Introduction
Welcome to Usurper! The game where players strive to carve-out a little slice of an empire amidst a huge and well-established kingdom that would love nothing better than to put all those who oppose them into the ground, forever.
Civilization is neat and all; but, the current world order doesn't agree with everyone. It certainly doesn't agree with you. For whatever reason, by some means; you have abandoned the majority of society, moved into some remote location with a small pile of money and have attracted a few followers.
Now, it's time for you to expand. Grow and evolve, or die. Do you have the power in your gauntlet-covered fists to reforge the land in image shining inside of your mind's eye?
Whether you were born a lowly farmer, an upstart Elf tired of the 'Old Way', or whatever other background/reason: you have decided to forge your own path to power. Will you be able to eke out a survivalists' existence scavenging from the fallen remains of others? Will you use a silver tongue, wheeling and dealing your way to power? Or will you wrest power with a mailed fist from the older and more corrupt regimes?
This is a Player vs. Environment vs. Player Strategy Game I am developing that will take the players (would-be Kingdom Builders) and sets them against the world, who refuse to give up their current power.
This is a Unique Game that includes player elimination. If you are not interested in games with consequences - please do not apply.
This game has undergone some changes and growth from its previous three iterations. All those of you who played before, who might consider playing again will find new layers of game-play; and much more solidified rules that are easier to follow. Thanks to tireless players such as RedFoxMagi and Thanos_Infinity - this game has seen marked improvement.
How this game is 'set up'.
One individual plays as the Narrator. For very large games, there may be more than one narrator in order to accommodate numerous players. The Narrator’s job is to adjudicate everyone’s actions, provide a narrative to the world events, and run the hidden mechanics behind the game.
The other players are the Usurpers. They represent the driven leaders who are seeking to establish a kingdom of their own under their own rule.
Each Usurpation consists of two Leaders: A Chief and a Cohort (which you get to customize) and at the outset: a Single Unit, along with a tiny, pathetic Lair. With time you can increase the number of Units under your command and improve your Lair to rival the castles of the rulers of the land - or just take theirs!
How this game is 'set up'.
One individual plays as the Narrator. For very large games, there may be more than one narrator in order to accommodate numerous players. The Narrator’s job is to adjudicate everyone’s actions, provide a narrative to the world events, and run the hidden mechanics behind the game.
The other players are the Usurpers. They represent the driven leaders who are seeking to establish a kingdom of their own under their own rule.
Each player is assigned Three Threads. These are private to each player (assigned via Alpha-Numeric Group.)
1) In-Game Thread. This is where the story will take place, you will post actions, and receive turn results.
2) Out of Character Thread. This is where you can ask questions that you don't want others to see, clarify actions, or get answers to rules issues.
3) Stat-Tracker Thread. This is where your Lair, Forces, and Journal posts will be held. This is where you will monitor your Usurpation's growth, record Leader and Unit character sheets, and so forth.
- The Stat-Tracker Thread is divided into:
-- Lair Post: This is where you keep track of the Rooms present in your Lair (one Lair post per Lair), along with your stored resources and items.
-- Forces Post: This is where you will track the character sheets for your Leaders, your Units, and your Extras.
-- Journal Post: this is free-writing space for you to keep track of important notes that will keep you focused on your objectives.
Turn Structure
In order to understand how each turn is played, it will help to understand how time works in this game.
Most important, time is very abstract. Events happen in a certain order because it is mechanically sound (and keeps the game flowing), not because it is logical in a real world setting.
- Time: There are 4 Weeks in a Month, there are 10 MONTH in a Year.
- Each turn represents 1 Week of Game Time.
- Each game week is presented to the player as an indicator that a new turn has begun.
Each turn, within your In-Game Thread, you will see a tag that looks something like this:
[ Week 1, Month 1, Year 1 ]
This is how you will know it is your turn to post your Actions and order your Units-about.
Turn Order and Flow:
Step 1) Narrator posts current Turn #.
Step 2) Player selects their actions, writes a narrative, and posts their Orders.
Step 3) Narrator gives a narrative response, posts the results, and enters any questions that require follow-up.
Step 4) Player makes decisions based-upon follow-up (such as Buying/Selling, recruiting, etc.)
Step 5) Week 4 only: you Pay Upkeep.
Creating Your Usurpation
The following steps are involved in creating your Usurpation: (all of these are done in secret away from the prying eyes of your fellow players. Send this information in a PM to the Narrator.)
- Choose a name for your Chief.
- Choose a Race for your Chief. (Select from the first chart.)
- Choose a Leader Bonus for your Chief.
- Choose a name for your Cohort.
- Choose a Race for your Cohort. (Select from the first chart.)
- Choose a Leader Bonus for your Cohort.
- Select a Unit (from the list of Standard Units) as your starting Unit.
- Name your starting Unit
- Decide how to spend your initial 100 Gold (remember to save some for Upkeep and Recruiting a new Unit [if that's part of your plans])! YOU CANNOT RECRUIT NEW UNITS DURING THIS STEP.
- Choose a Grid for your Lair
- Name your Lair
Your Lair
Every Usurper begins with a small, tiny Lair. Whether you took-over an abandoned, and partially collapsed Tower-Keep, excavated a cave in the Mountains, or smashed-together enough deadwood and detritus to make a home in the swamps: you have the beginnings of a Lair.
Lairs can also be expanded over time. Either through Constructing new Rooms, or Renovating existing ones; you will need to improve your Lair in order to accommodate new Units, craft your own Items, take prisoners, and house strange and enigmatic Artifacts.
In the beginning you will only have a Throne Room, a Storage Room, and Two Living Quarters. With time, effort, resources, and skill: you can expand your Lair to hold many more amenities that will ultimately reward your Usurpation.
For Lair modifications, resources can be used in the following ways:
Your Starting Lair will look like this:
Skills
Skills are learned from repeated success in an action. Skills provide percentile "+X" bonuses to rolls when performing actions.
Usurper, Learnable Skills:
♥ : Leader only skills.
♦ : Unit only skills.
Each skill begins at "0" until acquired. Even for Units that begin with similar bonuses. Once a skill is acquired it then becomes Skill Rank: 1. The bonus listed is multiplied by the Rank for the total bonus. Thus, a Unit of Dwarves with "Smith[3]" (Smith Skill to Rank 3) would have a +9 bonus to that activity.
Maximum Skill Rank is 10 for basic skills and 5 for advanced skills.
Note that Rank of Skill and Level of the Unit itself are different.
Spells
Orders
Each turn, you will receive an update to indicate a new week that looks something like this:
Begin [Week #, Month #, Year #]
The above is your indicator to take your turn. To simplify the turn structure, you will need to be somewhat familiar with the 'Easy Tables' provided by RPOL. The following is the chart you will fill (add blocks as needed) in order to indicate what your entities are doing.
Name = the Name of the Character/Entity in question
Start = The Starting Grid (this will usually be your Lair.)
