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<blockquote data-quote="Creamsteak" data-source="post: 192458" data-attributes="member: 552"><p><span style="font-size: 22px"><strong><u> The 1st Rokugan Industrial Revolution </u></strong></span></p><p><span style="font-size: 15px"><strong><u> Rule #1: WHAT YOU CAN DO </u></strong></span></p><p>Post: You can post as many times as you need to. You can post secret actions, or public actions at your own discretion. If you are attacking someone, or defending him or her you should post. You should post In Character as often as you can. You should tell your story. You should be interesting, and interested in what you and others post. Posting is the basis of the IR. You can post conversations between two guards in town. You can post questions about the rules. You should post.</p><p></p><p>E-Mail: If it really is a secret, it should be kept in an email. You should email your moderator (Tokiwong) with any secrets you have. Secrets are secret in your moderator’s hands. Your moderator must know your secrets, or else they are not really happening. Emails should not be made about public actions, or questions. These should be answered on the boards. You should Email your most important information to the Moderator –but don’t send anything In Character that you don’t want posted. The Moderator’s safety can be compromised by other powers if they manage to make successful espionage against your power. Don’t let that get in the way.</p><p></p><p>Chat: Chat is for unofficial actions and discussion. Bugbear provides a chat room for the IR. His room is not logged for the IR affairs, and can be used for anything. This includes “other” forums and emails between players. None of this is logged unless you store it. Save your emails and chat logs if you want to see them remembered in the IR.</p><p></p><p>Turn: A turn is one month of time In Character. In one month you can start a war, research new technology, develop a more industrialized nation. Turns are one month, and you can do anything reasonable to be done by your power in one month. Turns are important; they set the beginning and ends. Right now turns are set at one thread (200 posts) but the moderator can vary that as it becomes necessary.</p><p></p><p><span style="font-size: 15px"><strong><u> Rule #2: TEMPLATES </u></strong></span></p><p>Templates are sent before a turn begins. Templates are used to measure what you are doing in a turn. Each player must include a brief answer to where power is being devoted. If you don’t send a template you are assumed to have all your power spent on funding armies. Templates can include any secret actions that you would normally send in an email. Templates are emailed to the moderator to keep.</p><p></p><p></p><p></p><p>As your power advances we may remove the need to post a list of our powers. It is simply there in the sample to show everyone how a template would be set up.</p><p></p><p><span style="font-size: 15px"><strong><u> Rule #3: The Industrial Rating </u></strong></span></p><p></p><p>The Industrial Arms Race is the basis for gaining power in this game. Your rank in the Industrial Arms Race shows how fast you can train troops; build weapons, and research magic. Each school, country, and army you claim will have an Industrial Rank between 1 and 21 to start. Each of these Ranks represents a certain degree of industrialization. A Clan School has a Rank of 10, while a minor town has a rank of 1. The different Industrial Ranks of different territories will be in the first lists post.</p><p> </p><p>Your Industrial Rating also determines how much food your infrastructure can accommodate. Namely, your PL cannot exceed triple your Industrial Rank without causing starvation. Starvation affects your Attack/Defense scores (see rule #4).</p><p></p><p>The Industrial Rank (IR) of each territory determines how much strength a territory can produce per turn. Below is a table that shows exactly how high your Industrial Rank needs to be in order to produce a different amount of PL per turn. The Equation I chose is the simplest diminishing returns formula you can use:</p><p> </p><p>x(1/2x + 0.5) = Rank Required</p><p>Where x = the PL production per turn</p><p></p><p>Rank PL Increase (Per Turn)</p><p>0 0</p><p>1 1</p><p>3 2</p><p>6 3</p><p>10 4</p><p>15 5</p><p>21 6</p><p>28 7</p><p>36 8</p><p>45 9</p><p>55 10</p><p>66 11</p><p>78 12</p><p>91 13</p><p>105 14</p><p>120 15</p><p>136 16</p><p>153 17</p><p>171 18</p><p>190 19</p><p>210 20</p><p>231 21</p><p>253 22</p><p>276 23</p><p>300 24</p><p>325 25</p><p>351 26</p><p>378 