Creamsteak
Explorer
The Rokugan IR (Turn 1)
Power Levels
A power level is the basic measurement of power in the IR. There are different representations of a power level, but for the purposes of the IR, all power levels are considered equal. Power levels represent combat strength. It is important to understand the variety of Power Levels that exist in order to best understand the game.
Some power levels represent entire military units with thousands of men. Some power levels represent the strength of a small group of elite soldiers. Other power levels represent only a fraction of the power of a great individual.
Character Levels as Power Levels
1 PL = 12,800 1st level commoners wearing padded armor, a wooden shield, and a simple weapon
1 PL = 6400 1st level warriors wearing studded leather, a wooden shield, and a martial weapon
1 PL = 320 1st or 2nd level characters wearing ashigaru armor and wielding a martial weapon
1 PL = 160 3rd or 4th level characters wearing ashigaru armor and wielding a martial weapon
1 PL = 80 5th or 6th level characters wearing light or medium armor and with some masterwork weapons
1 PL = 40 7th or 8th level characters wearing medium or heavy armor and with many masterwork weapons
1 PL = 2 8th or 9th level characters wearing standard equipment for their levels
1 PL = 1 10th - 14th level character wearing standard equipment for his/her level
2 PL = 1 15th - 19th level character wearing standard equipment for his/her level
3 PL = 1 20th - 24th level character wearing standard equipment for his/her level
4 PL = 1 25th - 29th level character wearing standard equipment for his/her level
+1 PL for every 5 levels after 25th
Creature Hit Dice as Power Levels
5 PL = One creature with 73-80 HD
4 PL = One Creature with 64-72 HD
3 PL = One creature with 57-64 HD
2 PL = One creature with 49-56 HD
1 PL = One creature with 33-48 HD
1 PL = 2 creatures with 25-32 HD each
1 PL = 40 creatures with 17-24 HD each
1 PL = 80 creatures with 9-16 HD each
1 PL = 160 creatures with 7-8 HD each
1 PL = 320 creatures with 5-6 HD each
1 PL = 6,400 creatures with 3-4 HD each
1 PL = 12,800 creatures with 1-2 HD each
+1 PL for every 8 HD after 80th
Power Levels as Resources
1 PL = 32,000 Gold Pieces
1 PL = 80 Masterwork Katanas
1 PL = 64 Pounds of Mithral
1 PL = 48 Pounds of Adamantium
1 PL = 8 Pearls of Power (2nd Level)
1 PL = A Single +6 Weapon
Power Levels as Enhancements or Damage (for 1 character)
1 PL = 5 Character Levels beyond 10th
1 PL = 64 Points of Strength
1 PL = 32 Bonus Hit Dice (d8s)
-1 PL = 32 Damage Dice (d8s)
-1 PL = 64 Points of Ability Damage
-1 PL = 8 Negative Levels (Not permanent Level Loss)
Industrial Ratings
Industrial ratings represent the rate of production available to a power. Your IR for each city, town, clan family, and other unit represents the rate at which new units are trained, and new resources acquired and refined. A power that can successfully put together a strong IR will have the advantage of a strong PL backing.
Large cities and powerful families have high IR ratings, representing how fast you can produce new PL. The chart below lists the rate at which a particular IR rating will generate PL.
Industrial Ratings and PL
1 IR = 1 PL per turn
3 IR = 2 PL per turn
6 IR = 3 PL per turn
10 IR = 4 PL per turn
15 IR = 5 PL per turn
21 IR = 6 PL per turn
28 IR = 7 PL per turn
36 IR = 8 PL per turn
45 IR = 9 PL per turn
55 IR = 10 PL per turn
x (1/2x + 0.5) = IR requirement
x = PL per turn
You can improve the Industrial rating of anything that already has an Industrial rating of 0 or more. Simply paying a certain amount of PL in order to advance a territories IR will help to improve your economy and military at the same time.
To buy 1 IR Point, set aside 5 PL.
You can create new territories by paying a 25 PL initial Fee. This territory has an initial IR rank of 1.Forming new cities is not as profitable as fortifying those that already exist, however in the long run it can be a great bonus.
Creating New Locations
25 PL = Initial IR 1
35 PL = Initial IR 3
60 PL = Initial IR 6
80 PL = Initial IR 10
105 PL = Initial IR 15
135 PL = Initial IR 21
Advancing Your Civilization
Culture, science, and power do not flow in the same hands. Developing your Civilization allows you to advance in both cultural and intellectual terms. Players with high ratings in Advanced Civilization will have incredible new ideas to use, based on the year they have advanced into.
In order to determine the number of years a player advances during a turn, you must assign a certain amount of PL. The chart below shows how many years you advance for a particular PL total assigned to Civilization Advancement. All players begin with their society being considered that of the year 1500. At the year 2000 new Advancement Criteria open up, allowing players to select from a variety of advanced technology feats.
Civilization advancement
1PL = 1 year
3 PL = 2 years
6 PL = 3 years
10 PL = 4 years
15 PL = 5 years
21 PL = 6 years
28 PL = 7 years
36 PL = 8 years
45 PL = 9 years
55 PL = 10 years
x (1/2x + 0.5) = PL investment required
Where x = the number of years of advancement
Normal Technology (Years 1500+)
Astronomy, Biology and Medicine, Mathematics, Physics, Geography, Mechanics, Engineering, Manufacturing
Astronomy
Divine/Arcane/Science
0 Rank: Your power has a 10% insight bonus.
1st Rank: Your power has a 20% insight bonus.
2nd Rank: -5% to Epic Magic Costs.
3rd Rank: Your power has a 30% insight bonus.
4th Rank: Your power has a 40% insight bonus.
5th Rank: -10% to Epic Magic Costs.
6th Rank: Your power has a 50% insight bonus.
7th Rank: Your power has a 60% insight bonus.
8th Rank: -15% to Epic Magic Costs.
9th Rank: Your power has a 70% insight bonus.
10th Rank: Your power has a 80% insight bonus.
11th Rank: -20% to Epic Magic Costs.
12th Rank: Your power has an 90% insight bonus.
13th Rank: Your power has a 100% insight bonus.
14th Rank: -25% to Epic Magic Costs.
15th Rank: Your PC gains 1 Divine Rank. NPCs are considered divine rank 0.
16th Rank: Your PC gains 1 Divine Rank.
17th Rank: Your PC gains 1 Divine Rank. NPCs are considered divine rank 1.
18th Rank: Your PC gains 1 Divine Rank.
19th Rank: Your PC gains 1 Divine Rank. NPCs are considered Divine rank 2.
20th Rank: Your Power gains unavoidable Scry 1/turn.
Biology and Medicine
Divine/Science
0 Rank: Resist Common Disease 5%.
1st Rank: Resist Common Disease 10%. Resist Taint 5%
2nd Rank: Resist Common Disease 20%. Resist Taint 10%.
3rd Rank: Resist Common Disease 30%. Resist Taint 15%.
4th Rank: Resist Common Disease 40%. Resist Taint 20%.
5th Rank: Resist Common Disease 50%. Resist Blight 5%. Resist Taint 25%.
6th Rank: Resist Common Disease 60%. Resist Blight 10%. Resist Taint 30%.
7th Rank: Resist Common Disease 70%. Resist Blight 20%. Resist Taint 35%.
8th Rank: Resist Common Disease 80%. Resist Blight 30%. Resist Taint 40%.
9th Rank: Resist Common Disease 90%. Resist Blight 40%. Resist Taint 45%.
10th Rank: Resist Common Disease 100%. Resist Blight 50%. Resist Magic Disease 5%. Resist Taint 50%.
11th Rank: Resist Blight 60%. Resist Magic Disease 10%. Resist Taint 55%.
12th Rank: Resist Blight 70%. Resist Magic Disease 20%. Resist Taint 60%.
13th Rank: Resist Blight 80%. Resist Magic Disease 30%. Resist Taint 65%.
14th Rank: Resist Blight 90%. Resist Magic Disease 40%. Resist Taint 70%.
15th Rank: Resist Blight 100%. Resist Magic Disease 50%. Resist Taint 75%.
