4. ACTIONS AND TURNS -------------------- A Round consists of all the Factions playing their Turn once. As this system is meant to flesh out the greater world around a party of PCs, 0 to 3 Rounds should take place between RP sessions. 4.1 Turn Sequence ----------------- A Turn sequence has the following Phases: 1. Renew AP 2. Apply Delayed Effects 3. Faction Actions 4. Initial Movement 5. Asset Actions 6. Subsequent Movement The sequence may be taken in full for each faction (Turn-Wise), or faction by faction for each phase (Phase-Wise). The former is easier to calculate with less note-taking, but the latter allows for more organic interaction between factions. 1) Renew AP: At the beginning of each Turn, each Faction fully replenishes its Action Points. 2) Apply Delayed Effects: Multi-turn effects, such as Production, Planning AP bonuses, and Meme changes are applied here. 3) Faction Actions: Each Faction takes ONE Faction Action at the beginning of the Turn. 4) Initial Movement: Mobile Assets move in this phase. 5) Asset Actions: See below for list of Actions. 6) Subsequent Movement: Units which may move after other actions (ie. an escaping Agent), or which have not yet taken action, move in this phase. 4.2 Tests --------- All tests use 1d10, counting from 1 - 10 (not 0 - 9). The Margins of Success/Failure are sometimes used to calculate damage, healing, or other quantifiable effects. Ties go to the defender. Divided results are always rounded down. 4.2.1 Roll Types ---------------- Straight Faction Roll: 1d10 =< Attribute Straight Asset Roll: 1d10 =< [Level*2] *A roll of 10 is always a failure for Straight Rolls, even if the Attribute in question is 10 or higher. Likewise, a roll of 1 is always a success. Opposed Faction Roll: [(Level*2) + 1d10] vs [Attribute + 1d10] Opposed Asset Roll: [(Level*2) + 1d10] vs [(Level*2) + 1d10] *High roll wins in Opposed Rolls *Includes Home Turf Advantage unless otherwise noted *An Opposed Roll of 10 beats a roll of 1 regardless of bonuses. 4.3 Actions ----------- Each turn, a faction may take one Faction Action and [AP] Levels worth of Asset Actions (minimum 1 Asset Action with no Stat damage). Each Asset may only act once per turn unless otherwise noted. Actions may be taken at a cost of damage to the Faction's related Stat instead of AP. 4.3.1 List of Faction Actions ----------------------------- Regroup Roll Type: none Cost: [Points]^2 Related Stat (1st point no cost) Duration: 1 Round Heal any Faction Attribute. Takes effect the next Round. Invest Roll Type: Straight Faction Cost: none Duration: 1 Round Heal or Boost (for one Round) any Faction Health Stat by [MoS/2] points (minimum 1). Takes effect the next Round. Maintenance Roll Type: Straight Faction Cost: [Damage] INF or POP Duration: 1 Round Heal any Habitat Damage Stat by [MoS/2] points (minimum 1). Takes effect the next Round. Repair Roll Type: Straight Faction Cost: none / [Points] INF + [Points] Related Stat Duration: 1 Round Heal an Asset in friendly territory by [MoS/2] points (minimum 1). Takes one Round. If in hostile territory, spend [Level] INF and [Level] Related Stat per GM's discretion. Annex Roll Type: Opposed Faction (POP or COH) Cost: [Full Habitat Health] AP / [Full Habitat Health] POP Duration: Instant / [MoF] Rounds In an enemy Habitat, if no enemy Assets are present that can fight back (including Covert Assets), and the Habitat's Health has been brought to 0, the Habitat is Suppressed. The Asset may then attempt to claim the territory for its own faction by expending [Full Habitat Health] AP. If the roll fails, the Faction may re-attempt the Annexation in [MoF] Rounds. If the roll succeeds, the former Faction immediately loses the Habitat's Health Stat bonuses. The new Faction pays [Full Habitat Health] POP and gains the Habitat (this payment may be delayed at the new Faction's prerogative). It must heal the Habitat and its own Health Stats to gain the Habitat's bonuses. Immediately after Annexation, the new Faction may also "Produce" destroyed Facilities, which appear at Level 0. Any duplicates must be Converted (see "Convert Duplicates" Triggered Action) before being repaired up. This may not be done with Mobile Assets. Annex may be interrupted by a Rally action (see below). Produce Asset Roll Type: none Cost: [Level] Related Stat Duration: [Level*2] Rounds / [(Level+1)^2] Rounds