December 20, 2019

System Seeds

Sometimes I decide to create system ideas, either small systems that could be summed up with a few sentences, or the starts of larger ones, or I just found the digitally dusty starts of a game design document. This is a collection of some of those.

Diceless systems

There are 2 main types of diceless systems. One which uses the diceless nature to make the story less random. Allowing the players and game master to craft a story where they get to choose (to a lesser or greater extent) when the characters succeed and when they fail. The second is one which is simply made to play without dice, perhaps with things more common, like a coin.
With that in mind, here are a few that I came up with.

Coin games

- Give me 4 skills, you always succeed when you try to do those things. Otherwise, flip a coin.

- Give me up to 10 skills, give me the same amount that you're bad at. If you're good at it you flip 2 coins, if one is heads you succeed. If you don't have it flip one coin, heads means you succeed. If you're bad at it flip 2 coins, if both are heads you succeed.

Randomless games

- Where X is about half the number of "checks" you think they'll be making. If you make it lower then there will be a feeling of "running out" and the loss of power, perhaps good for a horror game. If you make it higher there will be a feeling of power, perhaps better for a game where the players are Heroes (With a capital H).
You have a pool of X luck points.
You also have a pool of X*2 skill points to put into skills when you start.
When you try to do something that might fail you must spend a point to not fail. A skill point (From that skill) if you have a skill that relates to the action, or a luck point if you don't.
Whenever you fail an action and deal with the consequences you gain a luck point or 2 skill points.

System Ideas

Ideas for systems, much less common than the next section, as they are less commonly thought about.

- Fantasy, High Lethality
d% system.
Stats (Roll 9d10kh6 each):
Strength
Speed
Intellect
Willpower

Skills:
Name 4 things that you're good at. You gain +10 to each of those.

Luck:
You have 1d10 luck. You can spend a luck to not die or to automatically succeed a check.

Combat:
Weapons have a "To kill" rating (Such as a base of 30). So you roll d% if it's below your skill to hit (Depends on the weapon) you hit, if it's below the "To kill" rating the target dies. Otherwise, they take a wound, roll for wound.

Wounds:
1. Eye - -20 to all checks to do with sight
2. Ear - -20 to all checks to do with hearing
3. Arm - You lose an arm
4. Leg - You lose a leg
5. Torso - -5 to all checks
6. Torso - -20 to all checks to run long distances
7. Torso - -20 to all checks to resist environments
8. Arm - -10 to Strength
9. Leg - -10 to Speed
10. Head - Roll 1d10, on a 10 you die.
11. Head - -10 to Intellect
12. Head - -10 to Willpower
13. Hand - You can't use that hand for anything requiring a check
14. Torso - Roll 1d10, on a 10 you die.

Magic:
Magic is based on runes, anyone can use it if they know the runes and how to power them.

Hacks

Hacking systems is much easier than making full ones of your own (And you could argue that the above is a hack of a few different systems (especially the magic) but I would differentiate it enough to call it its own system). I mostly hack PbtA, although other games are on the list. This won't be a list including all of the mechanics that I have made for them, but more of an overview of my thoughts behind making them.

Submantlers. The game that came from me being bored and asking for ideas in discord. The first response was "Submarines and Magma" which quickly spiraled into a game about submantlers, the crew of submarines that move through the suffocating heat and pressure of the inner earth. They would have to contend with threats from outside, pirates, creatures, and warring factions. Threats from inside, traitors, saboteurs, and shoddy craftsmanship. All the while making sure their submantle stays afloat and doesn't overheat... or, you know, fill with magma.

The Weird West. Inspired partially by deadlands and that sort of western, but supernatural, this game had players playing iconic playbooks, from the Gunslinger, to the Inventor, to the Shaman. The game would hopefully play as a western would. The duel move more often than not being better than the gunfight or brawl moves. Thus encouraging duels when that is possible.

Dragon-riders. While originally an "Inheritance Cycle" hack of "The Sprawl" I altered it from that point to be a more general game, you play a group of dragon-riders, who's goal is to bring peace to the land by defeating monsters and stopping evil. Well, you're still learning... so more like, patrolling that evil guy's base who has been dead for years. So boring, and not like you're the 3rd team they've sent out here this week.

Star-Charters. This one is a d6 system. In a world where everything, and everyone, is owned by a corporation you are our best, brightest, and most expendable. Sent out to explore the outer reaches of space, you (and your team) will explore new planets, discover scientific marvels, and definitely come back home. But only after you've done that mission Corporate Command assigned you to pay off your debt. This endeavor brought to you by The Corporation. We own you, and you, and you! This game is about being a few people trapped on a ship together, maybe not the best crew, but the crew you have. Secret agendas and experiments ahoy!