16th Rank: Resist Magic Disease 60%. Resist Taint 80%.
17th Rank: Resist Magic Disease 70%. Resist Taint 85%.
18th Rank: Resist Magic Disease 80%. Resist Taint 90%.
19th Rank: Resist Magic Disease 90%. Resist Taint 95%.
20th Rank: Resist Magic Disease 100%. Resist Taint 100%.
Mathematics
Science
0 Rank: No Bonus
1st Rank: +1 Years/turn.
2nd Rank: +2 IR/turn.
3rd Rank: +3 PL/turn.
4th Rank: +2 Years/turn.
5th Rank: +4 IR/turn.
6th Rank: +6 PL/turn.
7th Rank: +3 Years/turn.
8th Rank: +6 IR/turn.
9th Rank: +9 PL/turn.
10th Rank: +4 Years/turn.
11th Rank: +8 IR/turn.
12th Rank: +12 PL/turn.
13th Rank: +5 Years/turn.
14th Rank: +10 IR/turn.
15th Rank: +15 PL/turn.
16th Rank: +6 Years/turn.
17th Rank: +12 IR/turn.
18th Rank: +18 PL/turn.
19th Rank: +7 Years/turn.
20th Rank: +14 IR/turn.
Physics
Science
0 Rank: Costs 5 Points to raise 1 IR point.
1st Rank: +5 Years.
2nd Rank: +1 Attack Bonus to Mechanical Traps.
3rd Rank: +5 Years.
4th Rank: +1 Attack Bonus vs. Castles.
5th Rank: +5 Years.
6th Rank: Costs 4 Points to raise 1 IR point.
7th Rank: +5 Years.
8th Rank: +2 Attack Bonus to Mechanical Traps.
9th Rank: +5 Years.
10th Rank: +2 Attack Bonus vs. Castles.
11th Rank: +5 Years.
12th Rank: Costs 3 Points to raise 1 IR point.
13th Rank: +5 Years.
14th Rank: +3 Attack Bonus to Mechanical Traps.
15th Rank: +5 Years.
16th Rank: +3 Attack Bonus vs. Castles.
17th Rank: +5 Years.
18th Rank: Costs 2 Points to raise 1 IR point.
19th Rank: +5 Years.
20th Rank: +4 Attack Bonus to Mechanical Traps.
Geography
Divine/Science
0 Rank: No Bonus.
1st Rank: +1 Defense Bonus to Natural Fortifications.
2nd Rank: +5 IR points.
3rd Rank: +1 Defense Bonus to Castles.
4th Rank: +5 IR points.
5th Rank: +1 Attack Bonus vs. Natural Fortifications.
6th Rank: +5 IR points.
7th Rank: +2 Defense Bonus to Castles.
8th Rank: +5 IR points.
9th Rank: +2 Defense Bonus to Natural Fortifications.
10th Rank: +5 IR points.
11th Rank: +3 Defense Bonus to Castles.
12th Rank: +5 IR points.
13th Rank: +2 Attack vs. Natural Fortifications.
14th Rank: +5 IR points.
15th Rank: +4 Defense Bonus to Castles.
16th Rank: +5 IR points.
17th Rank: +3 Defense Bonus to Natural Fortifications.
18th Rank: +5 IR points.
19th Rank: +5 Defense Bonus to Castles.
20th Rank: +5 IR points.
Mechanics
Science
0 Rank: 3 Free Traps/turn.
1st Rank: +5 PL.
2nd Rank: +1 IR point.
3rd Rank: +3 PL/turn.
4th Rank: 6 Free Traps/turn.
5th Rank: +5 PL.
6th Rank: +3 IR points.
7th Rank: +6 PL/turn.
8th Rank: 9 Free Traps/turn.
9th Rank: +5 PL.
10th Rank: +5 IR points.
11th Rank: +9 PL/turn.
12th Rank: 12 Free Traps/turn.
13th Rank: +5 PL.
14th Rank: +7 IR points.
15th Rank: +12 PL/turn.
16th Rank: 15 Free Traps/turn.
17th Rank: +5 PL.
18th Rank: +9 IR points.
19th Rank: +15 PL/turn.
20th Rank: 18 Free Traps/turn.
Engineering
Science
0 Ranks: Traps can be purchased for 5 PL.
1st Rank: Heavy Units (+1/+1) can be purchased for 10 PL.
2nd Rank: +5 PL.
3rd Rank: +3 IR points. +3 PL.
4th Rank: Traps can be purchased for 4 PL.
5th Rank: Heavy Units (+2/+1) can be purchased for 8 PL.
6th Rank. +5 PL.
7th Rank: +3 IR points. +3 PL.
8th Rank: Traps can be purchased for 3 PL.
9th Rank: Heavy Units (+2/+2) can be purchased for 6 PL.
10th Rank: +5 PL.
11th Rank: +3 IR points. +3 PL.
12th Rank: Traps can be purchased for 2 PL.
13th Rank: Heavy Units (+3/+2) can be purchased for 4 PL.
14th Rank: +5 PL.
15th Rank: +3 IR. +3 PL.
16th Rank: Traps can be purchased for 1 PL.
17th Rank: Heavy Units (+3/+3) can be purchased for 2 PL.
18th Rank: +5 PL.
19th Rank: +3 IR. +3 PL.
20th Rank: Two Traps can be purchased for 1 PL.
Manufacturing
Arcane/Science
0 Ranks: No Bonus.
1st Rank: +1 IR to all territories with at least 1 point of IR.
2nd Rank: +1 PL/turn.
3rd Rank: -5% to artifact costs.
4th Rank: +2 IR to all territories with at least 3 points of IR.
5th Rank: +3 PL/turn.
6th Rank: -10% to artifact costs.
7th Rank: +3 IR to all territories with at least 6 points of IR.
8th Rank: +6 PL/turn.
9th Rank: -15% to artifact costs.
10th Rank: +4 IR to all territories with at least 10 points of IR.
11th Rank: +10 PL/turn.
12th Rank: -20% to artifact costs.
13th Rank: +5 IR to all territories with at least 15 points of IR.
14th Rank: +15 PL/turn.
15th Rank: -25% to artifact costs.
16th Rank: +21 PL/turn.
17th Rank: +6 IR to all territories with at least 21 points of IR.
18th Rank: -30% to artifact costs.
19th Rank: +28 PL/turn.
20th Rank: +7 IR to all territories with at least 28 points of IR.
Advanced Civilizations
After a power has gained 50 research feats, and advanced to the year 2000, that power gains the ability to access advanced technology and develop incredibly cultured and diverse civilizations. The power of Advanced Technology develops in the same way as normal technology, however feats are gained at a much slower rate.
A player who wishes to gain a new Technology Feat from the old list is welcome to, for every 10 levels they advance. However, those advantages do not compare to those that Advanced Technology presents. That is why a power gains only one advanced tech feat every 30 levels of civilization. Powers that gain enough ranks in given schools can learn the most awesome and modest of technologies.
Advanced Technology (Years 2000+)
Construction, Power, Chemistry, Sociology, Computers, Biology, Physics, and Force Fields
Construction
Science
Examples: Anti-Missile Rockets, Reinforced Hulls, and Fighter Aircraft.
0 Rank: No Bonus
1st Rank: +10 PL/turn
2nd Rank: +10 IR/turn
3rd Rank: +1 Defense Tech Bonus
4th Rank: +20 PL/turn
5th Rank: +20 IR/turn
6th Rank: +2 Defense Tech Bonus.
7th Rank: +30 PL/turn
8th Rank: +30 IR/turn
9th Rank: +3 Defense Tech Bonus
10th Rank: Perfect Construction
Power
Arcane/Science
Examples: Freighters, Bombs, and Nuclear Powered Ships.
0 Rank: No Bonus
1st Rank: +1 Attack vs. Humanoids.
2nd Rank: +1 Attack vs. Monstrous Humanoids.
3rd Rank: +1 Attack vs. Outsiders.
4th Rank: +1 Attack vs. Undead.
5th Rank: +1 Attack Tech Bonus.
