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I request at least another week before we start Turn 1. This is a request. Would that be ok, Serpenteye?

People are still trying to join, people are still claiming powers, and I still have a lot of questions about the rules. I'm betting others do also.

Besides, I have to get myself an e-mail! :)
 

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Edena_of_Neith said:
Edena here.
I only just finished throughly reading the rules. I am unclear on quite a number of them, so I cannot say if they are balanced with one exception:

I think the destructive power you assigned to 10th level spells, should go to 11th level spells instead. I'm betting the Rain of Colorless Fire and the Invoked Devastation were 11th level, not 10th.
Make it a bit more difficult to obtain the ability to instantly destroy an area the size of Nyrond. Everyone will still want the power to do so, but they'll have to pay more for it: and pay they will.

Hmm, I think that's pretty comparable to the 10th level spells in the 3rd IR. Vecna completely destroyed an area the size of Celene in the big battle of Turn 3, wounding the very Oerth itself and causing the Red Plague. That's actually a more powerful effect than merely wiping out all life in an area the size of Celene (about equivalent to Germany(?)).

Getting 10th level spells is still quite expensive. See my comparison between magic and Tech in the post above yours.

Edena_of_Neith said:
Now, other than that I cannot tell yet. I'm still confused about the rules. I have a lot of questions. This is my Questions about the Rules thread. There will be this post, and then a More Questions post, and a More Questions post, and yet another More Questions post.
And, after all, the players benefit from questions. If someone is unclear on the rules at the start, and makes a big mistake, that would be unbalancing indeed! :D (Heh, what? I need only 5 PL to have 10th level spells! Yeah!)


Ok, using my PLs, I can:

Build any number of militias (limited by my population) for free.
Upgrade militias to Regular Armies for 1 PL.
Upgrade Regular Armies to Elite Armies for 10 PLs.
Create Epic Armies (small groups of individuals) out of Elite Armies for 100 PLs.

But ...

On Turn 1, I have NO Regular Armies to start with!
How can I upgrade something I do not have?
It would seem to me, that it would be impossible on Turn 1 to create Elite Armies, because no Regular Armies existed at the START of the Turn to upgrade!

Oh, Sure you do! You all have Regular PLs, and Elite and Epic PLs at the beginning of the IR. I will assign them to you and you can spend them any way you like in your forst Template. No worry. Your countries have been around for a while, and are not simply created out of nothing on day one.

edit: No, you do not have to upgrade Militia to Regular PLs. You can create Regular armies directly out of your the Power Points you get trough your Indistrial Capacity or Infiltration.

Edena_of_Neith said:
It would seem to me that one would HAVE to create Regular Armies on Turn 1, then Upgrade them to Elite Armies on Turn 2.

And the same goes for Epic Armies. How can you upgrade to Epic Armies, if you have no Elite Armies at the start of the Turn?! You'd have to have those Elite Armies, to do ANY upgrades to Epic.

Thus, if I created Regular Armies on Turn 1, I would have to wait until Turn 2 to upgrade them to Elite Armies.
Then, on Turn THREE, I could upgrade my Elite Armies to Epic Armies.

But, if I do not create Regular Armies on Turn 1, I CANNOT upgrade them to Elite Armies on Turn 2 because I do not have them!

See?

So, being wise, I spend a number of PLs creating a LOT of Regular Armies on Turn 1.
Then, also being wise, I spend a lot of PLs creating a LOT of Elite Armies on Turn 2.
Then, ALSO being wise, I spend a lot of PLs creating Epic Armies out of my Elite Armies on Turn 3.

Not necessarily, it all depends on how you want to play your faction. You all have Regular Elite and Epic PLs at the beginning of the IR, you have quite a lot of them in fact.
You can choose to direct your efforts singlemindedly towards the goal of getting 10th level spells and put every available resource into creating Epic PLs. That will give you a small but strong army capable of doing great harm to your enemies but not really conquering much populated land (Until you start to burn that army to gain 10th level spells, a sacrifice some of them might have problems with :]. It's not always lethal for the Epic level characters but it's always debilitating to say the least.).
It will also ensure that your Industrial Capacity will be smaller than some other players and that your total Growth-rate will be lower. You will be small, but strong. Time, and the other player's growth, will be against you, but if you do manage to get 10th level spells before anyone else it might very well be worth the sacrifice.

