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1 | Nation | Score | Admin | Mil | Int | Lore | Tech | Dip | Morale | Die Values | Admin | Mil | Int | Lore | Tech | Dip | Morale | Special | ||||||||
2 | Superpowers | |||||||||||||||||||||||||
3 | Serene Duchy of Aeldrum | 16 | 16 | 12 | 12 | 22 | 16 | 8 | 2d8 | 2d8 | 2d6 | 2d6 | 1d12+1d10 | 2d8 | 2d4 | GIGI: Aeldrum can lend its capability dice to foreign powers for institution building purposes as a state action with "full personal control" bonus | ||||||||||
4 | Fialta Imperium | 12 | 22 | 16 | 16 | 18 | 12 | 12 | 2d6 | 1d12+1d10 | 2d8 | 2d8 | 1d10+1d8 | 2d6 | 2d6 | Military Administrative Complex: All Military Actions use Military Die for Admin, Intel and Tech | ||||||||||
5 | Shantine Empire | 10 | 18 | 12 | 12 | 14 | 16 | 20 | 1d6+1d4 | 1d10+1d8 | 2d6 | 2d6 | 1d8+1d6 | 2d8 | 2d10 | Church is State: KoA/Shantine/Kirvan interventions in each other's rolls count as "full personal control" [1/2 of intervention above institutional max can be taken as a positive modifier] | ||||||||||
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7 | Great Powers | 2d0 | 2d0 | 2d0 | 2d0 | 2d0 | 2d0 | 2d0 | ||||||||||||||||||
8 | Empire of Alusia | 20 | 18 | 16 | 8 | 18 | 14 | 16 | 2d10 | 1d10+1d8 | 2d8 | 2d4 | 1d10+1d8 | 1d8+1d6 | 2d8 | Command economy: the state can run all institutions as business institutions | ||||||||||
9 | Veiled Dominions | 12 | 14 | 20 | 20 | 12 | 12 | 12 | 2d6 | 1d8+1d6 | 2d10 | 2d10 | 2d6 | 2d6 | 2d6 | Elder Lore: +4 to all lore involving elder gods; Secret Police: +4 to Counterintelligence | ||||||||||
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11 | Secondary Powers | 2d0 | 2d0 | 2d0 | 2d0 | 2d0 | 2d0 | 2d0 | ||||||||||||||||||
12 | Republic of Sermaye | 14 | 8 | 12 | 8 | 20 | 18 | 12 | 1d8+1d6 | 2d4 | 2d6 | 2d4 | 2d10 | 1d10+1d8 | 2d6 | Tech Subcontract: may use tech instead of admin for economic activity, and this bonus extends to all Sermayan business institutions | ||||||||||
13 | Middle Kingdom | 10 | 12 | 8 | 10 | 8 | 12 | 10 | 1d6+1d4 | 2d6 | 2d4 | 1d6+1d4 | 2d4 | 2d6 | 1d6+1d4 | Grandeur: +4 Diplomacy toward Celestial Powers | ||||||||||
14 | Grand Celestial Confederacy | 8 | 14 | 10 | 8 | 14 | 14 | 10 | 2d4 | 1d8+1d6 | 1d6+1d4 | 2d4 | 1d8+1d6 | 1d8+1d6 | 1d6+1d4 | Foreign Advisors: foreign interventions in GCC actions count as "partial control" [1/4 of intervention above institutional max can be taken as a positive modifier] | ||||||||||
15 | Thalranese Marches | 6 | 20 | 10 | 10 | 14 | 10 | 12 | 2d3 | 2d10 | 1d6+1d4 | 1d6+1d4 | 1d8+1d6 | 1d6+1d4 | 2d6 | Fight to the Last: use Military for Morale in All War or Combat Related Rolls | ||||||||||
16 | Marches of the Ascendancy | 6 | 6 | 18 | 24 | 6 | 6 | 6 | 2d3 | 2d3 | 1d10+1d8 | 2d12 | 2d3 | 2d3 | 2d3 | Soul Tithe: may sacrifice pops for bonus modifiers [1 pop = 100 EU of credit to bonus] | ||||||||||
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18 | Minor Powers | |||||||||||||||||||||||||
19 | Serene Republic of Calath | 12 | 8 | 12 | 6 | 18 | 16 | 10 | 2d6 | 2d4 | 2d6 | 2d3 | 1d10+1d8 | 2d8 | 1d6+1d4 | Special Relationship: +2 to All Rolls on Actions In Which Aeldrum Cooperates | ||||||||||
