+------------------------------------------------------------------------------+ | t'Nyc PBM Game 18 September1988 | | Rules version 0.1.11 Game Start 1 | +------------------------------------------------------------------------------+ The T'Nyc Times Volume 5 Number 6b +------------------------------------------------------------------------------+ | Playerships Orders Entities Highest Places Artifacts | +------------------------------------------------------------------------------+ Stephen Tihor > TIHOR@ACF1.NYU.EDU > cmcl2!acf1.nyu.edu!tihor 251 Mercer Street TIHOR@NYU-ACF7.ARPA cmcl2!acf[0-9].nyu.edu!tihor NY NY 10012 > TIHOR@NYUACF.BITNET cmcl2!tihor +1 212 998 3052 TIHOR@NYUACF7.BITNET +------------------------------------------------------------------------------+ |Next Turn Due: 30 September 1988 | +------------------------------------------------------------------------------+ Operational note: PAGE@NUACC, LAWSON@NUACC. Almost all message to these users are returned to me wit rejection notices. I don't knwo why they just are. I do not have a current phone number and thus can not contact them. I have not completed the province entry and heroic adventure entry forms yet. For those who want to start working up stuff however I am enclosing the draft skill list for PBM II and some notes on Provinces and HA. PBM I stuff To: Westar Council Activate Plan Echo Code Seven Two Delta Niner Four PBM II Stuff A "province" is a large area of land with resources and population under a single political control or a major concentration of population such as a large city. A province can contain "places", smaller locations with no significant size. In effect, points. Typical places might be castles, mines, small towns, or within a city a particular district. A typical province is one week's ride across. Province to province movement follows connections which each have terrain, width, and length. A connection may be visible, invisible, or restricted by a special rule (such as magical gates). If a connection is "narrow" it is possible to built a fortification controlling the connection. Places and connections may be "on the road" or "off the road". A unit in a province may be on or off the road. A unit at a place may be "inside" or "outside". If the place is on the road then the unit is as well. Castles and forts are rated for population, size, defense factor, and consumption capacity. Towns and mines are rated for population, size, defense factor, consumption capacity, and production. Production consists of good type, maximum capacity, current capacity, active capacity. A separate map is maintained for each region (BGP) of good type and the cost of production equation, equation parameters, depletion rate, and production rate, and seasonal restrictions. A province is rated for size, population, food production (maximum, current, active, impact), food type, dominant terrain, any special combat modifiers for HtH, Archery, Magery, Flying Cavalry, Ground Cavalry, Seige Engines, any magical alignments. Population is separate by species. Initial species will include: Humans, Wood Elves, Dwarrows, Hllisians, Slleshack, Ogrun, and Vorlacks. Humans are generalists. Wood Elves do best in forests and start with aptitudes in Archery and Forestry. Dwarrows do best in Mountains, Caverns, and Mines and start with aptitudes in Mining, Melee, and Magic Resistance. Hllisians do best in jungles and start with an aptitude in Melee and an Armor bonus. Slleshack do best in swamps and start with an aptitude in Stealth. Ogrun do best in wastelands, Mountains, and Deserts and start with an aptitude in general nastiness. Vorlacks are generalists. SKILL USE(LV) MOD1 MOD2 DESCRIPTION TIME -------------------------------------------------------------------------------- Social Status Bardic Reputation -( -) this units rep. as an entertainer - Heroic Reputation -( -) this characters rep as a hero Military Reputation -( -) this units rep. in combat - Trader's Repute this units trustworthiness - Chaste/Lustful *trait Energetic/Lasy *trait Forgiving/Vengeful *trait Generous/Selfish *trait Honest/Deceitful *trait Modest/Proud *trait Just/Arbitrary *trait Trusting/Suspicious *trait Merciful/Cruel *trait Pious/Worldly *trait Temperate/Indulgent *trait Valourous/cowardly *trait Archery -( 1) use in combat - Archery 2( 2) Opp contest