Shindo Supremacy--planning for Kingdom Supremacy has begun

Started by Jezabelle, September 05, 2017, 12:17:20 AM

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Jezabelle

Please Check This Post

Update 9/20: Threads Live
RP
Turn
Combat
OOC


Update:
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Planned Update Schedule: Twice Weekly, Standing Orders\puppet control for mechanical elements possible

Game at-a-Glance
Teams fight across not!Feudal Japan to seize control and declare themselves Emperor.  Conflict is resolved by quick back-and-forth dice rolls followed by "gambling" mechanics--electing to concede defeat or put even more on the line to add to your roll, prompting your foe to make the same choice.  There will be no more than six Clans total, as players are encouraged to take a collaborative role as members of the same Clan.  The intended tone is somewhat relaxed with the potential for more intense scenes given the Non-Con rating.  Threads will segregate cunrchy nation-level play and character-on-character interactions.

All Players Are Welcome. 
Cross-play is accepted.  If you have no desire for certain pairings (M\M, F\F, etc) this is fine, your OOC consent will never be "coerced" for eroticism you dis-enjoy.

All Human Characters Are Welcome.
Sexism will exist but be more a matter of choice than determining factor.  Electing to play a sexist/egalitarian character and showing this bias in-RP is welcome, however, statistically men\women\those not in the binary will be the same.

Story So Far
War erupts through the land of Shindo with the death of the Emperor.  Every clan now vies for the throne and old grudges are ready for the reckoning.  The Six Clans are thus:


  • Aka ka
  • Clan Hachisu
  • Clan Gunba
  • Clan Oshiro
  • Yunar Exiles
  • Krai Folk

The Land of Shindo
Shindo is primarily an aesthetically Japanese region with two significant minorities: the Yunar Exiles, aesthetically African exiles from their homeland, and the Krai Folk, an aesthetically European group from the northern most fringe of Shindo. 

Map of Shindo

Magic of Shindo
There is Magic in Shindo, generally wrapped in superstition and poorly understood--it's not commanded by fireballs flung from fingertips however, but rather by long and peculiar Holy Rituals known only by the most pious religious adherents.  The magick their rituals bring is often hard to tangibly observe, but the effects are profound and no ruler questions their value.

The Kabuki Templars worship a deathly pantheon of spirits that bring death in the night. 
The Nephilim Compact believe that they are descendant from people who rode meteors to the surface of Shindo from the sun.

There are two non-native religious institutions with ritual powers, the Krai Folk Faerie Shrines and the Yunar Exiles' Church of the Heavenly Goddess.  These shrines exist only in the native territories of those two groups, and those of other Cultures must make a (hard Etiquette roll) to get a ritual performed from them due to the cultural differences should they come into possession of these types of shrines. 

Anticipated Erotic Content
It is expected, but not required, that one will engage in seduction of the enemy for the purposes of subterfuge and romance with allies for the purposes of solidifying alliances.  This is of course all alongside personal enjoyment.  Hopefully this story will create a tapestry to tell interesting personal stories on a grand scale.

The Rules

Basic Conflict Resolution
The first thing you will do is roll as many d6 as you have stars in the SKILL that is relevant--Etiquette, Bureaucracy, or Warfare. 

If against a static target, the roll must meet or exceed 6 (easy), 10 (moderate), or 16 (hard).

Using Items

If you have an item with a descriptor relevant to the roll, you may [tap] the item to roll 1d6.  Items with a [Tap: x/y] will break after being tapped that many times.  Otherwise, [tap]ing an item just means it cannot be used against until the next Season (turn in the game).

Combat

Every general may only be in one combat per turn.
Combat happens almost always due to invasions.  Generals are given Units by the Ruler to fight the battle.  Every General must have at least one Warfare to participate.

For the first round of combat both Generals roll warfare and ante one unit.  The rolls are compared and the highest number is currently winning.  The anted Unit of the presently losing side dies.

Every round of Combat every General will ante one Unit and [tap] an item to roll, or Fold.  If a General still has Units but is out of items to tap, they may instead roll 1d3.  Comparisons and deaths continue until all sides have either Folded or Anted all their units.

Once all sides have ceased rolling the highest number is victorious.  Every remaining Unit that had been anted but didn't die either: dies if they belong to the loser, or half of them rounded up die if they belong to the victor.

Once the fighting is over the winning side gains\retains the territory fought over.  The attacker must meet or exceed the defender's total, if they tied then the attacker loses and defender wins.

Castles
Each castle controlled grants +5 Prestige.  When defending a location with a castle, all die rolls receive a +2.

Castles also make prisoners more easily held.

Naval Invasions
When attacking over water routes, a character must make the Organize Fleet action (Moderate Bureaucracy) in order to actually invade.  Otherwise all attempts to invade are thwarted and one Unit per general is killed in nautical accidents before the attempt is scraped.

Clans without the Nautical trait take a -1 on all rolls during combat when attacking over water.

Simple Trades
Two characters who seek to exchange items, regardless of their Clan affiliation, may do so.

Negotiations

When two Clans want to exchange things like Metal and Territory, they must assign a Negotiator who must spend one of their two Actions "Negotiating." 

Both sides indicate what's on the table (maximum amount of metal to give, which territories may be traded, and how many years of treaty both sides would accept).

