Samurai Jill
2009-09-24, 09:31 AM
Pax Romana- Supernatural Conflict in an alternate Roman Imperium
This intended as a development of the PBP RPG system I'm trying to get playtesters for, documented here (http://www.giantitp.com/forums/showthread.php?t=125350).
Not the most original title, I know, but I was stuck for names, and the main point here is to flesh out a detailed system example, so what the Hell- I might as well be up front about this: everything I'm presenting here isn't actually what the game is about. This game is intended to be primarily about authorship of story, and everything here represents a springboard or starting point, not rails to which one must religiously adhere. Nonetheless, for players that might be intimidated by the notion of diving into Narrativist play head-first, here's something a little more concrete and specific- plenty of well-defined Sim upon which to chew and meditate.
I would expect and encourage that after a few crucial scenes, players would start to experiment with inventing their own traits, beliefs, goals and resources- these options, again, are here purely as a starting point and setting outline, intended to spark further debate and creativity among the players. The idea of having finite, concrete, predefined options is, as Bruce Lee might say, "a boat to get you across, and once across, it is to be discarded and not to be carried on one's back."
Allegiance
Player-characters are either Romans or Celts. The action takes place in a loose equivalent to the 2nd or 3rd century AD, somewhere within the regions of France, Britain, or Ireland, but to perfectly frank the analogue is sketchy, and while I did do some modicum of research, I don't want a debate over real-world religion. Give the presence of magic and all, I've been playing pretty fast and loose with the facts. (It would be easy and probably beneficial to do some related historical reading before play, but remember- if the setting becomes too detailed and fixed, your characters must be flexible, or Narrativist play becomes very difficult. Heck, I'd incline toward colouring in the map as you go.)
While it may well be possible for players in a single group to play both Celts and Romans, I don't reccomend it offhand (although Renegades and Cult of the Legion offer obvious possibilities, and various helpful NPCs could always crop up among the opposition.) Female player-characters gain Woman as a free Major Trait, but cannot serve in the Roman military (e.g, Paladin, Cult of the Legion, or Renegades as mercenaries, scouts or auxiliaries,) while certain church philosophies might bar them from higher office.
And.. that's about it, as far as general overview goes. Read on for the details.
Roman Background
Roman players must first choose a class of origin for their character:
Patrician- the hereditary Roman nobility, tracing their lineage back to Italian stock and military service toward the old Republic. Many such families remain immensely wealthy, but others have fallen into steady decline.
*- Must have Major or Moderate Social Status, choose either Philosopher or Sacerdos, and have Faith.
*- Must have a Villa or Estate situated near an urban centre somewhere in Gaul or Britannia.
*- Must have Servants, Slaves, and Fine Vestments to advertise their rank and privilege.
Equite- the middle classes: civil servants, businessmen and career military with substantial political and economic influence.
*- Must have either Minor or Moderate Social Status, and a Source of Income.
*- Must choose at least one Goal related to elevating or restoring their family's wealth, honour, or privilege.
Plebeian- the lower classes, ranging anywhere from uncomplaining prosperity to back-breaking penury one step above the slave pens.
*- May only take Minor Social Status, cannot choose Philosopher, and must have an Expertise related to manual labour.
*- Starting Conscience maximum is raised by 1.
*- May, if desired, choose Minor or Moderate Expertise in the Rites and Mysteries of one local Celtic Deity.
Having done so, they must then choose a professional and spiritual background:
Cult of the Legion- Roman soldiers stationed in distant lands often take up the worship of indigenous Gods, either openly or behind closed doors.
*- Must have at least Moderate Expertise in Sword AND Shield and Armour, with at least Moderate Arms and Armour to match.
*- Must have Expertise in Formation Fighting and Encampment, and be stationed near an urban centre somewhere in Gaul or Britannia.
*- Must choose at least one Resource: Subordinate, and a Minor or Moderate Military Entourage- with matching Fortress.
*- May choose (up to) 2 Expertises, at up to Moderate degree, from the following list: Rites and Mysteries[any local Gods], The Otherworld, Barter and Covenant. If Expertise in Rites and Mysteries is not taken, Faith must be.
Sacerdos- the ordained priesthood of an exclusive religious order or community, sworn to serve God before Man.
*- Starting Conscience maximum is raised by 3. Faith must be taken, and may not be Epicure or Stoic.
*- Must have Resources for a Servant and Fine Vestments appropriate to their station.
*- Must choose a friendly History with another player-character of their Faith, or a Goal external to the order or community.
Paladin- favoured servants of the Holy Emperor: Equestrian Knights willing and honoured to die in His name.
*- Must have at least Moderate Expertise in both Sword AND Shield and Armour, and Expertise in Riding.
*- Starting Conscience maximum is raised by 2. Must have Faith.
*- Must have at least Moderate Resources for Arms[Sword and Shield], Moderate Armour, and a Warhorse.
*- Paladins ALWAYS begin with Moderate Social Status[Romans, The Empire], Minor History[positive, The Emperor], and a Minor Source of Income[court stipend] as free Aspects. These do not count toward normal Aspect quotas, and may only be altered by the player's consent.
Philosopher- educated and well-read critical scholars and freethinkers who seek to broaden human knowledge.
*- Must have Resources for either Servants or Slaves, and at least a Moderate Source of Income.
*- ONLY Philosophers may have Major Expertise in Rhetoric and Inquiry, Lore of History, or Natural Philosophy. They must have at least Moderate Expertise in 2 of them.
*- Faith, if taken, must be Pelagian, Stoic, or Epicure.
Roman Religion
Most Romans, particularly of the upper classes, profess to a particular religious or philosophical creed, usually modelled on or adapted to resemble early Christian monotheism, that they follow in their daily lives. (Whether this involves actual belief in a crucified prophet-messiah is up to your group, and would present a whole new axis to discussion for each religious faction, so I won't cover it here. How well these characters actually live up to the standards of those beliefs is another matter entirely.)
The following are particularly important for ascetic philosophies, but somewhat relaxed for the indulgent:[i]
*- Sexual contact is discouraged, particularly outside wedlock.
*- Food and drink should suffice for the body's needs, and not much more (e.g, cut down on meat.)
*- Personal possessions should be minimal and chiefly functional.
