Strange Tides

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Ongoing
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Strange Tides

Many things have the Helens been, children of the gods under the gaze of...
Mechanics
Mechanics

Dice Rolling
All rolls are made using a dice pool, which size is determined by the skills of the person attempting it or the ruler of the polity performing the action, if no specific character is performing the task. For regular checks, you roll a number of dice equal to the skill rank and add up the results.
Example: 3d6 -> 6 4 1 Result: 11

For basic success checks, this result must be equal or higher then the set difficulty of a task to succeed, with a result that is much higher or much lower then the DC determining the degree of success or failure.
For opposed checks, both opponents roll the dice pool of a given skill and the person with the higher result wins.
For random event checks, the result value is compared to the random result chart instead.
For both opposed checks and random event checks, there can be a fixed bonus or malus for the check which is added or subtracted from the result.

Random Result Table
2 or less Critical Failure
9​
Major Failure
16​
Major Failure
23​
Major Failure
30​
Major Success

3​
Major Failure
10​
Failure
17​
Success
24​
Failure
31​
Success

4​
Failure
11​
Failure
18​
Major Success
25​
Success
32​
Failure

5​
Critical Failure
12​
Critical Success
19​
Major Failure
26​
Success
33​
Success

6​
Success
13​
Failure
20​
Major Success
27​
Major Success
34​
Failure

7​
Failure
14​
Major Success
21​
Failure
28​
Critical Success
35​
Major Success

8​
Success
15​
Success
22​
Success
29​
Major Failure 36 or more Critical Success

Furthermore, a dice pool can be modified by Success Dice and Failure Dice.
For each Success Dice added to a pool, roll one additional dice and discard the lowest individual result before adding up.
Example: 3d6 + 2 SD -> 6 3 3 2 1 Result: 12
The most common source of Success Dice is a specialization of a skill, but other circumstances can also grant them. You can never have more Success Dice then base pool dice, no matter from what source they have been gained.

For each Failure Dice assigned to a check, you do not roll any additional dice, but have to drop the result of one dice.
Example: 3d6 - 1 FD -> 5 3 2 Result: 8


Skills and Specializations

Diplomacy: How well a person can speak to others and convince them of something.
- Charm: Used to convince people of your good intentions and to make a good impression. Often rolled in the beginning of a meeting to determine the disposition of both parties to each other.
- Persuasion: Attempting to convince someone of something. The bread and butter of diplomacy.
- Deception: The art of lying through your teeth without getting caught. Often used for intrigue.

Combat: The skill in personal combat.
- Close Combat: All fighting done with swords, spears, axes and the like.
- Ranged Combat: The usage of bows, slings and javelins.
- Endurance: How well the character can withstand damage.

Warfare: The ability to lead troops into battle.
- Command: Used to give order to specific units during battle.
- Tactics: Used to determine the initiative order during battles and to determine the starting positioning.
- Strategy: Used for campaign planning and to coordinate armies on the march.

Rulership: How well the character can rule a polity.
- Administration: Used to keep the wheels of the state turning and to interact with institutions.
- Trade: How well the character is versed in economic matters.
- Law: Used to pass laws and to rule on legal matters.

Learning: How educated the character is.
- Art: The fine arts, including poetry, oration and theater.
- Sciences: The knowledge about the natural world, such as math and architecture.
- Mysticism: The knowledge about spiritual matters, the gods and other strange creatures roaming the world.

Skills usually rank from 1 to 7, with 1 denoting ineptitude in a given field, 2 being the average and 7 representing a true paragon in this ability. Specializations can never be higher then the rank of the skill to which they belong.
 
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Character Sheets
Characters

King Isidoros
Middle-Aged (- 1 FD on Combat checks)
Flaws: Shy (-1 FD on Diplomacy checks)
Qualities: Head for Numbers (+1 SD on Trade and Sciences checks)

Skills:
Diplomacy 2 - 1 FD (Shy)
Combat 1 - 1 FD (Middle-Aged)
Warfare 2
Rulership 5
- Administration 2
- Trade 0 + 1 SD (Head for Numbers)
Learning 4
- Sciences 0 + 1 SD (Head for Numbers)
- Mysticism 1

Argurios Alexis
Adult
Flaws: Glory-Hound (when in combat or war, must make a DC 12 check on the relevant ability or pursue the course of action that brings him the most glory)
Qualities: Old Nobility (+1 SD on Diplomacy when interacting with Greek nobility)

Diplomacy 3
- Charm 1
Combat 4 +1 = 5
- Close Combat 1
Warfare 3
Rulership 1
Learning 2

Equipment:

Vestments of Hephaestus
Artifact Spear and Artifact Armor
Base Damage: Combat + 1
Armor Rating: 8
Qualities: Piercing 2 (Ignores 2 AR.)
Special: Wearer gains +1 to Combat while wearing the Vestments.