Action = The Action the particular entity is taking.
Target = The Target Grid (or where you will be conducting the Action.)
End = The Ending Grid (to where you return after the action is complete.)
Notes = Any special intent, spells cast, looking for specific nodes, etc.
A Sample Turn:
Although not required - it is very awesome if you provide a brief narrative of your orders - describe barking orders to your troops, the pains of having to train a new Unit, the war speech you make before charging into battle, etc.
Combat
As with everything else: These are not percentages, but 'percentile points' (added to the d100 roll.)
There are multiple stages and rounds to combat.
- Morale Assessment
- Any Unit suffering from more than '5' instances of the 'Dangerous Mission Penalty' must immediately check to see if they break nerve and flee before the fighting even begins.
- This check is made at a -25% morale penalty. If less than a 75 is rolled: the Unit 'bottles out' and must make a Loyalty Check.
- Loyalty Check is made with a bonus equal to your Throne Room's loyalty bonus, plus any instances of the Napoleon Spell. Less than a 50 is failure. If the Unit partially fails; they disband, but leave-behind their equipment. If 25 or less is rolled; they take their equipment with them.
- Any Unit suffering from more than '5' instances of the 'Dangerous Mission Penalty' must immediately check to see if they break nerve and flee before the fighting even begins.
- Determine Attackers and Defenders.
- This is usually fairly obvious, with a few exceptions. If you are using the 'Harass', 'Raid' or 'Attack' action, you are an Attacker/Attacking Force. This triggers all instances of 'When attacking' effects, such as the Mounted Bonus from having horses equipped.
- If you are the target of an Attack in your own Lair, or were scouted in the open and attacked; you are the 'Defender'. This triggers all instances of 'When Defending' effects, such as those from Defensive Structures.
- If you issue a challenge to someone (such as a Legendary Foe), you are considered both Attacking and Defending. This triggers both of the above situations.
- This is usually fairly obvious, with a few exceptions. If you are using the 'Harass', 'Raid' or 'Attack' action, you are an Attacker/Attacking Force. This triggers all instances of 'When attacking' effects, such as the Mounted Bonus from having horses equipped.
- Total all bonuses.
- Any effects that would cause Units/Extras/Leaders and their abilities to be nullified are determined. Spells such as Mind Leech could cause Units to flee here, and are rolled here.
- The number of Units present on each side are calculated. The lower # is subtracted from the higher. Whoever has the higher receives +4% * remainder as a bonus to all combat rolls. This is known as the 'Overwhelm' bonus.
- Any remaining bonuses from Units/Extras/Leaders are then tallied and counted along with each Unit's individual combat capabilities. This determines their bonuses to rolls throughout combat.
- Any effects that would cause Units/Extras/Leaders and their abilities to be nullified are determined. Spells such as Mind Leech could cause Units to flee here, and are rolled here.
- Begin Combat
- Tactics check is rolled.
- Outmaneuver check is rolled.
- Determine if any 'Per Round' or 'At the Beginning of Combat' spells/effects occur (outside of those which already happened in the 'Total All Bonuses' stage.
- If yes - determine effects.
- If none - skip to 'Ranged Combat'
- Tactics check is rolled.
- Ranged Combat
- Determine if Ranged Combatants exist. (Only those with 'Ranged Weapons' equipped)
- If no, skip to 'Melee Combat'
- Determine if at least one Unit is still present on both sides of the conflict.
- If yes to the above, calculate speed and roll all Ranged Attacks in order of Speed.
- Speed - Speed = # of Ranged Rounds. Minimum 1 round.
- Units with multiple Ranged attacks do so all at once, not in multiple rounds.
- Determine if Ranged Combatants exist. (Only those with 'Ranged Weapons' equipped)
- Melee Combat
- Determine if at least one Unit is still present on both sides of the conflict.
- If yes, calculate speed and roll all Melee Attacks in order of Speed.
- Repeat Melee Combat until a winner is established.
- Determine if at least one Unit is still present on both sides of the conflict.
- Determine Winner
- If no Units remain on a single opposing force, the other force/army is declared the winner.
- Add all 'Recruitment Costs' + 'Upkeep Costs' of all Units defeated = Unit Value. (You don't get free money for your own units dying.)
- The following formula determines 'Total Value of Goods': For each 'completely killed' Unit add 100% of value. For each Unit that 'fled' or 'bottled-out', use % of remaining PAX * Unit Value.
- Items, Resources, and Gold are randomly generated from this value.
- If no Units remain on a single opposing force, the other force/army is declared the winner.
Attack Rolls
As with most rolls/checks - Attack rolls are made using 1d100 + bonuses. (This follows the normal 'exploding' mechanic of a 96+ being rolled.)
The following are the calculations used to total the 'Offense' or 'Attack Roll' bonus:
- Attack rolls are opposed rolls to determine if an Attacker hits a defender and may deal damage.
- The Total of every 'Off' related combat bonus is tallied for the Unit.
- Units represent '10' PAX, or a Single Entity worth 10 people. Thus, a completely healthy (full) Unit multiplies their Off Stat by 10.
- Stats are the only portion of the Unit's bonuses that 'degrade' as they take damage.
- A Unit of Orcs with an Off of 2, would have an Offense value of "+20%" when attacking.
- The Unit's total Aggressor (skill) bonus is added.
- Any '+ Combat %' bonuses from Extras, Spells and Artifacts.
- Any Equipped Weapons (for the appropriate type of combat) and their bonuses are added.
- Ranged Weapons add their Offense bonus in Ranged Combat.
- Melee Weapons add their Offense bonus in Melee Combat.
- If equipped weapons have a Quality modifier (such as Mediocre), that is also added.
- Any Unique bonuses are added.
- This roll is compared against the target Unit's Defense roll.
Defense Rolls
As with most rolls/checks - Defense rolls are made using 1d100 + bonuses. (This follows the normal 'exploding' mechanic of a 96+ being rolled.)
The following are the calculations used to total the 'Defense' or 'Defense Roll' bonus:
- Defense rolls are opposed rolls to determine if a Defender avoids the strikes of an Attacker.
- The Total of every 'Def' related combat bonus is tallied for the Unit.
- Units represent '10' PAX, or a Single Entity worth 10 people. Thus, a completely healthy (full) Unit multiplies their Def Stat by 10.
- Stats are the only portion of the Unit's bonuses that 'degrade' as they take damage. [does not apply to Single Entities.]
- A Unit of Dwarves with an Def of 2, would have an Defense value of "+20%" when defending.
- The Unit's total Parry (skill) bonus is added.
- Any '+ Combat %' bonuses from Extras, Spells and Artifacts.
- Any Equipped Shields and Armor (for the appropriate type of combat) and their bonuses are added.
- If equipped weapons have a Quality modifier (such as Mediocre), that is also added.
- Any Unique bonuses are added.
- This roll is compared against the striking Unit's Attack roll.