Both Negotiators roll Etiquette over every item on the table as a batch, pre-assigned priority showing which roll matches up for which item.  The winner gets to decide what is to be done with each item--given to their side or left to the other's.  After this is done the resulting Agreement is shown to both sides.  They can decide to not accept the Agreement, but doing so incurs a -10 Prestige penalty on their clan.

Raids
When a player raids a territory, it prevents it denies that territory's resources to anyone through year's end.  Raiding is a Hard Warfare roll but weapons and armour may be tapped, additionally fellow generals who take the Raid action and target the same region may assist.

Capture

If a character antes all the Units they brought with them during the course of a battle and the battle is lost, they must make a Moderate (10) Warfare roll to escape imprisonment.  Otherwise upon the loss of a battle they must make an Easy (6) Warfare roll to escape.  This may be automated by the dm for the purposes of expedience. 

If you should become captured, you become in the possession of the Clan that defeated you.  They steal one of your randomly selected items, though they may elect to give it back.  You may be brought to the Negotiations table with any other Clan to be exchanged.

Rescues of prisoners from Clans without Castles is simple.  Pulling off a successful raid will reveal a randomly selected prisoner of the clan's was found there and may be taken or let free at the successful raider's prerogative.

Rescue of prisoners with a Castle is hard.  They specify in secret which castle they're held in and until that Castle is taken in battle or the prisoner traded away, there they remain.

Rituals
There are eight different rituals, two per Temple type.  Every Temple may only be used once per turn, but multiple characters may help request the ritual from the same Temple to have the best chances of succeeding.

To request a ritual one states the Shrine used, ritual's name, and rolls a moderate Etiquette roll (unless they're an outsider using a Goddess or Faerie Shrine, in which case it's a hard Etiquette roll).

Kabuki
Shadow of Death:  May be cast once per season (turn) per Shrine, cast on a battle that is to happen the same turn as the ritual is performed.  Enemy Units anted in battle always die in this battle.  Neutralized by Divine Healing.  Healer trait still works but only recovers (1d4 / 2) rounded down, so rolls of 1 save no-one.
Hidden Movement:  May be cast once per year per Shrine.  The Ruler PMs a Secret Invasion order that executes before any other to the Game Master.  Those participating declare their action as "Hidden Movement Invasion."

Nephilim
Divine Craft:  May be cast once per year per Shrine.  An item of your choosing about to be crafted is labelled Divine and cannot be broken by tapping.
Divine Healing:  May be cast once per season (turn) per Shrine, cast on a battle that is to happen the same turn as the ritual is performed.  Friendly casualties are halved.  Neutralized by Shadow of Death.

Goddess
Ferocious Storms:  May be cast once per year per Shrine, blocks one Sea Route entirely for the following two seasons (turns).
Blessed Winds:  May be cast once per season (turn) per Shrine, grants +3d6 on rolls to Organize Fleet same turn.

Faeries
Winter Winds:  May be cast once per year per Shrine, blocks one territory from being invaded for the following two seasons (turns).
Mountain Pass:  May be cast once per season per Shrine, targets a specific territory, makes invasions across adjacent mountain range to any other territory adjacent to said mountain range possible on the following season (turn).



Player Actions

Every player gets two actions per season, there are four seasons in a year.
NB: Invade, Raid, and Defend are all mutually exclusive actions and only one may be taken per turn.
Invade:  Designate an area you are attacking and how many Units you're bringing (this may be veto'd by the Ruler).
Raid:  Attempt to raid a specific territory.  Will assist anyone else trying to raid that territory.  If successful, it prevents it denies that territory's resources to anyone at year's end (hard Warfare roll).
Defend:  Be ready to defend any of the Clan's territories, but designate a certain territory to station yourself in.  When a raid would succeed on a territory you're stationed in, roll Warfare and try to exceed the enemy's roll (+2 to every dice if defending castle).  If your roll was higher, it forces their raid to fail.
Organize Fleet:  This must be done with a specific Sea Route targetted to allow for a nautical invasion, multiple people from the same Clan can take the same action to help one reach the success threshold (moderate Bureaucracy roll).


Recruit:  Raise bureaucracy Stars many Units for the clan, cannot exceed Rice, -1 Metal per unit (may be veto'd by ruler).
Craft:  Make something your clan has the facilities and resources to make (this may be veto'd by the Ruler).
Build:  Contribute towards the Build Points for a Construction Project your Clan has (Bureaucracy roll result x 0.1 Build Points added, so a roll of 11 adds 1.1, etc).
Create Art:  +1 Prestige for the Clan (moderate Etiquette roll).
Create Great Art:  +3 Prestige for the Clan (hard Etiquette roll).
Assist Art:  Make an Etiquette roll and add half rounded down that number to one of your Clan members attempting to create a work of art.


Negotiate:  See the Negotiate rules section.
Request Ritual:  Make a moderate Etiquette roll and designate a ritual\shrine.

Clan Order
The Ruler may give one Clan Order each year.

Draft:  Recruit up to as many Units as you have Territories. (it's a bad idea to do this two years in a row)
Construct:  Begins a construction project on one of the possible buildings.
Celebration:  Gain 4 Prestige.

