The Rules of the SerpentEye IR
Above all else the IR is a game about power (and having fun while gaining and losing power). The object of the game is power and the means to the end is power. There are many different expressions of power. A brilliant speach or diplomatic negotiation can in the right circumstances guarantee your victory. Propaganda and manipulation are vital tools to control your own population, NPC-factions and even the other players. Role-playing is your most vital and decicive tool to acheive true power. But there is much more to the game.
Industry, technology, war, magic, divinity and infiltration are the other tools at your disposal. They benefit your faction in different ways, and though you need not master them all they will all be relevant to the outcome of the game.
Industry
Industry is the backbone of the IR. The combined Industrial Capacity (IC) of your provinces determines how many Power Points you get to spend each season (3-month turn) of the game. The IC of the province itself is not reduced by this, but gives at the beginning of each turn yet more Power Points for you to spend. It represents the productive aspects of technology, your smithys, factories, farms, all the hard work of the vast majority of your population.
The IC of a province is tied to three factors.
*The amount of power you invest directly into the province at the beginning of each turn deternimes the maximum amount of IC the province will give you next season (And, cumulative with your future investments, the amount of IC it will give you in future turns).
1 power point invested gives you ½ points of IC, 10 PP invested gives 5 IC, etc.
*The maximum level of Industrial Capacity in a province is limited by the population of the province multiplied with the tech-level of your faction divided by 100’000.
A province with a popluation of 600’000 inhabitants and a tech-level of 5 has a maximum IC of 30. A province with a population of 23’000’000 inhabitants and a tech-level of 20 has a maximum IC of 4600. (You still have to spend PPs to get the ICs)
Technology
You all begin with a level of technology roughly equivalent to what Europe had the year 1500. In the prologue to the IR you were all given access to blue-prints, schematics and copies of more advanced technology but for now you lack the infrastructure required to manufacture most of the inventions. You know, or can rather easily find out, how to put this infrastructure together, how to manufacture the factories you need to make the components to make the factories to make the components to make the factories to make the components and the factories required to make a car or a tank, or an airplane. Technology is complicated, but in the IR it’s rather simple.
You create the infrastructure needed to apply your technologies in increments, linearly, by spending Power Points. You need to spend 50 PPs to advance your entire faction one level in technology. You have the option of spending more Power Points, as many as you like, and advance accordingly. The levels of technology are equivalent to the European (and, when later applicable to the North American) level of technology according to the following list;
1: 1500
2: 1600
3: 1650
4: 1700
5: 1725
6: 1750
7: 1775
8: 1800
9: 1810
10: 1820
11: 1830
12: 1840
13: 1850
14: 1860
15: 1870
16: 1880
17: 1885
18: 1890
19: 1895
20: 1900
21: 1905
22: 1910
23: 1915
24: 1920
25: 1925
26: 1930
27: 1935
28: 1940
29: 1942
30: 1944
31: 1946
etc.
Every 4th level of technology all your military units (except for militia) gains an increase of their attack and defence-values by +1 and +1. The strategic mobility of your units increases gradually, but this is a minor effect compared to magic. Technology also has an impact on your maximal industrial capacity.
War
War is the continuation of diplomacy with other means. If you can’t get what you want by talking to your fellow faction-leader don’t be afraid to beat them up until they surrender. Killing is the easiest thing in the word, it’s staying alive that’s difficult.
Conventional warfare is decided by the roll of a die. A number of factors can affect the outcome, but at its heart the system is random. First I roll one d6 for the attacker, then for the defender. If the attackers modified roll is higher than the defenders the attacker damages the defender. If the attacker and the defender have as many Power Levels in the battle (the base measure of military strength) the attacker inflicts a damage on the defender of 1/10th of the defenders original strength in the battle. If the attackers are more numerous than the defenders (has more PLs in the battle) they will inflict damage in proportion to their relative numbers. If he’s 1,5 times as numerous he’ll inflict 1,5 times as much damage as if the numbers were equal.
When I have rolled for the attacker I will then make the same rolls for the defender. The defender will then become the attacker and his current strength will be used for calculating damage. And so it continues, back and forth, until either side has been defeated.
There are four different categories of armies; Militia, Regular, Elite and Epic Armies.
* Militia is recruited directly out of your common population. They are 1-3 level characters of NPC classes, barely trained, nearly useless individually, but in great enough numbers they can be a terrible threat. Militia can be conscripted or reqruited for no direct cost. You don’t have to pay any Power Points to create Militia armies, and they are the one kind of army you can raise after the beginning of a Turn. Up to 25% of all of the population in a province can be turned into militia at the beginning of a Turn, up to 10% of the population can be mobilized when the Turn has already begun.
One PL of Militia is equivalent to 10’000 individuals. Militia attacks with a modifier of –4 and defends with a modifier of –3. They do not benefit from improvements in technology beyond lvl 4 in the Technological Armsrace (1700) (they are simply too many for you to be able to equip them with quality weapons).
Militia PLs can be demobilized at the beginning/end of a round and the surviving warriors can be put back into the industrial economy.
*Regular armies are your usual professional soldiers. They have adequate training and equipment and are PC-classes and monsters of levels 2-6. At the beginning of the game they may be vulnerable against hordes of militia but they will later be able to sweep them aside with ease. One PL of regular armies costs 1 Power Point to create. They attack and defend with a modifier of +0/+0 and they benefit fully from improvements in technology.
Regular PLs can be demobilized at the beginning/end of a round and the surviving warriors can be put back into the industrial economy. You then regain all the Power Points you spent on creating the surviving Regular PLs.
