The Rules.   Posted by Narrator.Group: 0
Narrator
 GM, 1 post
 RNG, Arbiter
Fri 27 May 2016
at 03:38
The Rules
Key Rules Changes from Iteration 4

- Combat has changed dramatically.
- - Most Combat will not use the standard d100 mechanic.
- - Combat will no longer go on endless until someone gets a lucky roll.

- Renovations have been altered to feature a 'tech-tree'
- - Renovating will have requirements, use more stone, and unlock other capabilities
- - Adding Renovations will 'lock-out', through ever-increasing costs, other capabilities: thus creating a sense of permanence in choices.

- Races have been altered a bit
- - Lizardfolk and Gnomes now join the ranks of the standard Units

- Unique Units now no longer appear in a variety of Tiers
- - Unique Units always begin at Tier 1
- - Unique Units can be upgraded through the use of Leveling XP and HQ Gems.

- CPs no longer have Tiers
- - CPs instead have only traits and a random assortment of quests.
- Off Map CPs are now called: Settlement(s)
- On Map CPs are now called: City(ies)
- - All types of CPs will now be limited in how much you can buy/sell in a given turn.

- Quests will no longer be nearly as single-faceted
- - Harder quests will feature lasting choices with permanent consequences.

- Monthly/Seasonal events will be more extreme

- Foodstuffs will no longer be a harvestable resource.
- - Foodstuffs will be found in caches.

- Victory Points
- - VPs will now be calculated every 2 months
- - VP calculations will change.
- - Bonus from VPs will be less pronounced, but, a little more flavor-driven.

- Artifacts will now be the result of arduous discovery along with possessing a mysterious room.
- Leaders will be able to carry artifacts for the "bigger" benefit.
- - Carrying will be limited to one artifact per leader, but, have a strong benefit
- - Storing in the Mysterious Room will provide a small, but continuous benefit.
- - Mysterious Rooms can now be renovated to improve overall artifact discovery and power.

- Crafting
- - Numerous additional tools will be craftable
- - Some tools will be usable in combat
- - Some tools will support a variety of actions: such as interrogation.
- - Most tools will only be craftable, only the 'basics' will be purchasable from CPs.

- Watchtower (former Spymaster Suite)
- - No longer offers "Intelligence Network" - this will be special to certain extras.

- Leader Bonus
- - The Leader bonus now applies to fewer combat-related effects, and does not at-all help with Morale or Loyalty. (wasn't supposed to last game-- but, in certain circumstances ended-up doing so.  Doesn't happen anymore.)

- Scouting and Exploration
- - These will be decisively different than before, and will NOT have multiple touch-points associated as-in Iteration 4.  Instead, higher successes and special abilities have the potential to grant more results.

This message was last edited by the GM at 16:00, Sun 31 July 2016.

Narrator
 GM, 6 posts
 RNG, Arbiter
Fri 27 May 2016
at 20:07
The Rules
Index of Rules

1.A - Setting Up
  1.B Procedural World Generation
  1.C Threads
  1.D Creating Your Usurpation
  1.E The "Silver" Rule
  1.F The "Bronze" Rule

2.A - Time & Turns
  2.B Time
  2.C Turns
  2.D Issuing Orders
  2.E Turn Resolution
  2.F Upkeep

3.A - Dice/Mechanics
  3.B Standards Rolls & Thresholds
  3.C Morale
  3.D Loyalty
  3.E Generating Weighted Possibilities

4.A - The Actions
  4.B Unit-Initiated Actions (Active)
    4.B1 Attack
    4.B2 Build
    4.B3 Craft
    4.B4 Harass Travelers
    4.B5 Harvest
    4.B6 Interrogate
    4.B7 Raid
    4.B8 Renovate
    4.B9 Scout
  4.C Leader-Initiated Actions (Active)
    4.C1 Diplomacy
    4.C2 Explore
    4.C3 Interrogate
    4.C4 Train a Skill
  4.D Extra-Initiated Actions (Active)
    4.D1 Train a Skill
    4.D1 Teach a Spell
  4.E The "Assist" Action
  4.F Non-Actions (Passive)
    4.F1 Carry
    4.F2 Defend
    4.F3 Recon (?maybe?) - depends
    4.F4 Interrogate (post-turn)
    4.F5 Trade

5.A - Entities: Races & Units
  5.B Stat Blocks
  5.C Standard Races & Units
  5.D Advanced Races & Units
  5.E NPC-Only Races & Units
  5.F Legendary Monsters
  5.G NPC-Faction Units
  5.H Unique Units
  5.I Leaders
  5.J Extras
  5.K Skills
    5.K1 Harvesting Skills
    5.K2 Economy Skills
    5.K3 Combat Skills

6.A - Terrain & General World
  6.B Map
  6.C Terrain
    6.C1 Forests
    6.C2 Hills
    6.C3 Mountains
    6.C4 Plains
    6.C5 Rivers
    6.C6 Swamps
  6.D Cities
  6.E Settlements
  6.F Landmarks
  6.G Traits

7.A - Items, Things, and all that Glitters
  7.B Resources
    7.B1 HQ Resources
    7.B2 Gems
  7.C Weapons
  7.D Armor
  7.E Tools
  7.F Artifacts
  7.G "Marketplace"
  7.H Storage

8.A - Lairs
  8.B The Rooms
    8.B1 Throne Room
    8.B2 Barracks
    8.B3 Storage Room
    8.B4 Watchtower
    8.B5 Fortifications
    8.B6 Reliquary
    8.B7 Workshop
    8.B8 Prison
  8.C Building New Rooms
  8.D Renovations
    8.D1 Improving the Throne Room
    8.D2 Improving the Barracks
    8.D3 Improving the Storage Room
    8.D4 Improving the Watchtower
    8.D5 Improving the Fortifications
    8.D6 Improving the Reliquary
    8.D7 Improving the Workshop
    8.D8 Improving the Prison
  8.E Constructing a New Lair
  8.F Obscurity

9.A - Combat
  9.B Terminology
  9.C Order of Operations
    9.C1 Army Calculations - "Determine Forces"
    9.C2 Pre-Combat Rolls  - "Strategy"
    9.C3 Spells            - "Magic"
    9.C4 Ranged Combat     - "Ranged"
    9.C5 Melee             - "Melee"
  9.D The Dice
    9.D1 Dice Pools
    9.D2 Exploding Dice
    9.D3 Attack Rolls
    9.D4 Defense Rolls
    9.D5 Damage Rolls
    9.D6 Armor Rolls
    9.D7 Morale Rolls
  9.E Abilities
    9.E1 Tags
    9.E1 Speed of Abilities
  9.F Combat Skills
  9.G Casualties
    9.G1 During Combat
    9.G2 After Combat
  9.H Aftermath of Combat
    9.H1 Determine Winner
    9.H2 Experience
    9.H3 Casualties
    9.H4 Loyalty Checks
    9.H5 Rewards

10.A - Interacting with the World
  10.B Seasons & Monthly Events
  10.C Unique Events
  10.D Questing
    10.D1 Simple Quests
    10.D2 Story/Colony Quests
    10.D3 Currying Favor
    10.D4 Landmark Quests
  10.E Titles
  10.F Council of Usurpers
  10.G Trading Between Players/Making Deals
  10.H PvP
  10.I Leader Damage & Death
  10.J Spells & Magic

11.A - General Gameplay
  11.B Glossary of Terms
  11.C "The First Month"
  11.D "The Arbiter"
  11.E Victory Conditions
  11.F Victory Points (VPs)
  11.G Basic Strategy
  11.H Sample Turn

This message was last edited by the GM at 06:00, Sun 31 July 2016.

Narrator
 GM, 7 posts
 RNG, Arbiter
Sun 29 May 2016
at 00:13
The Rules
1.A - Setting Up

1.B Procedural World Generation

As with many rogue-like, and semi-sandbox games: Usurper uses procedural generation in order to create the game map, determine which CPs are where, what types of nodes appear, and when certain events populate.

It is important to understand the following:
  • Most of the generation is fairly random.
  • Nothing is generated in advance of when it is needed.  (eg. No Grid already has a CP assigned to it until someone has scouted it.)
  • There are some loose associations between what it generated and where it arrives.  These are assigned through traits, terrains, and importantly: success thresholds.

What does the above indicate?
  • Finding a 'good' CP is a matter of rolling well in Scouting.  If you scout a Grid for the first time, odds are you will find a CP.  If you only score a success; you will find a very standard CP for that area.
  • There are numerous traits which are assigned to Extras, Unique Units, CPs, and even Terrains.  Where each of those line-up (think venn diagrams), that's where you will see the highest likelihood of X occurring.

Most important thought: Bits are not generated until they need to exist.

1.C Threads

One individual plays as the Narrator.  For very large games, there may be more than one narrator in order to accommodate numerous players.  The Narrator’s job is to adjudicate everyone’s actions, provide a narrative to the world events, and run the hidden mechanics behind the game.
The other players are the Usurpers.  They represent the driven leaders who are seeking to establish a kingdom of their own under their own rule.

Each Usurper is assigned two threads and a stat sheet.  These are private to each Usurper.

  • In-Game Thread.  This is where the story will take place, you will post actions, and receive turn results.
  • Out of Character Thread.  This is where you can ask questions that you don't want others to see, clarify actions, or get answers to rules issues.
  • Stat Sheet.  This is where your Lair, Forces, and Journal will be held.  This is where you will monitor your Usurpation's growth, record Leader and Unit character sheets, and so forth.  In RPOL, this will use the character sheet area.

1.D Your Usurpation

The following steps are involved in creating your Usurpation: (all of these are done in secret away from the prying eyes of your fellow players.  Send this information in a PM to the Narrator.)
  1. Choose a name for your Chief.
    • Choose a race for your Chief. (Section: 5.C)
    • Choose a leader bonus for your Chief. (Section: 5.I)
  2. Choose a name for your Cohort.
    • Choose a race for your Cohort. (Section: 5.C)
    • Choose a leader bonus for your Cohort. (Section: 5.I)
  3. Select a Unit (from the list of Standard Units) as your starting Unit. (Section: 5.C)
    • Name your Starting Unit
  4. Decide how to spend your initial 100 Gold (remember to save some for Upkeep and Recruiting a new Unit [if that's part of your plans]) (Section 7.G)
    • YOU CANNOT RECRUIT NEW UNITS DURING THIS STEP.
  5. Choose a Grid for your Lair
    • Name your Lair

1.E The "Silver" Rule

The "Silver" Rule of Usurper is: It's Abstract.  Some game terms and concepts are used to fill an explanation for more than just the normal meaning of the word.  Also, in an effort to reduce tedious management and keep gameplay smooth: some aspects of timing are hand-waved.  For example: in order to keep players from having to leave large numbers of guards at their lair all of the time (thus slowing down the game), instead any attack on a lair occurs at the 'end' of the turn, even if this results in strangeness in timing.

1.F The "Bronze" Rule

The "Bronze" Rule of Usurper is: Everything stacks.

Some players may be familiar with other games where different or similar bonuses have various "stacking" rules which limit what adds and what does not.  Usurper handles this more simply: If you have a bonus to a roll or activity, it stacks.  This also works in the negative; if a penalty (or multiple) provides a negative bonus: these stack as well and may result in negative values being applied to the action's roll(s).

This message was last edited by the GM at 21:20, Sat 30 July 2016.

Narrator
 GM, 8 posts
 RNG, Arbiter
Sun 29 May 2016
at 03:04
The Rules
2.A - Time & Turns

In Usurper, time is handled abstractly.  Individual actions take place over the course of a week, however; that is not to say that everything one does takes a week.  This chunk of time is used for simplicity and ease of reference.

2.B Time

Usurper is divided into three segments of time: Weeks, Months, and Years.

Each "turn" advances to a new week.  There are four weeks in a month.  At the beginning of each month, new world events occur which may slightly alter your plans.  There are 10 months in a year.  Over the course of a year, there are four seasons.  Each season has a different flavor of events and possibilities.
  • Months 1-3: Spring
  • Months 4-6: Summer
  • Months 7-8: Autumn/Fall
  • Months 9-10: Winter

2.C Turns

Each turn consists of a number of sub-phases which control the flow of actions.
  • [Narrator] Posts new turn indicator.
  • [Usurper] Issues Orders
  • [Narrator] Posts results.
  • [Usurper] Post Stat Sheet updates.
  • [Narrator] Post follow-up results
  • [Usurper] Upkeep - If Week 4

2.D Issuing Orders

To simplify the turn structure, you will need to be somewhat familiar with the 'Easy Tables' provided by RPOL.  The following is the chart you will fill (add blocks as needed) in order to indicate what your entities are doing.

NameStartActionTargetEndNotes
      
      
  • Name = the Name of the Character/Entity in question
  • Start = The Starting Grid (this will usually be your Lair.)
  • Action = The Action the particular entity is taking.
  • Target = The Target Grid (or where you will be conducting the Action.)
  • End = The Ending Grid (to where you return after the action is complete.)
  • Notes = Any special intent, spells cast, looking for specific nodes, etc.

Although not required - it is very awesome if you provide a brief narrative of your orders - describe barking orders to your troops, the pains of having to train a new Unit, the war speech you make before charging into battle, etc.

2.E Turn Resolution

The Narrator will adjudicate each action and provide a result for each in separate blocks.  Example:

[ The Anvil-Smashers achieve a Significant Success in Building a New Barracks! ]
[ They gain 1 Skill XP, which must be assigned as Mason. ]
[ You save X Lumber, consuming only Y Lumber. ]
[ You add a new Barracks to Lair: Dwarven Redoubt! ]


The Orange text indicates "mechanics" as opposed to story.

2.F Upkeep

At the end of each month, after standard turn resolution and any necessary responses; each Usurper totals the amount of Upkeep.  Each Extra and Unit has an amount of Gold Upkeep that must be paid.  Then, for each Unit and for each set of Mounts; the Usurper must consume a Foodstuffs.

If there is insufficient Gold and/or Foodstuffs to Pay Upkeep, the Usurper must decide which Extras and/or Unit(s) will suffer a loyalty check to stay with the Usurpation.

This message was last edited by the GM at 17:27, Mon 30 May 2016.

Narrator
 GM, 9 posts
 RNG, Arbiter
Sun 29 May 2016
at 03:07
The Rules
3.A - Dice/Mechanics

Usurpers primarily uses a d100, which is a 100-sided die, to make the majority of its rolls.
If a 96-100 is rolled, the roll "explodes", and is rolled again, adding the previous roll to the total.
d100 explosions cannot happen during the first month of the game.

3.B Standards Rolls & Thresholds

The chart below forms the basis of adjudicating Success or Failure in Usurper:

RollSuccess?Explanation
1-25Complete FailureYou learn/gain/find/discover/notice absolutely nothing.  Additionally, your lair's Obscurity Rating drops by 1.
26-49Partial FailureYou gain nothing that is terribly useful, however; you become more aware of the area in general.  If you take the same action again in this Grid, it gains a +10 to the roll, IF made within the next three (3) weeks.
50-74Partial SuccessYou succeed at the basic concept of the task.  It is not much, though; and you likely achieve the bare minimum.  If scouting, for example - you find only a small resource node.
75-100SuccessYou succeed completely at your task.  You gain the normal allowed possibility for this task.
101-149Significant SuccessYou not only succeed at the task, someone involved becomes more experienced at performing it!
150-199Astounding SuccessYour success is incredible!  You perform the task far more admirably than normal.
200-249Epic SuccessYour success will be sung in the ages once your empire comes to fruition!.  You succeed tremendously, and with more vigor than ordinary folk.
250+LegendaryYour achievement is so great that it defies the deities themselves.  As a downside, everyone immediately lose one point of Obscurity.  On the upside, something truly remarkable happens.