for honor 7 Archery 3( 3) Opp contest to first blood 7 Archery 4( 4) Stake# contest for stake# 7 Archery 5( 5) Amount contest for silver 7 Archery 6( 6) MyStak# OppStak# contest for stakes list 7 Archery 7( 7) Opp assasinate opponent 7 Cavalry -( 1) use in combat - Cavalry 2( 2) Opp joust to the death 7 Cavalry 3( 3) Opp joust to first blood 7 Cavalry 4( 4) Amount joust for silver 7 Cavalry 5( 5) Stake# joust for stake# 7 Cavalry 6( 6) MyStak# OppStak# joust for stakes listed 7 Cavalry 7( 7) Opp assasinate opponent 7 Melee -( 1) use in combat - Melee 2( 2) Opp duel to the death 7 Melee 3( 3) Opp duel to first blood 7 Melee 4( 4) Stake# duel for stake# 7 Melee 5( 5) Silver duel for silver 7 Melee 6( 6) MyStak# OppStak# duel for stakes listed 7 Melee 7( 7) Opp assasinate opponent 7 Administration 1( 1) improve state of city 28 Courtliness -( 1) affects entity's reactions to you - Courtliness -( 1) affects relations with nobility - Courtliness -( 1) judge character - Courtliness -( 1) looking like a lord - Courtliness 3( 3) Opp befriend 7 Entertain 1( 1) individual risk entertain a specific individual 7 Engineering -( 1) assess fortifications - Engineering -( 1) create seige engine - Engineering 5( 5) build roads var Farming 1( 1) place improve economy of plains 28 Fishing 1( 1) improve state of costal place 28 Fishing 3( 3) *produce a unit of fish 7 Fishing 5( 5) place *assess the schools of fish 7 Flying -( 1) move though the air 7 Forestry -( 1) ?hide in forest - Forestry 1( 1) improve state of forest 28 Game -( 1) influence players - Game -( 7) tactician - Glassblower Herbalist -( 1) judge herb market - Herbalist -( 1) production skill - Herbalist 3( 3) *judge quality of plants - Herbalist 6( 6) *seek healing herbs - Herding 1( 1) improve state of hills 28 Herding 1( 1) improve state of plains 28 Intrigue 1( 3) assess skills 14 Intrigue 2( 3) target find most influential skills 14 Intrigue 3( 3) target find or create conspiracies 14 Intrigue -( 1) assess true lord - Intrigue -( 1) conceal lord - Intrigue -( 1) persuade decadent cultures - Intrigue 5( 5) target find out followers 14 Lore 1( 1) aquire additional information 7 Lore 1( 1) target seek information on target 14 Lumberjack Medicine -( 1) physician heal thyself - Medicine 1( 1) patient heal level wounds 7 or 28? Military Leadership -( 1) force march more successfully - Military Leadership -( 1) lead troops well (combat bonus) - Military Leadership -( 1) stop routs - Military Leadership 1( 1) provinces judge provinces combat conditions 7 Military Leadership 1( 1) unit judge units combat skills 7 Military Leadership 6( 6) unit rate combat effectiveness 7 Military Tactics -( 1) combat bonus on land - Military Tactics 1( 1) place judge best style of combat 7 Military Tactics 5( 5) place judge combat mix 7 Military Tactics 9( 9) place rate combat effectiveness 7 Mining 1( 1) improve state of caves 28 Mining 1( 1) improve state of mountain 28 Mining 3( 3) prospect 7 Naval Tactics -( 1) combat bonus at sea - Naval Tactics 1( 1) place judge best style of combat 14 Oratory 1( 1) speak against current ruler 14 Oratory 2( 2) speak for current ruler 14 Oratory 3( 3) conduct survey 14 Oratory 4( 4) faith argue for a specific religion 14 Oratory 5( 5) speak for self as ruler 14 Oratory 6( 6) faith denounce a specific religion 14 Oratory 7( 7) attempt to raise a peasant rabble 14 Oratory 8( 8) friend blacken the opinion here 14 Oratory 8( 8) friend target worsen target's opinion of friend 14 Oratory 9( 9) enemy improve the opinion here 14 Oratory 9( 9) enemy target improve target's opinion of enemy 14 Oratory 10(10) skill denounce the use of this skill 14 Oratory 10(10) skill target demounce the use of this skill 14 Oratory 11(11) skill praise the use of this skill 14 Oratory 11(11) skill target praise the use of this skill 14 Pottery -( 1) judge pottery market 7 Pottery -( 1) production skill 7 Sailing -( 1) avoid storm damage - Sailing -( 1) outmaneuver opponents (as cav.) - Scribe -( 1) judge book market - Scribe -( 1) production skill - Scribe 3( 3) *tell if a scroll is magical - Scribe 4( 4) *read ancient tomes (artifacts) - Scribe 5( 5) *identify spell on scroll - Scribe 6( 6) skill order *create scroll of one spell 28 Scribe 7( 7) book duplicate non-magical book 56 Scribe 8( 8) skill order *add spell to scroll 28 Scribe 9( 9) book