If you instead direct your efforts towards Technology, and spend the points you don't put into defence in increasing the IC of your territories and climbing in the Technological Arms-race you will get a strong Regular (or Elite, there are advantages to that strategy too) Army that will be able of absolutely kicking ass on the battlefield but will be quite vulnerable to being annihilated by 10th level spells. Since you will probably have chosen to spend some points on Indistrialization your PL-Growth will be greater than the Magic-Users in the long term (under peaceful conditions).


Edena_of_Neith said:
And that brings me to my next question:

I want to research 10th level magic, but only Epic PLs (that is the terminology you used in the rules, Serpenteye) can do such research, and the Epic PLs are lost in the research, you say.
I'm GUESSING that this means I must create Epic Armies, and these Epic Armies must conduct the research, and that they are destroyed in the process.
It costs 50 PL to successfully research 10th level magic, using Epic Armies (or, Epic PLs as you call them.) Since a single Epic Army would count as 1 PL (right?), but it cost 1 + 10 + 100 PL to create in the first place ... that's 5 x 111 = 555 PL spent to successfully research 10th level magic.

Oh, nonono, it's not nearly that easy. One Epic PL costs the equivalent of 100 Regular PLs. You need 50 Epic PLs to get 10th level spells. 10th level spells will cost you 100x50=5000 Regular PLs=5000 PPts, quite a lot more.

Keep in mind that most factions will get a lot of IC, PPts and PLs, but the cost is still such that many factions will find it very very difficult to get 10th level magic.


Edena_of_Neith said:
I have Eclavdra, and she is an Epic Army, I am presuming. I do not know if she is worth 1 PL or more than 1 PL.
But regardless of her PL value, I wouldn't want to sacrifice her life in order to research 10th level magic!
Likewise, if I had an artifact or relic - which might (?) count for epic PLs, I wouldn't want to sacrifice those (at least, I don't think I would) in order to research 10th level magic!

THEREFORE ...

In order to research 10th level magic, I MUST create Regular Armies, then upgrade them to Elite Armies, then upgrade them to Epic Armies, then sacrifice the Epic Armies on a one army to 1 PL worth of 10th level magic research (50 PL needed for success) in order to obtain 10th level magic.
And I MUST wait one turn to upgrade Regular Armies to Elite, and one turn to upgrade Elite Armies to Epic.

So, being wise, I spend a LOT of PLs on Turn 1 to create a lot of Regular Armies.
On Turn 2, I upgrade as many Regular Armies to Elite Armies as I can.
On Turn 3, I upgrade as many Elite Armies to Epic Armies as I can. And on Turn 3 - and NOT BEFORE Turn 3 - I can spend PLs (if I have them left over!) to conduct research on 10th level magic, sacrificing my Epic Armies in order to do so.
I REFUSE to sacrifice Eclavdra. Even if I did, her PL value is probably not 50, so I have done some research on 10th level magic, and wasted my only Epic Army (if Eclavdra counts as an Army) that I had. Not a good idea, and I won't do it.


You have quite a lot of Regular, Elite and Epic PLs at the very beginning, though of course you might want to create even more of them in the T1-Template.

Eclavdra, by herself without her artifact, might be worth 1 Epic PL (she's a character in the lower 20s).

You need Epic PLs to cast 10th level magic. In fact you need 20 Epic PLs to even cast 1 10th level spell per Turn (iIrc), if you have more PLs you can cast more spells, a consideration before you spend your PLs on getting 11th level spells later.


Edena_of_Neith said:
This is the impression I have gotten from the rules so far. (I will have more questions on the rules later.)

This is how I THINK the rules work.

Am I right?
Am I wrong?

If I am wrong, how exactly am I wrong?

