Tyranny Comprehensive Rules
May 11, 2023 16:02:30 GMT -8
Post by Grug on May 11, 2023 16:02:30 GMT -8
Introduction
Season of Tyranny is a game set in the fantasy world of Lubrus. The game is played in sessions during which there are no limitations for what actions can be taken beyond the basic rules of the game.
Realm Management
Season of Tyranny features a realm management system, in which players and NPCs are able to control their own feudal demesne should they choose to do so.
Characteristics of the various aspects of the Empire’s feudal hierarchy are abstracted into the form of various stats to reflect the key elements of each level in this hierarchy. These stats may also have non-quantitative consequences in the context of character interaction.
Demesne Stats
Demesne stats refer to the characteristics of the land under direct administration by a landed noble, and are as follows:
Military (MIL) — Military determines the current manpower a demesne is able to raise without depriving its economy of needed labour. 1 military typically equates to the ability to raise 1,000 soldiers.
Farming (FRM) — Farming determines the number of soldiers a demesne can supply without forcing a noble to sacrifice the civilian food supply to sustain their forces. 1 farming equates to the ability to supply 1,000 soldiers.
Prosperity (PRS) — Prosperity determines the economic performance of a demesne, and thus the maximum a noble can receive via taxation. 1 prosperity would equate to a maximum of 100 gold in tax revenue.
Region Stats
Region stats refer to the characteristics of a wider region within the Empire.
Region Military (RM) — Region military determines the overall manpower a region can raise without depriving its economy of needed labour. Region military is acquired by totalling each demesne’s military and dividing it by 10. 1 region military typically equates to the ability to raise 10,000 soldiers.
Region Farming (RF) — Region farming determines the number of soldiers a region can supply without forcing the wider region to sacrifice the civilian food supply to sustain their forces. 1 region farming equates to the ability to supply 10,000 soldiers.
Noble Revenue (NR) — Noble revenue determines the total revenue of all nobles within a region, and thus the pool of wealth a region’s Lord Paramount is able to tax. 1 noble revenue would equate to 1 gold of taxable income.
Empire Stats
Empire stats refer to the characteristics of the Empire at large.
Authority (ATH) — Authority determines the percent of a region’s manpower the Emperor is able to raise without any chance of objection. 1 authority would equate to 10% of a region’s military.
Region Revenue (RR) — Region revenue determines the total revenue of all Lord Paramounts within the empire, and thus the pool of wealth the Emperor is able to tax. 1 region revenue would equate to 1 gold of taxable income.
Warfare
Warfare is, as the name would suggest, the act of conducting a war upon an opposing force. Warfare in this system is broken down into two primary components, campaigning and battles.
Campaigning
Campaigning relates to the aspects of war unrelated to a direct battle, such as logistics, the creation and movement of armies, and so on. Campaigning is typically qualitative in nature, and so lacks stats beyond connections to the various military and farming stats mentioned above.
Battles
Battles are the primary source of resolution to conflicts, where man faces (inhu)man on the field of (dis)honour.
Battles are conducted by at least two sides, with each side overseen by a designated general. The responsibility of this general is to command the overall conduct of their forces in the battle.
However, as a general cannot be everywhere at once, an army can be divided in whatever way a general wishes, with each of these divisions commanded by a character assigned by a general. These commanders are expected to follow the orders given by their general, but are able to act with strategic autonomy where needed.
Any other characters in the battle not given the command role act as single-person units that, while nominally still subject to the chain of command, are able to remain largely autonomous, though may be attached to a unit of soldiers.
Battles themselves are abstracted into turns which, in universe, correspond to approximately a minute.
Units
Units are the main force of warfare, and are divided into the generic archetypes of infantry, ranged, cavalry, and naval. Each type of unit requires a different amount of military to raise, with each unit having different stats and effects.
Unit Strength (STR) — Strength is the amount of damage a unit deals each turn in melee combat.
Unit Health (HP) — Health is the amount of damage a unit can take before being wiped out.
Speed (SPD) — Speed is the distance a unit can travel in metres.
Unit Size - Unit size is the number of soldiers contained within a unit. Each time damage is dealt to a unit’s hp pool that is equal to health divided by unit size, that unit will lose a soldier, decreasing unit strength by strength divided by unit size. If the damage dealt is greater than health divided by size, then more soldiers in that unit will be lost in a proportionate manner.
