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=Cultures=
 
=Cultures=
==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.
  
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==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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'''Personality:''' Faith in the Informatio, Disdain for Spirits
 
'''Personality:''' Faith in the Informatio, Disdain for Spirits
  
==Handelsgezag von Niarch==
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=Magic=
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==Spirits==
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Most magic involves working with Spirits.  See [[TROS_in_the_Hammer:Magic_Spirits|Spirits and Spirit Magic]] for a basic description of spirits. 
  
===Main Cultural Keyword===
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===Spirit Keyword===
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A Spirit character (PC or NPC) has the Spirit keyword, as follows:
  
===Banner Keywords===
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'''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.
====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
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'''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.
  
'''Relationships:''' Member of the Poemavlaggen, Commanded by [Commander’s Name]
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'''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.
  
'''Typical Equipment:''' Sword, Dagger, Poison, Coded messages, Cover Disguise
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===Spirit Magic===
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Spirits make magic by combining their qualities and then making their will become reality. 
  
===Arbeider/Soldaaten Keywords===
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====Command Lines====
====Speersoldaat====
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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. 
'''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
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====Limits on Spirit Power====
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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.
  
===Magical Keywords of the Gezag===
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====Magnitude of Effect====
====Geestwerkgelegenheid (Spirit Employment)====
 
'''Abilities:''' Employ Spirit, Discipline Spirit, Manufacture Vessels, Spirit Employment Theory, Spirit Accounting
 
 
 
==Mishpokhe==
 
The Mishpokhe are a culture of desert dwellers from the area west of Lacuna Niger.
 
 
 
'''Abilities:''' Customs of the Mishpokhe, Geography of Mishpokhe Lands, Lingua, Sprakh (the language of the Mishpokhe, use Yiddish), Endure the Desert, Find Water, Herd Animals
 
 
 
'''Typical Religious Keywords:''' Informatio (see Valongo)
 
 
 
'''Typical Magic Keywords:''' Ars Memoria, Caclulare Mundus
 
 
 
'''Other Special Keywords:''' Informatio Templari (see Valongo)
 
 
 
=Magic=
 
==What can be done with Magic?==
 
===Limits on Power===
 
Pretty much everything described LINK here under Spirit magic limits are general limits on what can be accomplished through magic, regardless of method.
 
 
 
===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.
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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.
  
==Types of Magical Beings==
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====Basic Spirit Magic Contest====
===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.
 
 
 
===Shades/Recordatii===
 
Ancestors "spirits", ghosts of dead people.  Routinely contacted through Ars Memoria by the Infomatii, only contacted via Witchcraft by the People (a capital offense).  Cannot be played as PCs.
 
 
 
==Magical Systems==
 
 
 
===Spirit Command Line Magic===
 
Spirits themselves 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. 
 
 
 
====Contest: Spirit Command Line Magic====
 
 
'''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.
  
===Geestwerkgelegenheid (Spirit Employment)===
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=Extra stuff not yet organized=
 
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O Legion Mercurio
Spirit Employment is the method that the Gezag use to make spirits serve them.  Unlike the People, the Gezag have never gotten the trick of simply contacting and or befriending spirits, nor of embodying them.  But they are masters of creating anchored spirits that can do useful labour beyond their qualities.
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Dog Mounted Heavy Cavalry
 
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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)
====Contest: Create appropriate Vessel====
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Personality: Disciplined (+3)
'''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.
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Relationships: Member of [Particular Legion Unit] and Commanded by [Commander Name] if still servingOnce part of [Particular Legion Unit] if not in it anymore.
 
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Typical Followers: War Dog (Charge 15W, Savage Bite 3W)
'''Appropriate Ability:''' Manufacture Vessel
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Typical Equipment: Mace, Shield, Scale Armor, Lance, Recurve Bow
 
 
'''Typical modifiers and augments:''' Spirit Employment Theory, appropriate mundane abilities
 
 
 
'''Resistance:''' Highest mundane ability rating (can have up to 3).
 
 
 
'''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====
 
'''Method:''' Spirit employer selects desired qualities, and sets up appropriate apparatus and an available Vessel. The process typically takes 30 minutes.
 
 
 
'''Appropriate Ability:''' Employ Spirit
 
 
 
'''Typical modifiers and augments:''' Spirit Employment Theory, Spirit Accounting
 
 
 
'''Resistance:''' Spirit Primary Quality + (number of qualities * 5)
 
 
 
'''Any Victory:''' Appropriate spirit is contacted and employed (anchored) to the Vessel.
 
