The Mechanics:


"The Numbers"

The game will use percentile dice for actions and results.  This game will use Rolemaster's "open-ended" roll concept.  This means, that if you roll a 96-100, the dice-roller will reroll and add the two numbers.  If you keep rolling 96-100, this process repeats.

Unskilled workers (which accounts for nearly all units when they first join you) - have a natural +0 to their actions.

Certain races innately possess a bonus to rolls in certain situations.

1) Goblins gain a +5 to all Scouting rolls (everywhere) and Harvest Materials Rolls made in Plains.
2) Humans provide a +5 to all Diplomacy Rolls.
3) Dwarves provide a +10 to all Harvest Material Rolls made in Mountains and Hills (only for Stone, Iron and Gold.)
4) Orcs provide a +10 to all Morale Rolls.  [This is a huge advantage in combat.]
5) Human Cavalry provide a +10 to Attack Rolls made when they are the aggressive force in a fight.
6) There are other races out there, and they provide different bonuses to different rolls.  It is not always easy to find races outside of the list provided in the "Creature Stats" thread.

Leaders and Cohorts each provide +25 to any action in which they provide their "leadership" to another Unit.
This leadership is provided by accompanying a Unit on its task.

For example - sending a Unit of Goblins to scout a Grid, will give them a +5 bonus to their D100 roll.  Sending your Cohort with that Unit of Goblins provides a total of +30 (+25 for Cohort and +5 for the Goblins.)

"Success" in an action is based upon rolls of 50 and greater.

RollSuccess?Explanation
1-25FailureYou learn/gain/find/discover/notice absolutely nothing.  Additionally, there is a 50% chance that your lair's Obscurity Rating drops by 1.
26-49Partial FailureYou gain nothing that is terribly useful, however; you become more aware of the area in general.  If you take the same action again in this Grid, it gains a +10 to the roll, IF made within the same month.
50-74Partial SuccessYou succeed at the basic concept of the task.  It is not much, though; and you likely achieve the bare minimum.  If scouting, for example - you find only a small resource node.
75-100SuccessYou succeed completely at your task.  You gain the normal allowed possibility for this task.
101-149Significant SuccessYou not only succeed at the task, someone involved becomes more experienced at performing it!  If more than one Entity was present, this is chosen at random.
150-199Astounding SuccessYour success is so incredible, that not only does one Entity within the group immediately gain experience, you also improve the normal possible result by 50%.
200-249Epic SuccessYour success will be sung in the ages once your empire comes to fruition!.  One Entity gains a skill increase outright, or experience in an "improved skill".  Additionally, you either save resources on the task, or you perform the task at double-normal possibility.
250+LegendaryYour achievement is so great that it defies the deities themselves.  As a downside, you immediately lose one point of Obscurity.  On the upside, something truly remarkable happens.

Determining the bonuses/penalties and such may seem like a long list - but, it's really not complicated. Actually, they're quite simple. Heck, I had to design them, and thus they can't be all that complex.
The following determine the success and failure of all actions:



* - Does not apply to actions conducted in your own Lair.
** - Only applies to Scouting and Hunting for an Encounter.

As you can probably tell from this list; after the random die roll: the presence of your Leader and/or Cohort (the two leader-type entities you have) provide the widest margin of bonus to which you have access in the early stages of the game. This means their allocation matters far more than anything else.




The following provides lists of percentile distinctions for quantitative and qualitative differences of places, things and entities in the game.

Civilization Point (CP) Bonuses.
Size of CPPercentile bonus
HamletOne   (1)
VillageTwo   (2)
SettlementThree (3)
Small TownFour  (4)
Large TownFive  (5)
Small CitySix   (6)
Large CitySeven (7)
MetropolisEight (8)


What this means - is that it is generally easier to find recruits/gear in larger CPs than in smaller.



HIDDEN VALUES and STATISTICS!
There will be two hidden stats for Units: Morale and Loyalty.

Loyalty - affects all units except for The Leader and your Cohort.
Loyalty is affected by factors such as; timely payment, being properly equipped, frequency of dangerous missions, etc. If a unit's loyalty drops too much, they may desert you.
It should be noted that Orcs will never desert you as a result of 'frequency of dangerous missions.'

Morale - affects all units except for The Leader and your Cohort.
Morale is affected by factors such as; frequency of combat, success/failure in missions, and unit casualties. If a unit's morale drops too much, they may leave in combat situations or abandon their posts at inopportune times.

Other Hidden Values:
http://wiki.rpol.net/?id=R21_Obscurity
Obscurity - This is a hidden value for each of your Lairs. As you conduct actions that draw attention; this value will drop. You can get a general assessment of this value by conducting diplomacy in local Civilization Points and Scouting Local Civilization Points. Each Lair begins at an Obscurity level of 100. Certain actions (raiding, gathering resources, construction, and attacking) all have a certain amount of awareness associated with them (between 0 and 2 points). Each action reduces this Obscurity Level by that much. However, each month that goes by without you being discovered REPAIRS that Obscurity by 2.

Availability - This is a hidden value for Civilization Points. As you make purchases and recruit units; Civilization Points will lose availability and it will become harder to make additional purchases in a timely manner. The Size of a Civilization Point, and the Racial make-up are good general assessment's of this value. To gain a better assessment, conduct diplomacy.

Experience Points (XP) - This is a semi-hidden value. You will know when a unit has advanced enough to be awarded bonus stats. When you receive this notice, you will reply with your desired trait increase. On the following week, there is a chance this statistic will increase; if it does not, the chances of increasing it improve dramatically the next time.

Conducting Diplomacy WITHOUT making purchases within the two nearest civilization points CAN REPAIR your Obscurity can amount between 0 - 5. (Success is randomized on a percentile basis, with 5% bonus for Human Leaders and Cohorts.)


Understanding Nodes

Resource Nodes come in two flavors: Materials and Food or Gold.

When you discover a resource node it is categorized by one of the adjectives below.  The information following should give you an idea of just how much of a material or gold you can expect to 'haul' each time you perform a harvest action.

Poor Node (Materials) = 2d4
Normal Node (Materials) = 3d4
Exceptional Node (Materials) = 4d4
Astounding Node (Materials) = 5d4 [Requires a scouting roll in excess of 200.]

Poor Gold Node = 1d4
Normal Gold Node = 2d4
Exceptional Gold Node = 3d4
Astounding Gold Node = 4d4 [Requires a scouting roll in excess of 200.]

Poor Food Node = 1d4
Normal Food Node = 2d4
Exceptional Food Node = 3d4
Astounding Food Node = 4d4 [Requires a scouting roll in excess of 200.]

It should be noted that when you use a resource - it degrades.  Higher success rolls on harvesting degrade nodes faster.

Sending more than one Unit at a time to a single node improves the amount extracted by 1 die per Unit, or a flat +1 per Leader/Cohort.  Sending more units also degrades the node faster.


For those of you who are super interested in knowing some of the 'behind the curtains' bits...
http://growingnovelscommunity.com/RPG/RPOL/Usurper/Usurper_Random_Events.html
http://growingnovelscommunity.com/RPG/RPOL/Usurper/index.html

This page will give you an idea of some of the possible, randomly generated scenarios/things that can happen when hunting for an encounter or scouting.


Fur further information regarding mechanics:

The Mechanics2