The Faction may produce any facility or any Level 1 Asset. It may also Produce any Asset for which it has the appropriate Facility. Units and Agents take [Level*2] turns to construct; Facilities and Vehicles take [(Level+1)^2] turns to construct. Production immediately incurs [Level] Stat damage of the related type. The GM should consider Produce Asset actions carefully for their impact on the game world. Alternatively, mobile Assets may be purchased from neutral or friendly Factions. Hire Mercenaries Roll Type: none Cost: 2 INF + 1 INF per Round thereafter (paid to owning Faction) Duration: 1 Round Hire Mercenaries from another Faction. If the Mercenary already exists, it may be loaned to the hiring Faction immediately, and acts on the owning Faction's turn. If the Unit doesn't exist yet, it may be produced in the owning Faction's turn and act on the hiring Faction's next turn. The Mercenary costs 1 INF per Round until it is released; pre-existing Mercenaries then return to the owning Faction, and bespoke Mercenaries disappear. Rally Roll Type: Opposed Faction (STR) Cost: [Habitat Health] AP Duration: 1 Round The citizenry of a Suppressed Habitat may attempt to fight off an invading enemy Asset. A success delays the invader's Annexation Roll by 1 Round. Repurpose Roll Type: none Cost: [new Level] Related Stat / [(new Level)*2] Related Stat Duration: [new Level+2] Rounds / [(new Level+1)*2] Rounds Convert an Asset to another Asset of the same Category (Facility, Vehicle, Unit, Agent). If converting to the same type (RES/INT/COH/STR), spend [new Level] Related Stat points, and repurposing takes [new Level] Rounds. If converting to a different type, spend [(new Level)*2] Related Stat points, and repurposing takes [(new Level)+2] Rounds. Mandate Roll Type: Straight Faction (COH) x 3 Turns in a row Cost: [10-(MoS)]/2 SOL + [10-(MoS)]/2 INF Duration: [10-(MoS)] Rounds / [(MoF)*2] Rounds A Faction meme is added or replaced. The attempt immediately does [10-(MoS)]/2 SOL damage. If the 3 Rolls in a row succeed, earn the Meme and pay an additional [10-(MoS)]/2 INF points (minimum 1). A new Meme provides no benefits for [10-(MoS)] Rounds. At no point may a Faction have more than 3 Memes. If one of the rolls fail, a Mandate may not be re-attempted for [(MoF)*2] Rounds. Diplomacy Roll Type: none Cost: none Duration: 1 Round Form and break agreements and alliances with other factions. 4.3.2 List of Asset Actions --------------------------- Name Range Roll Type AP Cost Time: Instant, or x Turns Description 4.3.2.1 Standard Actions ------------------------ Any asset may take any Standard Action that can be justified to (or by) the GM. Units that explicitly list the following have access to the "Special" version. Attack Roll Type: Opposed Asset or Opposed Faction (+HTA) AP Cost: Level Time: Instant Cause [MoS/2] damage to an Asset. If the asset is brought to 0, it is destroyed. Any Attribute bonuses from the Asset disappear immediately. If in enemy territory and no Related Assets are present, the attack incurs Habitat Damage. Proceed to Annexation. Attack (Special): Attacking Asset may perform its own free Plan action immediately before an Attack in the same Turn. This is NOT cumulative with other Plan actions. Move / Cast Roll Type: none Time: Per travel time; see Charts. AP Cost: Vehicle or Facility Level Locomote by vehicle (Shipping Conglomerate, Vehicles, Units or Agents) or egocast/darkcast instantly (Agents only). AP Cost is paid once on departure. Vehicle Assets may make ONE change of destination enroute at the cost of another AP expenditure. An Asset transported in a vehicle may take another action in the same Turn if AP remain and the travel time is less than 1 Round. Produce Roll Type: Straight Asset (+HTA) AP Cost: Level Time: 1 Round Heal or Boost the Relevant Stat by [MoS / 2] (minimum 1). Plan Roll Type: Opposed Faction (+HTA) AP Cost: Planning Asset's Level Time: 1 Round Temporarily add MoS points to AP for a specific Asset Action next Round, either its own or for another Asset. If Mos > Acting Asset Level, it may elect to perform the Planned action in the same Turn as the Planning. A Faction may make several unrelated Plan rolls in a Turn. Plan (Special): Plan action costs only 1 AP. May be chained with Remote and Sabotage (Plan -> Remote -> Sabotage). 