population Growth.
Goblins have Above Average Agility.
Goblins don't mind others. Tension from Minor Races is reduced as if there was one less Minor Race.
Goblins have Below Average Lifespans.
Goblins have Below Average Charisma.
Goblins have Below Average Strength.
Orcs:
Orcs have Above Average Strength.
Orcs have Above Average Toughness.
Orcs have Low Light Vision.
Orcs have Average Lifespans.
Orcs have Below Average Intelligence.
Ogres:
Ogres have High Strength.
Ogres have High Toughness.
Ogres have Night Vision.
Ogres will eat almost anything. +10% Food Production.
Ogres have High Lifespans.
Ogres have Low Intelligence.
Ogres have Below Average Agility.
Ogres have Low Charisma.
Lizardmen:
Lizardmen breed really quickly. +40% Population Growth.
Lizardmen have Above Average Toughness.
Lizardmen have Low Lifespans.
Lizardmen have Below Average Intelligence.
Gnomes:
Gnomes have Above Average Intelligence.
Gnomes have Above Average Magic Affinity.
Gnomes have Low Light Vision.
Gnomes have Above Average Lifespans.
Gnomes have Below Average Strength.
Halflings:
Halflings have Above Average Charisma.
Halflings have Above Average Agility.
Halflings breed quickly. +20% Population Growth.
Halflings have Above Average Lifespans.
Halflings have Below Average Strength.
Draconians:
Draconians have Above Average Strenght.
Draconians have Above Average Toughness.
Draconians have Above Average Magic Affinity.
Draconians have Very High Lifespans.
Draconians breed slowly. -20% Population Growth.
Fey folk:
The Fey Folk have High Magic Affinity.
The Fey Folk have Above Average Charisma.
The Fey Folk have a connection with Magic.
+10% Magic Crystals Production.
The Fey Folk have Extremely High Lifespans.
The Fey Folk have Below Average Strength.
The Fey Folk have Below Average Toughness.
When signing up as a Ruler, you have to design a civilization after you choose the Race or Races that will populate it. The choices you make when designing the civilization will give you bonuses and penalties, and your civilization might change during the game.
Government:
Your govenmert choices represent the way the civilization governs itself. It is also very important for Rulers as with some choices your offspring won't automatically become the next Ruler. First of all you have to choose whether government will be Centralized or Decentralized. Centralized government means more Authority, but also more Tension. Decentralized government means less Tension, but less Authority. After that, you have to decide a type of government.
Monarchy:
+10% Increased Authority.
-50% chance of Conscription causing increased Tension.
The Ruler is chosen from a certain family line. By default, this is the closest living relative (usually the eldest child) but other succession laws can be specified. Members of the family line might ask to be granted positions of power and will be unhappy if their demands aren't met.
Tension will rise if there are multiple people with strong claims to rulership.
Magocracy:
+10% Magic Crystals Production.
Magic Affinity of all Heroes and Rulers of this civilization is increased by one step (70% chance), two steps (20% chance) or three steps (10% chance).
This cannot be chosen if the Major Race of the civilization has worse than Average Magic Affinity. If a Minor Race with lower than Average Magic Affinity becomes the main race, a new form of Government will have to be chosen. The next Ruler will be chosen from all Heroes (PCs and NPCs) based on who has the highest Magic Power. The Ruler might nominate a succesor, who will have a +5 to their Magic Power for the purpose of calculating who will be the next Ruler.
Prohibiting Magic Users from experimentating will result in a higher than normal increase in Tension.
Democracy:
-20% Tension increase from Major Actions.
+10% Loyalty of NPC Heroes.
+10% Gold.
In a Democracy, most of the population (usually all adults) can vote who rules them. The ruler can designate a Right Hand. The Right Hand has to be an adult Hero of the Civilization. When he dies, the Hero with the most Popularity (a special stat used by Oligarchies and Democracies, which depends on the actions of the character and his Charisma) will be chosen as the next Ruler. The Right Hand gets a boost to his Popularity if the previous Ruler had a high Popularity, or a penalty if the previous Ruler had a low Popularity.
Tension directly reduces Authority.
Oligarchy:
+20% Loyalty of NPC Heroes.
-10% Tension increase from Major Actions.
In an Oligarchy, a small percentage of the population (Heroes) decides who gets to rule. As with Democracy, there are a Right Hand and Popularity, but the kind of actions that will increase or reduce popularity are different.
Denying requests from Heroes has a chance of increasing tension depending on the request and whether or not the Hero is of the Major Race of the Civilization.
Theocracy:
Increased +10% chance of Religious Rituals granting good results.
Religious Rituals decrease Tension (based on the amount of Crystals used).
In Theocracies, the Ruler gets to choose his succesor. However, if he goes against the teachings of his religion or ignores the requests of Heroes that are followers of his religion, there is a chance that somebody else will be chosen as the new succesor.
Other religions and gods might target the Civilization. Relationship with Civilizations and Heroes not loyal to the state's religion will increase Tension (depending on whether they don't worship any god or worship other gods, and which gods are those they worship).
Tribal:
Conscription doesn't cause Tension.
The same rules of succesion as in Monarchy are followed. However, whenever a member of the ruling family asks for a certain grant, he or she will perform a Quest of some kind to prove that they are worthy first.
Changing any of the Civilization's Points during the game will highly increase Tension.
Dictatorship:
+20% Increased Authority.