27</p><p>406 28</p><p>435 29</p><p>465 30</p><p>496 31</p><p>528 32</p><p>561 33</p><p>595 34</p><p>630 35</p><p>666 36</p><p>703 37</p><p>741 38</p><p>780 39</p><p>820 40</p><p>861 41</p><p>903 42</p><p>946 43</p><p>990 44</p><p>1035 45</p><p>1081 46</p><p>1128 47</p><p>1176 48</p><p>1225 49</p><p>1275 50</p><p></p><p>The Rules for advancing your IR are listed below. There may be other options that appear, subject to the Moderators will. These are the primary methods for advancing your IR and hurting another powers IR. The Cap for a cities IR is 1,275. That means the most PL a city can generate is 50 per turn. That also means that the largest army a city can support is 3,825 PL. The maximum army for a city can be increased if you increase your Agriculture science. The cap on agriculture is 10x your IR. That puts the very highest PL a city can support at 12,750. For larger territories the cap for IR is set at 5,050, with a standard gain rate of +100 PL per turn. Territories are also subject to a cap on PL. The starting cap for a territory is 15,150, and the maximum cap is set at 50,500</p><p> </p><p>Industrial Arms Modifier Rank Change</p><p>Spending 10 PL to advance your Rank +1 to each territory</p><p>Gaining 10th Level Magic +10 to each territory</p><p>Gaining 11th Level Magic +100 to each territory</p><p>Gaining 12th Level Magic +1000 to each territory</p><p>War Damage (fighting occurred here) -2 per 10 PL fighting</p><p>Nuclear or Cataclysm Level Damage -10 per Nuke/Cataclysm</p><p>Thermonuclear or 11th Level Disaster -100 per Nuke/Disaster</p><p>Anti-Matter Strike or 12th Level Assault -1000 per Strike/Assault</p><p></p><p>Now the above is also a teaser. It shoes you that your power can gain technological weapons, and upper level magic. That will be detailed in the next two rules.</p><p></p><p><span style="font-size: 15px"><strong><u>Rule #4: The Technological Arms Race</u></strong></span></p><p></p><p>Technology is just as important as Magic in the Rokugan IR. You must understand that in order to understand just how an Anti-Matter Strike would be just as decimating as a 12th Level Magic Assault. Developing Technology can improve your overall power in the IR and is second only to the Industrialization Rating (IR) in importance. </p><p></p><p>Each power selects a School to research each turn. There are eight starting schools. These are Construction, Chemistry, Computers, Physics, Power, Sociology, Biology, and Fields. These schools raise your ratings in each sub-race.</p><p></p><p>The Technological Arms Race is divided into these sub-races: Agriculture, Attack, Defense, Espionage, Industry, and Research. You can develop a new school of research (ecology, quantum physics, etc.) that has different Technology subraces. Doing this takes a full turn, and the modifiers cannot exceed an 8. Negative modifiers can be applied, but no more than –2. No one score can go up by more than 4 in one turn.</p><p></p><p>Technology Subraces Agr. Att. Def. Esp. Ind. Res.</p><p>Construction 0 0 4 0 4 0</p><p>Chemistry 2 2 2 0 2 0</p><p>Computers 0 0 0 4 0 4</p><p>Physics 1 4 1 1 1 0</p><p>Power 0 4 0 0 4 0</p><p>Sociology 2 0 0 4 0 2</p><p>Biology 4 2 2 0 0 0</p><p>Fields 0 2 4 2 0 0</p><p></p><p>As your power advances, you will gain certain advantages in each core group. The first noticeable advancement does not occur until your score reaches at least 5. </p><p></p><p>Agriculture – (Affects do not stack)</p><p>5 – Every Territory under your control produces 4x its industrial rating in food.</p><p>15 – Every Territory under your control produces 5x its industrial rating in food.</p><p>30 – Every Territory under your control produces 6x its industrial rating in food.</p><p>50 – Every Territory under your control produces 7x its industrial rating in food.</p><p>75 – Every Territory under your control produces 8x its industrial rating in food.</p><p>105 – Every Territory under your control produces 9x its industrial rating in food.</p><p>140 – Every Territory under your control produces 10x its industrial rating in food.</p><p></p><p>Attack – (Affects do not stack)</p><p>5 – Your Attack score becomes +1 (see rule #4)</p><p>15 – Your Attack score becomes +2</p><p>30 – Your Attack score becomes +3</p><p>50 – Your Attack score becomes +4 and Nuclear weapons become available.</p><p>75 – Your Attack score becomes +5</p><p>105 – Your Attack score becomes +6</p><p>140 – Your Attack score becomes +7 and thermonuclear weapons become available.</p><p>180 – Your Attack score becomes +8</p><p>225 – Your Attack score becomes +9</p><p>275 – Your Attack score becomes +10 and anti-matter weapons become available.