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Trektek

Happy Necromancer
Roleplay Availability
Roleplay Type(s)
Introduction

Rules are the same as most RP’s on RPN, primarily though, don’t be a dick. We do like a bit of banter back and forth in the Discord chat but that isn’t an excuse to constantly bully people. If you are on the receiving end of some ‘banter’ and it upsets you, then please just say. We are a friendly group and if anyone refuses to stop after being asked, then they’ll be dealt with appropriately.

One thing to be aware of is that this RP isn’t just going to be happy smiley fun times, as there is a randomised element in the form of GM rolled dice, bad things can and most likely will happen. We have had players play previously who had a pretty rough going of it and those who embraced the bad outcomes, not just in terms of as a player but in their actual roleplaying, benefitted from it greatly.

The GM team are only human and there will likely be times they make mistakes. If there is an issue, then please just raise it. In the history of this RP we have only ever had to ban one person. They repeatedly called into question Trek’s integrity as a GM and complained consistently when things didn’t go their way. We don’t want players like that, but those who can take the negative events and turn them into great RP moments.

While we have developed this RP to feature some strategy elements and such, this is first and foremost an RPG and we expect people to treat it as such. Getting your nation's actions posted is important but we also want to see some roleplaying in every post too. As we want to watch the story of your nation, or even individuals within it grow, we ask for at least a small paragraph (About 6 Sentences Minimum) to get a feel for your nation. We don’t want single sentences, or people that aren’t in this for the stories that are being told. While life does get busy, even for us, we do allow some leeway for missed posts or allow just actions being posted. However, repeat occurrences of just posting actions do result in penalties being issued IC.

Further to the above paragraph, it is important to give us a heads up if you’re going to be disappearing for any amount of time e.g. holidays and such, it just lets us know that you’re alright more than anything. In those instances you can let us know your actions in advance to ensure you don’t fall behind.

Posting deadlines are Sunday at 08:00am GMT. Failure to post by this time means you forgo your actions for that turn. In some circumstances we will allow people to post past the deadline but that is a rarity. If it hasn’t been discussed previously and the player misses 3 posts (3 weeks), then their nation will be relegated to NPC status and will be controlled by the GM.


Rules

Basic Game Rules

Rules are the same as most RP’s on RPN, primarily though, don’t be a dick. We do like a bit of banter back and forth in the Discord chat but that isn’t an excuse to constantly bully people. If you are on the receiving end of some ‘banter’ and it upsets you, then please just say. We are a friendly group and if anyone refuses to stop after being asked, then they’ll be dealt with appropriately.

One thing to be aware of is that this RP isn’t just going to be happy smiley fun times, as there is a randomised element in the form of GM rolled dice, bad things can and most likely will happen. We have had players play previously who had a pretty rough going of it and those who embraced the bad outcomes, not just in terms of as a player but in their actual roleplaying, benefitted from it greatly.

The GM team are only human and there will likely be times they make mistakes. If there is an issue, then please just raise it. In the history of this RP we have only ever had to ban one person. They repeatedly called into question Trek’s integrity as a GM and complained consistently when things didn’t go their way. We don’t want players like that, but those who can take the negative events and turn them into great RP moments.

While we have developed this RP to feature some strategy elements and such, this is first and foremost an RPG and we expect people to treat it as such. Getting your nation's actions posted is important but we also want to see some roleplaying in every post too. As we want to watch the story of your nation, or even individuals within it grow, we ask for at least a small paragraph (About 6 Sentences Minimum) to get a feel for your nation. We don’t want single sentences, or people that aren’t in this for the stories that are being told. While life does get busy, even for us, we do allow some leeway for missed posts or allow just actions being posted. However, repeat occurrences of just posting actions do result in penalties being issued IC.

Further to the above paragraph, it is important to give us a heads up if you’re going to be disappearing for any amount of time e.g. holidays and such, it just lets us know that you’re alright more than anything. In those instances you can let us know your actions in advance to ensure you don’t fall behind.

