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Attributes

Faction Attributes

Factions have the following attributes.

  • Level Cap: The highest possible level of your lieutenants and units.
  • Leadership: How many lieutenants your organization can support.
  • Cohesion: How many units a lieutenant can command at once.
  • Reach: How many bonded assets your organization can support. Reach is measured in Respect.
  • Resources: Used to purchase new assets. Resources are measured in Capital.

Lieutenant Attributes

Lieutenants have the following attributes.

  • Level: How powerful the lieutenant is
  • Fight: The lieutenant's skill at physical attack and defense, as well as other physical actions
  • Sneak: The lieutenant's skill at sneaking, spying and remaining unnoticed
  • Charm: The lieutenant's skill at manipulating other factions or units
  • Lore: The lieutenant's skill at research and magic
  • Damage: A lieutenant can either be undamaged, damaged, lost or destroyed. Damage needs not be physical, but can also come from loss of morale or funding.

If a damaged lieutenant is damaged again, it is defeated. A defeated lieutenant rolls an appropriate check (usually Fight), and is destroyed on a Complete Failure or Failure, and lost on a Success or Complete Success (see Task Resolution).

Unit Attributes

Units have the following attributes.

  • Level: How powerful the unit is
  • Competencies: The types of tasks that the unit can aid, divided into Fight, Sneak, Charm and Lore.
  • Damage: A unit can either be undamaged or damaged (or destroyed). Damage needs not be physical, but can also come from loss of morale or funding. If a damaged unit is damaged again, it is destroyed.

Multiple units together are known as a force.

  • If a force is dinged, half the units in the force (rounded up) are damaged. Any lieutenant in the force rolls an appropriate check (usually Fight), and is damaged on a Complete Failure (see Task Resolution).
  • If a force is damaged, all units in the force are damaged. Any lieutenant in the force rolls an appropriate check (usually Fight), and is damaged on a Complete Failure (see Task Resolution).
  • If a force is defeated, half the units in the force (rounded up) are destroyed, and half the units in the force (rounded down) are damaged. A defeated force will retreat. Any lieutenant in the force rolls an appropriate check (usually Fight), and is damaged on any Failure (see Task Resolution).
  • If a force is destroyed, all the units in the force are destroyed. Any lieutenant in the force rolls an appropriate check (usually Fight), and is damaged on any Failure (see Task Resolution).

When units in a force are destroyed, damaged units are destroyed before undamaged units.

When units in a force are damaged, undamaged units are damage before damaged units.

In both cases, damage or destruction is distributed randomly among affected units.

Types of Areas

Location

A specific location: The wizard guild, the marketplace, the thieves guild hideout, the Drunken Boar inn.

Region

A large area: The Principality of Thiel. The Sorrow Marsh. The Northern Dragondeep Forest.

Locale

Between a region and a location. Small enough that a single unit might be able to surveil it: The town of Riverhaven. The village of Hallowhall and surrounding hamlets. A stretch of the road through the Dragondeep Forest.

Secret Location

If a location is not known to the common public, any unit or lieutenant in that location are hidden from other factions, though this can be countered with the Surveil action.
A secret location can become public through blatant usage. Marching an army of mercenaries out of your secret warehouse hideout in broad daylight, is going to make that hideout no longer secret.

attributes.txt · Last modified: 2020/03/03 09:43 by dice_adm