 
 
'''Complete Victory:''' Spirit has all qualities equal to the Primary Quality
 
 
 
'''Major, Minor, Marginal Victory:''' Spirit's additional qualities are at -3, -6, and -9 from the primary quality, respectively. Ratings can be shifted +/-5 as long as total shift is +0Minimum quality rating is 13.
 
 
 
'''Tie:''' Spirit contacted, but cannot be employed.  Must try again.
 
 
 
'''Any Defeat:''' Spirit not contacted, and spirit with those qualities not available.
 
 
 
'''Major or Complete Defeat:''' Vessel destroyed.
 
  
====Contest: Discipline a spirit====
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Dog Mounted Light Cavalry
'''Method:''' The Spirit Employer can harm and coerce any spiritThis is not pleasant for the spirit at all.
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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)
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Personality: Disciplined (-3)
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Relationships: Member of [Particular Legion Unit] and Commanded by [Commander Name] if still servingOnce part of [Particular Legion Unit] if not in it anymore.
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Typical Followers: Fast Dog (Run Fast 15W)
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Typical Equipment: Mace, Leather Armor, Recurve Bow
  
'''Appropriate Ability:''' Discipline Spirit
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Informatio
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Abilities: Use Logic, Informatio Theology
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Personality: Faith in the Informatio, Disdain for Spirits
  
'''Typical Modifiers and Augments:''' Spirit Employment Theory, mundane abilities as appropriate (such as Torture).
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Poemavlaggen
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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
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Personality: Ruthless
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Relationships: Member of the Poemavlaggen, Commanded by [Commander’s Name]
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Typical Equipment: Sword, Dagger, Poison, Coded messages, Cover Disguise
  
'''Resistance:''' Spirits Primary quality, modified by appropriate augments.
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Informatio Templari
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Abilities: Informatio Theology (+3), Subtle Evangelism, Convey Secret Messages, Write and Read Informatio Codes, Lead Followers, Diplomacy, Pole Arm Fighting, Preaching
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Personality: Oath to the Templari
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Relationships: Member of the Templari
  
'''Consequences:''' As any brute contest, based on victory.  The Spirit Employer can be harmed in defeat, typically by penalities to Discipline Spirit and personality traits.
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Speersoldaat
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Abilities: Mass Pole Arm Tactics, Pole Arm Fighting, Gezag Soldaaten Regulations, Identify Foe, Make Camp, March, Scan for Danger, Swear like a Soldier
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Relationships: Member of the Speersoldaat, Commanded by [Commander’s Name], Employee of the Gezag
  
===Spirit Friendship===
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Spirit Employment
The methods by which female members of the People deal with spirits.
 
  
===Ars Memoria===
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Abilities: Employ Spirit, Discipline Spirit, Manufacture Vessels, Spirit Employment Theory, Spirit Accounting
The methods by which the Informatii contact and deal with their dead ancestors.
 
  
===Calculare Mundus===
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CONTEST: Create appropriate Vessel
The methods by which the Informatii coerce spirits.
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Appropriate Ability: Manufacture Vessel
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Typical modifiers and augments: Spirit Employment Theory, appropriate mundane abilities
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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.
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Resistance: Highest mundane ability rating (can have up to 3).
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Results: Any Victory - Vessel is completed.
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Marginal Victory - Mundane abilities are half of expected.
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Tie - More work is needed.
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Any Defeat - Vessel will not work.
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Complete Defeat - Materials are ruined.
  
===Gematria===
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CONTEST: Employ spirit into available Vessel.
The methods by which the Gezag directly manipulate the Oonderstrom (Underlay). Very dangerous, because it causes madness.
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Appropriate Ability: Employ Spirit
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Typical modifiers and augments: Spirit Employment Theory, Spirit Accounting
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Method: Spirit employer selects desired qualities, and sets up appropriate apparatus and an available Vessel. The process typically takes 30 minutes.
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Resistance: Spirit Power
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Results: Any Victory - Spirit is contacted and available for employment.
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Complete Victory - Spirit has qualities = Spirit Power
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Major Victory - Spirit has total qualities = 3/4 Spirit Power * Qualities
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Minor Victory - Spirit has total qualities = 1/2 Spirit Power * Qualities, highest quality = 3/4 Spirit Power
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Marginal Victory - Spirit has total qualities = 1/4 Spirit Power * Qualities, highest quality = 1/2 Spirit Power
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Tie - Spirit contacted, but cannot be employed
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Any Defeat - Spirit not contacted.
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Major or Complete Defeat - Vessel destroyed.

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