Damage Rolls
As with most rolls/checks - Damage rolls are made using 1d100 + bonuses. (This follows the normal 'exploding' mechanic of a 96+ being rolled.)
The following are the calculations used to total the 'Damage' or 'Damage Roll' bonus:
- Damage rolls are opposed rolls to determine if an Attacker deals damage to a Defender, and possibly inflict a morale check.
- The Total of every 'Str' related combat bonus is tallied for the Unit.
- Units represent '10' PAX, or a Single Entity worth 10 people. Thus, a completely healthy (full) Unit multiplies their Str Stat by 10.
- Stats are the only portion of the Unit's bonuses that 'degrade' as they take damage.
- A Unit of Elves with an Str of 2, would have an Strength value of "+20%" when attacking.
- The Unit's total Aggressor (skill) bonus is added.
- Any '+ Combat %' bonuses from Extras, Spells and Artifacts.
- Any Equipped Weapons (for the appropriate type of combat) and their bonuses are added.
- Ranged Weapons add their Damage bonus in Ranged Combat (if any - Ranged Weapons do not usually have a Damage Bonus.)
- Melee Weapons add their Damage bonus in Melee Combat.
- If equipped weapons have a Quality modifier (such as Mediocre), that is also added.
- Any Unique bonuses are added.
- This roll is compared against the target Unit's Armor roll.
Armor Rolls
As with most rolls/checks - Defense rolls are made using 1d100 + bonuses. (This follows the normal 'exploding' mechanic of a 96+ being rolled.)
The following are the calculations used to total the 'Armor' or 'Damage Reduction Roll' bonus:
- Armor rolls are opposed rolls to determine if a Defender avoids sustaining damage from an Attacker's blows.
- There is no Stat for Damage Reduction or Armor.
- The Unit's total Parry (skill) bonus is added.
- Any '+ Combat %' bonuses from Extras, Spells and Artifacts.
- Any Equipped Armor (for the appropriate type of combat) and their bonuses are added. (Only the Damage Reduction Bonus.)
- If equipped Armor has a Quality modifier (such as Mediocre), that is also added.
- Any Special bonuses are added.
- Any Unique bonuses are added.
- This roll is compared against the striking Unit's Damage roll.
Note: "Armor Roll", "Armor Check", "Damage Reduction Roll", and "Damage Reduction Check" are used interchangeably.
Single Entities are tougher than normal Units. Not only is their overall combative capability the equivalent of '10 men', but they sustain damage at a slower rate than normal.
The -5% Morale penalty is cumulative, and represents a Single Entity's general resilience to small cuts and scrape - instead only lowering their resolve to stay in the fight.
Morale
Morale represents the degree to which Units bear the mental fortitude to trudge-on against impossible odds, lost comrades-in-arms, or when facing down a dragon's fiery breath!
Morale checks are made whenever your Unit(s) have sustain excess casualties, when facing against several dangers in a short span of time (weeks), or certain spells are placed upon them.
Units can receive Morale Bonuses from:
- Courage Skill
- Certain Spells
- Throne Room
- Artifacts
- Special/Unique Abilities
- Temporary bonuses
- +4% per level of the Unit.
When a Morale Check is made, it is made similar to other skill checks.
1d100 + Bonuses.
- Success or Greater: The Unit in question suffers no ill effects.
- Partial Success: The Unit is Shaken and suffers a cumulative -10% penalty to future Morale Checks (for the duration of that combat.) This Unit also gains 1 instance of the Dangerous Mission Penalty (DMP).
- Partial Failure: The Unit is severely battered. As Shaken above, but, this Unit also suffers a cumulative -4% penalty to Attack, Damage, Defense, and Armor rolls.
- Complete Failure: The Unit has lots its nerve and utterly abandons the fight.
If a Unit belonging to Non-Player Character (NPC) forces flees - it is usually considered destroyed in the sense that it will not return to any future battles (though it still provides less gold as a result of victory to the Usurper compared to having actually destroyed the entire Unit.)
If a Unit belonging to a Usurper flees, it must make a loyalty check in order to determine if it returns to the Lair to lick its wounds, or if it disbands and abandons you.
Ranged Combat
Ranged Combat is less linear than melee. In Ranged combat, there can be multiple attacks that are handled all at once - as opposed to melee; where it is a trade of blows at each speed.
How many attacks in Ranged Combat do my Units receive?
Unit Speed - Average of Opponent's Unit Speed + 1. Minimum 1 Round.
Example:
- You have two Units, 1 x Slow Dwarves, 1 x Fast Elves.
- Your opponent has 2 Units - 1 x Fast Elves, 1 x Medium Humans.
(This example is assuming all are equipped with ranged weapons.)
- Your Elves will attack simultaneously with their Elves.
- Their Humans will strike next.
- Your Dwarves will strike last.
- Your average speed is: Medium
- Their Average speed is Medium-Fast - rounded down to Medium.
Your Elves would have 2 Rounds of Ranged Combat (Fast - Medium = 1 +1 = 2.)
Their Elves would also have 2 Rounds of Ranged Combat (Fast - Medium = 1 +1 = 2.)
Their Humans would have 1 Round of Ranged Combat. (Medium-Medium = 0+1 = 1.)
Your Dwarves would have 1 Round of Ranged Combat. (Slow-Medium = -1+1. Minimum 1 Round.)
If either side won the 'Outmaneuver' Roll - then that side would receive 1 additional round of ranged combat.
Rounding: ".51 or greater rounds up - .50 or less rounds down."
The World
You have left whatever land or region that you once called home for your own reasons. But, now you are here. In Airyssa, you get a sense of both familiarity and still wonder. The region is home to not any fewer tyrants. No fewer issues with war-tension or poverty. Even the legends and fables have a familiar quality.
But, this place is different somehow; you feel... as though you can grasp it. You can mold it. Change it to your desire. Whether it's you abandoning your former family ties, or not feeling burdened by your outdated customs: this place is different.
Civilization Points
Civilization. The very notion and idea you have come to despise. Unfortunately, we must live amongst it, near it, or in spite of it.
Civilization Points (CP) are areas, either represented on the game map, or mentioned as you discover them; that stand for concentrated populations that have taken-up permanent residence in a given Grid. They range from miniscule hamlets of just a few families, up to massive, cobbled roads housing thousands in a Metropolis.
CPs are divided into two types:
Regardless of the type; there can only be one CP per Grid. Once a CP is discovered in a Grid: that becomes that Grid's CP for the remainder of the game. If this CP is destroyed: it is removed forever and never replaced.
The Size of the CP reflects how easy it is to find goods to purchase, whether anyone will purchase your goods, or if Units are available to Recruit.
As you can see from the chart-above: it is much easier to successfully conduct Diplomacy with larger CPs. Your general anonymity combined with the multitude of opportunities means that you are more likely to find what you need. However, there are some distinctions between these two that will be covered in their separate wiki pages.
CPs differ significantly from landmarks - but, represent places to which you can journey to learn more about the story of the world and gain greater insight to events that are happening.