The following are particularly important for forbearing philosophies, but somewhat relaxed for the punitive:
*- Petty violence and personal retribution is forbidden.
*- Salvation is a question of private conscience, not human judgement.
*- Claiming Self-defence notwithstanding, mercy and forgiveness toward one's enemies is most commendable.
The following are particularly important for egalitarian philosophies, but somewhat relaxed for the stratified:
*- The moral authority of the Holy Church is primarily human, not divine.
*- Women should be allowed full participation in rites and offices.
*- Slaves have a right to religious expression.
Various other virtues are obvious enough, being universal to all human cultures: don't lie, don't steal, don't cheat, don't kill anyone not threatening you, honour your friends and loved ones, treat others as you would like to be treated. No surprises there, so I won't go into them much. Note: Stratified churches will not accept women as priests without limiting their Social Status to Minor as a permanent condition of membership.
The most common variations on this central theme are as follows:
Imperial (punitive, stratified)
*- Man is born sinful, and can only be redeemed through entry to the Holy Church. All other Gods are evil spirits who damn souls.
*- The One God and True Creator manifests in person as the Holy Emperor, and so answers prayer both spiritually and through His servants.
*- Good works- of charity, kindness, industry and piety- and obedience to church authority together pave the way to salvation.
Gnostic (egalitarian, ascetic)
*- The One True God exists, but being perfect, has no concern for this corrupt world of suffering and decay. She answers no prayer.
*- This world was created by the Demiurge, Ialdabaoth, and His lesser lieutenants, the Archons, who may both aid and hinder salvation.
*- Salvation is predestined, not chosen, proceeding from denial of the impure flesh, and the pursuit of wisdom, She who is called Sophia.
Pelagian (ascetic, forbearing)
*- Mankind has freedom to choose between good and evil- while the church may set a moral example, it has power neither to damn nor redeem.
*- The One God exists, created this world, is the font of all goodness, and intervenes in our lives. Other Gods do not alter this.
*- Good works and self-denial are the key to eternal life, but no man may presume to make another's choices for them.
Stoic (stratified)
*- God is the ever-present animating spirit of the material world, evident in the excellent order and subtle arrangement of it's parts.
*- The soul is mortal, and does not persist beyond death. Virtue is but the best path to maintaining and securing happiness in life.
*- Logic, reflection, and discipline secure one's soul from destructive passion and vexing injury: Above all, obey your right reason.
Epicure (indulgent, egalitarian)
*- The soul is mortal, and as a reflection of material causes, does not survive death. The Gods, content and idle, care naught for our plight.
*- Pleasure is the good, and pain the evil: Shun excess, oppression and luxury as dangerous, but on no account suffer needlessly.
*- The pursuit of happiness- that is to say, certain and lasting pleasure- depends on moderation, cultivated friendship, and evading strife.
Relation With Paganism
Some of these beliefs may be partly or wholly compatible with belief in, if not worship of, the various pagan Gods, which may be viewed simply as malicious demons or spirits, well-intentioned but spiritually imperfect supernatural beings, or lesser emmissaries of a higher divine power.
There is nothing stopping Roman characters from taking Beliefs appropriate to worship of a given classical idol or membership of an imported mediterranean cult, but it has no in-game effects (beyond those of earning Luck, Providence and Grace.) The former Roman policy of cultural-pluralism-et-assimilation has diluted pagan spirituality to the point where it's effectively meaningless: Claiming all Gods to be equally true and essentially harmonious aspects of eachother is, after all, tantamount to declaring each equally false. Noncommittal paganism is generally being ignored in favour of veneration of the Emperor and His Church.
However, the player MAY optionally choose to identify a particular Celtic Deity with a non-Celtic idiol with a similar portfolio of concerns, and model their veneration accordingly (see Celtic Religion, below.) This does not mean the PC is consciously aware of any such identification!
Faith, Conscience, and Miracles
The Faith Expertise models a character's knowledge of a given Philosophy, but Conscience, a seperate attribute, measures their commitment to it's precepts. Every starting Belief or Goal that ties directly into a character's Faith grants starting Conscience: +1 for Minor, +2 for Moderate, +3 for Major, but is afterwards recorded and advances separately. By default, a character cannot start with Conscience of more than 3, and it may never exceed 10.
Conscience increases through acts of personal sacrifice that exemplify the tenets of the character's Faith (similar to earning Luck, Providence, and Grace,) and decreases through acts which violate it.
* -Extreme violation or adherence (e.g, similar to earning Grace): -/+3 (Conscience 9 or less)
* -Moderate Violation or adherence (e.g, similar to earning Providence): -/+2 (Conscience 6 or less)
* -Minor violation or adherence (e.g, similar to earning Luck): -/+1 (Conscience 3 or less)
The character may call upon their Faith to manifest miracles through prayer, testing Faith + Conscience + Will (along with the usual expenditure of Luck, etc.) against DOUBLE the normal 'unlikelihood' of the blessing. The granting of ANY miracle HALVES current Conscience (rounding down.)
Characters may have Faith Expertises in multiple Philosophies, but Conscience with respect to only one, and while it is technically possible to combine Faith with the Rites and Mysteries, any pact with or sacrifice to a pagan Deity is considered a commensurate violation of Faith. Characters that do not believe in active divine intercession cannot call for miracles, but can still 'lead a charmed life'- natural, unassuming miracles of base unlikelihood 5 or less may occur spontaneously at the player's discretion. By contrast, characters that DO believe in divine intercession can ONLY call for miracles of base unlikelihood greater than 5!
Losing Faith
None of the above means that any of the given philosophies are literally correct or morally infallible. What matters is that they can satisfy the character's social Conscience, by giving them some sense of right and wrong as distinct from their momentary whims, selfish desires or private judgement. For game purposes, this is how a genuine supreme Divine agency can channel itself. If one Faith ceases to satisfy a player, they may switch to another, just as they may do for Beliefs. In such cases, the character loses half their prior Conscience, (rounding up after,) to represent the doubt and inner conflict that impelled them to convert.
Celtic Background
Celtic players must first choose a region of origin for their character:
Gallic- based on Gaul (modern France,) this province has been largely pacified by Rome, and has begun cultural integration into the Empire.