20 | Serene Republic of Liveth | 12 | 8 | 12 | 6 | 12 | 16 | 12 | 2d6 | 2d4 | 2d6 | 2d3 | 2d6 | 2d8 | 2d6 | Special Relationship: +2 to All Rolls on Actions In Which Aeldrum Cooperates | ||||||||||
21 | Serene Republic of Percel | 12 | 8 | 12 | 6 | 16 | 16 | 12 | 2d6 | 2d4 | 2d6 | 2d3 | 2d8 | 2d8 | 2d6 | Special Relationship: +2 to All Rolls on Actions In Which Aeldrum Cooperates | ||||||||||
22 | Republic of Semal | 8 | 14 | 8 | 8 | 14 | 12 | 12 | 2d4 | 1d8+1d6 | 2d4 | 2d4 | 1d8+1d6 | 2d6 | 2d6 | Trade Power: All Goods Exportable | ||||||||||
23 | Republic of Chelonia | 8 | 8 | 8 | 6 | 10 | 8 | 8 | 2d4 | 2d4 | 2d4 | 2d3 | 1d6+1d4 | 2d4 | 2d4 | |||||||||||
24 | Republic of Telrion | 8 | 12 | 8 | 6 | 10 | 10 | 8 | 2d4 | 2d6 | 2d4 | 2d3 | 1d6+1d4 | 1d6+1d4 | 2d4 | |||||||||||
25 | League of Sovereign Republics | 12 | 6 | 8 | 6 | 10 | 8 | 10 | 2d6 | 2d3 | 2d4 | 2d3 | 1d6+1d4 | 2d4 | 1d6+1d4 | Firebrands: Use Morale for Diplomacy with Other Republics | ||||||||||
26 | Independent Republics | 8 | 6 | 6 | 6 | 10 | 8 | 8 | 2d4 | 2d3 | 2d3 | 2d3 | 1d6+1d4 | 2d4 | 2d4 | |||||||||||
27 | Aeldman Commonwealth | 8 | 6 | 6 | 6 | 8 | 6 | 8 | 2d4 | 2d3 | 2d3 | 2d3 | 2d4 | 2d3 | 2d4 | |||||||||||
28 | Kingdom of Telrion | 8 | 8 | 6 | 6 | 14 | 6 | 10 | 2d4 | 2d4 | 2d3 | 2d3 | 1d8+1d6 | 2d3 | 1d6+1d4 | Dwarfkraft: +4 Tech on Mechanical Technologies | ||||||||||
29 | Kingdom of Druz | 8 | 8 | 6 | 10 | 16 | 8 | 10 | 2d4 | 2d4 | 2d3 | 1d6+1d4 | 2d8 | 2d4 | 1d6+1d4 | Dwarfkraft: +4 Tech on Mechanical Technologies | ||||||||||
30 | Fialta Freebooters | 6 | 18 | 12 | 8 | 12 | 8 | 12 | 2d3 | 1d10+1d8 | 2d6 | 2d4 | 2d6 | 2d4 | 2d6 | Low Cunning: Use Mil for Intel In Military Related Rolls | ||||||||||
31 | Academy of Saldan | 6 | 6 | 10 | 18 | 18 | 12 | 6 | 2d3 | 2d3 | 1d6+1d4 | 1d10+1d8 | 1d10+1d8 | 2d6 | 2d3 | Intellectual Export: +2 on Interventions with Foreign Powers Related to Lore or Tech | ||||||||||
32 | Valdosian Free State | 16 | 8 | 8 | 12 | 14 | 8 | 8 | 2d8 | 2d4 | 2d4 | 2d6 | 1d8+1d6 | 2d4 | 2d4 | Bank Property: BoV may intervene as "full personal control" in all VFS actions | ||||||||||
33 | Elvish Enclaves | 6 | 16 | 18 | 16 | 6 | 16 | 20 | 2d3 | 2d8 | 1d10+1d8 | 2d8 | 2d3 | 2d8 | 2d10 | Heroic Agents: May Lease Greater Agents to Foreign Powers for 1 IP per Turn | ||||||||||
34 | Orcish Directorate | 16 | 16 | 10 | 6 | 14 | 12 | 14 | 2d8 | 2d8 | 1d6+1d4 | 2d3 | 1d8+1d6 | 2d6 | 1d8+1d6 | |||||||||||
35 | Empire of Dar'Asmad | 14 | 12 | 8 | 10 | 6 | 12 | 12 | 1d8+1d6 | 2d6 | 2d4 | 1d6+1d4 | 2d3 | 2d6 | 2d6 | Mapmakers: +4 on Navigation | ||||||||||
36 | Brass Cities | 20 | 16 | 6 | 8 | 16 | 6 | 16 | 2d10 | 2d8 | 2d3 | 2d4 | 2d8 | 2d3 | 2d8 | Automata: Use Admin for Tech in All Established Technologies, Never Fail Morale in Combat | ||||||||||
37 | Deutschreich | 12 | 12 | 8 | 6 | 16 | 10 | 10 | 2d6 | 2d6 | 2d4 | 2d3 | 2d8 | 1d6+1d4 | 1d6+1d4 | |||||||||||
38 | Presidential Republic of Delarma | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 2d3 | 2d3 | 2d3 | 2d3 | 2d3 | 2d3 | 2d3 | |||||||||||
