Scampir

Be the Choster you wanna read

  • He/Him + They/Them

One Canuck built the #ttrpg tag and the #mecha tag. And that was me.

Cohost Cultural Institution: @Making-up-Mech-Pilots
Priv: @Scampriv


Read the first post on the Exilium Clades here!

Now If I were the Jedi Council, I simply would choose not to...

I love stories where people learn that structural flaws in organizations persist despite the people who lead those organizations changing. It's almost like a cosmic horror reveal. This big institution and how it was laid out is actually a clockwork that will destroy itself as, particularly in the case of the people elevated to make sure that the institution adheres to it's ideals fail to grapple with what is happening in the world.

And before you know it, you're making the same mistakes that failed you. We've learned nothing from the failures of history and our dooms are sealed as we repeat them.

What pathos, what tragedy. What Hamartia.

Or you could do it differently. It's up to you!

Instead of a starship, the Council has a secret temple and connects to a nearby local community. The political relationship with this community is incredibly important to the Council, as it establishes a basis for the exchange of goods and services.

This is a humbler Council, but a Council nonetheless. You will slowly induct new members, struggle with annoying detractors, and struggle with, you know, running a temple.

Let me know whatcha think!


The Council

You have found an abandoned temple and wiped it from the Warp Knight databanks. You could build a new order here, one which you guide as a new Council. Yet, by taking up the loom in your own hands as the Grand Council once did, do you risk taking up their flaws as well?

Experience Trigger

Whenever you end an act with welcoming someone into your temple, mark 1 Clade xp. Take a Council Advancement after eaching 6 total XP, then clear all Clade xp.

Credit Source

When you open formal relations with another community, and agree to offer counsel to their leaders, protection from their fears, knowledge to their children, or whatever else they need from you, take coin equal to the members of your temple. Whenever you hold up your end of this promise take 1 coin per player at the end of the act.

Council Starting Ability

Dogma: Choose one line of the Code. It cannot be changed. Players define it with 3 more Dogma sentences that affirm one interpretation. Players can use the Meditate action to change Dogma sentences.

Council Advancement Abilities

  • New Guardians: add +1D to your opening rolls if you are protecting locals you have agreed to protect.
  • Consensus: At the end of downtime, everyone marks +1 XP to an attribute for every Train downtime action taken during that downtime.
  • Wisdom of the Council: Gain increased position when using teamwork to assert the goals or interests of the Clade.
  • Grand Master: At the end of each act, the character with the least doubt is awarded one Vote token. Ties award votes to all who tie. At the end of an arc, the character with the most votes is elected as Grand Master. As long as there is a Grand Master, only the Grand Master may issue doubt tokens.

Council Claims

You always have the first and cannot lose it. Pick two that you have and could easily lose, and two that you do not have but want.

  • A Temple that cannot be found without your welcome.
  • The facilities needed for instruction.
  • A local weaver, eager for interdisciplinary discussion
  • A place in the local way of life
  • Respect
  • Knowledge left behind by the old masters.

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