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The Glyphstone
2017-08-12, 09:32 PM
Kingbreaker

No one is quite certain where the Overlord originally came from - even you, his longest-serving retainers, only encountered him after he had grown powerful. His voice has hints of a Keleshiite accent, indicating an origin somewhere to the east within the Keleshiite Empire, but he has never spoken of his past and no one has dared ask.

Wherever he's from, he spent that time amassing a phenomenal amount of arcane knowledge and power. Now he hungers to take the next step and begin his conquest of the lesser peoples, to make the world kneel at his feet and submit to his will. He has recruited his legions of terror, readied his war-beasts and siege engines, prepared his magical artifacts. Except...he's still not quite ready. That doomsday device needs a bit more tinkering before it's ready to use upon the feeble armies who will defy his might. His grandiose speech to be given to conquered kings and queens just doesn't have a strong enough ring to it in the latest revision. His armies could use just a few months more training before they can annihilate their foes. Of course, none of this is his fault - it's because of inferior materials that his weapon needs more work, no one can appreciate the peak of his literary genius, and if the hordes don't perform adequately it will be they who suffer as well. In his generous magnanimity though, he'll wait just a little bit longer until the moment to strike is perfect…

Enter you, his loyal Lieutenants. Left to his own devices, the Overlord will be dead of old age long before he ever actually starts conquering the world. And having hitched your stars to his, it's up to you to actually put the wheels in motion. You'll conquer the world in his name, using his resources, and in the process ensure your own success as well. And the less he knows about the whole thing, the harder it'll be for him to derail it all with indecision.




Might - The power and reach of your Overlord's forces. High Might makes it easier to crush your enemies and grow your influence. Analogous to a kingdom's Economy score.

Security - The ability of your Overlord's forces to fend off intruders. High Security makes it easier to catch spies, repel heroic adventurers, and root out disloyalty. Analogous to a kingdom's Stability score.

Stability - The tendency of your Overlord's forces to fight the enemy instead of each other. High Stability makes it easier to maintain varied types of minions at your command, and direct them more efficiently. Analogous to a kingdom's Loyalty score.

Infamy - How well-known and intimidating your Overlord's name is to others. Analogous to a kingdom's Size score.

Attention - How closely your Overlord is keeping tabs on you and his other minions, instead of remaining focused on his personal projects. Analogous to a kingdom's Unrest score (making him stop work to solve your problems for you is extremely hazardous).



Managing the Legions takes place at the beginning of each month, for simplicity's sake.

Each month, your Legions of Doom can be tasked with performing two missions, plus one additional mission per 5 points of permanent Infamy. Each task takes the same format, shown below:

Name:
Key Stat:
Target DC:
Success:
Failure:
Natural 1:
Natural 20:

When dispatching minions on a mission, roll 1d20+the listed Key Stat of your organization. If your total equals or beats the Target DC, gain the effect of a Success. Otherwise, take the penalties (if any) of a Failure. A natural 1 or 20 on the check is an automatic failure or success respectively, with an additional effect.

When dispatching missions, each PC Lieutenant must choose between Coordinating or Supervising the activities of their minions. A Lieutenant Coordinating minions adds one of their two most valuable stats (as listed in the role) to one of the two Key Stats described when making all mission rolls during the month, as well as any rolls made to resolve Random Events at the end of the month. Multiple Coordinators directing their attention to a Key Stat will stack the benefits. A Lieutenant who instead takes an active Supervisor role is personally overseeing a specific band of minions on their mission. They add their valued stat to the Key Stat roll as indicated on that mission even if it would not otherwise be a Key Stat they can boost, and provide Advantage on the success roll, but cannot add their bonus to any other missions or random events that month.




Loot And Pillage
Key Stat: Might
Target DC: 20
Success: Gain +1 Stability and an additional +1 Stability for each 10 points by which you beat the DC.
Failure: No effect.
Natural 1: Lose -1 Might from attacking well-guarded targets.
Natural 20: Gain +1 Infamy as word of your rampage spreads.

Conscription Drive
Key Stat: Infamy
Target DC: 20
Success: Gain +1 Might, and an additional +1 Might for each 10 points by which you beat the DC.
Failure: No effect.
Natural 1: Lose -1 Stability from disrupting existing chains of command.
Natural 20: Gain +1 Security from exceptionally loyal recruits.