Characters
Characters possess two forms of quantitative values, stats, which correspond to things such as hitpoints and are primarily for combat purposes, and attributes, which correspond to key aspects of noble life and are primarily for roleplaying purposes.
Stats
Stats primarily affect a character’s capabilities in combat.
Strength (STR) — A character’s strength dictates the damage their melee attacks deal.
Health (HP) — A character’s health dictates the damage a character can take before being rendered unconscious.
Agility (AGI) — A character’s agility dictates the character’s reaction (and action) time.
Attributes
Attributes, while quantitative in nature like stats, typically provide a general guide to a character’s aptitude in certain fields as opposed to providing a direct buff or debuff to a character’s actions. Characters, especially players, will not be immune to making bad decisions simply because they have a high attribute, but may be guided in taking or avoiding certain actions provided their attributes are at a certain level.
Martial (MAR) — A character’s skill in conducting, and preparing for, warfare.
Diplomacy (DIP) — A character’s skill in negotiating with others.
Stewardship (STW) — A character’s skill in administration and finance.
Intrigue (ITR) — A character’s skill in espionage and skullduggery.
Skills
Skills are another way for characters to directly or indirectly influence combat.
Passive — Passive skills are always in effect unless a character is knocked out or has died.
Physical — A character can use one physical skill per turn, though an additional Attack Action may be sacrificed in exchange for another physical skill use. After using a physical skill, a character must wait a number of turns equal to the skill’s cooldown before that skill can be used again.
Items
Items are objects that players can pick up and interact with. All items have a weight value indicated at the side of the item’s name. A character can only carry a number of items with weight equal to or lower than their inventory space (10 + 1/2x strength). A character must be carrying an item for it to be considered wielded. If an item is stored or has been dropped, a character must use an Attack Action to pick up the item. Dropping an item does not use any form of action.
Weapons
Weapons are items that either set a character’s strength to a specific value or grant a character additional strength. A weapon’s power is equal to the power that a weapon sets a character to, or equal to the amount of additional strength a weapon grants. Whenever a character attacks with a weapon, they deal damage based on the power of the weapon instead of their own strength unless stated otherwise. A character wielding a weapon can still attack normally, dealing damage equal to their own strength. Characters can only wield 1 weapon at a time. All weapons deal physical damage by default.
Special Example:
Firearms — Rare and expensive ranged weapons that are nigh-impossible to access for people outside of Solland.
Character Combat
Combat is turn-based, with each participating character sending their actions in turn order. Turn order is determined based on agility. In the case of tie in agility, the player always has priority, otherwise the priority will be determined randomly. On each turn, every character gains one Attack Action and one Move Action. A character can use their Attack Action to attack another character at Close Range (within 1 meter), and can use their Move Action to move a distance equal to 4m (unmounted). These actions can be performed in any order, i.e. you can move, attack, then move again as long as the distance you first moved is not greater than your agility. All attacks inflict physical damage by default.
Attack Actions can be used to perform other physical actions such as Grabbing and Throwing other characters and items. If a character is grabbed by another character, that character must contest the grab with a higher str to break free. If an item a character is holding is grabbed by another character, that character must contest to grab with a higher str, otherwise their item will be taken from them. Any character which is grabbed will take halved damage from the grabber. Grabbed characters cannot move or dodge, and other characters cannot take damage for them at close range. At the end of each turn, if a character has not broken out of the grab, the strength requirement for breaking out will be lowered by the grabbed character's strength.
Thrown items will travel a distance equal to the thrower’s str, if the item hits another character it will deal physical damage to them equal to the item’s power (if the item has no power, it deals damage equal to its weight instead). Thrown characters will travel a distance equal to the difference between the thrower’s str and the character’s str. If a willing character is thrown, that character will travel a distance equal to the thrower’s str instead. A character must first be grabbed before they can be thrown. All thrown characters will take damage equal to the difference between the thrower’s str and the character’s str if the thrower’s str is higher, when the character impacts a solid surface.
During combat, characters can react to certain actions by acting in response to them. Any character can react to an attack or skill targeting another character at Close Range by redirecting that attack or skill to themselves. As long as both characters are at Close Range, this can be done any number of times.
