[OOC] Rules

"That kind of thing is common here. Conspiracies and assassinations and naked power-grabs. All the fun of decadence." - Glen Cook, The Black Company
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CarpeVerpa
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[OOC] Rules

Post by CarpeVerpa » 16:32:09 Sunday, 30 July, 2017

The Age of Decadence will be a turn-based, character driven game. Each turn will last an in-game month, during which characters will send in turns to myself.

Turns may consist of any sort of actions, so long as they are possible. The characters themselves may perform one action personally, whilst they will be granted a number of Subordinate Action Points via PM, along with information that only they would know.

These Subordinate Action Points, or SAPs- the difference is negligible- essentially take the form of selecting an NPC and ordering them to perform an action on your behalf. How you select this NPC and what your specific orders are will influence their success, as will what you grant them to perform this task. You will be informed of the results by the next turn.

Should you perform a task yourself, depending on how complex it is, you may be given the chance to roleplay it with any other characters who may be involved, with myself acting as moderator of any interactions. Should combat or any other tests of your stats or skills come into play, I will determine and prescribe any results based on these stats and skills.

In the case of combat, calculations will be simple. Whoever has the most Dexterity will be able to attack first. If Dexterity is equal, a coin toss will be called, and whoever calls correctly will go first. Whatever weapon and it's skill is used will be measured against the defender's highest defense stat, and a d20 will be rolled. without modifiers, a 10 or lower will be a miss, while an 11 or higher will be a hit. Modifiers are determined by Attack - Defense. A positive number will increase the chance to hit that much, whilst a negative number will decrease it. The chance of a critical hit will be rolled in the case of a hit, with how many points are in Critical Strike determining what roll of a d20 will make a crit, up to a 1 in 2 chance with maxed Critical Strike.

From there, damage will be calculated, and if the target survives, they may make their own move. Damage dealt is based on the weapon of the attacker and the armor of the defender, whilst how much damage a character can take is based on their constitution.

All calculations will occur off-screen and by myself, for ease of the player. You needn't worry about any of this in the course of the game itself- I'm simply outlining it here for the sake of transparency.

A word on blocking- it can ONLY be performed if you have a shield on your person! I'd suggest against investing in it if you don't plan on carrying a shield around.

Beyond all of this, the players themselves may create threads for public correspondence or decrees, or, if two or more players are in the same settlement and agree to it, meet together and interact as they like, without need of sending in orders to do so.

Any player may also, if they wish, opt to have certain actions or interactions rendered public, in which case a thread will be made for them to take place. Otherwise, all orders sent in via PM and their results will be considered private, with results only being made known if they are unable to be concealed- IE, if a major assassination attempt takes place.

Faction-wide, all units will require imperials to maintain and function. How many imperials each unit requires is based on the general equipment they are assigned. Higher level equipment is more expensive, but makes units more effective in combat. All units begin using the most affordable equipment possible, but may be divided into different contingents using different materials as the player likes. Switching over to new equipment will take a turn.

Bronze: 10 imperials per unit
Iron: 20 imperials per unit
Steel: 30 imperials per unit
Blue Steel: 50 imperials per unit
Sky Metal: 100 imperials per unit

Cost of raising a new unit is 10 imperials, plus however much it costs to equip them. They're also added to expenses. Hiring a unit consumes and action.

Note that you must have access to a resource before you can assign it to units. Some sources of these metals are considered effectively infinite, whilst others may only allow you to equip a few units.

Imperials may also be spent to assist in SAPs. Note that, if you are not the head of your organization, you will either need to receive your own dedicated treasury, or ask for permission from your superior before spending imperials. Also note that some actions may require imperials to be spent. You will be told how many upon sending in your order or asking.
Percival Farquhar - The Republic Asunder: A Brazil Nation Sim

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CarpeVerpa
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Re: [OOC] Rules

Post by CarpeVerpa » 17:08:49 Monday, 31 July, 2017

An addendum: You may spend your personal action point and that of a subordinate to raise a particular skill. You must first search for a teacher who's proficient in the skill you wish to train, which can be done for free via sending in a request to myself- though only one request may be done per turn. Depending on how you search, you will be granted an NPC with pre-determined stats who you may then spend a personal action and SA to learn from. Your Intelligence will impact how many points you can gain in one turn, along the following line.

1-3: No learning can take place.
4-6: 1 point per turn.
7-9: 2 points per turn.
10: 3 points per turn.

You may learn multiple skills at once, but note that your teacher must be at least as proficient as you seek to become. You cannot, for instance, get yourself to 7 Lore by learning from someone with only 5 Lore. The maximum you can learn from that person is 5 Lore. However, if you have 7 Intelligence, and your Lore teacher is also more skilled than you in Streetwise, you may invest 1 point in Lore and 1 in Streetwise from your lessons.
Percival Farquhar - The Republic Asunder: A Brazil Nation Sim

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