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Chocolate Wish
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>>312948
Random example:
Three players are playing, controlling the characters North Wind, South Wind, and East Wind. West Wind was a jerk and only came for two sessions.
North Wind has the traits Physical Focus, Artifact Cache, and Tactician's Boon. Heroes he chooses gain great strength, one or several of his artifacts, and draw on his tactical knowledge. These are coupled with the drawbacks Required Starter (The chosen needs a fair amount of physical strength to begin with), Uncertain Provenance (The artifacts might go funky at the worst times), and Voices of the Dead (The tactical advice is flavored as having a few wise tacticians nattering important advice, unfortunately they don't stop at military strategy.)
For his first Champion, North Wind grabs a chieftain from a tribe of pseudo-vikings, tells him to conquer the weak southerners, and gives him a magic axe and two spirits of past war leaders.
Unfortunately, this brings him into conflict with South Wind, who was going to run a nice, tidy philosopher-kingdom using his Foreknowledge, Advanced Tech, and Silver Tongue gifts. Of course, the resulting war opens the gates of the monasteries East Wind was making use of, then the DM surprises everyone by having the peoples West Wind abandoned show up and start killing everyone, forcing North Wind's barbarian chieftain, South Wind's roguish king, and East Wind's warrior-priest to work together...
The Champions would have individual merits on their own, of course. Maybe have the person to the left make a choice of three or four?
Anyway, once that threat has been dealt with, the players move onto the next era. North, South, and East Wind roll depending on how much or well they affected the story, or how many significant events they affected. North Wind rolls the best, and decrees that technology won't advance much; he likes this age of heroism. This crimps South Wind's style, though, so he declares (since he's next in line; East Wind's early isolation hurts him here) that the ghosts of the dead have begun rising, immune to weapons and unfazed by soldiery. This goes well with East Wind's choices, though, and he alters North's proclamation that technology stagnate by having a few brilliant minds from South Winds Champion's Kingdom be given church support. The DM decides this is for the purposes of hunting ghosts, and the choice of champions comes up again...
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