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This game is based on the [[TROS_in_the_Hammer]] game also wikied on this website. However, as GM, I was finding that, while TROS's combat system is unique and interesting, and the Spiritual Attributes are fantastic, we kept banging up against the limits of what could be done in TROS for big political type stuff, which is the direction the game was headed. Hence, an experiment. | This game is based on the [[TROS_in_the_Hammer]] game also wikied on this website. However, as GM, I was finding that, while TROS's combat system is unique and interesting, and the Spiritual Attributes are fantastic, we kept banging up against the limits of what could be done in TROS for big political type stuff, which is the direction the game was headed. Hence, an experiment. | ||
− | = | + | =Culture - The People= |
− | |||
The People are outlined in much more detail [[TROS_in_the_Hammer:Setting_Political_People|here]]. All members of the People have the same cultural keyword, the People, and all also have either a Tribal Keyword or the Tribeless Keyword. Additional special keywords are Aunt/Uncle, Left Hand of Justice, and Right Hand of Justice. | The People are outlined in much more detail [[TROS_in_the_Hammer:Setting_Political_People|here]]. All members of the People have the same cultural keyword, the People, and all also have either a Tribal Keyword or the Tribeless Keyword. Additional special keywords are Aunt/Uncle, Left Hand of Justice, and Right Hand of Justice. | ||
− | + | ==Base Keyword - The People== | |
'''Abilities:''' Customs of the People, Tribal Insignia, Hunter's Sign (for Men only), Geography of the People's Lands, Speech, Spirit Knowledge (starts at 13). | '''Abilities:''' Customs of the People, Tribal Insignia, Hunter's Sign (for Men only), Geography of the People's Lands, Speech, Spirit Knowledge (starts at 13). | ||
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'''Typical Magic Keywords:''' All women have Spirit Tongue as an ability at 13. Some may also have Spirit Friendship. Men usually have no magic keywords, although some rare Informatii may have Calculare Mundus. | '''Typical Magic Keywords:''' All women have Spirit Tongue as an ability at 13. Some may also have Spirit Friendship. Men usually have no magic keywords, although some rare Informatii may have Calculare Mundus. | ||
− | + | ==Tribal Keywords of the People== | |
− | + | ===Fog Among the Trees=== | |
'''Abilities:''' Customs of Fog Among the Trees, Lumberjack, Forestry, Working Draft Animals, Orienteering, Live off the Forest, Spear and Axe Fighting, Archery, Hunting, Know the Forests of the People. | '''Abilities:''' Customs of Fog Among the Trees, Lumberjack, Forestry, Working Draft Animals, Orienteering, Live off the Forest, Spear and Axe Fighting, Archery, Hunting, Know the Forests of the People. | ||
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''Tribal Insignia:'' Hair cut into a mohawk. | ''Tribal Insignia:'' Hair cut into a mohawk. | ||
− | + | ===Grinning Blue Moon=== | |
'''Abilities:''' Compose Entertainment, Concentrate, one or more entertaining abilities (e.g. Dance, Juggle, Play Instrument, Poetry, Puppets, Sing, Storytelling), Good Memory, Group Performance, Play Audience, Presence, Spot Trouble, Legends of the People, Customs of Other Tribes, Sword and Dagger Duelling, Brawling, Customs of the Grinning Blue Moon, Know the Towns of the People. | '''Abilities:''' Compose Entertainment, Concentrate, one or more entertaining abilities (e.g. Dance, Juggle, Play Instrument, Poetry, Puppets, Sing, Storytelling), Good Memory, Group Performance, Play Audience, Presence, Spot Trouble, Legends of the People, Customs of Other Tribes, Sword and Dagger Duelling, Brawling, Customs of the Grinning Blue Moon, Know the Towns of the People. | ||
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''Tribal Insignia:'' A thin circlet with a crescent moon on it, usually in silver. | ''Tribal Insignia:'' A thin circlet with a crescent moon on it, usually in silver. | ||
− | + | ===Sweet But Painful=== | |
'''Abilities:''' Honey Gathering, Live off the Forest (starts at 7W), Hide and Sneak in the Forest (starts at 17W), Archery, Find way in Forest (starts at 7W), Customs of Sweet But Painful. | '''Abilities:''' Honey Gathering, Live off the Forest (starts at 7W), Hide and Sneak in the Forest (starts at 17W), Archery, Find way in Forest (starts at 7W), Customs of Sweet But Painful. | ||