6th Rank: +2 Attack vs. Humanoids.
7th Rank: +2 Attack vs. Monstrous Humanoids.
8th Rank: +2 Attack vs. Outsiders.
9th Rank: +2 Attack vs. Undead.
10th Rank: +2 Attack Tech Bonus.
Chemistry
Science
Examples: Fuel Tanks, Missiles, Fuel Cells, and Titanium Armor.
0 Rank: No Bonus
1st Rank: +10 IR/turn.
2nd Rank: +10 PL/turn.
3rd Rank: +1 Attack Tech Bonus.
4th Rank: +20 IR/turn.
5th Rank: +20 PL/turn.
6th Rank: +2 Attack Tech Bonus.
7th Rank: +30 IR/turn.
8th Rank: +30 PL/turn.
9th Rank: +3 Attack Tech Bonus.
10th Rank: Perfect Chemistry
Sociology
Divine/Science
Examples: Military Academics.
0 Rank: No Bonus
1st Rank: Produce 10 PL at +1/+1 each turn.
2nd Rank: +5 IR points to all territories with at least 6 IR points.
3rd Rank: +1 PL per territory with at least 1 IR point.
4th Rank: Produce 20 PL at +1/+1 each turn.
5th Rank: +5 IR points to all territories with at least 6 IR points.
6th Rank: +1 PL per territory with at least 1 IR point.
7th Rank: Produce 30 PL at +1/+1 each turn.
8th Rank: +5 IR points to all territories with at least 6 IR points.
9th Rank: +1 PL per territory with at least 1 IR point.
10th Rank: Produce 30 PL/turn at +1/+1 each turn.
Computers
Examples: Electronic Computers.
0 Rank: No Bonus
1st Rank: +1 PL/turn.
2nd Rank: +3 PL/turn.
3rd Rank: +10 PL/turn.
4th Rank: +1/+1 Tech Bonus.
5th Rank: +15 PL/turn.
6th Rank: +21 PL/turn.
7th Rank: +28 PL/turn.
8th Rank: +2/+2 Tech Bonus.
9th Rank: +36 PL/turn.
10th Rank: +45 PL/turn.
Biology
Divine/Science
Examples: Biospheres, and Hydroponics Farms.
0 Rank: No Bonus
1st Rank: Regenerate 4 PL per turn.
2nd Rank: Regenerate 10 PL per turn.
3rd Rank: Regenerate 18 PL per turn.
4th Rank: Regenerate 28 PL per turn.
5th Rank: Regenerate 40 PL per turn.
6th Rank: Regenerate 60 PL per turn.
7th Rank: Regenerate 90 PL per turn.
8th Rank: Regenerate 140 PL per turn.
9th Rank: Regenerate 200 PL per turn.
10th Rank: Regenerate 300 PL per turn.
Physics
Science
Examples: Laser Cannons, Laser Rifles, and Space Scanners.
0 Rank: No Bonus
1st Rank: Scry at 50% 10/turn.
2nd Rank: +1 Attack Tech Bonus.
3rd Rank: +2 Attack Tech Bonus.
4th Rank: +1 PL/turn.
5th Rank: Scry at 60% 10/turn.
6th Rank: +1 Defense Tech Bonus.
7th Rank: +2 Defense Tech Bonus.
8th Rank: +3 PL/turn.
9th Rank: Scry at 70% 10/turn.
10th Rank: Perfect Physics
Force Fields
Arcane/Divine/Science
Examples: Class I Shields, ECM Jammers, and Mass Drivers.
0 Rank: No Bonus
1st Rank: Can create Mythals of 1st Level Spells. (Example: Detect Magic, Psionics, Science)
2nd Rank: +1 Defense Tech Bonus.
3rd Rank: Can create Mythals of 3rd Level Spells. (Example: Dispel Magic, Psionics, Science)
4th Rank: +2 Defense Tech Bonus.
5th Rank: Can create Mythals of 5th Level Spells. (Example: Dispel Chaos/Evil/Good/Law)
6th Rank: +3 Defense Tech Bonus.
7th Rank: Can create Mythals of 7th Level Spells. (Example: Greater Scrying, Holy Word, and Dictum).
8th Rank: +4 Defense Tech Bonus.
9th Rank: Can create Mythals of 9th Level Spells. (Example: Astral Projection, Gate, Storm of Vengeance.)
10th Rank: +5 Defense Tech Bonus.
Artifacts
Artifacts are created through expenditure of resources. Using the Epic Level Handbook, the following cost tables were created. Artifacts are created by spending the PL you generate from your IR scores. Every 1 point of PL you generate each turn can be turned into gold (36000 pieces) if you ever wish to. You should inform the moderator if you are creating an artifact before the turn begins. Players can ask for different variations from those listed here, and the Mod will supply you with a relatively accurate cost. You can pay for an artifact over many turns if you choose.
Offensive Character Bonus Costs
+1 Character Bonus = 720,000 gold
+2 Character Bonus = 980,000 gold
+3 Character Bonus = 1,280,000 gold
+4 Character Bonus = 1,620,000 gold
+5 Character Bonus = 2,000,000 gold
+6 Character Bonus = 2,420,000 gold
+7 Character Bonus = 2,880,000 gold
+8 Character Bonus = 3,380,000 gold
+9 Character Bonus = 3,920,000 gold
+10 Character Bonus = 4,500,000 gold
Offensive Army Bonus Costs
+1 Army Bonus = 5,120,000 gold
+2 Army Bonus = 5,780,000 gold
+3 Army Bonus = 6,480,000 gold
+4 Army Bonus = 7,220,000 gold
+5 Army Bonus = 8,000,000 gold
+6 Army Bonus = 8,820,000 gold
+7 Army Bonus = 9,680,000 gold
+8 Army Bonus = 10,580,000 gold
+9 Army Bonus = 11,520,000 gold
+10 Army Bonus = 12,500,000 gold
Defensive Character Bonus Costs
+1 Character Bonus = 360,000 gold
+2 Character Bonus = 490,000 gold
+3 Character Bonus = 640,000 gold
+4 Character Bonus = 810,000 gold
+5 Character Bonus = 1,000,000 gold
+6 Character Bonus = 1,210,000 gold
+7 Character Bonus = 1,440,000 gold
+8 Character Bonus = 1,690,000 gold
+9 Character Bonus = 1,960,000 gold
+10 Character Bonus = 2,250,000 gold
Defensive Army Bonus Costs
+1 Army Bonus = 2,560,000 gold
+2 Army Bonus = 2,890,000 gold
+3 Army Bonus = 3,240,000 gold
+4 Army Bonus = 3,610,000 gold
+5 Army Bonus = 4,000,000 gold
+6 Army Bonus = 4,410,000 gold
+7 Army Bonus = 4,840,000 gold
+8 Army Bonus = 5,290,000 gold
+9 Army Bonus = 5,760,000 gold
+10 Army Bonus = 6,250,000 gold
Examples of Other Bonuses
Engraves Epic Spells: +10
Control Weather: +9
Calling: +8
Suicidal Burst: +7
Scry: +6
Lucky: +5
Uncanny Escape: +4
Automatic Subversion: +3
Turning: +2
Taint: +1
Engraves Epic Spells
Offensive Army Bonus: All offensive epic spells can be cast an additional 1/turn for every 100 PL.
Defensive Army Bonus: All defensive epic spells can be cast an additional 1/turn for every 100 PL.
Offensive Character Bonus: The wielder can cast all offensive Epic spells 1/turn.
Defensive Character Bonus: The wielder can cast all defensive Epic spells 1/turn.
Control Weather
Offensive Army Bonus: The wielder can create and control constant 9th level weather affects within a few hundred miles of the artifact.
Defensive Army Bonus: The wielder is made completely immune to all weather, and his entire army resists the affects as well. Also, any natural disasters are completely resisted.
Offensive Character Bonus: The wielder is capable of fighting using the power of complete 9th level weather in his vacinity, providing many circumstantial benefits and causing many negative affects to anyone trying to attack him.
Defensive Character Bonus: The wielder can survive all types of natural disasters, and is immune to the affects of weather magic.
