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Mechanics and Rules

Campaign Rules and discussion...

Mechanics and Rules

Postby fauthsie on 08 Mar 2010
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Mechanic

The campaign will run with week long turns. Reporting periods will be from Monday at 12:01AM GMT to Friday at 11:59 PM. The weekend will then be used to compile results, update the map and write the fluff. During this period, players may submit up to 2 reports either battle or fluff. There will be no distinction between land and sea reports. Fluff reports must be at least 500 words long and the will be given result based on the quality of the fluff.

Wins = 3 points
Draws = 2 points
Loss = 1 point

Ocean and Shallows are captured by 5 points. Land is captured by 7 points and 13 points to capture named locations. After a location is taken, an additional 10 point can be put into the location as reinforcements and fortifications. If attacked the reinforcement points are removed before the points are allocated to capturing the location.

Spoils/Experience

When a character successfully captures a grid square that character gains 1/3 experience/spoil points available for themselves while 2/3 of the points go to their faction. If multiple characters are involved in capturing the 1/3 share is split equally between the characters. If the share cannot be equally distributed a random draw will determine who receives a share. A tally of the turn spoils generation will be posted in the factions forums each turn. These points can be spent on various upgrades that are listed below. A player may purchase a maximum of 3 upgrades and once purchased they cannot be refunded. Upgrades are purchased through the reporting form. It is up to the individual players to keep track of the number of spoils that they have. If you do not have enough spoils the purchase will not go through. Each upgrade maybe purchased twice with the second time adding an additional benefit. All level 1 upgrades cost 6 spoils. Level 2 upgrades cost 10 points and require a level one upgrade being purchased.
Faction spoils are controlled by the faction leader. He may spend the spoils how he or she sees fit. Players may give/bribe spoils to other players/factions and factions may give out their faction spoils as well. This is all done through the reporting form.

Character Upgrades
Players who wish to upgrade should send a PM fauthsie tell him which upgrade you wish to purchase. Spoils will then be deducted from their account

Navigator
Level 1- A level 1 navigator on suffers a only 25% risk of penalty and may move 4 squares from shallows
Level 2- A level 2 navigator, no long risks a penalty for attacking or moving from Shallows

Pillager
Level 1- +1 point to battle results
Level 2- +2 points to battle results

Greedy
Level 1- Character keeps 2/3 spoils and give only 1/3 to their faction from standard squares.
Level 2- Character keeps 3/3 spoils and give 0/3 to their faction from standard squares.

Treasure Hunter
Level 1- If there is a hidden location in an adjacent square from the character they will be informed via PM
Level 2- If there is a hidden location in 2 adjacent squares from the character they will be informed via PM

Sailor
Level 1- +1 grid square to movement range
Level 2- +2 grid square to movement range

Lucky
Level 1- A slightly increased chance that bad things will not happen and random encounter will be more likely to end favorably.
Level 2- A moderate increased chance that bad things will not happen and random encounters will be more likely to end favorably.

Will to live
Level 1- Cost to revive after an assassination is reduced by 5
Level 2- Cost to revive after an assassination is reduced by 10

Purchases

Pirate Raiders
Local pirate attack a designated grid square dealing 2D6 worth of points of neutral damage to a square or 1D6 damage in support of your side.(Costs 10 spoils)

Intelligence Operation
Will provide information about other factions or individuals activities on a given turn. You will select a grid square and this project will provide information on characters and faction within 3 grid squares. (Costs 10+ spoils)

Troop Evaluation
A second type of intelligence project that costs 3 spoils and can be carried out on any friendly or neutral grid square. This project will tell the faction how many point their forces have amassed in the given square. (3 Spoils)

Fortifications
Gives 5 defense points to any location that is controlled by the faction. (Cost 10 spoils)

Assassins
An assassin can be hired to “kill” a character off. If the targeted character is “killed” he must sit out the next 2 turns. In order to carry out this task you must provide a grid square that the assassin will target. If the targeted character is within a 3 grid square radius of the targeted square then the assassin will act. If not then the assassin keeps 10 spoils (fee for time and effort) and returns 10 spoils to the faction/individual. During this time he may not move on the map or report battles. If the assassinated character wishes he may spend 10 spoils to only sit out 1 turn or 20 spoils to immediate return. (GM Note: I will not be killing off anyone character. From a fluff standpoint we will leave the circumstance of their demise open ended and it will be up to the player to decide if he wishes kill off the character and create another one or to just have him severely wounded go missing or some other particular circumstance to justify his disappearance. (Cost 20 Spoils)