Magic and Might. A system based around the eight elements magic system, in which the characters are all mages of various stripes. Distinguished by the essence they wield, and the unique gift they carry. Everyone from the highest of kings to the lowest of peasants has some magic in them, perhaps just enough to stop them getting wet when it rains, but some nonetheless. Magic is full of change and mistery, to unlock its secrets you might have to learn from the mages of the Order of the Blind Fist, or perhaps the lone wisard in that tower that moves across the land, or perhaps that ancient ruin has some knowledge if you just go and look for it. This game is about discovery, gaining knowledge, and self-improvement through that.

S.A.N.D. A dystopic future, a corrupt police force, and outlawed superpowers. Welcome to Night City, home to the Nighthawks, Hermes bar and grill, and, of course, the Night City Police Department. Specifically where you work, the Special Ability Neutralization Department. You, and your team of SANDers, work to defend this city from threats with "special abilities". There is one problem though, you’re one of those threats. 
Maybe you joined the department before you realized your abilities, maybe you were trying for another task force but got assigned to SAND without a good excuse, or maybe you thought the best place to hide is with the enemy. Regardless, you now work double-time, at SAND, and to keep your powers hidden.



And that's all for this post. If anyone is reading these and would like for me to do a deeper dive into one or two of these, tell me. Most of these I wrote part of in one sit, then just let it gather dust. It might be good to start working on them again.

December 18, 2019

The Many Minded Beast

Psionics and the Psychics that use them is something that I have made multiple attempts at making work within Mothership. Although it's a recent post on the Three Tweaks blog, simply using them as skills, that I liked the most.
Since I now have this place to put all my designs, here are all the different ways I've attempted to implement Psychic powers.

NUMBER 1: A Psychic class

The first method I tried was to simply create a class with the ability to use psychic abilities. They would roll 8d10, keeping the highest 6, to set their Sanity Save. Their other saves would be the same as a scientist.
To use any sort of psychic power they would make a Sanity Save. Taking the roll/10 stress. Then it was up to the Warden to figure out how it would work.

Their stat bonuses are: +5 Intellect, +5 Speed.
Their Stress Response is: "When you fail a Sanity Save everyone nearby (Including you) must make a Panic Check as the world warps in unnatural ways."
Their skills are: "Pick One: Mathematics and Physics, Theology and Mysticism, Art and Mysticism, Linguistics and Biology. +3 pts"


NUMBER 2: Foci/Psychics

After that I saw a great idea by Tokens for Talkers, they flipped the stress stat and used that to trigger special abilities. So I expanded, creating psychic powers, and adapting the psychic class for people who want to focus on psionics.

This worked, although it was a bit complicated and felt tacked on, not like a system meshing with Mothership how I would like it to.

If you want to see it click here.


One thing I did like about this system is the Psychic Mishaps table. Psionics should be chaotic, barely controlled and understood much less than the people who use it would like to believe.


NUMBER 3: Psionic Skills

Now, time for the last version I have created up to this point. It is inspired by the aforementioned Three Tweaks blog and treats psychics as skills to learn.

However, there are 6 differences.

1. They are not Trained (+10%), Expert (+15%), and Master (+20%), and instead are Initiate (+5%), Aberrant (+0%), and Vast (-10%).

2. You roll adding the skill level of your psychic skill (the one you are trying to exercise, which might be a negative), and your level of psychic attunement. Your psychic attunement is a regular skill going Touched (Trained), Immersed (Expert), Engulfed (Master).

3. Your psychic attunement costs 3 skill points for Touched, 5 skill points for Immersed, and 8 skill points for Engulfed (Initiate, Aberrant, and Vast skills cost 1, 2, and 3 points respectively). You may, when you level up, take a -5 to a save of your choice to reduce the cost of attunement by 1 skill point. You may do that twice per level of psychic attunement (Reducing the cost by a total of 2 points but taking a -10 to a save of your choice).

4. If you roll doubles (E.g. 11, 22, 77, 00...) when making a roll with a psychic skill, roll on the Psychic Mishaps table (See implementation number 2).

