Characters
G.1 - Characters
G.2 - Recruiting and Training
G.3 - Imprisoned Characters
G.4 - Commander
G.5 - Admiral
G.6 - Grand Admiral
G.7 - Manager
G.8 - Quartermaster
G.9 - Astronomer
G.10 - Tactician
G.11 - Engineer
G.12 - Master Builder
G.13 - Spy
G.14 - Saboteur
G.15 - Security Master
G.16 - Intelligence Master
G.17 - Ruler
G.18 - Heir
G.19 - Character Option Chart
G.1 Characters
Each Empire is managed and maintained by individuals of great skill, charisma, and/or intelligence. These are represented by Characters. Characters can either be attached to a claimed sector or fleet, and when they are attached to a Fleet they move with the Fleet. Different types of Characters do different things for your empire. Characters have no upkeep, but can have a significant affect on your strategy. Characters should each have names, type, total level, and action performed on the Turn Sheet. (In the case of Spy and Saboteur, the success record should also be included.)
G.2 Recruiting and Training
For every Planet you claim at the start of your Turn, you have a single Recruit/Train action on your Turn Sheet. If you use this action to Recruit, you get a new Character at that planet at the end of the Turn. You may choose the Character's type from the available options. If you use this slot to Train, then a single Character at that planet will increase by 1 level. Characters being trained cannot move or use their abilities during the turn they are being trained.
G.3 Imprisoned Characters
Sometimes, you will manage to capture and imprison enemy characters through various methods. If so, you won't be able to move them from the planet they are on.
If this happens, you might want to convince them to convert to your side instead. Each turn, you have a chance to convert each character you have imprisoned equal to 25% minus 5% per basic level of the character (Commander, Manager, etc), and minus 10% per non-basic level (Saboteur, Quartermaster, etc). Each turn the character remains imprisoned, the chance of conversion increases by 20%. You can also spend up to 10 Luxury each turn. For every 5 Luxury spent, you increase the chance of success by a further 10%. If the Character is converted, you will have full access to its abilities and be able to move it on the next Turn.
It is also possible that you might want to sell or trade the imprisoned character for your own benefit. The prisoner can always be traded from its location and will appear at the new owner's nearest planet. If this is the original owner, then the prisoner will no longer be imprisoned and can resume normal activities. If this is a third party, the prisoner will be moved to the nearest planet and remain a prisoner under the same rules. Trading a captured character to a third party will NOT reset the turn counter for conversion, but having them captured from you by force will.
(Unimprisoned Characters can also be traded, of course.)
G.4 Commanders
A Commander is a basic character type that can be recruited with a Recruit Action. When a Commander is assigned to a fleet, the fleet receives an effective Military Grade boost equal to half the Commander's level (rounded down) and a movement speed boost equal to half the Commander's level (rounded up). Only one Commander can affect a fleet at a time. (Only ships that travel with the Commander for the whole Turn count as the Commander's fleet.)
G.5 Admiral
When a Commander has been trained to a minimum of level 5, a Train action can be used to instead convert the Commander into a level 1 Admiral. When an Admiral is in a sector, all allied fleets in that sector will receive a Military Grade boost equal to half the Admiral's level (rounded up). The Admiral will also keep his Commander bonus (though he won't be able to train as a Commander any more) and it will stack with his Admiral bonus. Only 1 Admiral's bonus can affect a fleet at a time.
G.6 Grand Admiral
When an Admiral has been trained to a minimum of level 5, a Train action can be used to convert the Admiral into a Level 1 Grand Admiral. When a Grand Admiral is in an empire, that empire's fleets all receive a Military Grade boost equal to half the Grand Admiral's level (rounded up). There can only be one Grand Admiral in an empire at a time, his previous Admiral and Commander bonuses continue to exist, and they will stack with the Grand Admiral bonus. (The Grand Admiral bonus also stacks with other Commanders' and Admirals' bonuses.) The Grand Admiral bonus continues to apply when the Grand Admiral is being trained.
G.7 Manager
A Manager is a basic character type that can be recruited with a Recruit Action. A Manager can produce one unit of any resource per level each Turn it is active. The resource type must already be produced in the sector they are active, either as base production of a planet or via factories, and each Manager can only produce one type of resource per Turn. Only one manager may produce any given type of resource in a particular sector each Turn. Managers cannot move and produce in the same Turn.
G.8 Quartermaster
When a Manager has been trained to a minimum of level 5, a Train action can be used to convert the Manager into a level 1 Quartermaster. The Quartermaster may continue using his Manager abilities, but cannot level up as a Manager again. You may only have one Quartermaster in your empire. Reduce the empire-wide upkeep of your entire military by 4% per level, rounded up. The Quartermaster bonus continues to apply when the Quartermaster is being trained.
G.9 Astronomer
An Astronomer is a basic character type that can be recruited with a Recruit Action. An Astronomer can Scout one additional hex per level. All hexes scouted by the Astronomer in a Turn must be consecutive to each other and within 6 Hexes of the Astronomer's location (or within a range equal to the Astronomer's level, whichever is greater.) No more than one Astronomer may exist at each planet and Astronomers can only Scout from a planet. Astronomers cannot Scout and Move in the same Turn. (This will reveal only the selected Hexes, not the adjacent ones too.) If an Astronomer of level 7 or higher is at a planet, normal basic scouting actions taken from that planet can use the astronomer's level as their range rather than the normal 6 hexes.
