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Imperium Offtopicum VI-2
Earth, AD 2101. The unprecedented, and exceptionally brutal, political, economic and environmental upheaval of the first half of the 21st century had forever shattered the old world order, destroyed the world economy, caused widespread environmental degradation, and left hundreds of millions dead. The wars only came to an end with the outbreak of a mysterious Plague, which so devastated the remaining combatants that it forces them to the negotiating table. At one time, it seemed the human race was on the verge of extinction.
But peace arrived, and the Plague was contained. Collectively recoiling from the horrors of The Cataclysm, the countries of the world agreed to the formation of a global government, the Integrated United Nations, or IUN, in 2045. The IUN oversaw the reconstruction of the shattered world for four decades. However, by the late 2080s, the IUN was beginning to fall apart. New leaders and new states rose to fill in the power vacuum. Some brought a new vision for the world, while others yearn for a return to past glories.
The sun rises over a new world, and humanity faces an uncertain future. Are you prepared, to grasp the reins of power, to create the future?
Imperium Offtopicum is a role-playing game spun out of the "Altered Maps" thread in Off-Topic over a half a decade ago. Players run countries of their own creation and interact with each other on issues of law, trade, science and technology, humanitarianism, and war. This version is, of course, inspired by IOT VI primarily, but uses a modified version of Fate Accelerated.Earth, AD 2101. The unprecedented, and exceptionally brutal, political, economic and environmental upheaval of the first half of the 21st century had forever shattered the old world order, destroyed the world economy, caused widespread environmental degradation, and left hundreds of millions dead. The wars only came to an end with the outbreak of a mysterious Plague, which so devastated the remaining combatants that it forces them to the negotiating table. At one time, it seemed the human race was on the verge of extinction.
But peace arrived, and the Plague was contained. Collectively recoiling from the horrors of The Cataclysm, the countries of the world agreed to the formation of a global government, the Integrated United Nations, or IUN, in 2045. The IUN oversaw the reconstruction of the shattered world for four decades. However, by the late 2080s, the IUN was beginning to fall apart. New leaders and new states rose to fill in the power vacuum. Some brought a new vision for the world, while others yearn for a return to past glories.
The sun rises over a new world, and humanity faces an uncertain future. Are you prepared, to grasp the reins of power, to create the future?
House Rules
1. MODS ARE GODS
Joining the Game
Every country is expressed through a combination of Aspects, Approaches, and Stunts. Aspects represent intrinistic parts of the organization's identity, while Approaches represent a country's style and, well, way of approaching problems. A Stunt is a modification of an approach, or something that allows the country to do something not normally allowed by the rules.
Your sign-up, therefore, will look something like this
***
Country Name: Texarkanan Mayornate
Aspects:
High Concept: Hegemonic Mayornate
Trouble: Cuban Secessionism
First Aspect: Texark Trade Ships
Second Aspect: Glory to the Mayornate
Third Aspect: The St. Louis Catholic Church
Approaches
Plug in the following numbers: -1, 0, +1, +1, +2, +3.
Covert: Rolled when the organization is attempting to accomplish an objective through stealthy or tricky means.
Economic: Rolled when the organization wants to deal with economic matters.
Military: Rolled when the organization is calling upon internal forces to accomplish a military objective
Political: Rolled when the organization is attempting to manage domestic and international relations.
Scientific: Rolled whenever the organization attempts to solve problems by applying scientific resources.
Culture: Rolled whenever something relating to culture comes up.
Stunts
You start with one stunt. See the Fate Stuntmaker for ideas.
Example: The Texark Fleet: +2 to Military rolls relating to fleet battles
Claims
Post a map of your claims. There's no claim limit other than it should be reasonable, largely acceptable to other players, and fungible so that other players can join.
ActionsEach turn represents one year. A country can perform as many actions as it wants during a turn, but a harsh failure for an action can result in a consequence.
Actions have four outcomes: Failure, Tie, Success, or Success with Style.
Create an Advantage
This is anything the organization does to try to help itself or an allied organization. Researching stolen technology, infiltrating a rival's armed forces, fleshing out a economic plan for the year; these are all examples of actions that would fall under this category. If another organization is targeted, that target may be able to defend against you.
This advantage lets you do one of three things: Create a new situation aspect, discover an existing situation aspect or another organization's aspect you didn't know about, or take advantage of an existing aspect.