Calling
Offensive Army Bonus: The wielder can move his Armies freely from any one point to any other without error.
Defensive Army Bonus: The wielder can prevent anyone from summoning, teleporting, or otherwise moving around inside of controlled territory.
Offensive Character Bonus: The possessor of this artifact can summon up to 25 PL/turn during one combat. This PL disappears at the end of the combat it is summoned during. This PL also starts off with an initial +2/+0 bonus, and cannot make defense rolls.
Defensive Character Bonus: The possessor of this artifact. can summon up to 25 PL/turn during one combat. This PL disappears at the end of the combat it is sommoned during. This PL also starts off with an initial +0/+2 bonus, and cannot make attack rolls.
Suicidal Burst
Offensive Army Bonus: All units under the players control can be sent to Suicide combat. Such units get +20 to all normal attack rolls, and make two normal attack rolls with no bonus, but die immediately.
Defensive Army Bonus: All units under the players control can commit suicide to put up two +20 defense rolls, and get to make thier normal amount of defense rolls, but die immediately.
Offensive Character Bonus: The possessor of this artifact can commit suicide (destroying the artifact) to make 20 attack rolls at +20 each.
Defensive Character Bonus: The possessor of this artifact can commit suicide (destroying the artifact) to make 20 defense rolls at +20 each.
Scry
Offensive Army Bonus: Player gains Flawless Scry 1/turn or Good Scry (50%) 5/turn.
Defensive Army Bonus: Players power gains immunity to Good Scry, and 50% chance to resist Flawless Scry.
Offensive Character Bonus: Player can Good Scry 1/turn.
Defensive Character Bonus: Player gains immunity to scrying for one individual.
Lucky
Offensive Army Bonus: Your army makes two different sets of attack rolls each round, and gets the better one.
Defensive Army Bonus: Your army makes two different sets of defense rolls each round, and gets the better one.
Offensive Character Bonus: The bearer gets to make 5 sets of attack rolls each round, and takes the best one.
Defensive Character Bonus: The bearer gets to make 5 sets of defense rolls each round, and takes the best one.
Uncanny Escape
Offensive Army Bonus: Your army can prevent anyone from fleeing you in combat, unless they have Uncanny Escape (defense).
Defensive Army Bonus: Your army can flee at any point from a battle free of worry.
Offensive Character Bonus: The wielder of this artifact can prevent any 8 PL of units from fleeing him per PL under his control.
Defensive Character Bonus: The wielder of this artifact can flee even if slain 1/turn.
Automatic Subversion
Offensive Army Bonus: Your power can subvert enemies defeated by you at least 25% of the time.
Defensive Army Bonus: Your power is immune to subversion.
Offensive Character Bonus: This item subverts anyone who willingly takes the weapon (otherwise they get to attempt to defend themselves).
Defensive Character Bonus: This item prevents this unit from being subverted.
Turning
Offensive Army Bonus: All Units fighting against your power have a 10% chance to flee in terror and a 5% chance to join your cause.
Defensive Army Bonus: Your power can stop all enemies turning attempts without fail.
Offensive Character Bonus: All Units that directly confront this character have a 25% chance to flee in terror if their individual PL is less than that character, and the character has a 10% chance to convert units that would flee to his aid.
Defensive Character Bonus: This character is not subject to turning.
Taint
Offensive Army Bonus: If you choose, your power can use Maho to raise defeated foes as servants after defeating them, with a 10% chance per PL. If your power is a shadow lands power, you gain +5% to your normal subversion.
Defensive Army Bonus: Your power negates Maho and taint and causes a -25% chance to such subversion tactics.
Offensive Character Bonus: This character gains a 10% subversion chance to defeated foes. Shadow lands powers get a +5%.
Defensive Character Bonus: This character cannot be tainted by any means.
Epic Magic
Epic spells are loosely based on the Epic Level Handbook. All spells are subject to DM discretion. If you don't know how to create an epic spell using the rules, just describe something you want to do with magic and a player or the moderator should be available to help you create your spell.
Your total investment in Epic Magic is listed in the lists, and will be totaled. No other player will know what you are researching, simply that you did some research the previous turn.
Your Power can cast epic spells based on your PL. The Chance that an epic spell will succeed is based on your total PL. If a player has a PL of 200, then they have a 100% chance to cast any Epic Spells up to a DC of 200. Also, you can only cast your Epic spell 1/turn per 100 PL you control. This limits the use of epic spells, but allows a player to create spells with DCs of incredible magnitude and allows for some amazing effects. Mitigating factors are subject to DM approval (time factors are more likely to be allowed than others, subject to discretion).
How to do it: First, think about your spell as if it was a real affect, and then try and make it come out through the rules. I listed all of the Spell Seeds, and their base DC for everyone. Those are good starting points for telling the moderator what kind of spell you want to cast. Describe to the Moderator how your spell is affected by each spell seed you choose to combine. If you own an Epic Level Handbook you can do even more by adding specific affects to your spells.
Epic Mitigating Factors
(The increasing time increments stack)
Increase Casting time to 1 round of IR combat = -10
Increase Casting time to 1 month in the IR = -20
Increase Casting time to 3 months in the IR = -30
Increase Casting time to 6 months in the IR = -40
Increase Casting time to 1 turn = -50
Cause 1 PL of damage to your own power = -1
Cause 1 Level of damage to a PC or NPC = -1
Using a Minor Ad-Hock Mitigating Factor = -10, -20, -30
Using a Major Ad-Hock Mitigating Factor = (Cost is 10%, 20%, or 50% of it's original cost)
Making the Spell 1 time use only, ever = -50 DC
Adding dispellable permanency = x5
Adding undispellable permanency = x5 (stacks with dispellable cost)
Adding pierces undispellable permanency = x5 (for attack spells mostly)
Taint
Taint is the force of corruption that can turn your units into horribly disfigured zombies and truly dangerous Akutenshi. Your power can control tainted units and cure them with epic spells designed to do just that. Initially, only Shadowlands powers can control tainted PL. Taint is accumulated by failing to prepare for combat with tainted powers, or though the use of Maho Magic. You will be informed if your power has any tainted PL, including information on how many PL and how much taint.
Taint Effects
Taint 1 = No Effect. Units with this taint score are likely sick, but not dangerous.
Taint 2 = No Effect. Units with this taint score are likely very sick, but not dangerous.
Taint 3 = No Effect. Units with this taint score are diseased, but not dangerous.
Taint 4 = Units under this affect suffer a -1/-1 penalty, and are exceptionally ill.
Taint 5 = Such units are Blighted, and suffer a -2/-2 penalty.
Taint 6 = Taint as deep as this causes units to refuse to work for most powers.
Taint 7 = This is almost to the point of true corruption, such units fight back unless restrained.
Taint 8 = Forces with this much taint are under the affects of complete madness, and will attempt to get to the nearest power that can control them.
Taint 9 = Horribly, such units will seek to join the nearest player that can control them.
Taint 10 = People under this degree of taint must be killed or will join the shadow lands (cannot be cured because they will try to resist healing spells).
How Combat Works
Surprise Rounds
The surprise round occurs if a player truly attacks out of nowhere. Everyone has a 5% chance of avoiding this (improvable through research) and PCs are immune. During a surprise round, only one side makes attack rolls, and the opposing side rolls defense.
1st Normal Round
During a normal round, two or more powers are involved in a fight. The moderator rolls one 6-sided die as an attack and a defense for every PL that is involved. Any roll of 6 or greater results in an attack. Next, both sides roll defense. All rolls of 6 or greater count as a defense, and blocks attack on a 1 for 1 basis. However, attack rolls that are higher than 6 require a defense that is higher than 6.
2nd Normal Round (and others)
The moderator gives a summary without actually stating any numbers for either player. After a summery is made, players can continue to fight it out, change their style and tactics, retreat, or anything else they can really do. Damage is dealt, and if the players continue to battle, the moderator will roll again.
Combat as a Whole
Sometimes having specific targets, like certain NPCs, PCs, cities, and castles can aid your side. These specifics are taken into account, and the moderator takes these things into consideration. The more thought out a plan, the better the results.