Quite wrong, Edena. But I accept the full responsibility for that. If you have any more questions please ask away. It will not only help you, but everyone else as well (including myself). :)
 
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Edena_of_Neith said:
I request at least another week before we start Turn 1. This is a request. Would that be ok, Serpenteye?

People are still trying to join, people are still claiming powers, and I still have a lot of questions about the rules. I'm betting others do also.

Besides, I have to get myself an e-mail! :)

I'll not start the game until everything is in place, and I don't want to stress anybody (or myself) overly.

Request granted. :)
 

Serpenteye said:
All artifacts are considered Epic PL. It's the easiest way to handle them.

Great ... then let's prepare for Iuz's "nuking" ! :]
And can I, as Eclavdra ... echem Edena suggests create in few turns an Artifact ? 100 regular PL's and ... Mu, Cha, Cha ! :lol:

I humbly remind everybody about existence of spell called "Apocalypse from the Sky." :] :mad: :p

Serpenteye said:
Thoughts about the balance between Magic and Technology:
It costs you the equivalent to 5000 ppts to get 10th level spells, giving you the ability to blow up countries and giving your Elite and Epic units +2 and +4 to the attack and defense, as well as making you a lot better at Infiltration.
The Same 5000 ppts spent on Technology would give you a score in the Technological Armsrace of 100, giving all your Regular, Elite and Epic PLs a +25 to attack and defense...!...
(And increasing the potential IC of your territories)
That's too much, even if the technological army can still be blown to pieces by a 10th level spell they would be unbeatable in actual combat.

I doubt. that would be ... technology from 80' ... And don't say that antinuclear bunkers couldn't surviwe some petty blasting from above. Besides ... even low lvl spells could devastate technologically advanced army of mortals/demons/whatever. Producing marvels of technology takes much more time than slinging spells that would destroy or stop production. Simple "heat metal" put strategically would disable even fully automatic factory of invicible T-1000. ;)

Serpenteye said:
Suggestion for Fix: Double the cost of Technology and double the combat-bonuses of 10th, 11th, 12th and 13th level spells.

It's Your IR, Serp. But ... just mebbi, can we change this whole thing with High Magic ? I wish that Acererak will discover "Rain of Colorless Fire" ! It is surely 12 or even 13 level of magic. Why just don't create spells ? I serve faithfully ith my help. Absolutely from samaritarian purpouses. :p ;)

Serpenteye said:
Is that a big enough change? Considering that the Tech-player will have nukes (damn, I need to make up rules for nukes)?

Nukes ? And what would You say about Infrasound Cannon ? Russians have them from old USSR ... :] Imagine, there is village of enemy people ... You point at them, trucks set the Big Berta in right direction ... Your technicians, You etc. flee to safe distance. You push the button. After two seconds, You can send Your settlers to their new home. Warning them to clear this bloody goo from the ground. And plant new trees, grass, bring animals. Gossp claims that they used it to persuade something to the Chinese.

And nukes one can have just from about ... 35-40 Tech Level. Who need thermonuke, when good ol' atom bomb suffice. :D

And Edena ... Devilish's PC is Acererak himself. Knight Otu's PC is bit overweighted but still deadly half-fiendish red dragon. My colour is graish blue ... As stated by Guilt Puppy. He should recive badge of honour for his efforts, as well as Edena. If they submit totally, Iuz might give it in person. ;)

And one more thing ... I think that everybody facing Vecna know the right word to spell ? I ... U ... Z. :D
 
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Rikandur Azebol said:
I doubt. that would be ... technology from 80' ... And don't say that antinuclear bunkers couldn't surviwe some petty blasting from above. Besides ... even low lvl spells could devastate technologically advanced army of mortals/demons/whatever. Producing marvels of technology takes much more time than slinging spells that would destroy or stop production. Simple "heat metal" put strategically would disable even fully automatic factory of invicible T-1000. ;)

But an army is pretty ineffectual sitting cooped up in a bunker all the time, and the moment they venture outside in concentrated force they will be vulnerable.
True technological counters to magic (force-fields and whatever) are still far in the future.

