Most of the Mechanics that you will see in this Quest are possible thanks to the talented work of the creators of DoofQuest, FatherQuest etc... If you want to thank someone, thank them for coming up with this system.
Turns and Actions
A Year has 12 Turns. A Turn lasts a Month. Every Turn you Get 4 Personal Action for your Main character (so, if you pick Spinel as MC, you can do 4 action as them.) You also get to do 1 Action per National Action.
The National Actions are divided in:
- Martial Actions: Usually done to upgrade your own turf/zone.
- Diplomacy: You can talk to people and not get Mauled.
- Stewardship: You can Buy STuff! Really important stuff, like TV channels, Companies, even a country if you have enough money. You can also Develop products for the ever-fluctuating markets, and gain money once you license it.
- Learning: You can study history, create new stuff and more.
- Occult: You delve into magical stuff, host a ghost party, and probably search for powerful artifact that make you feel like a GOD!
- Intrigue: You can lie to people, set up a spy network (Which unlocks a Rumor Mill/Rival Report)
Stats are numerical representations of how good at a particular category that Character is. With some leeway and occasional outright wiggle room, here's what the scale looks like:
- 0: Incapable.
- 1-6: Crippled Human.
- 7-14: Normal Human.
- 15-22: Skilled.
- 23-32: Talented.
- 33-45: Gifted.
- 46-62: Expert.
- 63-72: Genius.
- 73-99: Legend.
- 100+: The Perfect Being.
Rolls
1d100 + Player Character Relevant Stat + Hero Unit Stat of Choice + Trait Needed + Equipment Needed + EXP = Result
If 1d100=1 on Personal Action or National Action, then:Critical Failure
If 1d100=100 then:Critical Success + reroll of 1d100
If: Result>= DC then:Success
If:Result = 2×DC or higher then:Critical Success
If: Result < DC then:Failure
If Result = DC-10 then:Bare Failure, DC for action is halved next Turn
Income and Funds
With enough Money, you can buy Stuff! Such as a company, a particular item, or even a Nation!
At the end of each Turns, if you have at least one source of Income (Industry, Spy network, Crime), you will gain a certain amount of Funds. You can increase you Income - and thus, how many Funds you obtain per Turn, with Specific Actions.
You can also Obtain Funds by beating up Enemy Units, by Stealing, or with simple Luck.
Hero Units/Friends/Whatever
These people work with/for you! You can recruit Units by taking certain actions, but Stewardship and Diplomacy action have an higher chance of opening up Roasters.
Loyalty
At 0, your Hero Units don't gain Maluses or Bonuses. In writing, they have no real opinion of you.
0 to 25/0 to -25 : Bonus of 0,25/Malus of -0,25 . Unit likes you a bit with some respect/Unit thinks you are a Jerk.
25 to 50/-25 to -50 : Bonus of 0,50/Malus of -0,50. Unit considers you a good boss/Unit will be heavily displeased, but still carry out your orders.
50 to 75/-50 to -75 : Bonus of 0,75/Malus of -0,75. Unit consider you a friend/Unit will refuse most of your orders, or carry them out in the wrong way.
75 to 100/-75 to -100 : Bonus of 1,25/Malus of -1,25. Unit is absolutely loyal to you, and very grateful/Unit will leave roaster (higher risk if the opinion is near the absolute bottom) , will try to murder you.
Reputation and Respect
This part rappresents how much you are aware of others, and viceversa.
The Reputation is for your Company/Social Alter Ego, meaning how much the public knows about tou.
Respect is for tour Main Character - and, on rare occasion, one of your unit- , and it rappresents how much a Particular Powerful Indicidual/Group may want to interact with you.
Random Events
Every Two Months/Turns , I will roll a single 1D100 . The result can't be modified, but the chances of something good/bad happening will change depending on how you play. More Critical Successes and Good Deeds done means Easier Better result, more Critical Failure and Bad Deeds means Higher Chance of Bad Stuff happening.
(Example: 1d100= 61 with Good deeds => Good Result. 1d100=52 with Bad deeds => Bad Results)
A Nat 100 and a Nat 1 will ALWAYS be the Extremes of Success/Failure. If a Nat 100 is rolled, you probably will be able to find and Harness an Infinity Stone. If a Nat 1 is rolled, you have to hide or fortify your base for a couple of months because Adventure Time's Lich has arrived.
Fictional Deaths - Permanent Removals
There are a few ways to kill/defeat a Fictional Character, but only 3 Ways make it so they NEVER come back.
- Thinner/Dip Acid : It works on Toons, Ink Beings, Literature Characters and other beings born from Written Sources (Books, Comics, Poems...).
- Debug/Erase : It works on Programs, CGI Animated Characters, Videogame Characters and Beings born from more "recent" sources (So, anything post-1950).
- MCGuffin/Reality Check : It works on Gimmick Characters and Live Action Characters.
Note: Some Characters can be defeated/Permakilled by combining the methods. (Example: In order to Kill Epic Mickey, you need to Thin Them Out and Then Deprogramm them.)