Trektek
Happy Necromancer
Nation Sheet Page:
Nation Name: (Simple)
Land, Sea, or Air : (Choose which one and then two bonuses from the below)
Capital City: (Simple)
Nation Flag: (Picture required but if struggling get in touch with Sully)
Government Type: (Do they have an elder council under a Tribal Government? Democratically elected officials in a fully functional Democracy? Crazed dictator in a Despotism style government? Choose from the list below and add the bonus and/or penalty from your chosen type)
Leader: (A few lines or paragraphs on your countries leader and who they are)
List of Races: (What races make up your nation? Humans? Elves? Etc)
List of 3 Story Characters: (Possible 3 characters that will get focus within your nation’s story.)
Temperament: (Is your nation peaceful? Aggressive? Militaristic? Money hungry? Etc)
Religion: (What are your nation's religious beliefs if any? The more detail the better)
Preferred Region: (Does your nation like living on the coast? Mountainous areas? Grasslands? Etc)
End Goal: (What is your nation's ultimate goal? This will help us create your nations quest line to unlock a unique buff)
Policy: (Select from the preselected list or create your own. Bonus will be confirmed by GM. Comes with a negative that is provided by the GM. Start with 1 but can have up to 3 active during gameplay)
Strengths: (What three things is your nation good at? We will create in game buffs to match your choices.)
Weaknesses: (What two things is your nation weak at? We will create in game debuffs to match your choices.)
Starting Units: (Use the unit creation rules to create up to three basic units . You start the game with three basic units on your capital.)
Name: (Warriors, soldiers etc, whatever you like)
Type: (Troop, Elite, Legendary)
Tier: (Starting units are always Tier 1)
M: (Movement value on the map, default 1)
HP: (How many successful hits to kill, default 1)
Attacks: (How many dice to roll when this unit attacks, default 1)
Off: (Units Offense modifier, default 0)
Def: (Units Defence modifier, default 0)
Keywords: (What is special about the unit? Heavy armor? Quick? Special tactics?)
History: (As long or short as you want, provide a background to your nation.)
Example Nation Sheet Page:
Nation Name: The Kingdom of Quintus
Land, Sea, or Air : Land- Built Ground Tough, Ration Hoarding
Capital City: The Magnificent Quintus City
Nation Flag: (Picture required but if struggling get in touch with Sully)
Government Type: Feudalism
Leader: Frederico Quintus the Third.
After ascending the throne on his 6th birthday after the untimely death of his mother, Frederico has had to fend for himself against the cutthroat nobles and schemers of the court who wanted nothing more than to manipulate or usurp his rule. Now that he has reached the age of 26, ruling for 20 years, he now will work on expanding the kingdom, calling in old favors and fielding the levies to be sent abroad.
List of Races: Humans
List of 3 Story Characters:
Frederico Quintus the Third- The young King and now long time ruler that wishes to expand the kingdom in order to keep his people at bay.
Harriet Salem- A young Soldier trained as a Holy Knight of Quintus, ready and eager to get out into the field and prove her worth to earn greater benefits of improved citizenship on the field to help take care of her ailing mother.
Gary Mundkin- A technician working on the Light and Medium Tanks that support the Knights out on the field of Combat. He has his own technical ideas and perhaps if he does well at his apprenticeship, he will be able to move his ideas up ahead.
Temperament: Militaristic
Religion: The Goddess Milawaka, her radiance of Holy Light
Preferred Region: Grasslands
End Goal: To expand the Kingdom and bring more under the wing of the King
Policy: Apprenticeship- When troops are trained, a Squire is trained at half price. Squires are at -1/-1
Strengths: Might Makes Right- For each battle won, gain 10 Resources
Loyalty to the King- If the Kingdom is unable to pay for units upkeep, allow one turn grace period before banditry rolls occur
Bread and Circuses- Happiness will not fall into the negatives via events, only from another player or NPC Nation
Weaknesses: Chaotic Underbelly- People chafe under the iron fist of the King. Order Penalties are doubled
Schemers- Spies have a greater chance of infiltration of this nation.
Starting Units:
Knights- Troop
1/1/0/0
(Light)
Camaraderie- Gains +1/0 when fighting alongside another Knight (Does not stack)
Squire- Troop
1/1/-1/-1
(Aged Weaponry)(Aged Armor)
Light Tank- Land Vehicle
1/1/0/0
(Anti-Infantry)
Support- Gains +1/0 when attacking alongside Infantry (Does not stack)
History: (As long or short as you want, provide a background to your nation.)