Buildings

Each clan may only have one of each building.
Name (Build Points Required): Desc

War Academy (3):  At the end of the year a character in this clan may spend one of their growth stars on Warfare here (they cannot exceed five stars in this fashion).
Etiquette School (3):  As War Academy but raises Etiquette.
Civil Academcy (3):  As War Academy but raises Bureaucracy.
Market (4):  +2 Metal Income
Granary (4):  +3 Rice
Mustering Grounds (5):  Produces up to three Units at the end of the year (discretion of ruler) without costing any metal.
Forge (4):  Creates weapons and armour, with a [Tap x/y] of twice as much metal as is used to forge it.  May tap of 9.
Medicine Shoppe (2):  After every battle where friendly Units died, roll 1d4.  That many are saved (won't save more than died).
Clerk Offices (2):  Creates assistants and materials useful for Bureaucracy rolls, have [Tap 0/4].
Tea House (2):  Creates items useful for Etiquette, have [Tap 0/4].
Sage's Hermitage (4):  Creates Lucky items that may be tapped for any kind of action, have [Tapped 0/2].



Bandit Rules

Gang Orders
Reave:
Raid any territory you may move to through an unbroken chain of unoccupied territories.  Unlike Raid it may be used to target territories not held by any Great Clan, where the test to raid is merely a Moderate (10) Warfare roll rather than a Hard (16) Warfare roll.  Like raid, it prevents it denies that territory's resources to anyone through year's end.  When successfully Reave-ing neutral territories there is a chance to gain random loot--items, weapons, armour, and the like.  This is your only means of acquiring such things unless you can arrange a personal trade or take them directly from a player.  Failed Reaves result in the death of a unit of Bandits.

Kidnap:
If you can path to a territory as in Reave and there is a character present (defending, attacking, etc) in this province then you may battle them in single combat.  This means getting higher than their total contribution to the battle.  Regardless of which side wins the battle, you take them as your prisoner unless they make a Hard (16) Warefare roll to escape.  You gain one of their items randomly and take possession of them as your captive.

Bandit  Actions:
Organize Pirate Flotilla:  Specify a sea lane.  If you pass an Easy (6) Bureaucracy test you may Reave across that lane this turn.  Otherwise -1 Bandit, their unit drowning in the attempt to steal ships.

Bandit Stats:
Bandits:  How many bandits you have, they're worth 1d2 when ante'd alone. +1/turn while Morale at or above 90%. -1/turn while Morale at or below 25%.
Morale:  100% (this falls by 10% every turn you don't Reave or Kidnap and rises by 5% up to max when you do).

Clan Resources
Rice  supports Units at a 1:1 ratio.  You reckon rice at the end of the year, which is calculated (gaining territory x 3) +3 per farm.  If this leaves you with less rice than Units, you must disband Units down to rice.
Metal is used to equip soldiers and forge weapons and armour.  You gain 1 Metal per territory not next to mountains, 2 Metal per territory next to mountains, 3 Metal per mine not next to mountains, and 4 Metal per mine next to mountains.
Territory is how much territory you control.
Prestige:  Prestige is, essentially, how close your Clan is to being able to be seen as the legitimate rulers of Shindo.  You gain +2 Prestige from winning battles, +5 Prestige per castle owned, and +1 per territory owned, as well as -10 from going back on\rejecting a negotiated agreement.
Units are the bread and butter of your realm.  Without them no battles can be fought (much less won). 

Clan Claiming
If you would like to become the leader of the Yunar Exiles or the Krai Folk, create a character that is listed as a member of that Clan.  All characters will vote on a Ruler at game start for these two Clans only.

If you want to claim a clan which has no more active members, PM me and let me know why you think you'd be a good fit.  This isn't a trick question and I'm not pulling any punches, show me you're interested and can put together a sentence and odds are you'll get it assuming no competition for the claim within a very short (~hours) period.

Clan Creation We're out of Clan slots, look at the available Clans and decide who ya'd like to join.
Clan Creation

0. Choose an unclaimed colour from "Story So Far" and a name.  If they're all taken, no more Clans, sorry.
1. Claim three neutral territories on the map that are contiguous by land (water lanes invalid).
2. Pick a CLAN TRAIT: Agricultural, Industrious, Warlike, Diplomatic, Nautical, Cultured
3. Pick a CLAN MON (banner): (good place to get)
4. Write a short Clan History, doesn't need to be anything fancy.  Feel free to collaborate with other clans to have a shared history or mention minor clans no longer relevant to the story of your own creation.

The CLAN Sheet:
[u]Clan Mon[/u]: [float=right][img height=120 width=120] image url goes here [/img][/float]
[u]Clan Name[/u]:
[u]Clan Ruler[/u]:
[u]Trait[/u]:
[u]Total Rice[/u]:  9
[u]Total Metal (+Yearly Income)[/u]:  3(+3)
[u]Territory[/u]: 3
[u]Prestige[/u]:  5 (+0 from Castles) (+3 from Territory) (-0 from Dishonour)
[u]Units[/u]:  6
[u]Clan History[/u]:


The Six Traits
Agricultural:  Agricultural clans gain +1 Rice per territory and Farm controlled.
Industrious:  Industrious clans gain +1 Mental per every two territories controlled, +1 per mine, and +1 per territory adjacent to mountains.
Warlike:  Warlike clans roll 1d4 per anted Unit on combat rounds where no item was [tap]ed rather than 1d3.
Diplomatic:  Diplomatic clans gain +1d6 on every item rolled upon when negotiating treaties.
Nautical:  Nautical clans gain +1 on all dice when defending across water, -0 on all dice when invading across water.
Cultured:  Cultured clans gain 2 instead of 1 Prestige from Art, 4 instead of 3 Prestige from Great Art, and 6 instead of 4 Prestige for Celebrations.





