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Triumviral Protectorate of Sar-Issus
Last edited by Oghain; Jul 16th, 2012 at 10:53 PM. |
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Size: Size is a reflection of the population of your empire, and is roughly your nation’s “Hit points” if you will: losing battles will cause you to lose land, possibly entire cities, and the score will go down. If your size is reduced to zero, your nation has been exterminated: you may still lead whatever remains of your military, but you may no longer recruit additional troops, and you basically become a mercenary force.
Rank 1: Your nation is very small, consisting of a single city-state, as well as the surrounding farmland. Recruitment attempts yield only 1d6*10 soldiers, but the compact nature of your nation does mean there is less red tape to cut through. All orders take half as long. Rank 2: Your nation consists of two or three cities. Recruitment attempts yield 2d6*10 soldiers, and your smaller empire requires less time to accomplish greater things. Orders operate at ¾ duration. Rank 3: Your nation is an average size of four to six cities. Recruitment attempts yield 3d6*10 soldiers, and your empire takes the normal amount of time to complete orders. Rank 4: Your nation is impressively large, numbering between seven and ten. Recruitment is easier, granting you 4d6*10 soldiers, but the bulk of the nation means it takes time for orders to reach the proper officials. Orders take 50% longer to complete. Rank 5: Your nation is simply vast, with as many as fifteen major cities. There are always people to recruit, and you get 5d6*10 each attempt, but the chain of command is so vast it takes twice as long to get anything done. Finally, at the start of the game, your size determines the size of your starting standing military. Rank 1: 1 General, 2 Majors, 4 Captains, 8 Sergeants, 32 Privates Rank 2: 1 General, 3 Majors, 9 Captains, 27 Sergeants, 108 Privates Rank 3: 1 General, 4 Majors, 16 Captains, 64 Sergeants, 256 Privates Rank 4: 1 General, 5 Majors, 25 Captains, 125 Sergeants, 500 Privates Rank 5: 1 General, 6 Majors, 36 Captains, 216 Sergeants, 864 PrivatesSize: 1 Military: Military determines the average skill and training of your army. Quite simply, your rank in this skill determines the effective CR of your privates, and each rank above private has +1 CR. For example, a rank 4 military would mean that your privates have a CR of 4, Sergeants a CR of 5, Captains CR 6, and Major CR 7. The General is always CR 10, regardless of the military, and is reflected by your personal character. Note that if you are using a nonhuman race, you must have a military rank large enough to allow your privates to be of that race (a minotaur race would require a military rank of at least +4, and would have base minotaurs for privates and class level minotaurs for sergeants and above). All military troops (other than the general) get gold equal to their CR^2*100 to spend on gear, anything in excess of that must come out of your own coffers.Military: 1 Economy: Economy determines the economic stability of your nation, and determines both your starting gold and gold income. It also determines how many resources you are allow to have. Resources can be any natural resource ; you could be a mining nation and have access to several copper and gold veins, or your ground might be especially fertile, allowing for some impressive harvests, or you might have massive forests nearby to cut into lumber. Rank 1: Your nation is barely scraping by. You only get 1d6*100g when collecting taxes, and you have a starting wealth of 50,000g. Your nation has only one resource to its name. Rank 2: Your nation is poor, but not destitute. You get 2d6*100g when collecting taxes, and your coffers start at 250,000g. Your nation possesses two resources. Rank 3: Your nation is fairly wealthy, but not rich. You get 3d6*100g when collecting taxes, and start with 1,000,000g. Your nation possesses three resources. Rank 4: Your nation is quite well off, and slums are almost unheard of. You get 4d6*100g when collecting taxes, and start with 5,000,000g. Your nation possesses four resources. Rank 5: Your nation is very rich, probably a merchant nation. You get 5d6*100g when collecting taxes, and start with 25,000,000g. Your nation possesses five resources.Economy: 5 Magic: Magic is a measure of how much magic your nation can call upon, as well as the availability of magical items. Note for the purposes of this skill, a caster is anyone who has access to spells or spell like abilities. Supernatural abilities may or may not count depending on the class, and any class for whom magic is only a secondary feature (any class that doesn’t go from 1-9 spell levels) only counts as half a caster. Your general is an exception to this rule and your general may be a 10th level wizard even if the rest of the nation has absolutely no magical ability. Rank 1: Your nation has essentially no magic. Whether you are simply too primitive to learn it, are by some fluke