RULES
Turn Mechanics
Each turn will be the efforts and work of you and your allies and enemies done over about two months in-game. Obviously, this makes each six turns a year, and certain actions may be time-sensitive in being unlocked or taken.
National actions are actions (duh) that bring you closer to your goals and ups your standing in the world overall. They range from spying on your neighbor, conducting schemes, building robots (or sewer systems) or inventing new and incredible technologies. These fall into six categories: Martial, Diplomacy, Stewardship, Intrigue, Learning or Occult. Actions start off limited but may be raised in the future. As shown below, these stats show how good somebody is at their respective stat.
The base roll for a national action goes as follows, rolling against a certain DC:
1d100+The relevant stat of Father + Relevant stat of Assigned hero + Any traits of the hero or Father + Loyalty Bonus + Omake
The base benefits and costs of a national action are listed in the action itself, but the narrative effects may or may not be tweaked depending on who you assigned to a task. For example, putting Hank on a Martial roll would leave Father to do much of the heavy lifting, as Hank is a regular guy. However, he would get a first hand experience in combat, and might learn how to kick an ass or two better, with possible results!
Through special actions, OPERATIONS, or time, the stats of Father and his Heros can increase!
Critical Rolls
Particularly successful or unsuccessful rolls are considered Critical Successes or Critical Failures. Your chance of critical success is defined as 1/10th of your chance of success, rounded to the nearest percent. Your chance of critical failure is now defined as 1/10 of the chance to fail, rounded to the nearest percent. To illustrate:
If you have a 20% chance of success: 8% chance crit fail, 2% chance crit success
If you have a 50% chance of success: 5% crit fail, 5% crit success
If you have 80%: 2% crit fail, 8% crit success
No matter what else might affect your crits, you cannot Critically Fail at a greater percentage than you could normally fail. If you have a CoS of 3%, your Crit Success chance cannot be more than 3% as well.
A critical success represents an action going as well as it could have, and grants extra benefits. A critical failure represents an action going as badly as it could have, and leads to some additional penalty beyond simply failing an action.
As always, what character you place on a roll can affect how it plays out and cause knock-on effects. An AI critting on a Internet roll for example is likely to provide a much more impressive breakthrough than a spy assigned to the same action, and indeed a spy's crit success bonus might have more to do with hiding your Internet activity than expanding it.
As Learning actions tend to have very specialized categories without easily-transferable skills, learning actions by default have a 5% increased crit failure chance if the unit assigned is not a specialist in that area. This applies to both councilors and heroes.
Bare Failures
Bare failures occur when you miss a roll by 10 or less. Narratively, you nearly succeeded but were stymied in some small but critical way. On a bare failure, the DC of the action is halved, and you may attempt it again next turn.
If an action is neither a success, a crit success, a bare failure, nor a critical failure, it is a normal Failure. Generally speaking, nothing happens.
(Punch Time) Explosions
If you roll a crit success, you roll another d100 as an explosion, with the same crit success threshold. On another crit success, it becomes a double crit. A theoretical triple crit is again possible, and so on. Each successive crit threshold causes increasingly ludicrous degrees of success.
There are no crit failure explosions.
Personal Actions
Personal actions are actions that each individual hero unit can attempt per turn. Normally, these are simple things that range from talking to people, social networking, meeting up, and trying to improve relationships, or even something as mundane as seeing a movie. These actions may potentially unlock new research options or hero units, as well as increase your (minion's) employees' loyalty.
A Hero unit may be assigned to a single national action and hero action per turn. This will add their relevant stat value to the roll.
As Father, you will have a total of four personal actions per turn. They may be spent as you wish, but if you so choose you can burn three of your personal actions on giving a project your "special attention". This means that we will roll for the action twice, with relevant modifiers included, and take the better of the two rolls.
For most normal personal actions, a flat 1d100 will be rolled, with higher numbers indicating a greater degree of success. While 'critical failure' and 'critical success' are not specifically defined, rolling extremely high or extremely low will still cause the action to go as well or as poorly as it possibly could have. Particularly dangerous or chaotic personals will be signposted.
HERO Units!