Rikandur Azebol said:
It's Your IR, Serp. But ... just mebbi, can we change this whole thing with High Magic ? I wish that Acererak will discover "Rain of Colorless Fire" ! It is surely 12 or even 13 level of magic. Why just don't create spells ? I serve faithfully ith my help. Absolutely from samaritarian purpouses. :p ;)

You can call your High Magic spells anything you like. The rules allow for role-playing, though they may seem cold and rigid. ;) when you get 10th level spells you (pending my approval) can create a variety of spells of that general level of power. They need not all be destructive, or direct.
The Rain of Colourless Fire would probably be a 12th level spell or perhaps several lower High Magic spells cast simultaneously in a pattern. It destroyed an area the size of the Kevellond league utterly and permanently, that fits into my rough hierarchy of spells.


Rikandur Azebol said:
Nukes ? And what would You say about Infrasound Cannon ? Russians have them from old USSR ... :] Imagine, there is village of enemy people ... You point at them, trucks set the Big Berta in right direction ... Your technicians, You etc. flee to safe distance. You push the button. After two seconds, You can send Your settlers to their new home. Warning them to clear this bloody goo from the ground. And plant new trees, grass, bring animals. Gossp claims that they used it to persuade something to the Chinese.

And nukes one can have just from about ... 35-40 Tech Level. Who need thermonuke, when good ol' atom bomb suffice. :D

One of those big bad weapons that make High-Tech armies so very dangerous. That's what I'd say :).
 
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Knight Otu said:
I'm not overweighted - that's pure muscle. Souls don't have fat, you know? :p

Souls ... Yes. But explain me one thing, why so many soul eating demons are so ... obese ? ;)

But Harpers ? They are like vermin in FR, and according to books and other pictures, Harperesses have "fat" in certain areas. :p
And if they infected Oerth, Iuz save us, there was surely big amount of them.

Elistaree drowlings, bah, when all You do is sitting on Your four letters ang go barmy with delight about birdies, streams etc ... Imagine, Drow metabolism isn't created for such overdoses of endorfine ! Nor for sitting and getting fat from lack of adrenaline and hatred.

But surely, Ashardalon isn't overweighted with fat, sane dragons don't build more fat that it is neccesary for healthy letharg. And only short time before it. :D ;)

Serpenteye:
I still belive that Antimagic Field should protect from direct attack by magic. Even High Magic. But I'm just being stubborn, so You could ignore it. :p

How to increase my Demon population ? Can they breed normally ? Or I need Rebirth Pits. And safe demiplane to put them in. And I need a list of fiends in my service ... Rough numbers, and detailed description of Legion of The Black Death !

And how create Magic Items in IR ! I'm in need of some artifacts ... Tee Hee. I decided to transform my empire into something along the line with USSR. All preequisitives I have. And leader more charismatic and terrible than Stalin. :]
 
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From Edena to Serpenteye: Long article: Unsolicited (?) attempt to help out

This post is going to be
difficult and messy. Bear with me, Serpenteye.

I am ... guessing ... that you are assigning PLs to each nation, like I did in the 3rd IR.
For example: Furyondy 10, Duchy of Ulek 3, Keoland 15, North Province 15, etc.

That's a guess, and I'm basing the entire rest of this post on my guess being right. I'm assuming that's how you're working it.

In the 3rd IR, I divided the Flanaess up like a RISK or Axis and Allies map, and I had some big areas (like Furyondy) and some little areas (like the Duchy of Ulek.) And I gave points (PLs, or Power Levels) to each one.

Now ...

In THIS IR, we have two separate situations.

1: We have a gigantic jigsaw puzzle of a map, with over a hundred pieces (or, areas.) Unless you have a very good geographic understanding of the Flanaess (I know you and I do, Serpenteye, but not all the others are familiar with the geography) you probably couldn't name a lot of those jigsaw pieces.
2: We have a lot of off-map nations. Many players currently do not even know these nations exist, much less where they are, or how to link to maps that show them.

