- Invitation Status
- Posting Speed
- One post per week
- Slow As Molasses
- Online Availability
- Evening central european time
- Writing Levels
- Advanced
- Adaptable
- Preferred Character Gender
- Female
- Genres
- Fantasy, Romance, Apocalyptic, Intruigues, Empire building, Magical, but still open for anything, so long as I happen to have the mood for it currently.
This is a test run.
Changes to Balance are going to happen.
You are free to make suggestions.
Please use PM for them
WARNING
DICE HEAVY
The Gate stood wide open. 10 years have passed since its opening...
Maybe on this day you are a ruler, looking at this, so foreign portal. maybe you are a general, about to lead their army through the gate by order of the whoever rules your nation.
It does not matter.
When the gate first opened, an expedition was set up. An expedition to explore these uncertainty hiding behind this portal that so suddenly opened after it has slept for so many years.
Or maybe your nation just found this foreign portal, stepped into it, curious to explore that which is hiding.
It does not matter.
That what was found was a new World, full of recources, wonders... and dangers.
Dangers in the form of a nation that did not take it well to see foreign forces take over their untouched valuable recources.
Was this expected?
Maybe it was for some nations. Maybe it was not.
The response was all the same: Diplomats were sent out to contact the apparent Ruler of this new World.
In this world's center, stood it. This world's capital, built around a heavenly crystal.
A crystal, so beautiful, so big, so recourcefull...
The crystal surged with power, the air around it, thick, illuminating.
Touching the crystal... feelings it's potential, unclaimable by those who do not posess it.
To posess it means to posess this world.
To posess this world, one needs to conquer this city.
The streets were empty. The paths were blocked.
The diplomats would only walk forward until they stood infront of it.
A palace residing infront of the ccrystal, connected with it. One whole.
The illusion surrounding this castle faded the closer they got to the crystal.
Maybe it was fate that all of these diplomats met one another right there.
Or maybe it was intended by whomever ruled this world.
The illusion gone, they finally met this world's inhabitants.
The race they faced, human, they call themself.
Some of the Diplomats recognized them. Either as a reflection of themself or as a race long gone extinct.
Some did not recognize them at all and encountered them for the first time in the entirity of their nation's history.
It does not matter.
Troops surrounded the diplomats, ordering them to follow. So they did. Not like they had a choice.
Lead into the castle, right infront a woman.
A woman, graceful in her every move. Noble in her touch. The voice of a goddess.
Power surrounded her.
Power that built for uncountable years.
The Diplomats shuddered at her every breathe.
They knew, this one was a danger.
But did they feel she was exacly that? A danger?
It does not matter
Her hair, a soft pink. Her regalia, a gold, covering a majestic red.
Her eyes, blue. Like a deep ocean of knowledge.
Her crown, befitting for the ruler of this world.
Her lips opened, for the diplomats it almost seemed... yes, as if time itself obeyed this being.
But this does not matter.
"I banish you from my lands! I shall eradicate your pathetic nations from creation itself!"
The diplomats do not remember more.
They slept, only to be awoken.
How they were awoken? Maybe a nation decided to slap them. Maybe a nation splashed water over them, maybe they threw them into the dungeon?
It does not matter.
What does matter
Is that these diplomats were at what each of them knew as their home.
They shared that what they have seen, what they have experienced, that there are other's
But most of all, they spoke of war.
And this does matter.
-------------------------------------------------------------------------------------------
II Rules
-Much will be decided by dice rolls.
-As the acting GM, my word is law. You may attempt to dispute a decision with proper arguments. If they are missing, do not even try.
-You must be of the age of 18 or older. The reason for this is due to certain immortal acts happening. This includes mildly written sexual violence, executions, tortures. May also include mild nudity.
-Please use third person.
-This is NOT a compettion, keep it fair.
-Do not give your nation an advantage. If you have a suggestion, there is a PM function.
-As this is a test run, I will adjust modifier as I please in order to bring balance.
-The GM's nation IS GOING TO BE UNFAIR. This serves a purpose.
