Trektek
Happy Necromancer
- Group
- Nation Building
All nations will be placed here and then evaluated by myself and THE COUNCIL in order to properly balance all the nations in the world.
- Leader (Player character and does not need to be the leader of your nation): 3 points to spend on Martial/Magic split (Dom Magic)
Fire
Air
Earth
Water
Nature
Astral
Death
Blood
- Pick a singular keyword and then each player is given options and chooses 2 abilities. (Everyone gets their own)
- Nation creation: Receive 4 points to spend. You can make one part of your nation at -1 to gain an extra Point to use. However that will put you much further behind in that area.
- TP- Theme Points- Reflects how focused on outside the normal world your nation is.
- MP - Military Power - Reflects how strong that players military is (At 0 starts with 500 points and gains an additional 500 per point as well as gaining a new unit type for every 2 MP.
- CP - Currency points - wealth of your nation. Every 2 CP gains your nation a UNIQUE RESOURCE
- RP - Resistance points - how difficult it is to infiltrate/assault a nation - Every 2 points you gain a UNIQUE BUILDING
Note: If you take '4' you also get the unlock reward for 2.
**Military Points**
-1 - You have 0 military points when going into battle. Not only do you not have a military, your people are staunchly against forming one for whatever cultural reason makes sense. Social reform is going to be needed to start a military.
0 - 500 Military Points when going into battle.
1 - 750 Military Points when going into battle.
2 - 1000 Military Points when going into battle. UNLOCK: Every military unit [and character] gains a faction unique combat skill
3 - 1250 Military Points
4 - 1500 Military Points. UNLOCK: Veterans of the Eternal War - Pick one unit that you start with, these units can either be: Empowered or have their point cost reduced [once you pick, it is what it is]. This effect is permanent.
**Currency Points**
-1 - You have nothing of value, your cities are barren, your people often starve, not only do you not have anything, not having things has made your people unusually gullible and desperate making trading or acquiring wealth far harder.
0 - Broke, you have very little, if anything, it has been a trying few years for you.
1 - You have enough resources to spring into a venture!
2 - You have solid foundations in which to build UNLOCK! Unique Resource. This resource is *entirely* unique to your culture and will never exist anywhere in the RP outside of those you deem to touch a few scraps. This can be a powerful drug or an incredible metal that has unique proprieties.
3 - Your nation is abundant in natural resources and you can grow and invest rapidly to push this edge further.
4 - Your nation is a beacon of wealth and prosperity the world over. Not only do you gain a *SECOND* unique resource but your nation gains: "Wealth Breeds Wealth" as a modifier, making gaining CP or finding phat loot come more easily to you.
**Resistance Points**
-1 - Through supreme confidence, or arrogance, your people have never built walls, towers or any defensive structures. The notion that anyone would have the gall to spy on you is ludicrious. Social reform is needed before you can start to build walls or root out potential spies.. Events or uprisings are very likely to happen and progress rapidly before you are even aware of them.
0 - Walls exist!... Somewhat. Mostly. Ran out of money halfway through.
1 - Your capital has defenses.
2 - Your capital is well foritifed, forts guard critical locations and local forces are adept at rooting out spies. UNLOCK: Unique Building. You gain a unique building that will grow and evolve along with your nation. This building can never be replicated by anyone.
3 - Anyone who said 'Offense is the best defense' is a fool, 'Defenses that make them piss their pants and go home' are the best defenses
4 - You don't have a nation. You have a fortress pretending to be a nation. Your people are an iron wall that watch for dissidents and love every second of it. Unlock: Monument! Your nation has a unique awe-inspiring monuement. This monument grants great boons and can grow and evolve just as the unique building. This monument can be a massive bronze colossus that may someday walk to crush your foes or a grand arena that people from all around the world beg to visit. The mighty look upon your works and despair.
**Warning** DO NOT go max resistance and -1 military.... a fortress without soldiers is not ideal.
**Theme Points**
-1 - Utterly Mundane. Your nation is a medieval nation from our world that got dumped here. You have no magic, no advanced tech, no otherwordly nature, nothing. Your men and women with swords. Great work is going to be needed to adopt things that, in your mind, should be impossible.
0 - Minor variant on the mundane.
1 - Your people have something strange or are tapping into forces that others have not touched..
2 - This theme has woven into the fabric of your people's nature. Unlock: Depends on theme chosen
3 - The theme touches every single person in your nation, willingly or not. It is inescapable, as part of their culture as breathing is to life.