5. Take 1d5-1 stress after you make a psychic skill roll.

6. Psychic skill rolls always do something, if you fail the roll you just lose control a little. E.g. If your Telepathy roll fails the message might be garbled, sent to multiple people, you might link the target to you and send unintended thoughts, you might give them a nosebleed, you might stamp the message across their body in painful welts as you slam them across the room telekinetically.

Initiate:
Telepathy - Speak into people's minds, and receive messages back.
Telekinesis - Move things with your mind.
Sustain - Stop someone from dying of starvation, thirst, or suffocation.
Pyrokinesis - Create and control fire.
Electrokinesis - Control Electricity.
Detect Psi - Detect the use of psionics, both those used in the past and the present.
Psi-Trap - Create a psionic trap that will cause 2d10 damage to the next person to use psychic abilities in this area.
Summoning - Summon Things from beyond.
Teleportation - Teleport yourself a distance.
Post-Cognition - See things that happened where you are.
Thing-Speak - Objects talk to you.
Pre-action - Speed up your reactions for this combat (Gain a +5% to armor saves).


Aberrant:
Empathy - Sense and manipulate emotions.
Alter Perception - Make people see things.
Far-Thought - Use telepathy across large distances.
Mind Reading - Read someone's mind.
Telekinetic Blast - Create a blast of telekinetic energy (2d10 damage, range (Short: 15m, Medium: 125m, Long: 300m). On a crit you may knock the target down).
Telekinetic Shield - Create a shield out of telekinetic energy, (Gain a +13% to armor saves until they take damage).
Telekinetic Structure - Create structures made of Telekinetic energy.
Mend-Wounds - Heal someone by 3d10 health.
Thermal Control - Increase or decrease temperature.
Electro-Magnetic Projection - Create an EM field or EMP.
Mental Backtrace - Track someone from their psychic signature.
Metadimensional Block - Stop someone from using psychic powers.
Far-Sight - Cast your sight to locations you know of.
Pre-Cognition - Peer into the future, the accuracy and distance into the future is up to the Warden.

Vast:
Mind-Shatter - You can project disruptive thoughts into a target's mind. The target must make a Sanity save, or take 4d10 damage. If they critical fail they lose 1 significant action on their next turn.
Mind-Control - Control someone's mind.
Memory Edit - Edit someone's memory.
Pressure Field - Allow the target to survive in space.
Metamorph - Morph a willing target into something else.
Hemorrhage - Cause the target to have a brain hemorrhage.
Inferno - Create a pillar of fire around you.
Technopathy - Control tech with your mind.
Concert of Minds - Allow multiple psionic characters to combine their efforts.
Incursion - Cause an incursion of pure psychic energy from beyond. Make things go weird. Roll 3 times on the Psychic Mishaps table and apply those effects to anyone caught in the incursion.
Communion - Communicate with an alien intelligence.
Step-Out - Transport yourself out of this dimension. You reappear in 2d10 minutes.
Rift - Create a rift that people can travel through.
Oracle - Peer far into the future and make a prophecy.



December 2, 2019

Experience Recreation

D&D 5e is one of the most popular RPGs, but I never liked the XP system. It was too much math to do in the moment, and afterward, it would always fall on the DM (me). Milestone did something to relieve this, but it doesn’t give the players the gradual sense of progression that regular XP does. So I sought to rectify that with a new system for XP, one that would help me get the players to get themselves into trouble, making some sessions driven by their problems rather than ones I made for them. Thus cementing them more in the world. An issue that might crop up, so be careful if you use this system, is that players might feel at odds with each other if they create problems then make the rest of the party deal with them.

When you pick a class choose two directives that will get you XP (Which may be from the suggested ones, or from any others), you also get one from your race, and the DM will have some.

Class Directives:
Artificer:
-Revealing:  When you discover more information about _____________________, mark experience.
-Guilder: When your membership in _____________________ causes issues for the party, mark experience.
-Nemesis: When your competition with your Nemesis _____________________ creates problems for the party, mark experience.

Barbarian:
-Angry: When you punish someone for slighting you, mark experience. 
-Violent:  When you deliberately choose to use violence to overcome a problem when a non-violent option exists, mark experience. 
-Masochistic:  When you go down to less than ¼ of your HP, mark experience. 

Bard:
-Illustrious:  When your desire for fame draws unwanted attention to the party, mark experience.
-Guilder: When your membership in _____________________ causes issues for the party, mark experience.
-Greed:  When you hinder the party for a chance at extra profit,  mark experience.

