Editing Story of the People
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=Cultures= | =Cultures= | ||
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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. | ||
+ | ==The People== | ||
===Base Keyword - The People=== | ===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 Equipment:''' Mace, Leather Armor, Recurve Bow | '''Typical Equipment:''' Mace, Leather Armor, Recurve Bow | ||
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===Religious Keyword of the Valongo - Informatio=== | ===Religious Keyword of the Valongo - Informatio=== | ||
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'''Personality:''' Faith in the Informatio, Disdain for Spirits | '''Personality:''' Faith in the Informatio, Disdain for 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. | |
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− | '''Abilities:''' | ||
− | ''' | + | '''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. |