Some standard bonuses:
Leader Presence: +25 for each Leader participating in the action. (Leader bonus does not apply to combat (Tactics, Outmaneuver, Attack, Defense, Damage, Armor, Morale, and Loyalty rolls.)
Overwhelm: +4 for each Unit beyond the first participating in the action.
Hot-bed: For each "encounter" present in a grid: -4 to any action in that grid (excluding actions taking place in your Lair).
Primary Tool: For each Unit equipped with a Primary Tool: +4.
Primary Tool Quality: For each Unit equipped with a Primary Tool, with a quality modifier above +0 - the full bonus is added.
Secondary Tool: For each Unit equipped with a Secondary Tool: +3 (per individual secondary tool.)
Secondary Tool Quality: For each Unit equipped with a Secondary Tool, with a quality modifier above +0 - the half of the bonus is added (round down.)

3.C Morale

Morale represents overall sturdiness, confidence, Unit Cohesion, and a general reflection of the 'fog of war' that can occur in a battle.  When Units must make Morale Checks, it is determined whether or not the Unit is still following the battle plan, able to find the other members of its team, and overall just staying in the main fight.

RollSuccess?Explanation
1-25DemoralizedThe Unit flees the battle.  Your subsequent Loyalty check is at a -5.
26-49PanickedThe Unit flees the battle.
50-74BatteredThe Unit is battered. -10 to Morale, and -1d6 to Off, Def, and Str
75-100ShakenThe Unit is shaken. -10 to Morale.
101-149Success!No penalties.  The Unit is resolute!

Units gain +4 to Morale per level.
Units gain a bonus depending upon Throne Room renovations. (Note: the Throne Room that applies is the one based upon from where the Unit started its turn.)

3.D Loyalty

Loyalty represents how much trauma, annoyance, terror, lack of food, or pay your followers can suffer before they just give-up and abandon you.  Even the roughest and toughest of Units won't follow you without being fed and they expect a would-be empire-builder such as yourself to have the coin and management skills to make sure that they are fed and paid!

RollSuccess?Explanation
1-25EmbitteredThe Unit abandons you and tells everyone else about it. -5 Obscurity.
26-49Faith LostThe Unit abandons you.
50-74GrumpyThe Unit stays with you, but, will not take actions until it is fed or paid an additional share.
75-100TenaciousThe Unit stays with you.  If this roll was the result of not being paid/fed upkeep - then is at -10 or 1d6 to all actions until fed/paid.

Units gain a bonus depending upon Throne Room renovations. (Note: the Throne Room that applies is the one based upon from where the Unit started its turn.)

3.E Generating Weighted Possibilities

More to come on this - not so much 'rules' as an explanation of how things work.

This message was last edited by the GM at 16:05, Sun 31 July 2016.

Narrator
 GM, 10 posts
 RNG, Arbiter
Sun 29 May 2016
at 03:09
The Rules
4.A - The Actions

Each week, Leaders, Extras, and Units all are afforded the opportunity to take one action each.  The Lists here describe the available action choices and how they work.

The Number 1, Most Important Rule regarding actions is this: No two or more entities, can take the SAME action, in the same grid, during the same week.  Instead, if two or more entities want to participate in the same action: one Entity is the "primary" (the one doing the action), and all others must assist that entity.

4.B Unit-Initiated Actions (Active)

Unit-Initiated Actions are those which a Unit may perform on their own (without a Leader).  Leaders cannot perform Unit-Initiated actions on their own.

4.B1 Attack

This is an all-out attack on the target.  When declaring an Attack, place the intended target in the notes section.  Initiating an attack sets your forces as the "Attacker" and starts Pmbat.

If two Usurper forces encounter each other outside of Lairs and decide to enter combat; they are both considered attackers.

Attacking reduces current obscurity.

4.B2 Build

Build allows a Usurper to add more Rooms to their lair or create new lairs altogether.  When opting to build, declare which room you want to build in the notes.  If you have multiple resource types, or abilities which affect the consumed resources; declare which you are using in the notes.

If two or more Build actions occur in the same week, the cumulative cost must be paid; and if one of the actions fails: you lose resources for the most expensive cost.  See 8.C for building new rooms.

What do you need to Construct new Rooms?
At least:
  • 1 x Unit,
  • 1 x Saws (must be equipped onto at least one of the participating Units),
    Lumber.

The amount of Lumber needed is:
  • Lumber = 5 x R + 5
  • Where R = Current # of Rooms in that Lair.
Example: You currently have your Throne, 2 Barracks, and a Warehouse in your lair.  You want to add a Workshop.  This will cost 5 * 4 + 5 = 25 Lumber in order to attempt to Construct a New Room.

4.B3 Craft

The items found in Cities and Settlements represent the most base of utility.  These items are simply functional.  However, with a Workshop in a Lair; Usurpers can assign Craftsmen to use resources to craft items of their own, and possibly even ones of higher quality than normal.

In order to craft your own items, you need the following:
  • A Workshop,
  • A Unit in your Lair,
  • Hammers,
  • Resources to use for crafting.


In order to craft your own items; the Unit (or Units) that will conduct the Crafting must be in the same Lair where the Workshop in question is located (no 'phoning-in' the work.)

Each Unit that is to participate and assist in the Crafting must have their own Hammer Tools equipped (unless there is a set embedded in the Lair.  All Units may use embedded Tools, but the bonus is only added once.)

The # and Type of Resources that will be required to attempt the Crafting is based upon the following chart:

Item NameCost to Attempt Crafting
& Resource Required
Shovels5 Stone
Saws5 Stone
Hammers11 Stone
Melee Weapons22 Iron
Ranged Weapons11 Lumber
Shields11 Iron
Light Armor5 Iron
Medium Armor*11 Iron
Heavy Armor*22 Iron
Shackles*4 Stone, 8 Iron
Holy Writ*10 Stone, 20 Lumber
Bugle*5GP Gem, 5 Foodstuffs
Guidon*5GP Gem, 2 Foodstuffs, 5 Lumber
Racial Totem*5GP Gem
Drums*3 Foodstuffs, 10 Lumber, 5 Iron
Torches5 Lumber and 5 Stone

* Requires certain Renovations in your Workshop.

Provided that you have a Unit in your lair equipped with a Hammers (or your Workshop has Hammer Tools embedded) you may attempt crafting of your own items.

Instead of paying gold at a civilization point (and needing to negotiation buying them in the first place) you simply need the stated amount of Resources.  This then becomes that Unit's action for the week.  As usual, Leader bonuses can improve results.

You may only Craft One (1) Item per turn, per Workshop. (Unless you have an Artifact that says otherwise.)

Tool and Weapon Qualities
QualityBonusTool BonusSucc. ReqValue Inc
Std(-)+0+050-74-
Mild+1+375-100+1
Slight+2+6101-149+3 or +50%
Decent+3+9150-199+5 or +75%
Moderate+4+12200-249/250++7 or +150%
Extensive+6+15250+ £+9 or +200%
Strong+8+18250+ ¢+12 or +300%
Powerful+12+25250+ §Can't be sold

Bonus applies to Weapons and Armor
Tool Bonus applies to Tools

Succ. Req = Success Level Required (dice-roll with bonuses)

£ = You need (1) of the following: HQ Materials, Artifacts, and Spells OR Extras to Achieve this level of success.
¢ = You need (2) of the following: HQ Materials, Artifacts, and Spells OR Extras to Achieve this level of success.
§ = You need (3) of the following: HQ Materials, Artifacts, and Spells OR Extras to Achieve this level of success.
[Note: the Artifact/Spell/Extra must have a crafting-related bonus to count.]

Value Inc = Value Increment.  This is the value added to the item if you attempt to sell it to a Settlement or City.  (Uses the higher value.)  Normally an item is worth half of its cost when selling to a Settlement or City.  This value is added to that 'half'.

Therefore: Melee Weapons normally cost 20 GP when purchased from a Settlement or City.  They are worth 10 GP when you sell them to a Settlement or City.  If you tried to sell Melee Weapons, Decent; they would be worth 17.5 (17 to an indifferent location, or 18 to a friendly or better location.)

(20/2)*1.75 = 17.5

It is possible, through good rolls and skilled craftsmen that the actual amount of resources consumed can be decreased, as well as the bonus attached to the final product.

The following table shows how many resources you can save if you score higher successes.

Note: Only Lumber, Stone, and Iron costs can be decreased.

SuccessOriginal Cost to Amount Saved
5 or  610 or 111520222530354045505560
Partial0000000000000
Normal0111223344556
Significant1223446788101112
Astounding1335669111212131415
Epic24578912141618202224
Legendary35710111215172022252730


4.B4 Harass Travelers

Harassing Travelers allows Usurpers the opportunity to make hit-n-run attacks on caravans, passing merchants, and other persons who use the main roads in an effort to quickly acquire much needed supplies such as Food and monies, all at the cost of obscurity.

Harassing Travelers can only be done in a Plains territory.  Each time you Harass Travelers, you fight a single round of combat (plus ranged combat).  You will receive rewards depending upon how much damage you deal.

What should you expect to encounter during a Harass Travelers action? Between two to three basic, enemy Units, similar to finding an encounter in a Plains grid.  The Max reward is, at most, four gold.

Although harassing travelers reduces current Obscurity, it is useful for those who do not want to risk significant casualties to their troops.  At the end of the first round of combat, all of your Units automatically depart the battlefield.  This does not count as a loss, nor does it count as fleeing.

Your forces cannot gain experience from the Harass Travelers action.

4.B5 Harvest

Harvesting allows Units to pull resources from Nodes.  Nodes are discovered through scouting, as quest rewards, and possibly as information traded between players.  When a Usurper sends one or more Units to harvest from a Node, a Harvest check is made using bonuses from skills, spells, and abilities associated to that resource.  For example: the Shovels tool grants a +4 to all harvest rolls, while the Wood-cutter skill grants a +3 to harvesting lumber for each rank.  Multiple Units assisting in Harvesting adds +4 to the Harvest check for each Unit beyond the first.  Also, +1d4 is added to the number of harvested resources for each Unit beyond the first.

Skills Associated with Harvesting: Woodsman, Stonecutter, Miner, and Digger.

Primary Tool: Shovels
Secondary Tools: Hammers and Saws

Resource Nodes
Success LevelMod to Harvest
Partial Success-
SuccessReroll 1s
Significant Success+1 per base die, Reroll 1s
Astounding Success+1 per Unit, +1 per base die, Reroll 1s
Epic Success+1 per Unit, +1 per base die, Maximize dice.
  • When harvesting, for each Unit beyond the first; you roll an additional d4.
  • Each time you attempt to harvest from a Node, you consume on of the possible uses of that Node.
  • For each Leader assisting in the Harvest; increase the total result by 1.  If a Significant success is rolled: it becomes +2.
  • Maximize dice means a "4" is rolled on every die (or "6" if you have abilities that increase the die-type to D6.


For abundant and explicit clarity: Unlike Crafting, Construction and Renovation; Harvesting and Scouting do NOT require any tools at all to attempt them; but, you MUST have the 'primary' tool equipped in order to receive a bonus from ANY tools.  (that applies to each Unit.)

[ Thus, if Unit A has only Crafter's Tools equipped; they would NOT receive a +3 from those tools, whilst if Unit B has both Earth AND Crafter's Tools; they would receive a +7. ]

Each time a Harvest action is attempted at a given node, whether successful or not, the number of remaining uses depreciates by 1.  When a node's number of remaining uses reaches 0, the node disappears and can no longer be used.

4.B6 Interrogate

You may only conduct the Interrogate action if you have a Prison and at least one Prisoner (Captured Entity).

You may assign any Leader and/or Unit to Interrogate your Prisoners (One Leader/Unit may only interrogate a single Unit of Prisoners: not multiple Prisoners.)

You assign an intent (put in your action notes): Glean Information, Convert, or Torture.
If you do so: you make a skill check (You gain a Bonus equal to the Loyal Bonus of your Throne Room.  Leaders receive their Usual +25%.

Primary Skill: Courage (Units), Leadership (Leaders)

Primary Tools: Shackles, Holy Writ

Glean Information: If you succeed, you gain information about a  nearby grid of choice.  This can provide results similar to both Scouting and Exploring.

Convert: If you succeed, it may be possible to recruit this Entity to your cause, or release them for a significant one-time bonus.  You must roll at least a Significant success (everything less than Significant is treated as a failure.)  This converts the Unit to a Unique Unit as it joins your cause.  You do not need to replace any casualties that the Unit had sustained, it joins at full health.

Torture: If you succeed, you gain information about a specific Settlement, City, or Usurper.  You must roll at least a Significant success (everything less than Significant is treated as a failure.)  Torture carries Risk.

  • Every week that you do not attempt an Interrogation, 15% chance that they will escape (+4 per level of the Unit.)
  • Every week that you make an attempt at Interrogating (Glean or Convert) a Prisoner, there is a 10% chance that they will escape (+4 per level of the Unit.) [This is the Base 15% chance - 5% for conducting an Interrogation.]
  • If you conduct Torture: Prisoners gain a +10% chance to escape (15+10 = 25%).  If a Unit escapes and it has been Tortured: they will tell others about your wickedness, your Obscurity reduces by 4.


At the end of any week, in which you have not conducted an Interrogation on an Entity, you may elect to Release them.  This incurs no penalties other than the Entity not being available.  If you release a member of one of the NPC-Factions (one of the Noble Families); they will return to their City.

At the end of any week, in which you have not conducted an Interrogation on an NPC-Faction Entity, you may elect to Execute them.  This comes at a cost of 1 Obscurity.  However, if you do so: they are dead - they will not bother you again.

4.B7 Raid

Raiding is functionally similar to Attacking a location or enemy force.  However, there is a key distinction.  As a commander - you don't always know the odds, nor do you always have the time to coalesce your forces for a decisive blow.  The purpose of raiding is to perform a quick-attack on a force and withdraw to prevent any serious losses.

Raiding initiates combat, just like an attack; except that your entire force automatically retreats at the end of any melee round of combat in which you sustain casualties.  (It is wise to bring ranged weapons.)  This can result in you still decimating the entire enemy force if you do not sustain a single casualty.

After a Raid - you lose 1 point of Obscurity as normal.  However, as long as you were not forced to flee due to total force retreat or destruction, you do not lose the additional Obscurity for fleeing.

4.B8 Renovate

See "Build" in section: 4.B2 for this information.  Renovation uses the same skills and tools as Building.  Renovations and Building are sometimes both referred to as: "construction".

4.B9 Scout

Scouting is the most important action a Unit can perform.  It is the basis of discovering the world and gaining more information of your surroundings.

Skills Associated with Scouting: Scout and Spy.

Primary Tool: Spyglass
Secondary Tools: None.

What can Scouting find?
  • Settlements
  • Resources Nodes (according to Terrain type)
  • Caches (only in Plains Terrain)
  • Encounters (these are potential hostile battles)
  • Other Usurpers (this is 'passive' one does not need to actively scout for other Usurpers - you can find other Usurpers in ADDITION to any other Information.)
  • Quest Information (some quests require you to scout certain grids - if you want to scout to complete a step in quest you need to annotate in your notes section "Quest: X". This will consume any other scout result.)
  • Initiate a Favor Quest. (In your Action Notes state: "Initiate Favor"
  • Information. (only in Swamps Terrain)  Information provides bonuses depending upon which rooms you have built.

Rolling high on Scouting checks provides better results to any of the above results.

Lumber, Stone, and Iron Nodes
SizeResult NeededDice# of Uses
PoorPartial Success[3d4]+62
NormalNormal Success[4d4]+83
ExceptionalSignificant Success[5d4]+104
GrandAstounding Success[6d4]+124

Gold Nodes (Found in Mountains)
SizeResult NeededDice# of Uses
PoorPartial Success[2d4]+41
NormalNormal Success[3d4]+62
ExceptionalSignificant Success[4d4]+83
GrandAstounding Success[5d4]+104

Caches (Found in Plains)
SizeResult NeededGold Value
PoorPartial Success4
SmallNormal Success8
MediumSignificant Success12
LargeAstounding Success16

(* Caches above Large do not exist.  Nodes above Grand do not exist.  If you roll an Epic Success when Scouting and you discover a node - that node will instead be "Grand" with a "+20 to Harvest" bonus.)