G.10 Tactician
The Tactician is a basic character type that can be recruited with a Recruit Action. Only one Tactician power may be used in an Empire each Turn. For each level the tactician has, he may provide Detailed Scouting for a single sector. These sectors do not need to be consecutive, but they must have already been revealed.
G.11 Engineer
The Engineer is a basic character type that can be recruited with a Recruit Action. For every level the Engineer has, he can build or upgrade one level of one structure in the sector he is assigned to for free. This applies to production structures and defense structures. Only one Engineer can produce structures in a given sector each Turn. An Engineer cannot move and build/upgrade in the same Turn.
G.12 Master Builder
When an Engineer has been trained to level 5 or higher, you may use a Train action to convert the Engineer to a level 1 Master Builder. The character will still be able to use his previously earned Engineer abilities, but cannot level up as an Engineer any more. For every level of Master Builder the character has, defensive structures in the solar system receive a 5% boost in effectiveness, rounded down to the nearest whole number (minimum 1.) The Master Builder ability is still active when the Master Builder is Training.
G.13 Spy
The Spy is a basic character type that can be recruited with a Recruit Action. The Spy has a variety of actions it can take with varying chances of success and various consequences for failure dependent on the Spy's level. Unless otherwise noted, Spy actions do not require a known location to be performed. By default, if a Spy is captured, the target race will imprison them and learn the Spy’s identity. However, you may give your spies orders not to allow themselves to be taken alive. In this case, the Spy will instead be killed, but the target race will not learn who sent them.
All Spy and Saboteur actions have a maximum success chance of 95%, regardless of character level.
-Learn Tech Level [The simplest and least dangerous spy action tells you the current number of technologies available to the target Empire, as well as what the highest level of technology available to them is. The Spy has a 20% chance of success per Spy level and no consequences for failure.]
-Learn Current R&D [This spy action tells you what the technology currently being researched for the target Empire is, including completion level. If the technology is not in the Technology thread, it will not tell you what it does. Though, if the Empire is researching a standard tech under an alternate name, the report will include both names. The Spy has a 10% chance of success per Spy level and no consequences for failure.]
-Learn Sector Claim [This spy action tells you the location of one sector claimed by the target empire which you don't already know. The Spy has a 10% chance of success per level and no consequences for failure. When this action succeeds, the GM will provide the coordinates of the nearest unknown claimed sector to the target sector, preferring warp gate travel if possible. If there are multiple equidistant, then the GM will select Space Station claims first and then choose randomly from those. This does NOT reveal the specified sector on your map, only gives you its location.]
-Steal Blueprint [This spy action gives you a blueprint for one Technology that the target Empire has but you don't. This action requires that you have scouted or used the Learn Sector Claim action on at least one planet the target controls. The Spy has a 5% chance of success per Spy level, and if the attempt fails has a chance of the character being imprisoned by the target side equal to 50% minus 5% per total level of the Spy. If no specific technology is specified, one blueprint of the lowest level available will be stolen. If no technologies are available which you don't already know, you will get a free level 1 tech that neither of you have but which is appropriately thematic.]
G.14 Saboteur
When a Spy is level 5 and has completed at least 2 successful Spy Actions, a Train action can convert the Spy into a level 1 Saboteur. The Saboteur can still perform Spy actions, but can also perform Saboteur actions. Saboteurs can no longer increase in level as a Spy, though. Some Saboteur actions require additional resource payment to perform, and all require the target be visible on your map. There is no range restriction on Saboteur Actions. When performing an action, the chance of success is determined by the number of levels of the appropriate character type (Spy levels for Spy actions, and Saboteur levels for Saboteur actions), but the chance of imprisonment is determined by total character levels in both Spy and Saboteur.
-Disrupt Scouting [This saboteur action will prevent the target planet from being counted when determining how many Scouting Actions the target empire has during the next Turn. The Saboteur has a 15% chance of success per Saboteur level, and if the attempt fails there are no negative consequences.]
-Disrupt R&D Project [This saboteur action will reset the progress of the currently researched technology to 0 Turns completed. The Saboteur has a 10% chance of success per Saboteur level, and if the attempt fails has a chance of the character being imprisoned by the target side equal to 80% minus 10% per total level of the Saboteur.]
-Bomb Fleet [This saboteur action will damage the ships in a target fleet before it moves. This action costs 1 Energy for every 10 Kill Shots desired. The maximum amount of Energy spent this way is equal to the Saboteur level of the character. The Saboteur makes one roll per 10 ships targeted, each with a 10% chance of success per Saboteur level. If any attempts fail the Saboteur has a chance of being imprisoned by the target side equal to 75% minus 5% per total level of the Saboteur, times the failure rate (number of failed attempts divided by number of attempts). If a natural 1 (5%) is rolled on any check, the Saboteur has a chance of being killed equal to 1 divided by their Saboteur level.]