</p><p></p><p>Defense – (Affects do not stack)</p><p>5 – Your Defense score becomes +1 (see rule #4)</p><p>15 – Your Defense score becomes +2</p><p>30 – Your Defense score becomes +3</p><p>50 – Your Defense score becomes +4</p><p>75 – Your Defense score becomes +5</p><p>105 – Your Defense score becomes +6</p><p>140 – Your Defense score becomes +7</p><p>180 – Your Defense score becomes +8</p><p>225 – Your Defense score becomes +9</p><p>275 – Your Defense score becomes +10</p><p></p><p>Espionage – (Affects DO stack)</p><p>5 – You gain a 5% chance to find out another powers template. You gain a 5% defense against such actions.</p><p>15 – You gain a 10% chance to find out another powers template. You gain a 10% defense against such actions.</p><p>30 – You gain a 15% chance to find out another powers template. You gain a 15% defense against such actions.</p><p>50 – You gain a 20% chance to find out another powers template. You gain a 20% defense against such actions.</p><p>75 – You gain a 25% chance to find out another powers template. You gain a 25% defense against such actions.</p><p>105 – You gain a 30% chance to find out another powers template. You gain a 30% defense against such actions.</p><p></p><p>Industry – (Affects do not stack)</p><p>5 – Every Territory under your control gains an additional +1 PL per turn.</p><p>15 – Every Territory under your control produces an additional +3 PL per turn.</p><p>30 – Every Territory under your control produces an additional +6 PL per turn.</p><p>50 – Every Territory under your control produces an additional +10 PL per turn.</p><p>75 – Every Territory under your control produces an additional +15 PL per turn.</p><p>105 – Every Territory under your control produces an additional +21 PL per turn.</p><p>140 – Every Territory under your control produces an additional +28 PL per turn.</p><p>180 – Every Territory under your control produces an additional +36 PL per turn.</p><p>225 – Every Territory under your control produces an additional +45 PL per turn.</p><p> </p><p>Research – (Affects do stack)</p><p>5 – All research sub-races gain a +1 per turn. You develop the first computers.</p><p>15 – All research sub-races gain a +1 per turn. You develop the calculator. Bomb safety devices designed.</p><p>30 – All research sub-races gain a +1 per turn. You develop the Internet. Computer guided weapons are designed.</p><p>50 – All research sub-races gain a +1 per turn. You develop nano-computers. Gain +1 PL per turn.</p><p>75 – All research sub-races gain a +1 per turn. You develop Artificial Intelligence. Constructs self replicate.</p><p>105 – All research sub races become 4 per turn base. Your Attack/Defense scores both gain +2.</p><p>140 – All research sub-races become 6 per turn base.</p><p>180 – All research sub-races become 8 per turn base. Your Attack/Defense scores both gain +2.</p><p>225 – All research sub races become 10 per turn base.</p><p></p><p><span style="font-size: 15px"><strong><u>Rule #5: The Magic Arms Race</u></strong></span></p><p></p><p>Magic is secondary to science. Shugenjas, Sorcerors, and Wu Jen alike can research Magic for your power. Magic might not even hold a major affect on the IR. It will be amazingly costly to research magic. Magic does have a place in the IR, just not the same place as superscience. You can choose to develop magic as and will find its affects devastating if you earn them. Magic is costly, however. You can gain Magic Arms Race Points by doing the following:</p><p></p><p>Spend 10 PL on research this turn. You lose 2 PL permanently. You gain 1 point in the Magic Arms Race.</p><p>Spend 10 PL on research this turn. You lose 4 PL permanently. You gain 2 points in the Magic Arms Race.</p><p>Spend 10 PL on research this turn. You lose 6 PL permanently. You gain 3 points in the Magic Arms Race.</p><p>Spend 10 PL on research this turn. You lose 8 PL permanently. You gain 4 points in the Magic Arms Race.</p><p>Spend 10 PL on research this turn. You lose 10 PL permanently. You gain 5 points in the Magic Arms Race.</p><p></p><p>You can choose to spend more than 10 PL. You must, however, spend in 10 PL increments. The more of your power you sacrifice, the faster your rate of gain will be. What do points in the Magic Arms race do for you?</p><p></p><p>Well, first of all, a power with 10th level magic can block nukes from damaging them. 10th Level magic can affect major changes on a small territory, or minor changes on a medium area. The exact list of things you can do with 10th level magic will be provided when and if a player gains it. 10th Level magic allows a player to exact a certain number of changes on their power. They can create and defend themselves with 10th level Mythals and gain a +2 to attack and defense.