copy magical scroll 84 Scribe 10(10) skill ?imbue text with skill 84 Shipbuilding -( 1) judge ship & ship production - Shipbuilding -( 1) production skill - Shipbuilding 1( 1) ship repair ship 7 Shipbuilding 2( 1) build raft 7 Shipbuilding 3( 1) build boat 7 Shipbuilding 4( 1) ?build ship 320 Stealth -( 1) harder to spot - Stealth -( 1) some help spotting - Stealth 1( 1) person 0 pickpocketing silver 14 Stealth 1( 1) person risk mug person for silver 14 Stealth 1( 1) target risk steal 14 Stealth 1( 1) thing 0 sneak theft of thing 14 Stealth 1( 1) thing risk rob owner of thing 14 Stealth 2( 2) target find target in city 14 Stealth 3( 3) target assasinate target 14 Stealth 4( 4) prisonner free a prisonner 14 Stealth 5( 5) direction spy out a route overland w/ cover 14 Stealth 6( 6) prisonner steal a prisonner for yourself 14 Stewardship 1( 1) improve economy of castle/tower 28 Swiming -( 1) can swim rivers - Swiming -( 6) can swim across any body of water - Tracking -( 1) increase chance of spotting other - Tracking -( 1) production skill (hunting) - Tracking 1( 1) improve economy of forest & hills - Trading -( 1) assess provincial economy - Trading -( 1) estimate prices more accurately - Trading -( 1) get rebates and bonuses when trade - Trading -( 1) lore about economics - Trading -( 6) *?create letter of credit - Weaver Beastmastery -( 3) more friendly reaction from animal - Beastmastery -( 7) more friendly reaction from monster - Beastmastery 1( 1) beast attempt to befriend beast 7 Beastmastery 2( 3) individual risk entertain a specific individual 7 Beastmastery 3( 3) place risk stage a publick spectacle 7 Beastmastery 4( 4) target spot target 7 Beastmastery 6( 6) animal find a friendly animal of type 7 Beastmastery 7( 7) target ?attempt to humiliate target 7 Beastmastery 8( 8) target attack target indirectly 7 Beastmastery 9( 9) target rouse animals against unnatural 7 Beastmastery 10(10) monster attempt to befriend a monster 7 Magic Resistance -( 1) resist magic - Air Magic -( 1) use in combat - Air Magic -( 3) personal flight - Air Magic -( 7) fly self and others - Air Magic 1( 1) detect magic 7 Air Magic 2( 2) Target duel another wizard 7 Air Magic 4( 4) Victim attack specfic unit 7 Air Magic 5( 5) summon storm 7 Air Magic 6( 6) counter disasters 7 Air Magic 8( 8) Direct summon storm in adjacent province 7 Air Magic 9( 9) dispell magic in current location 7 Air Magic 9( 9) Target dispell magic on target 7 Earth Magic 2( 2) duel another wizard 7 Earth Magic -( 1) help in combat 7 Earth Magic 1( 1) detect magic 7 Earth Magic 4( 4) target imobility 7 Earth Magic 5( 5) earthquake 7 Earth Magic 6( 6) disaster heal disaster 7 Earth Magic 7( 7) direction quake in adjacent province 7 Earth Magic 9( 9) dispell magic in current location 7 Earth Magic 9( 9) Target dispell magic on target 7 Fire Magic 1( 1) detect magic 7 Fire Magic 2( 2) duel another wizard 7 Fire Magic 4( 4) target flame blast 7 Fire Magic 5( 5) drought (land only) 7 Fire Magic 6( 6) banish drought 7 Fire Magic 6( 6) slay storm 7 Fire Magic 6( 6) still earthfires 7 Fire Magic 8( 8) direction sunstrike (adj prov) 7 Fire Magic 9( 9) dispell magic in current location 7 Fire Magic 9( 9) Target dispell magic on target 7 Water Magic -( 1) assist combat - Water Magic -( 3) walk on water 7 Water Magic 1( 1) detect magic 7 Water Magic 2( 2) duel arcane 7 Water Magic 4( 4) victim dessicate 7 Water Magic 5( 5) flood land 7 Water Magic 5( 5) whirlpool in sea/lake/river 7 Water Magic 6( 6) calm storm 7 Water Magic 6( 6) calm water 7 Water Magic 6( 6) summon springs 7 Water Magic 8( 8) direction flood land 7 Water Magic 8( 8) direction whirlpool in sea/lake/river 7 Water Magic 9( 9) dispell magic in current location 7 Water Magic 9( 9) Target dispell magic on target 7 Illusions 1( 1) detect magic 7 Illusions 2( 2) duel another wizard 7 Illusions -( 1) interfere with scrying - Illusions 3( 3) species *take on form of normal species 7 Illusions 4( 4) target *take on form of target's species 7 Illusions 5( 5) target dispell illusion 7 Illusions 6( 6) invisibility (self) 7 Illusions 6( 6) target disappear 7 Illusions 7( 7) target species *make unit look like species 7 Illusions 8( 8) target *make illusion target is with you 7 Illusions 9( 9) dir *block scrying in direction ? Illusions 10(10) group *mass invisibility ? Illusions 11(11) place *dispell all illusions in place ? Scrying -( 1) see invisible and hidden things - Scrying 1( 1) duel arcane 7 Scrying 3( 3) terrain is there one of these here? 7 Scrying 4( 4) commodity can this province produce commodity 7 Scrying 5( 5) direction explore an adjacent province 7 Scrying 6( 6) entity is entity in this province 7 Scrying 7( 7) direct1 direct2 explore an 2 move distant prov. 7 Scrying 9( 9) target dispell invisible 7 Scrying 10(10) entity locate entity 7 Gatecraft 1( 1) detect magic ? Gatecraft 3( 3) portal jump alone 7 Gatecraft 4( 4) are there gates here? 14 Gatecraft 5( 5) what gates are here? 14 Gatecraft 6( 6) seal gate 14 Gatecraft 7( 7) portal jump with others 21 Gatecraft 9( 9) portal unseal gate 21 Gatecraft 10(10) direction target create half-gate 48 Necromancy -( 1) sustain undead 14 Necromancy 1( 1) detect magic 14 Necromancy 2( 2) opp duel arcane 14 Necromancy 3( 3) bodies raise unit of skeletons 14 Necromancy 4( 4) bodies raise unit of zombies 14 Necromancy 5( 5) undead destroy a unit of undead 14 Necromancy 6( 6) bodies raise unit of mounted bodies 14 Necromancy 7( 7) place destroy undead/bodies here 14 Necromancy 8( 8) bodies raise bodies as Hel Warriors 14 Necromancy 9( 9) bodies raise a monster as undead 14 Necromancy 10(10) body raise a character as undead 14 Summoning -( 1) help in combat - Summoning -( 1) maintain demonic binding - Summoning 3( 3) ?conjure a loyal, unskilled serv. 7 Summoning 5( 5) dismiss a summoned being 7 Summoning 6( 6) skill summon a demon with skill 7 Summoning 7( 7) demon renew binding spell on demon 7 Summoning 8( 8) summon army of demon warriors 7 Summoning 9( 9) undead-unit mount unit on demon steeds 7 Summoning 10(10) skill summon demon lord to serve you 7 Dragon Riding Griffin Riding Horse Riding Pegasus Riding Roc Riding Sea Serpent Riding Some pending notes: N.N.N. Fatigue, Exhaustion, and Disorganization Because of the basic cycle of 1 day it would be possible for a unit to engage in several hundred combats per month without giving the player any option to either withdraw or reinforce the armies. It also permits the unrealistic possibility of a unit fighting multiple battles in a single day. Limiting a army to one battel per day would permit a small screening force to immobilize a larger defender. Instead a "fatigue" index is used to reflect not only simple exhaustion from forced marches and the like but also minor wounds, time and command effort expended on large (nearly fair) fights, and the general disorganizing effects of combat on unit cohesion. After fighting an enemy a unit's "fatigue" index is increased by one fifth of the relativecombat value of the opposing unit. WThe fatigue index is used to reduce a unit's effective strength in combat and for purposes of spoting enemies and, naturally, deciding if it is feasible to engage. If a unit's fatigue is reduced to 20% of its maximum value that unit will normally avoid all combats until rested back up to that level. Most other actions which expend fatigue will also be delayed. Note that this threshold is lower of units of dubious loyalty and higher for units with fanatical loyalty. A unit ordered to rest or simply waiting without any explicit order will recover fatigue steadily. If the armies commander (group leader)has a high Leadership skill units stacked beneath will recover "fatigue" more rapidly. Being in a friendly, peaceful, rich, high population provinces also assist fatigue recovery. Desert provinces, forced marches, hostile provinces, poor pay, etc. all lower fatigue recovery rates or (in the first two cases) cost fatigue. In those parts of the combat system where offensive and defensive values are calculated separately fatigue has only half as much effect on defnsive value. Several specific skill options to assess, increase, or decrease the fatigue level of units fall under the usual military intelligence and leadership skills. N.N.N.N. The Move command In addition to the direction in which to MOVE one can specify that the unit is moving in a special manner. The options currently implemented are: 0> Normal Normal movement. The group moves at the speed of the slowest unit in the stack in the direction specified if a connection to another province lies in that direction. The units in the group will keep a casual watch out for other entities in this province. If the unit spots an enemy at the end of a weeks move it will be attacked. If the unit is spotted by an enemy and attacked it will defend. 