4.3.2.2 Special Actions ----------------------- Special Actions are only available where listed explicitly (see "Asset" chart). Counter-Attack Roll Type: Opposed Asset (+HTA) AP Cost: Free Time: Instant Attacked Assets may Attack their attacker for free in the same Turn they are attacked. Attack attack attack. Laundering Roll Type: none AP Cost: 1 Time: 1 Round As Plan, but also makes the Asset involved Covert for the duration of the Planned action. Only applies to Agents. Diplomacy Roll Type: none AP Cost: 1 Time: Instant As per Diplomacy Faction Action. Subterfuge Roll Type: none AP Cost: 1 Time: Instant Make any Agent Asset (except Mogul) Covert. Invest (Special) Roll Type: Straight Asset AP Cost: 1 Time: 1 Round Heal or Boost a Faction Stat as per the Invest Faction Action. May be performed as an Asset Action once per Turn, and may be combined with Invest Faction Action. Repair (Special) Roll Type: Straight Asset AP Cost: [Level] of Asset being Repaired Time: 1 Round Heal an Asset as per the Repair Faction Action. Repair may be performed as an Asset Action (Roll Straight Asset) once per turn. May be combined with Repair Faction Action. Remote Roll Type: Straight Asset AP Cost: Level Time: 1 Round Enables itself or another Asset to perform an action Remotely next Round while ignoring MoS points of opponent's Home Turf Advantage. May be chained with Remote and Sabotage (Plan -> Remote -> Sabotage). Capture Roll Type: Opposed Asset (+HTA) AP Cost: 1 Time: Instant Arrest or kidnap an Agent Asset revealed by Investigation. Can subsequently be Investigated again, once, to reveal any one other Covert Asset of its own Faction. Thereafter, it must be eliminated or admitted for psychosurgery (Turn Agent). If the roll fails, the target Asset may make one attempt to Escape immediately. If it must be transported for psychosurgery, it may make another Escape attempt upon arrival, in the capturing Faction's Turn. If transported via a third party, it may make another Escape attempt in the third party's Turn. Investigate Roll Type: Opposed Asset (+HTA) AP Cost: Level Time: Instant 1) Cancel an enemy's Local or Remote Plan. 2) Reveal a local Covert Asset. Triggers an Escape attempt. Misdirect Roll Type: Opposed Asset (+HTA) AP Cost: 1 Time: 1 Round Prevent an enemy Asset from taking any Standard, Special or Triggered action next Round. Sabotage Roll Type: Opposed Faction AP Cost: Level Time: Instant 1) Cancel an enemy's Plan, Produce, or Produce Asset action, or; 2) Bypass enemy Assets and cause Habitat Damage, Stat Damage or Attribute Damage. Sabotage may be chained with Plan and Remote (Plan -> Remote -> Sabotage). Turn Agent Roll Type: Opposed Asset (+HTA) AP Cost: 1 Time: [Level] Rounds Turn a Captured enemy Agent into a friendly Agent or Double Agent. Duplicate friendly Agents must be Converted; Duplicate Double Agents need not. Research * See 4.4 "Research" below. 4.3.2.3 Triggered Actions ------------------------- Escape Trigger: Covert Agent is revealed by an Investigation Roll. Roll Type: Opposed Asset (+HTA) / none AP Cost: Level Time: Instant 1) A revealed Covert Asset may escape on standard transportation (ship or egocast) on a Opposed INT roll (including Home Turf Advantage), otherwise it may only use Subterfuge or Darkcasting. Escaping incurs AP expenditure as well as [Level] Stat damage of either TEC or the Agent's type. An Agent that fails to Escape hostile territory where there is a Capture-capable enemy Asset present is Captured immediately. 2) A Unit or Agent on a Ship that is destroyed may take to the Escape Pods to survive. Units that land in enemy territory must make a Roll to survive or are destroyed immediately. Agents that land in enemy territory must immediately make an Opposed INT Test (+HTA) to become Covert, or are Captured immediately. For the fate of escape pods in interplanetary space, see the "Hohmann" and "Gravity Assist" charts. TL,DR: See you in a few years. Convert Duplicate Trigger: Capturing a duplicate Asset Roll Type: none AP Cost: new Level Time: [new Level] Rounds / [MoF/2] Rounds If a Faction Annexes a Facility or Turns an Agent of a type that it already has, the second Agent is unusable until it is converted another type (except for Moguls and Double Agents). Conversion takes [new Level] Rounds. On a success, proceed as per the "Repurpose" Faction Action. On a failure, the Conversion may be reattempted in [MoF/2] Rounds. Investigate Trigger: Local Covert attack (attempted or successful) Roll Type: Opposed Asset (+HTA) AP Cost: none Time: Instant Every time a Faction suffers an attempted Covert attack (whether successful or not), it gets a free Investigate Roll with any Local Investigate Assets. This does NOT occur in the case of a successful Misdirect against the only Investigate Asset in a Habitat. 