Rolling normal successes will result in only finding common Settlements - with the standard races.  Rolling higher will result in finding non-standard races and Settlements with useful quests and more powerful Extras.

For abundant and explicit clarity: Unlike Crafting, Building and Renovation; Harvesting and Scouting do NOT require any tools at all to attempt them; but, you MUST have the 'primary' tool equipped in order to receive a bonus from ANY tools.  (that applies to each Unit.)

[ There are no secondary tool options for Scouting. ]

Failing scout checks can result in Ambushes.  These are similar to Encounters, except that one's forces must fight the encounter for one full-round of combat; and the Ambush is not saved in your list of potential encounters.

What is the difference between a Cache and a Resource Node?

Resource Nodes contain exactly one resource.  They must be harvested after they have been scouted in order to reap the resources contained therein.

Caches have a random assortment of gold, food, and potentially other items.  Their full value is gained the moment you scout them.  You do not return on subsequent weeks to gather the items contained.

4.C Leader-Initiated Actions (Active)

Leader-Initiated Actions are those which a Leader may perform on their own (without a Unit).  Units cannot perform Leader-Initiated actions on their own.

4.C1 Diplomacy

Diplomacy is an action allows Leaders to recruit new Units at Cities, or to improve relations with Settlements and recruit Unique Units there.

Associated Skill: Negotiator.

Diplomacy Requirements and Results

Start Attit.BribeReq. ResultNew Attit.
Hostile-AstoundingUnfriendly
Hostile15 GoldSignificantUnfriendly
Hostile-EpicIndifferent
Hostile15 GoldAstoundingIndifferent
Unfriendly-SignificantIndifferent
Unfriendly10 GoldSuccessIndifferent
Unfriendly-AstoundingFriendly
Unfriendly10 GoldSignificantFriendly
Unfriendly-EpicLoyal
Unfriendly10 GoldAstoundingLoyal
Indifferent-SignificantFriendly
Indifferent10 GoldSuccessFriendly
Indifferent-AstoundingLoyal
Indifferent10 GoldSignificantLoyal
Friendly-SignificantLoyal
Friendly10 GoldSuccessLoyal
Loyal-SignificantFanatical

Start Attit. = This is the Starting Attitude (Relationship Status) of the Civilization Point in question.

Bribe = If you pay this amount of Gold, or Gold-equivalent resources/items as a donation/bribe/gift to the Settlement in question in your Action Notes, the thresholds for success and the maximum potential increase becomes easier.  (Items are assumed to have the "Standard" value when used to bribe.)

Req. Result =  This is the Required Result (Success Threshold) you must meet in order to improve relations with the Settlement in question.

Settlement/City Size and Bonuses:

SizeBonus
Camp+1
Hamlet+2
Village+3
Colony+4
Small Town+6
Large Town+8
Principality+12
Metropolis+15

Settlement Attitude Status Bonus
Diplomacy with Settlement
AttitudeBonus
Indifferent+0
Friendly+1
Loyal+3
Fanatical+6

Note: All Cities are considered to be 'Indifferent', and this cannot normally be changed.


What does each grade of Attitude status get you?

StatusResult
HostileThis Settlement will report you to the nobles and legendary foes.
UnfriendlyThis Settlement will report you to the nobles and legendary foes.  Can initiate a Settlement/Story Quest.
IndifferentThey don't care about you.  They won't report you.
FriendlyYou can recruit Unique Units (as long as at least Hamlet sized.) - No more than one per Diplomacy check.
LoyalYou can recruit Extras
FanaticalBonus VPs, a Statue in your Honor.

It should be noted that once the Faction Forces and Legendary Foes take to the field to find you - even Settlements about which you are not aware will report you if you are within 2 Grids of them.  This means learning about the nearby Settlements is vital to survival.  Make nice with your neighbors.

In order to bring a Settlements to Fanatical Status, you must have completed its Settlement quest. |

If you attempt diplomacy at a Settlement - and your Barracks are already full - you will not receive a Unique Unit Recruitment opportunity unless you specify in your notes that you are looking anyway. (to prevent you from 'accidentally' finding a cool Unique - only to lose it because your barracks are full.)  You can still 'hate draft' if you want by declaring in your notes that you are looking for a recruitment.

4.C2 Explore

Exploration is how Leaders discover the inner story of Usurper.  Exploring is an Action conducted by Leaders in order to acquire key information and find the most unique of opportunities.
Exploration is the most important Leader action.

Associated Skill: Bard.

When Exploring you have will generally have two options:
  • Initiate an Exploration Quest, or
  • Seek-out an Opportunity.

If you want to receive (initiate) a new quest, annotate "Initiate" in your Action notes.  Otherwise, it will be assumed that you are seeking an opportunity.

Opportunities can be any of the followings:
  • Recruitment offer from an Extra (special characters with focused abilities and skills.)
  • Recruitment offer from a Unique Unit
  • Encounter a shady necromancer. (risk a significant sacrifice for abilities)
  • Meet a traveling Teacher. (gain non-combat skills)
  • Meet a traveling Trainer. (gain combat skills)
  • Meet a traveling Architect. (pay to build a new room rapidly.)


4.C3 Interrogate

Leaders can conduct Interrogations just as Units see Section: 4.B6.

4.C4 Train a Skill

Can't always get the skill you want?  Well, there's a better way!  Training.
Leaders and Extras can train others in the skills that they possess.  Leaders are effective at giving training to large numbers at once, whilst Extras are capable of focused, rapid training to only one Unit at a time.

Training does not require a skill check, but does require knowing a Skill.

Using Leaders to Train:

In order for a Leader to train a Unit or another Leader in a skill, they must possess at least one rank in the skill in question.
In your orders, use "Train" in the Action, and the skill name in Notes.
For each Unit and Leader receiving the benefit of the training, write 'Learn' in the Action and which Leader is giving the training in the Notes.
Example:
NameStartActionTargetEndNotes
Grug, The ChiefZ26TrainZ26Z26Digger
Richard, the CohortZ26Learn SkillZ26Z26Learn from Grug
Cowled RangersZ26Learn SkillZ26Z26Learn from Grug
Midnight RidersZ26Learn SkillZ26Z26Learn from Grug

Leaders can train any # of Units at a time, however; they must all be in the same lair during that turn.
Leaders can only train other Units/Leaders up to their own skill level.

* Special Note: Leaders can still provide their leader bonus to actions that happen WITHIN the Lair.
Using Extras to Train:

4.D Extra-Initiated Actions (Active)

4.D1 Train a Skill

Extras can train a Unit or Leader in a skill, in any skill that they themselves possess.
Each Extra will have a description of their teaching rate/capacity.
Extras can only train one Unit or Leader at a time.
In your orders, use "Train" in the Action, and the skill name in Notes.
For the Unit or Leader receiving the benefit of the training, write 'Learn' in the Action and which Leader is giving the training in the Notes.

General training capabilities of Extras:
Tier 1 Extras will:
  • Have skills up to level 2 on their own.  They are able to train 1 Unit per turn - 1 XP is gained in that skill.  This can go beyond their own skill.
Tier 2 Extras will:
  • Have skills up to level 3 on their own.  They are able to train 1 Unit per turn - 1 XP is gained in ALL skills that they possess (will have to limit to two or three per extra here.)  This can go beyond their own skill.
Tier 3 Extras will:
  • Have skills up to level 4 on their own.  They are able to train 1 Unit per turn - 2 Skill XP are gained in that skill.  This can go beyond their own skill.
Tier 4 Extras will:
  • Have skills up to level 5 + possible Advanced Skills.  They are able to train 1 Unit per turn - 2 Skill XP are gained in that skill.  This can go beyond their own skill.  Advanced skills train 1 XP.

Not every Extra will fit the general statement of the above.  Not all Extras are Trainers.

4.D2 Teach a Spell

When an Extra possesses a spell, they are also capable of teaching it.  Extras, unless otherwise stated, can spend a week in a Lair with a leader and the Leader will gain that spell.

Unless otherwise specified: Leaders can still provide their Leader Bonus (+25%) to any Actions that take place in the same Lair.

4.E The "Assist" Action

The first (or 'primary) Leader or Unit that performs an action is the one who "Initiates", all other supporting entities are "Assisting".  Assist allows Leaders to support Units on actions in which they cannot normally initiate.  Extras must ALWAYS assist.  Unless otherwise stated, Extras can only assist in actions to which they provide some sort of benefit.

4.F Non-Actions (Passive)

Passive actions are those which occur without needing to be declared directly, and usually occur as a result of other actions.

4.F1 Carry

Units can 'carry' resources, purchased items, and other gear

4.F2 Defend

Defending occurs whenever you are attacked.  In an effort to prevent the game being played very slowly, with players leaving hordes of Units at their lair all of the time; attacks on lairs always occur at the end of the week - regardless any inconsistency in timing logic.


4.F3 Reconnaissance (Recon)

Recon is an advanced skill of Scouting.

Requirements: Scout[5].
Associated Skill: Spy
Associated Tools: None.

Bonus: Each rank of Spy is associated to a "tier" of effect.  After rolling, your scout result is assessed against the Obscurity value of nearby Usurpers (this is invisible to the player.)  If your scout result is higher than the Obscurity value of a given Lair (or any lairs), you will receive a message stating:

"You have gained information about another Usurper."

Depending upon the highest rank of Spy of your Unit(s) involved in the Scout action, you will receive additional information:

Tier 0 (No ranks in Spy): There is a Usurper nearby. (Range = 2 grids.)

Tier 1 (1-3 ranks in Spy): Receive Basic direction (North, East, South, or West.  Direction corresponds to Up, Right, Down, and Left on the map.)

Tier 2 (4-6 ranks in Spy): Range = 3 grids to receive information + Tier 1.

Tier 3 (7-9 ranks in Spy): Tiers 1 and 2 + receive more specific direction (Due North, NE, SW, etc.)

Tier 4 (10 ranks in Spy): As Tier 3 + If within one grid of the Usurper's lair - will receive message: "Usurper's Lair is close at hand."


What does "North" mean in terms of actually locating a lair?

Where "L" = where the Lair actually is and "S" = where you scouted
"X" equals the "potential" places.

 ABCDEF
1XXXXXX
2XLXXXX
3XXXXXX
4  S   
5      

What does "Due North" mean in terms of actually locating a lair?

Where "L" = where the Lair actually is and "S" = where you scouted
"X" equals the "potential" places.

 ABCDEF
1XXXXXX
2XLXXX 
3 XXX  
4  S   
5      

4.F4 Interrogate (post-turn)

Interrogating as a 'non-action' can only be done with a specific renovation to a Prison.  If used in this manner, no other entity, item, or artifact may assist in the effort.

4.F5 Trade

Trading is the art of negotiation.  When you conduct Diplomacy with a Settlement or City - you have the option to buy and sell goods based upon what is available.  Each time you enter a Settlement or City to Conduct Diplomacy: you will receive your Trade-Status (different from Attitude) with the Settlement in question.  All Cities buy and sell at Standard Status (unless a World Update dictates otherwise.)  Settlements nearly always begin at Reviled status.  As you spend more Gold or sell more Gold-worth of goods to them: this status will improve.
Conducting quests with a Settlement can improve this as well.

The following are the trade values for resources.
For Buying FROM a City/Settlement
Stone and Lumber
GoldResouRatioTrade Status
32.67Reviled (Rvd)
111.0Poor (Por)
351.67Subpar (Sub)
231.5Standard (Std)
144.0Preferred (Pfd)
294.5Favored (Fvd)
155.0Best (Bst)

Iron
GoldIronRatioTrade Status
430.75Reviled (Rvd)
111.0Poor (Por)
451.25Subpar (Sub)
231.5Standard (Std)
122.0Preferred (Pfd)
252.5Favored (Fvd)
133.0Best (Bst)

Foodstuffs
GoldFoodRatioTrade Status
510.2Reviled (Rvd)
410.25Poor (Por)
310.3Subpar (Sub)
210.5Standard (Std)
320.67Preferred (Pfd)
111.0Favored (Fvd)
231.5Best (Bst)

For Selling TO a Settlement/City
Stone and Lumber
GoldStoneRatioTrade Status
155.0Reviled (Rvd)
294.5Poor (Por)
144.0Subpar (Sub)
133.0Standard (Std)
122.0Preferred (Pfd)
231.5Favored (Fvd)
111.0Best (Bst)

Iron
GoldIronRatioTrade Status
133.0Reviled (Rvd)
252.5Poor (Por)
122.0Subpar (Sub)
231.5Standard (Std)
451.25Preferred (Pfd)
111.0Favored (Fvd)
430.75Best (Bst)

Foodstuffs
GoldFoodRatioTrade Status
144.0Reviled (Rvd)
133.0Poor (Por)
122.0Subpar (Sub)
111.0Standard (Std)
320.5Preferred (Pfd)
210.3Favored (Fvd)
310.25Best (Bst)

HQ Resources (Lumber, Stone, and Iron) are treated as regular Resources when sold to Cities/Settlements.

Thresholds for Improving Status
Current# for NextRunning Total
Reviled (Rvd)5 Gold5
Poor (Por)5 Gold10
Subpar (Sub)10 Gold20
Standard (Std)5 Gold25
Preferred (Pfd)10 Gold35
Favored (Fvd)5 Gold*40

[ Best (Bst) can only be achieved if you have at least an Attitude Status of 'Loyal' ]
[ If you achieve Fanatical with a Settlement, you automatically improve each category by 1. ]
[ Only one Usurper can achieve Fanatical at a time with a Settlement. ]

Start Sizeto ImproveRunning Total
Camp1010
Hamlet2535
Village5085
Colony----

You will not see the change until the next time you visit.  If you scout a grid, in the same week that it would increase in size you will receive a notification in your scout results, "This [size Settlement] appears to be growing."

Note - Unlike Cities, which are large, industrious, and very capable of hosting large amounts of trade: Settlements do not have this luxury.
Settlements can only handle so much trade, represented by gold value in the chart below:

SizeMax Total Trade Value
Camp10
Hamlet25
Village50
Colony100

Settlements will trade (combined buy/sell) up to this gold value, or a single item- whichever is greater (so, a camp can still trade a single Unit of Horses, even though it would technically not be big enough.)

This message was last edited by the GM at 20:08, Sun 21 May 2017.

Narrator
 GM, 11 posts
 RNG, Arbiter
Sun 29 May 2016
at 03:18
The Rules
5.A - Entities: Races & Units

5.B Stat Blocks

SAMPLE HUMAN UNIT - LEVEL 0
Offense:1Defense:1Strength:1
Speed:M/2Race:HumaMax Tools:2
Max Weapons:2Cost:10GPUpkeep5GP
Racial:Adaptive
Skills:SkillName[#]
Special:SpecialName
Unique:UniqueName
Tools Equipped: 
Weapons Equipped: 
Armor Equipped: 
Mounts Equipped: 

Stat NameDescription
Offense:This is how effective your Units are at hitting enemies.
Defense:This is how effective your Units are at avoiding blows.
Strength:This is how effective your Units are at causing damage once they have hit.
Speed:Expressed as two values: Letters refer to Combat Speed.  Numbers refer to how many Grids this Unit can move overland.
Race:This is the Unit's Race.  This can affect targeted, upkeep costs, and where you might encounter them.
Max Tools:This is the number of Tools that this Unit can have equipped.
Max Weapons:This is the number of Weapons that this Unit can have equipped.
Cost:This is the Gold cost to Recruit this Unit when encountered.  This is also the baseline for how many Victory Points this Unit is worth.
Upkeep:This is the Gold cost to Maintain this Unit as part of your forces.  This is also the baseline for how many Victory Points this Unit is worth.
Racial:This is a standard ability that is salient to the Unit's race.
Skills:This is where you will track this Unit's Skill Ranks and XP in those skills.  Feel free to create more lines as needed.
Special:Some Units either innately possess or can acquire special abilities.  They provide a permanent bonus that in some way enhances the basic Unit.
Unique:Rare and highly specialized Units can be encountered that are completely Unique.  No other Unit may possess this ability.
Tools Equipped:Units may only equip as many Tools equal to their Max Tools.  Place Equipped Tools in this row.  No, single Unit may benefit from duplicated Tools.
Weapons Equipped:Units may only equip as many weapons (Melee, Ranged, and Shields) equal to their Max Weapons.  Place Equipped Weapons in this row.  No, single Unit may benefit from duplicated Weapons.
Armor Equipped:Most Units may equip a single Armor.  Armor protect against Damage and stronger Armors also improve Defense.
Mounts Equipped:Most Units may equip a single Mount.  Mounts typically provide a bonus when attacking, in Combat.