1> Searching The stack sacrifices some speed to insure that all units that can be spotted while travelling are noticed. The stack is more visible while searching. 2> Hiding The stack sacrifices both speed and ability to spot to move as covertly as possible. The chance of other groups spotting your group is reduced. If this move would normally recieve a speed bonus from the presence of roads (whichever version of Road movement is used) this mode of travel negates that as well. 3> Fast The group is moving at its fastest pace. Animals are worked until they can not keep up and infantry moves at forced march pace. The group sacrifices spotting ability and concealment as well as accepting some injuries to travel at a higher pace. N.N.N. Attitudes There are nine distinct attitudes or levels of feeling which an entity can have towards another entity or faction. Within each of these is represented as ten consequtive integers to permit you to prioritize actions if you are faced with a choice of partners. (Combat is the most common example, you will attack the group which you hate most first since you might be too badly wounded after one battle to attack a second target.) 10-19) Unswearving Allegiance United by a strong link such as a dynastic marriage tie. This is the same as Allied, below, except that it can not be set or changed by a DECLARE order. 20-29) Allied You are cooperating with this entity so closely that it can be considered almost part of your faction. This entity can swear allegiance to you whenever it wishs. If in a group with some of your units it can draw funds from the common treasury for its monthly salary and to cover the costs of orders it issues. Only the PAY order is exempted from this drawing right. You will never voluntarily attack such an entity unless attacked first. In all other respects treat the unit as friendly, described below. Note that while you can draw on the leader of your group for funds if the group treasury is empty you cannot draw on the provincial treasury for funds unless (a) your faction controls the province, or (b) the group leader (or the leader's faction) is allied with you and the group leader's faction controls the province. 30-39) Friendly This entity is working with you in some enterprise. It is permitted to join a group you lead (but can not draw on your funds while in such a group.) Neither can it voluntarily SWEAR allegiance to you. It can GIVE you things. Such an entity will never be attacked by your forces individually except though an explicit order specifing that entity number or as part of an attack on a group in which it is a member. 40-49) Neutral Neutral is the assumed default state for independant entities in the game. Ye shall not attack neither shall ye cooperate except at arms length. If you feel neutral towards an entity you will not permit it to join a group you lead, nor swear allegiance to you. It will not be automatically attacked in combat when spotted but may as the result of actions or a variety of orders. The attitude will change if the entitiy is observed doing something which the program considers significantly unpleasant to you. 50) No Opinion No Opinion is the assumed default state for most entities in the game. It is the same as NEUTRAL except that the attitudes of your overlord or faction are check as described below first. If an attitude other than "No Opinion" is found there then you will behave in accord with that attitude. 51-69) Distrustful An entity you distrust will not be able to join or swear allegiance to you. Its actions are view in a bad light. If you are engaging in combat with such an entity it will not be permitted to automatically ransom itself. Duels with such entities must be to at least first blood. Goods can not be exchanged directly with such an entity. It can not give you things or money. A third party must be involved in all such transactions. 70-79) Hostile An entity towards whom you have this attitude is considered an enemy and will be attacked whenever convient at odds that are not in your opponents favor. No form of cooperation is possible with such an entity through normal means. 