If you have read the rules, please add a #Name to your character sheet
-------------------------------------------------------------------------------------------
III sheets
You will be expected to create two sheets, one for your nation and for your character. Your character is not essentially required to be the ruler but may be a person of great influence, weither it is a noble, a count or just a general, it does matter.
III.1
CHARACTER SHEET
Character Name:
Name Meaning:
Alias:
Gender:
Species/Race:
Age:
Place of Birth:
Current Residence:
Occupation:
Family:
Role in nation:
Family Heirloom:
Weapon:
PHYSICAL CHARACTERISTICS
Height:
Hair:
Eyes:
Distinguishing Marks(If any):
General Appearance:
MENTAL CHARACTERISTICS
Current Goal/Purpose:
Aspirations:
Likes:
Dislikes:
Fears:
General Personality:
Inner Personality:
Fondest Memory:
Biggest Regret:
Secret:
HISTORIC BACKGROUND
General History:
Present Life:
Special Historic Notes:
One of these
III.2
NATION SHEET
Nation Name
Nation Emblem(optional)
Primary Race
Most common Terrain Type
Ruler
Gunpowder or Magic
One special Unit Type List
Religion
Deity/God
Government
(One out of six)
[tabs]
[tab=Republic]
Natural traits
Patriotism
People of this nation are ready to die for it.
+15 on Combat Rolls in desperate situations
+5 on Intruigue Rolls
Corrupted by Wealth
The richer the country, the bigger the corruption
Corruption Lead to Coups
Corruption influences national actions
Corruption is generated by:
>0.1% of Spendings
>Generated by 0.05% of Trade Income
Free Trade
Territory
Roll a D10
10-20States.
Moderate Income
Volunteer/Conscript Army
Free Recruition
No cost on recruiting
Cannot directly recruit troops
Deciable Training Spending
Specialist Training
+15 on Combat Training
Huge Spendings
Regular Training
Moderate Spendings
No modifier
Cheap Training
-10 Combat Modifier
Low Spendings
No other strengths or weaknesses
Morale can be bought
Caution
Maintanance equals Training spending
[/tab]
[tab=Monarchy]
Natural Traits
Loyality in Dfense
+20 on Defense rolls
A game of Intrigues
10% Chance that an Action fails
Restricted Trade
Territory
Roll a D5
6-11 Counties
Small Income
Levies
Recruit Attempts are free
Vassal May disapprove of this attempt(10% Chance)
Will cause the next 5 action to possibly fail by 5% additional percent
Population may disapprove.
Will occur when recruition is done too much
Will cancel the next attempted action
Will result in a revolt if continued to be tried to recruit
Moderate Training
+5 on every combat dice roll
Good Defender
+5 on every defense combat roll
If a vassal disaproves
-10 on every combat roll
No maintanance cost
[/tab]
[tab=Empire]
Natural Traits
Absolute Power
Does not need to roll a dice to suceed an action
Chance of Revolt
-10 on any Intrigue Roll
5% chance of a revolt happening
(D99)
(1-20 Huge Revolt)
(21-40 Moderate Revolt)
(41-99 Small Revolt)
Controled Trade
Territory
Roll a D3
5-7 Kingdoms
Huge Income
Imperial Army
Expensive Recruition
Expensive Maintanance
Must maintain a min. Force of 6000
Large Army at start
[/tab]
[tab=Trade Council]
Natural Traits
Multiple Races
Max ammount of races = Internal Nation ammount(Territory)
Indecision
Chance of an action to fail
%Chance equal to percentage ammount of max nation/2-1
Free Trade
Territory
Roll a D3
3-6 Nations
Huge Income
Mercenary Army
Quickly Bought
Random Quality + set cost
High Cost Chance for Quality
33% High
33% Average
33% Low
Medium Cost Chance for Quality
20% High
40% Average
30% Low
Low Cost Chance for Quality
5% High
40% Average
65% Low
Quality Modifier
High +15 on Combat Rolls
Average no combat modifier
Low -5 on Combat Rolls
Maintanance cost = 2/3 of Purchase Price
[/tab]
[tab=Roman Tribunal]
