1. SUMMARY ---------- 1.1 General Concept ------------------- This system was developed with the mind that GMs could use it to flesh out their players' broader world between sessions--or even during a session that happens to take up lots of in-game time--in a mechanistic yet unpredictable fashion, and to possibly draw inspiration from the results. Since it's intended primarily for GM us, GM fiat and judgement are an integral part of the mechanics. 1.2 System ---------- Each Faction has 4 Attributes and 4 Stats related to its overall wealth, technology level, social unity and military power. Faction Attributes act as bonuses to 1d10 action rolls, and Stats act as Health to absorb damage. Each Faction has Assets which perform missions on the Faction's behalf. Asset Roll bonuses follow their Type (RES, INT, COH and STR) and Health are equal to their Level (1 to 4). 1.3 Factions ------------ Since the Full faction list is exhaustive (58 factions), and there is a Simple faction list available (19 factions), there are several potential ways to integrate them into an EP game: -Full faction list (not recommended!) -Simple factions (still too many) -Detailed factions (game-relevant Factions selected from the Full or Simple list) -Hybrid (Detailed factions + some Simple factions) 1.4 Assets ---------- Assets have a Category (Facilities, Vehicles, Units, and Agents), Type (Resource, Intrigue, Cohesion, Strength), and Level (1 to 4). Assets act through the expenditure of Action Points (AP). 1.5 Rounds and Turns -------------------- Each Faction gets one Turn per Round. The Turn order is at the GM's discretion. Once all Factions have played their Turns to the GM's satisfaction, the Round is over and a new Round begins. An in-game elapsed time of 1 month per Round is the general suggestion. 1.6 Actions ----------- Each Turn, a faction may take one Faction Action and [Action Point] Levels worth of Asset Actions (minimum 1). This can be temporarily increased through Planning or special Asset properties.