5.C Standard Races & Units

The races here are those from which starting Usurpations may select their first Unit.  These Units are also generally available from Cities.  For each standard race, there are also several Settlements which will have members of these races as residents.

Dwarves - Unit Name - Level 0
Offense:1Defense:1Strength:1
Speed:M/2Race:DwarMax Tools:2
Max Weapons:2Cost:10GPUpkeep5GP
Racial:Harvest (Gold) +10

Elves - Unit Name - Level 0
Offense:1Defense:1Strength:1
Speed:F/2Race:ElfMax Tools:1
Max Weapons:2Cost:10GPUpkeep5GP
Racial:Harrier
* Harrier: If Ranged Weapons are equipped, +1d6 Off, +1d6 Dam to Ranged Combat.
(Note: Harrier doesn't change the mechanics for Ranged Combat - Ranged Combat does not deal 'lethal' damage (it doesn't kill PAX), it does help debilitate Units.)

Gnomes - Unit Name - Level 0
Offense:1Defense:1Strength:1
Speed:M/2Race:GnomMax Tools:3
Max Weapons:1Cost:10GPUpkeep5GP
Racial:Crafting +10

Goblins - Unit Name - Level 0
Offense:1Defense:1Strength:1
Speed:M/3Race:GoblMax Tools:3
Max Weapons:1Cost:10GPUpkeep5GP
Racial:Scouting +10

Humans - Unit Name - Level 0
Offense:1Defense:1Strength:1
Speed:M/2Race:HumaMax Tools:2
Max Weapons:2Cost:10GPUpkeep5GP
Racial:Adaptive
* Adaptive: Gain Skill XP faster.

Lizardfolk - Unit Name - Level 0
Offense:1Defense:2Strength:1
Speed:S/2Race:LizaMax Tools:1
Max Weapons:2Cost:10GPUpkeep5GP
Racial:Sturdy
*Sturdy: +1d6 Damage Reduction if Armor is equipped.

Orcs - Unit Name - Level 0
Offense:2Defense:1Strength:1
Speed:M/2Race:OrcsMax Tools:1
Max Weapons:2Cost:10GPUpkeep5GP
Racial:Bull-headed
Bull-headed: All Negative Morale penalties applied against this Unit are halved. (rounded down, min -1.)

5.D Advanced Races & Units

Advanced Races & Units represent those which do not live in normal Settlements, can't be recruited through standard means, however; can still join the Usurper's Army under specific conditions: such as capturing and converting them through the use of a Prison.

Ratmen - Unit Name - Level 0
Offense:2Defense:1Strength:1
Speed:C/3Race:RatmMax Tools:1
Max Weapons:2Cost:15GPUpkeep5GP
Racial:Unholy Fast
◘ Unholy Fast: Ratmen always go first in Combat, never simultaneously (except with others that have the Unholy Fast ability.) Although their effective speed (for determining # of ranged rounds), can be reduced.

Harpies - Unit Name - Level 0
Offense:2Defense:2Strength:1
Speed:M/3Race:HarpMax Tools:2
Max Weapons:2Cost:15GPUpkeep5GP
Racial:Flying
** Flying Units- causes enemy Units that are not equipped with Ranged Weapons to subtract 2d6s from their Attack rolls and 1d6 from their damage rolls.  (This applies to All phases of Combat, only applies when Attacking Flying Units.)

Naga - Unit Name - Level 0
Offense:2Defense:1Strength:2
Speed:S/2Race:NagaMax Tools:2
Max Weapons:2Cost:15GPUpkeep5GP
Racial:Harvest (Stone) +10, Swimmers
* Swimmers: This Unit may bring 2 other entities with it to cross rivers.  Cross any number of consecutive river grids, counting them as 1 space.

Centaurs - Unit Name - Level 0
Offense:2Defense:1Strength:1
Speed:F/4Race:CentMax Tools:1
Max Weapons:2Cost:15GPUpkeep5GP
Racial:Chargers, Harvest Lumber +5
* Chargers: This Unit cannot equip a Mount.  This Unit gains +3 to Offense when Attacking.

Kobold - Unit Name - Level 0
Offense:1Defense:1Strength:1
Speed:S/2Race:KoboMax Tools:3
Max Weapons:1Cost:15GPUpkeep5GP
Racial:Harvest (Iron) +10, Mason +10

Hob-Goblin - Unit Name - Level 0
Offense:1Defense:3Strength:1
Speed:M/2Race:HGobMax Tools:1
Max Weapons:2Cost:15GPUpkeep5GP
Racial:Scout +5, Form-Up
* Form-Up: As long as this Unit has shields equipped, this Unit gains +1d6 (cannot be mitigated) Defense.


5.E NPC-Only Races & Units

Witch
Offense:2Defense:3Strength:2
Speed:M/3Race:WitcMax Tools:1
Max Weapons:1Cost:-Upkeep-
Special/Skills:Spells!, Single Entity: 2 HP
Target Priority:My, Pa, NR
Terrain:Rivers

♣ : Witches has a random assortment of Combat spells (up to 3.)

Drake
Offense:3Defense:3Strength:1
Speed:F/3Race:DrakMax Tools:2
Max Weapons:3Cost:-Upkeep-
Special/Skills:Minor Breath ♠, Single Entity: 2 HP
Target Priority:Ta, St, NM
Terrain:Mountains

♠ : Drakes can intimidate their foes with a flash of fire.  All Units fighting a Drake must make a morale check at a -15% penalty at the Start of Ranged Combat.  (Clarification: If multiple Drakes are present, it is still a single roll - not several.)

Ogres
Offense:4Defense:1Strength:4
Speed:M/3Race:OgreMax Tools:1
Max Weapons:1Cost:-Upkeep-
Special/Skills:Single Entity: 3 HP
Target Priority:Ta, St, Sl
Terrain:Hills

* Single Entity: Does not degrade as damage is taken.  Counts as a Unit.  May attack as a Unit.

Trolls
Offense:3Defense:3Strength:3
Speed:S/3Race:TrolMax Tools:2
Max Weapons:1Cost:-Upkeep-
Special/Skills:Single Entity: 3 HP, 2d6 Damage Red.
Target Priority:Orc, St, RW
Terrain:Hills

* Single Entity: Does not degrade as damage is taken.  Able to attack as if it were a Unit.

Monstrous Spider
Offense:2Defense:4Strength:2
Speed:F/3Race:MonSMax Tools:0
Max Weapons:0Cost:-Upkeep-
Special/Skills:Webbing, Poison, Single Entity: 3 HP
Target Priority:Elf, RW, Fa
Terrain:Forests

* Single Entity: Does not degrade as damage is taken.  Able to attack as if it were a Unit.
* Webbing: 1 x Enemy Unit is reduced by -1 CombatvSpeed for the duration of Combat.
* Poison: Any Unit that takes damage by Monstrous Spider, receives a cumulative -2% Combat penalty each round.

Minotaurs
Offense:3Defense:4Strength:5
Speed:M/3Race:MinoMax Tools:0
Max Weapons:1Cost:-Upkeep-
Special/Skills:Single Entity: 5 HP, 2d6 Damage Red.
Special/Skills:Powerful Charge, Rending Prowess
Target Priority:Ta, NR, St
Terrain:Plains

* Single Entity: Does not degrade as damage is taken.  Able to attack as if it were a Unit.
** Powerful Charge: During the first round of Melee Combat, Minotaurs gain +2d6 Off and +2d6 Dam.
○ Rending Prowess: Targets this Monster attacks that do not have shields equipped suffer a -4 to their defensive roll, in Melee Combat.

Giants
Offense:6Defense:1Strength:5
Speed:M/3Race:GianMax Tools:3
Max Weapons:1Cost:-Upkeep-
Special/Skills:Single Entity: 8 HP, 3d6 Damage Red.
Target Priority:Fa, We, NM
Terrain:Mountains

* Single Entity: Does not degrade as damage is taken.  Able to attack as if it were a Unit.

Dragons
Offense:5Defense:5Strength:5
Speed:VF/4Race:DragMax Tools:2
Max Weapons:1Cost:-Upkeep-
Special/Skills:Single Entity: 8 HP, 3d6 Damage Red.
Special/Skills:Flying, Lesser Fiery Breath
Target Priority:My, St, Ta
Terrain:Mountains

** Flying Units- causes enemy Units that are not equipped with Ranged Weapons to subtract 2d6s from their Attack rolls and 1d6 from their damage rolls.  (This applies to All phases of Combat, only applies when Attacking Flying Units.)
♣ Lesser Fiery Breath: Inflicts a cumulative -1% Morale Penalty on all Units at the beginning of each Round (including once during Ranged Combat.)

5.F Legendary Foes

Legendary Foes are beasts, monsters, renowned generals, and other unique denizens of the world who care little for the rules and trappings of the region.  They are all too-happy with the current state of affairs and will only reveal themselves when upstart Usurpers make themselves more well-known.  Be ware!  Their power is great, and their very presence will ripple shakes and tremors throughout the land.

When Legendary Foes take to the field, three will appear, initially.  Whenever one is slain, a new one will take its place.  There will never be more than three "Available" at a time.

5.G NPC-Faction Units

As Usurpers become more renown - Non-Player Character (NPC) Factions will begin to muster larger Armies to hunt-down the upstart players and crush their forces.  Messages will be sent across the land when the Faction Leaders are on the move.

5.H Unique Units

Unique Units are based-upon standard Units, except that they are associated and personify a specific trait in addition their race's normal capabilities.  These Units have capabilities which are not held by others.  They can be recruited as a result of Quests, developing relationships (Diplomacy) with Settlements, and as a reward for defeating certain, challenging encounters.

5.I Leaders

Leaders come in two flavors: Chief and Cohort.  Functionally identical, Leaders represent the linchpins of the Usurpation.  You choose a Chief to represent "you" and your Avatar for the game.  Should either be slain - they are not replaced.  Leaders can perform actions that Units cannot.

When setting up your Usurpation, you select a bonus for each Leader.  Each Leader Bonus has a 'local' and 'global' component.  The Local component requires your Leader to be present at the action in order to benefit.  The Global component benefits your entire Usurpation so long as your Leader lives and is not healing.

You may only select a given Leader Bonus once.

NameLocalGlobal
Banner Bearer+10 to Initial Engagement RollsYou have 1 additional turn for all quest stages.
Craftsman+10 to Crafting, Building, and RenovationTreat as 1 threshold better for Resources saved.
Herald+10 to DiplomacyUnits can be recruited even if Settlement not at friendly.
ScholarTreat as 1 threshold better for XP gainReduces learning 'curve' by 1. (See 9.H2)
Pioneer+10 to Harvesting. D4s become D6s.You do not consume uses of a node so long as you score at least a 'Significant Success' on the Harvest Check
Scavenger+10 to Scout RollTreated as 1 category previous for Encounters.  -10% chance of being Ambushed.

Clarifications/Explanations:

Initial Engagement Rolls: This refers to Tactics, Outmaneuver, and any other rolls which occur during the "Strategy" phase tag.

The crafting and construction bonus from Craftsman applies when the Leader is assisting Unit(s).  (Leaders cannot craft/construct on their own - and even if your leader gains the ability to do so - this local bonus still only applies if assisting Unit(s). )

The threshold bonus from Scholar applies when the Leader is assisting Unit(s).

The die-size increase from Pioneer can be cumulative with other effects.  D4 -> D6 -> D8 -> D10.

The scout bonus from Scavenger applies when the Leader is assisting Unit(s).  (Leaders cannot scout on their own - and even if your leader gains the ability to do so - this local bonus still only applies if assisting Unit(s). )

5.J Extras

Extras are individuals of significant capability, fame, infamy, or magic who may offer their services to your Usurpation for the right price.  They can be met on Explorations, Quests, diplomacy with Settlements, and as a reward for defeating especially challenging encounters.

Extras do not fight like normal units, but, instead provide training services in the form of skills and sometimes even Magic to your Usurpation.  They tend to possess some large bonus to a single action, which can be used to bring-about higher successes.  They do not take up a space in a barracks.

  5.K Skills
    5.K1 Harvesting Skills

SkillNotesPrereqsMax Ranks
Forager:+1 Foodstuffs in Cache/Rank-5
Woodsman :+3: Harvest Lumber-10
Tree-Hugger:+2 Harvested per RankWoodsman[5]5
Stonecutter:+3: Harvest Stone-10
Stone-Singer:+2 Harvested per RankStonecutter[5]5
Pickaxe-User:+3: Harvest Iron-10
Vein-Seeker:+2 Harvested per RankPickaxe-User[5]5
Digger:+3: Harvest Gold-10

    5.K2 Economy Skills

SkillNotesPrereqsMax Ranks
Mason:+3: Construction, Renovation-10
Artisan:+3: Crafting-10
Scout:+3: Scouting-10
Spy: ♦Improves information about UsurpersScout[5]10
Bard: ♥+3: Explore-10
Negotiator: ♥+3: Diplomacy-10

    5.K3 Combat Skills

SkillNotesPrereqsMax Ranks
Courage: ♦+3: Morale Rolls-10
Leadership: ♥+1: Combat-10
Outmaneuver: ♦Strategy Roll for +1 Ranged Round.-5
Aggressor: ♦+2: Offense & Damage-10
Pernicious: ♦Force Cumulative Morale PenaltyAggressor[5]5
Parry: ♦+2: Defense & Armor-10
Tactics: ♥Strategy Roll for Temp Offense Bonus.-10

♥ : Leader only skills.
♦ : Unit only skills.
Each skill begins at "0" until acquired.  Even for Units that begin with similar bonuses.  Once a skill is acquired it then becomes Skill Rank: 1.  The bonus listed is multiplied by the Rank for the total bonus.  Thus, a Unit of Dwarves with "Artisan[3]" (Artisan Skill to Rank 3) would have a +9 bonus to that activity.

Maximum Skill Rank is 10 for basic skills and 5 for advanced skills.

Note that Rank of Skill and Level of the Unit itself are different.

This message was last edited by the GM at 16:54, Sun 18 Sept 2016.

Narrator
 GM, 12 posts
 RNG, Arbiter
Sun 29 May 2016
at 03:20
The Rules
6.A - Terrain & General World

6.B Map

Each Grid space, or territory, on the map represents an abstract amount of space.  Each territory is compromised of one general terrain type.  Each territory can have one-of: City, Settlement, or Landmark.  However, within each territory, Usurpers can be hidden.  Each Usurper begins with a Lair, the location of which is unknown to the others.  No one Usurper may have more than one Lair in a given territory.  Each territory is fraught with its own denizens, dangers, quests, and other encounters.

6.C Terrain

6.C1 Forests

* : Woods/Forest

Forests are home to Elves, Hob-Goblins and Monstrous Spiders.  Forests are also where Lumber is harvested.

6.C2 Hills

o : Hills

Hills are home to Orcs, Gnomes, Drakes, and Ogres.  Hills are also where Iron is harvested.

6.C3 Mountains

^ : Mountain

Mountains are home to Dwarves, Trolls, Giants, and Dragons!  Mountains are also where Gold is harvested.

