Bit of Pathfinder's Kingdom's and War system and the 3.x Birthright Campaign Setting. There's a bit of stripping of rules for simplicity and fun. Adding a bit of Paradox's game system to the mix.
[ Character Sheets ]
[ Premise / Forward ]
SPACE Players start off as adventurers. If they survive, they get to found a town. If they lead the town successfully, they may find themselves as noble houses within a new kingdom fighting for their slice of the world.
[ Setting Information / Background ]
SPACE From lowly adventurer's getting paid to explore a new region to the Founders of a new settlement to the Eventual Rulers of a new World, Players will experience will the other side of adventuring; Retirement.
[ Character Creation ]
You will only need to roll the d12 when creating a Secondary Character.
12 is either a reroll or player's choice.
You will only need to roll the d8 when creating a Secondary Character.
8 is either a reroll or player's choice.
Secondary Character's Kingdom Scores are randomly assigned by previous method.
The following three Kingdom Scores will be used primarily outside of the Adventure Phase. You take the average of the two scores assigned (round down). Ability Scores assigned to one of the following Kingdom Scores can not be used for another Kingdom Score. ie you lock in two ability scores to each kingdom score. Like DEX / STR to MIL, CHA / WIS to ADM and INT / CON to DIP.
Administrative [ADM]
Diplomatic [DIP]
Military [MIL]
Character Sheet
Name:
Class:
Race:
Lvl:
EXP:
HP:
BP:
STR ()
DEX ()
CON ()
INT ()
WIS ()
CHA ()
ADM ()
DIP ()
MIL ()
Traits:
Class:
Race:
Lvl:
EXP:
HP:
BP:
STR ()
DEX ()
CON ()
INT ()
WIS ()
CHA ()
ADM ()
DIP ()
MIL ()
Traits:
[ Game Play ]
There three sections of game play. Each section is introduced when you reach the appropriate game point (either by level or size).
- Adventure Stage
Select Team : 4 Members minimum
May select any number of House or Free Adventurers in a single town.
Choose an Adventure
DC = 10 + BP + Time + Terrian + Random
BP is the Build Points to be earned
Time is the weeks spent thus far in the adventure
Terrain is the modifier associated with the Terrain
Random is the possible increase to the DC due to an unforseen event/occurance
Adventure Time
Each team member makes a MIL roll against the DC
Success: Result is equal to or greater than DC
Failure: Result is less than DC
End Result
Success
- Party Success: At least half the party is successful
Individual Success: 1 XP gained
BP earned if end of adventure
Each member makes rolls a 1d100 for a chance at a random magic item
Failure
- Member suffers 1 HP loss, then makes a CON roll against DC
- Success : 1 XP gained
Failure: 1 HP Loss, No XP gained