*- Must choose Renegade or Aois-Dána.
*- May choose (up to) 2 Expertises from the Roman Only listings at up to Moderate degree.
*- May not have Major Social Status, and any Druidic Expertise (see below) must be Minor.
Breton- based on Britannia (modern England and Scotland,) this province is still in the throes of full colonisation, but has a few minor Roman settlements.
*- Must have Expertise in either Guerilla Warfare or Survival.
*- Must have an initial History with Rome in general or a specific Roman captain or garrison, OR a History with another Breton tribe or leader- (or, if desired, both. Whether such Histories are fearful, amiable or hostile depends on whether the character's tribe went Renegade.)
Gael- based on Hibernia (modern Ireland,) this island has thus far been all but untouched by Roman interests.
*- May not choose Renegade, and may not have ANY Only Roman Expertise or Resource.
*- Must have Expertise in either Rites and Mysteries or The Otherworld. Starting Favour maximum is raised by 1.
*- If not a Druid, must have an initial friendly History with either The High King Of Tara, a Breton chieftain, or another Celtic player-character that brings them to Gaul or Brittania.
Having done so, they must then choose a professional and social background:
Druid- a priestly caste of lawkeepers, diviner-sorcerers and cultural stewards, the core of Celtic resistance to Rome.
*- ONLY Druids may have Major Expertises in Rites and Mysteries, Brehon Law, The Otherworld, or Lore of Bird and Beast, and they MUST have at least 1 Major Expertise from the above. All others need only be Moderate, but must be taken.
*- ONLY Druids may have ceremonial weapons, sacred groves or stone circles as Resources.
*- Starting Favour maximum is raised by 3.
*- Druids must have Moderate or Major Social Status, and either a staff of office or ceremonial weapon as Resource.
Berserker- veteran shock-troopers who have learned to unleash their naked savagery upon the enemy (sometimes literally.)
*- Must have at least 2 Moderate and one Major combat-related Expertise, plus Intimidate. ONLY Berserkers may take Intimidate as a Major Expertise.
*- Starting Favour maximum for any Deities expressly associated with war, strife or bloodshed is raised by 2.
*- Must have Great Strength and Stature OR Vigour and Fortitude, and weapon Resources to match any Expertise.
*- Expertise or Resources related to defence or martial discipline may only be Minor.
Aois-Dána- bards, court poets, spies, and learned advisors to the Celtic chieftains.
*- Must have an initial, friendly History with a named local monarch or chieftain.
*- Must have at least Moderate Expertise in Oral History, Sleight of Mind, and Music, Song and Poetry. ONLY Aois-Dána may take Music, Song and Poetry as a Major Expertise.
*- Must have Minor or Moderate Expertise in Brehon Law, and matching Social Status.
Renegade- scouts, mercenaries, noble hostages, professional auxiliaries, or simple converts to the Roman cause.
*- May choose (up to) 2 Expertises from the Roman Only listings at up to Moderate degree.
*- Must have a starting History of some form with Rome in general, a specific Roman social group, or a Roman leader.
*- Resources, if chosen, cannot be Major, and Social Status may never become Major while the character serves Roman interests.
Celtic Religion
Many Celts are versed in the Rites and Mysteries of a particular God, Goddess, or small subset thereof (henceforth referred to as 'Deities' for convenience.) Unlike Roman faith, Celtic worship is primarily focused upon places of power, the reverance of nature, and explicit taboos revolving around their use and abuse, with less emphasis on standards of personal conduct, the soul's salvation or a well-defined cosmic opposition between good and evil. The most accepted, widespread, and revered idols of worship (as I'm defining them here, though there's a great deal of mixing-and-matching involved) amount to the following:
Danu and Taranis, Mother and Father of the Gods, the Tuatha de Danann, Lords of the Otherworld. Their services cover interaction with lower classes, protection of women and children, congress with the Shí, and power over the elements or illusion.
Their commandments are to honour the authority of elders and rulership, and celebrate the festival traditions (Bealtaine and Samhain.) Their power neither wanes nor increases.
Lugh, Dagda and Nuada, Hero-Gods- warriors, rulers and patrons of the arts. Their services aid cunning in love or war, critical feats of skill or courage in pursuit of selfless goals, handling social superiors, or gaining new Expertise.
Their commandments are never to renounce a goal or sworn oath, and never to betray a lover. Their power is strong when aided by friend or kin, but weak against inferior opponents.
Palu, Sadv and Rhianna, She-Gods renowned for speed, grace, and elegance in their guise as the silent cat, gentle deer and swift-footed mare. Their services befit stealth, endurance, mobility, transformation into their respective animal forms, or any aspect of feminine artifice.
Their commandments are to suffer neither man, woman, nor beast be held captive, and to live nowhere more than a year at once. Their power is strong with a following wind, but weak when others are told the intent.
The Brigid (Airmed, Boann and Belenus), Goddesses of healing and the waters. Their services cover the treatment of non-fatal disease, poison or injury, especially when herbs are used, and the appeasement of springs, streams and rivers.
Their commandments are never to suffer the pollution of freshwater, and never to seek out vengeance. Their power is strong in spring, but weak during heavy snows or fog.
Manannán, God of the ocean, caves and grottos, and guide to the souls of the newly dead. His services pertain to seafaring and fishery, taking the forms of ocean life, funerals, and any attempts to revive the recently dead.
His commandments are never to bury, but burn the dead, and to hunt or slay creatures for hunger's sake alone. His power is strong by the coast, but weak when the tide is low.
Cernunnos, the Horned God, protector of forests, sacred groves, the birds and beasts. His services cover hunting, fertility (both literal and figurative,) and taking the forms of stags, boars, birds, or other ostentatiously masculine prey animals.
His commandments are never to let human blood be shed in a sacred grove, and never to slay an ungrown creature, whether animal or human. His power is strong far inland, and weak on barren soil.
Diancecht, the Healer, father to uncounted offspring, who gave to Nuada an arm of silver in place of one of flesh. His services cover the treatment of mortal wounds and lost limbs or organs, or strife between kin.
His commandments are never to kill the defenceless, and never to let disobedience go unpunished. His power is strong when working alone, unaided, but weak in the presence of weeping.