80-89) Vendetta This attitude differs from Hostile only in that if you take the target of one of your vendetta's prisoner they will be killed automatically as soon as permitted (generally once the player owning the unit has had a chance to react) and attacks at unfavorable (but not suicidal) odds will be made. If you are doing something incompatible with incidental combats you may break off such action to attck if you spot your enemy. 90-99) Implacable Hatred The attitude of Implacable Hatred is a vendetta that can not be bought off. This attitude can not be set or changed with a DECLARE order. --------- When you create your player character you specify the general attitude you have towards all other entities in the game. You can explicitly change that general attitude with the DECLARE order. The DECLARE order can also be used to specify that a specific entity (specified by number) is treated differently than you current general attitude and which attitude you take towards that entity is stated as part of the order. Attitudes can also be changed involuntarily as the result of specific use of skills, certain actions taken against you, your holding, followers, or (in some cases) allies, and special events. If a given entity is a member of a group its attitude is taken as that of its group's leader while it is in that group. Most checks such as should our group attack that group aare performed by checking your group's leader and their group's leader's attitudes rather than comparing every entity in both groups. If you are not the leader of a faction and your attitude towards an entity is NO OPINION then the attitude of the leader of your group and the attitude of the leader of your faction are checked to see if they feel other than NO OPINION towards the entity in question. If they do then that attitude is the one used. If they do not then your attitude and theirs are checked in turn towards the leader of the entities group and faction. Only if all of these attitudes are NO OPINION will your effective attitude be NO OPINION. Most entities in your faction will have a general attitude of NO OPINION and few specific attitudes so your player characters attitudes towards individuals and faction leaders will dominate the behavior of your entire faction. Note that is is hard to conceal the colours of large groups of your followers so your faction's attitude towards their faction can often be the deciding one. The current plan is to answer the question: Does the Group lead by A hate the Group lead by B? By checking first: Is A = B? if so friendly. Are A and B in the same faction? if so friendly. If not, go down this list until one of the questions comes up yes and then taking that attitude. ------------------------------------------------------------------------------- Does A have a special attitude toward B? Does A's faction have a special attitude towards B? Does A have a special attitude towards B's faction? Does A's faction have a special attitude towards B's faction? Does A have a special attitude towards B's religion? Does A's faction have a special attitude towards B's religion? Does A's religion have a special attitude towards B's faction? Does A's religion have a special attitude towards B's religion? Does A have a special attitude towards B's species? Does A's faction have a special attitude towards B's species? Does A's religion have a special attitude towards B's species? Does A's species have a special attitude towards B's species? Does A have a default opinion? Does A's faction have a default opinion? Does A's religion have a default opionion? Does A's home province have a unpleasant special attitude towards B? Does A's species have a default opinion? Neutral/No Opinion -------------------------------------------------------------------------------- Note that ONLY the leader of the groups, not the members of the groups are checked so someone you hate can hide in a group led by someone you like and no attack will happen. If you disagree you must propose a better, fast, algorithm for determining this in the worst case, where there are a wild varity of friends and enemies all in the same group. Note also that only the first faction membership is test thus if a player is the Baron of Eldbre sends an army out the army will check his attitudes when the seuquence referes to their faction even if his overlord, the King of Eldland is also a player character.