On-Map CPs (OMCP)
On-Map CPs represent mighty strongholds of concentrated power within the land. All are at least Large Town size.
All on-Map CPs are capable of buying and selling every type of resource and item so long as you roll at least a 'Success' in your Diplomacy Check.
A distinction between On and Off-Map CPs is that: You cannot, normally, permanently alter your attitude status with the OMCPs. Your presence is nearly anonymous, one more huddled face amongst the rabble. Therefore your trade and smiling personage won't net you any additional favors.
Each OMCP is associated with two Faction Families. These families, and thus the CPs they occupy, carry a certain personality with them. Through longer and more complex Quests it is possible to curry favor with one of these families at the expense of incurring wrath with the other. It should also be noted, that although these Nobles are exactly as malicious and tax-excising as you might imagine: they will still defend incursions onto their land. This means that if you wantonly attack/destroy their minor villages and hamlets: the nearby, larger CP will send-out armies to flush you out and kill you.
Havenin: The Capital of the Land. Nearly all trade and decisions flow through here. The most powerful of the ruling families reside here, ready to exercise the King's will.
Lothar: A Large Town, but still important to fishing trade and maintaining in the eastern lands.
Othfay: A Small City, a merchant empire of solid repute for the refined luxuries of life.
Moracku: A Large City, brimming with militaristic households that rule with an iron fist. They are ever-ready to prove their valor to the Rulers of the land.
Ur-Hig: A Small City, with several magician and spell-wielding families, as well as the best seers in the land. They function as stalwart advisors.
Off-Map CPs (NMCP)
Off-Map CPs represent the lower rungs of civilization, and are quite miniscule compared to the major cities of the Region. All are small-town sized or smaller.
Off-Map CPs do not possess the robust economies of the larger Cities. Instead, they have a limited options available, depending upon the terrain and type of CP you have found. Like the Larger CPs, each Off-Map CP is completely Unique, with its own name, its own traits, and what kind of offerings are available.
All OFFMCPs, when first discovered begin at either Hamlet or Village sized. This size can grow up to Small Town by conducting trade with them. This means if you Scout and discover an Off-Map CP that was a Settlement or Small Town: Other Usurpers have been here before!
As with On-Map CPs, there can only be one CP per Grid, ever. And, no new CP will ever replace an old one. Whereas the larger CPs have sizable forces that can be used to defend them: Off-Map CPs have little in the way of such luxuries. Their militias tend to be small, and their defensive structures little more than thatch applied to sharpened logs to slow incoming cavalry. This means they can be attacked and destroyed (OMCPs can as well - it's just far more difficult) by Usurpers or other forces.
Why would you want to Scout-out and trade with Off-Map CPs? Off-Map CPs have more personality. You can affect their Attitude Status towards you with a little effort and Diplomacy. Normally Off-Map CPs begin at a Hostile Status or at least Unfriendly. This can be improved with high diplomacy checks. Additionally, by trading with an off-Map CP; you can improve the Trading terms for items and resources.
When you first enter an Off-Map CP to conduct Diplomacy with it: the starting Attitude status is Hostile, unless you bring a Leader that shares a race with at least one of the member races of that CP, in which case it will begin as Unfriendly. (For example: if your Chief (human) and Cohort (Goblin) enter a Goblin Hamlet on the first time - the CP's status will be unfriendly.)
Different CPs each have between 1 and 3 traits associated to them. Each of these traits determines what Extras, Unique Units, and Special Opportunities can be found there. A CP with a trait of 'Engineer' is capable of producing Extras who are Engineers and Architects; as well as providing Unique Units with the Mason skill!
Finally, each off-Map CP has a quest associated to it that will trigger when the correct Extra is brought to visit. This represents the Extra's home town or is in someway associated to the Extra's Background.
Resource Nodes
Resource Nodes.
At the end of each Month - the # of possible uses of a Node depreciates by 1. Once a Node reaches '0' remaining uses - it is gone and you must scout for other nodes in order to harvest that resource.
Caches are similar to resource nodes - in that they can be found via scouting, however; their benefits are acquired instantly and then they are gone. If you scout and find a cache, you will receive a random assortment of items, resources and gold depending upon the size of the cache:
Although Caches can be found anywhere: they are most frequently found in Plains.
Landmarks
Landmarks represent fabled sites, commonly-known locales, and neutral grounds where citizens of the region gather or assemble for a variety of reasons.
To the Usurper this means opportunity. Landmarks are filled with peasants and nobles alike, who are all in these areas for differing reasons. One can find Special Opportunities here, discover the current locations of Faction forces, begin a Saga, or participate in Unique World events.
Each Landmark has its own history and purpose. Be careful when trying to spy here: others are spying as well! There are two ways in which you can attempt to interact with a Landmark: Sending a Unit(s) to Spy or Sending a Leader to conduct Diplomacy. (You can attempt both at the same time, and this one of the few exceptions where you can send two entities to the same place to accomplish two separate tasks, however; this does count as two actions in the same Grid.)
The following are the landmarks present in the region, and the possible activities in which one can participate. Those marked with (D) are associated with conducting Diplomacy. Those marked (S) are associated with Spying.
- The Temple in the Sky
- Begin a Lesser or Greater Saga
- Perform a Ritual Cleansing and learn the power of Magic (D)
- Gain insight into spiritual awakenings (S). [Allows you to find-out if anyone is working on a Title Quest.]
- Begin a Lesser or Greater Saga
- Neutral, Hallowed Ground
- Begin a Lesser or Greater Saga
- Curry favor with a Noble Family (D)
- Spy on Faction Forces (S). [Should be self-explanatory, but Allows you to know where Faction Forces are and will be scouting.]
- Begin a Lesser or Greater Saga
- The Swamp of No Hope
- Begin a Lesser or Greater Saga
- Seek a dead man's treasure map (D)
- Discover a hidden race (S). [Allows you to become aware of the location a single, non-standard racial CP.]
- Begin a Lesser or Greater Saga
- The [obligatory] Enchanted Forest
- Begin a Lesser or Greater Saga
- Make a Harvest Offering (D)
- Set loose wandering Monsters (S). [Allows you to force potential 'Hostile Encounters' on other Usurpers.]
- Begin a Lesser or Greater Saga
- King Bugrem's Hill
- Begin a Lesser or Greater Saga
- Discover the power of Loyalty (D)
- Awaken a challenge (S). [Allows you to locate a Tier 4 Monster.]
- Begin a Lesser or Greater Saga
Sagas - you may only ever initiate a single saga from any given Landmark. Once you initiate a Saga, you lose access to the other Saga choice. If you fail a Saga, you may never attempt another.
Lesser Sagas: These are semi-difficult quests (Diff: 5) that grant a significant reward associated with the Landmark in question.
Greater Sagas: These are extremely difficult quests (Diff: 8) that trigger a countdown for the 'Victory] by Magic'.