6.C4 Plains

# : Plains

Plains are home to Humans, Centaurs, and Minotaurs.  Plains are where one can find caches which contain random assortments of Food and other items.

6.C5 Rivers

~ : Waterway/Lake/River

Rivers are home to Lizardfolk, Naga, and Witches.  Rivers are also where Stone is harvested.  Rivers can be entered, but, typically cannot be crossed without assistance or magic.

6.C6 Swamps

= : Swamp

Swamps are home to Goblins, Ratmen, and Harpies.  Although nothing can be harvested from Swamps, these dreary places are the source and destination of many-a great adventure!

6.D Cities

Small Town (Smallest)
Large Town
Principality
Metropolis (Largest)

Cities are shown on the game map, and represent the main seats of power in the land.  Each has a random pair of noble families living in them, who will ride-out to crush any upstart Usurpers who become too big for their britches.  A settlement may not appear in a grid which has a city.

6.E Settlements

Camp (Smallest)
Hamlet
Village
Colony (Largest)

Settlements are not shown on the game map, and represent minor, but, mostly permanent locations.  They are randomized each game, and each comes with its own flavor.  Typically, only one or two races live in a given settlement.  Settlements can be discovered through scouting, and once-scouted; are only known to those who have scouted them.

If a settlement is destroyed - no new one will replace it.  The location of each settlement is established as a result of the Scout Roll.  This means a higher scout roll can yield "better" Settlements.

ThresholdResult/Modification
Partial Succ.Find a standard Camp.
SuccessFind a standard Camp.
SignificantFind a standard Hamlet.
AstoundingFind a Camp. but, with Hybrid Races (two races dwelling there.)
EpicYou find a Camp, but, with an advanced race.

6.F Landmarks

Landmarks are places of power, magic, and other permanent locations where Usurpers can interact to gain greater spells, abilities, and knowledge of the world around them.  Usurpers can send leaders to visit landmarks.  A settlement may not appear in a grid which has a Landmark.  When visiting a Landmark, Leaders have the option to either:

A) Initiate a Landmark Quest (see section: 10.D4), or
B) Perform a Ritual (Diplomacy)

Performing either consumes the Leader(s)'s action.

Each success threshold in the tables below can be achieved only once.  They cannot be turned-down once rewarded.  If you return to the same Landmark, and roll a success threshold you have received previously: you receive the next, available 'lesser' threshold.  If this results in a 'Partial' success - then nothing is gained and the time is wasted.

The available Landmarks this round (and their Rituals) are:

Bugrem's Test of Loyalty: Named after King Bugrem, a Usurper Dwarf who ruled the land in ages long gone.  He was said to be a ruthless warlord who demanded great loyalty, but, granted great boons in return.  Visiting here allows you to significantly risk your forces, but, transform a Unit into a Unique. (C1)

ThresholdReward
PartialCounts as a failure.
SuccessSelect a Unit.  This Unit must make a Loyalty check.  If at least Partial Success- This Unit gains 1 Leveling XP, and 4 Skill XP.
SignificantSelect a Unit.  This Unit must make a Loyalty check.  If at least a Partial Success- This Unit becomes a Unique Unit with a random trait available to its Race.
AstoundingSelect a Unit.  This Unit must make a Loyalty check.  If at least a Partial Success- This Unit becomes a Unique Unit with a trait of your choice.  This Unit gains 1 Leveling XP.
EpicYou may select up to two (2) Units. Each Unit must make a Loyalty check.  If at least a Partial Success- That Unit becomes a Unique Unit with a trait of your choice.  This Unit gains 1 Leveling XP and 2 Skill XP.

The Obligatory Enchanted Forest: Because we have a sense of humor - there is said to be a forest whose very paths are so bizarre and winding; that most lore-seekers become lost for their entire lives, but to the truly driven: great bounties of harvests can be had.  Visiting here can yield major bonuses to Harvesting of all kinds. (J4)

ThreshholdReward
PartialCounts as a failure.
SuccessOne Leader in your Usurpation gains the following ability: "Overseer: When assisting a Harvesting Action, +10."
SignificantOne Unit in your Usurpation gains the following ability: "Blessed Harvester: When Harvesting, if this Unit has Shovels equipped: +20 to Harvesting."
AstoundingOne Unit in your Usurpation gains the following ability: "Enchanted Harvest: When Harvesting, if this Unit has Shovels equipped: +10 to Harvesting, and +1 Harvested per die."
EpicYour Usurpation gains a new ability: "Land Shaper: Each Unit gains a +10 to Harvest checks.  Harvest amounts use a d6.  If already a d6, then: +2 per die in the dice pool."

The Swamp of (almost) No Return: It is said that not only do most great adventures either begin or end in the Swamps, this particular place is said to house map, lore, and other clues to the greatest treasures in the land!  Visiting here can permanently improve scouting, and even provide a continuous information generator. (E10)

ThreshholdReward
PartialCounts as a failure.
SuccessOne Leader in your Usurpation gains the following ability: "Surveyor: When assisting in scouting, reduce the skill XP threshold by 1."
SignificantOne Unit in your Usurpation gains the following ability: "Cartographer: When Scouting, if this Unit has Spyglass equipped: +20 to Scouting."
AstoundingOne Unit in your Usurpation gains the following ability: "Wind-tracers: When Scouting, if this Unit has Spyglass equipped: +10 to Scouting and you always find a cache in addition to any other results (so long as you score at least a success."
EpicYour Usurpation gains a new ability: "Pathfinders: Each Unit gains a +10 to Scout checks.  On a success or higher (to the scout check) you gain an additional result.  You may declare your second result type."

Talonrel's Oracle: Named after a strange Elf who was given to walking the astral plane.  It is said that his spirit still guides the region, even a hundred years after he ruled in the land.  Can be accessed to visited to gain bonuses to single rolls - dramatically improving chances of success in future endeavors. (C7)

ThreshholdReward
PartialCounts as a failure.
SuccessYou gain a +25 to any two (2) single rolls (must be split).  These can be 'banked' (saved) for 4 weeks.  The turn counter begins on the week after you earn this reward.
SignificantYou gain a +40 to any two (2) single rolls (must be split).  These can be 'banked' (saved) for 5 weeks.  The turn counter begins on the week after you earn this reward.
AstoundingYou gain a +55 to any three (3) single rolls (must be split).  These can be 'banked' (saved) for 5 weeks.  The turn counter begins on the week after you earn this reward.
EpicOne Leader in your Usurpation gains the following ability: "Oracle: Each week, this Leader gains a +15 to whatever non-combat action in which it participates. (none of this bonus applies to any step in combat."

Usurpers may interact with Landmarks in one of two ways: Questing or conducting Diplomacy.

To initiate or continue a quest-line which requires interacting with the Landmark enter the action as "Questing" in the action section and note "Landmark" in the notes section.

To attempt to enact the power of a given landmark, the Leader in question may conduct Diplomacy at the landmark.  Units can never conduct Diplomacy at a Landmark (even if you have the Renovation which normally allows Units to conduct Diplomacy.)

6.G Traits

Each territory/terrain is associated with a given trait(s).  Traits are used in generating the semi-random results from turn to turn.  All Territories, Settlements, Units, Abilities, and even Quests have one or more traits associated to them.  This forms the 'weights' when generating results.  For example: If a Usurper scouts a "Forests" territory, they are likely to find a Settlement with Elves, because both Forests and any Settlements with Elves would have the same or similar traits.

Long version-short: No, the game is not completely random.  There are themes and connections.

  • Harvester = An expressed advantage or focus in harvesting resources through tools.
     - With Harvester, it's important to note that if a Settlement originates from X-terrain you can safely assume that its type of harvester is associated to that terrain.) [So a 'Harvester' trait from the Forest is a Lumber-Harvester. ]
  • Artisan = An expressed advantage or focus in crafting.
  • Tactical = An expressed focus towards taking Tactics or Outmaneuver as skills.
  • Agile = An expressed focus in speed.
  • Stealth = Focus in scouting or avoiding danger.
  • Generalist = The 'Human' trait, represents flexibility in learning.
  • Trainer = Flexibility in learning or likely to produce teachers.
  • Resilient = Ability to survive combat or dangerous environments.
  • Hunter = Preferred use of Ranged Weapons.
  • Mason = Expressed advantage in building and construction.
  • Water = Expressed residency or advantage in rivers.
  • Flier = Expressed capacity to take advantage of aerial combat, either naturally, magically, or as a result of technology.
  • Monster = Typically hostile membership of the region's racial make-up.  Tends to avoid trappings of civilization.
  • Terror = Has some capability that is devastating in combat.  Typically strong, or can deal lots of damage.
  • Mystical = Possesses magic and/or spells.
  • Earth = Physically Slow.
  • Husbandry = Has an expressed advantage with/or possession of horses.


Traits Diagram (Large Image!)

This message was last edited by the GM at 20:13, Sat 13 Aug 2016.

Narrator
 GM, 13 posts
 RNG, Arbiter
Sun 29 May 2016
at 04:11
The Rules
7.A - Items, Things, and all that Glitters

7.B Resources

Several generic resources exist within Usurpers which serve as the basis for crafting, trade, and other activities.  Without resources: your Usurpation is unlikely to ever advance and gain enough ground to become a true force of might in the land.

Resources are divided into two groups:
1) Stored - Those which must be stored in a Warehouse in order to keep them.
2) Non-Stored - This is for Gold, which is handled very abstractly.  Gold is simply "with the player" and is stored as a general statistic with the Usurper.

The Stored Resources are as follows:
ResourceGeneral Use
LumberBuilding new rooms, crafting ranged weapons.
StoneRenovating rooms, crafting tools.
IronCrafting weapons and armor.
GemsUsed to augment spells and empower Unique Units.
EreboveHigher Quality of Lumber.
LibciteHigher Quality of Stone.
MithrilHigher Quality of Iron.

Gold is a non-stored resource.  It is handled as part of a player's 'Usurper-wide' information.  Gold does not have to be carried or transported, it is simply wherever the player needs it to be.

7.B1 HQ Resources

High Quality (HQ) Resources, such as Erebove, Libcite, and Mithril can be used in place of Lumber, Stone, and Iron (respectively) when building or crafting.  If done so, they have the potential to improve the overall process, or even make the activity easier and more likely to succeed.

7.B2 Gems

Gems are typically acquired from Quests as small rewards for completing steps.  They must be stored individually in a warehouse, which makes for great difficulty in storing large numbers.  Each Gem has a listed GP value.  This value can then be used to augment spells, or used to pay to improve a Unique Unit.  Gems can also be sold for gold.

If there is a requirement for a certain value of Gem, but you only have Gems of lesser value; you can consume more gems to meet that value.  You will be left with the remainder.  (Example: You want to craft a Goblin Totem, which requires a 5GP Gem.  You only have two-4GP Gems.  You consume both, and are left with a single 3GP Gem.)

7.C Weapons

Weapons occupy the "Equipped Weapons" slot on a Unit's stat card.  A Unit may only equip a number of weapons up to their "Max Weapons" statistic.  Weapons provide specific bonuses in Combat.  A Unit is considered 'Armed' if it has at least one Weapon equipped.

Equipment and Bonuses Provided
Item NameOffDefDam
Melee Weapons+1d6-+1d6
Ranged Weapons+1d6--
Shields-+1d6-

7.D Armor

Armor occupies the "Equipped Armor" slot on a Unit's stat card.  A Unit may only equip a single Armor.  Armor provides specific bonuses in Combat.  A Unit is considered 'Armored' if it has any Armor equipped.

Equipment and Bonuses Provided
Item NameDefDam Red
Light Armor+1+2
Medium Armor+1d6+1d6
Heavy Armor+1d6+2+1d6+2

7.E Tools

Tools occupy the "Equipped Tools" slot on a Unit's stat card.  A Unit may only equip a number of tools up to their "Max Tools" statistic.  Tools provide bonuses to specific types of actions.  Some tools benefit combat, while others benefit non-combat actions.

Tool NameBonus
Spyglasses+4 to Scout
Shovels+4 to Harvest Resources.
Saws+4 to Construction and Renovation.
Hammers+4 to Crafting
Shackles+4 to Interrogation
Holy Writ+10 to Interrogation: Conversion
Bugle*Provides selection options in Exploration
Guidon+4 to Morale of Equipped Unit
Medallion+4 to Loyalty Checks of Equipped Unit.
Racial Totem*+4 to Diplomacy with [Racial-Type] Race.
DrumsMust have Guidon equipped. +2 to all Unit's Morale.
TorchesWhen scouting, allows more selection of Encounter-types.
* Item is "Carried" by a Leader.  This cannot be equipped to a Unit.

7.E1 Non-Tools

Horses can be equipped to Units to grant benefits both in and out of combat.

Donkeys can be assigned to leaders.  The cost listed in the Marketplace provides one Donkey for one leader.  This does not occupy any slot, nor does it count against a leader's carry limit.

Tool NameBonus
Horse+1d6 Offense, Speed is set to highest of F/4 or Unit speed.
DonkeyGrants Leaders Speed: 4, and can bring items back from the marketplace after trade.

7.F Artifacts

Artifacts are the 'rule-breakers' of Usurper.  They are powerful objects, which allow a Usurper access to the loftiest realms of capabilities, granting their wielders the might to challenge the most feared of opponents in the land.

Artifacts are earned through questing and almost all require sacrifice, from mere resources to whole Units.  However, for their sacrifice: one can gain a marvel that will cause others to seethe with jealousy and cower in terror.

Artifacts can be employed through two methods: Held by a Leader or Charged in a Reliquary.  Artifacts held by leaders provide a strong effect, however; they are limited in scope.  Artifacts charged in the reliquary provide a more far-reaching effect, however; it is a less powerful effect.

7.G "Marketplace"

This is a list of the 'commonly available' goods, which can be bought and sold throughout the land.

#Item NameCostQty of Measurement
1Spyglass ♦4GP[1 Unit for 10 PAX]
2Shovels ♦4GP[1 Unit for 10 PAX]
3Saws ♦4GP[1 Unit for 10 PAX]
4Hammers ♦10GP[1 Unit, can also be embedded]
5Melee Weapons♣20GP[1 Unit for 10 PAX]
6Ranged Weapons♣10GP[1 Unit for 10 PAX]
7Shields♣10GP[1 Unit for 10 PAX]
8Light Armor ♥4GP[1 Unit for 10 PAX]
9Medium Armor ♥10GP[1 Unit for 10 PAX]
10Heavy Armor ♥20GP[1 Unit for 10 PAX]
11Foodstuffs2GP[1 Unit for 10 PAX]
12Lumber2GP3 x Lumber
13Stone2GP3 x Stone
14Iron3GP3 x Iron

#Not quite tools - do not takeup Tools SlotsCostQty of Measurement
1Horses20GP[1 Unit for 10 PAX]
2Donkey5GP[1 for 1 Leader   ]

7.H Storage

Although most aspects of resource management are fairly abstract - there are some limitations.  First and foremost: resources must be stored.  This includes Gems.  Any resources which are not stored in a warehouse are lost at the end of the week in question.  The same applies to weapons, armor, and tools - they must either be equipped onto a Unit, or be stored in a Warehouse.

Donkeys and Horses need-not be stored.

20 x normal Resource (Lumber, Stone, or Iron) = 1 Slot
1 x Foodstuffs = 1 Slot
1 x Weapon, Armor, or Tool = 1 Slot

7.I Equipment Slots and Carrying

Equipment must be equipped to be used.  Weapons go into Weapon slots.  Armor goes into the Armor slot.  Tools goes into Tool slots.

As resources cannot be stored - they must be brought into a Warehouse immediately.  The same goes for excess goods.  Excess goods must be returned to a Warehouse and stored immediately or they are lost.

Leaders can carry, but, only either a Bugle or an Artifact.  Leaders may only ever carry one. (One total - not one of each.)