*Elite armies are experienced and educated soldiers, or big and scary monsters, of levels 7 to 16. They are deadly opponents who benefit fully both from improvements in technology and from advancement in the Magical Armsrace. They can only be recruited from the ranks of your Regular armies (they need XPs, you know), at a cost of 10 Regular PLs for one Elite PL. They attack with a modifier of +4 and defend with a modifier of +3.
They, as well as Epic PLs, also have complete strategical mobility; they can Teleport all over the planet whereas Regular and Militia PLs have to travel by mundane means.
Elite armies cannot be demobilized.
*Epic armies, or more appropriately individials, are the toughest, most skilled combatants on the planet. Your PCs are all Epic, but few others are in the beginning of the game. They are nearly untouchable by Regular PLs and can slaughter Militia without concern. Epic PLs are as far above Elites as the Elites are above the Regulars. They are the only ones who can research the Higher Magics in the Magical Armsrace and they benefit fully from both Magic and Technology (though Technology is less significant for them than for the lesser catagories of PL).
Epic PLs can only be recruited from your Elite armies, at a cost of 10 Elite PLs for 1 Epic PL. In other words 1 Elite PL is as expensive as 100 regular PLs, but they may very well be much more valuable than that depending on your play-style. They attack with a modifier of +8 and defend with a modifier of +7.
Epic armies cannot be demobilized.
Other Modifiers:
*Technology gives an equal bonus to all units (except for militia) of +1 for every four levels in the technological armsrace. These bonuses are cumulative.
*A faction that has access to Clerical or Druidic magic gets a modifier of +1 to defence for Militia, Regular and Elite PLs, and a modifier of +2 to Epic PLs.
*A faction that has access to 10th level magic gains a bonus of +2 to attack and defence for its Elite armies and a bonus of +4 to attack and defence for its Epic armies.
*A faction that has access to 11th level magic gains a bonus of +4 to attack and defence for its Elite armies and a bonus of +8 to attack and defence for its Epic armies.
*A faction that has access to 12th level magic gains a bonus of +8 to attack and defence for its Elite armies and a bonus of +16 to attack and defence for its Epic armies.
*A faction that has access to 13th level magic gains a bonus of +16 to attack and defence for its Elite armies and a bonus of +32 to attack and defence for its Epic armies.
*A faction that has a Demi-Deity gains a bonus of +1 to defence and attack for all its PLs.
*A character that is a Demi-Deity gains a personal bonus of +2 to defence and attack.
*A faction that has a Lesser Deity gains a bonus of +2 to defence and attack for all its PLs.
*A character that is a Lesser Deity gains a personal bonus of +4 to defence and attack.
*A faction that has an Intermediate Deity gains a bonus of +4 to defence and attack for all its PLs.
*A character that is an Intermediate Deity gains a personal bonus of +8 to defence and attack.
*A faction that has a Greater Deity gains a bonus of +8 to defence and attack for all its PLs.
*A character that is a Greater Deity gains a personal bonus of +16 to defence and attack.
*A faction that has an Over-Deity gains a bonus of +16 to defence and attack.for all its PLs.
*A character that is an Over-Deity gains a personal bonus of +32 to defence and attack.
*A unit in a forticication in a strongly defendable terrain gets a bonus of +1 to defence and attack against an enemy that doesn’t have access to 10th or higher-level magic.
*A unit in an extremely strong fortification gets a bonus of +3 to defence and attack against an enemy that doesn’t have access to 10th or higher-level magic.
*A demoralized army gets a modifier of –2 to defence and attack.
*A routing army gets a modifier of –4 to defence and cannot attack.
*Undead PLs gains a bonus of +2 to defence against factions who do not have access to Clerical Magic from a deity of at least Lesser status.
*Undead PLs gains a modifier of –2 to defence against factions who have access to Clerical Magic from a deity of at least Intermediate status.
*Units who fight in Dead-Magic Zones do not get any benefit from any kind of Magic, Elite PLs get a modifier of –2 to defence and attack and Epic PLs get a modifier of –4 to defence and attack.
Note: Like bonuses do not stack. The bonuses for deities and High Magics are not cumulative.
When an army faces an enemy it believes it cannot defeat it will usually become demoralized. It will fight at a reduced efficiency and will attempt to disengage and retreat from the battle. If it cannot retreat in order it will either rout (break apart), surrender, or fight to the death.
Magic
Magic is the most powerful force on Oerth. It can destroy whole continents, and remake them anew. It can transform your people into godlike beings, and turn your enemies into toads. Magic is however expensive, and harder to get than technology.
You all start out at the same level of magical knowledge. All your factions know 0 to 9th level arcane spells. Many factions also have an equivalent knowledge of Psionics of Druidic magic. Psionics have a similar role as arcane magics and the two are therefore technically interchangable with each others, a matter or role-playing of no concern to the rules. Druidic and Clerical magic is another matter, it gives bonuses to the defence of your units and increases your population-growth.
Though your factions begin at the same theoretical level the differences within your factions is immense, as was shown in the chapter about War. What will be discussed here is the race for Higher levels of Magic and the power of the Higher Level spells.
In the IR magic works a bit differently than in normal DnD for characters in the Epic levels. First of all, there are no Epic level spells. Secondly, spells can not be metamagicked above 9th level. Thirdly, there are 10th level spells, 11th level spells, 12th level spells and 13th level spells. These Higher levels of spells are not a mere linear continuation of the normal spell-levels. They are vastly more powerful than normal 0 to 9th level spells and they are not (usually) cast by individual spellcasters but by the combined magical skill and willpower of the casters of an entire faction.
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