Difference between revisions of "State Creation"

From Sphere
Jump to navigation Jump to search
(Created page with "==Designing a State== The average PC state are generally monarchies of some kind descended from the families of those who were appointed to run the planets in question shortly...")
 
Line 45: Line 45:
 
*Unfriendly Borders
 
*Unfriendly Borders
 
The default assumption of the game is that every PC occupies their own planet. However, there is always guys who want to be on same planet for whatever reason. This is the trait you can pick for that, figure out your joint history on why you're not unified. Your legitimacy counter is strengthen by actions you take against each other and while you can agree to defend a hostile third party, you can never ally offensively with each other.
 
The default assumption of the game is that every PC occupies their own planet. However, there is always guys who want to be on same planet for whatever reason. This is the trait you can pick for that, figure out your joint history on why you're not unified. Your legitimacy counter is strengthen by actions you take against each other and while you can agree to defend a hostile third party, you can never ally offensively with each other.
 
Legitimacy
 
 
Broadly speaking every government that is a government has a legitimacy to it be it from popular buy in to fear of three generations of punishments coupled with non-stop political propaganda. In game this is represented by a numerical value ranging from zero to a hundred Below twenty-five, the nation under normal circumstances is the red zone of having a civil war, attempted military coup or just flat out general revolution, at seventy-five and above, the state experiences situational bonus to economic or military matters. Every player state starts at fifty legitimacy. Generally factors increase or decrease legitimacy by one point, with some exceptions. Great victories or defeats move the counter by five points, and if Great House puts a core member on a project their legitimacy moves up or down by five as well.
 
 
Negative Factors
 
*Acting against your ideological interests, such as making Molotov-Ribbontrop Treaties, befriending opposing ideological states.
 
*Failing to head the voice of your people for relevant states
 
*Lost battles
 
*Lost lands
 
*Unfair treaties
 
*Unanswered diplomatic insults
 
*Corruption events
 
 
Positive Factors
 
*Listening to your people
 
*Supporting a blood-tie house against its enemy
 
*Accomplishments: Colonization, victories,
 
*Discovering artifacts
 
*Mortarhead Tourneys (five increase if the winner)
 
*Building battleships (by two points)
 
*Building Mortarheads
 

Revision as of 10:19, 31 May 2018

Designing a State

The average PC state are generally monarchies of some kind descended from the families of those who were appointed to run the planets in question shortly before the Cataclysm, who maintained their control by have key access to mortarhead garrisons on the planet. These families are known as the Great Houses. With the rediscovery of FTL these dynastic families had intermingled with each other and created a complex spiderweb of relations and blood-tie alliances.

House Generation:

Biography of the house: Write up the history of them, their motto, creed and beliefs.

Traits:

  • 3 Traits, more traits can be bought up to 6 by taking flaws.

Blood-Ties:

  • 3 Houses you have a blood-tie alliance too (either picked by the players or picked by the GM)

Family: Who are the nobility? What are their hopes and dreams? More personality you give them, the more others including the GM can work with. You have 5 Core Members, 20 cadet members as a base, you can if you want start with less for some reason.

House Traits

  • Senator: [2 points] Your planet has a rare direct seat in the old Republic Senate. Even after the fall of the Republic, the title still carries weight with NPCS, and in social gatherings you're the first among equals, as well better chance at unlocking old tech.
  • Diplomatic: You get a bonus when dealing with npcs, and if you negotiate between PCs you increase your public legitimacy.
  • Merchant: Your starting wealth production is more efficient by .3; can be stacked
  • Industrialist: Your starting military production is more efficient by .3; can be stacked.
  • People's Prince: Your family is quite popular with the masses, anytime they do something heroic double gain in legitimacy.
  • Enhance Genetics: Your family was one of the elite from the Republican period and are the greatest headliners. Gives bonus to Mortarhead unit piloted by a noble.
  • Absolute Monarchy [2 points]: Your ruler answers to himself only.
  • Fertile: Doubles your family's member pool (can be stacked)
  • Naval Academy [3 points]: Your nobles give bonus to naval units they are attached to. Gives bonus to navy ships/
  • Religious: Your family is tied hip with the popular local religion, your units tend to be fanatical.
  • Tough: Car bomb exploding under your seats only give you exaggerated scars.
  • Secret Police: You don't fear the rebellion cause half the members are your spies.
  • ROM: Better intelligence and counter intelligence.
  • Psions: [2] The overtechnology of Old Earth, drastically altered mankind, allowing for powers that go against materialistic understandings of the universe. The results is a class of minority of humans that can channel their powers to conduct a wide variety of paranormal feats (general power level is around Jedi)

House Flaws

  • Parliament: You're answerable to somebody. This means that GM has a option to have Parliament demand something, and if it doesn't get its wishes, you lose legitimacy. A 3 point version exists if you're *Parliament can actually override your house.
  • Decadent: Plus side, tons of harem girls/boys, bad side legitimacy decreases every year.
  • Sadists: Legitimacy declines, but your secrecy police effect is doubled, though you get negative NPC reactions
  • Infirm: Decrease chance of getting viable noble.
  • Kaiser Wilhelm: Your NPC reactions are generally always bad, as it represents your leader saying aggressive things all the time, states can easily get casus belli off you.
  • Hated: During the Great War your House did something bad and escaped punishment. NPCs shy way from you.
  • Feudalistic: [2 points] You don't quite control the planet, about 1/2 of your ground army is made up feudal detachments, and occasionally the barons make demands of you
  • Gossiping Court: You can't keep a secret
  • Witch Hunting: You reject Psions, and kill or imprison those who you find. You are unable to work with factions that have the Psion trait (outside of the Church which claims its miracles of God).

Special Traits (free to take)

  • Unfriendly Borders

The default assumption of the game is that every PC occupies their own planet. However, there is always guys who want to be on same planet for whatever reason. This is the trait you can pick for that, figure out your joint history on why you're not unified. Your legitimacy counter is strengthen by actions you take against each other and while you can agree to defend a hostile third party, you can never ally offensively with each other.