Power Levels
A power level is the basic measurement of power in the IR. There are different representations of a power level, but for the purposes of the IR, all power levels are considered equal. Power levels represent combat strength. It is important to understand the variety of Power Levels that exist in order to best understand the game.
Some power levels represent entire military units with thousands of men. Some power levels represent the strength of a small group of elite soldiers. Other power levels represent only a fraction of the power of a great individual.
Character Levels as Power Levels
1 PL = 12,800 1st level commoners wearing padded armor, a wooden shield, and a simple weapon
1 PL = 6400 1st level warriors wearing studded leather, a wooden shield, and a martial weapon
1 PL = 320 1st or 2nd level characters wearing ashigaru armor and wielding a martial weapon
1 PL = 160 3rd or 4th level characters wearing ashigaru armor and wielding a martial weapon
1 PL = 80 5th or 6th level characters wearing light or medium armor and with some masterwork weapons
1 PL = 40 7th or 8th level characters wearing medium or heavy armor and with many masterwork weapons
1 PL = 2 8th or 9th level characters wearing standard equipment for their levels
1 PL = 1 10th - 14th level character wearing standard equipment for his/her level
2 PL = 1 15th - 19th level character wearing standard equipment for his/her level
3 PL = 1 20th - 24th level character wearing standard equipment for his/her level
4 PL = 1 25th - 29th level character wearing standard equipment for his/her level
+1 PL for every 5 levels after 25th
Creature Hit Dice as Power Levels
5 PL = One creature with 73-80 HD
4 PL = One Creature with 64-72 HD
3 PL = One creature with 57-64 HD
2 PL = One creature with 49-56 HD
1 PL = One creature with 33-48 HD
1 PL = 2 creatures with 25-32 HD each
1 PL = 40 creatures with 17-24 HD each
1 PL = 80 creatures with 9-16 HD each
1 PL = 160 creatures with 7-8 HD each
1 PL = 320 creatures with 5-6 HD each
1 PL = 6,400 creatures with 3-4 HD each
1 PL = 12,800 creatures with 1-2 HD each
+1 PL for every 8 HD after 80th
Power Levels as Resources
1 PL = 32,000 Gold Pieces
1 PL = 80 Masterwork Katanas
1 PL = 64 Pounds of Mithral
1 PL = 48 Pounds of Adamantium
1 PL = 8 Pearls of Power (2nd Level)
1 PL = A Single +6 Weapon
Power Levels as Enhancements or Damage (for 1 character)
1 PL = 5 Character Levels beyond 10th
1 PL = 64 Points of Strength
1 PL = 32 Bonus Hit Dice (d8s)
-1 PL = 32 Damage Dice (d8s)
-1 PL = 64 Points of Ability Damage
-1 PL = 8 Negative Levels (Not permanent Level Loss)
Industrial Ratings
Industrial ratings represent the rate of production available to a power. Your IR for each city, town, clan family, and other unit represents the rate at which new units are trained, and new resources acquired and refined. A power that can successfully put together a strong IR will have the advantage of a strong PL backing.
Large cities and powerful families have high IR ratings, representing how fast you can produce new PL. The chart below lists the rate at which a particular IR rating will generate PL.
Industrial Ratings and PL
1 IR = 1 PL per turn
3 IR = 2 PL per turn
6 IR = 3 PL per turn
10 IR = 4 PL per turn
15 IR = 5 PL per turn
21 IR = 6 PL per turn
28 IR = 7 PL per turn
36 IR = 8 PL per turn
45 IR = 9 PL per turn
55 IR = 10 PL per turn
x (1/2x + 0.5) = IR requirement
x = PL per turn
You can improve the Industrial rating of anything that already has an Industrial rating of 0 or more. Simply paying a certain amount of PL in order to advance a territories IR will help to improve your economy and military at the same time.
To buy 1 IR Point, set aside 5 PL.
You can create new territories by paying a 25 PL initial Fee. This territory has an initial IR rank of 1.Forming new cities is not as profitable as fortifying those that already exist, however in the long run it can be a great bonus.
Creating New Locations
25 PL = Initial IR 1
35 PL = Initial IR 3
60 PL = Initial IR 6
80 PL = Initial IR 10
105 PL = Initial IR 15
135 PL = Initial IR 21
Advancing Your Civilization
Culture, science, and power do not flow in the same hands. Developing your Civilization allows you to advance in both cultural and intellectual terms. Players with high ratings in Advanced Civilization will have incredible new ideas to use, based on the year they have advanced into.
In order to determine the number of years a player advances during a turn, you must assign a certain amount of PL. The chart below shows how many years you advance for a particular PL total assigned to Civilization Advancement. All players begin with their society being considered that of the year 1500. At the year 2000 new Advancement Criteria open up, allowing players to select from a variety of advanced technology feats.
Civilization advancement
1PL = 1 year
3 PL = 2 years
6 PL = 3 years
10 PL = 4 years
15 PL = 5 years
21 PL = 6 years
28 PL = 7 years
36 PL = 8 years
45 PL = 9 years
55 PL = 10 years
x (1/2x + 0.5) = PL investment required
Where x = the number of years of advancement
Normal Technology (Years 1500+)
Astronomy, Biology and Medicine, Mathematics, Physics, Geography, Mechanics, Engineering, Manufacturing
Astronomy
Divine/Arcane/Science
0 Rank: Your power has a 10% insight bonus.
1st Rank: Your power has a 20% insight bonus.
2nd Rank: -5% to Epic Magic Costs.
3rd Rank: Your power has a 30% insight bonus.
4th Rank: Your power has a 40% insight bonus.
5th Rank: -10% to Epic Magic Costs.
6th Rank: Your power has a 50% insight bonus.
7th Rank: Your power has a 60% insight bonus.
8th Rank: -15% to Epic Magic Costs.
9th Rank: Your power has a 70% insight bonus.
10th Rank: Your power has a 80% insight bonus.
11th Rank: -20% to Epic Magic Costs.
12th Rank: Your power has an 90% insight bonus.
13th Rank: Your power has a 100% insight bonus.
14th Rank: -25% to Epic Magic Costs.
15th Rank: Your PC gains 1 Divine Rank. NPCs are considered divine rank 0.
16th Rank: Your PC gains 1 Divine Rank.
17th Rank: Your PC gains 1 Divine Rank. NPCs are considered divine rank 1.
18th Rank: Your PC gains 1 Divine Rank.
19th Rank: Your PC gains 1 Divine Rank. NPCs are considered Divine rank 2.
20th Rank: Your Power gains unavoidable Scry 1/turn.
Biology and Medicine
Divine/Science
0 Rank: Resist Common Disease 5%.
1st Rank: Resist Common Disease 10%. Resist Taint 5%
2nd Rank: Resist Common Disease 20%. Resist Taint 10%.
3rd Rank: Resist Common Disease 30%. Resist Taint 15%.
4th Rank: Resist Common Disease 40%. Resist Taint 20%.
5th Rank: Resist Common Disease 50%. Resist Blight 5%. Resist Taint 25%.
6th Rank: Resist Common Disease 60%. Resist Blight 10%. Resist Taint 30%.
7th Rank: Resist Common Disease 70%. Resist Blight 20%. Resist Taint 35%.
8th Rank: Resist Common Disease 80%. Resist Blight 30%. Resist Taint 40%.
9th Rank: Resist Common Disease 90%. Resist Blight 40%. Resist Taint 45%.
10th Rank: Resist Common Disease 100%. Resist Blight 50%. Resist Magic Disease 5%. Resist Taint 50%.
11th Rank: Resist Blight 60%. Resist Magic Disease 10%. Resist Taint 55%.
12th Rank: Resist Blight 70%. Resist Magic Disease 20%. Resist Taint 60%.
13th Rank: Resist Blight 80%. Resist Magic Disease 30%. Resist Taint 65%.
14th Rank: Resist Blight 90%. Resist Magic Disease 40%. Resist Taint 70%.
15th Rank: Resist Blight 100%. Resist Magic Disease 50%. Resist Taint 75%.