Current Clans

Clan Oshiro
Clan Mon:
Clan Name: Clan Oshiro
Clan Ruler: Midori Oshiro
Trait: Agricultural
Total Rice:  9
Total Metal (+Yearly Income):  3(+3)
Territory: 3
Prestige:  5 (+0 from Castles) (+3 from Territory) (-0 from Dishonour)
Units:  6
Clan History: Once the overseer of the ricebasket of the Empire, when the Aka Ka were granted lands the Oshiro saw it as a massive slight against them. Regardless of its truth, the Oshiro are whispered to have been behind the succession crisis Shindo is currently experiencing, a long-awaited payback for the wealth taken from them. The Oshiro deny it profusely -- however, they do see the current crisis as an opportunity to assert familial (albeit ancient) ties to the throne.

Clan Hachisu
Clan Mon:
Clan Name: 蓮 Hachisu - Lotus
Clan Ruler: Kiyoshi Tanekawa
Trait: Cultured
Total Rice:  9
Total Metal (+Yearly Income):  3(+3)
Territory: 3
Prestige:  5 (+0 from Castles) (+3 from Territory) (-0 from Dishonour)
Units:  6
Clan History: For many centuries, so it is said, the Hachisu clan have faithfully served in the court of the Emperor. They have written ancient texts, created magnificent works of art, and memorialized Emperors from ages long past. There has been some martial history of course, but the clan has been defined by their service, and maintenance of the lands which have fallen under their sway. They faithfully uphold the old ways, and are a proud clan.

But things have changed for the worse. With the death of the Emperor and no clear successor the land has been thrown into chaos and turmoil as factions vie for power. It would be ridiculous to let some upstart miner or brigand take the throne. No, if anyone should be Emperor then it should be someone with an understanding of the legacy of the Empire, who can properly guide it and provide the people with leadership that they need. For example, Clan Hachisu

Clan Aka ka

Clan Mon:

Clan Name:赤穫 Aka ka (Red harvest)
Clan Ruler:Kogatana
Trait:Warlike
Total Rice: 15 (+6 farm, +9 territory)
Total Metal (+Yearly Income):  7 (1+2+4)
Territory: 3
Prestige:  3 (+0 from Castles) (+3 from Territory) (-0 from Dishonour)
Units:  6
Clan History: The Aka ka are descended from a wandering group of brigands turned mercenaries that fought wars for the emperor many centuries ago. Impressed by the leadership of the warlord at the time (who's handy work he often was able to see first hand as The Aka ka had many skirmishes with his armies) the emperor offered him and his men land if they where willing to fight for him, swear their obedience, and cease their raiding of his outlying territories. The warlord accepted, bringing about a clan whose sole purpose was military might. Since the Aka ka mostly consisted of peasants and vagabonds, no one was too keen on establishing a blood line to find out who should lead. So they did what they always did, the most feared and respected warrior is chosen to lead the clan, and if they are killed honourably it is their killer who takes their place.

The Aka ka are usually either feared or hated. Most consider them uncouth and dishonourable, only ever looking to war to solve their problems and breaking or ignoring even the most basic of social customs. They live to fight, little else matters.

Clan Gunba
Clan Mon:
Clan Name: Gunba 軍馬 (War Horse)
Clan Ruler: Takeda Gunba 'Lord of Iron Mask'
Trait: Industrious
Total Rice:  12 (+3 farm, +9 territory)
Total Metal (+Yearly Income):  13(+3)
Territory: 3
Prestige:  8 (+5 from Castles) (+3 from Territory) (-0 from Dishonour)
Units:  6
Clan History: Clan Gunba was founded by the emperor as means to safeguard the rich minerals from the mountain, he assigned his present leader of his bodyguards as founder of new clan line. Since then 300 years clan Gunba had guarded the mountains rich soil, give tributes to present emperor line and also train samurai as personal elite guards for emperor and serve as main manufacturer of weapons and armor for emperor's armies (and dozen other clans as well on demand as well and their swordsmiths are most legendary crafters). But now upon demise clan Gunba no longer has 'master' and thus their ambition and resources are free for them command and so far their present clan leader is very ambitious.

Yunar Exiles

Clan Mon:

Clan Name: Yunar Exiles
Clan Ruler: ???
Trait: Nautical (+1 when defending across water, -0 when invading across water)
Total Rice:  9
Total Metal (+Yearly Income):  3(+3)
Territory: 3
Prestige:  5 (+0 from Castles) (+3 from Territory) (-0 from Dishonour)
Units:  6
Clan History:
The Yunar Exiles, persecuted for their faith in their native Yunar, fled west across the sea in great boats they constructed at their Goddess's behest.  Many died in the hard and brutal passage, but when they arrived, they found themselves on a sparsely populated peninsula with welcoming natives who were beset by greedy neighbours to their west.  The Yunar Exiles forged a pact with them, taking control of the region in exchange for a fair rate of taxation sworn on the honour of the Yunar's very Goddess.  After alarming success the Shindo Emperor dispatched a unified force to prevent Yunar expansion out of the peninsula.  After a hard-fought war, the Yunar Exiles signed a treaty with the Emperor, acknowledging his line as the rightful rulers of the continent and allowing them to carry on their ruler-ship of the territory they'd claimed.