Whether or not they are heroes is non-applicable; they all tend to serve under you, and will carry out your bidding as commanded. Sure, you have all the ice-cream men, office workers and minions to keep the money coming in, Heroes are the cool and awesome (and recognizasble) people that get things done!
You'll start off the quest with two Heroes; The reliable Hank Hill and the absolutely unreliable Tolienator (He was camping on your yard.) But over time, you'll be able to get some others to your cause, sometimes through straightforward actions such as Diplomacy, and other times you'll need to do some Questing or send some off to Operations. Hey, maybe even some can be gotten in your personal actions! Maybe!
However, the heroes under your employ are NOT static, and will respond to your actions as they happen, and may act differently under your rage states. Being an absolutely unending rage-monger who kicks puppies and enslaves the children will probably not be seen as very positive by most. Some like that sorta stuff, I guess. But most if treated poorly will just straight up leave, if not outright betray you! Some heroes if treated nicely, however, will increase their loyalty, and perhaps unlock some new perks or traits. Snazzy, right? Some people might just be too crazy to please, but may bring other benefits. That candy pirate might be rather stringy about "not being so oppressive" but he does bring an acute business acumen.
Some Heroes also have preferences that emerge over time; putting them on actions that they enjoy is likely to boost their opinion, while the opposite will do the opposite, obviously. If they really hate an action, their preference might not let them do it outright!
OPINION
All of your hero units will have an opinion value assigned to them that reflects how well they look upon you and how willing they are to do as you ask. For most units, this starts at 0 and can range from -100 to 100. A value of 0 to -25 indicates that the unit mildly dislikes you- nothing too serious for now, and it won't cause any harmful actions against you, but you might want to watch out to make sure it doesn't get worse. At -25 and beyond they will actively start hating you, and may make moves to pack up and leave at the earliest possible opportunity. Values of -75 or worse are when they will probably start to contemplate murder- at this point they deeply despise you and will actively attempt to work against you. Conversely, values above 25 will have them consider you a mild acquaintance, above 50 as a friend, and above 75 will reach the sort of trust it takes years of camaraderie to earn.
Even an opinion of 100 might not be enough to convince your units to do certain things- if your own mother came to you and asked you to pick up a gun and invade Spain single handedly, for example, you'd probably still say no even if you did like her. Character preferences can be mitigated by high opinion, but they will still have their own minds and can still say no to things that deeply violate their beliefs, common sense, or well-being.
Various modifiers can act upon this. An intern you hire on may have a +15 modifier for giving them a job they really need, while a government employee could have a -20 modifier for you flouting the government's authority. Modifiers like these are permanent until some event removes or alters them- the government employee won't change too much just because you invite him to a few cocktail parties, for instance, but if you prove to him that his loyalty is genuinely deserved he might lose the malus.
Pay attention to your heroes' Preferences! Forcing someone to work on a job they despise will give them a mild malus that will decay in a few months… unless you actively force them to keep working on that, in which case the modifiers stack, and the time it takes to remove will increase. Hiring a botanist and forcing them to work on organic chemistry will not go over well!
There's an advantage to keeping your heroes as loyal to you as possible. When making a roll, their loyalty will be reflected in a bonus modifier. A rating of -25 to 0 or 0 to 25 gives you an additional 10% of their relevant stat for that roll either subtracted or added, respectively. 25-49 will give you 15% added, 50-74 20%, and 75-100 25%. Numbers will be rounded down to the nearest whole.
If you have a hero with an Intrigue of 32 and a Loyalty of 15, they will gain a 32*0.1 rounded down bonus, or 3. The total roll will be:
1d100 + Father's Intrigue + 32 + (32*.1=3.2, rounded down to 3) + any other relevant modifiers
Free Agents:
Free agents are a lot like Heroes, but are a bit more… Transient. Occasionally, through your actions, or the actions of others, or sometimes entirely at random, Free Agents will wander through your territory. While there, they may be friendly or hostile. In either case, they will provide a bonus or malus to your actions. In addition, they will take actions as well. Sometimes, you may be able to direct them to some degree, while others, they might take actions against you. You may take martial actions to try and remove them, or diplomatic actions to convince them to do things for you.
$$$$FUNDS$$$$
You're rich! Well, rich enough. Grandfather left an inheritance, and you're a right businessman yourself. For now, don't worry too much about funds. However, Money might not go as far as it used to, and may or may not even be accepted in some areas! Heck, it might not even be money proper! Maybe it's candy!
