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    Default TFW.2.1.2 - Rules (Actions, Resources, and RCR)

    Spoiler: The Action Point System and Time
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    The Action Point System

    Action Points (AP) are used as a measure of how much power and influence your characters can expend at any one time. Everyone begins the first week of the game with 12 Action Points. These Action Points (AP) can be spent using any variation of the actions listed below that a player can imagine, and is the principal method of creating or changing things on the worlds that we are building. A turn is a weekly period of play that ends at 12:00AM EST on every Sunday. At this time, everyone gains additional AP during what is dubbed 'Rollover' since any unspent AP from the previous week (up to a maximum of 12AP) 'rolls over' into the next turn of the game. At the end of the first week and every week thereafter everyone gains 3AP during the Rollover.

    This system has an emphasis on cooperation and rivalry between players and their characters. As such certain actions can be shared by one or more player. These are referred to as 'split' actions. The premier example of this is the 'Form/Join Pact' Action. This action costs a total of at least 2AP requiring two or more separate players to each spend 1AP to complete the action. However, since the game is played on a PbP forum not all players are available to respond in real time. Therefore, split actions must be marked as shown in each player's Event Timeline post using OOC tags (see Event Timeline thread) and each Ascendant has until Rollover to complete the action or the AP is refunded.

    Each turn (week) represents roughly a month of time in the world.

    Spoiler: Concepts and Concept Creation
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    Concepts are the main source of power within the setting, they can be created, developed, shared, and stolen. They are ideas, techniques, and systems of power that make a fantasy world what it is. In this rule system beyond its LoC based modifications the existence of concepts now includes just about anything; cultural, technological, magical, societal... even territorial, geographic, or personal ideas (This means cities and characters are valid concepts). This beyond technologies can include foci on smithing, the development of magical abilities, treaties, agreements, artifacts, characters, and the creation of organizations such as spy rings and military orders or even religions.

    If you're not sure what you're developing would fit under feel free to contact me.

    Create Simple Concept (1AP): Simple Concepts are simple things that nonetheless lay the foundation for higher civilization. Many Simple concepts can be assumed to exist in a primitive form in any society of sapient beings, but spending AP will develop it further and make it a defining point of a culture. Agriculture, Trapping, Writing, Masonry, Shipbuilding, and Smithing are all examples of Mundane Concepts. Mundane Concepts add by default +1 to a resource rating.

    Simple Concepts in this system include what would be normal actions for a society, or mortals in general. Further development of mortal and mundane ideas could be Moderate or Advanced Concepts, this would include the development of villages into metropolises and fortresses. If you think in terms of the divine, the below traditional LoC actions are examples of Minor concepts. If Mythopoeia is more your speed think difficulty 5-9.

    - Conceal/Disguise/Reveal (If your intent is to hide something, PMing the action to the GM would be appropriate...)
    - Bless/Curse (Blessings or Curses may be countered or altered without RCR by spending one more AP than the previous concept)
    - Create Basic Life


    For mortals a Simple Concept represents as mentioned above, a focus on what can be assumed to already exist, or a simple development in a society or organization. Examples include the founding of a village, the construction of walls, the recording of history or myth, festivals, diplomacy, the hiring of mercenaries, and the worship or demonisation of gods. Use your best judgement, these should be relatively mundane developments for your mortals.

    Create Developed Concept (2AP): Developed concepts are the mid point between simple and advanced concepts, they provide and represent the reasonable and expected benefits said midpoint brings.

    If you think in terms of the divine, the below traditional LoC actions are examples of Moderate concepts. If Mythopoeia is more your speed think difficulty 7-11.
    - Form/Join Pantheon (For nations this would be creating an alliance or confederation...)
    - Divine Favor
    - Alter Land/Water
    - Create Portal
    - Open/Close Portal
    - Create Monstrous Life
    - Create Organization


    For mortals a Developed Concept represents as mentioned above the mid point between Simple and Advanced concepts, and/or the further development of existing Simple concepts. This is the enhancement of villages into cities, the construction of fortresses, and armies. As above use your best judgement.

    Create Advanced Concept (3AP): Advanced Concepts are complex ideas that greatly improve the capabilities of sapient beings that utilize them. While a single Advanced Concept does not on its own revolutionize a society, in tandem with other concepts they can advance societies by leaps and bounds. Architectural Engineering, Mathematics, Steel Working, Siege Warfare, Astronomy, and Literature are all examples of Advanced Concepts. Advanced Concepts add by default +3 to a resource rating.

    Advanced Concepts in this system include advanced societal and divine actions. If you think in terms of the divine, the below traditional LoC actions are examples of Advanced concepts. If Mythopoeia is more your speed think difficulty 9-13.
    - Bridge Plane
    - Lock/Unlock Plane
    - Create Sub-race
    - Raise Hero
    - Create Minor Artifact
    - Divine Infusion
    - Create Land/Water


    For mortals an Advanced Concept represents relatively advanced ideas and technologies within a society. This is the development of villages into metropolises, the changing of a bronze based society to an iron working society, and later the development of industry.

    Create Mythic Concept (4AP): Mythical Concepts are fantastical ideas and elements that provide incredible resources and capabilities to the Sapient beings that utilize them. Mythical Concepts represent the various extraordinary arts and techniques that can be performed by Sapient beings, from systems of magic to powerful technologies. Sorcery, Alchemy, True-Naming, Magitech, and Mythril Forging are all examples of Mythical Concepts. Advanced Concepts add by default +4 to a resource rating.