Cleric:
-Guilder: When your membership in _____________________ causes issues for the party, mark experience.
-Proselytising:  Describe your belief system. When you persuade others to act according to your beliefs, mark experience.
-Hierarchic:  When you improve your standing or impair a rival’s standing among _____________________, mark experience. 

Druid:
-Behavioural:  Describe your ethical code. When adhering to your code hinders the party, mark experience. 
-Compassionate: When you put your compassion for the powerless ahead of the party’s goals, mark experience. 
-Mentor:  When you put the advice of _____________________ ahead of the party, mark experience. 

Fighter:
-Guilder: When your membership in _____________________ causes issues for the party, mark experience.
-Violent:  When you deliberately choose to use violence to overcome a problem when a non-violent option exists, mark experience. 
-Protective:  When you put your responsibility to _____________________ ahead of the party's goals, mark experience. 

Monk:
-Behavioural:  Describe your ethical code. When adhering to your code hinders the party, mark experience. 
-Compassionate: When you put your compassion for the powerless ahead of the party’s goals, mark experience. 
-Prudent:  When you resolve a charged situation without violence,  mark experience. 

Paladin:
-Guardian: When you put your responsibility to defend the innocent ahead of the party's goals, mark experience. 
-Proselytizing:  Describe your belief system. When you persuade others to act according to your beliefs, mark experience.
-Protective:  When you put your responsibility to _____________________ ahead of the party's goals, mark experience. 

Ranger:
-Behavioural:  Describe your ethical code. When adhering to your code hinders the party, mark experience. 
-Violent:  When you deliberately choose to use violence to overcome a problem when a non-violent option exists, mark experience.
-Prudent:  When you resolve a charged situation without violence,  mark experience.

Rogue:
-Deceptive:  When your lies about your identity or your past put the party at risk, mark experience.
-Heretic: When your former membership in _____________________ causes issues for the party, mark experience.
-Greed:  When you hinder the party for a chance at extra profit,  mark experience.

Sorcerer:
-Behavioural:  Describe your ethical code. When adhering to your code hinders the party, mark experience.
-Revenge: When you punish someone for slighting you, mark experience.
-Intimate:  When you put your friend _____________________ ahead of the party, mark experience. 

Warlock:
-Heretic: When your former membership in _____________________ causes issues for the party, mark experience.
-Deceptive:  When your lies about your identity or your past put the party at risk, mark experience.
-Proselytizing:  Describe your belief system. When you persuade others to act according to your beliefs, mark experience.

Wizard:
-Revealing:  When you discover more information about _____________________, mark experience.
-Guilder: When your membership in _____________________ causes issues for the party, mark experience.
-Heretic: When your former membership in _____________________ causes issues for the party, mark experience.

Race Directives:
Choose one and define it:
-When you embody your race’s stereotype, mark experience.
-When you deny your race’s stereotype, mark experience.

DM Directives:
-When the party completes a goal or advances the story in a meaningful way, tell them to mark experience.
Then choose some or make up your own:
-When the party defeats a powerful creature, tell them to mark experience.
-When the party completes a step in the mission they have been given, tell them to mark experience.
-When the party explores a new location, tell them to mark experience.
-When the party protects the innocent, tell them to mark experience.
-When the party discovers a magical artifact, tell them to mark experience.
Tell the players what your directives are. Keep the player's directives in mind, they are pointers at what sorts of things that player is interested in doing.

When you mark 5+(the next level) experience you level up. If you find you are giving out a lot of experience, you may want to increase this number, or change it to 2*(the next level).
E.G. (TO level up from level 1 to 2 you would need 7xp. To level up from level 10 to 11 you would need 16xp. To level up from level 19 to 20 you would need 25xp)

Full list of choosable directives:
Addict: When your dependence on _____________________ hinders the party, mark experience. (Make sure the rest of the players and DM are okay with dealing with addictions before picking this directive)
Angry: When you punish someone for slighting you, mark experience. 
Behavioural:  Describe your ethical code. When adhering to your code hinders the party, mark experience.
Compassionate: When you put your compassion for the powerless ahead of the party’s goals, mark experience.
Deceptive:  When your lies about your identity or your past put the party at risk, mark experience. 
Greed:  When you hinder the party for a chance at extra profit,  mark experience. 
Guardian: When you put your responsibility to defend the innocent ahead of the party's goals, mark experience. 
Guilder:  When your membership in ______________________ hinders the party, mark experience. 
Heretic:  When your former membership in _________________ hinders the party, mark experience. 
Hierarchic:  When you improve your standing or impair a rival’s standing among _________________, mark experience. 
Illustrious:  When your desire for fame draws unwanted attention to the party, mark experience.
Intimate:  When you put your friend ________________ ahead of the party, mark experience.
Masochistic:  When you go down to 3 or less HP, mark experience.
Nemesis: When your competition with your Nemesis _____________________ creates problems for the party, mark experience.
Mentor:  When you put the advice of _____________________ ahead of the party, mark experience. 
Proselytizing:  Describe your belief system. When you persuade others to act according to your beliefs, mark experience.
Protective:  When you put your responsibility to _________________ ahead of the party’s goals, mark experience.
Prudent:  When you resolve a charged situation without violence,  mark experience. 
Revealing:  When you discover more information about _____________________, mark experience.
Vengeful:  When you harm _______________ or their interests,  mark experience.
Violent:  When you deliberately choose to use violence to overcome a problem when a non-violent option exists, mark experience.