There is nothing that I can do to help the other players more than I have.
To the players, I can only recommend they look at the map links, look at Greyhawk source material, ask questions via e-mail to other players (who just might know more about those countries and places), and otherwise do research on the subject of the Flanaess/Oerik/Oerth.
Also, the players who don't know might ask what a Crystal Sphere is, what Wildspace is, how many moons Oerth has, if there are other planets in the solar system, and so on. Some players might be able to answer the questions. (I don't remember the other worlds of Greyspace!)

But getting back to you, Serpenteye:

I don't know if this will be of any help, but here's what I'd do, or try to do - considering the complexity, I don't know if I could do it - to resolve problems I see:

1. I would establish what the PLs of the major nations of Oerth are.
2. I would look at that jigsaw map, and I'd assign PLs to each jigsaw piece as appropriate. For example, Furyondy is broken up into about 5 pieces on that map. If Furyondy had, say, a PL of 10, then I'd divide the 10 PL up among the 5 jigsaw pieces. Ditto for every other nation (and jigsaw piece) on the map.
3: THEN I would consider the jigsaw pieces that are not a part of any country. I would assign them PL values based on what I knew of them. If I knew nothing of them, I would grant them a basic PL on the assumption that SOMETHING lives under every rock in this setting (and probably, not a something you'd want to meet!) For example, take the desert that used to be the Suel Imperium: it seems worthless, right? But actually - just perhaps - colossal magical secrets lie under the desert sands, in the ruins of the ancient Suel Empire, and actually this chunk of real estate is actually worth a FORTUNE in PLs!
4: I would then deal with the off-map countries. I would treat each of them as a single jigsaw piece, with a correspondingly higher PL. After all, if it's the entire nation in one jigsaw piece, that jigsaw piece will both worth more than a jigsaw piece representing a fraction of Furyondy! See? If all of Erypt is one jigsaw piece, or Nippon, or Orcreich, or the Celestial Imperium, then certainly those off-map jigsaw pieces would be worth a lot more than a jigsaw piece representing a fifth of Furyondy!!
5: I would divide the oceans into arbitrary jigsaw pieces. Not a pretty prospect, but I'd do it. After all, the oceans are contested, and the undersea nations (Forsaken One's sahuagin nations, for example) have their own PLs.
6: Concerning Greyspace, I would - instead of dividing it into jigsaw pieces - would assign PLs to specific factions. If the Scro have a warfleet in Greyspace, it would have a PL, and count as one 'jigsaw' piece. Likewise for the Illithid Squid Ships, the Elven Imperial Armada, the Free Gith Mercenaries (not already a part of another power, like the Solistarim), and any other spelljamming groups.
5: If there are Astral or Ethereal Nations (such as the Githyanki and Githzerai) I would treat each of these as one 'jigsaw' piece.
6: If the IR ventures to Oerth's moon, Luna, I would treat the moon as having it's own separate nations and cultures, each a 'jigsaw' piece with it's own PL, and subject to conquest. If this is too much work, then simply treat Luna as having - say - 10 or 20 'jigsaw' pieces that could be occupied, and which have a base PL each. That way, when every player in the IR sends a conquering force to the moon, they get an automatic bonus for each 'jigsaw' piece they collect on the moon, and they can all fight over the moon as much as they please.
7: What goes for Luna, goes for the other planets (if you include them) in the system.

That is how I'd do it.

- - -

Now ... if you use the system above, something else is going to become frightfully apparent.

The question about Infiltration is: do I infiltrate a SINGLE jigsaw piece of my opponent's territory (a 5th of Furyondy, one of the 12 drow cities, northwest Aerdi, the Tilvanot Jungle, etc.) or do I infiltrate the ENTIRE power being played by that player?
I would recommend that Infiltration be of the ENTIRE power, and here's why:

If I must send a spy to each and every jigsaw piece of one of the player's powers on-map, isn't this unfair to those off-map?
After all, the off-map countries are single jigsaw pieces. If I infiltrate Orcreich, or Nippon, Erypt, the Celestium Imperium, etc., I get to infiltrate the whole country at once, because it is one jigsaw piece!
But if I try to infiltrate the powers on-map, I must infiltrate an endless number of little jigsaw pieces of their power, one at a time. Thus taking forever to do to them what I could do instantly to an off-map power.