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''Tribal Insignia:'' Scarification on the cheeks and forehead. | ''Tribal Insignia:'' Scarification on the cheeks and forehead. | ||
− | + | ===Ghost of Cougar=== | |
'''Abilities:''' Administrate, Negotiate, Bargain and Trade, Scribe, Know the Towns of the People, Customs of Ghost of Cougar, Keep Accounts and Records. | '''Abilities:''' Administrate, Negotiate, Bargain and Trade, Scribe, Know the Towns of the People, Customs of Ghost of Cougar, Keep Accounts and Records. | ||
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''Tribal Insignia:'' A necklace with a golden claw. | ''Tribal Insignia:'' A necklace with a golden claw. | ||
− | + | ===Exxon's Ashes=== | |
'''Abilities:''' Charcoal Making, Work Draft Animals, Manage Woodlands, Hunting, Cudgel and Axe Fighting, Bargain and Trade, Tinker with Mechanisms, Repair Things. | '''Abilities:''' Charcoal Making, Work Draft Animals, Manage Woodlands, Hunting, Cudgel and Axe Fighting, Bargain and Trade, Tinker with Mechanisms, Repair Things. | ||
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''Tribal Insignia:'' A thick scarf around the face. Typically, Ashes are dusty or coated in ash, which they view as a sign of industriousness. | ''Tribal Insignia:'' A thick scarf around the face. Typically, Ashes are dusty or coated in ash, which they view as a sign of industriousness. | ||
− | + | ===Doors Always Open=== | |
'''Abilities:''' ??? | '''Abilities:''' ??? | ||
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''Tribal Insignia:'' ??? | ''Tribal Insignia:'' ??? | ||
− | + | ===Soft Black Earth=== | |
'''Abilities:''' ??? | '''Abilities:''' ??? | ||
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''Tribal Insignia:'' ??? | ''Tribal Insignia:'' ??? | ||
− | + | ===Deep Shadows Pierced by Light=== | |
'''Abilities:''' ??? | '''Abilities:''' ??? | ||
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''Tribal Insignia:'' ??? | ''Tribal Insignia:'' ??? | ||
− | + | ===Aroma of Spring=== | |
'''Abilities:''' ??? | '''Abilities:''' ??? | ||
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''Tribal Insignia:'' ??? | ''Tribal Insignia:'' ??? | ||
− | + | ===Dancing Salmon in the Sun=== | |
'''Abilities:''' ??? | '''Abilities:''' ??? | ||
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''Naming convention:'' Salmon are named after nautical or boating terms. Examples: Mizzenmast, Windlass, Jib Sheet. | ''Naming convention:'' Salmon are named after nautical or boating terms. Examples: Mizzenmast, Windlass, Jib Sheet. | ||
− | + | ===Garden of Eden=== | |
'''Abilities:''' ??? | '''Abilities:''' ??? | ||
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''Tribal Insignia:'' ??? | ''Tribal Insignia:'' ??? | ||
− | + | ==="Explorer Tribe"=== | |
'''Abilities:''' Communicate Without Language, Orienteering, Live off the Land, Endure Hardship, Understand Foreign Customs, Buy and Sell Goods, "Fighting Style", Sense Trouble, Ride Animals, Boating, Repair Equipment, Cartography | '''Abilities:''' Communicate Without Language, Orienteering, Live off the Land, Endure Hardship, Understand Foreign Customs, Buy and Sell Goods, "Fighting Style", Sense Trouble, Ride Animals, Boating, Repair Equipment, Cartography | ||
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''Tribal Insignia:'' ??? | ''Tribal Insignia:'' ??? | ||
− | + | ===Tribeless=== | |
Pity the poor tribeless of the People. Second-rank citizens at best, the Tribeless generally wander about doing odd jobs, or live in shanty-towns outside of the main towns of the People. | Pity the poor tribeless of the People. Second-rank citizens at best, the Tribeless generally wander about doing odd jobs, or live in shanty-towns outside of the main towns of the People. | ||
'''Abilities:''' Scrounge for Food, Menial Labour, Brawling, OTHERS?? | '''Abilities:''' Scrounge for Food, Menial Labour, Brawling, OTHERS?? | ||
− | + | ==Special People Keywords== | |
− | + | ===Right Hand of Justice=== | |
