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Seeds of Ambition

ID:y1Wnf9gY No.6101817 View ViewReplyOriginalReport
On a small island island chaos reins as many bronze age city states fight over supremacy.
Can you bring peace to the land with cunning, plotting, and risk-taking? Can vanquish your enemies, solve crises, and unite the people?

Players will control the same character, and actions will decided with consensus, the first action to get seconded will be carried.

The lore details will expanded when relevant, but this setting does not have magic. Also, on this island, there are six groups of people.

To get started you need to roll 9d6, to determine the starting position.

1st roll determines your role, those being:

>1: mercenary (+3 WAR, +3 WAR, -3 RES)
>2. knight (+3 COM, +3 BRA, -3 STA)
>3. priest (+3 STA, +3 CUN, -3 COM)
>4. lord (+3 CUN, +3 WAR, -3 CHA)
>5. ruler's heir (+3 CHA, +3 BRA, -3 CUN)
>6. ruler (+3 RES, +3 STA, -3 BRA)

2nd roll determines your culture (which will further which kingdom you start):
>1. Eicellander
>2. Medulander
>3. Oderinish
>4. Lethilean
>5. Avatheman
>6. Castrian

Next rolls determine the stats
>3rd roll is charisma (CHA), primarily determined to persuade people
>4th roll is warcraft (WAR), related to war events
>5th roll is statecraft (STA), competency in dealing with state task
>6th roll is cunning (CUN), related to intrigue events
>7th roll is combat (COM), personal fighting skill
>8th roll is bravery (BRA), how easily you are frightened
>9th roll is restraint (RES), how much self-control you have

They calculated by 3+d6+role mod, which means the range is 1-12