Failure: Either you don't create or discover the aspect at all, or you create or discover one, but the opponent gets to invoke the aspect for free.
Tie: If you're creating a new aspect, you get a boost. You can invoke it once for free, after that, the boost goes away. If you're trying to discover an existing aspect, treat this as a success.
Success: You create or discover the aspect, and you or an ally may invoke it once for free.
Success with Style: You create or discover the aspect, and you or an ally may invoke it twice for free, including on the same roll.
If a single advantage is built up enough, it could mutate into a Stunt.
Overcome
This category includes actions taken to get past something that's between you and a goal. Rescue operations, boosting damaged morale, and sending a rocket to the moon would fall into this category. As with creating an advantage, a target may defend if it makes sense for them to do so.
Failure: You either simply fail at your goal, or succeed at a cost determined by the GM.
Tie: You attain your goal, but at a minor cost.
Success: Simple success.
Succeed with Style: Success, but you also gain a boost.
Attack
You attack when you want to damage another organization. Airstrikes against a militant camp is a good example of an attack, but trade wars and sharp contests for world opinion can fall under this category as well. Successful attacks inflict stress.
Failure: The attack fails.
Tie: The attack fails, but you gain a boost.
Success: The attack succeeds and organizational stress is inflicted.
Success with Style: You hit and do damage, but you have the option to reduce the damage by one point to gain a boost.
Defend
A defense is automatically performed when you're the target of an action by could reasonably be defended against. You can also defend against an attack on an ally, if it seems justifiable that your organization could.
Failure: You're hit!
Tie or Succeed: The attack against you fails, but they gain a boost on a tie.
Succeed with Style: Your opponent not only fails, but you gain a boost.
Being Aided
An ally can help you perform an action if they describe how they're providing help, adding +1 to your roll.
STRESS AND CONSEQUENCES
When your country suffers hit of damage, it increases stress. Each organization has two stress boxes in six categories: Intelligence, Economy, Military, Political, Academia, Culture. The first stress box is able to absorb one stress and the second two stress. Stress boxes are cleared at the end of the year. When stress damage is received, only one stress box pure category can be filled. If I take 3 stress damage and want to absorb all all of that through the Military stress track, I must either fill up the 1-point stress box and take a mild consequence, fill up the 2-point box and take a mild consequence, or take a moderate consequence.
However, if your country's stress boxes are overwhelmed by attacks in a turn, you will suffer consequences. Each organization has four consequence slots in each category: Mild, Moderate, Severe, and Extreme. Each slot absorbs 2, 4, 6, and 8 stress respectively. A consequence represents a new issue for the country. A mild military consequence could be "minor mutinies" or "mild equipment shortage".
To deal with a consequence, you take an overcome action with the relevant approach. A mild equipment shortage could be solved with an Economic roll (shift production toward armaments), for example. When a consequence is dealt with, it merely reduces the consequence. A moderate consequence becomes mild, for example.
ASPECTS
Aspects? Consequences? Boosts? What are they used for?
Every player has two fate points. A fate point can be used to invoke or compel an aspect. For example, as Texarkana, I am suffering a mild equipment shortage after a military setback in Cuba. I decide I want to source arms from overseas and further decide to spend a fate point to invoke Texark Trade Ships to add +2 to the roll.
Boosts and free invokes are free! A boost is a one-use aspect, and a free invoke is an aspect you can invoke once or twice for free, depending on the circumstance.
You can also invoke other aspects to the detriment of your enemy. My rival in Cuba, a notorious band of pirates, is defending against my offense and spend a point to invoke Cuban Secessionism, representing Texark-Cubans aiding the pirates, adding +2 to their defense roll.
Beyond invokes, you can compel. When you compel, the GM creates an event based on the aspect you're compelling. Instead of invoking Cuban Secessionism, they compel it. Texarkana has a choice: It can either spend a fate point to ignore the compel or accept the compel and gain a fate point. If accepted, an event is created based on the aspect.
Being compelled and compelling are the primary ways of transferring fate points between players and GM. The GM begins with two fate tokens as well, but gains the tokens of any player who invokes aspects not belonging to another player. The GM also is the person most likely to compel constantly.
Turn and Order Structure
Nearly all actions are public. Want to unleash a massive infrastructure project in Arkansas? Announce the project in the thread! Simple as that! Some actions, however, lead to Contests or Conflicts.
