Post by Mike E. on Mar 21, 2007 18:25:53 GMT -6
These are fudged by me and open to negotiation and ridicule.
Political Campaign Rules.
Political Realms are violent realms where verbal and bloody warfare is common. While the game can easily handle dozens of combatants on the tabletop, running a presidential election one-to-one scale isn’t really practical. That’s what these Politics rules are for. With these you can easily handle a small town mayoral election, or a presidential election for the United States of America.
Follow the steps below to resolve political campaigns quickly and easily.
Step One: Setup
This is the hardest part, but once it’s done, the rest of the campaign goes by like November elections…Oh wait….
• Have each candidate roll persuasion. A success starts the candidate with 25 points in the polls. Each raise gives the candidate 5 more points.
• Give the leading candidate 10 tokens.
• Divide the total percentage by 10 to determine the worth of each token.
• Now give the opposing force a proportionate number of tokens (round up). If one group has 50% and another has 40%, for example, the leading candidate has 10 tokens and the loosing one has 8.
• The side with more tokens gets to add the difference to his Political Machinations Rolls (see Step Two).
Step Two: Modifiers
The GM now adds up any situational modifiers. The most common modifiers are listed on the table below. These are cumulative.
Campaign Modifiers:
Tokens
+1 The side with more tokens adds +1 for every token he has more than his foe this round.
Campaign Support
+1 Light (Contact Edge)
+2 Medium (Friend in the Media)
+3 Heavy (Higher ranking officials pulling for you)
Terrain
-1 Foe has slight advantage (Class advantage)
-2 Foe has minor advantage (Wealth advantage)
-3 Foe has major advantage (Incumbent)
Battle Plan (GM’s Call--determined each round)
+/-? The army gains a penalty or a bonus depending on the tactical decisions made by the leader each round.
Characters in Mass Battles
The heroes of your campaign aren’t likely to sit idly by while politics rages around them. Those who want to get involved can dramatically affect the results of the battle.
Have each character make a Fighting, Shooting, persuasion, streetwise or arcane skill roll (their choice) each round. Add or subtract the number of tokens difference between their side and their opponent’s as well (if the enemy has 8 tokens and the allies have 5, the heroes must subtract -3).
Also add +1 to the roll for each Rank a hero has above Novice to account for his various abilities.
Character Results
Failure: The hero is stopped by overwhelming numbers and bad fortune. He suffers 4d6 damage for a combat skill or 4d6 x 10 dollars.
Success: The hero fights well and adds +1 to his side’s Political Machinations Roll, though he suffers 3d6 damage for a combat skill or 3d6 x 10 dollars.
Raise: The hero wreaks havoc, slaying enemy leaders and destroying important assets. He suffers 2d6 damage for a combat skill or 2d6 x 10 dollars, but adds +2 to his side’s Political Machinations Roll.
Two Raises: The warrior covers himself in glory! Scores of foes fall before him and his success inspires his allies to fight like demons. His efforts add +2 to his side’s Political Machinations Roll and he emerges from the fight unscathed.
Ammo: Each round a hero enters the fray and uses his Shooting or an arcane skill (such as Spellcasting), he expends some of his ammunition or Power Points.
Arcane types use 2d6 Power Points per round. Characters with ranged weapons use 3d6 shots for ranged weapons (triple that for weapons that usually fire bursts or full-auto). If the hero winds up without any ammo or Power Points she’ll have to change tactics for the next round.
Step Three: Political Machinations Rolls
Now the generals of each side make Persuasion rolls and add all the modifiers they garnered above. Each success and raise causes the other side to lose one token.
Step Four: Morale
Each round in which a campaign loses a token, its candidate must check morale. This is a Spirit roll modified by the circumstances below:
Morale Modifiers
Mod Situation
-1 For each token lost in the campaign so far
+2 The candidate is an incumbent
With a success, the campaign continues on and both sides return to Step Two. Failure means the candidate is defeated but he saves enough face to run again. Make one more Political Machinations Roll and then end the fight. (A candidate may voluntarily choose this option as well.) On a result of 1 or less, the candidate looses all respect and may never think of running again.
Aftermath
When one side routs, retreats, or runs out of tokens, the campaign ends and it is time to resolve casualties. Some of the monies lost in the campaign can be recovered as you regroup or receive financial aid.
Roll 1d6 for each token lost in the fight. The victor recovers a lost token on a roll of 4-6. The loser recovers a lost token on a roll of 5-6. A landslide campaign recovers tokens only on a roll of 6.
Once both sides have figured out how many tokens they lost, remove the casualties from each force. The side that started with the larger % simply multiplies the number of tokens lost by 10%. Losing four tokens, for example, means the entire campaign suffered 40% loss in money. The side with the smaller force must figure out what percentage of his money is left. If he started with 8 tokens and ends up with only 2, for example, he’s lost 75% of his money.