39 | Princely State of Keshig | 8 | 12 | 8 | 6 | 8 | 10 | 10 | 2d4 | 2d6 | 2d4 | 2d3 | 2d4 | 1d6+1d4 | 1d6+1d4 | |||||||||||
40 | Princely State of Limei | 8 | 8 | 8 | 6 | 8 | 10 | 8 | 2d4 | 2d4 | 2d4 | 2d3 | 2d4 | 1d6+1d4 | 2d4 | |||||||||||
41 | Princely State of Yushan | 8 | 12 | 12 | 6 | 8 | 10 | 8 | 2d4 | 2d6 | 2d6 | 2d3 | 2d4 | 1d6+1d4 | 2d4 | |||||||||||
42 | Princely State of Kolong | 8 | 8 | 12 | 6 | 10 | 10 | 8 | 2d4 | 2d4 | 2d6 | 2d3 | 1d6+1d4 | 1d6+1d4 | 2d4 | Trade Power: All Goods Exportable | ||||||||||
43 | Triad Princes | 8 | 6 | 12 | 6 | 6 | 10 | 6 | 2d4 | 2d3 | 2d6 | 2d3 | 2d3 | 1d6+1d4 | 2d3 | Princes of Crime: +4 Int on Economic Subterfuge and Confers Bonus to Foreign Partners | ||||||||||
44 | Aksai Chin | 10 | 16 | 10 | 8 | 8 | 10 | 14 | 1d6+1d4 | 2d8 | 1d6+1d4 | 2d4 | 2d4 | 1d6+1d4 | 1d8+1d6 | Fortress Aksai: +4 Military on Home Territory | ||||||||||
45 | Kingdom of the Perfect Princes | 6 | 6 | 12 | 16 | 8 | 10 | 6 | 2d3 | 2d3 | 2d6 | 2d8 | 2d4 | 1d6+1d4 | 2d3 | Madness and Genius: Perfect Prince Dice Explode on 1s but All 1s Are Also Critical Failures | ||||||||||
46 | Guar'dok/Thur'dok Kingdoms | 10 | 10 | 8 | 12 | 6 | 8 | 12 | 1d6+1d4 | 1d6+1d4 | 2d4 | 2d6 | 2d3 | 2d4 | 2d6 | Uncanny Timing: May Always Take Average and May Decide Which to Take After Seeing Opponent Rolls | ||||||||||
47 | Principality of Istomir | 6 | 10 | 20 | 16 | 10 | 12 | 12 | 2d3 | 1d6+1d4 | 2d10 | 2d8 | 1d6+1d4 | 2d6 | 2d6 | Cultural Infiltration: +4 to Intel in Elvish and Fialta regions | ||||||||||
48 | Outremer Kirvan Kingdoms | 10 | 14 | 12 | 10 | 8 | 12 | 12 | 1d6+1d4 | 1d8+1d6 | 2d6 | 1d6+1d4 | 2d4 | 2d6 | 2d6 | |||||||||||
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50 | Great Institutions | |||||||||||||||||||||||||
51 | Shantine Kirvan Church | 12 | 12 | 8 | 16 | 10 | 12 | 24 | 2d6 | 2d6 | 2d4 | 2d8 | 1d6+1d4 | 2d6 | 2d12 | Tithe: Profits as Morale Business Institution in Every Theater (proportionate to worship) | ||||||||||
52 | Bank of Valdos | 20 | 12 | 10 | 20 | 16 | 16 | 8 | 2d10 | 2d6 | 1d6+1d4 | 2d10 | 2d8 | 2d8 | 2d4 | Profits as an Admin Business Institution in Every Valdosian-Influenced Theater; Uses Lore for Counterintelligence | ||||||||||
53 | Knights of Adarnum | 12 | 20 | 20 | 16 | 10 | 12 | 16 | 2d6 | 2d10 | 2d10 | 2d8 | 1d6+1d4 | 2d6 | 2d8 | Tithe: Profits as Morale Business Institution in Every Theater (proportionate to worship) | ||||||||||
54 | Church of Dalthad | 16 | 6 | 12 | 16 | 12 | 16 | 20 | 2d8 | 2d3 | 2d6 | 2d8 | 2d6 | 2d8 | 2d10 | Tithe: Profits as Morale Business Institution in Every Shantine Theater and Partially in Foreign Theaters | ||||||||||
55 | Church of the Spires | 12 | 12 | 8 | 14 | 16 | 14 | 16 | 2d6 | 2d6 | 2d4 | 1d8+1d6 | 2d8 | 1d8+1d6 | 2d8 | Tithe: Profits as Morale Business Institution in Every Aeldman Theater (proportionate to worship) | ||||||||||
56 | Industrial State Cooperative Board | 16 | 6 | 8 | 14 | 22 | 10 | 10 | 2d8 | 2d3 | 2d4 | 1d8+1d6 | 1d12+1d10 | 1d6+1d4 | 1d6+1d4 | Profits as a Tech Business Institution in Every Aeldman Theater (and optionally in Aeldman Sphere of Influence) | ||||||||||
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