A contest is when two or more sides are attempting to win something that doesn't involve directly harming one another. An Olympics, for example, would use contest rules where the participants are attempting to create advantages and/or roll to increase Victory, with whichever country gaining three Victory first being declared the winner. These rules will be loose and vary from contest to contest, to stay tune!
Conflicts, such as military conflict, work like contests, except two or more countries are hitting one another, increasing stress, and attempting to achieve a goal. The GM, for the sake of brevity, decides how a country absorbs stress damage, with the priority being filling up stress boxes before taking consequence damage. It must make sense of course. I can't have a military base blown up in the middle of nowhere and somehow translate that into Economic stress.
Actions can be performed in secret, but actions performed this way are more difficult.
Some actions are complex enough that multiple rolls are required. In a democracy, a massive infrastructure program may require a Political roll to gather the political capital followed by an economic roll to carry out the program. A massive war plan could end up requiring many rolls carried out over the course of several rounds.
Added 6/25/18: Scale
Organization Scale, AKA the Grand Unified Theoretical System, is the system used to measure the effect of different organizations of different scales in their dealings with one another. The scales are lifted from Mindjammer and work like this.
Large (+1): Small associations, companies, and communities
Huge (+2): Small towns, small armies, medium-sized companies
Enormous (+3): Cities, large armies, large companies
Regional (+4): Metropolises, small nations, burgeoning megacorporations
Continental (+5): Large nations, megacorporations
Planetary (+6): Here for reference, extremely unlikely to develop but hey, who knows?
The listings above doesn't necessarily mean the end-all, be-all, of what falls on this scale. A severely depopulated country may be down on the scale, for example. Most countries falls on the scale between +3 and +5. The two NPC organizations (Plaguebringers and MSF) are +1 and London is likely +2.
Scale comes into play when you go to hit somebody to inflict stress. For every scale step larger than you, you get +2 to your hit roll, but -4 taken off the amount of stress dealt. If you hit, but all damage is negated, you gain a boost (as usual in FAE/FATE). For every scale step smaller than you the target is, you get -2 to your hit roll but +4 added to stress dealt if you hit.
At this time, we are sticking only with NPC organizations and countries. If players are comfortable at a later date with the systems in this game, I will allow for nested organizations (armies, fleets, state companies, government organizations and departments) etc. that can be created with the usual overcome rolls against a difficulty check.
If you take an extreme consequence at any point, the consequence while active will act as a -1 penalty to your scale. If your base scale is +4, and you take an extreme consequence, congratulations it is temporarily +3. If your base is lowered to +3, you real scale is reduced to +2. This represents the government losing effective authority over parts of the country.
Added 7/1/18: Bomb Points
A bomb point is created when either 1.) A country self-compels when the GM does not have fate points or 2.) When a player with three fate points combine them.
A bomb point is a super fate point. When used to compel another country, its effects are bigger and unblockable. When used to invoke an aspect, there are unforeseen side-effects, usually beneficial, sometimes now. When you invoke somebody else's aspect or compel against them with a bomb point, they gain two fate points, not one bomb point.
Added 7/1/18: Nested Organizations
A nested organization is an organization belonging to a country or another organization. A nested organization has far fewer consequence slots and are largely artificial. For example, armies, fleets, companies, etc. Cities, sub-countries, etc., would not be nested organizations.
To create a nested organization you determine its primary approach.
John (Military 3, Regional (+4)) wishes to create a fleet (Huge (+2)).
Base Difficulty: +3
Scale Difference: -2 (Regional +4 - Huge +2 = 2, so its easier to create a smaller organization)
Military Approach: -3 (John's military makes this roll easier)
3-2-3=-2. This means on a 4df, John must roll -2 or higher for a success and 1 or higher for a success with style. There is no penalty for failure other than wasting time. With a success with style, you can add an additional aspect
Name: John's Fleet
High Concept: First Fleet of the John Empire
Trouble: [Same as the country's trouble]
Aspect: Submarine Wolf Packs
You do not need an army/fleet to attack somebody.
You do not need an army/fleet to attack somebody.
You do not need an army/fleet to attack somebody.
The army/fleet simply means the country has an organization capable of attacking a smaller country or acting against another country. If nested organizations sound confusing, don't use them. They're for people with very specific needs.
Regions my friends. Stats and all that.
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