Ogmios, God of Eloquence, inventor of the ogham script- "He who binds his followers with words like chains of gold." His services cover social confrontations- including intimidation- and any steadfast intellectual pursuits.
His commandments are never to pronounce what you know to be outright untruth, or let it go unchallenged. His powers are strong when a covenant is scribed on stone, but weak in the face of chaos.
The Badb (Morrígan, Macha and Nemhain), triple-Goddesses of war, slaughter and battle-frenzy. Their services can aid in taking the form of animal predators or scavengers, or in any combat situation where you don't anticipate returning alive.
Their commandments are never to hold back, withdraw, or show mercy in the heat of battle joined. Their powers are strong with the moon waxing full, but weak in full sunlight.
Crom Cruach, the Great Serpent, the Elder Worm, sentinel of the stone circles. His services can cover almost anything, but the price of a failed bargain is exacted in the blood of worshippers. His Favour cannot be bargained for, only earned.
His commandment is to make no promise one cannot soon fulfill. His power is strong when sacrifice is made, and weak within close walls.
Favour and the Rites and Mysteries
The Rites and Mysteries Expertise models a character's knowledge of a given God's aspects and the proper rituals of obeisance towards them, but Favour measures how kindly a given Deity looks upon them personally. The character may obtain the initial Favour of multiple Deities with whose Rites and Mysteries they are familiar by establishing Beliefs and Goals (and possibly Histories, to sacred animals or places,) that reflect their unique aspects and concerns: +1 for Minor, +2 for Moderate, +3 for Major- but is afterwards recorded and advances separately. By default, a character cannot start with any Deity's Favour at more than 3, and none ever exceeds 10.
Favour may be increased or reduced in a fashion similar to Conscience, through violation of- or selfless adherence to- divine commandments, but the pagan Gods do not grant miracles in the conventional sense. Instead, a pagan Deity must be propitiated and bargained with through explicit covenant (an earnest promise of future deeds) or living sacrifice (either self, human or animal.) Bonuses to the bargaining process run as follows:
*- Major covenant, many human sacrifices, sacrifice of self: +3 (Favour 9 or less)
*- Moderate covenant, sacrifice of one's flesh, a single human or many animal sacrifices: +2 (Favour 6 or less)
*- Minor covenant, sacrifice of one's blood or a small animal sacrifice: +1 (Favour 3 or less)
The bargain test itself is Rites and Mysteries + Favour + Will + Acuity + Barter and Covenant + bargain bonus (along with the usual expenditure of Luck, etc.) vs. DOUBLE the 'unlikelihood' of the service in question. If the bargain is accepted, Favour improves by 1 point. If not, it is lowered by 1 point. Depending on the terms, the character may not necessarily know whether the bargain offered was accepted until some time later (although the player knows immediately.)
A given Deity's displeasure can also be earned through any obvious desecration of places or objects sacred to them- e.g, burning a sacred grove, defacing inscriptions, poisoning food or drink- or abandonment or betrayal of the terms of a covenant struck. This HALVES current Favour with the God(s) in question- rounding down. If enough Favour is lost, the player may even incur some divine wrath, either subtle or overt.
Supernatural Manifestations and Divine Intervention
As a general rule, players can ask for anything that their characters would have a reason to desire, but certain services are more idiomatic than others, and tie in to particular skills.
*- Crafting illusions, sending visions and bestowing unnatural adroitness or concealment are aided by Sleight of Mind. The difficulty varies with how tough it would be to convince the person of what they're seeing, and whether there are roughly similar physical materials to work upon. For adroitness or concealment, the effect lasts the duration of a given intent- typically a scene or two- and has a difficulty matching 4x the Condition's bonus.
*- Transformation into various forms of animal benefits from Lore of Bird and Beast, and any History the character has with an animal of the same kind. Either the self or another may be transformed- if unwilling, the difficulty is doubled. Animal forms constitute a Major Condition toward any three tasks which that animal performs particularly well- flight, hiding, climbing, etc. If the transformation was willing, it may be ended at the subject's discretion. The base difficulty is 12, +4 if the animal is particularly small (e.g, an insect or mouse,) or large, e.g, (a brown bear, a whale,) +4 if the transformation is hurried (i.e, a few moments, as opposed to several hours,) and -4 if the transformation is given time and perfect seclusion (e.g, several days.)
*- Healing wounds, poisons, disease or other life-threatening injury matches 2x the difficulty of a typical healing check using relevant Expertise, or 5x if it's urgent, and you cannot ask to be healed yourself. Raising the dead, if the body is still at hand and mostly intact, will generally require successful healing checks on any wounds or conditions present (the outcome is not known until raising is attempted,) plus a ritual test against difficulty 20, +2 for every day since death.
*- Calling down lighting, darkness, fire, ice and earthquake is aided by Lore of the Elements, and should accordingly tie into prevailing weather conditions or local knowledge of geological history for maximum effect. This form of incantation is lengthy, taking hours to complete, and is generally most useful during massed battles against large hosts. The difficulty is 5x the penalty associated with the Condition suffered by anyone out in the field, or 5x the general unlikelihood of such manifestations.
*- More general divine intervention should be appropriate to the idiom of the Deity in question. e.g, a wheeling flock of crows for the Badb, a rushing torrent of foaming water for the Brigid, a gaping chasm in the earth for Crom Cruach, a sudden sense of untouchable assurance and focus for Nuada.
Meeting the conditions for a given Deity's weakness or strength adds or subtracts a success during Interest resolution, as does begging for intervention that doesn't specifically accord with (-1 success) or contradicts (-2 successes) their specific concerns.
The Faerie Folk and Necromancy
Shí bargained with as familiars or aides may perform any of the above supernatural tasks, with the added ability to take the form of any human with which they are familiar (at difficulty 20.) Shí will otherwise never publically reveal themselves to others. The difficulty of persuading them to do so exactly matches that of calling upon the Gods, without the benefit of Favour- but conversely, Favour is unaffected by the process.
Contacting the spirits of the dead whom you personally knew, OR can name precisely and are known to be buried close at hand, for purposes of a single question that can be answered with a single word, has a base difficulty of 15. Each additional question to that individual, or additional word of response required, raises the difficulty by 5. These penalties are cumulative, and permanent.