The Emperor whose line the treaty was with has just been expunged, and the Yunar Exiles are free to choose their own fate.

Krai Folk

Clan Mon:

Clan Name:  Krai Folk
Clan Ruler:  ???
Trait:  Diplomatic
Total Rice:  9
Total Metal (+Yearly Income):  3(+3)
Territory: 3
Prestige:  5 (+0 from Castles) (+3 from Territory) (-0 from Dishonour)
Units:  6
Clan History
The long-suffering Krai Folk finally managed to secure freedom from oppression when their greatest doctor healed the ailing son of a fair Emperor.  In return, he granted them eternal protection for so long as his line sat the throne on the condition they stayed on their island with limited trade and remained peaceful.  This held true for a long time, but the lords smell opportunity for fresh conquest now that the Emperor's line has come to an end.  Shindo culture generally respect the Krai for their medicine but considers them culturally backwards.


The Three Skills:
Etiquette is used to request religious rituals from Temples and conduct negotiations.
Bureaucracy is used to orchestrate naval landings, recruit units, and construction projects.
Warfare is used to win fights on the battle field.

The Three Cultures (an individual gains a Culture trait based on where they were raised, not their ethnicity):
Shindo people gain Tea Etiquette, a ceremony practiced throughout adolescence that hones their sense of propriety, +1 to rolls made to request rituals.
Yunar Exiles gain Spear Dance, a trial of adulthood which hones the mind martially, +1 to rolls made by tapping weapons.
Krai Folk gain Healers, a strong understanding of medicine passed down through their religions means any time Units under their command would die one less does.

Character Creation
Character Creation

0.  Copy the below and fill out down to the line break.
1.  Select your Culture and record it+its trait's effects next to your name.
2.  Select your Ethnicity/Ancestry, which may be more complicated than simply "Yunar Exile" or "Shindo."
3.  Distribute 7 stars across the three Skills.  Note that you may have 0 stars in a stat if you so desire, though this is not advisable.  You'll get the chance to spend your Growth Stars over the course of the game, so plan to end your character's career with 3 more stars than you began.  Remember you can never have more than 5 stars in a given skill.
4.  Congratulations, you've got a character.  You may now join any of the Clans that presently with the permission of the Ruler.

The CHARACTER Sheet:
[u]Avatar[/u]: [float=right][img height=200 width=120] image url goes here [/img][/float]
[u]Name[/u]: (what you're called)
[u]Gender[/u]: (Male, Female, Something Else?)
[u]Sexuality[/u] (IC): (the sexuality of your character)
[u]Acceptable Encounters[/u] (OOC): (is gay/non-con permissible? Always or by request? Etc)
[u]Physical Description[/u]:
[u]Personal History[/u]:
[hr]
[u]Culture[/u]: (which culture's Trait will you gain?)
[u]Ethnicity[/u]: (which of the three groups are you descended from?  Individuals of diverse parentage are not rare, but rarely reach the halls of power)

(you may have up to 5 stars in each skill, you begin with 7 stars to spend across the three as you see fit--you may have zero stars in a skill)
[u]Etiquette[/u]: ⭐⭐⭐⭐⭐
[u]Bureaucracy[/u]: ⭐⭐⭐⭐⭐
[u]Warfare[/u]: ⭐⭐⭐⭐⭐

[u]Growth Stars[/u]:  ⭐⭐⭐ (you use these to increase stats at the end of the year if your Clan has the right building)

[u]Inventory[/u]:  Lucky Beads [Tapped 0/2]



Jezabelle

Quote from: Vonandi on September 05, 2017, 04:02:10 PM
Very Interested.

Wonderful, feel free to PM me with any questions/comments/ideas or air them in the thread.  At the moment there are four empty clan slots and as founder you would automatically become the Ruler.

Of course, there's also the Yunar Exiles and Krai Folk to consider, but there'll be a vote there.

Lustful Bride


Florence

Tentatively interested!

Anything feudal Japan (or based on such) has my curiosity.
O/O: I was going to make a barebones F-list as a rough summary, but then it logged me out and I lost my progress, so I made a VERY barebones F-list instead: Here.


Jezabelle

I thought it may be helpful to people interested to see an example character.  Clans, we already have two in existence to draw from, but feel free to ask for explanations\examples about those as well!

Avatar:

Name:  Ran
Gender:  Female
Sexuality (IC):  Lesbian
Acceptable Encounters (OOC): Any, Non-Con Welcome
Physical Description:  Ran is a lean but wiry woman who stands around five foot four and has piercing green eyes.
Personal History
Raised from a young age to fight with the sword, Ran has always known she would fight as an onna-bugeisha on the field of glory.  Her father was a rural samurai and while he imparted a great understanding of the blade and basic money keeping to her, she knows little of court etiquette or formal religious practices.  Ran spent several years in the service of various lesser clans before joining with her current Ruler.  She hopes to see order restored to the land and an end to war, but secretly she relishes the thrill of battle and would find little purpose in life if conflict were to end entirely. 