The second and third-choices at each Landmark can be repeated. However, each time they become more difficult, and lower Obscurity (with the Exception of the 'Spy on Faction Forces' activity at the Neutral, Hallowed Ground), which can be repeated as often as you like.
Artifacts
What are Artifacts? First and Foremost, they are rule-breakers.
Whereas nearly everything else in Usurper is defined as either an 'Entity' or an 'Item', Artifacts are defined as 'Artifacts'.
Artifacts are in one of these statuses: Stored, Housed but Off, or Housed and Charged.
What do these terms mean?
First, let us explain the difference between and Items and Artifacts. Items are carried by Units. Artifacts are the only things that Leader-Types can carry. As a matter of fact, Artifacts may ONLY be carried by Leader-Types (that is Leaders and Cohorts). They must be taken to a Lair and Stored or Housed immediately (as soon as possible) upon acquisition, or risk destruction or immediate awareness occurs. An Artifact occupies as many slots in a Storage Room as any normal Item occupies, that is to say - a Single Slot per Artifact.
All Artifacts permanently reduce the obscurity rating of any Lair in which they are Stored or Housed but Off by -1. Should the Artifact be removed, then at the end of the month this reduction penalty is revoked, and may be repaired normally. Whenever an Artifact is brought to a Lair, the owner may choose to either Store it in a Storage Room or House it in their Mysterious Room. It is automatically Assigned the Housed but Off Status. Artifacts provide a bonus only when Housed.
At the beginning of any given month, the owner of an Artifact may choose to change the status of an Artifact to Housed and Charged. Doing so changes the properties of the Artifact. First and Foremost, the Artifact causes the permanent Obscurity rating penalty to go from -1 to -2. However, as a bonus, this Artifact becomes a positive Rumor-Building Item and provides a +3 Percentile bonus to ALL Diplomacy and Hunt for an Encounter actions conducted by Leader-Types of that Artifact's Owner.
The Artifact can only be changed to the Housed but Off position at the end of the Month. Finally, each Artifact has a special power that is activated when placed in the Housed and Charged Status.
An Example of an Artifact:
Minor Artifact:
Golden Goose:
When Housed, Each Week this Artifact provides 3GP to its Owner.
Special Activation: Each Week this Artifact instead provides 5GP to its Owner.
Technically Artifacts are found as a result of quests, however; it is possible through the explore action to find-out about that the reward for a quest will be an artifact. Thus, you are really learning about a Quest... but, also that it has an artifact as a reward.
Artifacts can also be acquired by defeating Legendary Foes and specific Faction Forces, such as nobles from the named houses.
Unique Events
At the beginning of each month - there will be 2-3 world updates that are randomly generated. These represent changes in weather, local economies, sweeping plagues, and other environmental factors that influence the region. They can either make actions easier to accomplish or more difficult, and in some-cases: outright impossible. The possible actions are based-upon the season.
Sometimes - Unique Events, one-time occasions, can occur, (equally random) that allow for very spectacular results if you choose to participate in them. These can range from region-wide combative tournaments to marriages between royal families to a chance to improve your Extras.
Each season is associated with only a SINGLE, Unique Event. Once this event has occurred - no Unique Event will happen in that season again.
Special Opportunities
Special Opportunities are triggers that are generally associated with conducting Diplomacy at an Off-Map CP, or when an Extra is brought to their hometown (or the CP is somehow associated with the Extra.)
If you bring an Extra to their appropriate CP; you will receive a special opportunity that allows you to acquire access to a Special Ability, Unique Ability, or other one-time (but, generally permanent) bonus.
Let's examine one-such example:
Here is how a CP appears on my random generator list:
If you were to bring the extra: Erandur here, you would immediately gain the 'Windwalker' Special Opportunity.
Windwalker is a quest, the reward for which is: Select 3 Units; they improve their Overland and Combat speed by 1. (This stacks with the effects of Horses, if any.)
Quests
There are many kinds of quests - each providing its own rewards and challenges.
Duration:
- Errand[1] - 1-2 Actions
- Charge[2] - 3-4 Actions
- Odyssey[3] - 5-6 Actions
- Saga[4] - 7+ Actions
Complexity:
- Simplistic[1] - 1-2 Requirements
- Challenging[2] - 3-4 Requirements
- Audacious[3] - 5-6 Requirements
- Herculean[4] - 7+ Requirements
Add-up the #s within the brackets. This will tell you the total difficulty value of the Quest in question. Refer to the rewards table below for a rough-idea of what you may receive.
Sample Quests:
Name: "Stop the Bandits!"
Type: Simplistic Errand
Mission: X CP needs the Usurpers to attack and disperse or destroy the Highwaymen in Y Plains Grid. They need this done within Z weeks, or else the CP will lose its opportunity to sell its goods at a larger-nearby market.
Reward: Information regarding two nearby Grids.
Name: "Free the Dragon-Kin"
Type: Audacious Odyssey
Mission: A lesser dragon, known as a Drake is in need of rescuing. He is locked-away by a Giant in the Mountains ($#). Unfortunately, in order to reach him you will need to accomplish several minor tasks first.
- Fashion a Ballista in order to penetrate the doors to his keep. (22 Lumber - Craft Check.)
- Defeat an Ogre seer in the nearby Hills ($#) in order to acquire the stone that will awaken the giant from his slumber and make visible his keep.
- You must achieve a Significant Diplomacy check with the Dwarves in X CP in order to receive the aid of a Guide to show the way.
- Bribe, Defeat, or conduct Diplomacy with the naga that guard the waterways leading to his fortress [They are in need of someone who can teach them foraging - if you send an Extra with the 'Forager' skill to them for one week, this will satisfy the requirement.]
- Defeat the Giant.
Titles
Titles are stepping-stones to victory, that represent extreme dedication and specialization in a task that is not necessarily directly-related to a victory condition. It can be difficult to achieve victory outside of pure combat; but, Titles can help you achieve a measure of victory as you approach the late-game, which will better-enable your Usurpation to win!
[ Lord of the Forge ]
- Requires: 3 x Legendary Successes in Crafting.
- Gain Special Ability: +10% to Crafting (may be given to a Unit or Leader.)
- Grants a free Renovation to 1 Workshop - and allows Renovation Level 6 to workshops.
- Gain Special Ability: +10% to Crafting (may be given to a Unit or Leader.)
[ Oath Maker ]
- Requires: 3 x Legendary Successes in Diplomacy, or Fanatical Status with 3 CPs.
- Gain Special Ability: +10% to Diplomacy (must be assigned to either Leader or an Extra with a bonus to Diplomacy.)
- Gain One-Time services of a Faction-Forces Army. (5 x Level 3 Royal Knights with Horses, Melee Weapons, Shields, and Armor (Type 3).)
- Gain Special Ability: +10% to Diplomacy (must be assigned to either Leader or an Extra with a bonus to Diplomacy.)
[ Magister-Lord ]
- Requires: Learn 10 spells between your Leaders.