Likewise, the numbers accounting will be a nightmare, if infiltration involves every one of those little jigsaw pieces. You, the Arbiter of the IR, must arbitrate what percentage of EACH and EVERY piece I have infiltrated (that little piece was worth 2 PL, and I get 10% of that, which is 0.2 PL ... and multiply this by a 100 as many different players infiltrate a hundred little jigsaw pieces of nations.) It's a nightmare!

But ...

If you infiltrate my ENTIRE power (including all conquests I have made) then accounting is made simple. You take my combined PL, and the infiltrator gets his cut of that.
This will DEFINITELY encourage infiltration! Nothing like sending in spies, and taking over an enemy power from within!!
And, needless to say, this will cause great consternation and alarm among all the powers, that it is so relatively EASY that an Infiltrator group can just walk in and take them over (witness the Scarlet Brotherhood's work in the Greyhawk Wars.)

- - -

I am still puzzling through the espionage rules. I am confused about them.
For some reason (don't ask why) I thought up the following rules, which I thought you might care to look at. Perhaps there is an idea or two in there that would help with the 5th IR. I don't know. (goes on puzzling through the espionage rules.)

Defender, First Turn

Each and every Turn, the Defender may allocate PL to detecting the Attacker's spy, enabling a dice roll to detect the spy. (1st Bidding War between the Attacker and the Defender.)
The Defender MUST detect the Attacker's spy to proceed to ejection/nullification of the Attacker's spy.
If the Defender discovered the Attacker's spy, he may spend PL to eject/nullify the Attacker's spy, enabling a dice roll to eject/nullify that spy (Second Bidding War between the Attacker and the Defender.) This applies to all discovered spies.

Defender, Second Turn:

As above, and:

If the Defender ejects/nullifies the Attacker's spy, any attempt at Corruption of the Defender's power by the Attacker is ruined, without need for a 3rd Bidding War. However, if the Attacker has ALREADY effected Corruption on the Defender, ejecting/nullifying the Attacker's spy does not negate or affect the Corruption in any way.

Defender, Third Turn:

As above, and:

The Defender may spend PL to lessen the Corruption of his power (levels of Corruption 1 through 5.) This assumes the Attacker has already Corrupted the Defender's power:
Level 1 Corruption gives the Attacker 10% of the Defender's PL.
Level 2 Corruption gives the Attacker 25% of the Defender's PL.
Level 3 Corruption gives the Attacker 50% of the Defender's PL.
Level 4 Corruption gives the Attacker 75% of the Defender's PL.
Level 5 Corruption gives the Attacker 90% of the Defender's PL.
Level 6 Corruption gives the Attacker 100% of the Defender's PL, and it cannot be broken (the Defending Power is now a possession of the Attacker.)

If the Defender succeeds in breaking the Corruption (levels 1 through 5, but not 6) then the Attacker loses 1 level of Corruption. If at level 1 Corruption, the Attacker loses all Corruptive influence and must start over.
This is resolved by dice. PL spent by the Attacker to Corrupt is countered by PL spent by the Defender to break the Corruption. This is known as the 3rd Bidding War between the Attacker and the Defender, and applies to all Corrupt/Break Corrupt attempts.

Defender, Fourth Turn:

As above. Etc.

-

Attacker, First Turn

Each and every Turn, the Attacker may spend PL on implanting spies in the Defender's power (in as many Defending powers as desired.)
Each and every Turn, the Attacker may allocate additional PL on protecting spies from detection by a Defending power, affecting the dice roll to detect the spy. (1st Bidding War between the Attacker and the Defender.)
Each and every Turn, the Attacker may allocate PL to prevent ejection/nullification of his spy, if the Defender has discovered that spy and is attempting to expel/nullify that spy, affecting the dice roll for expulsion/nullification (2nd Bidding War between the Attacker and the Defender.)
The Attacker must successfully have his spy implanted within the Defender's power for one full Turn before he can attempt a level 1 Corruption of the Defender's Power.