War for the background

Some worlds are in conflict, and sometimes figuring out what exactly the PCs should see when they come back to a place at the border of this conflict is difficult. The changing tides of battles besieging every location in the background is a lot to deal with (Especially if anyone else will only ever see the results of the battles). So I decided (After viewing the wonderful ROOT RPG) to make a more general ruleset for GMs looking to add the randomness of war raging in the background of a campaign.


Factions
The first step in war is to find out who you’re fighting. Create a list of your major factions. It will be helpful if your list can match to a die size. Number them from most powerful to least powerful. I would recommend having 2-6 major factions.


Give each of the factions a single tag from the ones listed below (or create your own tags, I don’t control you):
Sects - When they take control of a location controlled by the “populace” they gain a +1 to their next roll.
Wealthy - When they lose control of a resource they may roll 1d6, on a 5-6 they do not lose control of that resource.
Dangerous - When they take control of a location they may first remove fortifications from it.
Good PR - When they lose control of a location due to rolling a 6- they may roll a d6, on a 4-6 they do not lose control of that location.
Saboteurs - They gain an additional action to choose from when rolling.
The Faction chooses another faction. That faction takes a -1 to their next roll.
Navigators - Before rolling this faction rolls a d6. On a 6 this faction treats any locations they can reach through the wilds from a location they control as adjacent.
Scientists - When they gain a valuable or substantial resource, they create a new technology. It counts as a +2 to their next roll rather than a +1.
Battlefield
The second step in any war is to establish the battlefield, or battlefields. The battlefield could be a star system, a sector of space, a planet, a space station, or even a single building. In any case, there will be locations of strategic importance. Each location will be linked to other locations by paths. Any area enclosed by paths is called the wilds, although it could be some more heavily guarded hallways, an inefficient orbital maneuver, or uncharted jump space.


Take a blank sheet of paper (Or some other drawing surface or flowchart like creation program), then make a single circle near a corner of the drawing surface. This circle is your first location. Roll on the table below, or choose, the number of paths that will connect to this location.
2d6
Number of Paths
2
1
3-4
2
5-9
3
10-11
4
12
5


Draw a number of lies heading out of the location equal to the number of paths rolled. Draw a new circle, a new location, at the end of any of those paths. Roll, or choose, the number of paths connecting to this location, remember that the line it’s already connected to counts as a path towards the total.


Continue drawing new locations at the end of paths, connect existing paths where possible. Stop when you have about 10-18 locations. Any unfinished paths can be erased, or perhaps left there, reminders of failed locations or doomed attempts to create a new path.


The final step is to name all the locations. It’s always good to have a name to call something, makes it less terrifying.


Control
Now, look at that list of factions you made earlier. Do you want to rearrange them? Do so now. This is the final order of tiebreaking.


Choose a starting location for each faction, I’d recommend placing them in opposite “corners” of the battlefield. Now, one at a time, roll for each location on the following table to establish which faction controls that location.


1d6
Controlling Faction
1
The “populace” of that location.
(This could mean they are independent, or the faction that was originally on the planet, building, or whatnot “controls” it. This gives the faction that originally controlled the battlefield an advantage)
2
The faction with the least neighboring controlled locations (In the case of a tie, the faction with the fewest overall controlled locations)
3
The faction with the most neighboring controlled factions (In the case of a tie, the faction with the fewer overall controlled locations)
4-6
The faction with the most neighboring controlled locations (In the case of a tie, the faction with the most overall controlled locations)


For any further ties read from top to bottom the list you made earlier.