- Gain Special Ability: All Spells that provide a percentile-based bonus: increase that bonus by +5%. Spells which provide a non-percentile-based bonus, increase the quantity/bonus by +1.
- No other Usurper may obtain/learn more than a combined 5 spells between their Leaders. (This does not cause others to lose spells, only prevents further acquisition once the threshold is reached.)
- Gain Special Ability: All Spells that provide a percentile-based bonus: increase that bonus by +5%. Spells which provide a non-percentile-based bonus, increase the quantity/bonus by +1.
[ Artificer ]
- Requires: Acquire no less than 5 Artifacts.
- You may declare intent (in Notes) that you are seeking information regarding Artifacts. (functions just like scouting for resource nodes with a high-level Spymaster's Suite.)
- Artifacts no longer reduce your Obscurity.
- You may declare intent (in Notes) that you are seeking information regarding Artifacts. (functions just like scouting for resource nodes with a high-level Spymaster's Suite.)
[ The Huntsman ]
- Requires: 4 x Legendary Successes in Scouting and 2 x Legendary Successes in Harvesting.
- Each month, you may choose to either ignore the effects of one World Update, or double the bonus (only applies to you.) [Declare before writing your orders for the first week's turn.]
- Grants a free Renovation to 1 Spymaster's Suite - and allows Renovation Level 6 to Spymaster's Suites.
- Each month, you may choose to either ignore the effects of one World Update, or double the bonus (only applies to you.) [Declare before writing your orders for the first week's turn.]
[ The Fortress ]
- Requires: Construction of at least 15 Rooms across at at least 2 Lairs.
- Gain Special Ability: You may temporarily construct Defensive Structures in open land. This requires 15 Lumber and 15 Stone and 1 x Construction Action. They last for 3 weeks. During this time, you can issue challenges to Faction Forces and they will face you there. Treat as if 'Defending' and 'Attacking' from a Renovation Level 3 Defensive Structure.
- Gain a free Renovation to 1 Defensive Structures - and allows Renovation Level 6 of Defensive Structures.
- Gain Special Ability: You may temporarily construct Defensive Structures in open land. This requires 15 Lumber and 15 Stone and 1 x Construction Action. They last for 3 weeks. During this time, you can issue challenges to Faction Forces and they will face you there. Treat as if 'Defending' and 'Attacking' from a Renovation Level 3 Defensive Structure.
[ Grand Marshall ]
- Requires: Recruit at least 3 Non-Standard Races (including Hybrids) as Units and Defeat at least 3 Tier 3 or above enemies.
- Whenever you recruit a Unit, it begins with three additional skill XP, which may be assigned as you see fit.
- Gain a free Renovation to 1 Throne Room - and allows Renovation Level 6 of Throne Rooms.
- Whenever you recruit a Unit, it begins with three additional skill XP, which may be assigned as you see fit.
In addition to the effects of the above - you automatically gain the services (though you may reject them) of a Unit of Phoenix Guardians:
Once you earn a title - you must add it to your Usurper Bio for all to read - and the promptly rub it and mock the other Usurpers.
"The Fortress" and "Grand Marshall" are Sirs-Not-Appearing-in-this-Film. They cannot be achieved during this game, and thus Renovation Levels 6 on the Throne Room and Defensive Structures cannot be achieved.
Basic Strategy
- The action(s) your Leaders take is and are the most important decisions you make each turn. Their +25% bonus applies to most actions (not combat), and thus their presence can make or break almost any success.
- As-above, but, also, the most important action: Explore; is a Leader-only action (as is Diplomacy). Thus, choosing where to send your leaders is always the highest-end of opportunity costs.
- Your starting location may not seem terribly important; but, it is. You will not be able to achieve a perfect balance of terrain-types and access/distance to the larger CPs. You must decide which of these is priority, and adjust accordingly.
- During the first month of the game - no action will outright fail. Instead, any that would fail will only 'partially succeed' (Partial Success result). This means you can take some risks in the early game by sending Units in different directions. This does not apply to combat; if you send a single Unit against a giant; you're still going to die. However, this does provide a brief safety net as you establish yourself.
- By the end of the first month, you will want to decide where to focus your efforts: do you become a jack-of-all-trades? Or do you specialize in one area of the game? How much do you want to specialize? Begin to consider it early.
- Expect everything you do to somehow cost Gold. Not everything does (like harvesting resources from a node), but you should expect nearly everything to have a cost. In actions, in gold, in something. This applies heavily to the 'Explore' action.
Leader Bonuses
When creating your Usurpation, you will choose one of the following bonuses for each of your Leaders - your Chief and your Cohort. You may choose a different bonus for each, or the same. These bonuses are permanent and do not change.
Chiefs and Cohorts are functionally similar - at the outset you can customize each one by choosing a race (from the standard races) and one of the Leader bonuses for each (chosen from the list below.)
With the exception of the second-half of the Scholar bonus (learning curve improvement), all of the other bonuses require the Leader in question to be present AT THE ACTION to provide their bonus.
It should be noted: that many of the bonuses provided from these - are specific to UNIT ONLY actions. This means that the Leader must be PRESENT (assisting) the Unit in order for this bonus to be applied.
Races of the World
♣ Spirits can only be discovered as a result of Quests. They tend to be former heroes of legend.
* Statement of "Always Hostile" means that you can never find a CP of them without them starting at an Attitude of "Hostile" (Diplomacy can change this, as do bribes.)
(Ogres are Monstrous, but can also found in a single, Unique CP.)
♠ Can never be reasoned-with, cannot conduct Diplomacy with these.
Standard Units
The Creatures listed here are those that are commonly available for Hire.
For a clear understanding of what each stat means, see: Stat Blocks
Explanation of Bonuses:
Dwarves:
If a Harvest Check is made in Hills or Mountains, when harvesting Stone, Iron or Gold; a +10% is applied to this check.
Elves:
Harrier:+10% Off, +10% Dam, Inflict -10% Morale during Ranged Combat. Ranged Weapons must be equipped for their ability to be used.
Goblins:
+5% to Scout checks in any type of terrain.
+5% to Harvest checks (any resource) when made in Plains and Forests.
Humans:
Normally, a 101 or greater is required to be rolled in a check for a unit to gain Experience (XP) in a Skill. Humans need only a 91 or Greater. So long as at least one human Unit is present, and a >=91 is rolled: someone will gain XP. For further information see: Experience
If more than one Human Unit is present; the Threshold is reduced by 5% for each (maximum 25% reduction.) [The Leader Bonus: Scholar also counts towards this maximum reduction.]
Orcs:
Normally, when entering dangerous missions (combat) or encounters; Units become war-weary and will gradually sustain penalties to morale rolls. Orcs NEVER suffer this penalty. Even one, single Orc unit sent to fight a Dragon will not suffer any morale penalties or combat-penalties; they are simply too stubborn to be afraid. They can still flee a fight as a result of normal combat (but, never with a penalty to the roll: the +5% morale bonus always applies as well.)