Natural Traits
United Leadership
One of three bonus available every 5 turns
10% Trade Income
+10 Intrigue Rolls
+10 Combat Rolls
Council Control
If rebelion/war occurs in original territory(portal access), forces Military bonus
No Trade Income until solved
Controled Trade
Territory
Roll a D50
70-120 Provinces
Average Income
Legion
Moderate Recruitment Cost
Weak Cavalry
-10 on Cavalry Combat modifier
Closed Infantry Ranks
+20 on prepared battles
+10 on Ambush defense
+10 against arrow attacks
Moderate Maintanance Cost
[/tab]
[tab=Shogunate]
Natural Traits
Code of Honour
+40 on Intrigue Roll
Troops follow orders without objection
Seppuku
30% Chance that trools kill themself on lost battle
Free Trade
Territory
Roll a D10
18-28 Territories
Average Income
Shogun's Army
Very slow army (proper troops) growth
Can only Raise Ashigaru troops
Low Maintanance
Limited to Primary Gender
-10 Combat modifer on their own without Proper troops
Experts of war
+20 on Combat modifier
Influences by ashigaru troop ratio
Half as many ashigaru -5 on Combat rolls
The same ammount of ashigaru -10 on combat rolls
Twice as many ashigaru -15 on combat rolls
No maintanance cost
[/tab]
[/tabs]
A historic Crime
(One out of six)
Nation History
(One of five)
[tabs][/tabs][tabs]
[tab=Religious]
Changes Special Unit to Templar
Enables Crusades
An army of faithful with raise to attempt to conquer targeted territory.
Only temporarey army
Templar Order will rise
[/tab]
[tab=Economy]
Enables Trade Pact
Makes it possible to maintain free and unrestricted trade with another nation.
+5% Trade Income on both sides.
Merchant Guilds
+10% Trade Income
[/tab]
[tab=Military]
Enables a Military Strike
Enables to attempt a gourila strike on another Nation's Army
Veterancy
+5 on combat rolls
[/tab]
[tab=Peaceful]
Enables Peace Edict
Attempts to force peace with another nation. If the attempt fails an independent army is raised to defend the the borders
+5 on Combat rolls in own territory
Peace Council
+10 on Diplomatic Rolls
[/tab]
[tab=Secret]
Enables Diplomatic Influence
Allows to attempt to influence one nation's opinion of another.
Secret Agent Blocks
+10 on Intruigue Rolls
[/tab]
[/tabs]
Culture
Good Traits
(Two out of eight)
Neutral Traits
(Choose one of four)
Bad Trait
(Choose 2 out of eight)
Historical background
Tell a Legend known in your empire mentioning a legendary item that is lost and nowhere to be found
National Hymn(optional)
Recruit your starting army
(Yes I am going to do the calculations)
Unit/Building Cost
-------------------------------------------------------------------------------------------
IV.
Additional information
Most commonly used dice will be the D99.
Every casual actions has a 95% chance of suceeding without problems, every non character action requires a dice roll
The Dice rolls will be done on Thread, use the "Throw a Dice function"
There is a seventh Government Type, exclusive to the GM Nation, the GM nation serves as the Antagonist of every other nation.
Recources
Common Goods
Iron
Copper
Gold
Gems
Wood
Stone
Granite
Fur
Uncommon Goods
Ash Wood
White Gold
Element Crystal
Black Crystal
Very Rare Goods
God's Tear
Magic Core
Trade
Newfound Realm's map:
(LARGE)
--------------------------------------------------------------------
V
Credits
Thanks to @Diana for the cs template
(here)
Thanks to @Kadaeux for helping me set this up and giving me permission to use his created Traits
Thanks to authors on pixiv.net for images.
Planned Edits:
None yet
If I forgot things I will add them later on.
Changes to Balance are going to happen.
You are free to make suggestions.
Please use PM for them
WARNING
DICE HEAVY
The Gate stood wide open. 10 years have passed since its opening...
