Who Needs the Empire? (Successor, MLP Nation Game

How the Turns Will Go
Turns will open with lists of available options in the four categories: Government, Economic, Military, and Personal. In time Characters can be recruited in order to apply their personal bonuses to the actions in their category. In addition, the Player Character provides a diluted set of bonuses based on their Skills to all actions. Extending the full bonuses of the PC to an action category can be done by taking the Personal Oversight action in the Personal category. Overuse of this action will result in Stress, which is Bad.

Personal actions are intended to represent what the PC is doing. This can be overworking, as already mentioned, but is also the way you recruit Characters, interact with your Advisors, go on adventures (small or big), do personal projects to improve Skills or gain Traits, and whatever else.
Government actions are those adequately described as bureaucracy. Be that sending a delegation to another nation or engaging in internal politics, or passing laws. These actions will usually be tagged with Diplomacy, Intrigue, and/or Stewardship.
Economic actions are those that represent large exertions of the economy, such as building a new set of or particularly impressive building. These actions will usually be tagged with Stewardship, Learning, and Diplomacy.
Military actions are those that are tied to your ability to enforce your will on the world. Lower tiers of defensive infrastructure, military deployments, and some RnD projects will feature here. These options will usually be tagged with Martial, Intrigue, and Learning.

After the turn's actions are chosen, by the players as well as their semi-autonomous pool of AP, the rolls will be done for them and most or all of the strategic results will be written. Some actions can have further choices due to rolls or to better describe the results. Once all of those actions are fully resolved, the next turn's options will be posted.
 
Name suggestions:
Bright Feathers
Balanced Scales
Murky Eyes
Water Walker
Slick Tongue
Star-Glow Fangs
Guiding Talon

A male mc.

Trait ideas?

With a name like Water Walker in particular we can have a Trait for sea legs? Boosts on the water/involving sailing/captaining/swimming.

A Trait to improve our prowess is easy to think of just from our race.

Star Seer? A Trait for inately using the guiding stars for navigation. Boosts an aspect of our magic. May help steer us through hard times.

Clever Boy/Girl? Jurassic Park reference. A Trait for figuring out innovative things quicker than others. Like how the raptors figured out doors soon after encountering them.
 
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trait ideas

water hatching - you have an almost unnatural love of all things wet and can move just as quickly in water as you do on land. gain a small bonus to a skill if it's related to water

silent stalker - you are either more silent than others or simply blend into the background more, either way people have a harder time noticing you. bonus to intrigue related actions

pretty bird - you have a beautiful plumage and scales so you gain a bonus to diplomacy related actions

Giant - you are very large. Gain a bonus to diplomacy and martial but a malus in intrigue

Friend like me - you are always eager to make new friends but tend to be a bit to trusting or as some more mean spirited individuals would say, naive. bonus to diplomacy, malus to intrigue

Slow to trust - you have met some of the other races and you know firmly what they think of you and your kind and have the scars to prove it. Bonus to martial and intrigue, malus to diplomacy

chaos touched mind - while you and your kin may have been forged by the mad god in the age of chaos that still doesn't mean you did suffer along with all the other races. Your mind was bent and broken during the trails you had to face to survive but it has left you with a view of the world that no one but the mad could ever see. Gain bonuses to Learning and Intrigue but a malus in diplomacy and stewardship

collector of shiny things - you can help but pick up anything shiny you see laying around. Bonus to stewardship, malus to diplomacy

Star gazer - you have the gift of reading the stars that have guided your people so far. Gain the ability to use Astromancy
 
Culinary Connoisseur/Meat Lover: You love eating. Food is life! You have a drive to eat every kind of meat that you can, and are willing to try anything at least once. Gain bonuses in actions relating to gathering food resources.

Throwback: For whatever reason Discord's magic didn't fully take in your bloodline. Your dromedary ancestors give you added strength. You can survive longer on less water, heat doesn't bother you, and you can survive on plant life despite how terrible it is. (Bonus to personal survival rolls and to meetings with herbivores? 'Let's discuss this over dinner.')
 
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Family Business: The last Governor, Long Legs, was your mother. She taught you everything she new about her job as she raised you. Bringing you into meetings and letting you read her paperwork. (Flat small bonus to all stats? Already have connections among the dromaeids?)
 
Blademaster: Bonus when slicing or stabbing.
Beeg Dino: Your bigger, stronger, and intimidating.
You are a pirate: Bonus to finding loot and talking w/ other pirates.
Shork Boss: A group of shorks have been convinced your awesome, just make sure they don't go hungry, you won't like that.
 
@DaLintyGuy

So Traits cost one point, and you can get more through negative traits?

How many would things like these give?

Herbivore Hater: You can't stand the disgust pure herbivore species hold for you just because of your necessary diet. (Malus to Diplomacy with obligate herbivores)

Small-Short: You are exceptionally tiny compared to your brethren. (Malus to Prowess)

And what about the other trait ideas we've floated? Especially the star ones.
What would be the Trait version we can get of the dromedary line?

Star-Blind: They say you spent too long staring at the stars. You are blind, but with Astromancy and the stars guiding you, you see more than others might expect.
 
I'm thinking I'm gonna make a plan similar to this (not currently accounting for traits).
-[] Diplomacy: 4
-[] Learning: 2
-[] Intrigue: 2
-[] Stewardship: 4
-[] Martial: 5
-[] Prowess: 5
Maybe I'll flatten the 4s&2s into 3s though?
 
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I'm thinking I'm gonna make a plan similar to this (not currently accounting for traits).
-[] Diplomacy: 4
-[] Learning: 2
-[] Intrigue: 2
-[] Stewardship: 4
-[] Martial: 5
-[] Prowess: 5
Maybe I'll flatten the 4s&2s into 3s though?


hmmm, i like it. good diplomacy and stewardship as well as Martial and Prowess, fitting of a Pirate Captain
 
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