Season of Tyranny is a game set in the fantasy world of Lubrus. The game is played in sessions during which there are no limitations for what actions can be taken beyond the basic rules of the game.
Realm Management
Season of Tyranny features a realm management system, in which players and NPCs are able to control their own feudal demesne should they choose to do so.
Characteristics of the various aspects of the Empire’s feudal hierarchy are abstracted into the form of various stats to reflect the key elements of each level in this hierarchy. These stats may also have non-quantitative consequences in the context of character interaction.
Demesne Stats
Demesne stats refer to the characteristics of the land under direct administration by a landed noble, and are as follows:
Military (MIL) — Military determines the current manpower a demesne is able to raise without depriving its economy of needed labour. 1 military typically equates to the ability to raise 1,000 soldiers.
Farming (FRM) — Farming determines the number of soldiers a demesne can supply without forcing a noble to sacrifice the civilian food supply to sustain their forces. 1 farming equates to the ability to supply 1,000 soldiers.
Prosperity (PRS) — Prosperity determines the economic performance of a demesne, and thus the maximum a noble can receive via taxation. 1 prosperity would equate to a maximum of 100 gold in tax revenue.
Region Stats
Region stats refer to the characteristics of a wider region within the Empire.
Region Military (RM) — Region military determines the overall manpower a region can raise without depriving its economy of needed labour. Region military is acquired by totalling each demesne’s military and dividing it by 10. 1 region military typically equates to the ability to raise 10,000 soldiers.
Region Farming (RF) — Region farming determines the number of soldiers a region can supply without forcing the wider region to sacrifice the civilian food supply to sustain their forces. 1 region farming equates to the ability to supply 10,000 soldiers.
Noble Revenue (NR) — Noble revenue determines the total revenue of all nobles within a region, and thus the pool of wealth a region’s Lord Paramount is able to tax. 1 noble revenue would equate to 1 gold of taxable income.
Empire Stats
Empire stats refer to the characteristics of the Empire at large.
Authority (ATH) — Authority determines the percent of a region’s manpower the Emperor is able to raise without any chance of objection. 1 authority would equate to 10% of a region’s military.
Region Revenue (RR) — Region revenue determines the total revenue of all Lord Paramounts within the empire, and thus the pool of wealth the Emperor is able to tax. 1 region revenue would equate to 1 gold of taxable income.
Warfare
Warfare is, as the name would suggest, the act of conducting a war upon an opposing force. Warfare in this system is broken down into two primary components, campaigning and battles.
Campaigning
Campaigning relates to the aspects of war unrelated to a direct battle, such as logistics, the creation and movement of armies, and so on. Campaigning is typically qualitative in nature, and so lacks stats beyond connections to the various military and farming stats mentioned above.
Battles
Battles are the primary source of resolution to conflicts, where man faces (inhu)man on the field of (dis)honour.
Battles are conducted by at least two sides, with each side overseen by a designated general. The responsibility of this general is to command the overall conduct of their forces in the battle.
However, as a general cannot be everywhere at once, an army can be divided in whatever way a general wishes, with each of these divisions commanded by a character assigned by a general. These commanders are expected to follow the orders given by their general, but are able to act with strategic autonomy where needed.
Any other characters in the battle not given the command role act as single-person units that, while nominally still subject to the chain of command, are able to remain largely autonomous, though may be attached to a unit of soldiers.
Battles themselves are abstracted into turns which, in universe, correspond to approximately a minute.
Units
Units are the main force of warfare, and are divided into the generic archetypes of infantry, ranged, cavalry, and naval. Each type of unit requires a different amount of military to raise, with each unit having different stats and effects.
Unit Strength (STR) — Strength is the amount of damage a unit deals each turn in melee combat.
Unit Health (HP) — Health is the amount of damage a unit can take before being wiped out.
Speed (SPD) — Speed is the distance a unit can travel in metres.
Unit Size - Unit size is the number of soldiers contained within a unit. Each time damage is dealt to a unit’s hp pool that is equal to health divided by unit size, that unit will lose a soldier, decreasing unit strength by strength divided by unit size. If the damage dealt is greater than health divided by size, then more soldiers in that unit will be lost in a proportionate manner.