Maybe on this day you are a ruler, looking at this, so foreign portal. maybe you are a general, about to lead their army through the gate by order of the whoever rules your nation.
It does not matter.
When the gate first opened, an expedition was set up. An expedition to explore these uncertainty hiding behind this portal that so suddenly opened after it has slept for so many years.
Or maybe your nation just found this foreign portal, stepped into it, curious to explore that which is hiding.
It does not matter.
That what was found was a new World, full of recources, wonders... and dangers.
Dangers in the form of a nation that did not take it well to see foreign forces take over their untouched valuable recources.
Was this expected?
Maybe it was for some nations. Maybe it was not.
The response was all the same: Diplomats were sent out to contact the apparent Ruler of this new World.
In this world's center, stood it. This world's capital, built around a heavenly crystal.
A crystal, so beautiful, so big, so recourcefull...
The crystal surged with power, the air around it, thick, illuminating.
Touching the crystal... feelings it's potential, unclaimable by those who do not posess it.
To posess it means to posess this world.
To posess this world, one needs to conquer this city.
The streets were empty. The paths were blocked.
The diplomats would only walk forward until they stood infront of it.
A palace residing infront of the ccrystal, connected with it. One whole.
The illusion surrounding this castle faded the closer they got to the crystal.
Maybe it was fate that all of these diplomats met one another right there.
Or maybe it was intended by whomever ruled this world.
The illusion gone, they finally met this world's inhabitants.
The race they faced, human, they call themself.
Some of the Diplomats recognized them. Either as a reflection of themself or as a race long gone extinct.
Some did not recognize them at all and encountered them for the first time in the entirity of their nation's history.
It does not matter.
Troops surrounded the diplomats, ordering them to follow. So they did. Not like they had a choice.
Lead into the castle, right infront a woman.
A woman, graceful in her every move. Noble in her touch. The voice of a goddess.
Power surrounded her.
Power that built for uncountable years.
The Diplomats shuddered at her every breathe.
They knew, this one was a danger.
But did they feel she was exacly that? A danger?
It does not matter
Her hair, a soft pink. Her regalia, a gold, covering a majestic red.
Her eyes, blue. Like a deep ocean of knowledge.
Her crown, befitting for the ruler of this world.
Her lips opened, for the diplomats it almost seemed... yes, as if time itself obeyed this being.
But this does not matter.
"I banish you from my lands! I shall eradicate your pathetic nations from creation itself!"
The diplomats do not remember more.
They slept, only to be awoken.
How they were awoken? Maybe a nation decided to slap them. Maybe a nation splashed water over them, maybe they threw them into the dungeon?
It does not matter.
What does matter
Is that these diplomats were at what each of them knew as their home.
They shared that what they have seen, what they have experienced, that there are other's
But most of all, they spoke of war.
And this does matter.
-------------------------------------------------------------------------------------------
II Rules
-Much will be decided by dice rolls.
-As the acting GM, my word is law. You may attempt to dispute a decision with proper arguments. If they are missing, do not even try.
-You must be of the age of 18 or older. The reason for this is due to certain immortal acts happening. This includes mildly written sexual violence, executions, tortures. May also include mild nudity.
-Please use third person.
-This is NOT a compettion, keep it fair.
-Do not give your nation an advantage. If you have a suggestion, there is a PM function.
-As this is a test run, I will adjust modifier as I please in order to bring balance.
-The GM's nation IS GOING TO BE UNFAIR. This serves a purpose.
If you have read the rules, please add a #Name to your character sheet
-------------------------------------------------------------------------------------------
III sheets
You will be expected to create two sheets, one for your nation and for your character. Your character is not essentially required to be the ruler but may be a person of great influence, weither it is a noble, a count or just a general, it does matter.