Map
KEY:
- ^ = Mountains
- * = Forests
- = = Swamps
- ~ = Rivers
- # = Plains
- o = Hills
h = Hamlet 10-30 people
v = Village 31-80 people
s = Settlement 81-150 people
t = Small Town 151-250 people
T = Large Town 251-500 people
c = Small City 501-1,000 people
C = Large City 1,001-5,000 people
M = Metropolis 5,001+ people
L = Landmark
Mountains
Mountains are characterized by high peaks, strong and chill winds, and dangerous outcroppings. Many of the world's more terrifying NonFaction Forces-Denizens reside in the Mountains. Adventurous Usurpers looking for a difficult fight are both suggested and warned of traveling here. While staying to the lowest ramparts and exposed along ridge-lines might keep you away from the most dangerous of these Monsters, you will not find the greatest and most dazzling of treasures.
Few are the differing types of CPs that can be found here. Most CPs will have the 'Mason' and 'Iron Harvester' traits. This means that finding CPs in the Mountains will typically allow you to discover Extras that are associated with Construction, Renovation, and Building Defenses. They will generally be selling Iron and possibly Stone; but, will often be in need of Lumber and Food. Units that originate from these places are likely to be focused on Defense, but be slow-moving.
Forests
Forests are characterized by massive swaths of high trees, and huge tracts of nearly no-visibility land. They can either be flat like the plains, or rolling like hills. Due to their foliage, they tend to be more bountiful in food than hills and mountains; thus have more population living in clearings and scoured-zones. Many races choose to live among the forests for access to Lumber, proximity to forage-able food, but also the quick access to civilized roads whilst staying away from larger cities. The denizens of forests can range from unbelievably hostile to warm and friendly.
Moderate are the differing types of CPs that can be found here. Most CPs will have the 'Husbandry' and 'Lumber Harvester' traits. This means that finding CPs in the Forests will typically allow you to discover Extras that are associated with Horses and acquiring Lumber. They will generally be selling Lumber and possibly Food; but, will often be in need of Iron. Units that originate from these places are likely to be focused on a wide-array of scouting and basic combat skills.
Swamps
Swamps are characterized by low-lying, massive bodies of pooled water in the form of revolting marshes and bogs. While significantly warmer and than Mountains, swamps are just as hostile; filled with denizens that cannot stand the light of day, or that would not be tolerated in civilization. Many races choose to live among the swamps for access to Stone, proximity to small rivers, and access to less-preferred food, but also the anonymity it provides them from civilization. The denizens of swamps almost invariably dislike being disturbed; but, it is possible to offer certain aspects of civilization to them: just remember to bring more than an honor guard.
Many are the differing types of CPs that can be found here in Swamps. Most CPs will have the 'Scout' and 'Mystical' traits. This means that finding CPs in the Swamps will typically allow you to discover Extras that are associated with Scouting, Spying, and Magic. They will generally be selling Foodstuffs and possibly Earth Tools; but, will often be in need of Iron and Weapons. Units that originate from these places are likely to be focused on a wide-array of specialty skills.
Rivers
Rivers are characterized by rapid, deep, and wide bodies of water that are generally impassible to the majority of the races of the world. The temperatures tend towards moderate, and thus form the idea areas for the significant parts of civilization to reside, especially near plains and roadways. Many races choose to live among the Rivers for easy access to Food, Stone, and an easy-way back to Civilization. The denizens of Rivers tend towards accepting of other races, and enjoy a certain level of civilized ease.
Few are the differing types of CPs that can be found here in Rivers. Most CPs will have the 'Water' and 'Forager' traits. This means that finding CPs in the Plains will typically allow you to discover Extras that are associated with Fjording rivers and highly specialized powers. They will generally be selling Foodstuffs and possibly Construction Tools; but, will often be in need of Iron and Lumber. Units that originate from these places are likely to be found with any number of skills with little focus.
Special regarding Rivers: You can indeed begin play 'on' a River grid. However, you must declare a 'side' on which to reside. You can only live on a grid that has at least one 'side' (not corner) adjacent to a normal, land-based grid. The side on which you declare your lair to be located determines where you can freely enter land (you movement must always count that land grid as your first space, or one of the neighboring spaces.)
Naga are a special race that can not only cross water, but, can carry other Units and Leaders with them to cross.
Hills
Hills are characterized by long, rolling infrequently arid, but manageable land whee visibility is low; but, significantly warmer and less-hostile than Mountains. Many races choose to live among the hills for access to Stone, proximity to small rivers, but also the anonymity it provides them from civilization. The denizens of hills usually dislike being disturbed; but, can appreciate positive trade opportunities.
Few are the differing types of CPs that can be found here. Most CPs will have the 'Artisan' and 'Stone Harvester' traits. This means that finding CPs in the Hills will typically allow you to discover Extras that are associated with Crafting, and acquiring Stone. They will generally be selling Stone and possibly iron; but, will often be in need of Lumber. Units that originate from these places are likely to be focused on a wide-array of self-sufficiency skills.
Plains
Plains are characterized by huge swaths of farm and open land where visibility is high, but so too is the space. The temperatures tend towards moderate, and thus form the idea areas for the majority of civilization to reside, especially near bodies of water. Many races choose to live amongst the plains for easy access to roads, merchants, caravans, trade, and just the general rumors and news that follows the same. The denizens of Plains tend towards accepting of other races, and enjoy a certain level of civilized ease.
Many are the differing types of CPs that can be found here in Plains. Most CPs will have the 'Husbandry' and 'Generalist' traits. This means that finding CPs in the Plains will typically allow you to discover Extras that are associated with Combat and Training. They will generally be selling Foodstuffs and possibly Construction Tools; but, will often be in need of Iron and Stone. Units that originate from these places are likely to be found with any number of skills with little focus.
Throne Room
Throne Room: The Throne Room represents the seat of power to your Usurpation. It is the first room that must be built in any new Lair, before it can be called a Lair! Your Throne Room always begins at Renovation Level 1.
Throne Rooms provide a rallying-banner for those housed in the same Lair. This provides a basic Morale Bonus to your Units entering Combat. It also provides a sense of pride to your Units (and Extras); resulting a Loyalty Boost in case you have a mis-management of food or finances.
Finally, the Throne Room represents just how far your overall influence throughout the land has spread; and provides you with improved monthly updates about the world, as well as a bonus to your Unit's Scouting checks.
♥ : Can only be renovated by whomever achieved the Title: Grand Marshall.
- At Renovation Level 3: -1 Gold cost to Units and Extras that share a race with at least one of your Leaders.
- At Renovation Level 6: -1 Gold cost to all Units and Extras.
Barracks
This is where your Units are housed. Leaders and Extras do not need their own living arrangements, but, in order to have more Units join your Usurpation: they must be housed in the Barracks. If you recruit more Units than you have space in the Barracks: One Unit must be 'disbanded' (removed from your Usurpation) and replaced.
