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.