III.1
CHARACTER SHEET
Character Name:
Name Meaning:
Alias:
Gender:
Species/Race:
Age:
Place of Birth:
Current Residence:
Occupation:
Family:
Role in nation:
Family Heirloom:
Weapon:
PHYSICAL CHARACTERISTICS
Height:
Hair:
Eyes:
Distinguishing Marks(If any):
General Appearance:
MENTAL CHARACTERISTICS
Current Goal/Purpose:
Aspirations:
Likes:
Dislikes:
Fears:
General Personality:
Inner Personality:
Fondest Memory:
Biggest Regret:
Secret:
HISTORIC BACKGROUND
General History:
Present Life:
Special Historic Notes:
One of these
-
+5 to Intruigue Rolls
-5% On chance of Rebels occuring
III.2
NATION SHEET
Nation Name
Nation Emblem(optional)
Primary Race
Most common Terrain Type
Ruler
Gunpowder or Magic
One special Unit Type List
Religion
Deity/God
Government
(One out of six)
[tabs]
[tab=Republic]
Natural traits
Patriotism
People of this nation are ready to die for it.
+15 on Combat Rolls in desperate situations
+5 on Intruigue Rolls
Corrupted by Wealth
The richer the country, the bigger the corruption
Corruption Lead to Coups
Corruption influences national actions
Corruption is generated by:
>0.1% of Spendings
>Generated by 0.05% of Trade Income
Free Trade
Territory
Roll a D10
10-20States.
Moderate Income
Volunteer/Conscript Army
Free Recruition
No cost on recruiting
Cannot directly recruit troops
Deciable Training Spending
Specialist Training
+15 on Combat Training
Huge Spendings
Regular Training
Moderate Spendings
No modifier
Cheap Training
-10 Combat Modifier
Low Spendings
No other strengths or weaknesses
Morale can be bought
Caution
Maintanance equals Training spending
[/tab]
[tab=Monarchy]
Natural Traits
Loyality in Dfense
+20 on Defense rolls
A game of Intrigues
10% Chance that an Action fails
Restricted Trade
Territory
Roll a D5
6-11 Counties
Small Income
Levies
Recruit Attempts are free
Vassal May disapprove of this attempt(10% Chance)
Will cause the next 5 action to possibly fail by 5% additional percent
Population may disapprove.
Will occur when recruition is done too much
Will cancel the next attempted action
Will result in a revolt if continued to be tried to recruit
Moderate Training
+5 on every combat dice roll
Good Defender
+5 on every defense combat roll
If a vassal disaproves
-10 on every combat roll
No maintanance cost
[/tab]
[tab=Empire]
Natural Traits
Absolute Power
Does not need to roll a dice to suceed an action
Chance of Revolt
-10 on any Intrigue Roll
5% chance of a revolt happening
(D99)
(1-20 Huge Revolt)
(21-40 Moderate Revolt)
(41-99 Small Revolt)
Controled Trade
Territory
Roll a D3
5-7 Kingdoms
Huge Income
Imperial Army
Expensive Recruition
Expensive Maintanance
Must maintain a min. Force of 6000
Large Army at start
[/tab]
[tab=Trade Council]
Natural Traits
Multiple Races
Max ammount of races = Internal Nation ammount(Territory)
Indecision
Chance of an action to fail
%Chance equal to percentage ammount of max nation/2-1
Free Trade
Territory
Roll a D3
3-6 Nations
Huge Income
Mercenary Army
Quickly Bought
Random Quality + set cost
High Cost Chance for Quality
33% High
33% Average
33% Low
Medium Cost Chance for Quality
20% High
40% Average
30% Low
Low Cost Chance for Quality
5% High
40% Average
65% Low
Quality Modifier
High +15 on Combat Rolls
Average no combat modifier
Low -5 on Combat Rolls
Maintanance cost = 2/3 of Purchase Price
[/tab]
[tab=Roman Tribunal]
Natural Traits
United Leadership
One of three bonus available every 5 turns
10% Trade Income
+10 Intrigue Rolls
+10 Combat Rolls
Council Control
If rebelion/war occurs in original territory(portal access), forces Military bonus
No Trade Income until solved
Controled Trade
Territory
Roll a D50
70-120 Provinces
Average Income
Legion
Moderate Recruitment Cost
Weak Cavalry
-10 on Cavalry Combat modifier
Closed Infantry Ranks