Attacker, Second Turn

As above, and:

The Attacker may spend PL to attempt a level 1 Corruption of the Defender's Power. (He may attempt to Corrupt as many Defending Powers as he pleases, as long as he had spies implanted therein for at least one full turn first prior to any Corruption attempts.) A dice roll resolves whether the Corruption effect is successful (3rd Bidding War between Attacker and Defender.)
If the Corruption was successful, the Attacker has achieved level 1 Corruption of the Defender. The Defender will know his power was corrupted, but there is nothing further he can do about it this turn. The actual level 1 Corruption will begin on the next turn.
If the Corruption was unsuccessful, the Attacker gains nothing, but may try again next turn.

Attacker, Third Turn

As above, and:

The Attacker may spend PL to attempt a level 2 Corruption of the Defender's Power. (He may attempt level 2 Corruption as many Defending Powers as he pleases, as long as he had previously Corrupted them to level 1) A dice roll resolves whether the Corruption effect is successful (3rd Bidding War between Attacker and Defender.)
If the Corruption was successful, the Attacker ups his level of Corruption of the Defender to level 2. The Defender knows this, but there is nothing further he can do about it this turn. The actual level 2 Corruption will begin on the next turn.
If the Corruption was unsuccessful, the Attacker loses one level of Corruption. If the Attacker was at level 2 Corruption, and striving for level 3, he falls to level 1. If the Attacker was at level 1 Corruption, and striving for level 2, he loses all his Corruption of the Defending power and must start his Corruption efforts over again.

Attacker, Fourth Turn

As above. Etc.

-

Interloper, Turn 1:

Each and every Turn, Interloper may spend PL on implanting spies in Defending powers (in as many Defending powers as desired.)
The Interloper is subject to having his spies detected and expelled/nullified, and he may expend PL to protect his spies (the 1st and 2nd Bidding Wars, except in this case between the Defender and the Interloper.)

- The Interloper must successfully have a spy implanted in the Defending Power, whether detected or not, full a full turn before he can Interfere.
- The Interloper must successfully have detected the Attacker's spy in order to Interfere (requiring a 1st Bidding War between the Interloper and the Attacker) although this requirement is voided if the Attacker freely tells the Interloper about the spy.
- There must be some manner of attack (placing a spy, attempting a Corruption) or defense (detecting a spy, expelling/nullifying a spy, lowering/breaking a Corruption) between Attacker and Defender for any Interference from the Interloper to be possible.

Interloper, Turn 2:

Each and every turn that he has a spy within a Defending Power, and otherwise meets all the above requirements, and all the other requirements above are met, the Interloper can do the following:

- He can Interfere with attempts to detect spies (the First Bidding War) either against or for the Defender.
- He can Interfere with attempts to expel/nullify spies (the Second Bidding War) either against or for the Defender.
- He can Interfere with attempts at Corruption (or raising the level of Corruption) of the Defender (the Third Bidding War) either against or for the Defender.

The Interloper must spend PL to do so. The more PL he spends, the more he can Interfere.
The Interloper can interfere with as many Attackers against one Defender, or as many Attackers and Defenders, as he wishes, so long as he has a spy within the Defender's (or each Defender's) territory and otherwise meets the requirements given above, and he is willing to spend the PL to do so.

Note that all powers are simultaneously Attackers, Defenders, and Interlopers, if they wish to be!
 
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(feels like a total idiot)

Serpenteye, when you say powers start with elite and epic PLs, are you saying they start with elite armies and epic armies? PLs = armies?

I have extensively modified the Infiltration rules above. If you have read them, read them again. I think they are more understandable now.
And ... I have modified them again. I hope they are clear now!
 
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One small question, to which I think I already know the asnwer but would like to be completely sure: 10th, 11th, 12th and 13th level Psionics are researchable in precisely the same way as Magic and have precisely the same rules governing them. Correct?
 

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