Right Hands are the police force and corrections officers of the People. They carry out the judgements of the Left Hands, and generally enforce order. Right Hands are always male, but can be of any tribe. | Right Hands are the police force and corrections officers of the People. They carry out the judgements of the Left Hands, and generally enforce order. Right Hands are always male, but can be of any tribe. | ||
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'''Possessions:''' Silver bracer. Will also often have tools of the trade, including manacles, headsman's sword, etc. | '''Possessions:''' Silver bracer. Will also often have tools of the trade, including manacles, headsman's sword, etc. | ||
− | + | ===Left Hand of Justice=== | |
Left Hands are the judges of the people. They judge disputes, investigate crimes, and sentence law breakers. Left Hands are always female, but can be of any tribe. | Left Hands are the judges of the people. They judge disputes, investigate crimes, and sentence law breakers. Left Hands are always female, but can be of any tribe. | ||
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'''Possessions:''' Silver bracer. | '''Possessions:''' Silver bracer. | ||
− | + | ===Aunt of "Tribe"=== | |
The Aunts of the People are its main organizers; nothing of importance happens without consulting them. Usually a woman must be at least 40 years old to be considered an Aunt. | The Aunts of the People are its main organizers; nothing of importance happens without consulting them. Usually a woman must be at least 40 years old to be considered an Aunt. | ||
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'''Relationships:''' Aunt of "Tribe Name". Typically the Aunt with the highest rating in this relationship will be considered senior. | '''Relationships:''' Aunt of "Tribe Name". Typically the Aunt with the highest rating in this relationship will be considered senior. | ||
− | + | ===Uncle of "Tribe"=== | |
The Uncles are its main leaders, directing the day to day work activities of the tribe, and managing the defense of the tribe when necessary. They will usually bow to the Aunts in terms of overall plans and goals. | The Uncles are its main leaders, directing the day to day work activities of the tribe, and managing the defense of the tribe when necessary. They will usually bow to the Aunts in terms of overall plans and goals. | ||
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'''Relationships:''' Uncle of "Tribe Name". Typically the Uncle with the highest rating in this relationship will be considered senior. | '''Relationships:''' Uncle of "Tribe Name". Typically the Uncle with the highest rating in this relationship will be considered senior. | ||
− | + | ==Magical Keyword of the People - Spirit Friendship== | |
Only women of the People can have this keyword. | Only women of the People can have this keyword. | ||
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See below for more details. | See below for more details. | ||
− | + | ==Religious Keyword of the People - Yesukrishnaity== | |
Yesukrishnaity is fully described [[TROS_in_the_Hammer:Setting_Religion|here]]. | Yesukrishnaity is fully described [[TROS_in_the_Hammer:Setting_Religion|here]]. | ||
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'''Personality:''' Faith in Yesukrishnaity, Revere the Spirits. | '''Personality:''' Faith in Yesukrishnaity, Revere the Spirits. | ||
− | == | + | =Magic= |
− | + | ==Spirits== | |
+ | Most magic involves working with Spirits. See [[TROS_in_the_Hammer:Magic_Spirits|Spirits and Spirit Magic]] for a basic description of spirits. | ||
− | === | + | ===Spirit Keyword=== |
− | + | A Spirit character (PC or NPC) has the Spirit keyword, as follows: | |
− | |||
− | ''' | + | '''Mundane Abilities:''' Spirit Knowledge and Spirit Symbolism. Embodied and Anchored Spirits may have one or more other abilities appropriate to their forms, natures, and training. Prevalent Spirits may also have mundane abilties. Contacted Spirits rarely have mundane abilities of any use. |
− | ''' | + | '''Magic Abilities:''' Spirit Tongue. Also, contactable Spirits have two or more qualities, at least one noun and one verb. One of these qualities is the Spirits primary quality. No ability rating of a spirit may exceed its primary quality rating. An Embodied Spirit (one that creates its physical form out of Os) will have one or more form abilties that represent this. |