+20 on prepared battles
+10 on Ambush defense
+10 against arrow attacks
Moderate Maintanance Cost
[/tab]
[tab=Shogunate]
Natural Traits
Code of Honour
+40 on Intrigue Roll
Troops follow orders without objection
Seppuku
30% Chance that trools kill themself on lost battle
Free Trade
Territory
Roll a D10
18-28 Territories
Average Income
Shogun's Army
Very slow army (proper troops) growth
Can only Raise Ashigaru troops
Low Maintanance
Limited to Primary Gender
-10 Combat modifer on their own without Proper troops
Experts of war
+20 on Combat modifier
Influences by ashigaru troop ratio
Half as many ashigaru -5 on Combat rolls
The same ammount of ashigaru -10 on combat rolls
Twice as many ashigaru -15 on combat rolls
No maintanance cost
[/tab]
[/tabs]
A historic Crime
(One out of six)
-
Murder, Rape, Canon Fodder. This nation did not care when uncountable ammounts of innocent "disappeared". A crime that was not forgotten by it's citizen
Nation History
(One of five)
[tabs][/tabs][tabs]
[tab=Religious]
Changes Special Unit to Templar
Enables Crusades
An army of faithful with raise to attempt to conquer targeted territory.
Only temporarey army
Templar Order will rise
[/tab]
[tab=Economy]
Enables Trade Pact
Makes it possible to maintain free and unrestricted trade with another nation.
+5% Trade Income on both sides.
Merchant Guilds
+10% Trade Income
[/tab]
[tab=Military]
Enables a Military Strike
Enables to attempt a gourila strike on another Nation's Army
Veterancy
+5 on combat rolls
[/tab]
[tab=Peaceful]
Enables Peace Edict
Attempts to force peace with another nation. If the attempt fails an independent army is raised to defend the the borders
+5 on Combat rolls in own territory
Peace Council
+10 on Diplomatic Rolls
[/tab]
[tab=Secret]
Enables Diplomatic Influence
Allows to attempt to influence one nation's opinion of another.
Secret Agent Blocks
+10 on Intruigue Rolls
[/tab]
[/tabs]
Culture
Good Traits
(Two out of eight)
-
High chance on discovering enemy movements and formations
Neutral Traits
(Choose one of four)
-
Troops will not commit to war crime(plunder, rape, pillage) allowing territory to be claimed (nearly) fully intact.
The troops of this army will not tolerate orders of unjust nature
Bad Trait
(Choose 2 out of eight)
-
They are afraid of things they do not know yet...
Historical background
Tell a Legend known in your empire mentioning a legendary item that is lost and nowhere to be found
National Hymn(optional)
Recruit your starting army
(Yes I am going to do the calculations)
Unit/Building Cost
-------------------------------------------------------------------------------------------
IV.
Additional information
Most commonly used dice will be the D99.
Every casual actions has a 95% chance of suceeding without problems, every non character action requires a dice roll
The Dice rolls will be done on Thread, use the "Throw a Dice function"
There is a seventh Government Type, exclusive to the GM Nation, the GM nation serves as the Antagonist of every other nation.
Recources
Common Goods
Iron
Copper
Gold
Gems
Wood
Stone
Granite
Fur
Uncommon Goods
Ash Wood
White Gold
Element Crystal
Black Crystal
Very Rare Goods
God's Tear
Magic Core
Trade
-
Independent Trade
High Income
Newfound Realm's map:
(LARGE)
--------------------------------------------------------------------
V
Credits
Thanks to @Diana for the cs template
(here)
Thanks to @Kadaeux for helping me set this up and giving me permission to use his created Traits
Thanks to authors on pixiv.net for images.
13.1.2015 First Revision
DD.MM.YY
DD.MM.YY
-Fixed Grammar a bit
-Fixed Big and underline BS
-Added missing traits
-Fixed Big and underline BS
-Added missing traits
Planned Edits:
None yet
If I forgot things I will add them later on.
Last edited: