- Joined
- Mar 31, 2008
- Messages
- 14,926
Duskdale is a fortified town that traces its history to a time before the Deluge wiped away the debt accrued by industrial human civilization. Protected by walls and its thaumaturgic traditions, Duskdale had long treated the settlements and civilizations arising around it as little more than barbarians: uninteresting and with nothing of value to the princely senatorial class. But the raids grow in ferocity and number every year. Barbarian chiefs now fancying themselves as kings and presidents no longer show Duskdale the deference it has long enjoyed.
The politics of the city grow more unstable. Powerful factions lurk in the shadows and senate seeking glory and wealth. This is the situation players find themselves in the year 1451 NE.
A New Society; One Roll Engines
The City Upon the Hill is a street-to-empire scale game set in a fantasy universe in which human civilization experienced a catastrophic demise over 1400 years ago giving rise to post-apocalyptic society and "miracle working", magic to the clergy, thaumaturge to scientists. In CUH, players will create factions and attempt to survive and prosper, achieving success under their own terms. This, like IOT VI-2, is a game that emphasizes story and narrative over fidelity to mechanical systems, maybe even more so after my experience with IOT VI-2.Factions are defined by five qualities (Might, Treasure, Influence, Territory, and Sovereignty) and assets. Most rolls in the game are performed by using one or two qualities and invoking an asset.
Example: The Cobalt Mercenary Company has 2 Might and 1 Treasure. They attack an outlying village for refusing to pay "taxes". This roll would be be 3d10 (2 Might + 1 Treasure) + 3d by invoking the "aggressive tax collector" custom asset of the CMC. The CMC rolls the 6d10 and gets 6,6,1,3,5,7. There is one set (2x6). The 2 is the width and the 6 is the height.
Dice rolls in this game all use a d10. When the dice is rolled the goal is to get sets. How wide your roll is is based on how many sets you have while how high your roll is is based on the pair. In the above example, the height of the roll is 6 and the width is 2.
Continued Example: How the village responds will determine how their rolls are handled. If the village is simply defending, it will performed defensive rolls with the goal of gaining sets. If it gains gains a set 2x7 or higher, it will devour one opposing dice (in this example, a 6) causing the attack to fail. If CMC had rolled a 3x6, however, the 2x7 would not have worked because the 3x6 is faster. Width=speed, height=power.
Qualities
Might, Treasure, Influence, Territory, and Sovereignty are five qualities rated on a scale from 0-6. If Sovereignty is ever brought to zero and the faction is unable to quickly raise it back to 1, the faction will collapse. If two qualities are ever reduced to zero by an attack, and one quality is territory or sovereignty, the faction is conquered.Might represents the martial power of your faction. At 1, you're talking about a small peasant force. At 6, you're talking about a large modern army with significant thaumaturgic power. Treasure is self-explanatory. Influence is how influential your faction because of its its political and diplomatic clout or because of its spies. Territory 1 can represent a village and its farms, a small town, a neighborhood within a society, a small church, a minor organization, a single large ship and its crew, etc.
Territory represents not just land but population/workers and capital.
Finally, there is Sovereignty. Sovereignty represents the cohesion of the faction, with 1 representing "we hate the leadership" and 6 represents awesome fear or adoration.
A quality rating is the number of actions a faction can perform using that quality each season. Might 3 means a faction can perform three Might-based actions a turn. However, each time a quality is used it takes a -1 penalty until the beginning of the next season. Your first Might action would have no penalty, but your second one would have a -1d penalty and your final would have a -2d penalty. Properly prioritizing your orders, therefore, is vital.
Continued Example: The CMC has dealt with one village and now has 2 Might and 2 Treasure. There are, however, now two villages it needs to collect taxes from. It prioritizes the strongest village so there are no penalties on that roll. The second village targeted, however, causes a -1d penalty for Might and another -1d penalty for Treasure. Alternatively, the CMC could focus one just one village for the season but attack it twice.
There are several ways to increase a quality. Many qualities allow for actions that can temporarily increase qualities for next season or, on a more difficult roll, increase a quality permanently.
Example: The CMC has Might 2 but wants to improve it for coming campaigns. It could Train and Levy Troops, a Sov+Ter roll with a difficulty equal to its current Might of 2. Difficulty means any sets with heights less than or equal to the difficulty do not count. Even a 10x2 set could not improve the CMC's might.
Static, Opposed, and Dynamic Rolls
A static roll is a simple xd roll where nobody is really competing with you or trying to disrupt you. The CMC example above of training and levying troops is a good example.An opposed roll is where somebody is actively opposing what you're doing. The CMC's continued attacks on villages are usually opposed rolls.
A dynamic contest is when the actions of factions clash with one another.
Example: Last village on the list! This village has been the most resistant to tax collectors, so the CMC is coming down hard on it. This village will not stand for this and already decided it would take the fight to the field. It has 2 Might and 2 Territory versus CMC's 2 Might and 2 Treasure. Defense rolls use Might/Territory.
In this example, the widest and highest roll resolves first and knocks a die out of a set on the other side. Then the next faction knocks a die out of the opposing set. If the defender gets a set through, the attacker loses one Might for the rest of the season. If the attacker gets a set through, the defender's Might drops by 1 for the rest of the season.
Assets
New factions start with three assets. An asset is tied to a particular quality and gives a bonus in a specific situation or has some other mechanical effect. Assets are divided into high and low assets. A high asset, if it gives a dice bonus, gives a +2d bonus. A low asset gives a +3d bonus but can only be used once in narrow circumstances.Example: Aggressive Tax Collectors gives +3d on a Raid action due to a favor from the Duskdale Senate. This was an Influence asset.
You can gain or lose assets in place of gaining or losing qualities. Aggressive Tax Collectors could have been lost in place of Influence of the CMC had suffered Influence loss, for example.
Here are some non-traditional aspects to keep in mind.
Entangling Alliance with X (Influence): Whether due to treaty, marriage, vassalage, or obligation, this faction is tightly linked with another. +2 Influence when dealing with them, but they receive +2 Influence when dealing with you.
Mole (Influence): You have a mole in another faction. This can be invoked once for a +3d bonus on an Influence roll against the faction.
Defensive Terrain (Might): Mountains, river, thick forests, fortifications, or something else that makes attacking a faction through difficult. +2d bonus to Might+Territory rolls to defend your lands if the attacker tries to come through the defensible area.
Unbalanced Economy (Treasure): Pick two seasons of the year. For those two years, you get +2 Treasure during those seasons, but -1 Treasure in the other two seasons.
Predictable Bounty (Treasure): Pick one season per year. During this time, your faction has +1 Territory, +1 Treasure, and -1 Might
Actions
There are Attacks, Counter-Espionage, Defending, Espionage, Improving the Culture, Policing, Rising in Stature, Training and Levying Troops, Unconventional Warfare, and Economic Improvements.Attacks
Roll Might+Treasure versus Might+Territory. An attack has at least one goal. Multiple goals can be attached to an action.
Example: The CMC is attacking villages for money but also to weaken their defenses. Therefore these attacks have two goals: Raiding and Counterforce. CMC's Might and Treasure is 2 and 2, so the roll is typically a 4d. With a second goal, it becomes 3d. In order to achieve both goals, the CMC would need two sets. This is the best time to invoke an aspect and call in support! If there is only one set, only the primary goal is achieved.
The goals are Raiding, Annexation, Symbolic, and Counterforce. Succeeding at a Raid reduces your opponent's Treasure by 1. Annexation reduces their Territory by 1. Symbolism is erratic and can temporarily increase Influence of Sovereignty for one or both factions. Counterforce weakens the target's Might by 1.
With a Raid, your Treasure only increases if the target has greater Treasure. Same with Annexation if your target has more Territory.