Can take up to 3 Major Actions per turn.
+10% Increase in the production of a chosen Resource.
The Ruler can choose whoever he wants to become the new Ruler. However, f the previous Ruler's Authority was lower than the Tension, a new Government will be created (at random) and it is highly possible that a different character will be chosen as the new Ruler.
Whenever Tension Increases, it will Increase an extra 20%.
Points
Points are what define the civilization. They can be anything from having an undead workforce, to being slavers, having a great bureaucracy or being raiders. When creating a civilization, you can choose up to 3 Points. The GM can veto certain points or decide that they are worth more than a normal point. You can also choose to take negative points to take more positive points, but no civilization can have more than 5 points worth of positive points (so for example, a Civilization can have 4 Points, with one of them counting as two because of the benefits it provides, and then 2 negative points).Points will define what kind of units a Civilization can recruit, and what kind of research it can do.A Civilization Character Sheet must look like this:
Name:
Major Race: (with the % of the population they make)
Minor Races: (if there are Minor Races, write what % of the total population each makes)
Current Ruler:
Government: (if you have taken a government that can have variations to it's succession, please write how succession will work here)
Points: (Negative ones in red, positive ones in green.
Description and Background: (It is useful if here you say what kind of terrain you would like your initial settlement to be in)
Religion: You can make up the religion or religions followed in your civilization (gods rarely directly interact with the world, so it's hard to know whether a religion is a true one or not), or you can choose one that another Civilization has.
There are 6 kinds of Resources that Civilizations use.
Food: Sustains population growth. The higher the population, the more food it will consume per turn. If there is not enough food, there will be famines.
Materials: These are used to build structures and settlements.
Ore: This is used to equip new military units, and so it is necessary when recruiting them. It can also be necessary for some structures.
Gold: Used to pay Heroes and mercenaries, most military units also have an upkeep in Gold. Heroes and Rulers can use Gold to train, as it provides them with everything they need for their training.
Magic Crystals: Used by Heroes with magic powers to perform rituals, and necessary in some structures and rituals by civilizations.
Population: In order to recruit units, one must have enough population. Population can diminish during wars and famines. If there is a food surplus, there will be population growth.
There are also 2 special "Resources", Authority (which is tied to a specific Ruler) and Tension. They are given as a %. The higher your Authority, the less likely it is any of your orders will be ignored. The higher the Tension, the more likely it is people will protest and demand for things to be done.
When joining, you have to create your character. In order to do so, you choose a Race (if you are creating a Ruler, he or she must be of the Major Race of the Civilization). Then you have to fill the following sheet. Depending on how you describe your character, you will be given 3 increases to your stats (5 for Heroes) and a number of perks and disadvantages. If you are not satisified with the perks and stats you have been give and think that your description should grant you different ones, please say so in a polite way. Age must always be high enough that the character would be considered an adult. This is 16 for Average, and it doubles with each step higher or halves with each step lower.
Name:
Age:
Description and Background:
All units have 4 stats, a type, and a number of perks.
The 4 stats are Upkeep, which is usually paid in Gold, Food or Magic Crystals, Movement, Might, and Defence.
Movement is expressed in hexes per quarter of years, as each unit can take up to 4 actions per year. Might represents the offensive power of the unit. Defence represents is ability to keep fighting, whether by morale, numbers, natural resiliance or magic.
Types are Light Infantry, Heavy Infantry, Light Cavalry, Heavy Cavalry, Monstrous Infantry, Monstrous Cavalry, Flyer, Maritime, Hero and Monster.
Heroes (and by extension, Rulers) don't have a Movement value. Instead, they have Magic Power (which can act as their might through the use of Magic Crystals, and is a prerrequisite for Magic Rituals). They will either have to move with a unit or spend their turn moving from one place to another.
Each turn has 4 phases. Spring, Summer, Fall and Winter. During each phase, units can do one of the following actions: Dig in, Move, Destroy or Attack. Units can take actions in groups.
Dig In: The unit will have to remain stacionary for the remaining of this turn and all the following turn. The next turn, and every following turn that the unit remains on that hex, the unit will have a flat +2 bonus to its Defence.
Move: The unit will move a number of hexes up to its movement during that phase. If it would collide with an enemy unit, the unit stops.
Attack: The unit moves a number of hexes up to its movement and attacks another unit within 1 hex from that final position. Attacks get done before any other actions.
Destroy: The unit begins the destruction of an undefended settlement or strips the land of its resources wherever it is standing. If it is done to a settlement, some infrastructure will be lost. If it was a non settlement hex, that hex will be able to support 1 less unit that turn.
In progress
Things like combat, events, variations in production... Will be semi-random.
The game is still in development, so you can expect changes and fixes if things get too crazy.
Name: The Coalition of Magic
Major Race: Humans (100%)
Minor Races: None
Current Ruler: Great Archmage Frederick the First
Government: Magocracy
Points:
Necromantic Workforce and Army (3): Less Tension from Major Actions. Military Units need very little Population and their upkeep is paid in Magic Crystals instead of Gold.
Magical buildings (2): Structures are more durable and are built faster at the expense of small amounts of Magic Crystals.
Backstabbing meritocracy (1): Increased chance of NPC Heroes to be selfish backstabbers.
Not used to needines (1): Famines increase Tension more than usual.
Description and Background: Generic evil wizards. This is not an adequate description, and it is only to fill the example.
Religion: Generic evil deity. Same as above.