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DragonfagQM

TribeSheets

Feb 14th, 2024 (edited)
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  1. GrassGreen:
  2. Minor Blank
  3. Whitemane genesteal :
  4. Battle-Psyker : +2 in fight involving less-able psyker.
  5. Spells : Ice Shard, Shield, Shape Ice,
  6. Tactical - +10 on Fight roll when you can master the engagement
  7. Military Research : Trap-making (Rock fall, Fire)
  8. Cultural research :
  9. Nests (9 spreads all around the territory, the tribe stay in one for around 19 days at a time.)
  10. Cavern lined with foliage.
  11. Claw wall carving - simple figurative art itched into the rock.
  12. Itches of the discovery of fire.
  13. Itches of the Subjugation
  14. Itches of the Specialization of Vassals
  15. Itches of the Great Gathering
  16. Itches of Cassolette
  17.  
  18. Bonfire - A Stove Grove Pod launched on dead lianas.
  19. Pilgrimage : 2 significant sites : the staircase out of the crack, and the caldera
  20. Subjugation : Mastery of Fire coerced wild packs to give food, increasing max sustainable tribe size.
  21. Vassalization : 3 vassal packs, 8-14 sized.
  22. Specialized vassals :
  23. IvyVassals - deal with Rock Ivy and Ivy Fatty.
  24. Cooking
  25. Laying slices of meat upon patches of Light Moss to grill them.
  26. Cassolette, with Ferns tubers covered by a meat slab.
  27.  
  28. Medicinal
  29. First Aid - apply burning patch of Light Moss to boil ichor in solid form.
  30. FlowerFerns blue flowers grounded seed paste - stimulant
  31.  
  32. Technological
  33. Earthenware - Tier 1; Yellow.
  34.  
  35. Agriculture(Stove Grove) : The tribe knows the grove are made of several lianas, that can be trimmed and replaced.
  36. The tribe knows the grove are sprouting better in Dahu feces.
  37.  
  38.  
  39.  
  40.  
  41. GhostClaw:
  42. Adequate Psyker
  43. Improved Ice Shards (Projectile shaped as carved rocks)
  44. Assassin - +15 on Ambush rolls
  45. Observant - +2 on Perception rolls
  46. Ethereal Spy - Grants your tribe +5 to replicate one research from another non-blank tribes
  47. Your replication will be less strong or can outright fail if I feel you lack development steps.
  48. Cultural Research :
  49. Nests (8 spreads all around the territory, the tribe stay in one for around 15 days at a time.)
  50. The nest is mainly lined with Fire Fern dried foliage, creating a warm spot for sleeping together and keeping the eggs warmer.
  51. Defensive Shelter - blocks of rock protect the nest entrances
  52. Subjugation : Control over nearby packs - Increased max sustainable tribe size.
  53. Taming (Holey Moley): a pride of Holey Moleys lives with the pack.
  54. Farming (Fire Ferns): Holey Moley are sent to dig the Fire Fern, letting a few behind. They even replant barren Groves.
  55.  
  56. Belief system :
  57. Primitive tombs - encase dead in Ice.
  58. Faith
  59. For the Ghost Claw tribe, Ice is a pure natural force against all evil and it allows for the spirits of the dead to leave their bodies and go in the great dark ice land of above.
  60. From there they will watch over the tribe and ensure they are safe, while they do this they live in the great dark ice land hunting the dead animal spirits and eating the dead plants spirits.
  61. One day they might return ready to aid the tribe, until then we must honor and mourn them for what they did for us.
  62. Taboo :
  63. Great Night Mother - A superior but malevolent spirit delving the Warp, praying on the Under Hunters.
  64. Shaman, specialized psyker-priests.
  65.  
  66. Military Resarch :
  67. Ice Weapons (+2), made of Shape Ice to improve Nose Horn and claws
  68.  
  69.  
  70. Infrastructure :
  71. Stone Totem
  72. At the top there will be the great matriarch of the Ghost Claw tribe spirit, the mother of the mother of her mother, the powerful, wise and silent matriarch.
  73. In the second spot there will be the face of the Holey Moley spirit, companions loyal and true, hardworking and good. Friends of the Ghost Claws that aid them in work.
  74. In the third spot there will be the face of the fearsome Glacier Drifter spirit, powerful animals both in mind and body. They are strong and a force of nature made of pure ice.
  75. In the fourth spot there is the plant face of the Fire Fern. Tasty and good, this plant feeds the tribe. It is kind and just, we and the Holey Moley take care of it and it feeds us in exchange.
  76. In the last spot there will be the face of the Dahu spirit, good preys, good to devour, food. A fast and agile prey, a reminder for a tribesman to learn this traits for have a successful ambush-hunt.
  77.  
  78.  
  79. Technological Research :
  80. Carved rocks - Points, Bludgeon, cutting Edges
  81. Bladed tools - claws of Holey Moley
  82. Stonecarving tools : claws embedded
  83.  