Counter-Espionage
Roll Influence+Territory versus Influence+Treasure. This roll is performed in secret when being acted against by enemy spies. However, this roll still gives the -1 penalty for quality use. Sometimes a perfect order set just isn't possible! If your intelligence arm discovers something, they will tell you.
Defend
Explained in Attack.
Espionage
Influence+Treasure versus their Influence+Territory. Espionage can be broken down into Planting Spies, Information Gathering, and Changing Minds. Planting a spy is an opposed roll but once you start putting spies in place you can roll to gather information with +1d or +2d bonuses. When gathering an information you decide on a quality you wish to focus on so your spies will work to get information on actions taken with that quality.
Changing Minds means subtly changing the opinions of the persons who work or live in this faction's territory. This is narratively important and therefore mechanically important, and what you can do with this ability are too far-reaching to compile here.
Improve the Culture
Roll Territory+Treasure against nothing or difficulty equal to current Sovereignty.
If rolling against nothing, any set will temporarily increase your Sovereignty by 1 in the next season. If rolling against Sovereignty, you can permanently increase Sovereignty.
Policing
Might + Sovereignty versus Influence + Might. Knowing somebody is messing with you? Sure, easy. Doing something about it? Now you need to bring in the authorities. This action is meant to disrupt and target active plots against your faction. If you're aware of a plot before the plot goes into action, this action can end the plot and permanently lower the target's Might or Influence (GM's choice) by 1.
When the plot goes into action, this roll is performed.
If you're aware of the plot beforehand and want to spring a trap, the contest is dynamic. Widest set goes first and knocks a die out of one opposing set. If you get a set past, you permanently lower either Influence or Might by 1 and the other quality by 1 for the rest of the season. If they get any set past you, they achieve their goal.
After a plot is complete, there's a set of rolls to apprehend the perpetrators after the fact. If you get a set past their rolls, they lose 1 Influence permanently.
Rise in Stature
Sovereignty+Treasure. Like Improve Culture, but with Influence.
Train and Levy Troops
Sovereignty+Territory. Like Rise in Stature, but with Might.
Unconventional Warfare
Influence+Might versus Might+Sovereignty. Unconventional warfare represents actions that would get a person carted off to a war crimes tribunal. There are many, many ways to go about this, but they all boil down to an attack on a company's quality.
Might: From poisoning troops to sinking ships or assassinating officers
Territory: Sitting Bull has poisoned your wells!
Influence: Blackmail, kidnapping, and targeted violence against members of the faction. Or maybe a false flag attack.
Sovereignty: Assassinate priests, burn museums, spread rumors
Treasure: Piracy, banditry, attacking the mint, smuggling
Each action involves two rolls: the roll to accomplish the plot and action to get away with it.
Improve Economy
Territory+Influence versus nothing or Treasure. Works like Rise in Stature.
Sub-Factions
A sub-faction is a faction that is part of another faction. All player factions at game start are sub-factions of Duskdale. If a sub-faction and faction go at it, the big faction's quality does not change if its two or more greater than the traitor's quality. Otherwise, quality drops by one when rebellion breaks out.When these factions begin to hit one another and their qualities start out equal, an attack reduces the quality of each side by 1. If the defender's quality is two or greater than the attacker, a successful attack drops it without harming the attacker. If the defender's quality is less than the attacker's, a successful attack drops it without harming the attack.
Rebellions are painful!
Joining the Game
Faction Name:Leader Name:
Might:
Treasure:
Influence:
Territory:
Sovereignty: (starts at 1)
Asset #1 (Quality)
Asset #2 (Quality)
Asset #3 (Quality)
Faction History: Duskdale is vaguely inspired by New England, but its history is largely blank as is the detail of its neighbors.
You have 5 points to spend on qualities. Points can be used to buy assets.
Orders
Secret orders that aren't Espionage, Counterespionage, Unconventional Warfare, or Policing incur a -2d penalty.
Orders are resolved based on the size of a faction. Size of a faction is equal to its qualities + # of assets. Smaller factions act first.