</p><p></p><p>With 11th Level Magic, a power can perform 11th Level Attacks. These kinds of attacks can wipe out entire nations and cripple those power that do not have 11th level magic to defend them. Expect research on such a subject to take many turns, even with multiple powers organizing it.</p><p></p><p>With 12th Level Magic, you can challenge entire crystal spheres. You can choose to launch attacks that are 10x greater than any attack made by an 11th level power. You will only encounter 12th level magic if a player manages to reach its incredibly shocking requirements.</p><p></p><p>A rank of 500 in the Magic Arms Race earns a power 10th Level Magic. </p><p>A rank of 250,000 in the Magic Arms Race earns a power 11th Level Magic.</p><p>A rank of 62,500,000,000 in the Magic Arms Race earns a power 12th Level Magic.</p><p></p><p>The cost is incredible, and the explanation is lacking: but expect 10th-12th level magic to be worth its incredible cost.</p><p></p><p>11th Level Magic won the last IR. It would require a player to sacrifice an incredible amount of time and effort to produce 12th. 11th Level magic will likely not enter this IR. Its standards have been raised so that super science will play a more important role in the game. </p><p></p><p><span style="font-size: 15px"><strong><u>Rule #6: Attack and Defense</u></strong></span></p><p></p><p>The fourth rule is the most important rule when two powers disagree. Wars are fought and won with armies, and in the IR it is no exception. This rule is the focal point of most of the IR, until powers gain 11th and 12th level magic. The rule of thumb here is a powers Attack/Defense score.</p><p></p><p>During an attack, both powers declare how much force they are devoting to the front. This is in PL, which is defined as the basic unit of combat. For each PL in the battle, a D6 is rolled. On a roll of 6, an attack is made. On the defenders side they get a defense (cancels the damage of the attack) on a 6. Then the Defense rolls their attack against the attackers, and the attackers are forced to roll their defense. The final results are reported at the end of a turn.</p><p></p><p>Each Player has an Attack/Defense score based on their magic and technology. Other modifiers are listed:</p><p></p><p>All Modifiers Stack:</p><p>Player has 10th Level Magic: (+2 Attack/+2 Defense)</p><p>Player has 11th Level Magic: (+2 Attack/+2 Defense)</p><p>Player has 12th Level Magic: (+2 Attack/+2 Defense)</p><p>Player is suffering Starvation: (-2 Attack/-2 Defense)</p><p>Player has been poisoned: (-2 Attack/-2 Defense)</p><p></p><p>Modifiers that do not Stack:</p><p>Player is defending a Tower: (+0 Attack/+2 Defense)</p><p>Player is defending a Palace: (+1 Attack/+2 Defense)</p><p>Player is defending a Castle: (+2 Attack/+3 Defense)</p><p>Player is defending a Fort: (+2 Attack/+4 Defense)</p><p>Player has set a Trap: (+4 Attack/+0 Defense)</p></blockquote><p></p>
[QUOTE="Creamsteak, post: 192458, member: 552"] [Size=6][B][U] The 1st Rokugan Industrial Revolution [/U][/B][/Size] [Size=4][B][U] Rule #1: WHAT YOU CAN DO [/U][/B][/Size] Post: You can post as many times as you need to. You can post secret actions, or public actions at your own discretion. If you are attacking someone, or defending him or her you should post. You should post In Character as often as you can. You should tell your story. You should be interesting, and interested in what you and others post. Posting is the basis of the IR. You can post conversations between two guards in town. You can post questions about the rules. You should post. E-Mail: If it really is a secret, it should be kept in an email. You should email your moderator (Tokiwong) with any secrets you have. Secrets are secret in your moderator’s hands. Your moderator must know your secrets, or else they are not really happening. Emails should not be made about public actions, or questions. These should be answered on the boards. You should Email your most important information to the Moderator –but don’t send anything In Character that you don’t want posted. The Moderator’s safety can be compromised by other powers if they manage to make successful espionage against your power. Don’t let that get in the way. Chat: Chat is for unofficial actions and discussion. Bugbear provides a chat room for the IR. His room is not logged for the IR affairs, and can be used for anything. This