How to Win
Each grid square has VP value for determining the winner. Additionally, faction spoils will be a secondary determinant in deciding the victory as several factions primary goal is to get rich. Finally, individuals will receive recognition based on their spoils levels, upgrades and actions during the campaign. It is conceivable that an individual could win despite being on a losing faction.
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Re: Mechanics and Rules

Postby Tarlen Da Foeburna on 10 Mar 2010
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Can single players purchase things other than upgrades, or are faction leaders the only ones to get all the toys?
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Re: Mechanics and Rules

Postby fauthsie on 10 Mar 2010
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Tarlen Da Foeburna wrote:Can single players purchase things other than upgrades, or are faction leaders the only ones to get all the toys?


Single players can buy purchases....
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Re: Mechanics and Rules

Postby Dark Lord Nihilus on 10 Mar 2010
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Do level 2 upgrades count as a separate upgrade? So, for example, if I were to purchase a level 1 upgrade and a level 2 upgrade would I be allowed to only purchase another level 1 upgrade?
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Re: Mechanics and Rules

Postby fauthsie on 10 Mar 2010
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Dark Lord Nihilus wrote:Do level 2 upgrades count as a separate upgrade? So, for example, if I were to purchase a level 1 upgrade and a level 2 upgrade would I be allowed to only purchase another level 1 upgrade?


Yes.... you are allowed a total of 3 upgrades. So if you have upgraded a upgrade to level 2 you would be able to purchase 1 more level 1 upgrade.
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Re: Mechanics and Rules

Postby Mogsam on 10 Mar 2010
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How quickly can you generate resources? With only like 8 people playing having to give away 2/3rds of the resources would suck absolute arse.
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Re: Mechanics and Rules

Postby fauthsie on 10 Mar 2010
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Mogsam wrote:How quickly can you generate resources? With only like 8 people playing having to give away 2/3rds of the resources would suck absolute arse.


Resource generation will depend on the locations that you attack on the map. Every square generates resources. Players will have to balance attacking together in a group (and splitting resources more ways but capturing larger and more resource rich locations) and attacking alone (and splitting the resources fewer ways but having to do the work all themselves)
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Re: Mechanics and Rules

Postby Templar Grok Facecruncha on 11 Mar 2010
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With movement and combat, can you only post battle and fluff for points in the hex you are in? or any hex you had moved in during that turn?
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Re: Mechanics and Rules

Postby fauthsie on 11 Mar 2010
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You can move and attack in the same square. Squares that are under your factions control are the starting points for your turns movement.
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Re: Mechanics and Rules

Postby Tarlen Da Foeburna on 11 Mar 2010
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So...after the first turn, will we be keeping track of where individual characters are?
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Re: Mechanics and Rules

Postby Sir William on 11 Mar 2010
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So do you need to have continuous lines of territory? Or can you "jump" spaces?
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Re: Mechanics and Rules

Postby fauthsie on 11 Mar 2010
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you can jump...
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Re: Mechanics and Rules

Postby Goomb on 11 Mar 2010
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Ahem...Professor F...Question from the back of the classroom!

Will there be special projects during this campaign?

I am just thinking about an Anti-Tarlen Cruise Missle that can hit him from any point on the map, but just keep that between you and me..... ;-)
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Re: Mechanics and Rules

Postby fauthsie on 11 Mar 2010
IP:

Goomb wrote:Ahem...Professor F...Question from the back of the classroom!

Will there be special projects during this campaign?

I am just thinking about an Anti-Tarlen Cruise Missle that can hit him from any point on the map, but just keep that between you and me..... ;-)


No...:P
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Re: Mechanics and Rules

Postby Al Muktar on 11 Mar 2010
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fauthsie wrote:you can jump...


But no hoppin' nor any o' dat skippin! Jus sayin.
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