Nikink/RiseOfNations

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Rise of Nations

Mandate of Heaven test run

Basic guidelines: Magnitude of starting nation = 3

Start with a savant of some sort

Surrounding nations and leaders can be determined as necessary on an honor roll of d10

  1. Empty Land (maybe Magnitude 0 nation in effect)
  2. Magnitude 1 (No SavantsNikink/Sorcerors)
  3. Ditto With Savant
  4. Ditto with Sorceror
  5. Magnitude 2 (none)
  6. Ditto (Savant)
  7. Ditto (Sorceror)
  8. Magnitude 3 (None)
  9. Ditto (Sorceror)
  10. Ditto (Legitimate Sorceror)

Nature of Domain, roll d10:

1-4 = Mortal
5-7 = Mostly Supernatural (Dragon Kings (1-2), Mountain Folk (3-4), Undead (5-10))
8-10 = Supernatural (Fair Folk (1-4), Spirits(5-8), Elementals (9-10)

Nature of Savant or Sorceror, d10

1-2: Heroic Mortal
3-4: God-Blooded
5-8: Dragon-Blood
9-10: Lunar
11: Solar B-)

For simplicity, each starting nation borders with (d10/2 round down) extra nations (plus the rival of course!)

Again, for simplicity, Spies are useless -> we each know the state of each and every nation as per traits showing here...

Set just after Great Contagion, in the east. Turn length will be one year, until a better length becomes apparent...

More adjudications to go here as necessary.

Eight Iron Fist Duchy

Magnitude: 3 (Once larger, now devastated by Contagion and Fae incursion. From the smouldering ruins steps forth the mighty God-Blooded Warrior Sage Eight Iron Fists, last in his line of devout knights once sworn to defend this minor Dukedom. They now a fading memory of a once proud and glorious time) Bonus Points: 15 Internal (marked 'x') External Bonus Points: 0 (Marked +)

Military: ooo Culture: oo Government: o

Awareness: oo (Scouts x) Bureaucracy: ox () Craft: o () Integrity: o (Military Police x) Investigation: o () Occult: ooo (Fair Folk Lore xx) Performance: o (Inspirational Speech x) Presence: o (Imperious Demands x) Stealth: o (Sabotage xx) War: ooo (Force Confrontation xx, Vs Wyld x)

Virtues: Temperance 2, Compassion 2, Conviction 3, Valor 3 Flaw: Accustomed to constant struggle, the people of Eight Iron Fist Duchy become beligerant and warlike during limit break.

Willpower: 6


External Bonus Points: 0 (marked +) Major Allies:

None yet

Minor Allies:

None Yet

Neighbouring States (1d10/2 = 7 = 3.5 = 3)

Mortal
d10 = 9 = Mag 3 Sorceror (Dragon-Blood)
What remains of the Shogunate's legions lives here in Three-Mile Stand

|||||||||||||||||||||||||||| Three-Mile Stand|| |||||| Attributes|||||||| Virtues |||||| Other|| ||Mil: 2, ||Cul: 1, ||Gov: 3, ||Tem: 2, ||Com: 2, ||Con: 2, ||Val: 3, ||BP: 15|| WP: 5||- || |||||||||||||||||||| Abilities || ||Cra: 1 ||Int: 3 ||Occ: - || Per: -, || Ste: - ||Inv: 1 || Bur: 3 || Pre: 2 || War: 3 || Awa: 2 ||

Supernatural
d10 = 2 = Mag 1 (Nada)
Elementals
A remnant of Whisper-Wood forest, battle scarred but recovering fast, a haven for Wood Elementals but no Forest Lord has yet claimed it...

|||||||||||||||||||||||||||| Whisper-Wood|| |||||| Attributes|||||||| Virtues |||||| Other|| ||Mil: 1, ||Cul: 2, ||Gov: 1, ||Tem: 2, ||Com: 7, ||Con: 1, ||Val: 1, ||BP: 5|| WP: 9||- || |||||||||||||||||||| Abilities || ||Cra: 1 ||Int: 1 ||Occ: 1 || Per: 1, || Ste: 1 ||- ||- ||- ||- ||- ||

Mostly Supernatural
d10 = 6 = Mag 2 Savant (Heroic Mortal - Ghost? Necromancer? No-one knows for sure...)
Undead
The Burning Shade shadowland, once a fertile river valley with numerous villages and farms, now a blighted wasteland.

|||||||||||||||||||||||||||| The Burning Shade|| |||||| Attributes|||||||| Virtues |||||| Other|| ||Mil: 2, ||Cul: 1, ||Gov: 2, ||Tem: 1, ||Com: 1, ||Con: 5, ||Val: 3, ||BP: 10|| WP: 8||- || |||||||||||||||||||| Abilities || ||Cra: - ||Int: 1 ||Occ: 1 || Per: -, || Ste: - ||Inv: 1 || Bur: 1 || Pre: 2 || War: 2 || Awa: 2 ||

Leathal
Mag 3 Savant

Major Enemies:

None known

Minor Enemies:

Probably everyone.

