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trolls_and_troglodytes_v0.1

====== Characters ====== The main stat for characters are their motivations/ideals, which represent a spectrum of actions. The sum of any two paired traits is 20. The following are taken from the Pendragon RPG, but represent the general idea. They'll be customized later. * Chaste/Lustful * Energetic/Lazy * Forgiving/Vengeful * Generous/Selfish * Honest/Deceitful * Just/Arbitrary * Merciful/Cruel * Modest/Proud * Pious/Worldly * Prudent/Reckless * Temperate/Indulgent * Trusting/Suspicious * Valorous/Cowardly ====== Basic System ====== When attempting a task, roll 1d20. Add any modifiers to the traits. In general, most modifiers apply to both the lowest and highest value trait, but exceptions exist (e.g. a character with Merciful: 14 and Cruel: 6 with a +2 sword would have Merciful: 16 and Cruel: 8). Most actions only require one success, but particularly challenging actions (e.g. killing the big bad) might require 3, 4, or even 5 consecutive successes. If the modified roll is less than or equal to both values, the roll is a standard success. If the roll is higher than both, it is a standard failure. If the roll is higher than one score, but equal to or lower than the other score, the player can choose between a conditional success or a conditional failure. A conditional success means the character has embraced their most pronounced trait, becoming more of a caricature of their own values. Add 1 to the higher value, and subtract 1 from the lower value. The character gets a hypocrisy marker. A conditional failure means the character has put their most pronounced trait in check. Subtract 1 from the higher value, and add 1 to the lower value. If a check fails, and it feels appropriate, the GM can require the player to make a Hypocrisy check. The player rolls against their current Hypocrisy score. If the check succeeds, the failure is considered a critical failure. In general, this should only be applied when a character's Hypocrisy score is particularly high, or when the stakes of failure are particularly high (e.g. in combat, the check might be the difference between a glancing wound and a disabling wound). ===== Hypocrisy markers ===== Players gain perks and disadvantages based on the number of hypocrisy markers they have. In general, the perks start out relatively appealing and the disadvantages start out relatively minor. As the markers increase, the perks provide diminishing returns while the disadvantages rise rapidly. The only way to lose a hypocrisy marker is to gamble and bargain with the GM. Gambling and bargaining follow this process: The GM suggests a course of action related to the character's highest traits, but that would obviously be against the character or group's interest. The action can either be an extension of the highest trait, or directly in conflict with it (e.g. the guilt from being so greedy might cause a king to spontaneously give generously to a peasant; a normally righteous killer lets their sworn enemy go). The action //must// complicate things for the group (e.g. kill the hostage they plan on interrogating, insulting a monarch, freeing an enemy). The GM then offers two values: the first is if the player agrees to the action outright. The second is if the player agrees to a gamble: if the die is above a certain number, they take the action. If the die is below the number, they don't. Players don't have to accept these offers, but they're the only mechanical way to lower a hypocrisy score. ===== Non-contested checks ===== When confronted with a judgement, players can make a check against the appropriate traits. They roll against the higher of the values (e.g. a character faced with a hostage might make a Merciful/Cruel check). Any roll equal to or lower than the targeted trait indicates the character should act in accordance with that value. Any roll above the value of the targeted trait indicates the character should act in accordance with the other value. Characters acting in accordance with the winning trait gain, at GM discretion, a +2 or +4 bonus. ====== Factions and Races ====== ===== Internal factions ===== **The Council/ mainstream.** The council runs the secular parts of human society. It is cosmopolitan, with almost every member of humanity belonging to one or more of its guilds. The different guilds have different agendas and goals, and any given member may find themselves torn between allegiances to multiple guilds. The one constant for the Council is that its members constantly debate over which guilds are over or under represented. The nuances of representation dominate the floor of the council frequently enough that other issues- marching armies, for example- are sometimes overlooked. The Council is often known for inspiring allies to betray each other in order to gain a momentary political advantage. **Clans and guilds.** The different factions that make up the Council and the larger human realms. Clans are usually based around common identity- often, but not always, following family lines. Guilds are usually based around skills and political leanings. In the early days of the human kingdoms, a person had to choose either a clan //or// a guild as their primary loyalty, now the council recognizes the right to hold allegiance to multiple guilds and clans (though, some more conservative leaders will question the strength of a person's loyalty if they have mixed allegiances). //Editor's note: the clans and guilds contain the vast majority of real world feminist factions- POC, LGBT, academia, etc. LGBT would, for example, be a large clan with a variety of families inside it that sometimes cooperate and sometimes compete.