  84. BurningGrass:
  85. Adequate Psyker
  86. Spells : Ice Shard, Shield, Shape Ice, Immobilize
  87. Strength - +5 on all relevant rolls
  88. Knowledge[fourbeaks] - +3
  89. Cultural Reasearch
  90. Extortion : Increased max sustainable tribe size.
  91. Nobility : Created 3 vassal packs (8-14 sized), lead by a Bipedal daughter
  92. Nursery Keeps - protect youth and eggs while other are battling.
  93. Critical : Created an Architectural Marvel : Ever Ice Keep
  94. Lordship : Vassals got 5 vassal themself.
  95. Territory Mastery : the feodal network you put in place let any wild packs confined to the outer ridge
  96. Hunterpower Tithe : Numbers increasing thanks to trickle-up of vassals.
  97. Glasshouse - grow vegetables.
  98. A frame in stone, and inside path of carved slabs.
  99. Ice tunnels - under the ice and snow. reinforced with stone pillars and heavy doors that only her tribe is strong enough to open.
  100.  
  101. Technical Research :
  102. StoneWork : Due to their unique biology, the BurningGrass tribe is strong enough to claw directly at rock
  103. Style : things are made from a single block of stone. Claw are used to carve flowing naturalist patterns into the stone and then use cyromancy to fill those groves with ice adding colour. instead of coming off the lids have a handle which the tribe use their enhanced strength to slide it into a grove.
  104. Furniture : Massive round tables with bench-like seats connected to them. with an area underneath for the younglings to eat. the table has half-sphere carved bowls.
  105. Tableware : A stone gauntlet with long thin nails to stab meat and bring it to their mouths without getting their claws dirty. the gauntlet also has a half-sphere shape in the palm which the underhunters use like a spoon.
  106. Stone Armor : +10 in fight rolls.
  107. Lightning stone pendants - +1 against psykers
  108.  
  109.  
  110. IceyOne:
  111. Adequate Psyker
  112. Orator : +5 on all relevent Charisma rolls
  113. Cultural Research:
  114. Songs Harmonization - Passive male poaching by seducing them each turn (1d3 rolled by yours truly)
  115. Military Research :
  116. Battle-cry : +1 for fighting.
  117.  
  118. Jupiter :
  119. Dabbling Blank
  120. Can turn out Blankness enough for Warp Travel.
  121. Deception : +10 on stealth rolls
  122. Superior Intellect : +5 in all smart-test rolls
  123. Military Research :
  124. Vertical Guerilla Warfare - + 7 on fight rolls on well-known terrain.
  125. Cultural research :
  126. Signpost Pictogram - a first form of written language.
  127. Tier 2 : Evolved into abstract glyphs
  128. Nocturnal.
  129. Technological :
  130. Earthenware Tier 2.
  131. Stockpile of Moss Crawler and Ivy Berries
  132. Agricultural :
  133. Crawler Pens : bowls laced with ice, with light moss in the bottom.
  134. Crawler Cheese, Berry Wine.
  135. Tier 2 : refined process, some variety.
  136. Seen as a luxury by other tribes, disposable income.
  137. Trade deal : Cheese and Wine against Testicles - a trickle of new members each turn.
  138. A small Domesticated Fatty herd from BadBack
  139. Infrastructure :
  140. Trail
  141. Stone cairns mark the path between BadBack and Jupiter tribes. (+5 over each Hex)
  142. Secret Bunkers : Control over path, and safe spot to retreat. Reinforced and waterproofed
  143. Warp-trail Highjack - Jupiter can walk Badback's warp trail, unspottably.
  144. Hamlet
  145. Walls+shitty roof. Made by melting ice and using it as concrete. Think boxes with sloped roofs.
  146. Tier 2 : Waterproof Mortar. Stone houses, tiles, suspended silos.
  147.  
  148.  
  149. BadBack :
  150. Adequate Psyker
  151. Spells : Ice Shard, Shield, Shape Ice, Frost Mirror
  152. Merchant : +10 on Trade rolls
  153. Cultural Research :
  154. Barter system - exchange favors for foodstuffs or services. This proves as a powerful motivator, enabling your tribe to work on a project without immediate usefulness - if your Matriarch have enough personal wealth to pay the tribe members.
  155. Tolls - conceptualized by the tribe. Not enforceable for now.
  156. Mercenary - Food income + tribe capacity improvement
  157. Oral Tradition, to remember history and debts.
  158. History : Meeting Jupiter
  159. Meeting all tribe in the Red Mist
  160. Learned Jupiter's writen pictograms.
  161. Cooking - laying slices of meat upon patches of Light Moss to grill them.
  162. First Aid - apply burning patch of Light Moss to boil ichor in solid form.
  163. Vassalization - theoretical knowledge.
  164. Slavery - practical application.
  165.  
  166. Technological
  167. Lightning Bulb - Lightning rock powder in a bubble of Shaped Ice.
  168.  