16th Rank: Resist Magic Disease 60%. Resist Taint 80%.
17th Rank: Resist Magic Disease 70%. Resist Taint 85%.
18th Rank: Resist Magic Disease 80%. Resist Taint 90%.
19th Rank: Resist Magic Disease 90%. Resist Taint 95%.
20th Rank: Resist Magic Disease 100%. Resist Taint 100%.
Mathematics
Science
0 Rank: No Bonus
1st Rank: +1 Years/turn.
2nd Rank: +2 IR/turn.
3rd Rank: +3 PL/turn.
4th Rank: +2 Years/turn.
5th Rank: +4 IR/turn.
6th Rank: +6 PL/turn.
7th Rank: +3 Years/turn.
8th Rank: +6 IR/turn.
9th Rank: +9 PL/turn.
10th Rank: +4 Years/turn.
11th Rank: +8 IR/turn.
12th Rank: +12 PL/turn.
13th Rank: +5 Years/turn.
14th Rank: +10 IR/turn.
15th Rank: +15 PL/turn.
16th Rank: +6 Years/turn.
17th Rank: +12 IR/turn.
18th Rank: +18 PL/turn.
19th Rank: +7 Years/turn.
20th Rank: +14 IR/turn.
Physics
Science
0 Rank: Costs 5 Points to raise 1 IR point.
1st Rank: +5 Years.
2nd Rank: +1 Attack Bonus to Mechanical Traps.
3rd Rank: +5 Years.
4th Rank: +1 Attack Bonus vs. Castles.
5th Rank: +5 Years.
6th Rank: Costs 4 Points to raise 1 IR point.
7th Rank: +5 Years.
8th Rank: +2 Attack Bonus to Mechanical Traps.
9th Rank: +5 Years.
10th Rank: +2 Attack Bonus vs. Castles.
11th Rank: +5 Years.
12th Rank: Costs 3 Points to raise 1 IR point.
13th Rank: +5 Years.
14th Rank: +3 Attack Bonus to Mechanical Traps.
15th Rank: +5 Years.
16th Rank: +3 Attack Bonus vs. Castles.
17th Rank: +5 Years.
18th Rank: Costs 2 Points to raise 1 IR point.
19th Rank: +5 Years.
20th Rank: +4 Attack Bonus to Mechanical Traps.
Geography
Divine/Science
0 Rank: No Bonus.
1st Rank: +1 Defense Bonus to Natural Fortifications.
2nd Rank: +5 IR points.
3rd Rank: +1 Defense Bonus to Castles.
4th Rank: +5 IR points.
5th Rank: +1 Attack Bonus vs. Natural Fortifications.
6th Rank: +5 IR points.
7th Rank: +2 Defense Bonus to Castles.
8th Rank: +5 IR points.
9th Rank: +2 Defense Bonus to Natural Fortifications.
10th Rank: +5 IR points.
11th Rank: +3 Defense Bonus to Castles.
12th Rank: +5 IR points.
13th Rank: +2 Attack vs. Natural Fortifications.
14th Rank: +5 IR points.
15th Rank: +4 Defense Bonus to Castles.
16th Rank: +5 IR points.
17th Rank: +3 Defense Bonus to Natural Fortifications.
18th Rank: +5 IR points.
19th Rank: +5 Defense Bonus to Castles.
20th Rank: +5 IR points.
Mechanics
Science
0 Rank: 3 Free Traps/turn.
1st Rank: +5 PL.
2nd Rank: +1 IR point.
3rd Rank: +3 PL/turn.
4th Rank: 6 Free Traps/turn.
5th Rank: +5 PL.
6th Rank: +3 IR points.
7th Rank: +6 PL/turn.
8th Rank: 9 Free Traps/turn.
9th Rank: +5 PL.
10th Rank: +5 IR points.
11th Rank: +9 PL/turn.
12th Rank: 12 Free Traps/turn.
13th Rank: +5 PL.
14th Rank: +7 IR points.
15th Rank: +12 PL/turn.
16th Rank: 15 Free Traps/turn.
17th Rank: +5 PL.
18th Rank: +9 IR points.
19th Rank: +15 PL/turn.
20th Rank: 18 Free Traps/turn.
Engineering
Science
0 Ranks: Traps can be purchased for 5 PL.
1st Rank: Heavy Units (+1/+1) can be purchased for 10 PL.
2nd Rank: +5 PL.
3rd Rank: +3 IR points. +3 PL.
4th Rank: Traps can be purchased for 4 PL.
5th Rank: Heavy Units (+2/+1) can be purchased for 8 PL.
6th Rank. +5 PL.
7th Rank: +3 IR points. +3 PL.
8th Rank: Traps can be purchased for 3 PL.
9th Rank: Heavy Units (+2/+2) can be purchased for 6 PL.
10th Rank: +5 PL.
11th Rank: +3 IR points. +3 PL.
12th Rank: Traps can be purchased for 2 PL.
13th Rank: Heavy Units (+3/+2) can be purchased for 4 PL.
14th Rank: +5 PL.
15th Rank: +3 IR. +3 PL.
16th Rank: Traps can be purchased for 1 PL.
17th Rank: Heavy Units (+3/+3) can be purchased for 2 PL.
18th Rank: +5 PL.
19th Rank: +3 IR. +3 PL.
20th Rank: Two Traps can be purchased for 1 PL.
Manufacturing
Arcane/Science
0 Ranks: No Bonus.
1st Rank: +1 IR to all territories with at least 1 point of IR.
2nd Rank: +1 PL/turn.
3rd Rank: -5% to artifact costs.
4th Rank: +2 IR to all territories with at least 3 points of IR.
5th Rank: +3 PL/turn.
6th Rank: -10% to artifact costs.
7th Rank: +3 IR to all territories with at least 6 points of IR.
8th Rank: +6 PL/turn.
9th Rank: -15% to artifact costs.
10th Rank: +4 IR to all territories with at least 10 points of IR.
11th Rank: +10 PL/turn.
12th Rank: -20% to artifact costs.
13th Rank: +5 IR to all territories with at least 15 points of IR.
14th Rank: +15 PL/turn.
15th Rank: -25% to artifact costs.
16th Rank: +21 PL/turn.
17th Rank: +6 IR to all territories with at least 21 points of IR.
18th Rank: -30% to artifact costs.
19th Rank: +28 PL/turn.
20th Rank: +7 IR to all territories with at least 28 points of IR.
Advanced Civilizations
After a power has gained 50 research feats, and advanced to the year 2000, that power gains the ability to access advanced technology and develop incredibly cultured and diverse civilizations. The power of Advanced Technology develops in the same way as normal technology, however feats are gained at a much slower rate.
A player who wishes to gain a new Technology Feat from the old list is welcome to, for every 10 levels they advance. However, those advantages do not compare to those that Advanced Technology presents. That is why a power gains only one advanced tech feat every 30 levels of civilization. Powers that gain enough ranks in given schools can learn the most awesome and modest of technologies.
Advanced Technology (Years 2000+)
Construction, Power, Chemistry, Sociology, Computers, Biology, Physics, and Force Fields
Construction
Science
Examples: Anti-Missile Rockets, Reinforced Hulls, and Fighter Aircraft.
0 Rank: No Bonus
1st Rank: +10 PL/turn
2nd Rank: +10 IR/turn
3rd Rank: +1 Defense Tech Bonus
4th Rank: +20 PL/turn
5th Rank: +20 IR/turn
6th Rank: +2 Defense Tech Bonus.
7th Rank: +30 PL/turn
8th Rank: +30 IR/turn
9th Rank: +3 Defense Tech Bonus
10th Rank: Perfect Construction
Power
Arcane/Science
Examples: Freighters, Bombs, and Nuclear Powered Ships.
0 Rank: No Bonus
1st Rank: +1 Attack vs. Humanoids.
2nd Rank: +1 Attack vs. Monstrous Humanoids.
3rd Rank: +1 Attack vs. Outsiders.
4th Rank: +1 Attack vs. Undead.
5th Rank: +1 Attack Tech Bonus.
6th Rank: +2 Attack vs. Humanoids.