includes “other” forums and emails between players. None of this is logged unless you store it. Save your emails and chat logs if you want to see them remembered in the IR. Turn: A turn is one month of time In Character. In one month you can start a war, research new technology, develop a more industrialized nation. Turns are one month, and you can do anything reasonable to be done by your power in one month. Turns are important; they set the beginning and ends. Right now turns are set at one thread (200 posts) but the moderator can vary that as it becomes necessary. [Size=4][B][U] Rule #2: TEMPLATES [/U][/B][/Size] Templates are sent before a turn begins. Templates are used to measure what you are doing in a turn. Each player must include a brief answer to where power is being devoted. If you don’t send a template you are assumed to have all your power spent on funding armies. Templates can include any secret actions that you would normally send in an email. Templates are emailed to the moderator to keep. As your power advances we may remove the need to post a list of our powers. It is simply there in the sample to show everyone how a template would be set up. [Size=4][B][U] Rule #3: The Industrial Rating [/U][/B][/Size] The Industrial Arms Race is the basis for gaining power in this game. Your rank in the Industrial Arms Race shows how fast you can train troops; build weapons, and research magic. Each school, country, and army you claim will have an Industrial Rank between 1 and 21 to start. Each of these Ranks represents a certain degree of industrialization. A Clan School has a Rank of 10, while a minor town has a rank of 1. The different Industrial Ranks of different territories will be in the first lists post. Your Industrial Rating also determines how much food your infrastructure can accommodate. Namely, your PL cannot exceed triple your Industrial Rank without causing starvation. Starvation affects your Attack/Defense scores (see rule #4). The Industrial Rank (IR) of each territory determines how much strength a territory can produce per turn. Below is a table that shows exactly how high your Industrial Rank needs to be in order to produce a different amount of PL per turn. The Equation I chose is the simplest diminishing returns formula you can use: x(1/2x + 0.5) = Rank Required Where x = the PL production per turn Rank PL Increase (Per Turn) 0 0 1 1 3 2 6 3 10 4 15 5 21 6 28 7 36 8 45 9 55 10 66 11 78 12 91 13 105 14 120 15 136 16 153 17 171 18 190 19 210 20 231 21 253 22 276 23 300 24 325 25 351 26 378 27 406 28 435 29 465 30 496 31 528 32 561 33 595 34 630 35 666 36 703 37 741 38 780 39 820 40 861 41 903 42 946 43 990 44 1035 45 1081 46 1128 47 1176 48 1225 49 1275 50 The Rules for advancing your IR are listed below. There may be other options that appear, subject to the Moderators will. These are the primary methods for advancing your IR and hurting another powers IR. The Cap for a cities IR is 1,275. That means the most PL a city can generate is 50 per turn. That also means that the largest army a city can support is 3,825 PL. The maximum army for a city can be increased if you increase your Agriculture science. The cap on agriculture is 10x your IR. That puts the very highest PL a city can support at 12,750. For larger territories the cap for IR is set at 5,050, with a standard gain rate of +100 PL per turn. Territories are also subject to a cap on PL. The starting cap for a territory is 15,150, and the maximum cap is set at 50,500 Industrial Arms Modifier Rank Change Spending 10 PL to advance your Rank +1 to each territory Gaining 10th Level Magic +10 to each territory Gaining 11th Level Magic +100 to each territory Gaining 12th Level Magic +1000 to each territory War Damage (fighting occurred here) -2 per 10 PL fighting Nuclear or Cataclysm Level Damage -10 per Nuke/Cataclysm Thermonuclear or 11th Level Disaster -100 per Nuke/Disaster Anti-Matter Strike or 12th Level Assault -1000 per Strike/Assault Now the above is also a teaser. It shoes you that your power can gain technological weapons, and upper level magic. That will be detailed in the next two rules. [Size=4][B][U]Rule #4: The Technological Arms Race[/U][/B][U][/U][/Size] Technology is just as important as Magic in the Rokugan IR. You must understand that in order to understand just how an Anti-Matter Strike would be just as decimating as a 12th Level Magic Assault. Developing Technology can improve your overall power in the IR and is second only to the Industrialization Rating (IR) in importance. Each power selects a School to research each turn. There are