This message was last edited by the GM at 04:32, Fri 02 Sept 2016.

Narrator
 GM, 14 posts
 RNG, Arbiter
Sun 29 May 2016
at 13:13
The Rules
8.A - Lairs
8.B The Rooms

8.B1 Throne

The Throne Room, or just Throne, is the seat of power of your Usurpation, and namely: for that lair.  All lairs must have a Throne Room.  They provide key bonuses towards customizing the nature of your Usurpation.

Throne
Renovation Level1
Morale Boost+3
Loyalty  Boost+3

8.B2 Barracks

Each Barracks space represents having enough room to house a single Unit.  A Usurpation cannot have more Units in its employ than it has barracks space.  If at any point this would occur (having Units > Barracks space), the Usurper must immediately select who will be disbanded.  You are still expected to pay that Unit's upkeep at the end of the month, and failing to do so results in a -1 to current Obscurity.

Barracks
# of Rooms1
Unit Garrisoned: 

8.B3 Warehouse

Warehouses provide storage slots to store resources.  Without sufficient space, it becomes more difficult to expand your budding empire.  Remember - tactics and strategy are all well-and-good; but, kingdoms are built on logistics.


Warehouse
Renovation Level1
Storage Slots (R*10)10
Stored:Slots Used
  
  
  
  
  

8.B4 Watchtower

The Watchtower represents your Usurupation's capacity to monitor, scout, and spy on the land.

Watchtower
Renovation Level1
Scout Bonus+4

8.B5 Fortifications

Fortifications provide defensive bonuses to your Usurpation if your Lair is attacked.  They also improve the obscurity of your Lair, making it more difficult for other Usurpers to discover you.

Fortifications
Renovation Level1
Obscurity Boost+5
Defensive Boost+2

The Obscurity Boost increases your Lair's maximum Obscurity value.

The Defensive Boost applies when being attacked in your Lair.

8.B6 Reliquary

Reliquaries are rooms specifically designed to store and house Artifacts.

Reliquary
Renovation Level1
Artifact StoredCharged?
 Y/N
 Y/N

8.B7 Workshop

A workshop is where your crafters will excel, hammering-out weapons, armor, and tools.  A Workshop is required in order to make any crafting attempts.

Workshop
Renovation Level1
Crafting Boost+4
Construction Boost+4
Hammers Installed?Yes/No
Hammers Quality 

Having a Workshop allows you to Craft the following: Melee Weapons, Ranged Weapons, Shields, Light Armor, Shovels (Harvesting Tools), Saws (Building Tools), and Hammers (Crafting Tools).

At least one Unit involved in Crafting must have Hammers equipped to make use of a Workshop, unless Hammers are embedded.

Embedding: You may opt to use a single set of Hammers and 'embed' them into the Workshop.  Adjust the Workshop stat block to indicate this.  The Hammers are consumed by this and may not be removed without destroying them.  So long as Hammers are embedded, your Units may attempt to Craft- even if no Unit has Hammers equipped.  You are still limited to crafting a single item per week, per Workshop.

8.B8 Prison

Prisons allow Usurpers to capture enemy Leaders and Units, and subsequently interrogate them for information or try to convert them to your cause.

Prison
Renovation Level1
Capture Chance60%
Escape Chance15%
Holding Cells = Ren Lvl1
Unit HeldWeeks Held
Unit Name#

Having a Prison allows you to Capture enemy Leaders, Extras, and Units after Combat and Interrogate them (see section: 4.B6).

Every week that a Prisoner is held, there is a 15% chance of escape (+4 per Level of the Unit (or +4 per different skill the Leader/Extra has.))  Renovations and other effects can reduce this.

Every week that you make an attempt at Interrogating a given Prisoner, that Prisoner's chance to escape is reduced 5.

8.C Building New Rooms

What do you need to Construct new Rooms?
At least:
  • 1 x Unit,
  • 1 x Saws (must be equipped onto at least one of the participating Units),
    Lumber.

The amount of Lumber needed is:
  • Lumber = 5 x R + 5
  • Where R = Current # of Rooms in that Lair.
Example: You currently have Your Throne, 2 Barracks, and a Warehouse in your lair.  You want to add a Workshop.  This will cost 5 * 4 + 5 = 25 Lumber in order to attempt to Construct a New Room.

8.D Renovations

What do you need to Renovate existing Rooms?
At least:
  • 1 x Unit,
  • 1 x Saws (must be equipped onto at least one of the participating Units),
    Stone.

The amount of Stone needed is:
  • Stone = 5 x R + 5
  • Where R = Current Renovation Level of the Room.
  • + (If an Intermediate or Pillar Renovation) the individual Renovation cost.
Example: You have a Watchtower, which is Renovation level 3.  Attempting to construct the next Renovation (the 4th) would require 20 Stone.

It is possible to perform more than one Renovation on a single room in a single week.  For each additional Renovation, assume the next cost-increase as the required Stone. (Thus, if constructing two renovations - the 3rd and 4th level -> You would need 15 AND 20 Stone - for a total of 35 Stone.)

Each time any new Renovation (be it Basic, Intermediate, or Pillar) is completed, the total Renovation level is increased by 1.

8.D1 Improving the Throne Room

Basic Renovations:
Inspiring Banner: Each Basic Renovation, choose to increase either the Morale or Loyalty bonus by +3.  Each may be done a maximum of four times.

Intermediate Renovations: (Producing an Intermediate Renovation requires the Throne Room to be at least Renovation level 5.)

Tactics-Defense - 5 Stone: When you win a Tactics rolls - you may also add +1d6 Defense to your forces for the first round of Combat (All Ranged + 1st round of Melee.)

Tactics-Caltrops - 5 Stone: When you win an Outmaneuver Roll - treat your opponent's as 1 speed slower for purposes of determining how many ranged rounds THEY receive.

Tactics-Phalanx - 5 Stone: Units with Shields equipped gain +2 Defense.

Tactics-Armor Training - 5 Stone: Units with Armor equipped gain +2 Damage Reduction.

Tactics-Focused Assault - 5 Stone: Units gain +1 Offense.

Tactics-Furious Charge - 5 Stone: Units gain +1 Damage.

Pillar Renovations: (Producing a Pillar Renovation costs 10 additional stone for each existing pillar in this Room.)

Ranger's Trumpet - 10 Stone: Whenever you would require a Unique Unit, you may dictate that it will have the Agile trait.

Warder's Trumpet - 10 Stone: Whenever you would require a Unique Unit, you may dictate that it will have the Resilient trait.

Might's Trumpet - 10 Stone: Whenever you would require a Unique Unit, you may dictate that it will have the Terror trait.

8.D2 Improving the Barracks

Basic Renovations:

Barracks do not receive Renovations.  You must Construct more barracks to have more space.

8.D3 Improving the Warehouse

Expanded Hold: For each basic Renovation, you gain 10 more storage slots.

Pillar Renovations: (Producing a Pillar Renovation costs 10 additional stone for each existing pillar in this Room.)

Avidity-Lumber - 10 Stone: Whenever you would require a Unique Unit, you may dictate that it will have the Harvester-Lumber trait.

Avidity-Stone - 10 Stone: Whenever you would require a Unique Unit, you may dictate that it will have the Harvester-Stone trait.

Avidity-Iron - 10 Stone: Whenever you would require a Unique Unit, you may dictate that it will have the Harvester-Iron trait.

Avidity-Gold - 10 Stone: Whenever you would require a Unique Unit, you may dictate that it will have the Harvester-Gold trait.

8.D4 Improving the Watchtower

Basic Renovations:
Enhanced Vision: Each basic renovation increases the Scouting bonus the Watchtower provides by +4.

Intermediate Renovations: (Producing an Intermediate Renovation requires the Watchtower to be at least Renovation level 5.)

Directed-Vision - 5 Stone: Units who are scouting may choose the result received (Node/Cache, Encounter, or Settlement.)

Advanced Inquiry - 5 Stone: In Combats you initiate; treat your forces as if they had one (1) additional rank in tactics. (that is - each Unit which has a rank in tactics, this is treated at +1.)

Shared Customs - 5 Stone: When attempting Diplomacy with Settlements which share a race with either of your leaders: +5 Diplomacy.

Observed Behavior - 5 Stone: All Settlements will trade with you, and your Units can initiate trade (you won't get a new diplomacy roll if you only send Units.  Units do, however; now provide the standard overwhelm bonus for Diplomacy.)  (Use "Trade" as the action for the Unit.)

Plunderer's Eye - 5 Stone: Caches you discover always have 1 additional foodstuffs per size rating.

Jealousy's Gaze - 5 Stone: When Scouting, if you discover a Node (not a cache), so long as it was not a Poor node, it will have one additional use..

Pillar Renovations: (Producing a Pillar Renovation costs 10 additional stone for each existing pillar in this Room.)

Legerdemain-Stealth - 10 Stone: Whenever you would require a Unique Unit, you may dictate that it will have the Stealth trait.

Legerdemain-Horse-thieves - 10 Stone: Whenever you would require a Unique Unit, you may dictate that it will have the Husbandry trait.

Legerdemain-Hunting - 10 Stone: Whenever you would require a Unique Unit, you may dictate that it will have the Hunter trait.

8.D5 Improving the Fortifications

Basic Renovations:
Fill in the cracks: Each basic renovation increases either the Max Obscurity of your Lair by +5, or the Defensive boost your lair provides by +2.  Each may be done a maximum of 4 times.

Intermediate Renovations: (Producing an Intermediate Renovation requires the Fortifications to be at least Renovation level 5.)

Out-of-Sight - 5 Stone: Your current obscurity repairs by +1 each month.

Out-of-Mind - 5 Stone: At least one Leader and one Unit must be present when Scouting in order to discovery this Lair.

Murder Holes - 5 Stone: When you are attacked, your Units receive 1 extra round of ranged combat.

Pillar Renovations: (Producing a Pillar Renovation costs 10 additional stone for each existing pillar in this Room.)

Fortify-Training - 10 Stone: Whenever you would require a Unique Unit, you may dictate that it will have the Tactical trait.

Fortify-Barriers - 10 Stone: Whenever you would require a Unique Unit, you may dictate that it will have the Earth trait.

Fortify-Rock - 10 Stone: Whenever you would require a Unique Unit, you may dictate that it will have the Mason trait.

8.D6 Improving the Reliquary

Basic Renovations:
Sconces: Each Basic Renovation, increases the number of Artifacts which may be stored in the reliquary by 1.

Intermediate Renovations: (Producing an Intermediate Renovation requires the Reliquary to be at least Renovation level 3.)

Mystic Favor - 5 Stone: You may trade-in favors for the next size-up at a rate of 3:1 (so 3 Small favors for 1 Medium.)

Well-traveled - 5 Stone: Your Units can initiate Settlement Quests.  (They do not gain the ability to conduct Diplomacy.  Instead, you can use the Unit to initiate a Settlement quest by sending the Unit to the Settlement without a Leader.  To indicate this use: "Initiate" as the Action.  Put: "Settlement Quest" in the notes.)

Powerful Relics - 5 Stone: Direct, integer values of Artifacts are increased by 1. (Thus a +1 becomes +2, but a D6 does not increase.)

Pillar Renovations: (Producing a Pillar Renovation costs 10 additional stone for each existing pillar in this Room.)

Stabilize-Wielder - 25 Stone: Your Leaders can now 'carry' one additional object (bugle or artifact.)

Stabilize-Mystical - 10 Stone: Whenever you would require a Unique Unit, you may dictate that it will have the Mystical trait.

Stabilize-Awareness - 25 Stone: Your Units can now gain skill ranks in Explore.  They may assist in Exploration checks.

8.D7 Improving the Workshop

Basic Renovations:
Industrious: Each Basic Renovation, choose to increase either the Crafting or Building (and Renovation) bonus by +4.  Each may be done a maximum of four times.

Intermediate Renovations: (Producing an Intermediate Renovation requires the Workshop to be at least Renovation level 5.)

Armor Workers - 5 Stone: You can craft Medium and Heavy Armors, in this Workshop.

Tool Crafters - 5 Stone: You can craft the following: Shackles, Holy Writs, Bugles, Guidons, Medallions, Racial Totems, Drums, and Torches, in this Workshop.

Shared Means - 5 Stone: You may embed Saws in the Workshop.  All Units participated in crafting and renovation checks in this Lair gain the benefits of both.

Pillar Renovations: (Producing a Pillar Renovation costs 10 additional stone for each existing pillar in this Room.)

Technique-Advanced Harvesting - 10 Stone: Your Usurpation has a 50% chance (+5% per renovation level of the workshop where the scouts began their action) of discovering HQ Resource Nodes on scout checks.

Technique-Artificers - 10 Stone: Whenever you would require a Unique Unit, you may dictate that it will have the Artisan trait.

Technique-Multi-crafting - 10 Stone: You become capable of Multi-crafting* at this workshop.

*Multi-crafting: Normally, without the aid of Artifacts, you cannot craft more than one item in a given workshop each turn.  With multi-crafting, you can instead choose to take a -15 Penalty to your roll per additional item (beyond the first) you wish to craft.  You must still have all of the required materials for each item you wish to craft.  The item(s) crafted receive the quality of the final roll (in other words: only one check is rolled.)  If you fail at the check, you fail for all items and lose materials accordingly.

8.D8 Improving the Prison

Basic Renovations:
Jail Cells: Each basic Renovation grants space for 1 additional Entity's worth of Prisoners (Leaders and Extras are held in their own cell in the Prison.)  Each also grants a bonus to either the chance to capture or the chance to escape.  Chance to capture increases by: +15 per Level.  Chance to escape reduces by -5 per level.  (You must choose one or the other.)

Intermediate Renovations: (Producing an Intermediate Renovation requires the Prison to be at least Renovation level 5.)

Release Program - 5 Stone: Whenever you sustain Casualties, you may draw on the prisoner population to replace them faster.  For each prisoner you are holding, you replace PAX one (1) week faster than usual.

FM 2-22.3 - 5 Stone: Interrogating does not require an Action.  At the end of each round, you may assign one of your Leaders to interrogate.  They may not benefit from the assistance of anyone else if done in this manner.  You may still use an Action as normal to Interrogate.

Work-Camp - 5 Stone: You can manage your prisoners like a slave labor camp.  Whenever Constructing or Renovating in your Lair, reduce the resource cost by an amount equal to 5 x # of Prisoners.

Pillar Renovations: (Producing a Pillar Renovation costs 10 additional stone for each existing pillar in this Room.)

Harsh Methods - 10 Stone: Interrogating to Glean Information or Torture receives a +15% bonus.

Scharff Method - 10 Stone: Successfully Interrogating to Convert, results in 2 bonus Skill XP to the Unit acquired.

Cage Effect - 10 Stone: Whenever you would require a Unique Unit, you may dictate that it will have the Monster trait.

8.E Constructing a New Lair

Constructing a new Lair requires a fair amount of resources to work.  No fewer than Two Units must be involved, and you must have at least 25 Lumber.  If you succeed in building a new Lair, it will have a Throne Room (Renovation Level 1), Barracks, and Warehouse (Renovation Level 1).

8.F Obscurity

Obscurity is a hidden stat of your Lair.  Performing most, aggressive actions reduces your Obscurity temporarily.  Certain actions and results result in permanent loss to Obscurity.  Obscurity is assigned on a Per-Lair basis.  Each Lair begins with an initial Obscurity of 150.  Any scout roll that is greater than your Lair's obscurity will result in the Scouting player gaining information about the location of your Lair.

Actions which reduce Obscurity temporarily: (reduce 'current').

Actions which reduce Obscurity permanently: (reduce 'max').

What repairs Obscurity: Certain Renovations to Fortifications can improve max/permanent security or allow it to repair temporary/current obscurity over time.

This message was last edited by the GM at 18:28, Sun 04 Sept 2016.