7th Rank: +2 Attack vs. Monstrous Humanoids.
8th Rank: +2 Attack vs. Outsiders.
9th Rank: +2 Attack vs. Undead.
10th Rank: +2 Attack Tech Bonus.
Chemistry
Science
Examples: Fuel Tanks, Missiles, Fuel Cells, and Titanium Armor.
0 Rank: No Bonus
1st Rank: +10 IR/turn.
2nd Rank: +10 PL/turn.
3rd Rank: +1 Attack Tech Bonus.
4th Rank: +20 IR/turn.
5th Rank: +20 PL/turn.
6th Rank: +2 Attack Tech Bonus.
7th Rank: +30 IR/turn.
8th Rank: +30 PL/turn.
9th Rank: +3 Attack Tech Bonus.
10th Rank: Perfect Chemistry
Sociology
Divine/Science
Examples: Military Academics.
0 Rank: No Bonus
1st Rank: Produce 10 PL at +1/+1 each turn.
2nd Rank: +5 IR points to all territories with at least 6 IR points.
3rd Rank: +1 PL per territory with at least 1 IR point.
4th Rank: Produce 20 PL at +1/+1 each turn.
5th Rank: +5 IR points to all territories with at least 6 IR points.
6th Rank: +1 PL per territory with at least 1 IR point.
7th Rank: Produce 30 PL at +1/+1 each turn.
8th Rank: +5 IR points to all territories with at least 6 IR points.
9th Rank: +1 PL per territory with at least 1 IR point.
10th Rank: Produce 30 PL/turn at +1/+1 each turn.
Computers
Examples: Electronic Computers.
0 Rank: No Bonus
1st Rank: +1 PL/turn.
2nd Rank: +3 PL/turn.
3rd Rank: +10 PL/turn.
4th Rank: +1/+1 Tech Bonus.
5th Rank: +15 PL/turn.
6th Rank: +21 PL/turn.
7th Rank: +28 PL/turn.
8th Rank: +2/+2 Tech Bonus.
9th Rank: +36 PL/turn.
10th Rank: +45 PL/turn.
Biology
Divine/Science
Examples: Biospheres, and Hydroponics Farms.
0 Rank: No Bonus
1st Rank: Regenerate 4 PL per turn.
2nd Rank: Regenerate 10 PL per turn.
3rd Rank: Regenerate 18 PL per turn.
4th Rank: Regenerate 28 PL per turn.
5th Rank: Regenerate 40 PL per turn.
6th Rank: Regenerate 60 PL per turn.
7th Rank: Regenerate 90 PL per turn.
8th Rank: Regenerate 140 PL per turn.
9th Rank: Regenerate 200 PL per turn.
10th Rank: Regenerate 300 PL per turn.
Physics
Science
Examples: Laser Cannons, Laser Rifles, and Space Scanners.
0 Rank: No Bonus
1st Rank: Scry at 50% 10/turn.
2nd Rank: +1 Attack Tech Bonus.
3rd Rank: +2 Attack Tech Bonus.
4th Rank: +1 PL/turn.
5th Rank: Scry at 60% 10/turn.
6th Rank: +1 Defense Tech Bonus.
7th Rank: +2 Defense Tech Bonus.
8th Rank: +3 PL/turn.
9th Rank: Scry at 70% 10/turn.
10th Rank: Perfect Physics
Force Fields
Arcane/Divine/Science
Examples: Class I Shields, ECM Jammers, and Mass Drivers.
0 Rank: No Bonus
1st Rank: Can create Mythals of 1st Level Spells. (Example: Detect Magic, Psionics, Science)
2nd Rank: +1 Defense Tech Bonus.
3rd Rank: Can create Mythals of 3rd Level Spells. (Example: Dispel Magic, Psionics, Science)
4th Rank: +2 Defense Tech Bonus.
5th Rank: Can create Mythals of 5th Level Spells. (Example: Dispel Chaos/Evil/Good/Law)
6th Rank: +3 Defense Tech Bonus.
7th Rank: Can create Mythals of 7th Level Spells. (Example: Greater Scrying, Holy Word, and Dictum).
8th Rank: +4 Defense Tech Bonus.
9th Rank: Can create Mythals of 9th Level Spells. (Example: Astral Projection, Gate, Storm of Vengeance.)
10th Rank: +5 Defense Tech Bonus.
Artifacts
Artifacts are created through expenditure of resources. Using the Epic Level Handbook, the following cost tables were created. Artifacts are created by spending the PL you generate from your IR scores. Every 1 point of PL you generate each turn can be turned into gold (36000 pieces) if you ever wish to. You should inform the moderator if you are creating an artifact before the turn begins. Players can ask for different variations from those listed here, and the Mod will supply you with a relatively accurate cost. You can pay for an artifact over many turns if you choose.
Offensive Character Bonus Costs
+1 Character Bonus = 720,000 gold
+2 Character Bonus = 980,000 gold
+3 Character Bonus = 1,280,000 gold
+4 Character Bonus = 1,620,000 gold
+5 Character Bonus = 2,000,000 gold
+6 Character Bonus = 2,420,000 gold
+7 Character Bonus = 2,880,000 gold
+8 Character Bonus = 3,380,000 gold
+9 Character Bonus = 3,920,000 gold
+10 Character Bonus = 4,500,000 gold
Offensive Army Bonus Costs
+1 Army Bonus = 5,120,000 gold
+2 Army Bonus = 5,780,000 gold
+3 Army Bonus = 6,480,000 gold
+4 Army Bonus = 7,220,000 gold
+5 Army Bonus = 8,000,000 gold
+6 Army Bonus = 8,820,000 gold
+7 Army Bonus = 9,680,000 gold
+8 Army Bonus = 10,580,000 gold
+9 Army Bonus = 11,520,000 gold
+10 Army Bonus = 12,500,000 gold
Defensive Character Bonus Costs
+1 Character Bonus = 360,000 gold
+2 Character Bonus = 490,000 gold
+3 Character Bonus = 640,000 gold
+4 Character Bonus = 810,000 gold
+5 Character Bonus = 1,000,000 gold
+6 Character Bonus = 1,210,000 gold
+7 Character Bonus = 1,440,000 gold
+8 Character Bonus = 1,690,000 gold
+9 Character Bonus = 1,960,000 gold
+10 Character Bonus = 2,250,000 gold
Defensive Army Bonus Costs
+1 Army Bonus = 2,560,000 gold
+2 Army Bonus = 2,890,000 gold
+3 Army Bonus = 3,240,000 gold
+4 Army Bonus = 3,610,000 gold
+5 Army Bonus = 4,000,000 gold
+6 Army Bonus = 4,410,000 gold
+7 Army Bonus = 4,840,000 gold
+8 Army Bonus = 5,290,000 gold
+9 Army Bonus = 5,760,000 gold
+10 Army Bonus = 6,250,000 gold
Examples of Other Bonuses
Engraves Epic Spells: +10
Control Weather: +9
Calling: +8
Suicidal Burst: +7
Scry: +6
Lucky: +5
Uncanny Escape: +4
Automatic Subversion: +3
Turning: +2
Taint: +1
Engraves Epic Spells
Offensive Army Bonus: All offensive epic spells can be cast an additional 1/turn for every 100 PL.
Defensive Army Bonus: All defensive epic spells can be cast an additional 1/turn for every 100 PL.
Offensive Character Bonus: The wielder can cast all offensive Epic spells 1/turn.
Defensive Character Bonus: The wielder can cast all defensive Epic spells 1/turn.
Control Weather
Offensive Army Bonus: The wielder can create and control constant 9th level weather affects within a few hundred miles of the artifact.
Defensive Army Bonus: The wielder is made completely immune to all weather, and his entire army resists the affects as well. Also, any natural disasters are completely resisted.
Offensive Character Bonus: The wielder is capable of fighting using the power of complete 9th level weather in his vacinity, providing many circumstantial benefits and causing many negative affects to anyone trying to attack him.
Defensive Character Bonus: The wielder can survive all types of natural disasters, and is immune to the affects of weather magic.