Secure The Borders
Key Stat: Stability
Target DC: 20
Success: +1 Security, and an additional +1 Security for each 10 points by which you beat the DC.
Failure: No effect.
Natural 1: Lose -1 Security.
Natural 20: Gain +1 Stability.

Sow Terror
Key Stat: Might
Target DC: 20
Success: +1d6 temporary Infamy, lasting until the start of the next month.
Failure: No effect.
Natural 1: -1 Infamy, as your Legions fail to inspire anything but derisive laughter.
Natural 20: -1 Defiance to a bordering nation of your choice.

Raiding Parties
Key Stat: Might
Target DC: 25
Success: Deal 1d3 Threat damage to a target, and an additional 1d3 for each 10 points by which you beat the DC.
Failure: -1 Might.
Natural 1: -1 Security.
Natural 20: +1 Infamy.

Demoralization
Key Stat: Infamy
Target DC: 25
Success: Deal 1d3 Defiance damage to a target, and an additional 1d3 for each 10 points by which you beat the DC.
Failure: Increase the target nation's Defiance by 1.
Natural 1: Lose -1 Stability.
Natural 20: Deal the target 1 Threat damage.

Gather Tribute
Key Stat: Security
Target DC: 25
Success: Reduce Attention by 1.
Failure: No effect.
Natural 1: Increase Attention by 1.
Natural 20: Reduce attention by an additional 1.
Special: This mission cannot benefit from Coordinating. If you want something done right, you're better off doing it yourself.

Purge The Disloyal
Key Stat: Security
Target DC: 30
Success: Gain +1 Security/Stability, and an additional +1 Security/Stability for each 15 points by which you beat the DC.
Failure: No effect.
Natural 1: Lose -1 Might and gain +1 Attention.
Natural 20: Gain +1 Might.

Enhanced Training Regimen
Key Stat: Stability
Target DC: 30
Success: Gain +1 Might/Stability, and an additional +1 Might/Stability for each 15 points by which you beat the DC.
Failure: No effect.
Natural 1: Lose -1 Security and gain +1 Attention.
Natural 20: Gain +1 Security.

Encourage Competition
Key Stat: Might
Target DC: 30
Success: Gain +1 Might/Security, and an additional +1 Might/Security for each 15 points by which you beat the DC.
Failure: No effect.
Natural 1: Lose -1 Stability and gain +1 Attention.
Natural 20: Gain +1 Stability.




The Majordomo: Technically the Overlord's second-in-command, more practically the person in charge of keeping the Overlord happy and ignorant of any problems within his legion. She can improve Stability by threatening recalcitrant minions with becoming the Overlord's next test subject, or improve Might by lavishing minions with praise in the Overlord's name.
Her most valuable stat is Charisma. When a Majordomo is Coordinating legion activities, she reduces the first Attention increase that month by 1.

The Emissary: When an ultimatum must be delivered to an impending target, or negotiations conducted with a potential ally, this is the man to do it. He can improve Stability by spreading propaganda amongst the Overlord's followers, or improve Infamy by spreading word of the Overlord's ruthless reputation. His both valuable stats are Wisdom or Charisma. An Emissary can forgo Advantage when Supervising a mission to reduce the Defiance of a selected neighboring territory if successful.

The Hordemaster: If the orcs and kobolds are feuding with each other, or if the ogres are snacking on too many goblins, it's the Hordemaster's job to keep them and all the other humanoid minions in line. She can improve Might by stoking their aggression to unleash in savage battle, or improve Stability by drilling and disciplining them into an organized army of terror. Her most valuable stats are Strength or Charisma. A Hordemaster can forgo Advantage when Supervising a mission to increase Might by 1 if successful.

The Monster Tamer: Someone has to check the owlbear traps in the forest, make sure the cryohydras are fed eight times per day, and generally keep all of the more exotic creatures happy (or at least well-fed). He can improve Might by recruiting and training dangerous monsters to unleash on enemies, or improve Security by assigning extra monsters to guard duty. His most valuable stats are Strength or Wisdom. A Monster Tamer can forgo Advantage when Supervising a mission to increase Might by 1 if successful.

The Trapsmith: Giant boulders won't roll themselves back into place, and spiked pits need to be cleaned after every 'use', and it's the Trapsmith's job to ensure all the many lethal defenses protecting the Overlord are at peak function. She can improve Security by building and maintaining traps and hazards within the Overlord's dungeon and territory, or improve Infamy by constructing portable traps for minions to carry into hostile territory and make the natives afraid to step outside their homes. Her most valuable stats are Dexterity or Intelligence. A Trapsmith can forgo Advantage when Supervising a mission to increase Security by 1 if successful.