Culture:  Shindo Tea Etiquette, +1 to rolls made to request rituals.
Ethnicity:  Shindo

Etiquette: ⭐
Bureaucracy: ⭐⭐
Warfare: ⭐⭐⭐⭐

Growth Stars:  ⭐⭐⭐ (you use these to increase stats at the end of the year if your Clan has the right building)

Inventory:  Lucky Beads [Tapped 0/2]

Zaer Darkwail

Here comes my char and clan, anyone welcome join it :).

Clan Gunba
Clan Mon:
Clan Name: Gunba 軍馬 (War Horse)
Clan Ruler: Takeda Gunba 'Lord of Iron Mask'
Trait: Industrious
Total Rice:  12 (+3 farm, +9 territory)
Total Metal (+Yearly Income):  13(+3)
Territory: 3
Prestige:  8 (+5 from Castles) (+3 from Territory) (-0 from Dishonour)
Units:  6
Clan History: Clan Gunba was founded by the emperor as means to safeguard the rich minerals from the mountain, he assigned his present leader of his bodyguards as founder of new clan line. Since then 300 years clan Gunba had guarded the mountains rich soil, give tributes to present emperor line and also train samurai as personal elite guards for emperor and serve as main manufacturer of weapons and armor for emperor's armies (and dozen other clans as well on demand as well and their swordsmiths are most legendary crafters). But now upon demise clan Gunba no longer has 'master' and thus their ambition and resources are free for them command and so far their present clan leader is very ambitious.

Takeda Gunba

Avatar:
Name: Takeda Gunba 'Lord of Iron Mask'
Gender: Male
Sexuality (IC): Hetero
Acceptable Encounters (OOC): Always, non-con accepted (no male x male)
Physical Description: Stands six and two inches tall, dark braided hair and wears most of time decorated polished iron mask over his face and has muscular if bit bulky build. He sports long braided beard which has golden jewelry attached as weights on end of his beard.
Personal History: Takeda Gunba was born as heir to clan Gunba, he underwent strict military training and became a samurai and served time as royal guard to emperor as it's tradition in the clan. However he is renown more for his legendary sense for industry and business than to arts of war. However he has clear neglect and lack of interest for rituals, superstitions and to magic in general (even if his own clan swordsmen perform divine decreed rituals to make their most renowned blades). He is more a scholarly man of science personally but honors any rituals based on tradition even if himself holds little faith in them. Also he has blunt sense for etiquette and he knows it and thus leaves most etiquette matters for someone better suited for such tasks. Reason why he wears his mask is a secret but rumors tell one his experiments in his lab blew up on his face with fire (or acid) and ruined his face for good. Some say it was divine punishment for 'defying the gods' as some call the event.


Culture: Tea Etiquette
Ethnicity: Shindo

Etiquette: ⭐
Bureaucracy: ⭐⭐⭐⭐⭐
Warfare: ⭐⭐

Growth Stars:  ⭐⭐ (you use these to increase stats at the end of the year if your Clan has the right building)

Inventory:  Iron Mask [Luck, Tapped 1/2]

Jezabelle

I've updated the OP a few time, here is the map with Clan Gunba on it:
Spoiler: Click to Show/Hide


For those expressing interest, would a twice weekly turn update be acceptable with the understanding that RP doesn't need to be 100% lockstep chronologically?  So you can be having an encounter in the first season of a year and conclude it in the third season even though it took only one night.

Additionally, if you were unsure of availbility, you can give me default orders\let other players you've specifically entrusted with the right to make mechanics turns in your absence (i.e.: forge a weapon with 2 metal and work on a building project).

This would mean a year passes every two weeks, so lots of time to plan\politick\rp on a whole.

Zaer Darkwail

There could be main RP thread where story progresses and side RP thread where more personal level RP scenes happen (smut, duels, battles, etiquette, negotiations etc). Rolls and decisions are done in 2 weeks time but actual RP lenght is done sepparatedly.

Anyways there is rule for raiding but how you conquer territory/gain more territory? Also is there possible chance to branch out Bureaucracy involve also research&development? Or overall handle market and business decisions not involving negotiations (as those are covered in etiquette).

Or that any three skills can do research for matters involving their own fields; bureucracy could cover research done for industry/markets/production of items. Warfare covers battle stratagems, tactics or development of new weapons. Research could be long involving process and demand action to 'maintain' it from a player (taking a year or even three years if effect of new invention has more powerful impact or effect).

Jezabelle

Well the turns are twice a week but the years take two weeks b\c it's two seasons a week.

Put another way, it's four turns across two weeks.

You simply invade a territory that isn't occupied and you may obtain it.  You need at least 1 Unit to invade so you cannot take more territory than you have units or generals per turn.

At the moment, Shindo Supremacy lacks many features one might expect of a Grand Strategy--research, more fleshed out business, et ketra.

However I am attempting to keep the framework of the game fairly simple with the hopes of "easing people in" to the idea.  I intend to introduce new building projects over time as part of some Yearly events--suffice it to say if there's interest and/Or people are finding the system's present simplicity lacking this can be used to gradually unlock greater levels of sophistication.  But I don't think I can safely do that right now because there's no proven audience and I'm already asking people to invest in a custom system and setting.


Jezabelle

Quote from: Silk on September 07, 2017, 04:53:42 AM
This looks like a lot of fun, sign me up! <3

Lovely!  As the ruler of your own clan or a member of an existing one?  Feel free to ask me any questions here or in PM.