This intended as a development of the PBP RPG system I'm trying to get playtesters for, documented here (http://www.giantitp.com/forums/showthread.php?t=125350).
Not the most original title, I know, but I was stuck for names, and the main point here is to flesh out a detailed system example, so what the Hell- I might as well be up front about this: everything I'm presenting here isn't actually what the game is about. This game is intended to be primarily about authorship of story, and everything here represents a springboard or starting point, not rails to which one must religiously adhere. Nonetheless, for players that might be intimidated by the notion of diving into Narrativist play head-first, here's something a little more concrete and specific- plenty of well-defined Sim upon which to chew and meditate.
I would expect and encourage that after a few crucial scenes, players would start to experiment with inventing their own traits, beliefs, goals and resources- these options, again, are here purely as a starting point and setting outline, intended to spark further debate and creativity among the players. The idea of having finite, concrete, predefined options is, as Bruce Lee might say, "a boat to get you across, and once across, it is to be discarded and not to be carried on one's back."
Allegiance
Player-characters are either Romans or Celts. The action takes place in a loose equivalent to the 2nd or 3rd century AD, somewhere within the regions of France, Britain, or Ireland, but to perfectly frank the analogue is sketchy, and while I did do some modicum of research, I don't want a debate over real-world religion. Give the presence of magic and all, I've been playing pretty fast and loose with the facts. (It would be easy and probably beneficial to do some related historical reading before play, but remember- if the setting becomes too detailed and fixed, your characters must be flexible, or Narrativist play becomes very difficult. Heck, I'd incline toward colouring in the map as you go.)
While it may well be possible for players in a single group to play both Celts and Romans, I don't reccomend it offhand (although Renegades and Cult of the Legion offer obvious possibilities, and various helpful NPCs could always crop up among the opposition.) Female player-characters gain Woman as a free Major Trait, but cannot serve in the Roman military (e.g, Paladin, Cult of the Legion, or Renegades as mercenaries, scouts or auxiliaries,) while certain church philosophies might bar them from higher office.
And.. that's about it, as far as general overview goes. Read on for the details.
Roman Background
Roman players must first choose a class of origin for their character:
Patrician- the hereditary Roman nobility, tracing their lineage back to Italian stock and military service toward the old Republic. Many such families remain immensely wealthy, but others have fallen into steady decline.
*- Must have Major or Moderate Social Status, choose either Philosopher or Sacerdos, and have Faith.
*- Must have a Villa or Estate situated near an urban centre somewhere in Gaul or Britannia.
*- Must have Servants, Slaves, and Fine Vestments to advertise their rank and privilege.
Equite- the middle classes: civil servants, businessmen and career military with substantial political and economic influence.
*- Must have either Minor or Moderate Social Status, and a Source of Income.
*- Must choose at least one Goal related to elevating or restoring their family's wealth, honour, or privilege.
Plebeian- the lower classes, ranging anywhere from uncomplaining prosperity to back-breaking penury one step above the slave pens.
*- May only take Minor Social Status, cannot choose Philosopher, and must have an Expertise related to manual labour.
*- Starting Conscience maximum is raised by 1.
*- May, if desired, choose Minor or Moderate Expertise in the Rites and Mysteries of one local Celtic Deity.
Having done so, they must then choose a professional and spiritual background:
Cult of the Legion- Roman soldiers stationed in distant lands often take up the worship of indigenous Gods, either openly or behind closed doors.
*- Must have at least Moderate Expertise in Sword AND Shield and Armour, with at least Moderate Arms and Armour to match.
*- Must have Expertise in Formation Fighting and Encampment, and be stationed near an urban centre somewhere in Gaul or Britannia.
*- Must choose at least one Resource: Subordinate, and a Minor or Moderate Military Entourage- with matching Fortress.
*- May choose (up to) 2 Expertises, at up to Moderate degree, from the following list: Rites and Mysteries[any local Gods], The Otherworld, Barter and Covenant. If Expertise in Rites and Mysteries is not taken, Faith must be.
Sacerdos- the ordained priesthood of an exclusive religious order or community, sworn to serve God before Man.
*- Starting Conscience maximum is raised by 3. Faith must be taken, and may not be Epicure or Stoic.
*- Must have Resources for a Servant and Fine Vestments appropriate to their station.
*- Must choose a friendly History with another player-character of their Faith, or a Goal external to the order or community.
Paladin- favoured servants of the Holy Emperor: Equestrian Knights willing and honoured to die in His name.
*- Must have at least Moderate Expertise in both Sword AND Shield and Armour, and Expertise in Riding.
*- Starting Conscience maximum is raised by 2. Must have Faith.
*- Must have at least Moderate Resources for Arms[Sword and Shield], Moderate Armour, and a Warhorse.
*- Paladins ALWAYS begin with Moderate Social Status[Romans, The Empire], Minor History[positive, The Emperor], and a Minor Source of Income[court stipend] as free Aspects. These do not count toward normal Aspect quotas, and may only be altered by the player's consent.
Philosopher- educated and well-read critical scholars and freethinkers who seek to broaden human knowledge.
*- Must have Resources for either Servants or Slaves, and at least a Moderate Source of Income.
*- ONLY Philosophers may have Major Expertise in Rhetoric and Inquiry, Lore of History, or Natural Philosophy. They must have at least Moderate Expertise in 2 of them.
*- Faith, if taken, must be Pelagian, Stoic, or Epicure.
Roman Religion
Most Romans, particularly of the upper classes, profess to a particular religious or philosophical creed, usually modelled on or adapted to resemble early Christian monotheism, that they follow in their daily lives. (Whether this involves actual belief in a crucified prophet-messiah is up to your group, and would present a whole new axis to discussion for each religious faction, so I won't cover it here. How well these characters actually live up to the standards of those beliefs is another matter entirely.)
The following are particularly important for ascetic philosophies, but somewhat relaxed for the indulgent:[i]
*- Sexual contact is discouraged, particularly outside wedlock.
*- Food and drink should suffice for the body's needs, and not much more (e.g, cut down on meat.)
*- Personal possessions should be minimal and chiefly functional.