The Magister: Wizards and sorcerers are notoriously fickle, independent sorts. Evil wizards and sorcerers are even worse. The Magister is the only one capable of forcing them to work in (relative) harmony to accomplish the Overlord's goals instead of getting sidetracked with their own projects. He can improve Might by directing them into the research and construction of offensive spells and items, or improve Security by setting magical wards and enchanted defenses. His most valuable stats are Intelligence or Charisma. A Magister can forgo Advantage when Supervising a mission to increase Security by 1 if successful.

The Hierarch: Evil priests and cultists squabble endlessly at the best of times, and without the Hierarch to serve as a neutral arbiter for their disputes and doctrinal conflicts, they would slaughter each other in short order. Instead, she keeps them united in supporting the Overlord in the name of their respective dark gods. She can improve Security by turning the gaze of her inquisitors inward to root out heresy and disloyalty, or improve Stability by proselytizing of a glorious future for their faithful under the Overlord's inevitable rulership. Her most valuable stats are Wisdom or Charisma. A Heirarch can forgo Advantage when Supervising a mission to increase Stability by 1 if successful.

The Quartermaster: No one appreciates the bean-counters and bureaucrats, but as the foremost among them, the Quartermaster knows who's really responsible for making sure the loot-laden caravans run on time. He can improve Might by directing extra resources to equip the troops with the best weapons and armor available, or improve Stability by distributing plunder among the minion as bonuses for a job well done. His most valuable stats are Intelligence or Wisdom. A Quartermaster can forgo Advantage when Supervising a mission to increase Stability by 1 if successful.

The Assassin: When it's in the Overlord's best interests to have a key target eliminated before (or after) they pose a threat to the legion's activities, she is the person you task with the job. She can improve Might by leaving enemy forces disorganized and leaderless, or improve Infamy by proving no one is beyond the Overlord's reach should he wish them dead. Her most valuable stats are Strength or Dexterity. An Assassin can forgo Advantage when Supervising a mission to convert one point of temporary Infamy into permanent Infamy if successful.

The Saboteur: Before a potential new conquest can be properly attacked and overrun, it must be softened up and crippled from within. The Saboteur incites rebellion, spreads disheartening rumors, and disrupts supply chains to win battles before the Overlord's armies even begin to march. He can improve Security by fomenting unrest and distrust between foes, or improve Infamy by actively sowing chaos in the Overlord's name. His most valuable stats are Dexterity or Charisma. A Saboteur can forgo Advantage when Supervising a mission to reduce a neighboring territory's Threat by 1 if successful.


Hostile territories have two stats: Threat and Defiance.

Threat reflects the enemy's martial+magical strength and ability to fight the Overlord's legions. A kingdom with a higher Threat than your Might rating cannot be challenged in open battle without catastrophic losses. One with a lower Threat than your Might rating can be raided and attacked at will. A kingdom whose Threat is half or less of your Might rating is vulnerable to outright conquest, and one whose Threat has been reduced to zero is utterly defenseless against whatever you do to it.

Defiance represents the enemy's courage and willingness to resist the Overlord. A kingdom with a higher Defiance than your Infamy rating will laugh away or ignore any demands that you might issue. One with a lower Defiance than your Infamy rating can be pressured or threatened, but will refuse unreasonable demands. A kingdom whose Defiance is half or less of your Infamy rating is on the verge of surrender, and one whose Defiance has been reduced to zero is utterly subservient to the Overlord's authority.

When a territory's Threat and/or Defiance is at or above half your Infamy and/or Might, the only way to reduce those pools is via the Raiding Parties and Demoralize minion actions. Below those thresholds, the two following special actions become available when Commanding The Legions:

March To Victory
Key Stat: Might
Target DC: 10+Enemy territory's current Threat*2
Success: Deal 1d6+1 Threat damage to the target, and an additional 1d6+1 Threat damage for each 10 points by which you exceed the DC.
Failure: Lose -1d6 Might, and you may take no further March To Victory actions this month.
Natural 1: Lose an additional -1d6 Might and gain +1 Attention.
Natural 20: This action does not count against your total actions this month.