Year 0

A woman draped in crimson robes appears above every town and village of the area, declaring the Fair Folk beaten, and herself as Empress of Creation

Listless, disenfranchised refugees drift into the remains of this Shogunate Dukedom over the course of the year. They bring tales of hardship and woe, but are grateful for the protection granted by the largess of Eight Iron Fist, a powerful God-Blooded knight, now advising the aged and listless Duke "Skyfire Hammer"...

Phase 1. Utilising the incoming population, the Duchy undergoes a Dragon Spreads Wings Expansion and the population gets restless as the inhabitants and newcomers adjust to each other...

Duchy : Limit: 5 WP: 6

Phase 2. Random event - Meticulous Actuary's Disbursement Rectification Cost: 1L Some of the Duchy's Ability to wage War is lost with the influx of refugees, but they bring with them an Awareness of the wider world. Move 1 dot from War to Awareness.

|||||||||||||||||||||||||||| Eight-Iron Fist|| |||||| Attributes|||||||| Virtues |||||| Other|| ||Mil: 3, ||Cul: 2, ||Gov: 1, ||Tem: 2, ||Com: 2, ||Con: 3, ||Val: 3, ||BP: 15|| WP: 5||- || |||||||||||||||||||| Abilities || ||Cra: 1 ||Int: 3 ||Occ: - || Per: -, || Ste: - ||Inv: 1 || Bur: 3 || Pre: 2 || War: 3 || Awa: 2 ||

Rules

Diplomatic Actions

||Testing||Out||The||Table||System|| ||||Double|| ||Right||Single|| ||||||||||colspan=5!||

|||||||||||||| Diplomatic Actions|| ||Roll||Action||Mins || Diff || Keywords || Summary|| Cost || ||-||Sorcerer's Inscrutable Disengagement|| Gov 2, Bur 2 || Cul+Tem || Internal || Formally end treaties without penalties||2l,1w|| ||-||Savant's Pernicious Treachery|| Gov 3, Per 3 || Cul+Val || Internal || Break a treaty||1l,1w|| ||-||Tiger Looses Bear Declaration|| Gov 2, War 2 || Cul+Com || At Peace, Internal || Declare war||3+l,1w|| ||-||Tiger Fetters Bear Concession|| Gov 1, Pre 1 || Mil+Val || At War, External || Plea for peace||1l,1w|| ||-||Tiger Welcomes Mouse Enticement|| Gov 2, Awa 2 || Cul+Tem || At Peace, Binding, External || Open trade with another dominion to gain EBP's||1l,1w|| ||-||Two Tigers Circle Covenant|| Gov 2, Per 3 || Gov+Con || At Peace, Binding, External || Nonaggression pact||2l,2w|| ||-||Savant's Serene Coalition|| Gov 4, Inv 3 || Cul+Val || At Peace, Binding, External, Non-Ally || Create an alliance||3l,1wc|| ||-||Sorcerer's Inviolate Pact|| Gov 5, Occ 3 || Cul+Tem || At Peace, Binding, External, Non-Ally || Create an alliance with a supernatural dominion||4l,2wc|| ||-||Emissary's Necessitous Endorsement|| Gov 3, Bur 3 || Gov+Con || At Peace, External || Renew a treaty||1l,1w|| ||-||Tiger Shelters Cub Patronage|| Gov 4, Cra 3 || Gov+Val || At Peace, Binding, External || Provide backing to smaller dominions||2l,1wc|| ||-||Cub Absconds Litter Refusal|| Gov 3, Int 3 || Mil+Com || External, At Peace || End backing provided to you||1l,1w||