The following are particularly important for forbearing philosophies, but somewhat relaxed for the punitive:
*- Petty violence and personal retribution is forbidden.
*- Salvation is a question of private conscience, not human judgement.
*- Claiming Self-defence notwithstanding, mercy and forgiveness toward one's enemies is most commendable.
The following are particularly important for egalitarian philosophies, but somewhat relaxed for the stratified:
*- The moral authority of the Holy Church is primarily human, not divine.
*- Women should be allowed full participation in rites and offices.
*- Slaves have a right to religious expression.
Various other virtues are obvious enough, being universal to all human cultures: don't lie, don't steal, don't cheat, don't kill anyone not threatening you, honour your friends and loved ones, treat others as you would like to be treated. No surprises there, so I won't go into them much. Note: Stratified churches will not accept women as priests without limiting their Social Status to Minor as a permanent condition of membership.
The most common variations on this central theme are as follows:
Imperial (punitive, stratified)
*- Man is born sinful, and can only be redeemed through entry to the Holy Church. All other Gods are evil spirits who damn souls.
*- The One God and True Creator manifests in person as the Holy Emperor, and so answers prayer both spiritually and through His servants.
*- Good works- of charity, kindness, industry and piety- and obedience to church authority together pave the way to salvation.
Gnostic (egalitarian, ascetic)
*- The One True God exists, but being perfect, has no concern for this corrupt world of suffering and decay. She answers no prayer.
*- This world was created by the Demiurge, Ialdabaoth, and His lesser lieutenants, the Archons, who may both aid and hinder salvation.
*- Salvation is predestined, not chosen, proceeding from denial of the impure flesh, and the pursuit of wisdom, She who is called Sophia.
Pelagian (ascetic, forbearing)
*- Mankind has freedom to choose between good and evil- while the church may set a moral example, it has power neither to damn nor redeem.
*- The One God exists, created this world, is the font of all goodness, and intervenes in our lives. Other Gods do not alter this.
*- Good works and self-denial are the key to eternal life, but no man may presume to make another's choices for them.
Stoic (stratified)
*- God is the ever-present animating spirit of the material world, evident in the excellent order and subtle arrangement of it's parts.
*- The soul is mortal, and does not persist beyond death. Virtue is but the best path to maintaining and securing happiness in life.
*- Logic, reflection, and discipline secure one's soul from destructive passion and vexing injury: Above all, obey your right reason.
Epicure (indulgent, egalitarian)
*- The soul is mortal, and as a reflection of material causes, does not survive death. The Gods, content and idle, care naught for our plight.
*- Pleasure is the good, and pain the evil: Shun excess, oppression and luxury as dangerous, but on no account suffer needlessly.
*- The pursuit of happiness- that is to say, certain and lasting pleasure- depends on moderation, cultivated friendship, and evading strife.
Relation With Paganism
Some of these beliefs may be partly or wholly compatible with belief in, if not worship of, the various pagan Gods, which may be viewed simply as malicious demons or spirits, well-intentioned but spiritually imperfect supernatural beings, or lesser emmissaries of a higher divine power.
There is nothing stopping Roman characters from taking Beliefs appropriate to worship of a given classical idol or membership of an imported mediterranean cult, but it has no in-game effects (beyond those of earning Luck, Providence and Grace.) The former Roman policy of cultural-pluralism-et-assimilation has diluted pagan spirituality to the point where it's effectively meaningless: Claiming all Gods to be equally true and essentially harmonious aspects of eachother is, after all, tantamount to declaring each equally false. Noncommittal paganism is generally being ignored in favour of veneration of the Emperor and His Church.
However, the player MAY optionally choose to identify a particular Celtic Deity with a non-Celtic idiol with a similar portfolio of concerns, and model their veneration accordingly (see Celtic Religion, below.) This does not mean the PC is consciously aware of any such identification!
Faith, Conscience, and Miracles
The Faith Expertise models a character's knowledge of a given Philosophy, but Conscience, a seperate attribute, measures their commitment to it's precepts. Every starting Belief or Goal that ties directly into a character's Faith grants starting Conscience: +1 for Minor, +2 for Moderate, +3 for Major, but is afterwards recorded and advances separately. By default, a character cannot start with Conscience of more than 3, and it may never exceed 10.
Conscience increases through acts of personal sacrifice that exemplify the tenets of the character's Faith (similar to earning Luck, Providence, and Grace,) and decreases through acts which violate it.
* -Extreme violation or adherence (e.g, similar to earning Grace): -/+3 (Conscience 9 or less)
* -Moderate Violation or adherence (e.g, similar to earning Providence): -/+2 (Conscience 6 or less)
* -Minor violation or adherence (e.g, similar to earning Luck): -/+1 (Conscience 3 or less)
The character may call upon their Faith to manifest miracles through prayer, testing Faith + Conscience + Will (along with the usual expenditure of Luck, etc.) against DOUBLE the normal 'unlikelihood' of the blessing. The granting of ANY miracle HALVES current Conscience (rounding down.)
Characters may have Faith Expertises in multiple Philosophies, but Conscience with respect to only one, and while it is technically possible to combine Faith with the Rites and Mysteries, any pact with or sacrifice to a pagan Deity is considered a commensurate violation of Faith. Characters that do not believe in active divine intercession cannot call for miracles, but can still 'lead a charmed life'- natural, unassuming miracles of base unlikelihood 5 or less may occur spontaneously at the player's discretion. By contrast, characters that DO believe in divine intercession can ONLY call for miracles of base unlikelihood greater than 5!
Losing Faith
None of the above means that any of the given philosophies are literally correct or morally infallible. What matters is that they can satisfy the character's social Conscience, by giving them some sense of right and wrong as distinct from their momentary whims, selfish desires or private judgement. For game purposes, this is how a genuine supreme Divine agency can channel itself. If one Faith ceases to satisfy a player, they may switch to another, just as they may do for Beliefs. In such cases, the character loses half their prior Conscience, (rounding up after,) to represent the doubt and inner conflict that impelled them to convert.
Celtic Background
Celtic players must first choose a region of origin for their character:
Gallic- based on Gaul (modern France,) this province has been largely pacified by Rome, and has begun cultural integration into the Empire.
*- Must choose Renegade or Aois-Dána.