incapable of casting, or simply choose to forsake magic for more reliable science is up to you, but you may not have any casters in your army, nor may you produce magical equipment (though you may still purchase it from other kingdoms) Rank 2: Your nation has only rudimentary magic. You may have up to 5% of your total military force capable of casting spells, and none of them can be ranked higher than Sergeant. Magical items are rare in your nation, and cost 50% more to produce. Rank 3: Your nation has a modest magical affinity. Your army may consist of up to 10% casters, none of which can be ranked higher than Captain. Magical items can be produced at base price Rank 4: Your nation has a skilled magical background, and can field an impressive magical force. Your army may consist of up to 20% casters, which can be of any rank. Magic is readily available, and magical items can be bought for ¾ of the base price. Rank 5: Your nation is based on magic. Up to 20% of your army can consist of casters, which can be of any rank, and secondary casters no longer count towards this percentage at all. Magic is so common place that competition has forced prices way down, so magical items can be purchased at ½ priceMagic: 4 Science: Science is a measure of your nation’s research. Note that it will be possible to do “research” in the game, but the scope of this game is far too short to allow a nation to move up an entire category, save for some extreme cases. Rank 1: Tribal: Your nation has only just learned the power of the pointy stick. You may not produce any equipment that is primarily metal (swords, chain mail, ect) nor can you make any equipment with a complicated mechanism (like a crossbow or firearm) Rank 2: Bronze era: Your nation has learned metal working, but it is far from perfect. Any primarily metal tool cost 3x as much, being made from bronze rather than steel. Metal weapons have -1 to hit because of their bulk, but deal an additional point of damage. Metal armors have -1 max dex and -2 armor check penalties, but +1 AC. Complicated weapons like crossbows are still beyond your capacities. Rank 3: Medieval age: Your nation has standard knowledge, and is just short of discovering blackpowder: All equipment in the PHB is regularly available at the listed price, but firearms are still unavailable. Rank 4: Renaissance era: Your nation prides itself on its focus on knowledge. Mundane equipment cost only half its normal price, except gunpowder weapons, which, while available, is still full price. Advanced firearms are beyond the scope of this age Rank 5: Steampunk: Your nation has absolutely stunning technology, and all mundane equipment cost only half price, and is masterwork automatically where applicable. Early age firearms are 3/4th regular price, and advanced firearms are available at this stage (though at full price). At this level, you will be allowed to research any of the classical steampunk techs, such as airships and steam powered golems/contraptions.Science: 5 Cohesion: Cohesion is the tricky one of the bunch, and the one that will be the vaguest. It represents the loyalty of your nation’s subjects. This one is a bit more abstract, and I won’t go too much into detail here, but the higher your cohesion the less weak your army will be to bribes, defectors, ect, and the further they can be pushed before dropping a rank. At rank 5 your nation will be virtually incorruptible, and can easily take quite a beating before they even think about questioning their loyalty, while a rank 1 nation may very well break into civil war over a simple tax increase. If your cohesion ever hits 0, your nation falls into a civil war. Rank 1: Your nation is resentful towards the leadership, and there are already small signs of protest within your borders Rank 2: Your nation is unhappy, but not incredibly so. They are likely to grumble about the recent over drafting, but it could be worse. Given an opportunity, however, they will leap at it. Rank 3: Your nation is content. Though a large enough bribe may tempt some of your people, you have no internal enemies to worry about. Rank 4: Your nation is fairly patriotic: Even the greediest of your nation would pause before accepting a bribe, and most tax increases are met with understanding. You are, afterall, in a war, and need all the help you can get. Rank 5: Your nation is absolutely devoted: The very thought of committing treason is enough to make some of your people sick, and some of your men would gladly jump off a tall cliff if you but gave the order.Cohesion: 3 National Treasury: 25,000,000gp Resources: Stone (Basalt), Crystal, Steel, Mithril, Lumber Army Size: 47 Last edited by Oghain; Jul 17th, 2012 at 05:50 AM. |
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Privates: 32 - Shimmer-Guardian x16; Spellthrower-Guardian x10; Dreamcrafter-Guardian x6
Sergeants: 8 - Smoke Thunderer-Guardian x8 Captains: 4 - Planar Envoy x4 Majors: 2 - Ziggurat Warden x2 Last edited by Oghain; Jul 21st, 2012 at 04:15 AM. |
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