Congratulations! You have been chosen to colonize a horrible death-world! The Bureaucracy would appreciate you shipping back some valuable resources before your inevitable and unsightly deaths.
The players will be on their own, and must decide carefully whether to have personal power or to bring more resources. (A wizard who spends all his time locked in a tower mastering magic won't have nearly as much wealth as the head of a trading company.)
Each turn will be a month. Players will have two major actions and an undefined number of minor actions available. Minor actions generally don't have much impact on the colony - Tell the head miner to mine out underground housing, respond to an event, or mess up that demonologist colleague's summoning. Major actions are what you'll spend most of your time in a month doing - Cast a big spell to create a stone wall around the colony, personally lead the hunters to hunt some shadow boars, or help with the plant mage's spell to create a plant monster.
Unskilled - Jake understands that fire magic exists.
Dabbling[1] - Jake can light a candle. Arthur can sense a re-animated skeleton in the darkness.
Novice[2] - Jake has a flamethrower spell. Arthur can ritually re-animate a skeleton to follow simple orders.
Competent[3] - Jake can lob an explosive fireball over a wall. Arthur can ritually bind a ghost and empower it to cast ghost-magic, or animate skeletons at will.
Skilled[5] - Jake can lob a fireball through a stone city wall, then explode it. Arthur can drain the life from a squad of soldiers.
Expert[8] - Jake can create a loosely controlled firestorm, causing significant property damage. Jake can ritually create a vampire lord.
Master[13] - Jake can create a tightly controlled firestorm that lobs explosive fireballs. Lich Jake can turn civilians into vampires under his control with little effort.
XP is gained two ways: Spend a major action practicing, or on a perfect roll for a major action. The number in brackets is the XP required, from the previous level (Expert > Master takes 13 XP, not 5). Practice has a low chance of failing, and has a slight chance of earning 2 XP instead of 1. Study materials, teachers, or doing something that will have more of an impact on a failure (Such as straining your skill and repeatedly summoning intelligent undead) will increase this.
Metamagic skills affect your spellcasting, and ability to (safely - no second roll that can fail) empower the spells of other mages. You may only use a single metamagic skill with each spell or assist, but may be assisted by people using other skills. It's advisable that casters not wishing to be weak jacks-of-all-trades only buy one.
Name your own metamagic skills. Each one has two modifiers. (Ex: Empowerment, uses strength and scale)
Strength - Make fireball hotter!
Efficiency - Reduces spell costs, in material, mana, or time, or allows an enchantment to activate more frequently.
Scale - Makes spells affect more targets.
Finesse - Useful for making an exploding fireball not harm friendlies, for growing a giant plant just so, and for aiming distant teleports.
Stability - Makes spells last longer. Necessary for enchanted rings.
Safety - Mitigates bad rolls.
Generally, a master with no metamagic skills will beat an expert/skilled in the same field. If you just want to focus on one school, with no ability to assist, you're likely better off focusing on it and throwing any spare points into metamagic.
Each player starts with 40 points to buy skills and prepare for the expedition.
Each skill XP costs 1 point. Skilled costs 11, while mastery costs 32. You may buy partial levels.
Workers: I'm not tracking 15 different jobs. All laborers can farm one month, then mine the next. Everyone brings their own tools, for free.
Laborers[0.25] - Farmers, construction workers, miners, etc.
Convicts[0.125] - They're like laborers, but aren't as motivated, and may cause problems.
Soldiers[0.5] - They fight, guard, and make adequate hunters.
Craftsmen[0.75] - Blacksmiths, artisans, etc.
(Specialist)[2] - Architects, herbologists, bards, doctors, etc. (You have to choose what they specialize in)
Leaders[2] - They lead, saving a PC a major action. (You can give a quick speech and then have loose farmers do their own things, but they'll be much less efficient.)
Lesser Mages[2] - They help cast spells. Choose a metamagic skill for each. (They may alternatively have a spell school, but it will be weaker than a metamagic school would be; do not expect much from them here.)
You may buy skilled workers for 2x the cost (3x for mages, giving them a skill upgrade or a second skill). Buying skilled convicts is not allowed - It would get messy.
Resources
Food [50 for 1 point] - Feeds 1 person for 1 month.
Construction Materials [50 for 1 point] - Each unit is enough wood or stone to build a reasonable two-person house.
Luxury Goods [50 for 1 point] - Raises morale for 1 person for 1 turn. CANNOT be used on a small part of the colony - Only yourself(selves), everyone, or no-one. May be used in smaller doses to give disproportionately less morale. Generally has no game-play effect on PCs.
Quality arms [0.5] - Better equipment than normal, useful for soldiers or arming militia.
Other purchases are possible, of course - Magic rings, golems, a book on healing magic, or an airship. Say what you want and ask about the price, or ask how much you could get with X points.
Sign-ups will be randomly chosen.
For now, only buy your skills, saving points as desired to buy goods or minions. Remember that you won't have free support. After characters are chosen, you'll have a second buying phase, to discuss what you're each spending the rest of your points on. You may not buy xp during the second phase. (Even with a heavy combat focus, consider some sort of multi-classing. Spending all your time patrolling would get boring.)
You may also buy unique traits which cannot be treated as skills, but grant significant advantage over human-norm. Trait power scales with point investment, capped at 5 each.
Name:
Race:
Physical Description:
Mental Description:
Backstory:
Skills:
Feel free to offer suggestions for death worlds, even if you're not playing. I'll weight world creation based on interest and where people spend their points.
Let's go with
six players for this. I expect this to run for 12 turns of 1 month (in-game) time each, unless you die sooner than that. The colony should be decently stable by then. I'll then run a playable epilogue with longer turns and less structure, where we find out what happens to the colony and any survivors.
((IronyOwl and Demonic Spoon haven't updated in a few days; the genre's due for a revival.))