-Assassinate Character [This saboteur action will kill one character in the target sector after it uses its action for the Turn or before it moves. By default the target is random, but a specific target can be chosen. If the appropriate target is not present at the target location, the Saboteur does nothing that round. The Saboteur has a 5% chance of success per Saboteur level, and if the attempt fails has a chance of the Saboteur being imprisoned by the target side equal to 75% minus 5% per level of the Saboteur.]
-Capture Character [This saboteur action will capture one character in the target sector after it uses its action for the Turn or before it moves. By default the target is random, but a specific target can be chosen. If the appropriate target is not present at the target location, the Saboteur does nothing that round. The Saboteur has a 10% chance of success per Saboteur level, and if the attempt fails has a chance of the Saboteur being imprisoned by the target side equal to 75% minus 5% per level of the Saboteur.]
-Rescue Character [This saboteur action will rescue one character already loyal to you in the target sector. By default the target is random, but a specific target can be chosen. If the appropriate target is not present at the target location, the Saboteur does nothing that round. The Saboteur has a 15% chance of success per Saboteur level, and if the attempt fails has a chance of the Saboteur being imprisoned by the target side equal to 50% minus 5% per level of the Saboteur.]
-Bomb Building [This saboteur action will destroy 1 level of a particular building per Energy spent. The type of building being bombed must be specified in the Saboteur's orders. If successful, the production building will be damaged/destroyed as of the end of the Turn or the Defense Structure will be damaged/destroyed before any movement is implemented. The Saboteur has a 10% chance of success per level, and if the attempt fails the Saboteur has a chance of being imprisoned equal to 75% minus 5% per level of the Saboteur. If a natural 1 is rolled on the success check, the Saboteur is killed during the attempt, regardless of success or failure.]
G.15 Security Master
When a Spy or Saboteur has reached level 6 (Level 6 Spy or Level 6 Saboteur, combined level doesn't count), you may use a Train action to convert the character into a level 1 Security Master. Security Masters may not take Spy or Saboteur Actions. Instead, they provide protection for the Empire against Spy or Saboteur Actions. For every level of Security Master the character has, reduce the chance of success for Spy Actions by 5% and the chance of success for Saboteur Actions by 8%. In addition, for every level of Security Master, the chance of a Saboteur being killed in a Bomb action is increased by 1% during success checks. Finally, for every level of Spy the Security Master had before converting to Security Master, increase the chance of enemy Spies being imprisoned for failing Spy Actions against you by 1%. And, for every level of Saboteur the Security Master had before converting to Security Master, increase the chance of enemy Saboteurs being imprisoned for failing Saboteur Actions against you by 1%. No more than one Security Master may exist in each Empire. The Security Master bonus continues to apply when the Security Master is being trained.
G.16 Intelligence Master
When a Spy or Saboteur has reached level 6 (Level 6 Spy or Level 6 Saboteur, combined level doesn't count) and has completed at least 3 spy and/or saboteur actions, you may use a Train action to convert the character to a level 1 Intelligence Master. Intelligence Masters may not take Spy or Saboteur Actions. Instead, they improve the abilities of all other Spies and Saboteurs in your Empire. For every level of Intelligence Master your character has, increase the chance of success for Spy or Saboteur Actions by 5%. In addition, for every level of Spy the Intelligence Master had before converting, decrease the chance of your Spies being imprisoned for failing a Spy Action by 5% (minimum 1%.) And, for every level of Saboteur the Intelligence Master had before converting, decrease the chance of your Saboteurs being imprisoned for failing a Saboteur Action by 3% (minimum 1%.) No more than one Intelligence Master may exist in each Empire. The Intelligence master bonus continues to apply when the Intelligence Master is being trained.
G.17 Ruler
A Ruler is a character necessary to run your Empire. Without a Ruler, your Empire is stagnant. While a Ruler gives no other direct mechanical benefit, it is still the most important character in any Empire. A Ruler always needs the resources of a planet to maintain control of your Empire, so must always begin and end the Turn on a planet. If at any time the Ruler is assassinated or captured, and no Heir exists, you have a Stagnant Turn. After one Stagnant Turn, a new Ruler will generate itself on one of your planets and establish control of the Empire. (If a captured ruler is traded back to the original owner when that owner has a new ruler, the lower level ruler converts all levels to levels of Heir.
G.18 Heir
While not necessary, an Heir can be extremely useful. You can only generate an Heir if your Ruler is level 3 or higher. If at any time the ruler is assassinated or captured, the Heir will immediately convert all Heir levels into levels of Ruler and prevent the loss of a Turn. If multiple Heirs exist, the highest level Heir becomes Ruler. If there is a tie, the player chooses.
G.19 - Character Option Chart
Commander*
-Admiral
-Grand Admiral
Manager*
-Quartermaster
Astronomer*
Tactician*
Engineer*
-Master Builder
Spy*
-Saboteur
-Security Master
-Intelligence Master
Ruler
-Heir
*These are the classes that can be gained with a Recruit Action.
This message was last edited by the GM at 22:19, Sat 10 Sept 2022.