eight starting schools. These are Construction, Chemistry, Computers, Physics, Power, Sociology, Biology, and Fields. These schools raise your ratings in each sub-race. The Technological Arms Race is divided into these sub-races: Agriculture, Attack, Defense, Espionage, Industry, and Research. You can develop a new school of research (ecology, quantum physics, etc.) that has different Technology subraces. Doing this takes a full turn, and the modifiers cannot exceed an 8. Negative modifiers can be applied, but no more than –2. No one score can go up by more than 4 in one turn. Technology Subraces Agr. Att. Def. Esp. Ind. Res. Construction 0 0 4 0 4 0 Chemistry 2 2 2 0 2 0 Computers 0 0 0 4 0 4 Physics 1 4 1 1 1 0 Power 0 4 0 0 4 0 Sociology 2 0 0 4 0 2 Biology 4 2 2 0 0 0 Fields 0 2 4 2 0 0 As your power advances, you will gain certain advantages in each core group. The first noticeable advancement does not occur until your score reaches at least 5. Agriculture – (Affects do not stack) 5 – Every Territory under your control produces 4x its industrial rating in food. 15 – Every Territory under your control produces 5x its industrial rating in food. 30 – Every Territory under your control produces 6x its industrial rating in food. 50 – Every Territory under your control produces 7x its industrial rating in food. 75 – Every Territory under your control produces 8x its industrial rating in food. 105 – Every Territory under your control produces 9x its industrial rating in food. 140 – Every Territory under your control produces 10x its industrial rating in food. Attack – (Affects do not stack) 5 – Your Attack score becomes +1 (see rule #4) 15 – Your Attack score becomes +2 30 – Your Attack score becomes +3 50 – Your Attack score becomes +4 and Nuclear weapons become available. 75 – Your Attack score becomes +5 105 – Your Attack score becomes +6 140 – Your Attack score becomes +7 and thermonuclear weapons become available. 180 – Your Attack score becomes +8 225 – Your Attack score becomes +9 275 – Your Attack score becomes +10 and anti-matter weapons become available. Defense – (Affects do not stack) 5 – Your Defense score becomes +1 (see rule #4) 15 – Your Defense score becomes +2 30 – Your Defense score becomes +3 50 – Your Defense score becomes +4 75 – Your Defense score becomes +5 105 – Your Defense score becomes +6 140 – Your Defense score becomes +7 180 – Your Defense score becomes +8 225 – Your Defense score becomes +9 275 – Your Defense score becomes +10 Espionage – (Affects DO stack) 5 – You gain a 5% chance to find out another powers template. You gain a 5% defense against such actions. 15 – You gain a 10% chance to find out another powers template. You gain a 10% defense against such actions. 30 – You gain a 15% chance to find out another powers template. You gain a 15% defense against such actions. 50 – You gain a 20% chance to find out another powers template. You gain a 20% defense against such actions. 75 – You gain a 25% chance to find out another powers template. You gain a 25% defense against such actions. 105 – You gain a 30% chance to find out another powers template. You gain a 30% defense against such actions. Industry – (Affects do not stack) 5 – Every Territory under your control gains an additional +1 PL per turn. 15 – Every Territory under your control produces an additional +3 PL per turn. 30 – Every Territory under your control produces an additional +6 PL per turn. 50 – Every Territory under your control produces an additional +10 PL per turn. 75 – Every Territory under your control produces an additional +15 PL per turn. 105 – Every Territory under your control produces an additional +21 PL per turn. 140 – Every Territory under your control produces an additional +28 PL per turn. 180 – Every Territory under your control produces an additional +36 PL per turn. 225 – Every Territory under your control produces an additional +45 PL per turn. Research – (Affects do stack) 5 – All research sub-races gain a +1 per turn. You develop the first computers. 15 – All research sub-races gain a +1 per turn. You develop the calculator. Bomb safety devices designed. 30 – All research sub-races gain a +1 per turn. You develop the Internet. Computer guided weapons are designed. 50 – All research sub-races gain a +1 per turn. You develop nano-computers. Gain +1 PL per turn. 75 – All research sub-races gain a +1 per turn. You develop Artificial Intelligence. Constructs self replicate. 105 – All research sub races become 4 per turn base. Your Attack/Defense scores both gain +2. 