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 Important Readme: Battle Dawn Preliminary Rules

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Judicator Kai
Ascendant, Scholar, BD OverGM.
Judicator Kai


Posts : 760
Join date : 2008-03-12
Location : Lost in Thought

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Important Readme:  Battle Dawn Preliminary Rules Left_bar_bleue500/10Important Readme:  Battle Dawn Preliminary Rules Empty_bar_bleue  (500/10)
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PostSubject: Important Readme: Battle Dawn Preliminary Rules   Important Readme:  Battle Dawn Preliminary Rules Icon_minitimeThu Mar 13, 2008 5:34 pm

These are the official rules for the Dawn of Battle or whatever AdWus is calling it.
That name is okay though...  even pretty cool sounding because it sets a mood.
Skull :guyit:                                               Cuckoo bird
Overall concept:  Guide Technollogy and aspects of culture through

Round one (See Aplicable post for polls applying to this)(Optional)
Technollogy: Archaeic
World:  Everyone on the same or people in specific subgroups
GMs, as always: Certified Admins (Yes, so far just Kai.  Haha, Just Kai...) Others apply if you want to play GM.  Please note that GMs play only NPC races.

Concept:  You design an ancient culture, fast-forwarding through a few speed rounds of nomadic fighting [equiv.  15000 B.C.E.] to get to a specific setting.  Cultures under your control will have very vague control in what you perceive as lesser conflicts and only total control in large battles.  
Crashes
In the very beginning it will be difficult to wholly obliderate another culture,  (forcing them to a different race and earning you resources) but you can, if skillful, cause an opponent's culture to crash.  Crashes will be supplied and administered by the GM, but can be triggered by the events within or without of a culture.  A crash sets some technollogy backwards and gives a strategic advantage to those ininvolved.  Crashes can be very severe, a plague or arsonist anarchists can destroy your very hard-earned knowledge or your valuable people.  

Conflict Tips

War and conflicts of other natures can be highly profitable and also a huge downfall leading to collapse.  Defense from war and other conflicts involves some sort of  annual practice of skills involved, otherwise you will be caught in some level of unpreparedness.

Tech and Sciences

Technollogy is a great tool and a difficult secret.  Tech will bring triumph, but tactics and numbers can be equally important.  No one other than GMs will  be provided with the tech tree, which is balanced in power with different paths having different advantages.
-Tech Paths at this level of play essentially goes to what weapons you equip your military with (which very rarely effects anything else).  

Culture and Styling:
  
Culture will give you different points and advances depending on its balance; because of the hypothetically infinite specific combinations of culture.  However, quantifiable features will be gleaned for bonus points, limited to a set number.
Adornments and specifics for your culture can be copied from the internet (if you make your own pictures upload to photobucket or similar, or for the seriously artsy, deviantart).  Specifics will not have much effect if you carefully manage your fighting style.
Fighting Styles will not be covered within the core rules... Just fighting skill.

Point Spending:  There currently is no point spending system for the tech tree.  If there is enought future demand for it I will finish one I have.  For now, trust the GM.

Be ready for the preliminary, it will gain you points, but it is more of a warm-up and a test to see who cares about what and gauge skill in different areas for balance and greater entertainment later.  Do not worry if you don't do well.  

For questions related to this, go to the poll, vote and ask.
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