Semni
Age: Adult
Culture: Barbaroi
Faith: Worship of Gradivus

Flaws: Disgraced (-1 FD on Diplomacy checks against nobility)
Qualities: Favor of the Low-Born (+1 SD on Diplomacy checks against low-born)

Diplomacy 4
- Charm 1
- Persuasion 1
- Deception 2
Combat 1
Warfare 2
Rulership 2
Learning 3
- Art 1
- Mysticism 1

Oikomenos Procopius
Culture: Orchomenian
Middle-Aged (- 1 FD on Combat checks)

Flaws: Ill-Mannered (-1 FD on offensive Diplomacy checks)
Qualities: Stubborn (+1 SD on defensive Charm and Persuasion checks)

Diplomacy 4
- Persuasion 1
Combat 3
- Endurance 1
Warfare 1
Rulership 4
- Trade 2
Learning 3
 
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Civilization Status
Hyphyria
Minor Refugee City
Region: Unknown
Culture: Greek - Orchomenean
Religion: Greek
Patron Deity: Hephaestus

Civilization Modifiers:

Advantages:
Tradition of Grand Architecture:+1 SD for infrastructure projects, unlocks additional actions
Beloved of Hephaestus: +1 SD for interactions with Hepheastus
Skilled bards and poets: +1 SD for Learning- Arts rolls

Disadvantages:
Less skilled sailors: -1 FD for all naval rolls and for all rolls by Sailor units
Discontent harvest gods: -1 FD for farming rolls
Ill at ease with nature spirits: -1 FD for Diplomacy rolls with nature spirits

Status
Population: 17
Supplies: 4
Wealth: 19
Building & Military Cap: 13 / 17

Income
Supplies: 5d6 +1d3
Wealth: 3d6 +2d3

Expenses
Supplies: 17 (Consumption by Population)
Wealth: 2 (Building Upkeep), 5 (Military Upkeep)

Buildings
Simple Temple of Hephaestus
5x Farmstead (1d6 Supplies per turn)
1x Woodcutting Camp (1d6 Wealth per turn, 1 Wealth Upkeep)
1x Shepherds (1d3 Supplies + 1d3 Wealth per turn)
1x Pottery Kilns (1d6 Wealth per turn, 1 Wealth Upkeep)

Trade
Mountain Shepherds: 1d6 Wealth per turn
Earth Folk: 1d3 Wealth per turn

Military
- 1x Galley Squadron
- 1x Sailor Unit
- 1x Infantry Unit
- 2x Archer Uni
 
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Relationships
Relationships

Mortals

Mountain Shepherds - +1
Thanks to Semni's honeyed words and the show of fine Hyphyrian pottery the locals are now more well disposed than not, though their good will is as yet rather shallow.

Woodfolk - +3
Though the first contact was far from peaceful, these strange people have stood by their word. Never did they bother you since you stayed away from the forests they claim and there is still the offer to send an envoy to them to maybe establish some ties with them.

Divines

Hephaestus - +13
The patron deity of your people never joined with the other gods efforts to bring down your old home and though no one knows for certain which of the gods had sent the signs guiding your exodus, it is likely that it was the smith. That you've built him a temple, humble as it may be, in this time of strife has apparently pleased him greatly and the priests say that the signs from him are favorable.

Demeter - +4
By many seen as the chief architect of Orchomenos doom, the goddess of the harvest is also acknowledged as instrumental in ensuring that Hyphyria did not suffer famine in its first few seasons. It is not for men to hold grudges against gods, though in the secret places of their hearts many do

Poseidon - +1
During your journey to Hyphyria, the lord of the waves has clearly shown his hand, but his reasons for doing so remain a mystery. The best his priests could say of it is that the Earth-Shaker does not seem displeased.

Zeus - 0
His cult is a minor on in the city and for now there are no signs of his will, for good or for ill

Hades - 0
His cult is a minor on in the city and for now there are no signs of his will, for good or for ill
 
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