Characters
Characters possess two forms of quantitative values, stats, which correspond to things such as hitpoints and are primarily for combat purposes, and attributes, which correspond to key aspects of noble life and are primarily for roleplaying purposes.
Stats
Stats primarily affect a character’s capabilities in combat.
Strength (STR) — A character’s strength dictates the damage their melee attacks deal.
Health (HP) — A character’s health dictates the damage a character can take before being rendered unconscious.
Agility (AGI) — A character’s agility dictates the character’s reaction (and action) time.
Attributes
Attributes, while quantitative in nature like stats, typically provide a general guide to a character’s aptitude in certain fields as opposed to providing a direct buff or debuff to a character’s actions. Characters, especially players, will not be immune to making bad decisions simply because they have a high attribute, but may be guided in taking or avoiding certain actions provided their attributes are at a certain level.
Martial (MAR) — A character’s skill in conducting, and preparing for, warfare.
Diplomacy (DIP) — A character’s skill in negotiating with others.
Stewardship (STW) — A character’s skill in administration and finance.
Intrigue (ITR) — A character’s skill in espionage and skullduggery.
Skills
Skills are another way for characters to directly or indirectly influence combat.
Passive — Passive skills are always in effect unless a character is knocked out or has died.
Physical — A character can use one physical skill per turn, though an additional Attack Action may be sacrificed in exchange for another physical skill use. After using a physical skill, a character must wait a number of turns equal to the skill’s cooldown before that skill can be used again.
Items
Items are objects that players can pick up and interact with. All items have a weight value indicated at the side of the item’s name. A character can only carry a number of items with weight equal to or lower than their inventory space (10 + 1/2x strength). A character must be carrying an item for it to be considered wielded. If an item is stored or has been dropped, a character must use an Attack Action to pick up the item. Dropping an item does not use any form of action.
Weapons
Weapons are items that either set a character’s strength to a specific value or grant a character additional strength. A weapon’s power is equal to the power that a weapon sets a character to, or equal to the amount of additional strength a weapon grants. Whenever a character attacks with a weapon, they deal damage based on the power of the weapon instead of their own strength unless stated otherwise. A character wielding a weapon can still attack normally, dealing damage equal to their own strength. Characters can only wield 1 weapon at a time. All weapons deal physical damage by default.
Special Example:
Firearms — Rare and expensive ranged weapons that are nigh-impossible to access for people outside of Solland.
Character Combat
Combat is turn-based, with each participating character sending their actions in turn order. Turn order is determined based on agility. In the case of tie in agility, the player always has priority, otherwise the priority will be determined randomly. On each turn, every character gains one Attack Action and one Move Action. A character can use their Attack Action to attack another character at Close Range (within 1 meter), and can use their Move Action to move a distance equal to 4m (unmounted). These actions can be performed in any order, i.e. you can move, attack, then move again as long as the distance you first moved is not greater than your agility. All attacks inflict physical damage by default.
Attack Actions can be used to perform other physical actions such as Grabbing and Throwing other characters and items. If a character is grabbed by another character, that character must contest the grab with a higher str to break free. If an item a character is holding is grabbed by another character, that character must contest to grab with a higher str, otherwise their item will be taken from them. Any character which is grabbed will take halved damage from the grabber. Grabbed characters cannot move or dodge, and other characters cannot take damage for them at close range. At the end of each turn, if a character has not broken out of the grab, the strength requirement for breaking out will be lowered by the grabbed character's strength.
Thrown items will travel a distance equal to the thrower’s str, if the item hits another character it will deal physical damage to them equal to the item’s power (if the item has no power, it deals damage equal to its weight instead). Thrown characters will travel a distance equal to the difference between the thrower’s str and the character’s str. If a willing character is thrown, that character will travel a distance equal to the thrower’s str instead. A character must first be grabbed before they can be thrown. All thrown characters will take damage equal to the difference between the thrower’s str and the character’s str if the thrower’s str is higher, when the character impacts a solid surface.
During combat, characters can react to certain actions by acting in response to them. Any character can react to an attack or skill targeting another character at Close Range by redirecting that attack or skill to themselves. As long as both characters are at Close Range, this can be done any number of times.