Incite Rebellion
Key Stat: Infamy
Target DC: 10+Enemy territory's current Defiance*2
Success: Deal 1d6+1 Defiance damage to the target, and an additional 1d6+1 Defiance damage for each 10 points by which you exceed the DC.
Failure: Lose -1d6 Security, and you may take no further Incite Rebellion actions this month.
Natural 1: Lose an additional -1d6 Security and gain +1 Attention.
Natural 20: This action does not count against your total actions this month.

When a territory's Threat or Defiance is reduced entirely to 0, your forces can take control of it and annex it into your growing empire. Permanently increase your Infamy by 1/5 of the conquered territory's maximum Threat value, add +1d10 to each of your primary Legion stats, and reset your Attention score to 0.


The vast majority of the time, your Overlord whiles away his time in happy ignorance of whatever you are doing in his name, content to conduct horrific experiments and dark research. Repeated failures, unusually loud disruptions, or even intentionally disturbing his solitude can all cause him to start paying more active attention to your activities. This scrutiny is represented by the Attention stat, which starts at 0. Apply your current Attention value as a penalty to all Legion action rolls, as the possibility of getting stuck with the blame for an accident makes your minions uneasy. If the Attention value reaches 11, the Overlord drops what he's doing and comes out to restore order directly and extremely violently, reducing your Might, Security, and Stability ratings by half, and forcing all current Lieutenants to roll 1d20. On a 11+, that Lieutenant manages to deflect blame onto a lower-ranked subordinate - otherwise, they are killed, and must be Raised, Resurrected, or Reincarnated. Once the dust settles and the Overlord returns to his chambers, reset the Attention value to 0. Lieutenants suffer no long-term penalties from being made scapegoats for failure other than those mechanically inflicted by being returned to life; by the time the Overlord's attention is drawn again, he will have forgotten the previous incident entirely.

The Godzilla Option: In the event of some catastrophic disaster or mistake, the option of outright going to the Overlord and asking for help is always available. Doing so causes an immediate +2d6 increase to your Attention - if this brings the Attention stat above 11, the resultant rampage occurs after whatever issue is at hand has been dealt with.

The Glyphstone
2017-08-12, 09:47 PM
Random Event Table
Each month of play, generate (2?) random events to occur.

Roll 1d4:
1-Overlord Event
2-Internal Event
3-External Event
4-Miscellaneous Event

Note: When a neighboring territory is selected for an Event, randomly determine which territory is affected. Territories whose current Defiance and/or Threat are more than double your current Infamy, and have not been directly attacked yet, are ineligible for selection.

1: The Overlord's current experiment backfires horrifically. Amidst strange-colored smoke clouds and an absolutely hideous stench, the Overlord is now even more stressed and irate than usual. +1d3 Attention.
2-3: The Overlord is temporarily between projects, and gets curious. +1 Attention.
4-6: The Overlord has developed a new alchemical serum and wants to use the troops as test subjects. Gain +1d6 Strength from your newly enhanced soldiers, but increase Attention by half that amount (round up) as he demands reports on the assorted side effects.
7-9: The Overlord insists that the troops be rallied and listen to the latest draft of his grand victory proclamation. Gain +1d6 Stability as the direct attention of their master encourages the minions to behave, but increase Attention by half that amount (round up) as he requests feedback after the presentation.
10-11: Nothing happens.
12-14: The Overlord builds a small army of tiny golems that record what they see and hear to transmit back to him. Gain +1d6 Security from the construct scouts roaming around places the regular guards might overlook, but increase Attention by half that amount (round up) when he actually gets around to reviewing the footage.
15-17: The Overlord 'finishes' the newest iteration of his doomsday artifact and goes off to give it a live-fire test against the neighbors. Gain +1d3 Infamy from the shock and destruction of the attack, but increase Attention by +1d3 as he wants to observe the aftermath.
18-19: The Overlord is shut away working on his own projects. -1 Attention.
20: The Overlord leaves on some private matter to places unknown, and does not return for some time. When he does, he is highly distracted and mumbling anxiously to himself before vanishing into the lab. Decrease Attention by 1d3.