Posting deadlines are Sunday at 08:00am GMT. Failure to post by this time means you forgo your actions for that turn. In some circumstances we will allow people to post past the deadline but that is a rarity. If it hasn’t been discussed previously and the player misses 3 posts (3 weeks), then their nation will be relegated to NPC status and will be controlled by the GM.


Character Sheet

Nation Sheet



Below is the CS to apply for the RP. For your benefit there is an example below the template so please take a look at it. If you need any help then please do not hesitate to ask, we're here to help!



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Nation Name: (Simple)



Colonizer or Native : (Choose which one and then two bonuses from the below)



Capital City: (Simple)



Nation Flag: (Picture required but if struggling get in touch with Sully)



Government: (Do they have an elder council? Democratically elected officials? Crazed dictator?)



Leader: (A few lines or paragraphs on your countries leader and who they are)



List of Races: (What races make up your nation? Humans? Elves? Etc)



List of 3 Story Characters: (Possible 3 characters that will get focus within your nation’s story.)



Temperament: (Is your nation peaceful? Aggressive? Militaristic? Money hungry? Etc)



Religion: (What are your nation's religious beliefs? The more detail the better)



Preferred Region: (Does your nation like living on the coast? Mountainous areas? Grasslands? Etc)



End Goal: (What is your nation's ultimate goal? This will help us create your nations quest line to unlock a unique buff)



Policy: (Select from the preselected list or create your own. Bonus will be confirmed by GM. Comes with a negative that is provided by the GM. Start with 1 but can have up to 3 active during gameplay)



Strengths: (What three things is your nation good at? We will create in game buffs to match your choices.)



Weaknesses: (What two things is your nation weak at? We will create in game debuffs to match your choices.)



Starting Units: (Use the unit creation rules to create up to two basic units and one elite. You start the game with three basic and one elite on your capital.)



Name: (Warriors, soldiers etc, whatever you like)

Type: (Troop, Elite, Legendary)

Tier: (Starting units are always Tier 1)

M: (Movement value on the map, default 1)

HP: (How many successful hits to kill, default 1)

Attacks: (How many dice to roll when this unit attacks, default 1)

Off: (Units Offense modifier, default 0)

Def: (Units Defence modifier, default 0)



Trait: (What is special about the unit? Heavy armour? Quick? Special tactics?)



History: (As long or short as your want, provide a background to your nation.)



15. Example Sheet



Nation Name: Mikhail’s Mercenaries



Colonizer or Native : Colonizer: Extra 50 Starting Resources, Two Ships



Capital City: Base Alpha



Nation Flag:



Government: General Mikhail and a small council of his Commanders



Leader: General Mikhail broke away from his home nation of Vladistok and formed his own mercenary organization. He decided to bring it to the new lands of Hortencia to sell his services to the highest bidders. Both a somewhat shrewd businessman and brilliant tactician, he stands to make him and his people rich, even as they carve out their own lives on this new continent. Mikhail is 6’5”, muscular, with a dark black goatee and short cropped hair. He wears a grey military uniform with his faction’s sword and shield emblazoned on the top right corner of his shirt



List of Races: Mostly Humans with some Orcs and Ogres in the mix



List of 3 Story Characters: General Mikhail- Leader of this mercenary nation, he is having to deal with all the rigors of running his own large scale mercenary company. With his many years of experience, this commander of warriors has what it takes on the battlefield, but does he have what it takes to run a nation?

T’Okren- An Orc warrior that joined up with Mikhail’s Mercenaries in hopes of becoming rich and reaching Honored Warrior Status within his Clan. His homeland no longer had the opportunities to become an Honored Warrior, but as this is a new and dangerous land, perhaps he can complete this task.