  169. Farming
  170. Glasshouse - grow vegetables.
  171. Tamed Cattle Fatty
  172. Taming Holey Moley - theoretical.
  173.  
  174. Military Research :
  175. Ice Weapons (+2), made of Shape Ice to improve Nose Horn and claws
  176. Horn-Sinew Bow : +10 in ranged fight (Superscede Ice Weapons)
  177. +10 in bow-related development.
  178. Infrastructure :
  179. Trails (tier 1 over the territory, improved into...)
  180. Warp-trail:
  181. Culturally defining marvel. On travel rolls, Warp-trailed tiles are free to travel on.
  182.  
  183. Defensive shelters : bulky, square base, round tops. Place against Rock cliffs as bearing loads.
  184.  
  185.  
  186. PridefulWhitemane
  187. Adequate Psyker
  188. Battle-Psyker : +10 in fight involving less-able psyker.
  189. Spells : Ice Shard, Shield, Shape Ice, Frost Mirror, Astral projection
  190. Farmer : +2 in related rolls
  191. Cultural Research :
  192. Nests : walled-star shape mounted by a smaller, opened star. Built around Stove Grove for heat.
  193. Tribe coucil : Active tribe members are consulted and take decisions together - Can't take decision going against the Hunter's individual interests. Can keep course of action despite Matriarch dying.
  194. Farming Research :
  195. Taming(Dahu) : The tribe owns Herd of Dahu. Decentralization of the tribe. The Zigguraths act as hubs
  196. The manure from Dahu are regrouped in pits, and runner can go fetch a scoop of feces when a Grove needs it.
  197. Agriculture(Stove Grove) : The tribe knows the grove are made of several lianas, that can be trimmed and replaced.
  198. The tribe knows the grove are sprouting better in Dahu feces.
  199. Technological Research :
  200. Bonfire - A Stove Grove Pod launched on dead lianas.
  201. First Aid - apply burning patch of Light Moss to boil ichor in solid form.
  202.  
  203. Military research :
  204. Dahu plate Armor : +2 in fight rolls.
  205. Vassals - 2 packs
  206. Any boring or dangerous form of manual labor shall be handled by the Vassals. They will receive food in return of course
  207. Infrastructure :
  208. Glasshouse - grow vegetables. Need to be adapted to the Frozen Peaks environment.
  209.  
  210.  
  211.  
  212.  
  213. CerulanandLilac
  214. Minor Psyker : Shape Ice, Telepathic Transe, Psychic Illusion, Warp-Gate
  215. Potent Psyker : +5 in all psyker-related rolls.
  216. Cultural Research :
  217. Nests : A flattened half-sphere of ice, mounted around a Light Moss patch. One hour for the tribe to create the nest.
  218. Artistical Ice Carving - art on the walls of the temporary nests.
  219. History :
  220. Great Winter of 1st Living Memory : onslaught of predators due to the cold.
  221. Death of Matriarch-daughter-of-First-Matriarch because of tunnel attempt collapse.
  222. Daughter of Collapsed matriarch succeeded where her mother didn't.
  223. Wild Packs wildening
  224. Wild Packs appeasing
  225. The merging of 7 groups.
  226. The meeting in Red Mist
  227. Hidden Gardens: the tribe find caves along their travel paths where they decide to cultivate moss. When they leave the area, they seal and hide this gardens behind ice walls.The idea is to preserve the moss as a food cache for their return.
  228. Historian is in charge to remember the garden's locations.
  229. Bodies Cremation
  230. The bodies of the dead are burned to ash in special chambers with the help of Warp Moss in the Hidden Gardens.
  231. Part of the ash is used to paint a portrait of the deceased, the rest is spread in the Garden to feed it. The living feed on the Moss and the dead feed the Moss, supporting the tribe one last time.
  232. Huntress Games : Creation of Ritual Sport!
  233. Grappling: two Huntresses fight each other until one has immobilised the other
  234. Rock Pass: two teams of 5 Huntresses each. 1 skull as a ball. 1 terrain with 2 opposed goals. Each team must mark points by passing the opposing goal with the rock in their hands. They can throw the rock to one another and punch and kick the members of the other team to intercept them. The team with the most point at the end of the match wins. Injuring gravely and maiming the other huntresses is forbidden.
  235. Strenght to Strenght: 2 huntresses, shoulder to shoulder push against each other until one falls or surrender
  236. Infrastructure - Tunnels; false walls, hidden nests
  237. Stealthy but harder to navigate
  238.  
  239. Military Research : Trap-making (Shape-Ice made)
  240.  
  241.  
  242. Written Deal among Badback and Jupiter
  243. Non Aggression
  244. Mutual Aid
  245. Jupiter gives cheese, wine, earthenware
  246. Badback provides mercenary escort for Jupiter explorers and diplomats, and will sell/share slaves for cheap and gives eggs
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