    Mythic Concepts in this system include mythic societal actions and divine actions. If you think in terms of the divine, the below traditional LoC actions are examples of Mythic concepts. If Mythopoeia is more your speed think difficulty 11-15.
    - Weave Plane
    - Create Sapient Life
    - Form Society
    - Create Major Artifact
    - Create Avatar


    For mortals a Mythic Concept represents the breaching of mortal concepts into the supernatural and divine, the creation of artifacts, the use of magic, and the construction of wonders.

    Create Supernal Concept (5AP): Supernal concepts represent the height of the power of Ascendant souls, divine or otherwise. They are a step above the Mythic and provide bonuses beyond what is otherwise thought of as possible.

    If you think in terms of the divine, the below traditional LoC actions are examples of Supernal concepts. If Mythopoeia is more your speed think difficulty 17-19.
    - Create Mythic Life
    - Greater Infusion
    - Create Supernal Artifact
    - Create God


    For mortals a Supernal Concept is the high point of mortal effort as it is for the divine, this is a threat and challenge to the divine order and the beginning of an Ascendant.

    Create Sub-Concept (Variable): A Sub-Concept is a way of extending and better defining the capabilities of an existing concept. It can take the form of new applications for existing techniques, new materials to work with, or new Techniques to achieve similar effects. One could create a sub-concept of Sorcery called Divination that allows sorcerers to divine the events of the past, present, and future. A sub-concept of Magitech could by Vehicular Locomotion, allowing the creation of magic-powered trains, flying ships, or mechanical steeds. Sub-Concepts can only be created from existing Concepts, and costs half as much (costing a miniumum of 1 AP) as the base concept did to create (However you may choose to spend additional AP on the sub-concept for the purposes of bonuses). Sub-Concepts add the same of amount of a bonus as it costed in AP to create.

    Spoiler: Additional Actions
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    If you attempt something other than these actions, they will be accommodated within reason and possibly added to the list. This list is meant to be added to. If you wish to do something in secret then a PM to me is appropriate.

    Influence
    - Hoard Wealth (Costs 1 Action Point, Burn 12 Influence rating to increase Wealth rating by 6 points)
    - Form/Join a Pact (Costs 1 Action Point. Information in Relationships)

    Wealth
    - Redistribute Wealth (Costs 1 Action Point, Burn 12 Wealth rating to increase Unity rating by 6 points)

    Unity
    - Promote Unity (Costs 1 Action Point, Burn 12 Unity rating to increase Influence rating by 6 points)

    Conflict (The below are examples of conflict actions that can occur, listed with mortals in mind.)
    - Assault a Stronghold. (Costs 1 AP, Military Conflict, Wealth vs Wealth)
    - Raid another faction. (Costs 1 AP, Military Conflict, Wealth vs Wealth)
    - Infiltrate another faction and put an agent into place. (Costs 1 AP, Espionage Conflict, Influence vs Unity)
    - Attempt to uncover a foreign agent. (Costs 1 AP, Espionage Conflict, Unity vs Influence)
    - Spy on another faction and attempt to learn or steal their secrets. (Costs 1 AP, Espionage Conflict, Influence vs Unity)
    - Sabotage another faction. (Costs 1 AP, Espionage Conflict, Influence vs Unity)
    - Attempt an assassination. (Costs 1 AP, Espionage Conflict, Influence vs Unity)

    Spoiler: Resources
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    Influence - Influence is the representation of your factions overall influence over the forces of the world, including other players and their characters, taking the place of population, territory, and worship attributes. Influence makes it easier to well influence the world and the forces within it, and its score is further defined by marking which factions the influence is over.

    Every +12 of Influence increases your Wealth rating by +1

    Wealth - Wealth is the representation of your factions overall wealth and prestige on the international market, as well as base resources gained through territorial acquisition and in the case of divinities this can even mean strength gained through worship. Additional Wealth can accrued through concepts or by theft.

    Every +12 of Wealth increases your Unity rating by +1.

    Unity - Unity is the overall representation of your factions overall health and stability as a group. A low Unity is a negative influence over your characters and is measured by the measuring of the difference between your Unity and Influence scores. A low Unity leaves you open to calamity.

    Every +12 of Unity increases your Influence rating by +1.

    Spoiler: Random Conflict Resolution
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    Random Conflict Resolution (RCR)

    Sometimes players can’t come to a conclusion on how an event should be dealt with and/or disagreements cannot be settled. Sometimes a player wants to press combat with another God or Society. To alleviate such problems a Random Conflict Resolution can be called.

    Random Conflict Resolution is conducted through competing d20s with rolls modified by the Resource ratings involved and the Ascension status of the characters of the involved players. Simply, whoever rolls the highest number after modifiers have been applied wins and gets to dictate their terms. RCR may be carried out over multiple actions and rolls dependent on what each faction desires.

    There are two main forms of conflict implemented so far in the rules, Military and Espionage. This is not the limit to the forms of conflict that may take place but they are the most obvious and powerful, in the future I intend economic and social RCR and if anyone has interest they are free to pursue these avenues if they wish them implemented.

    These conflicts and actions can range from precise military strikes, raids, and invasions to corporate espionage, theft, and political blackmail. This is not a limit to what you can do. Perhaps in the future someone will have the idea to impose trade sanctions on a trading company, humiliate a politician to weaken a rival faction, or stage a kidnapping.

    Beyond RP effects damage may be applied with each RCR, usually through Negative Concepts or the theft of Concepts related to the method of RCR undertaken.
    Last edited by Anti-Eagle; 2020-05-26 at 03:01 PM.