1: Ambitious underlings attempt a mutiny, and must be put down. Decrease Strength, Security, and Stability by 1 each. +1 Attention.
2: Poor sanitation wracks the legions with disease. Decrease Strength by 1.
3: Rumors of hidden traitors make the legions paranoid and distrustful of each other. Decrease Stability by 1.
4: Garbled orders leave potentially dangerous gaps in your patrol schedules. Decrease Security by 1.
5: A feud between two different legion factions threatens to break out into violence. Roll a Stability check against DC (Security +10). If you fail, decrease Strength by 1.
6: Adventurers sneak into your territory to sow chaos. Roll a Security check against DC (Strength+10). If you fail, decrease Stability by 1.
7: Unhappy legion members consider deserting in search of more immediate rewards. Roll a Strength check against DC (Stability +10). If you fail, decrease Security by 1.
8-9: Your border patrols engage in skirmishes with enemy scouts. Modify the Threat value of a neighboring territory by 1d3-2.
10-11: Nothing happens.
12-13: Spies within the legion are turned into double agents. Modify the Defiance value of a neighboring territory by 1d3-2.
14: Traps can reduce the manpower needed for border security, if the troops don't forget where the traps are. Roll a Security check against DC (Stability+10). If you succeed, increase Strength by 1.
15: More efficient patrol schedules could permit more leisure time for the troops. Roll a Strength check against DC (Security+10). If you succeed, increase Stability by 1.
16: Soldiers who trust their fellows can spot infiltrators more easily. Roll a Stability check against DC (Strength+10). If you succeed, increase Security by 1.
17: Your legions engage in war-games for training. Increase Strength by 1.
18: Fiery sermons from evil clerics inspire your legions to fight as one. Increase Stability by 1.
19: Mercenaries bolster your border patrols. Increase Security by 1.
20: Dark gods empower your legions with a divine blessing. Increase Strength, Security, and Stability by 1 each.



1: Extraplanar champions are summoned to the aid of a neighboring territory's troops, bolstering their strength and morale. Increase their Defiance and Threat by 1.
2-3: The leader of a neighboring territory makes an inspiring speech to rally the populace against the Overlord. Increase their Defiance by 1.
4-5: Military advisors in a neighboring territory train peasant militias to defend themselves against raids. +1 Threat
6-7: A wandering bard is spreading mocking and humiliating stories about the Overlord in a neighboring territory. Roll an Infamy check against DC (Defiance +10). If you fail, increase their Defiance by 1.
8-9: Envoys are being sent from a neighboring territory towards allied kingdoms to recruit additional forces against you. Roll an Infamy check against DC (Threat +10). If you fail, increase their Threat by 1.
10-11: Nothing Happens.
12-13: Properly coordinated raids against a neighboring territory will make your legions seem larger than they are and reduce enemy morale. Roll an Infamy check against DC (Defiance +10). If you succeed, reduce their Defiance by 1.
14-16: A neighboring territory's supply lines are vulnerable to ambushes and booby traps. Roll an Infamy check against DC (Threat +10). If you succeed, reduce their Threat by 1.
16-17: A prominent political figure in a neighboring territory can be blackmailed into supporting surrender. Reduce their Defiance by 1.
18-19: Supply caches in a neighboring territory are singled out for destruction, leaving their forces ill-equipped and hungry. Reduce their Threat by 1.
20: Key military leaders in a neighboring territory are replaced by disguised minions of the Overlord, sowing confusion. Reduce their Defiance and Threat by 1.



*1: An assassin of (CR=APL) targets a randomly determined Lieutenant for death, and must be fought alone or otherwise evaded.
*2-3: One of the Overlord's experiments breaks loose and goes on a rampage. All checks are at Disadvantage next 1 month.
4-5: Clouds of Green Fog manifest in the Overlord's territory, transforming and mutating exposed minions. Might checks are at Disadvantage next month.
*6-7: Spontaneous gates to an Elemental plane open in the Overlord's territory, releasing swarms of elementals to wreak havoc and confusion. Security checks are at Disadvantage next month.
8-9: The Overlord's territory is struck by storms of Violet Rain, disrupting divine spellcasting. Stability checks are at Disadvantage next month.
10-11: Nothing Happens.
12-13: A group of powerful wandering monsters enters the Overlord's territory and agrees to fight for him for a short time. Might checks are at Advantage next month.
14-15: The Overlord's territory is struck by a Plague of Nettles, spawning large quantities of aggressive plant life that attack any intruders. Security checks are at Advantage next month.
16-17: The skies above the Overlord's territory rain blood, an omen of victory from dark powers. Stability checks are at Advantage next month.
Month.
*18-19: Ancient ruins are uncovered within the Overlord's territory, full of valuable relics and magic items. All checks are at Advantage next month.
*20: A group of adventurers of CR (APL+1d6-2) mount an assault on the Overlord's inner sanctum. Stop them!

Kaskus
2017-08-13, 02:03 AM
Great job, this looks like a lot of fun!