Unlike many rooms in the Lair, you cannot Renovate a Barracks. You must build a whole new room every time you want to add space for a single Unit. This can become quite expensive, and may necessitate the need for multiple Lairs.
Storage Rooms
Each storage room comes with 10 storage slots.
- Materials (Resources) take-up 1 slot per 20 of the material.
- Items take up 1 slot each.
- If you ever go over your storage maximum, this excess is lost.
- Each Unit of Foodstuffs takes up 1 Storage Slot.
- Gold is not stored.
The location of items, resources, and artifacts is important. It can't 'be' wherever it is not. Therefore, whenever you want to sell any items you have to a CP: you must declare that you are bringing them with you, otherwise they are not available to be sold.
The same is true for paying Upkeep - if you have multiple lairs, you must have sufficient Foodstuffs in each Lair to feed the Units housed there at the end of the Month.
Gold is abstract and a bit 'magical' in that it does not have a specific location. It is recorded with your primary lair, but, it can be used, spent, and applied at any time and anywhere.
Workshop
The workshop is where you craft items for use by your Units. You can acquire weapons, armor, and tools buy purchasing them; but, that is expensive. You can find them off of the corpses of your foes; but, that is risky. Crafting yourself can produce items of higher quality than normal.
Normally, without a workshop; you can only Construct more rooms for your Lair, or Renovate existing room. Having a workshop allows you to construct quality items (Items with bonuses beyond the norm.) A Workshop also provides a bonus to both Crafting and Construction, which improves as you Renovate the Workshop.
After you have built a workshop - you gain the option to Embed a Craftsman's Tools into them. This allows you to have a permanently available set of Tools that anyone in that lair can use for crafting. These tools will then provide their bonus to each Unit, but only once per action.
♥ : Can only be renovated by whomever achieved the Title: Lord of the Forge.
- At Renovation Level 1: You can Craft, Melee Weapons, Ranged Weapons, Shields, Armor (Type 1), and all Tools.
- At Renovation Level 2: You become capable of Crafting Armor (Type 2)
- At Renovation Level 3: You become capable of Crafting Armor (Type 3)
- At Renovation Level 4: You become capable of discovering High Quality (HQ) resources on Scout Checks of at least 101.
- At Renovation Level 6: When you Craft an Item you always save 1 level of additional resources (even on a failed roll.)
Mysterious Room
The mysterious room is the font of all magic and houses the power of relics and artifacts you find. Without a Mysterious Room, you cannot discover or receive any information regarding artifacts. Mysterious rooms can only hold so much magic, and thus require many renovations if you expect to house several artifacts.
1) When you first construct the Mysterious Room it begins at Renovation level 1.
2) Mysterious Rooms begin with 2 Slots for Artifacts to be Housed.
3) For each renovation level, you gain an additional 2 slots.
4) You may not gain or acquire artifacts until you have built a mysterious room in at least one lair. You will not receive any information as to the whereabouts of artifacts until you have built a mysterious room.
5) An artifact that you own, but do not want to use in your Mysterious Room can be stored (1 Slot) in your storeroom. See point 4.
6) For further information on how Artifacts interact with the Mysterious Room, see: Artifacts
7) Having a Mysterious Room alone grants points towards the 'Artifact' Victory Point count. Though, very few.
Prison
Sometimes you don't completely decimate your enemy in combat. The remaining troops, as they attempt to flee can be run-down and captured! Few actions demonstrate power more than being able to do something more than kill your enemy. Afterall, a dead foe tells you little; but, a living one, under your control can tell you much.
Having a Prison in your Lair allows you to Capture enemy Units in Combat and conduct the Interrogate Action.
- At Renovation Level 3: Interrogating does not require an Action. At the end of each round, you may assign one of your Leaders to interrogate. They may not benefit from the assistance of anyone else if done in this manner. You may still use an Action as normal to Interrogate.
- At Renovation Level 6: Interrogating to Glean Information or Torture receives a +15% bonus. Interrogating to Convert always achieves a one-result increase as long as the attempt was successful.
Add this to Interrogation: At the end of the turn (after determining if an imprisoned Unit has escaped), you may execute a captured Unit. This prevents Obscurity loss.
Defensive Structures
No matter how careful you may try to be, at some point: you will be discovered. The nature of being a Usurper forces you to eventually act in the open, and this will either be your undoing or your crowning moment. Until then, you will need to fortify the defenses of your Stronghold (Lair) and also disguise its purpose from your enemies.
♥ : Can only be renovated by whomever achieved the Title: The Fortress
- Renovation Level 2: Your Obscurity repairs automatically at +1 Obscurity per month.
- Renovation Level 4: At least one Leader must be present in a Scouting party in order to discover this Lair.
- Renovation Level 6: When defending your lair: Your Units gain +10% Damage Reduction (stacks with Armor.)
No matter how strong an Army, nor how mighty one's magic; they do little good if you don't know where to send them. The Spymaster's Suite represents your ability to employ agents throughout the region, in an effort to gather information on the winds of rumor.
♥ : Can only be renovated by whomever achieved the Title: The Huntsman
At differing levels of Renovation: you gain customizable options that become permanent bonuses inherent to your Spymaster's Suite.
- Upon Renovating to level 2, choose one of the following:
- You can now choose your node, or
- In combats you initiate; treat your forces as if they had one level higher in Tactics.
- When attempting diplomacy with CPs that share a race with either of your Leaders: +5% Diplomacy.
- You can now choose your node, or
- Upon Renovating to level 4, choose one of the following:
- When attacking, Subtract 1 level of Defensive Structures renovations from enemy.
- Gain +5% to Exploring.
- When entering combat; If any of your Units have the outmaneuver skill - you gain a +10% bonus to the roll.
- When attacking, Subtract 1 level of Defensive Structures renovations from enemy.
- Upon Renovating to level 6, choose one of the following:
- All CPs will trade with you, and Trade can be initiated even by Units (You do not get a new Diplomacy roll if you only send Units.)
- All Nodes and Caches found are treated as if they were one category higher than normal. If you defeat enemies in combat, you loot # more Gold equivalent to +1 Unit of an average of the Units beaten.
- If you have a Leader with the tactics skill assisting in Combat, you gain a +10% bonus to the tactics roll.
- All CPs will trade with you, and Trade can be initiated even by Units (You do not get a new Diplomacy roll if you only send Units.)
What are the benefits of the Intelligence Network (IN)?
IN: 1 = 1 x +10% bonus to a single random grid within 1 Grid of your Lair. (To find a Node)
IN: 2 = 1 x +10% bonus to a single random grid within 1 Grid of your Lair. (To find a CP or Explore event.)
IN: 3 = As IN 1 + Notification of single event/quest within 2 Grids of Lair.
IN: 4 = As IN 1 + 2 + Notification of single event/quest within 2 Grids of Lair.
For further information regarding the IN, see: Intelligence Network.