It is a good idea to raise funds before a campaign begins.
Political Campaign Rules.
Political Realms are violent realms where verbal and bloody warfare is common. While the game can easily handle dozens of combatants on the tabletop, running a presidential election one-to-one scale isn’t really practical. That’s what these Politics rules are for. With these you can easily handle a small town mayoral election, or a presidential election for the United States of America.
Follow the steps below to resolve political campaigns quickly and easily.
Step One: Setup
This is the hardest part, but once it’s done, the rest of the campaign goes by like November elections…Oh wait….
• Have each candidate roll persuasion. A success starts the candidate with 25 points in the polls. Each raise gives the candidate 5 more points.
• Give the leading candidate 10 tokens.
• Divide the total percentage by 10 to determine the worth of each token.
• Now give the opposing force a proportionate number of tokens (round up). If one group has 50% and another has 40%, for example, the leading candidate has 10 tokens and the loosing one has 8.
• The side with more tokens gets to add the difference to his Political Machinations Rolls (see Step Two).
Step Two: Modifiers
The GM now adds up any situational modifiers. The most common modifiers are listed on the table below. These are cumulative.
Campaign Modifiers:
Tokens
+1 The side with more tokens adds +1 for every token he has more than his foe this round.
Campaign Support
+1 Light (Contact Edge)
+2 Medium (Friend in the Media)
+3 Heavy (Higher ranking officials pulling for you)
Terrain
-1 Foe has slight advantage (Class advantage)
-2 Foe has minor advantage (Wealth advantage)
-3 Foe has major advantage (Incumbent)
Battle Plan (GM’s Call--determined each round)
+/-? The army gains a penalty or a bonus depending on the tactical decisions made by the leader each round.
Characters in Mass Battles
The heroes of your campaign aren’t likely to sit idly by while politics rages around them. Those who want to get involved can dramatically affect the results of the battle.
Have each character make a Fighting, Shooting, persuasion, streetwise or arcane skill roll (their choice) each round. Add or subtract the number of tokens difference between their side and their opponent’s as well (if the enemy has 8 tokens and the allies have 5, the heroes must subtract -3).
Also add +1 to the roll for each Rank a hero has above Novice to account for his various abilities.
Character Results
Failure: The hero is stopped by overwhelming numbers and bad fortune. He suffers 4d6 damage for a combat skill or 4d6 x 10 dollars.
Success: The hero fights well and adds +1 to his side’s Political Machinations Roll, though he suffers 3d6 damage for a combat skill or 3d6 x 10 dollars.
Raise: The hero wreaks havoc, slaying enemy leaders and destroying important assets. He suffers 2d6 damage for a combat skill or 2d6 x 10 dollars, but adds +2 to his side’s Political Machinations Roll.
Two Raises: The warrior covers himself in glory! Scores of foes fall before him and his success inspires his allies to fight like demons. His efforts add +2 to his side’s Political Machinations Roll and he emerges from the fight unscathed.
Ammo: Each round a hero enters the fray and uses his Shooting or an arcane skill (such as Spellcasting), he expends some of his ammunition or Power Points.
Arcane types use 2d6 Power Points per round. Characters with ranged weapons use 3d6 shots for ranged weapons (triple that for weapons that usually fire bursts or full-auto). If the hero winds up without any ammo or Power Points she’ll have to change tactics for the next round.
Step Three: Political Machinations Rolls
Now the generals of each side make Persuasion rolls and add all the modifiers they garnered above. Each success and raise causes the other side to lose one token.
Step Four: Morale
Each round in which a campaign loses a token, its candidate must check morale. This is a Spirit roll modified by the circumstances below:
Morale Modifiers
Mod Situation
-1 For each token lost in the campaign so far
+2 The candidate is an incumbent
With a success, the campaign continues on and both sides return to Step Two. Failure means the candidate is defeated but he saves enough face to run again. Make one more Political Machinations Roll and then end the fight. (A candidate may voluntarily choose this option as well.) On a result of 1 or less, the candidate looses all respect and may never think of running again.
Aftermath
When one side routs, retreats, or runs out of tokens, the campaign ends and it is time to resolve casualties. Some of the monies lost in the campaign can be recovered as you regroup or receive financial aid.
Roll 1d6 for each token lost in the fight. The victor recovers a lost token on a roll of 4-6. The loser recovers a lost token on a roll of 5-6. A landslide campaign recovers tokens only on a roll of 6.
Once both sides have figured out how many tokens they lost, remove the casualties from each force. The side that started with the larger % simply multiplies the number of tokens lost by 10%. Losing four tokens, for example, means the entire campaign suffered 40% loss in money. The side with the smaller force must figure out what percentage of his money is left. If he started with 8 tokens and ends up with only 2, for example, he’s lost 75% of his money.
It is a good idea to raise funds before a campaign begins.