MY STUFF: FQ: My Stuff!
Your stuff! You like stuff, most people do. Some items will be one use, while others will be given to different characters for bonuses. When you get some stuff, you'll get a snazzy Google doc page!
Fanart and Omakes
OMAKES/Fanart:
Omakes written will provide XP, which will be awarded depending on relevancy and overall quality of the Omake or art. In exchange for a 1000 XP, you may ask a direct question to Father which he would know in the universe. For example, you could ask what happened to The Interesting Twins from Underneath the Mountain, or things of that nature. Note, in asking that question, would only be within Father's ability to remember or know.
In addition, for particularly good Omakes, we may directly reward bonuses that can be used for plans in the future. We will be keeping track of them in a side document.
If you write an omake that is good, entertaining, and doesn't conflict with the quest, we may put it into the Canon Threadmarks! 'Canon' omakes would be stories that could actually take place in the quest's universe, and more importantly, can provide rumors that you could potentially act on. Got a favorite minor character that you really want to show up? Write an omake about them! With a little bit of tweaking to ensure it's canonical, your character may very well be available as a hero unit in the future! Of course, certain characters will be held in reserve, so writing an omake will not guarantee their fate- some characters are off doing their own thing, and some of them are dead.
Non-canon omakes would be just for fun. Have you got an amusing story idea, or wondered what would happen if the quest was taken in a different way? Write something up and you can earn some XP! This will be completely separate from the quest though, and have absolutely no bearing on any future events.
Fanart will also earn you a bonus, but it's got to be at least mostly relevant to the quest. Your picture of Thanos fighting Goku might be awesome, but it won't be awarded any XP (But a picture of Uncle Grandpa fighting Black Hat might). High-quality non-content will be given some XP, though not as much as fanart or omakes, and we reserve the right to stop this if it looks like things are getting spammy.
POSITIONS
In a new mechanic unique to Fatherquest, players can unlock additional national actions by selecting Hero units to fill key
Positions. Positions work by placing a hero into a position (Media Czar, Head of Magical Affairs, Etc). Once a unit is selected to fill a Position, you may then take any actions marked with their specific positions tag. Actions taken by Position heroes do not roll with Father's National bonus, but rather, add the relevant stat of Position hero to that of the hero assigned to the action. In addition, Heroes in Positions may not be assigned to any actions as a hero normally would and may not take personal a personal action every other turn.
Heroes may be assigned to positions by a personal action by Father, or taken away via personal action by Father. Position Actions may still have other heroes assigned to them as per normal hero assignment rules. Once a unit is selected to fill a Position, you may then take any actions marked with their specific positions tag.
"Arching" Actions
Through your actions, you have acquired your first arch-enemy! These are certain individuals who either have it out for you or one of your hero units in particular, and will sometimes take actions to make your lives more miserable. Fortunately, you have ways to fight back! ARCHING ACTIONS are special rolls you can take during a turn to try and strike back at the miserable miscreants who are making your life harder! They can either enact personal schemes of their own, or take actions to make your National Actions more difficult!
You may take one in place of a national action that turn to gain the benefit of both Father's roll and your relevant hero's stat, or as a personal action to only add your relevant hero's stats to a 1d100 roll. The arch will contest this with a roll of their own!
Arch-enemies are recurring foes that will continually try to face your Hero Units in some form of combat. They will occasionally interfere with actions you send their foes on, giving a penalty to the National Action heroes are performing, beginning their own assault, or inserting themselves into a quest their foe is on.
It's far from all bad however! Facing an Arch-enemy is the surest way to continue a character's own development, improving stats, unlocking traits, and helping them to grow as a person. A potentially evil person.
In addition to dealing with them as they make their moves, you can also send the relevant Hero on a Nemesis action- to track down, fight, or otherwise face their arch-enemy, progressing their own story, preventing their arch-enemy from bothering them for some time, or even unlocking new Quests and other rewards!
Credit for the system goes to my friends on the Doofquest Team! Most of this is their ruleset, and ok'd for my use by them! Massive kudos!