Narrator
 GM, 15 posts
 RNG, Arbiter
Sun 29 May 2016
at 13:13
The Rules
9.A - Combat

  9.B Terminology

TermExplanation
EntityThe catch-all term for all "characters", be they: Leaders, Extras, Legendary Foes, Single Entity Units, or Units
UnitA group of 10 personnel (PAX) that work and fight together.
Single EntityA single individual that stands-for the same relative capacity as 10 PAX. Fights as if it were a Unit.
DiceThe die type and # of dice used to determine a particular bonus.
Dice PoolThe total number of dice used in a given roll.  Units have a initial dice pool for Attack, Defense, and Damage rolls equal to their respective Off, Def, and Str stats.
Rolls'Check' or 'Roll' are used interchangably.  This is the actual 'roll of the dice' to determine the total score/bonus of a portion of combat.
CasualtiesThese are the number of Personnel (PAX) which have been killed from a given Unit.   Casualties persist even after combat.  Casualties do not occur in Ranged Combat.
SpeedThere are two types of speed: Combat and Overland.  Combat speed is represented by 1 to 2 letters.  This is the only speed that applies during Combat.
DamageDamage represents the results of an opposed check between a Damage Roll vs an Armor Roll. Damage remains on a Unit until the end of Combat.   Damage does not mean casualties.  Damage can occur in both Ranged and Melee Combat.  Damage is cumulative and persists until the end of combat.  Damage can be represented through reduced bonuses, reduced dice pools, and/or penalties to morale.
PhaseThis individual steps of Combat.

  9.C Order of Operations
    9.C1 Army Calculations - "Determine Forces"

At the very beginning of combat, the first phase is to establish who is the Attacker, who is the Defender, if one or both of these participants counts as both Attacker and Defender.  Then, each side tabulates its entities present, along with their initial bonuses.  Bonuses outside of those which occur from the "Strategy' and "Magic" phases are calculated immediately before any potential 'combat' or other events can occur.

    9.C2 Pre-Combat Rolls  - "Strategy"

During this phase, bonuses are totaled for Tactics and Outmaneuver.  These are then rolled as opposed rolls.  If one side lacks the skill altogether, both sides still roll, however; the side without the skill cannot win the roll - only prevent the other side from gaining the bonus.

[ To Be Added later: bonus for significant out-rolling... ]

    9.C3 Spells            - "Magic"

During this phase, all spells are cast simultaneously, and their bonuses are applied.  If any Gems were declared to be used - they are consumed here.

    9.C4 Ranged Combat     - "Ranged"

Ranged Combat represents a flurry of distraction, confusion, arrows, slings, and other tactical diversions meant to disorganize and disrupt the opposing force.  This is abstractly handled as a series of attacks, which have the potential to reduce morale, reduce combat values, and even force Units to flee from the fight.

Ranged Combat occurs in speed-order.
Celerity,
Very Fast,
Fast,
Medium,
Slow, and
Very Slow.

Units which have the same speed make their attacks simultaneously.  Thus, any follow-up penalties which result from damage are not applied until the end of that speed.

Units automatically target based upon Lowest Level first.  Only Units with "Ranged Weapons" or abilities which mimic Ranged Weapons participate in Ranged Combat.

Melee Weapons and Melee Abilities are not applied to Ranged Combat.

At the conclusion of Ranged Combat, all Units which have been hit must make a morale check, and add-in any penalties sustained as part of being hit.

Penalties accrue and remain through the conclusion of Melee.

    9.C5 Melee             - "Melee"

Melee Combat is slightly more literal - in that damage which occurs in Melee, results in deaths to the members (PAX) of individual Units.  Melee Combat occurs in speed order, as with Ranged Combat.

Units which have the same speed make their attacks simultaneously.  Thus, any follow-up penalties which result from damage are not applied until the end of that speed.  Units which fail morale- flee at the end of that speed.

  9.D The Dice

Combat uses primarily D6s.  Whenever a Unit adds or loses a die or dice, this is a # of d6s.

    9.D1 Dice Pools

A Dice pool is the total number of dice and additional bonuses (or penalties) which are used to make a given roll.

    9.D2 Exploding Dice

If a Unit has at least 3 dice in its dice pool, then the first die has the potential to 'explode'.  If the maximum number (6 on a d6) is rolled, then this die is rolled again and added to the total.  This can only occur once.  Some artifacts can grant an additional exploding die.

    9.D3 Attack Rolls

An Attack roll is compromised of all of a Unit's offensive bonuses.

A Unit's Offense Stat determines their initial Dice Pool.  Thus, a Unit with an Offense of 4 has 4d6 to roll for attack rolls.

Attack Rolls are rolled vs Defense Rolls.

    9.D4 Defense Rolls

A Defense roll is compromised of all of a Unit's defensive bonuses.

A Unit's Defense Stat determines their initial Dice Pool.  Thus, a Unit with a Defense of 4 has 4d6 to roll for defense rolls.

If an Attack Roll is GREATER than the Defense roll, the attack is a hit.
(For every 10 by which an Attack Roll exceeds the Defense Roll, the Striking Unit gains a +1 to its Damage Roll.)

Defense Rolls are rolled vs Offense Rolls.

    9.D5 Damage Rolls

An Damage roll is compromised of all of a Unit's Damage bonuses.

A Unit's Strength Stat determines their initial Dice Pool.  Thus, a Unit with a Strength of 4 has 4d6 to roll for Damage rolls.

Damage Rolls are rolled vs Armor Rolls.

    9.D6 Armor Rolls

An Armor roll is compromised of all of a Unit's Armor bonuses.

Units do not usually have an Armor stat.  Some, very hard Units and Monsters have a basic amount of damage reduction which serves the place of an Armor stat.  Most Units have a dice pool of 0 for Armor.

Damage vs Armor Rolls made in Ranged Combat are different than those made in Melee:

RANGED DAMAGE vs ARMOR ROLLS!
Damage v ArmorResult
D <= A-1 to Defensive/Armor Rolls
D  > A-1 to Defensive/Armor Rolls
D  > A+12-2 to Defensive/Armor Rolls
D  > A+24-2 to Defensive/Armor Rolls
D  > A+36-3 to Defensive/Armor Rolls
D  > A+48-3 to Defensive/Armor Rolls

MELEE DAMAGE vs ARMOR ROLLS!
Armor Rolls are rolled vs Damage Rolls.
Damage v ArmorResult
D <= A-1 to Defensive/Armor Rolls
D  > A-1 PAX
D  > A+12-2 PAX
D  > A+24-3 PAX
D  > A+36-5 PAX
D  > A+48Unit slain outright

Armor Rolls made by Single Entities are slightly different.  Single Entities are hardier and tougher than standard Units, and this is represented through this chart.

Damage v ArmorResult
D <= A-3 to Morale checks.
D  > A-1 to Defensive/Armor Rolls
D  > A+12-1 HP
D  > A+24-1 HP
D  > A+36-2 HP
D  > A+48-2 HP

    9.D7 Morale Rolls

Morale Rolls follow the standard d100 mechanics.  See the chart in section 3.C.

  9.E Abilities

    9.E1 Tags

Abilities will now be tagged with now be tagged with "DF" (Determine Forces), Strategy, Magic, Ranged, or Melee to indicate when they come into play (when they are calculated/take effect.)

    9.E2 Speed of Abilities

This is more for people from previous games -> Abilities will no longer have speed differences, generally.  That is to say - higher tier abilities no longer 'happen before' lower tier abilities - they are simply simultaneous.  If speed would matter (specifically for "nullification"-type abilities: then the Higher tier ability takes place first.

  9.F Combat Skills

Combat skills are those which add to dice pools, add bonuses, or otherwise have an effect at some stage of Combat.  All combat skills are inherently added up and calculated during the "Determine Forces" stage.  They can still be modified or nullified as a result of subsequent abilities.

  9.G Casualties

Casualties represent an overall erosion to a Unit.  As each Unit (unless a single entity) represents "10 people" or 10 PAX, damage represents having fewer who are trained to work together available.  Having fewer available means reduced effectiveness in and out of combat.

    9.G1 During Combat

For each casualty sustained (-1 PAX), a Unit sustains a -2 to all Combat rolls and -4 to Morale.

    9.G2 After Combat

For each casualty sustained (-1 PAX), a Unit sustains a -3 to all Non-Combat rolls.

  9.H Aftermath of Combat
    9.H1 Determine Winner

PLEASE NOTE THIS, especially if you played in previous iterations:
Combat ensues and continues until either six rounds of Melee are completed or until one of the criteria below are met:
1) One force is destroyed.
2) One force is forced to flee.

The winner of the combat is determined by the following criteria:
1) If one side was completely destroyed - they are the losing force.
2) If one side was forced to flee - they are the losing force.
3) If neither of the above occurred: then the side which lost the least number of Units (casualties if same #) is the winner.

    9.H2 Experience

Experience can be earned both in and out of combat.  Experience out of combat, is earned according to the "Experience Gain Chart" below.  Experience from combat depends upon the nature of the Combat.  If one fights standard Encounters or Wandering Monsters, you will earn experience according to the encounter chart.  If you fight other Usurpers, you will earn XP according to a formula depending upon the average level difference between your forces and the other Usurper.

Some notes about experience:
  • Extras never earn experience.
  • Leaders cannot gain levels.
  • Some Skills can only be learned by Leaders, others can only be learned by Units.

Learning Curve Table
Skill Rank
or Unit Level
# of XP to Improvew/Scholar
1-311
4-621
7-932
1043

Once a skill is acquired it then becomes Skill Rank 1.

The above-chart explains how much XP it takes to advance to each level, or achieve each skill rank.  For example: You send your Chief and a Unit of Goblins to Scout a Grid.  They achieve a significant success!  You now have (1) XP to assign to Scout.  You decide you want your Goblins to become specialized Scouts and Spies, so you give them the XP.  Since this Unit had no skill ranks in Scout, they immediately improve to Skill Rank 1.  You annotate: "Scout[1]" in their skills section.  If XP is gained, but not enough to improve the skill another rank, annotate: "Scout[3]^1" .

Second Example: To go from Level 3 to Level 4, you need TWO (2) XP.

It should be noted that the 'Scholar' leader bonus does not affect skills at ranks 1 to 3.

Experience Gain Chart
SuccessAmount*Adaptive for Skills*Scholar for SkillsBoth
-----
Success0111
Significant1112
Astounding1222
Epic2222
Legendary2222
The maximum level of any Unit is 10.
Whenever a Unit gains a level - you may increase a single stat by 1.
The stats that may be increased are:
  • Off
  • Def
  • Str
  • Speed *
  • Max Tools ♦

* : You may only increase combat speed, and only one time via experience gains.
♦ : You may only increase Max Tools one time via experience gains; and never above 3 total tools.

    9.H3 Casualties

Casualties can be replaced.  However, this can take time.
If you lose "PAX" (personnel) from within a Unit, you have the option to replace them, in order to bring them back up to full-fighting strength (and functional strength.)

Unit LevelWeeks for ReplacementsCost
101
202
303
414
515
616
727
828
929
10310

Weeks for Replacements: This is how long it takes the replacement forces to arrive - it's hard to find veterans willing to join into a new Unit and make them cohesive with the larger group once more.

The count-down timer starts the week AFTER you pay for the replacements.  You may opt to pay for replacements the moment you determine that you have lost PAX.

Example:

Bashy the Stabber engages in combat against some Trolls during Week 1, Month 5.  One of his Units, - the Hammer Orcs loses 2 PAX.  They are a level 5 Unit.

Bashy decides he really needs these Orcs at full-strength as soon as possible.  At the end of the same turn in which the combat occurred - he decides to pay for the replacements.  During Week 2, Month 5 - this Unit is still without its replacements.  At the beginning of Week 3, Month 5 - the replacements arrive and are integrated into the Unit.

    9.H4 Loyalty Checks

Units which fled combat must make Loyalty checks to determine if they return to you.  If this check fails, the Unit abandons you and you lose all of the equipment they had at that time.

    9.H5 Rewards

The Rewards from Combat depend upon the nature of the fight.  If a Usurper defeats a standard Encounter or Wandering Monsters, you will receive gold based upon the reward indicated in the encounter table.  If one defeats a Noble or Legendary foe - the rewards are substantially increased.  Defeating a Usurper in their Lair grants you 50% of the remaining items and resources in their Lair.

This message was last edited by the GM at 16:49, Sat 17 Sept 2016.

Narrator
 GM, 16 posts
 RNG, Arbiter
Sun 29 May 2016
at 13:13
The Rules
10.A - Interacting with the World
  10.B Seasons & Monthly Events

There are four seasons in Usurper: Spring, Summer, Autumn, and Winter.

Gameplay always begins at the onset of Spring.

At the beginning of each month, a new pair of events are randomly generated.  These remain in effect until the end of the month.  The nature of the events will be flavored according to the season.

  10.C Unique Events

At the beginning of each month, except for months 1 and 2, there is a 10% chance of a Unique Event occurring.  There are four Unique Events: one for each season.  As the name suggests - these events are Unique, and can thus occur only once in the course of the game.  These tend to be contests or trials of some kind, which allow Usurpers to indirectly (or at least with reduced risk) compete with one another and afford them an opportunity to begin to locate one another.

  10.D Questing

Questing is a generic term to explain the series of activities involved in completing quests.  There are different types of quests, depending upon "initiation" point, such as Exploration, Diplomacy with Settlements, and Scouting & Exploring Landmarks.

    10.D1 Exploration Quests

EXPLORE ACTION

Exploration Quests are initiated as a result of Exploring.  Exploring is a leader action.  Each time a leader successfully Explores, the threshold of success determines the quality (and possible complexity) of the Quest.

Exploration Quests typically provide two (2) to three (3) options for completion, and the method of completion provides different rewards.  Completing earlier (easier) difficulty quests allows access to more complicated Quests in the future. (think of this as an 'unlock' system, that will steadily grow with both your capacity to complete quests, as well as your ever-increasing ability to roll higher explore checks.

For each Exploration Quest completed - your Usurpation gains a permanent +2 to Explore and Diplomacy checks in the future.

It is possible to find the same Exploration quest more than once.  It is possible to fail a Simple Quest, if not completed within the time limits.

1) Permanent Diplomacy/Explore Boosts.

2) Special Abilities

3) Gems

4) Extras

5) Artifacts

    10.D2 Story/Settlement Quests

DIPLOMACY AT A SETTLEMENT

Settlement Quests advance the overall storyline of the region for a given Usurper.  They give greater insight into the goings-on of the land, reveal hidden, mystical secrets, and give Usurpers a greater stake in taking hold of the region.

If a Usurper brings a Settlement to at least 'Unfriendly' through Diplomacy, and opts to not conduct trade during that week, they may request to begin a Story (Settlement) Quest for that particular Settlement.  Settlement Quests may be initiated and completed only once.  It is possible to fail Settlement Quests, and if failed - cannot be initiated again.  To indicate this in your action, write Diplomacy as the Action, but, in the notes: "Initiate Quest."

Settlement Quests have both Time and Task constraints which can be failed.

1) You can reach "Fanatical" (it's not automatic anymore - since you can start the settlement quest whenever you want now - but, it lets you get there.)

2) You will get your Usurpation abilities from there.

3) You will be placed into the Lore of that Settlement (this is actually both a downside and an upside).  Because, it means that no one else can get the Usurpation ability from that Settlement Quest, but, it will also be stated in the fluff/descriptive text when other people arrive there.  They will get something like, "You see a status of a proud dwarf, resting on his axe." or something cooler.

Settlement quests are "shorter", whilst Exploration quests can last longer.  Curry Favor are shorter.

(Settlement Quests are typically 2-4 things.)  Whilst an Exploration quest, at the start (The lower difficulty) might only last 2 tasks, but, then give a special ability and gems.  But, a harder one - 4-7 tasks - will allow you to construct an Artifact.