Conquest Actions

||||||||||||||Conquest Actions|| ||Roll|| Action ||Mins || Diff || Keywords || Summary|| Cost|| ||-||Furious Bear's Intense Assault|| Mil 2, War 3 || Mil+Val || At War, External || Reduce opponent's Military||2l,1w|| ||-||Wily Tiger Emulates Serpent Maneuver|| Gov 2, Ste 3 || Gov+Tem || External, Not Ally || Reduce opponent's Government||2l,1w|| ||-||Sturdier Mouse Persuasion|| Cul 2, Int 3 || Cul+Com || At Peace, External || Reduce opponent's Culture||2l,1w|| ||-||Serpent Taints the Well Disruption|| Gov 2, Ste 2 || Cul+Tem || Espionage, External || Increase opponent's Limit||1l,1w|| ||-||Bear's Terrifying Roar Demonstration|| Mil 2, Pre 3 || Gov+Con || External, Not Ally || Steal Attribute improvements||2l,2w|| ||-||Rapacious Bear Incursion|| Mil 3, War 3 || Mil+Con ||At War, Espionage, External || Steal opponent's bonus points, possibly forcing them to reclaim them||2l,1w|| ||-||Gluttonous Bear Encirclement||Mil 4, War 3 || Mil+Val || At War, Espionage, External || Absorb a country with a lower Magnitude undergoing limit break||4l,3w|| ||-||Serpent Stalks the Reeds Insinuation|| Gov 4, Awa 3 || Gov+Val || External || Increase your Spy rating in another dominion||1l,1w|| ||1||Mongoose Hunts Serpent Inquisition|| Gov 2, Inv 3 || Gov+Con || External || Uncover enemy agents within your own dominion||1l||

Self-Destructive Actions

||||||||||||||Self-Destructive Actions|| ||Roll||Action || Mins || Diff || Keywords || Summary|| Cost|| ||2-3||Mouse Gnaws Bear Reduction|| Cul 1, Per 1 || Mil+Val || Internal || Reduce Military||-|| ||4-5||Bear Coerces Tiger Misappropriation|| Mil 1, Bur 1 || Gov+Tem || Internal || Reduce Government||-|| ||6-7||Tiger Crushes Mouse Regulation|| Gov 1, Pre 1 || Cul+Com || Internal || Reduce Culture||-|| ||8-9||Mouse Burns the Grain|| Cul 1, Inv 1 || Gov+Con || Internal || Increase Limit||-|| ||10-11||Dragon Devours Tail Recession|| - || - || Internal || Reduce Magnitude while in Limit Break||-|| ||12-13||Covetous Magistrate Prevarication|| - || - || Internal || Reclaim but do not spend bonus points||-||

Constructive Actions

|||||||||||||| Constructive Actions|| ||Roll||Action || Mins || Diff || Keywords || Summary|| Cost|| ||14||Bear Startles Mouse Appropriation|| Mil 1, Pre 2 || Cul+Tem || Internal || Improve Military Attribute||1l|| ||15||Tiger Confounds Bear Legislation|| Gov 1, Bur 2 || Mil+Com || Internal || Increase Government Attribute||1l|| ||16||Mouse Defies Tiger Acculturation|| Cul 1, Cra 2 || Gov+Com || Internal || Increase Culture Attribute||1l|| ||17||Dragon Tends Its Claws Preservation|| - || - || Internal || Prevent Attribute Decay||1l|| ||-||Dragon's Open-Eyed Slumber Technique|| - || - || Internal || Prevents the next event||1w|| ||-||{[Mouse Calms the Nest Pacification]]|| Cul 1, Int 1 || Cul+Com || Internal || Reduce Limit||-|| ||18||Tiger Esteems Mouse Petition|| Cul 1, Per 1 || Gov+Con ||Internal || Regain Willpower||1l|| ||19||Diligent Minister's Attenuation Technique|| - || - || Internal || Restore Attributes||1l|| ||-||Dragon Spreads Wings Expansion|| - || - || Internal || Increase Magnitude||5l,0+w|| ||-||Dragon Rearranges Scales Maneuver|| - || - || Internal || Recover and spend bonus points||-|| ||20||Meticulous Actuary's Disbursement Rectification|| - || - || Internal || Re-allocate ability dots||1l|| ||-||Artificer's Celestial Fortification|| Mil 4, Occ 3 || Cul+Tem || Internal || Acquire Supernatural Defenses||3l,1wc||

Worth Remembering

Actions that target the dominion itself are at -2 difficulty.

Year long turns apply -1 difficulty

Decade long turns apply -3 difficulty

Events can be any action that does not cost a willpower to activate. Any action, not just self-destructive ones. The dominion must meet the minimum rquirements for the action to proceed, but if they do not, the event does not take place. This is why spies are handy dandy. They would let you have more of a clue as to the stats of the enemy dominion, so that when you chose the event for it, you would have more of an idea of what they were capable of, and thus less likely to choose an event that is impossible to perform.

http://forum.rpg.net/showthread.php?t=271982