140 – All research sub-races become 6 per turn base. 180 – All research sub-races become 8 per turn base. Your Attack/Defense scores both gain +2. 225 – All research sub races become 10 per turn base. [Size=4][B][U]Rule #5: The Magic Arms Race[/U][/B][U][/U][/Size] Magic is secondary to science. Shugenjas, Sorcerors, and Wu Jen alike can research Magic for your power. Magic might not even hold a major affect on the IR. It will be amazingly costly to research magic. Magic does have a place in the IR, just not the same place as superscience. You can choose to develop magic as and will find its affects devastating if you earn them. Magic is costly, however. You can gain Magic Arms Race Points by doing the following: Spend 10 PL on research this turn. You lose 2 PL permanently. You gain 1 point in the Magic Arms Race. Spend 10 PL on research this turn. You lose 4 PL permanently. You gain 2 points in the Magic Arms Race. Spend 10 PL on research this turn. You lose 6 PL permanently. You gain 3 points in the Magic Arms Race. Spend 10 PL on research this turn. You lose 8 PL permanently. You gain 4 points in the Magic Arms Race. Spend 10 PL on research this turn. You lose 10 PL permanently. You gain 5 points in the Magic Arms Race. You can choose to spend more than 10 PL. You must, however, spend in 10 PL increments. The more of your power you sacrifice, the faster your rate of gain will be. What do points in the Magic Arms race do for you? Well, first of all, a power with 10th level magic can block nukes from damaging them. 10th Level magic can affect major changes on a small territory, or minor changes on a medium area. The exact list of things you can do with 10th level magic will be provided when and if a player gains it. 10th Level magic allows a player to exact a certain number of changes on their power. They can create and defend themselves with 10th level Mythals and gain a +2 to attack and defense. With 11th Level Magic, a power can perform 11th Level Attacks. These kinds of attacks can wipe out entire nations and cripple those power that do not have 11th level magic to defend them. Expect research on such a subject to take many turns, even with multiple powers organizing it. With 12th Level Magic, you can challenge entire crystal spheres. You can choose to launch attacks that are 10x greater than any attack made by an 11th level power. You will only encounter 12th level magic if a player manages to reach its incredibly shocking requirements. A rank of 500 in the Magic Arms Race earns a power 10th Level Magic. A rank of 250,000 in the Magic Arms Race earns a power 11th Level Magic. A rank of 62,500,000,000 in the Magic Arms Race earns a power 12th Level Magic. The cost is incredible, and the explanation is lacking: but expect 10th-12th level magic to be worth its incredible cost. 11th Level Magic won the last IR. It would require a player to sacrifice an incredible amount of time and effort to produce 12th. 11th Level magic will likely not enter this IR. Its standards have been raised so that super science will play a more important role in the game. [Size=4][B][U]Rule #6: Attack and Defense[/U][/B][U][/U][/Size] The fourth rule is the most important rule when two powers disagree. Wars are fought and won with armies, and in the IR it is no exception. This rule is the focal point of most of the IR, until powers gain 11th and 12th level magic. The rule of thumb here is a powers Attack/Defense score. During an attack, both powers declare how much force they are devoting to the front. This is in PL, which is defined as the basic unit of combat. For each PL in the battle, a D6 is rolled. On a roll of 6, an attack is made. On the defenders side they get a defense (cancels the damage of the attack) on a 6. Then the Defense rolls their attack against the attackers, and the attackers are forced to roll their defense. The final results are reported at the end of a turn. Each Player has an Attack/Defense score based on their magic and technology. Other modifiers are listed: All Modifiers Stack: Player has 10th Level Magic: (+2 Attack/+2 Defense) Player has 11th Level Magic: (+2 Attack/+2 Defense) Player has 12th Level Magic: (+2 Attack/+2 Defense) Player is suffering Starvation: (-2 Attack/-2 Defense) Player has been poisoned: (-2 Attack/-2 Defense) Modifiers that do not Stack: Player is defending a Tower: (+0 Attack/+2 Defense) Player is defending a Palace: (+1 Attack/+2 Defense) Player is defending a Castle: (+2 Attack/+3 Defense) Player is defending a Fort: (+2 Attack/+4 Defense) Player has set a Trap: (+4 Attack/+0 Defense) [/QUOTE]
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