The Of Nations and States Black Market

This is where all in character roleplaying occurs. Please note that posts in this forum do not count toward your post count, and that old threads are subject to periodic prunination!

The Of Nations and States Black Market

Postby Peanut » Sat Dec 25, 2010 6:37 pm

Individual Units:

-Black Market is attached to Bandits; no bandits means no black market.

-Blueprints for all units provided are triple the cost of a
single unit.

-Railgun Tank- 15 econ units; Increases Military score by .1; 80 in total;
-Hybrid Tank-25 econ units; Increases Military score by .2; 40 in total
-War Walkers-30 econ units; Increseases Military score by .4; 20 in total
-Silver Hawk-15 econ units; Increases Military Score by .1; 80 in total
-Firebird 2- 16 econ units each; Increases military score by .15; 60 in total
-Thunderbird 3- 20 econ units each; Increases military score by .25; 45 in total
-Ragnarok R-3- 25 econ units each; Increases military score by .35; 25 in total
-Phoenix 2 Fighter- 25 econ units each; Increases military score by .35; 25 in total
-Phoenix 2 Bomber- 25 econ units each; Increases military score by .35; 25 in total
-Leviathan-35 econ units each. Increases military score by .45(water only); 15 in total
-Wave-25 econ units each. Increases military score by .35: 25 in total
-Space Shuttle:100 econ units each. Allows travel into space; 10 in total.

Nation Abilities:

Cost is 20 econ units for each level initially. Even if the ability comes as a result of the race picked, if it can be leveled up it must be done through the Black Market.

-Training takes one turn to accomplish.

-Scout: Allows the player to scout an adjacent territory, success being determined by 1 d12 (1-3:failure; 4-9: moderate success; 10-12: huge success). Training adds between +1-+3 on each roll. Scouting an area that is under control of the player can reveal secrets along with other things. Scouting a territory not held by the player will reveal its military, economic, bandit and beast scores.

-Development: Allows the player to decrease the development time of one tech advance for each tech report they give. Takes only one turn.

-Spy: Allows the player to see another player's moves if successful. Success determined by 1 d12(1-3:failure; 4-9: moderate success; 10-12: huge success). Training adds between +1-+3.

-Assassinate: Kills off military, science or economic leaders, decreasing bonuses of a player for 2 turns. Success determined by 1 d12(1-3:failure; 4-9: moderate success; 10-12: huge success). Training adds between +1-+3

-Research: Adds one research slot for the player to use. Can be done 3 times without investing in education system.

-Investment: Lowers the price of stocks by 25%. Also adds a bonus of plus 1 (plus 2, plus 3 with training) to economic score.

-Tactics: Adds a plus 3 military bonus. With training, can increase to plus 4 and plus 6. Allows tactics to be used without having to roll to for success.

-Military Leadership: Adds a plus 1 to military bonus. With training can increase to plus 2, and plus 3. Also gives the ability to send leaders with troops, giving an extra boost of plus 3.

-Negotiate: Allows the user to negotiate with leader of the beasts. Success determined by 1 d12(1-3:failure; 4-9: no death; 10-12: huge success).

-Construction: Allows the building of a Research Facilities (+1 Research slot), Factories (+1 Tech Slot), Stock Exchanges (decreases stock prices by 10%) , or Base (plus 2 to Military Score) in a region. Buildings cost 20 economic units and are destroyed if targeted in an attack or transfer over if the area is conquered.

Ritual: Takes 1 turn to perform and uses 5 military units and 5 economic units. Success determined by 1 d12(1-3:failure; 4-9: no death; 10-12: huge success). If successful, player gets to boost one of their scores or gain a research/tech slot.

Bandit/Pirate Raids:

-Cost is determined by area’s military strength minus the number of bandits in that area. If the scores are equal, there will be no raid.

-Bandit raid goes by 1 military combat, if won by the bandits, then d6 or d12 (for large bandit forces) used to determine economic damage; that total is given to the player's capital region

Mercenaries:
-Costs 2 Economic units to recruit 1 unit for one turn.

The Map

Image
CAA's Resident Starcraft Expert
Image

goldenspines wrote:Its only stealing if you don't get caught.
User avatar
Peanut
 
Posts: 2432
Joined: Sun Aug 29, 2004 5:39 pm
Location: Definitely not behind you

Return to RPGs and Roleplaying

Who is online

Users browsing this forum: No registered users and 273 guests