// **Outriders/ radicals and extremists.** The barbarians of the human realm, the Outriders have eschewed the comforts of humanity's cosmopolitan centers in favor of patrolling and scouting the borders. They are most often in conflict with the other races (and other clans of fellow Outriders). They are frequently paranoid about people outside their clan, but are fiercely loyal. Comradery is everything. Given that the council is sometimes hesitant to condone the more extreme tactics, many outriders resort to the same raiding patterns as their enemies in order to stay well supplied. They have no problem condemning the tactics when used by others, but see themselves as justified since they are fighting a larger force. Some clans of Outriders live in the interiors of the human lands, but they often still stick to rural areas- the disdain between them and the Council is often mutual. **The Church/ pop feminism.** While not all humans are strict adherents, the Church is a powerful political force- popular both in urban and rural locations. Most practices are based on simple edicts like equality and justice. While some of the more skeptical people question exactly what constitutes equality and justice, almost all ascribe to the Church's teachings. Even the Outriders, who think of the Church as impossibly idealistic still pay lip service to its teachings. The Church rarely specifies how its teachings should be interpreted, letting many factions adopt wildly different readings- creating a largely false sense of unity. Critics of the Church argue that this false sense of unity allows some factions to perpetuate inequalities against other factions. **The Clergy/ white feminism.** Often seen as the caretakers of the Church's teachings of social and economic equality, the Clergy manage to still be among the most powerful members of human society. While some call for reform, the clergy are adept enough at platitudes that they are often seen as beyond reproach- no matter how disingenuous their actions. ===== External factions ===== **Wizards/ Red Pill.** They claim to have hidden knowledge of how the world really works, but their magic is viewed with deep skepticism. Heroes to some, many others are made uncomfortable by them. Many claim that their magic works by tapping into a completely alternate world. Their magic is outlawed in human lands. Many wizards feel fierce antagonism with the human kingdoms. **Sorcerors/ PUA.** As wizards, but with a more chaotic aspect to their magic. They claim to be master manipulators, making their arcane arts even more ethically ambiguous. **Elves/ 'allies'.** Self-righteous and snobby race that claims to by allies of humanity, but whose pretensions of superiority are often more hindrance than help. They often assume they know the situation better than humans. While some humans actively work with elves, others can't stand them. **Dwarves/ gamers.** A basement dwelling, proud race. In truth, their clans are far more diverse than they're given credit for. Some people claim there are no women dwarves, but thats not true- it's just that most have learned to grow beards. They prefer to stick to their own internal clan conflicts, but many share a disdain with the surface races- and elves in particular. Dwarves are generally skeptical of Wizards and Sorcerors, not seeing the appeal of magic compared to grinding away in the mines. **Orcs/ MRA.** A race that sees themselves as honorable warriors, but who are often described as crude and violent. They claim that they are the subject of inequalities- which may or may not be true. More than a few, though, live up to their reputation of raiding and pillaging. Humans and elves are especially repulsed when orcs talk about things like equality of justice, seeing the Orcish interpretation as inherently wrong. **Trolls/ trolls.** Contrary to popular belief, trolls aren't a separate race. They contain members of all the other races. The transformation into a fully formed troll is based on ancient, evil rituals. Some trolls retain the ability to transform back into their original forms, or to sow discontent by taking on other forms. They thrive on conflict and are found among both the human and non-human races. **The Cartel/ Patriarchy.** Outside of what are thought of as proper human realms are territories controlled by Cartel City States. Highly mercantile and cosmopolitan, the Cartel City States are also notorious for being highly corrupt and expansionistic. As much as they identify as being focused on liberty and free trade, they also have an unofficial- and heavily enforced- caste structure. The most powerful Cartel City States are as large as any city in official human lands. The smallest Cartel City States are, for most intents and purposes, ports for pirates and bases of other elicit trades. The Cartel has an extensive network, leading many to believe that it is all knowing and all powerful. It's said that Cartel influence is pervasive throughout the human kingdoms- to the point that labeling a political enemy as a pawn of the cartel is a fairly frequent move in human politics. While many think of the Cartel as a monolithic conspiracy, the truth is that it has its own varying factions- it's just that its members operate in shadows. Powerful cartel families often manipulate the conflict between the Orcs and the human kingdoms.

trolls_and_troglodytes_v0.1.txt · Last modified: 2016/11/08 17:59 by 68.102.86.64