Calling
Offensive Army Bonus: The wielder can move his Armies freely from any one point to any other without error.
Defensive Army Bonus: The wielder can prevent anyone from summoning, teleporting, or otherwise moving around inside of controlled territory.
Offensive Character Bonus: The possessor of this artifact can summon up to 25 PL/turn during one combat. This PL disappears at the end of the combat it is summoned during. This PL also starts off with an initial +2/+0 bonus, and cannot make defense rolls.
Defensive Character Bonus: The possessor of this artifact. can summon up to 25 PL/turn during one combat. This PL disappears at the end of the combat it is sommoned during. This PL also starts off with an initial +0/+2 bonus, and cannot make attack rolls.
Suicidal Burst
Offensive Army Bonus: All units under the players control can be sent to Suicide combat. Such units get +20 to all normal attack rolls, and make two normal attack rolls with no bonus, but die immediately.
Defensive Army Bonus: All units under the players control can commit suicide to put up two +20 defense rolls, and get to make thier normal amount of defense rolls, but die immediately.
Offensive Character Bonus: The possessor of this artifact can commit suicide (destroying the artifact) to make 20 attack rolls at +20 each.
Defensive Character Bonus: The possessor of this artifact can commit suicide (destroying the artifact) to make 20 defense rolls at +20 each.
Scry
Offensive Army Bonus: Player gains Flawless Scry 1/turn or Good Scry (50%) 5/turn.
Defensive Army Bonus: Players power gains immunity to Good Scry, and 50% chance to resist Flawless Scry.
Offensive Character Bonus: Player can Good Scry 1/turn.
Defensive Character Bonus: Player gains immunity to scrying for one individual.
Lucky
Offensive Army Bonus: Your army makes two different sets of attack rolls each round, and gets the better one.
Defensive Army Bonus: Your army makes two different sets of defense rolls each round, and gets the better one.
Offensive Character Bonus: The bearer gets to make 5 sets of attack rolls each round, and takes the best one.
Defensive Character Bonus: The bearer gets to make 5 sets of defense rolls each round, and takes the best one.
Uncanny Escape
Offensive Army Bonus: Your army can prevent anyone from fleeing you in combat, unless they have Uncanny Escape (defense).
Defensive Army Bonus: Your army can flee at any point from a battle free of worry.
Offensive Character Bonus: The wielder of this artifact can prevent any 8 PL of units from fleeing him per PL under his control.
Defensive Character Bonus: The wielder of this artifact can flee even if slain 1/turn.
Automatic Subversion
Offensive Army Bonus: Your power can subvert enemies defeated by you at least 25% of the time.
Defensive Army Bonus: Your power is immune to subversion.
Offensive Character Bonus: This item subverts anyone who willingly takes the weapon (otherwise they get to attempt to defend themselves).
Defensive Character Bonus: This item prevents this unit from being subverted.
Turning
Offensive Army Bonus: All Units fighting against your power have a 10% chance to flee in terror and a 5% chance to join your cause.
Defensive Army Bonus: Your power can stop all enemies turning attempts without fail.
Offensive Character Bonus: All Units that directly confront this character have a 25% chance to flee in terror if their individual PL is less than that character, and the character has a 10% chance to convert units that would flee to his aid.
Defensive Character Bonus: This character is not subject to turning.
Taint
Offensive Army Bonus: If you choose, your power can use Maho to raise defeated foes as servants after defeating them, with a 10% chance per PL. If your power is a shadow lands power, you gain +5% to your normal subversion.
Defensive Army Bonus: Your power negates Maho and taint and causes a -25% chance to such subversion tactics.
Offensive Character Bonus: This character gains a 10% subversion chance to defeated foes. Shadow lands powers get a +5%.
Defensive Character Bonus: This character cannot be tainted by any means.
Epic Magic
Epic spells are loosely based on the Epic Level Handbook. All spells are subject to DM discretion. If you don't know how to create an epic spell using the rules, just describe something you want to do with magic and a player or the moderator should be available to help you create your spell.
Your total investment in Epic Magic is listed in the lists, and will be totaled. No other player will know what you are researching, simply that you did some research the previous turn.
Your Power can cast epic spells based on your PL. The Chance that an epic spell will succeed is based on your total PL. If a player has a PL of 200, then they have a 100% chance to cast any Epic Spells up to a DC of 200. Also, you can only cast your Epic spell 1/turn per 100 PL you control. This limits the use of epic spells, but allows a player to create spells with DCs of incredible magnitude and allows for some amazing effects. Mitigating factors are subject to DM approval (time factors are more likely to be allowed than others, subject to discretion).
How to do it: First, think about your spell as if it was a real affect, and then try and make it come out through the rules. I listed all of the Spell Seeds, and their base DC for everyone. Those are good starting points for telling the moderator what kind of spell you want to cast. Describe to the Moderator how your spell is affected by each spell seed you choose to combine. If you own an Epic Level Handbook you can do even more by adding specific affects to your spells.
Epic Mitigating Factors
(The increasing time increments stack)
Increase Casting time to 1 round of IR combat = -10
Increase Casting time to 1 month in the IR = -20
Increase Casting time to 3 months in the IR = -30
Increase Casting time to 6 months in the IR = -40
Increase Casting time to 1 turn = -50
Cause 1 PL of damage to your own power = -1
Cause 1 Level of damage to a PC or NPC = -1
Using a Minor Ad-Hock Mitigating Factor = -10, -20, -30
Using a Major Ad-Hock Mitigating Factor = (Cost is 10%, 20%, or 50% of it's original cost)
Making the Spell 1 time use only, ever = -50 DC
Adding dispellable permanency = x5
Adding undispellable permanency = x5 (stacks with dispellable cost)
Adding pierces undispellable permanency = x5 (for attack spells mostly)
Taint
Taint is the force of corruption that can turn your units into horribly disfigured zombies and truly dangerous Akutenshi. Your power can control tainted units and cure them with epic spells designed to do just that. Initially, only Shadowlands powers can control tainted PL. Taint is accumulated by failing to prepare for combat with tainted powers, or though the use of Maho Magic. You will be informed if your power has any tainted PL, including information on how many PL and how much taint.
Taint Effects
Taint 1 = No Effect. Units with this taint score are likely sick, but not dangerous.
Taint 2 = No Effect. Units with this taint score are likely very sick, but not dangerous.
Taint 3 = No Effect. Units with this taint score are diseased, but not dangerous.
Taint 4 = Units under this affect suffer a -1/-1 penalty, and are exceptionally ill.
Taint 5 = Such units are Blighted, and suffer a -2/-2 penalty.
Taint 6 = Taint as deep as this causes units to refuse to work for most powers.
Taint 7 = This is almost to the point of true corruption, such units fight back unless restrained.
Taint 8 = Forces with this much taint are under the affects of complete madness, and will attempt to get to the nearest power that can control them.
Taint 9 = Horribly, such units will seek to join the nearest player that can control them.
Taint 10 = People under this degree of taint must be killed or will join the shadow lands (cannot be cured because they will try to resist healing spells).
How Combat Works
Surprise Rounds
The surprise round occurs if a player truly attacks out of nowhere. Everyone has a 5% chance of avoiding this (improvable through research) and PCs are immune. During a surprise round, only one side makes attack rolls, and the opposing side rolls defense.
1st Normal Round
During a normal round, two or more powers are involved in a fight. The moderator rolls one 6-sided die as an attack and a defense for every PL that is involved. Any roll of 6 or greater results in an attack. Next, both sides roll defense. All rolls of 6 or greater count as a defense, and blocks attack on a 1 for 1 basis. However, attack rolls that are higher than 6 require a defense that is higher than 6.
2nd Normal Round (and others)
The moderator gives a summary without actually stating any numbers for either player. After a summery is made, players can continue to fight it out, change their style and tactics, retreat, or anything else they can really do. Damage is dealt, and if the players continue to battle, the moderator will roll again.
Combat as a Whole
Sometimes having specific targets, like certain NPCs, PCs, cities, and castles can aid your side. These specifics are taken into account, and the moderator takes these things into consideration. The more thought out a plan, the better the results.
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