12-22-2019, 06:22 AM
(This post was last modified: 12-22-2019, 06:24 AM by Dark Shadows.)
Here is a excerpt of the Independent description from a version of the Midgard Rulebook:
INDEPENDENTS:
The Independent (or non-declared) clan is one who operates totally outside any Faction or specialty as shown above.
Influence points are accumulated, though not as quickly as if a declared clan of the Faction giving the points, and a
non-declared clan may do tasks for any Faction and receive rewards. Powerful non-declared clans may be offered
city positions. There is no Hierarchy. All clans start the game as Independent clans.
Selecting the path to follow can be done at any time. Any player not making a selection will receive points for his
activities from the various Factions. It is possible to earn points in almost every Faction without selecting or
"declaring" which way you desire to go. You may change your mind at any time during the game. Changing your
mind will involve greater and greater costs to you as you gain stature. Your followers and retainers rely on you
to provide a certain political stability and will resist change. Your renown also suffers. None of these consequences
are severe at the lower levels. As an Independent clan, you may also decide to try your hand at specializing as a
Bandit, Pirate or Heretic.
Alternate Clan Names:
Bandits, Buccaneers, and Pirates (only) have the added benefit of operating under an alias. You may declare their
alias name using the NAME ALIAS action. The alias will appear on all reports when you are operating in a region
where you are known (you are "known" if you have Renown in the region). When you are operating outside the region(s)
where you have recently performed your trade, your name will revert to normal so that you may otherwise continue
to be an "honest" citizen. Your Alias will be used anytime you issue a mode change to RDB TRIBUTE (Roadblock
for tribute) or PCY (Piracy). Only these two modes will allow you to gain renown in a new region. Once gained, your
name change will be automatic and all other modes will be available to you.
Each act of Banditry or Piracy will create a certain amount of renown (under your alias) in that region. This renown
will fade with time as people forget, but whenever you enter an area where you are "known" then your alias clan name
will be shown and you will be recognized. This ability to "change names" will allow your clan an opportunity to survive.
Bandits:
Bandits attempt to gain wealth by any means, including violence. Bandits will attempt to look and behave like normal
character organizations and are extremely difficult for other characters to identify as bandits. Scouting reports
will report them as any of a variety of Factions. As the Bandit clan gets bigger and bigger, they will be awarded points.
Successful raids against others will generate points, as will successful roadblock actions.
Heretic:
The Heretic is a character who supports a religion different than those shown here. To become a Heretic you must
create your own religion and submit it to the umpire for inclusion into the database and into the game model. The
submission should detail your theology and the practical consequences of that theology. For example, if one of the
tenets of your new religion is the conversion of the masses of Midgard, one practical consequence would be an
unwillingness to raid villages or farms. If another aspect of your religion called for the elimination of secular
powers, you might stress the importance of acting against the Families and the Imperials. Clearly, the process
of writing an outline which includes beliefs, practices, and activities can be difficult. Once you have drafted
your submission to the umpire and it has been returned approved, heretics face the task of recruiting other
characters to the belief. One way to do this is to give the potential converts assistance. As a Heretic you also
gain points through converts who remain loyal to your religion each cycle. Heretics also gain points by building
Temples in cities.
INDEPENDENTS:
The Independent (or non-declared) clan is one who operates totally outside any Faction or specialty as shown above.
Influence points are accumulated, though not as quickly as if a declared clan of the Faction giving the points, and a
non-declared clan may do tasks for any Faction and receive rewards. Powerful non-declared clans may be offered
city positions. There is no Hierarchy. All clans start the game as Independent clans.
Selecting the path to follow can be done at any time. Any player not making a selection will receive points for his
activities from the various Factions. It is possible to earn points in almost every Faction without selecting or
"declaring" which way you desire to go. You may change your mind at any time during the game. Changing your
mind will involve greater and greater costs to you as you gain stature. Your followers and retainers rely on you
to provide a certain political stability and will resist change. Your renown also suffers. None of these consequences
are severe at the lower levels. As an Independent clan, you may also decide to try your hand at specializing as a
Bandit, Pirate or Heretic.
Alternate Clan Names:
Bandits, Buccaneers, and Pirates (only) have the added benefit of operating under an alias. You may declare their
alias name using the NAME ALIAS action. The alias will appear on all reports when you are operating in a region
where you are known (you are "known" if you have Renown in the region). When you are operating outside the region(s)
where you have recently performed your trade, your name will revert to normal so that you may otherwise continue
to be an "honest" citizen. Your Alias will be used anytime you issue a mode change to RDB TRIBUTE (Roadblock
for tribute) or PCY (Piracy). Only these two modes will allow you to gain renown in a new region. Once gained, your
name change will be automatic and all other modes will be available to you.
Each act of Banditry or Piracy will create a certain amount of renown (under your alias) in that region. This renown
will fade with time as people forget, but whenever you enter an area where you are "known" then your alias clan name
will be shown and you will be recognized. This ability to "change names" will allow your clan an opportunity to survive.
Bandits:
Bandits attempt to gain wealth by any means, including violence. Bandits will attempt to look and behave like normal
character organizations and are extremely difficult for other characters to identify as bandits. Scouting reports
will report them as any of a variety of Factions. As the Bandit clan gets bigger and bigger, they will be awarded points.
Successful raids against others will generate points, as will successful roadblock actions.
Heretic:
The Heretic is a character who supports a religion different than those shown here. To become a Heretic you must
create your own religion and submit it to the umpire for inclusion into the database and into the game model. The
submission should detail your theology and the practical consequences of that theology. For example, if one of the
tenets of your new religion is the conversion of the masses of Midgard, one practical consequence would be an
unwillingness to raid villages or farms. If another aspect of your religion called for the elimination of secular
powers, you might stress the importance of acting against the Families and the Imperials. Clearly, the process
of writing an outline which includes beliefs, practices, and activities can be difficult. Once you have drafted
your submission to the umpire and it has been returned approved, heretics face the task of recruiting other
characters to the belief. One way to do this is to give the potential converts assistance. As a Heretic you also
gain points through converts who remain loyal to your religion each cycle. Heretics also gain points by building
Temples in cities.
Ever dance with the Dark Man, by the pale moon light? If you do risk it, it will be the last time you ever will.