Faction Turns

Scale: flexible relationship to time. Usually peace time is longer turn duration and less gets done (and less is risked) but war time speeds things up. Commonly 1 month war turns and 1 year peace turns. 


Versus Checks: Initiator rolls to reduce the used stat after using it

Resources - treasure or territory may be used in place of any roll but roll to reduce each time used this way 

Tech level - Versus between factions with different tech level give the higher tech faction an additional die of advantage in the roll for each tech level above the target

Standard Actions:

• Invest - roll to upgrade a faction stat

• Attack - attempt to take a position from the target. Might vs Might, if successful roll to increase territory for initiator and to to decrease territory for target

• Research - Sovereignty, After tech level turns of research roll to increase tech level and decrease all stats by 1

• Espionage - Attempt to lower target stat Influence vs Sovereignty

Special Actions:

  • Fund - Generate pixels = 10k x Treasure x Tech Level, then roll to reduce Treasure.

Legendary Faction Traits:
Similar to Legendary creatures, some rare factions are particularly powerful. Factions that reach Singularity tech level choose a trait if they do not already have one.

  • Hyper Strength - Might reduce checks are rolled with advantage
  • Hyper Dexterity - Two actions can be taken in the same turn if both have a roll to reduce, roll to reduce at disadvantage
  • Hyper Constitution -When targeted with Attack, roll the defending check with advantage
  • Hyper Intellect - if the first action fails in faction turns, a different action can be chosen and the first result ignored
  • Hyper Wisdom - When targeted with Espionage, roll the defending check with advantage
  • Hyper Charisma - Influence checks are rolled at advantage