*- May choose (up to) 2 Expertises from the Roman Only listings at up to Moderate degree.
*- May not have Major Social Status, and any Druidic Expertise (see below) must be Minor.
Breton- based on Britannia (modern England and Scotland,) this province is still in the throes of full colonisation, but has a few minor Roman settlements.
*- Must have Expertise in either Guerilla Warfare or Survival.
*- Must have an initial History with Rome in general or a specific Roman captain or garrison, OR a History with another Breton tribe or leader- (or, if desired, both. Whether such Histories are fearful, amiable or hostile depends on whether the character's tribe went Renegade.)
Gael- based on Hibernia (modern Ireland,) this island has thus far been all but untouched by Roman interests.
*- May not choose Renegade, and may not have ANY Only Roman Expertise or Resource.
*- Must have Expertise in either Rites and Mysteries or The Otherworld. Starting Favour maximum is raised by 1.
*- If not a Druid, must have an initial friendly History with either The High King Of Tara, a Breton chieftain, or another Celtic player-character that brings them to Gaul or Brittania.
Having done so, they must then choose a professional and social background:
Druid- a priestly caste of lawkeepers, diviner-sorcerers and cultural stewards, the core of Celtic resistance to Rome.
*- ONLY Druids may have Major Expertises in Rites and Mysteries, Brehon Law, The Otherworld, or Lore of Bird and Beast, and they MUST have at least 1 Major Expertise from the above. All others need only be Moderate, but must be taken.
*- ONLY Druids may have ceremonial weapons, sacred groves or stone circles as Resources.
*- Starting Favour maximum is raised by 3.
*- Druids must have Moderate or Major Social Status, and either a staff of office or ceremonial weapon as Resource.
Berserker- veteran shock-troopers who have learned to unleash their naked savagery upon the enemy (sometimes literally.)
*- Must have at least 2 Moderate and one Major combat-related Expertise, plus Intimidate. ONLY Berserkers may take Intimidate as a Major Expertise.
*- Starting Favour maximum for any Deities expressly associated with war, strife or bloodshed is raised by 2.
*- Must have Great Strength and Stature OR Vigour and Fortitude, and weapon Resources to match any Expertise.
*- Expertise or Resources related to defence or martial discipline may only be Minor.
Aois-Dána- bards, court poets, spies, and learned advisors to the Celtic chieftains.
*- Must have an initial, friendly History with a named local monarch or chieftain.
*- Must have at least Moderate Expertise in Oral History, Sleight of Mind, and Music, Song and Poetry. ONLY Aois-Dána may take Music, Song and Poetry as a Major Expertise.
*- Must have Minor or Moderate Expertise in Brehon Law, and matching Social Status.
Renegade- scouts, mercenaries, noble hostages, professional auxiliaries, or simple converts to the Roman cause.
*- May choose (up to) 2 Expertises from the Roman Only listings at up to Moderate degree.
*- Must have a starting History of some form with Rome in general, a specific Roman social group, or a Roman leader.
*- Resources, if chosen, cannot be Major, and Social Status may never become Major while the character serves Roman interests.
Celtic Religion
Many Celts are versed in the Rites and Mysteries of a particular God, Goddess, or small subset thereof (henceforth referred to as 'Deities' for convenience.) Unlike Roman faith, Celtic worship is primarily focused upon places of power, the reverance of nature, and explicit taboos revolving around their use and abuse, with less emphasis on standards of personal conduct, the soul's salvation or a well-defined cosmic opposition between good and evil. The most accepted, widespread, and revered idols of worship (as I'm defining them here, though there's a great deal of mixing-and-matching involved) amount to the following:
Danu and Taranis, Mother and Father of the Gods, the Tuatha de Danann, Lords of the Otherworld. Their services cover interaction with lower classes, protection of women and children, congress with the Shí, and power over the elements or illusion.
Their commandments are to honour the authority of elders and rulership, and celebrate the festival traditions (Bealtaine and Samhain.) Their power neither wanes nor increases.
Lugh, Dagda and Nuada, Hero-Gods- warriors, rulers and patrons of the arts. Their services aid cunning in love or war, critical feats of skill or courage in pursuit of selfless goals, handling social superiors, or gaining new Expertise.
Their commandments are never to renounce a goal or sworn oath, and never to betray a lover. Their power is strong when aided by friend or kin, but weak against inferior opponents.
Palu, Sadv and Rhianna, She-Gods renowned for speed, grace, and elegance in their guise as the silent cat, gentle deer and swift-footed mare. Their services befit stealth, endurance, mobility, transformation into their respective animal forms, or any aspect of feminine artifice.
Their commandments are to suffer neither man, woman, nor beast be held captive, and to live nowhere more than a year at once. Their power is strong with a following wind, but weak when others are told the intent.
The Brigid (Airmed, Boann and Belenus), Goddesses of healing and the waters. Their services cover the treatment of non-fatal disease, poison or injury, especially when herbs are used, and the appeasement of springs, streams and rivers.
Their commandments are never to suffer the pollution of freshwater, and never to seek out vengeance. Their power is strong in spring, but weak during heavy snows or fog.
Manannán, God of the ocean, caves and grottos, and guide to the souls of the newly dead. His services pertain to seafaring and fishery, taking the forms of ocean life, funerals, and any attempts to revive the recently dead.
His commandments are never to bury, but burn the dead, and to hunt or slay creatures for hunger's sake alone. His power is strong by the coast, but weak when the tide is low.
Cernunnos, the Horned God, protector of forests, sacred groves, the birds and beasts. His services cover hunting, fertility (both literal and figurative,) and taking the forms of stags, boars, birds, or other ostentatiously masculine prey animals.
His commandments are never to let human blood be shed in a sacred grove, and never to slay an ungrown creature, whether animal or human. His power is strong far inland, and weak on barren soil.
Diancecht, the Healer, father to uncounted offspring, who gave to Nuada an arm of silver in place of one of flesh. His services cover the treatment of mortal wounds and lost limbs or organs, or strife between kin.
His commandments are never to kill the defenceless, and never to let disobedience go unpunished. His power is strong when working alone, unaided, but weak in the presence of weeping.