    10.D3 Currying Favor

SCOUTING WITH UNITS (declare this as your intent when scouting)

Currying Favor is a special type of quest which can be initiated through scouting.  This means that Units can potential generate quests.  Quests from Currying Favor offer slightly different rewards in the form of: Favor Tokens (as well as Gems).  Depending upon the difficulty of each quest or phase completed, one can receive both more - and higher favor tokens, which can be 'cashed-in' to support other activities:

FavorBenefit
1 x SmallGain the explanation about one next step in a quest.
3 x SmallTreat completion of a step, as if a different step were completed.
1 x MediumReduce the requirement of a step, or +1 additional week to complete.
3 x MediumWhen a quest is completed, allows choice from list of rewards.
1 x LargeComplete a single quest step. (cannot be used to complete a landmark quest.)
3 x LargeComplete any Simple or Settlement Quest.

    10.D4 Landmark Quests

DIPLOMACY AT A LANDMARK

Landmark Quests are part of the end-game victory conditions.  They represent epic stories that reveal the most hidden layers of the land, awakening and unearthing powerful forces, monsters, and magics.  Attempting to complete a Landmark quest affects everyone, as with-time, events will enact which reveal that a Landmark quest has begun.

Landmark Quests are meant to require a long time, and as such; it is not possible to fail an entire Landmark Quest as a result of time.  Landmark quests, require several segments, called Epics.  Each Epic has its own time-frame, that if failed - simply restarts the clock and requires the Usurper to begin it anew.

One Usurper beginning a Landmark Quest does not preclude others from attempting it.  Usurpers attempting a Landmark Quest from the same Landmark will be attempting the same quest.

Initiating a Landmark Quest is an action.

  10.E Titles

Titles are the culmination of very specific activities, typically centered-around a central theme.  Usurpers who complete the necessary requirements to attain a title, may lay claim to a Unique title; granting them a permanent bonus over their fellow Usurpers.  This comes in the form of a public announcement to the Discussion Zone.

The possible titles are:
  • The Magister
  • Forge Lord
  • Oath Maker
  • Artificer
  • Huntsman
  • The Fortress
  • The Grand Marshall

  10.F Council of Usurpers

The Council of Usurpers is a shadowy court headed by the enigmatic and vaguely helpful Arbiter.  The Arbiter presides over the Council of Usurpers, and demands representatives from each of the Usurpers to stand-in and cast votes.  These votes serve to upset or stabilize the land as the Usurpers see fit.  Take great care in how you deal here: for no matter what decision you choose- you will find yourself at odds with someone...

Every time victory points are calculated, a new vote will be called.  During this time (or even before the actual voting process starts), Usurpers can wheel and deal with one another to garner support for or against certain articles.  These articles, once enacted, become permanent (unless repealed) fixtures in the game.

  10.G Trading Between Players/Making Deals

Players may trade whenever they wish, with one another, even without knowing where one another are located.  It is requested that this be generally handled in private messages.  Decisions to trade items require one full week to complete.  Usurpers can elect to not, at any time, participate in the trade, however; failure to participate will NOT allow that Usurper to steal from another: the Arbiter enforces all trade agreements; with horrific consequences.

  10.H PvP

At the heart of any strategy game is the option for players to fight one another.  Player vs Player, or PvP, can take place whenever one player learns of another player's presence, lair location, or if two Usurpers attempt to target the same place during the same week.

Whenever at least one Usurper has a force and encounters entities from another - there is a possibility of a fight.  Combat between is handled like any other action involving combat, except that both parties are alerted to the situation and granted an opportunity to discuss the potential fight first (bribing/coercing one another, etc).  If a fight is still to occur - both Usurpers are afforded the opportunity to select spell usage, consumption of Gems, etc.

  10.I Leader Damage & Death

Leaders do not participate in combat directly.  Their presence is far more abstracted, providing guidance, knowledge, wisdom, tactics, strategy, and logistics to the situation.  However, Leaders can still be 'damaged' as a result of Combat.

As terrifying as this prospect is supposed to be: your character (the Chief) and your cohort are pretty tough.  That being said - if both your Chief and cohort are eliminated - you, the player, are out of the game.

How are leaders hurt?  Whenever you suffer losses in combat; there is a chance that your leader-type may sustain an injury.  Should you be on the attack, and suffer greater than 50% losses, or you lose the fight (your unit's morale fails and they run), then you have a % chance of sustaining an injury.

% chance =
  1. In the first scenario (50%+ losses) - your chance is equal to the % of losses sustained.
  2. In the second scenario - if you are on the offense, you have a 75% chance of sustaining damage - 10% for each unit that does not run at the end of the fight.
  3. If the second scenario - if you are on the defense, in your own lair; you automatically sustain damage and are forced to flee to another lair.

If you have nowhere to flee, then you are automatically killed.

All groups that are fighting outside of their own lairs are considered to be 'on the offense.'  So if two players encounter each other and fight outside of their respective lairs - they are both 'on the offense.'

Damage:
Each Leader (both the Chief and Cohort) can sustain damage twice. (2 HP.)
If a Leader has damage, their bonus is reduced by half (25 bonus for actions -> 13)

If a leader takes two damage, they are dead.

In order to heal - a leader must announce that they are spending two weeks in their lairs - and do absolutely nothing.  During this time they provide no bonuses, and cannot use spells or skills.

  10.J Spells & Magic

Although Magic and Spells are prevalent in the land of Usurper, few have the necessary skills, training, focus to learn them, let alone the resources to find the knowledge i the first place.  Leaders can learn spells, applying them as-needed.

To use a spell - simply include its use in your notes.  Although there is generally no limit to the number of spells a Leader (or Extra) may use in a given week: practical reasons may limit spell use: as most spells require participating in a given type of action to use them.

#Spell NameEffect
1Might1 x Unit in Combat "Counts as" 1 Higher Strength
2Fervor:1 x Unit in Combat "Counts as" 1 Higher Offense
3Stalwart:1 x Unit in Combat "Counts as" 1 Higher Defense
4Ward:1 x Unit in Combat "Counts as" 1 Improved Category of Armor (max "Heavy Armor")
5Celerity:1 x Unit in Combat "Counts as" 1 Higher Combat Speed
6Forced March:When assisting Units, all assisted Units are treated as 1 overland speed faster.
7Armament:1 x Combat unit is treated as having your choice of "Ranged Weapons", "Melee Weapons", or "Shields", even if that unit already has their max number of weapons equipped.
8Midas Touch:You produce a 4GP HQ Gem per month (at the end of the month)
9Cornucopia:You produce 2 Foodstuffs per month, per lair (at the end of the month)
10Seer:When assisting Unit with Scouting, +10 to Scout Check
11Druid-Lore:When Assisting in Harvesting Resources, provides +10 bonus to action.
12Silver-Tongue:When Conducting Diplomacy at a CP, temporarily Improve prices offered.
13True-Cause:When Conducting Diplomacy at a CP, reduce initial recruitment cost of Units.
14Napoleon:When making Morale and Loyalty checks, you gain a +10 bonus to maintain a hold on your Units.
15Shroud:When Assisting a Unit in Scouting, you reduce the chance of discovery by 5%.
16Telescoping:When Assisting a Unit in Scouting, you gain more accurate readings of enemy Units sighted.
17Runesmith:When Assisting a Unit in Crafting Items, you gain a +10 bonus to the Craft Roll.
18Mind Leech:During Combat, you may select one enemy Unit, it is forced to make a morale check at the start of combat.
19Force Cage:Whenever you win a combat, pick one Unit (from a list of names/races), you automatically capture this Unit.
20Earth GolemPay 10 x Next Renovation Level in GP to Renovate one room of your lair.  Only works for Basic Renovations.  Only once per month.

Please note that the complete spell descriptions will be on the wiki - and it is a good idea to review them - as many spells have more effects than mentioned here.

This message was last edited by the GM at 19:03, Mon 01 Aug 2016.

Narrator
 GM, 17 posts
 RNG, Arbiter
Sun 29 May 2016
at 13:14
The Rules
11.A - General Gameplay
  11.B Glossary of Terms

TermDefinition
EntityThe catch-all term for a Character, Unit, Leader, Extra, Legendary Foe, or Mount.
ThreshholdLevels, grades, or degrees of success - typically associated with one of the charts in the mechanics section of the rules.
ConstructionThis term covers both "Building" and "Renovating".  If a bonus is to Construction - it covers both aspects.  If a bonus is to "Building" or "Renovation" it is to just that particular focus.

  11.C "The First Month"

During the first month of the game, there is a learning curve granted.  Basic Actions (non-combat) do not fail.  Any failure result simply becomes a Partial Success.

  11.D "The Arbiter"

The Arbiter is the Narrator's in-game persona, who provides insight, guidance, and mediation to the Usurpers.  The Arbiter is an enigmatic being who has drawn the Usurpers here in an effort to change the stale ways of the land and usher-in a new age.  He'll not make life easy, but, he does provide useful information from time to time...

  11.E Victory Conditions

The following are the possible victory conditions to win the game and become the dominant Usurper in the land.  Each is geared towards different playstyles, but many definitely favor the risk of combat.

Victory by Accrual: If a Single player has a preponderance of Victory Points (at least 51% of all total points), then they win by default.  This is considered a "Victory by Accrual."  What this means: your Usurpation has grown so large that the other Usurpers just can't possibly measure up to you, as you grow far beyond what anyone can hope to stop at any single point.  (This can only be achieved after the first year.)

Victory by Domination: If a Single player completely destroys all of the other Usurpers (or some quit and this player destroys the rest), then there are none left to challenge the Usurper; and they eventually grow to overcome the rest of Civilization.

Victory by Terror: If a Single Player successfully Defeats the at least three Legendary Foes, they are considered 'Master of all Arms and Leadership' and all of the supporting powers-that-be crown the Player Emperor.  [It is possible for two or more players to achieve a United victory in this manner if they each slay their third Legendary Foe together.]

Victory by Might: If a Single Player successfully destroys the last On-Map CP (completely wipes them from the map), they have utterly destroyed Civilization as we know it; and remake the land into their own image.  The other pockets of civilization immediately cow-tow to the might of the new Lord of the Land.

Victory by Diplomacy: If a Single Player successfully brings 10 Non-Map CPs to "Fanatical" Status, the collective bargaining and trading power of the Usurper's network comes to full-bear and all of the guilds of the land begin to redirect their taxes; and thus the true-power of the land to the Usurper.  He or She is Crowned: The Merchant Prince.

Victory by Magic: If a Single Player successfully completes a Herculean Saga, the other Usurpers will be given one-month to dethrone this now-Legendary Ruler.  This Usurper's obscurity will be severally damaged in all lairs.  Once four-weeks have passed, the Usurper's fame will become so great that all will swear fealty to 'The Champion of the People'.  This victory can be stopped if the Usurper is eliminated by the end of the deadline.

Victory by Tenacity: If a Single Player successfully constructs all rooms in a single lair, and has at least 30 renovations; they may send an open challenge out to the land.  Their Obscurity automatically drops to 0.  If they survive for four weeks - all others bow to their new Fastidious Ruler.  If the Lair is destroyed before this time passes, this condition is lost to that player.

  11.F Victory Points (VPs)

Victory Points (VP) are a general representation of overall might and infamy as a Usurpation.  VP are calculated every two months.  When VP are calculated, the average of all player's VP totals is taken.  As the game progresses; so too does the difficulty.

AverageEffect
0Normal Game Play.
200All Encounters gain +1 Level.  +20% more chance of encounters having/more equipment.  Complete failures result in Ambushes.
400Nobles begin hunting- +75 to Scout Rolls- Can "see" 2 Grids.  Complete AND Partial failures result in Ambushes.
600Nobles gain +150 to Scout Rolls- Can "see" 3 Grids.  Complete AND Partial failures AND partial successes result in Ambushes. Encounters gain +2 Levels.  +50% more chance of encounters having/more equipment.
800Legendary Foes appear. Encounters gain +3 Levels.  All Encounters have increased equipment.

Might:
  • 1/2 GP Value of Units
  • Skills: 1 point per rank (combat skills)
  • Skills: 2 points per rank (advanced combat skills)
  • Levels: 1 point per level
  • Weapons/Armor: 1/4 GP value + 1 per quality* (equipped only)

Lair:
  • 4 points per Room (beyond 1st Throne Room)
  • 2 points per Renovation level (beyond 1st)
  • 1 points per Mason/Artisan rank (does not include Extras.)
  • 1 points per Prisoner ever held.
  • 2x points per Unique event completed (x = inverse of place of completion, 1st-4th only)

Economy:
  • 1/4 Gold Value of Tools (equipped only)
  • 1 points per quality of Tools possessed (included embedded)
  • 1 point per Rank in Scout/Spy/Harvest Skills
  • 5 points per title
  • 1 point per 10 Gold in Coffers
  • 1 point per 20 Resources in Storage.

Mysterium:
  • 4 x # of Spells Known. (includes Extras)
  • Each = 4 x Rank of Artifact
  • 1 x # of spaces in Mysterious Room
  • 2 x # of possessed Special Abilities owned (aside from Extras)
  • 2 x # of possessed Unique Abilities owned (aside from Extras)

Politics:
  • Extras: 1 points per skill rank (basic skills)
  • Extras: 2 points per skill rank (advanced skills)
  • Extras: 1 points for each possessed Special abilities (non-trainable)
  • Extras: 2 points for each possessed Special abilities (trainable)
  • Extras: 3 points for each possessed Unique abilities
  • 1 point per level of positive CP Diplomacy (status above indifferent)
  • Fanatical Status: 2 * Size
  • Negotiator/Bard = 1 points per Skill Rank


Having the highest score in a given category grants a bonus which lasts for the two months following the tally.  For each category in which you have the highest score, "You may double or ignore one monthly event."  This bonus applies only to standard events (you may still be affected by the results of Unique Events.)  In order to apply this effect, at the beginning of week 1 - along with your action post; note which event you would like to modify.

  11.G Basic Strategy

Ensuring you have enough food to last multiple months is initially difficult, but, is essential to being able to devote lots of actions towards other needs.  This means finding a means, early-on to manage warehouse space, and improving one's Lair.

Do not get stuck in deciding on a particular way to win - any number of events can easily change the course of the game.

Monthly events affect everyone - bear that in mind, and be prepared to adjust for the most devastating of seasonal problems.

  11.H Sample Turn
A turn will typically begin with an indicator of the time, along with any current information pertinent to your Usurpation (such as bonuses, known encounters, discovered nodes, and current quest status.)


The new turn indicator will look like this: (Narrator Post)
Begin [Week 2, Month 1, Year 1]


An example Usurper Turn Post: (Usurper Post)

NameStartActionTargetEndNotes
Bob the BuilderZ26DiplomacyW24Z26Trading, bringing Donkey
Gug the SmasherZ26AssistX25Z26Assist-> Unit of Elves
Unit of ElvesZ26ScoutX25Z26Equip Spyglasses from Storage


An Example response post: (Narrator Post)

[ Bob the Builder achieves: Success.  Action: Diplomacy. ]
[ Bob has access to Normal Prices and may purchase all standard Marketplace Items at City: NAME this week. ]
[ Bob finds all standard Units available to recruit this week (no more than one Unit of any given race.) ]

[ Unit of Elves and Gug the Smasher achieve: Significant Success.  Action: Scouting. ]
[ 1 Leveling XP is gained. ]
[ 1 Skill XP is gained.  This must be assigned as one of the Primary or Secondary skills associated to the action (Scout or Spy). ]
[ Note: only entities which participated in the action may receive the above-listed XP. ]



An Example turn completion post: (Usurper Post)

Bob trades:
BUY:
- 2 x Foodstuffs (4 GP)
SELL:
- Nothing

Bob recruits:
1 x Unit of Dwarves (10 GP)

Unit of Elves gain 1 Leveling XP.
Unit of Elves Level 1 -> 2
Unit of Elves gain 1 Scout XP.
Unit of Elves Scout Skill 0 -> 1

This message was last edited by the GM at 18:50, Sun 09 Oct 2016.