− | ''' | + | '''Magic Flaws:''' Two flaws, a noun and a verb, usually the "opposite", in some way, of the primary quality and one other quality, of the spirit. |
− | + | ===Spirit Magic=== | |
+ | Spirits make magic by combining their qualities and then making their will become reality. | ||
− | ==== | + | ====Command Lines==== |
− | + | As described [[TROS_in_the_Hammer:Magic_Spirits|here]] to create magic, a spirit's qualities are combined into a Command Line. The rules for creating a command line are essentially unchanged from the those under TROS. The differentiation between Charms, Powers, and Weavings in the TROS rules is no longer a mechanical one, it is only descriptive. Note that the magnitude of the effect generated is not related to the length of the command line, only its complexity. A Charm of the qualities "Burn" and "Wood" could start a campfire or a massive forest fire. | |
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− | + | ====Limits on Spirit Power==== | |
+ | These are much as described in the TROS link, especially with regard to how long it takes in game time to acheive things, regardless of the level of success. | ||
− | + | ====Magnitude of Effect==== | |
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− | ===Magnitude of Effect=== | ||
In most cases, under Heroquest the old TROS level of effect translates to the need to get a marginal, minor, or major victory in the appropriate magical contest instead of a level 1-3 effect under TROS. Here are some more complete suggestions: | In most cases, under Heroquest the old TROS level of effect translates to the need to get a marginal, minor, or major victory in the appropriate magical contest instead of a level 1-3 effect under TROS. Here are some more complete suggestions: | ||
− | + | CREATION - Creating things from scratch with materials at hand. | |
* Marginal Victory: Create basic forms and shapes with no "moving" parts. Examples: Chair, Simple Flute, Door (with no hinges or lock), Axe. | * Marginal Victory: Create basic forms and shapes with no "moving" parts. Examples: Chair, Simple Flute, Door (with no hinges or lock), Axe. | ||
* Minor Victory: Create more complex forms and shapes, with "moving" parts. Examples: A realistic gold coin, a tasty looking apple, a working cart. | * Minor Victory: Create more complex forms and shapes, with "moving" parts. Examples: A realistic gold coin, a tasty looking apple, a working cart. | ||
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* Complete Victory: Create an incredibly complex form. Living things can be created out of whole cloth at this level of success, although they will have no memories or training. In other words, you could create a dog, but it would be a very stupid dog, as its doggy brain would be a complete blank slate, with only whatever capabilities are hardwired. | * Complete Victory: Create an incredibly complex form. Living things can be created out of whole cloth at this level of success, although they will have no memories or training. In other words, you could create a dog, but it would be a very stupid dog, as its doggy brain would be a complete blank slate, with only whatever capabilities are hardwired. | ||
− | == | + | ====Basic Spirit Magic Contest==== |
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'''Method:''' Spirit determines the command line, and the desired effect. GM specifies level of Victory necessary to completely achieved desired effect (based on magnitudes above and elsewhere). | '''Method:''' Spirit determines the command line, and the desired effect. GM specifies level of Victory necessary to completely achieved desired effect (based on magnitudes above and elsewhere). | ||
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'''Any Defeat:''' Nothing happens and spirit takes consequences according to the level of defeat (Hurt, Impaired, Injured, and even Dying), with the consequence applying to their qualities or other appropriate abilities. | '''Any Defeat:''' Nothing happens and spirit takes consequences according to the level of defeat (Hurt, Impaired, Injured, and even Dying), with the consequence applying to their qualities or other appropriate abilities. | ||
− | == | + | =Extra stuff not yet organized= |
− | + | O Legion Mercurio | |
− | + | Dog Mounted Heavy Cavalry | |