4.3.3 Home Turf Advantage ------------------------- An Asset in its own Faction's territory may use the Faction's Attribute as a Roll Bonus in addition to its own. This only applies to actions of the Asset's Related Attribute. 4.3.4 Agent Status ------------------ Covert: The Asset may not be attacked (except for Investigation). Double Agent: The Agent acts for its original Faction AND for the new Faction (except Move) on their respective Turns (ie. twice per Round). Its true loyalties (or ambivalence) are for the GM to decide. Can be Investigated to reveal remote Covert Assets, repeatedly. Double Agent status can be lost if the asset is Captured by its original Faction while acting in an enemy's Turn. If a Mogul is made a Double Agent, it only acts Covertly on the new Faction's Turn. 4.3.5 Production of Assets -------------------------- Habitat assets should only be constructed as a major plot point of the PC's story arc. Facility production is contingent on local resources as judged by the GM. Vehicle production must take place at a Shipyard. Unit production per GM's discretion. Asset production per GM's discretion. 4.4 Attacks ----------- Attacks in enemy territory first do damage to Local Assets, and if none are available, to the Habitat itself. When the Habitat's health is reduced to 0, it is Suppresed. The enemy may then attempt to Annex the Habitat. If the defending Habitat succeeds in Rallying, it delays Annexation by 1 Round. Once a Habitat is Annexed, the original owner loses its Health Bonus to the new owner. Local Assets -> Habitat -> Suppression -> Rally -> Annexation 4.5 Research ------------ *This research mechanic is a powerful tool and should only take place as a major factor in the PC's story arc. Research begins by investing in the Research Cost itself, then rolling. If the Research Roll is successful, the Faction waits for the research to be complete, and pays the Design cost for the upgrade to take effect. The Faction may delay payment of the Design cost until it is prepared to afford it. If the research roll fails, it may be re-attempted after the Research Time has elapsed, at a TEC cost 1 lower than the previous time. If the rolls fails again, this may be repeated indefinitely until ALL the costs are 0, at which time the Faction obtains the upgrade automatically without needing to Roll (though it does still need to pay the Design Cost). If the Faction has two Research Assets (ie. a University and Researchers), it may roll twice and choose the best result. These upgrades may be Researched cumulatively. Upgrades may be given or traded with friendly Factions. Increase Asset Level Subject: Asset Research Cost: [new Level - old Level] TEC and 3 AP Roll: Straight Faction Roll (+HTA for the Researcher) Design Cost: [new Level] INF and 3 AP Time: [(new Level)*3] Rounds Effect: Increases an Asset's Level up to a maximum of 5. Increase Asset Effectiveness Subject: Asset Research Cost: [Level] TEC and 3 AP Roll: Straight Faction Roll (+HTA for the Researcher) Design Cost: [Level + Upgrade] Relevant Stat and 3 AP Time: [Level*3] Rounds Effect: Increases the Asset's Relevant Attribute Action rolls by 1 without affecting its inherent Level. Increase Faction Stat Subject: Faction Stat Research Cost: No Faction Actions or other Asset Actions in the entire Turn, and all Stats brought to 0 Roll: Straight Faction Roll (+HTA for the Researcher) Design Cost: No Faction Actions or other Asset Actions in the entire Turn, and all Stats brought to 0 Time: [(new Stat+2)*2] Rounds Effect: Permanently increase a Faction Health Stat by 1. Increase Faction Attribute Subject: Asset Research Cost: No Faction Actions or other Asset Actions in the entire Turn, and all Stats brought to 0 Roll: Straight Faction Roll (+HTA for the Researcher) Design Cost: No Faction Actions or other Asset Actions in the entire Turn, and all Stats brought to 0 Time: [(new Attribute+3)*2] Rounds Effect: Permanently increase a Faction Attribute by 1.