Silk

Thinking of being one of the Krai folk, but I'm open to suggestions. :)

Zaer Darkwail

*waves* My clan would welcome high warfare skilled samurai/general to lead units, I got plenty of them but not that great skill to lead them :P

Jezabelle

Quote from: Zaer Darkwail on September 07, 2017, 06:05:58 AM
*waves* My clan would welcome high warfare skilled samurai/general to lead units, I got plenty of them but not that great skill to lead them :P

Quote from: Silk on September 07, 2017, 05:36:19 AM
Thinking of being one of the Krai folk, but I'm open to suggestions. :)

Zaer's a good leader with a neat clan, iRecommend you read the lore posted about Clan Gunba and consider.

If you'd prefer to go the Krai Folk route you've got a chance to become Ruler once we're ready to start and all original Krai Folk make their vote on who they want to become Ruler.  Additionally as the map shows y'all will begin play with the only Faerie Shrines and you're the only people who won't take a penalty for trying to use them, so there's that advantage to consider.

Remember you can be ethnically Krai but serve a Shindo lord, or even culturally Krai and serve a Shindo lord though that would be fairly unlikely.  Still, don't let those concerns keep you from playing the character you want.

Vonandi

Clan Mon:

Clan Name:赤穫 Aka ka (Red harvest)
Clan Ruler:Kogatana
Trait:Warlike
Total Rice: 15 (+6 farm, +9 territory)
Total Metal (+Yearly Income):  7 (1+2+4)
Territory: 3
Prestige:  3 (+0 from Castles) (+3 from Territory) (-0 from Dishonour)
Units:  6
Clan History: The Aka ka are descended from a wandering group of brigands turned mercenaries that fought wars for the emperor many centuries ago. Impressed by the leadership of the warlord at the time (who's handy work he often was able to see first hand as The Aka ka had many skirmishes with his armies) the emperor offered him and his men land if they where willing to fight for him, swear their obedience, and cease their raiding of his outlying territories. The warlord accepted, bringing about a clan whose sole purpose was military might. Since the Aka ka mostly consisted of peasants and vagabonds, no one was too keen on establishing a blood line to find out who should lead. So they did what they always did, the most feared and respected warrior is chosen to lead the clan, and if they are killed honourably it is their killer who takes their place.

The Aka ka are usually either feared or hated. Most consider them uncouth and dishonourable, only ever looking to war to solve their problems and breaking or ignoring even the most basic of social customs. They live to fight, little else matters.

Avatar:
Name: 小刀 (Kogatana) She was never given a proper name.
Gender: Female
Sexuality (IC): Hetero
Acceptable Encounters (OOC) Non-Con Always Welcome, prefer to avoid F/F
Physical Description:Kogatana is a stout (standing about 5'3") woman laden with thick powerful muscle and covered in scars. She always wears a man's kimono and hakama usually of dull earthy colours. She keeps her chest bound with sarashi and she often keeps her kimono off her shoulders and hanging around her waist. She has thick shoulder-length silver hair, and hazel eyes.

Personal History: As far as she could tell you Kogatana was born with a sword in her hand, and has been using just as long. Her life is a endless stream of war and conflict with each one blurring into the next. She became leader of the Aka ka by killing the former one after some "disagreements" on the future of the clan. Immediately after she used the clans resources to start raiding and looting the surrounding areas. The Aka ka have been a problem long before the death of the emperor, but now with him dead nothing is stopping its current leader from getting what she wanted all along, all out war.



Culture: Tea Etiquette
Ethnicity: Shindo

(you may have up to 5 stars in each skill, you begin with 7 stars to spend across the three as you see fit--you may have zero stars in a skill)
Etiquette: ⭐
Bureaucracy: ⭐
Warfare: ⭐⭐⭐⭐⭐

Growth Stars:  ⭐⭐⭐ (you use these to increase stats at the end of the year if your Clan has the right building)

Inventory:  Lucky Beads [Tapped 0/2]

Edit 9/12/17 Finalized Character, changed appearance.


Vonandi

I'm not sure if this even matters, I'm aware sexism is supposed to be a major theme in this (its inclusion is part of my original interest), but I figured that the Aka ka are great deal less traditional than the other clans and since they value martial prowess over social status the fact that the leader is a woman doesn't matter as much to them as much as it would a caste based clan. That's not to say there isn't people in the clan opposed to it, just that enough people respect her for that not to matter. Also I should be available at least twice a week.

Jezabelle

Quote from: Vonandi on September 09, 2017, 03:48:26 PM
I'm not sure if this even matters, I'm aware sexism is supposed to be a major theme in this (its inclusion is part of my original interest), but I figured that the Aka ka are great deal less traditional than the other clans and since they value martial prowess over social status the fact that the leader is a woman doesn't matter as much to them as much as it would a caste based clan. That's not to say there isn't people in the clan opposed to it, just that enough people respect her for that not to matter. Also I should be available at least twice a week.

That makes a lot of sense--martial prowess above social standing seems like something Aka ka would naturally gravitate towards.  But it also wouldn't ideologically police too much, if a great warrior is sexist they're not getting kicked out over it: they just have to deal with the fact that there are deadly women around too.

With the acceptance of the Aka ka we have only two Clan slots remaining.  I encourage those interested in creating a Clan at least send me a PM with the general concept if you have found filling out the full sheet too much of a chore, so iCan have a sense of what's coming up\help you with the nitty gritty.