− | + | Abilities: Quicksilver Legion Regulations, Camp, Care for Dog, Identify Foe, Riding, Scan for Danger, Scouting (-3), Swear like a Trooper, Charge with Lance, Mass Heavy Cavalry Tactics, Mace and Shield Fighting (+5), Archery (-5) | |
− | + | Personality: Disciplined (+3) | |
− | + | Relationships: Member of [Particular Legion Unit] and Commanded by [Commander Name] if still serving. Once part of [Particular Legion Unit] if not in it anymore. | |
− | + | Typical Followers: War Dog (Charge 15W, Savage Bite 3W) | |
− | + | Typical Equipment: Mace, Shield, Scale Armor, Lance, Recurve Bow | |
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− | + | Dog Mounted Light Cavalry | |
− | + | Abilities: Quicksilver Legion Regulations, Camp, Care for Dog, Identify Foe, Riding, Scan for Danger, Scouting (+3), Swear like a Trooper, Dog Archer Mass Tactics, Mace Fighting (-5), Archery (+5) | |
+ | Personality: Disciplined (-3) | ||
+ | Relationships: Member of [Particular Legion Unit] and Commanded by [Commander Name] if still serving. Once part of [Particular Legion Unit] if not in it anymore. | ||
+ | Typical Followers: Fast Dog (Run Fast 15W) | ||
+ | Typical Equipment: Mace, Leather Armor, Recurve Bow | ||
− | + | Informatio | |
+ | Abilities: Use Logic, Informatio Theology | ||
+ | Personality: Faith in the Informatio, Disdain for Spirits | ||
− | + | Poemavlaggen | |
+ | Abilities: Maintain Cover Story, Disguise, Convey Secret Messages, Write and Read Gezag Codes, Sneak Around, Subtle Information Gathering, Torture, Sword Fighting, Close Quarters Fighting, Murder, Deceive People, Gezag Organization and Tactics | ||
+ | Personality: Ruthless | ||
+ | Relationships: Member of the Poemavlaggen, Commanded by [Commander’s Name] | ||
+ | Typical Equipment: Sword, Dagger, Poison, Coded messages, Cover Disguise | ||
− | + | Informatio Templari | |
+ | Abilities: Informatio Theology (+3), Subtle Evangelism, Convey Secret Messages, Write and Read Informatio Codes, Lead Followers, Diplomacy, Pole Arm Fighting, Preaching | ||
+ | Personality: Oath to the Templari | ||
+ | Relationships: Member of the Templari | ||
− | + | Speersoldaat | |
+ | Abilities: Mass Pole Arm Tactics, Pole Arm Fighting, Gezag Soldaaten Regulations, Identify Foe, Make Camp, March, Scan for Danger, Swear like a Soldier | ||
+ | Relationships: Member of the Speersoldaat, Commanded by [Commander’s Name], Employee of the Gezag | ||
− | + | Spirit Employment | |
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− | + | Abilities: Employ Spirit, Discipline Spirit, Manufacture Vessels, Spirit Employment Theory, Spirit Accounting | |
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− | + | CONTEST: Create appropriate Vessel | |
− | The | + | Appropriate Ability: Manufacture Vessel |
+ | Typical modifiers and augments: Spirit Employment Theory, appropriate mundane abilities | ||
+ | Method: Spirit employer builds an appropriate Vessel, selects appropriate mundane abilities. The process can take any amount of time based on the nature of the Vessel. | ||
+ | Resistance: Highest mundane ability rating (can have up to 3). | ||
+ | Results: Any Victory - Vessel is completed. | ||
+ | Marginal Victory - Mundane abilities are half of expected. | ||
+ | Tie - More work is needed. | ||
+ | Any Defeat - Vessel will not work. | ||
+ | Complete Defeat - Materials are ruined. | ||
− | === | + | CONTEST: Employ spirit into available Vessel. |
− | + | Appropriate Ability: Employ Spirit | |
+ | Typical modifiers and augments: Spirit Employment Theory, Spirit Accounting | ||
+ | Method: Spirit employer selects desired qualities, and sets up appropriate apparatus and an available Vessel. The process typically takes 30 minutes. | ||
+ | Resistance: Spirit Power | ||
+ | Results: Any Victory - Spirit is contacted and available for employment. | ||
+ | Complete Victory - Spirit has qualities = Spirit Power | ||
+ | Major Victory - Spirit has total qualities = 3/4 Spirit Power * Qualities | ||
+ | Minor Victory - Spirit has total qualities = 1/2 Spirit Power * Qualities, highest quality = 3/4 Spirit Power | ||
+ | Marginal Victory - Spirit has total qualities = 1/4 Spirit Power * Qualities, highest quality = 1/2 Spirit Power | ||
+ | Tie - Spirit contacted, but cannot be employed | ||
+ | Any Defeat - Spirit not contacted. | ||
+ | Major or Complete Defeat - Vessel destroyed. |