4 - Your nation doesn't have a theme. Your theme has a nation. Unlock: Depends on theme chosen.
- Leader (Player character and does not need to be the leader of your nation): 3 points to spend on Martial/Magic split (Dom Magic)
Fire
Air
Earth
Water
Nature
Astral
Death
Blood
- Pick a singular keyword and then each player is given options and chooses 2 abilities. (Everyone gets their own)
- Nation creation: Receive 4 points to spend. You can make one part of your nation at -1 to gain an extra Point to use. However that will put you much further behind in that area.
- TP- Theme Points- Reflects how focused on outside the normal world your nation is.
- MP - Military Power - Reflects how strong that players military is (At 0 starts with 500 points and gains an additional 500 per point as well as gaining a new unit type for every 2 MP.
- CP - Currency points - wealth of your nation. Every 2 CP gains your nation a UNIQUE RESOURCE
- RP - Resistance points - how difficult it is to infiltrate/assault a nation - Every 2 points you gain a UNIQUE BUILDING
Note: If you take '4' you also get the unlock reward for 2.
**Military Points**
-1 - You have 0 military points when going into battle. Not only do you not have a military, your people are staunchly against forming one for whatever cultural reason makes sense. Social reform is going to be needed to start a military.
0 - 500 Military Points when going into battle.
1 - 750 Military Points when going into battle.
2 - 1000 Military Points when going into battle. UNLOCK: Every military unit [and character] gains a faction unique combat skill
3 - 1250 Military Points
4 - 1500 Military Points. UNLOCK: Veterans of the Eternal War - Pick one unit that you start with, these units can either be: Empowered or have their point cost reduced [once you pick, it is what it is]. This effect is permanent.
**Currency Points**
-1 - You have nothing of value, your cities are barren, your people often starve, not only do you not have anything, not having things has made your people unusually gullible and desperate making trading or acquiring wealth far harder.
0 - Broke, you have very little, if anything, it has been a trying few years for you.
1 - You have enough resources to spring into a venture!
2 - You have solid foundations in which to build UNLOCK! Unique Resource. This resource is *entirely* unique to your culture and will never exist anywhere in the RP outside of those you deem to touch a few scraps. This can be a powerful drug or an incredible metal that has unique proprieties.
3 - Your nation is abundant in natural resources and you can grow and invest rapidly to push this edge further.
4 - Your nation is a beacon of wealth and prosperity the world over. Not only do you gain a *SECOND* unique resource but your nation gains: "Wealth Breeds Wealth" as a modifier, making gaining CP or finding phat loot come more easily to you.
**Resistance Points**
-1 - Through supreme confidence, or arrogance, your people have never built walls, towers or any defensive structures. The notion that anyone would have the gall to spy on you is ludicrious. Social reform is needed before you can start to build walls or root out potential spies.. Events or uprisings are very likely to happen and progress rapidly before you are even aware of them.
0 - Walls exist!... Somewhat. Mostly. Ran out of money halfway through.
1 - Your capital has defenses.
2 - Your capital is well foritifed, forts guard critical locations and local forces are adept at rooting out spies. UNLOCK: Unique Building. You gain a unique building that will grow and evolve along with your nation. This building can never be replicated by anyone.
3 - Anyone who said 'Offense is the best defense' is a fool, 'Defenses that make them piss their pants and go home' are the best defenses
4 - You don't have a nation. You have a fortress pretending to be a nation. Your people are an iron wall that watch for dissidents and love every second of it. Unlock: Monument! Your nation has a unique awe-inspiring monuement. This monument grants great boons and can grow and evolve just as the unique building. This monument can be a massive bronze colossus that may someday walk to crush your foes or a grand arena that people from all around the world beg to visit. The mighty look upon your works and despair.
**Warning** DO NOT go max resistance and -1 military.... a fortress without soldiers is not ideal.
**Theme Points**
-1 - Utterly Mundane. Your nation is a medieval nation from our world that got dumped here. You have no magic, no advanced tech, no otherwordly nature, nothing. Your men and women with swords. Great work is going to be needed to adopt things that, in your mind, should be impossible.
0 - Minor variant on the mundane.
1 - Your people have something strange or are tapping into forces that others have not touched..
2 - This theme has woven into the fabric of your people's nature. Unlock: Depends on theme chosen
3 - The theme touches every single person in your nation, willingly or not. It is inescapable, as part of their culture as breathing is to life.
4 - Your nation doesn't have a theme. Your theme has a nation. Unlock: Depends on theme chosen.
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