War
War is a terrible thing, pushing its slimy tendrils into everything and everyone near it. To figure out how a location has been impacted by the war roll 2d6 + [each faction either controlling or neighboring the location].
2d6
Impact
2-7
Untouched
This location has not been largely affected by the war. Yet...
8-10
Battle-Scarred
This location shows clear signs of battle. Walls are burnt or damaged, doors are newer than the building around them, a non-important yet complex device is offline due to being hit.
11-12
Occupied
This location is the sight of a recent battle, it is likely to be occupied by the controlling faction, or has recently been occupied by another faction. You can use the list you made earlier to figure out which one it is.
Debris litter the area, the wreckage of capital ships is being slowly cleaned up and reforged, large sections of the area are shelters or patched with temporary fixes.
13+
Fortified
This location has not only seen war, it is at the forefront of it. There is a large buildup of military activity and defenses, some of which have been recently assaulted and damaged heavily.
Military patrols are common, most of the landing bays are taken by military ships, streets are blockaded, combat drills are a regular sight.


When time passes, this could happen during a jump, a long period of travel, a session, or even an hour going by. Whatever your interval, when time passes, the war continues. Roll for each faction, starting with the faction with the most controlled locations and working your way down (Remember that tiebreaker list you made).


Roll 2d6, with these modifications:
+1 if that faction doesn’t have control of the most locations.
+1 if that faction has been majorly helped by the actions of the players (Perhaps they discovered an advanced weapon and gave it to exclusively this faction).
-1 if that faction has been majorly hindered by the actions (or inactions) of the players (Perhaps they unleashed an alien menace upon their planets).
-1 if that faction has controlled the most locations for more than one time period in a row.


On a 10+, the faction has a major victory, choose 2. 
On a 7-9, the faction has a minor victory, choose 1. 
On a 6- the faction suffers a terrible defeat it loses control of one of its locations (Control returning to the “populace”, as above), loses a fortification, or loses control of a valuable resource (and takes a -1 on their next roll if they can’t regain control).
  • The faction takes control of a location adjacent to one it already controls (If it controls none, one on the edge of the battlefield).
  • The faction seizes an important figure from an enemy faction. Perhaps the PCs are hired to save them.
  • The faction obtains a valuable or substantial resource (and takes +1 on their next roll if they retain control). What is it? What does it allow them to do that is better than the other factions?
  • The faction fortifies itself (Mark a controlled location with fortifications. Next time a faction would take control of the fortified location they remove the fortifications instead).


Sometimes you want something more concrete and tactical, with visible armies or fleets moving from place to place. If that's what you want, this next part is for you.


Advanced War
Factions have 3 stats (Apply one number to each stat: 40, 50, 60):
Supremacy: How good their tech or tactics are. A faction with higher supremacy is better at battle.
Size: How many military units they can support. A faction with higher size has access to more supplies.
Logistics: How many military units they can command/produce in a round. A faction with higher logistics has a greater access to resources and communication.


When a faction attacks another faction roll an opposed Supremacy Check (Each rolling 1d100, if they roll below their Supremacy stat they succeed, otherwise they fail). Both failing means that the defender wins a pyrrhic victory (Both units are defeated). A tie means that the attacker has won a pyrrhic victory (Both units are defeated, but the attacker takes control of the location).
When a unit is defeated roll a d10 on the following table.


1d10
Result
1
The unit defects to the opposing faction.
(The opposing faction (In the combat) gains control of this unit)
2
The unit surrenders to the opposing faction. (The opposing faction gains a 1d10 bonus to Supremacy when using the unit that defeated this one)
3-4
The unit is completely and utterly destroyed.
(Remove the unit)
5-6
The unit is damaged beyond most repair. (Place it in an adjacent location that the faction controls and this faction takes a 1d10 penalty to Supremacy when using this unit)
7-8
The unit is damaged, but repairable. (Place it in an adjacent location that the faction controls, mark that this unit is damaged. This unit can not be used in combat until it has been repaired (By using a command to command it to repair))
9-10
The unit manages to retreat in an easily repairable condition. (Place it in an adjacent location that the faction controls)

A faction can support up to their size/10 military units. If the faction has more than that number at any point they must disband units down to that number.


Each round a faction can command/produce up to their logistics/10 military units. Commanding a military unit allows them to move it from one location to an adjacent location.


A round is one time that you go through the factions after time has passed.

Layers of Battlefields
Using layers of Battlefields can be useful for larger wars, such as having one be space, and the others be each individual planet.


When a faction controls the upper location they gain a +1 to rolls on the lower battlefield.