Nation Name: (Simple)
Land, Sea, or Air : (Choose which one and then two bonuses from the below)
Capital City: (Simple)
Nation Flag: (Picture required but if struggling get in touch with Sully)
Government Type: (Do they have an elder council under a Tribal Government? Democratically elected officials in a fully functional Democracy? Crazed dictator in a Despotism style government? Choose from the list below and add the bonus and/or penalty from your chosen type)
Leader: (A few lines or paragraphs on your countries leader and who they are)
List of Races: (What races make up your nation? Humans? Elves? Etc)
List of 3 Story Characters: (Possible 3 characters that will get focus within your nation’s story.)
Temperament: (Is your nation peaceful? Aggressive? Militaristic? Money hungry? Etc)
Religion: (What are your nation's religious beliefs if any? The more detail the better)
Preferred Region: (Does your nation like living on the coast? Mountainous areas? Grasslands? Etc)
End Goal: (What is your nation's ultimate goal? This will help us create your nations quest line to unlock a unique buff)
Policy: (Select from the preselected list or create your own. Bonus will be confirmed by GM. Comes with a negative that is provided by the GM. Start with 1 but can have up to 3 active during gameplay)
Strengths: (What three things is your nation good at? We will create in game buffs to match your choices.)
Weaknesses: (What two things is your nation weak at? We will create in game debuffs to match your choices.)
Starting Units: (Use the unit creation rules to create up to three basic units . You start the game with three basic units on your capital.)
Name: (Warriors, soldiers etc, whatever you like)
Type: (Troop, Elite, Legendary)
Tier: (Starting units are always Tier 1)
M: (Movement value on the map, default 1)
HP: (How many successful hits to kill, default 1)
Attacks: (How many dice to roll when this unit attacks, default 1)
Off: (Units Offense modifier, default 0)
Def: (Units Defence modifier, default 0)
Keywords: (What is special about the unit? Heavy armor? Quick? Special tactics?)
History: (As long or short as you want, provide a background to your nation.)
Example Nation Sheet Page:
Nation Name: The Kingdom of Quintus
Land, Sea, or Air : Land- Built Ground Tough, Ration Hoarding
Capital City: The Magnificent Quintus City
Nation Flag: (Picture required but if struggling get in touch with Sully)
Government Type: Feudalism
Leader: Frederico Quintus the Third.
After ascending the throne on his 6th birthday after the untimely death of his mother, Frederico has had to fend for himself against the cutthroat nobles and schemers of the court who wanted nothing more than to manipulate or usurp his rule. Now that he has reached the age of 26, ruling for 20 years, he now will work on expanding the kingdom, calling in old favors and fielding the levies to be sent abroad.
List of Races: Humans
List of 3 Story Characters:
Frederico Quintus the Third- The young King and now long time ruler that wishes to expand the kingdom in order to keep his people at bay.
Harriet Salem- A young Soldier trained as a Holy Knight of Quintus, ready and eager to get out into the field and prove her worth to earn greater benefits of improved citizenship on the field to help take care of her ailing mother.
Gary Mundkin- A technician working on the Light and Medium Tanks that support the Knights out on the field of Combat. He has his own technical ideas and perhaps if he does well at his apprenticeship, he will be able to move his ideas up ahead.
Temperament: Militaristic
Religion: The Goddess Milawaka, her radiance of Holy Light
Preferred Region: Grasslands
End Goal: To expand the Kingdom and bring more under the wing of the King
Policy: Apprenticeship- When troops are trained, a Squire is trained at half price. Squires are at -1/-1
Strengths: Might Makes Right- For each battle won, gain 10 Resources
Loyalty to the King- If the Kingdom is unable to pay for units upkeep, allow one turn grace period before banditry rolls occur
Bread and Circuses- Happiness will not fall into the negatives via events, only from another player or NPC Nation
Weaknesses: Chaotic Underbelly- People chafe under the iron fist of the King. Order Penalties are doubled
Schemers- Spies have a greater chance of infiltration of this nation.
Starting Units:
Knights- Troop
1/1/0/0
(Light)
Camaraderie- Gains +1/0 when fighting alongside another Knight (Does not stack)
Squire- Troop
1/1/-1/-1
(Aged Weaponry)(Aged Armor)
Light Tank- Land Vehicle
1/1/0/0
(Anti-Infantry)
Support- Gains +1/0 when attacking alongside Infantry (Does not stack)
History: (As long or short as you want, provide a background to your nation.)
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