Ogmios, God of Eloquence, inventor of the ogham script- "He who binds his followers with words like chains of gold." His services cover social confrontations- including intimidation- and any steadfast intellectual pursuits.
His commandments are never to pronounce what you know to be outright untruth, or let it go unchallenged. His powers are strong when a covenant is scribed on stone, but weak in the face of chaos.
The Badb (Morrígan, Macha and Nemhain), triple-Goddesses of war, slaughter and battle-frenzy. Their services can aid in taking the form of animal predators or scavengers, or in any combat situation where you don't anticipate returning alive.
Their commandments are never to hold back, withdraw, or show mercy in the heat of battle joined. Their powers are strong with the moon waxing full, but weak in full sunlight.
Crom Cruach, the Great Serpent, the Elder Worm, sentinel of the stone circles. His services can cover almost anything, but the price of a failed bargain is exacted in the blood of worshippers. His Favour cannot be bargained for, only earned.
His commandment is to make no promise one cannot soon fulfill. His power is strong when sacrifice is made, and weak within close walls.
Favour and the Rites and Mysteries
The Rites and Mysteries Expertise models a character's knowledge of a given God's aspects and the proper rituals of obeisance towards them, but Favour measures how kindly a given Deity looks upon them personally. The character may obtain the initial Favour of multiple Deities with whose Rites and Mysteries they are familiar by establishing Beliefs and Goals (and possibly Histories, to sacred animals or places,) that reflect their unique aspects and concerns: +1 for Minor, +2 for Moderate, +3 for Major- but is afterwards recorded and advances separately. By default, a character cannot start with any Deity's Favour at more than 3, and none ever exceeds 10.
Favour may be increased or reduced in a fashion similar to Conscience, through violation of- or selfless adherence to- divine commandments, but the pagan Gods do not grant miracles in the conventional sense. Instead, a pagan Deity must be propitiated and bargained with through explicit covenant (an earnest promise of future deeds) or living sacrifice (either self, human or animal.) Bonuses to the bargaining process run as follows:
*- Major covenant, many human sacrifices, sacrifice of self: +3 (Favour 9 or less)
*- Moderate covenant, sacrifice of one's flesh, a single human or many animal sacrifices: +2 (Favour 6 or less)
*- Minor covenant, sacrifice of one's blood or a small animal sacrifice: +1 (Favour 3 or less)
The bargain test itself is Rites and Mysteries + Favour + Will + Acuity + Barter and Covenant + bargain bonus (along with the usual expenditure of Luck, etc.) vs. DOUBLE the 'unlikelihood' of the service in question. If the bargain is accepted, Favour improves by 1 point. If not, it is lowered by 1 point. Depending on the terms, the character may not necessarily know whether the bargain offered was accepted until some time later (although the player knows immediately.)
A given Deity's displeasure can also be earned through any obvious desecration of places or objects sacred to them- e.g, burning a sacred grove, defacing inscriptions, poisoning food or drink- or abandonment or betrayal of the terms of a covenant struck. This HALVES current Favour with the God(s) in question- rounding down. If enough Favour is lost, the player may even incur some divine wrath, either subtle or overt.
Supernatural Manifestations and Divine Intervention
As a general rule, players can ask for anything that their characters would have a reason to desire, but certain services are more idiomatic than others, and tie in to particular skills.
*- Crafting illusions, sending visions and bestowing unnatural adroitness or concealment are aided by Sleight of Mind. The difficulty varies with how tough it would be to convince the person of what they're seeing, and whether there are roughly similar physical materials to work upon. For adroitness or concealment, the effect lasts the duration of a given intent- typically a scene or two- and has a difficulty matching 4x the Condition's bonus.
*- Transformation into various forms of animal benefits from Lore of Bird and Beast, and any History the character has with an animal of the same kind. Either the self or another may be transformed- if unwilling, the difficulty is doubled. Animal forms constitute a Major Condition toward any three tasks which that animal performs particularly well- flight, hiding, climbing, etc. If the transformation was willing, it may be ended at the subject's discretion. The base difficulty is 12, +4 if the animal is particularly small (e.g, an insect or mouse,) or large, e.g, (a brown bear, a whale,) +4 if the transformation is hurried (i.e, a few moments, as opposed to several hours,) and -4 if the transformation is given time and perfect seclusion (e.g, several days.)
*- Healing wounds, poisons, disease or other life-threatening injury matches 2x the difficulty of a typical healing check using relevant Expertise, or 5x if it's urgent, and you cannot ask to be healed yourself. Raising the dead, if the body is still at hand and mostly intact, will generally require successful healing checks on any wounds or conditions present (the outcome is not known until raising is attempted,) plus a ritual test against difficulty 20, +2 for every day since death.
*- Calling down lighting, darkness, fire, ice and earthquake is aided by Lore of the Elements, and should accordingly tie into prevailing weather conditions or local knowledge of geological history for maximum effect. This form of incantation is lengthy, taking hours to complete, and is generally most useful during massed battles against large hosts. The difficulty is 5x the penalty associated with the Condition suffered by anyone out in the field, or 5x the general unlikelihood of such manifestations.
*- More general divine intervention should be appropriate to the idiom of the Deity in question. e.g, a wheeling flock of crows for the Badb, a rushing torrent of foaming water for the Brigid, a gaping chasm in the earth for Crom Cruach, a sudden sense of untouchable assurance and focus for Nuada.
Meeting the conditions for a given Deity's weakness or strength adds or subtracts a success during Interest resolution, as does begging for intervention that doesn't specifically accord with (-1 success) or contradicts (-2 successes) their specific concerns.
The Faerie Folk and Necromancy
Shí bargained with as familiars or aides may perform any of the above supernatural tasks, with the added ability to take the form of any human with which they are familiar (at difficulty 20.) Shí will otherwise never publically reveal themselves to others. The difficulty of persuading them to do so exactly matches that of calling upon the Gods, without the benefit of Favour- but conversely, Favour is unaffected by the process.
Contacting the spirits of the dead whom you personally knew, OR can name precisely and are known to be buried close at hand, for purposes of a single question that can be answered with a single word, has a base difficulty of 15. Each additional question to that individual, or additional word of response required, raises the difficulty by 5. These penalties are cumulative, and permanent.