Isabella- A disgraced Doctor that has found her talents of use with the new mercenary company. They don’t care about her past and she doesn’t like to bring it up. But this place and this new land, is an opportunity for a fresh start away from the Old.



Temperament: Militaristic and Money Hungry as befitting a mercenary nation



Religion: There is no uniformed religion and its members are able to worship whatever gods they like as long as it doesn’t interfere with the job



Preferred Region: Coast due to Colonizer status



End Goal: Become the premiere Mercenary company on the continent and become very, very rich



Policy: We have the Numbers: When training units, Mikhail’s Mercenaries are able to train a second batch in the same group without using an extra action. However, this action is cost +half cost



Strengths: Intense Training: Due to the harsh training regimen for all his forces, they gain +1/+1 in addition to their normal starting stats

Harsh Weather Training: Mikhail’s Mercenaries special in training in all types of weather. All units are not affected by any normal weather penalties.

All Terrain Training: Mikhail’s Mercenaries serve with training in all kinds of environments. They don’t suffer movement penalties from the environment. Still suffer other effects from Blighted lands though.

Weaknesses: Mercenary Forces: All of his units, being a part of this mercenary outfit, cost more due to their high level of training. All units are cost and a half in price

Poor Trading Skills: This Mercenary Group isn’t very good at trading and only gains half Resources from Trading Routes



Starting Units: (Use the unit creation rules to create up to two basic units and one elite. You start the game with three basic and one elite on your capital.)



Name: GreenHorns

Type: Troop

Tier: 1

M: 1

HP: 1

Attacks: 1

Off: 0 (1)

Def: 0 (1)



Trait: Alternating Fire: When Standing next to at least 1 other GreenHorn, gains +1/0. Does not stack.



Name: Trappers

Type: Troop

Tier: 1

M: 1

HP: 1

Attacks: 1

Off: 0 (1)

Def: 0 (1)



Trait: Traps Galore: Before the start of battle, for each trapper roll a d10. On a 7+, for each success, 1 enemy unit is trapped and unable to participate in the current battle. (Note, after the battle, they are free to retreat or attempt to attack again. They are not captured by the Trappers and are merely incapacitated for that current battle)



Name: BlackShirt

Type: Elite

Tier: 1

M: 1

HP: 1

Attacks: 1

Off: 1 (2)

Def: 1 (2)



Trait: Battle Hardened: Blackshirts gain a save on an 8+



History: Mikhail’s Mercenaries started as a distant dream to the soldier Mikhail of Vladistok. He soon grew weary of his home nation, a place that seemed to mistreat their soldiers and hold them as disposable, throwing away the soldiers into the meat grinder of battle, while keeping those soldiers of a noble background, safe and sound out of harm’s way.



The man had had enough. He took with him other like minded individuals and founded the core group that would be the beginning of their mercenary organization. It wasn’t long before they started taking jobs, their numbers growing after each successful mission.



He knew that it was time. Gathering up the other Commanders, the newly christened General had called them so they could hear the new plan for their organization. They would be gathering up on two ships that he had purchased and head to the new world, the continent of Hortencia. Other nations have gone there to colonize, and there were natives as well. It would be the perfect opportunity for them to strike first and gain ground, becoming rich in the process of becoming the number one mercenary organization operating on the continent.




Full Rules list: Nation Building - BoN Act 2: Age of Colonialism Rulesheet
Nation Sheets here: Nation Building - BoN Act 2: Age of Colonialism Nation Sheet
 
Last edited:
Well, may have another round at this again. Can’t wait to see what kinds of interactions we can get in Act 2 of the series!
 
Looking forward to seeing what you come up with. :-)
 
First post is now live. :D

 
Is it possible to join yet? Or am I too late for the fun? I'd like to play as a native dwarf civilization which evolved renaissance gunpowder tech independently from the old continent using their own unique corruptible and highly volatile powderstone, if possible. Something along the lines of a society split between fanatic isolationists and new era exploration progressives.
 

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