Kristen

I'm on a tablet for now so I cant generate a sizeable post but just based on the implied theme of a spear dance which is all kinds of pleasant hehe... I might look into doing something with a potential leader for the Yunar Exiles.

I'm hoping to be able to create a more in depth post tomorrow night. In the meantime I've sent off a PM to Jezabelle. If someone else has applied for the final spot before me that's totally fine as well.

- Kristen -
Ons/Offs | (NEW) Apologies and Absences

             

Bedroom Lazarus

So I am looking to play as part of another parties clan rather to lead one of my own.

While fleshing out the details would be something I'd do if serious talks begin with another leader, the ideal situation for me is going to be someone of a more destructive bent.  Someone who basically acts as the Daimyo's spear into the heart of their foes as a warrior and pillager.  The shield of his master's honor as he takes on the less pleasant side of warfare or other necessary evils that might further things along.. 

If anyone has some interest in this type of henchman character do let me know and we can work things out.  And if it leaves the game to lopsided do to not enough players, I can always do a more story oriented role  just for the sake of stretching my fingers.

Do take care.

Passion is something no man can resist eternally.
Temptation will burn through a soul, devour its purity and intoxicate all those who are in its path.
Fret not oh lost little lamb, for you shall be led by the wolf with a cross to the green pastures promised you all the same. 
Open to ideas and messages

The Sins that Beckon Me

Faeli

Here is my clan, although I don't expect them to be around very long and will likely only be causing a ruckus in the early game until a clan being led responsibly destroys them and takes numerous liberties with my "poor" character :P  If you want to count them as an unofficial 7th clan, please do, because I absolutely don't intend to play them intellegently... I intend to play them like a bunch of horny, drunk peasants ;)

Spoiler: Click to Show/Hide
Clan Mon:
Clan Name:  Rivervalley Bandits
Clan Ruler:  Akari Hifuki
Trait:  Warlike
Total Rice:  9
Total Metal (+Yearly Income):  3(+3)
Territory: 3
Prestige:  5 (+0 from Castles) (+3 from Territory) (-0 from Dishonour)
Units:  6
Clan History:  Less a clan and more a collection of dissidents, the Rivervalley Bandits formed when their local lord decreed that, in the absense of an Imperial Authority, he was going to demand taxes on a weekly basis and gave the tax collectors full reign to take anything of value in lieu of taxes.  When the peasants rose up, they overthrew the lord and took over his castle.  But, after a few weeks, they ran out of the larder and, rather than being responsible, just started robbing merchants, nobles, and whomever else they could get their hands on and their swords into.

Akari Hifuki

Avatar:
nsfw Avatar
Name: Akari Hifuki
Gender: Female
Sexuality (IC): Bisexual
Acceptable Encounters (OOC): Non-con perfectly acceptable, even desired lol
Physical Description:  Hifuki is lithe and reasonably muscular, although the vast majority of her muscles are in her legs.  She has short black hair and a penetrating gaze.  She has a branded tattoo into her right elbow and very rarely wears any sort of make-up.
Personal History:  Hifuki was always a tomboy.  She wasn't ever really trained at the art of combat, but she always loved to run, to climb, and basically was crazy for physical exercise.  When the bandit clan first started, leadership flip flopped several times as numerous men kept vying for leadership.  Eventually, after enough of the leadership got beaten up or stabbed by rivals, fewer and fewer men stepped up and tried to take over and the position fell to Hifuki.  Fearing for her own safety, Hifuki set up a system for decision making that required those involved parties to enter into a contest of some sort, and the winner would get to decide the path the group would take.  When Hifuki wanted something, she could simply make the challenge a footrace and have her way.

Once the rebellion began in earnest, she would personally lead the raids and promised to share her bed with whichever man brought the most loot back to the camp.  She also had a bevvy of assistants that she would loan out to those men that pleased her, which helped to keep the most ambitious of her soldiers happy.


Culture: Krai Folk
Ethnicity: Krai

Etiquette: ⭐
Bureaucracy: ⭐⭐
Warfare: ⭐⭐⭐⭐⭐

Growth Stars:  ⭐⭐ (you use these to increase stats at the end of the year if your Clan has the right building)

Inventory:  Lucky Beads [Tapped 0/2]

Jezabelle

Quote from: Faeli on September 10, 2017, 05:35:53 AM
Here is my clan, although I don't expect them to be around very long and will likely only be causing a ruckus in the early game until a clan being led responsibly destroys them and takes numerous liberties with my "poor" character :P  If you want to count them as an unofficial 7th clan, please do, because I absolutely don't intend to play them intellegently... I intend to play them like a bunch of horny, drunk peasants ;)


It's fine to play this way, surely many will desire NonCon scenarios that could easily arise from this--but there will be no 7th clan, I'm afraid I'm enforcing that cap as much for ease of play as anything else.

I want to consistently give twice weekly updates and the smaller the to-do list an update is the more easily that's handled.

So would you like to continue with this, or perhaps join another Clan and fight recklessly until the enemy captures you and has their way with you?  Either is fine, just letting ya know the score.

edit:  I've had a slight change of heart.  If you wouldn't mind being downgraded to a single tile "nuisance" that doesn't play like a regular clan but lets you raid far and wide I think that could be a fun addition.  We'll put you a bit far out from the other clans to begin with and they'll conquer towards you the more annoyed they get so you can visually see your doom encroaching.

Would that be fun for you?