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Mechanics.

Posted by RosslingtonFor group 0
Rosslington
GM, 11 posts
Wed 26 Feb 2014
at 12:48
  • msg #1

Mechanics

BASIC TESTS

The Green Ronin system uses Tests to determine the results of events whether they be mundane, routine, challenging or heroic. The majority of non-combat encounters will deal with tests of varying difficulties. Rather than wait for the narrator to set a difficulty for you everytime you want to do something, you will be expected to choose a relevant difficulty and roll a relevant ability Test yourself. If you would succeed even if you rolled to minimum possible result on your test, you don't need to bother unless degrees of success are important. If in doubt, assume a Formidable difficulty or ask for one to be given to you.

DifficultyTargetExample
Automatic0Remember to breathe so you don't die of asphyxiation
Easy3Catch an object thrown to you
Routine6Jump a 3ft wide stream will skipping to a picnic
Challenging9Juggle some apples
Formidable12Jump a 3ft wide stream while chased by enemies and wearing heavy armor
Hard15Juggle daggers safely
Very Hard18Jump stream, chased by enemies, in heavy armor AND juggling daggers
Heroic21+Do a triple backflip and shoot a dragon in the eye from 100 yards

You succeed on a test if you match or beat the difficulty. Depending on the event you may having varying degrees of success.

Beat byDegreesDescription
0-41Marginal
5-92Great
10-143Incredible
15+4Astonishing

Failure: If you do not meet the Difficulty you fail. It simply doesn't work. You can try again but this usually means the difficulty is increased.
Critical Failure: If you fail a test by 5 or more you may suffer additional consequences such as taking damage, an injury or some other drawback.

To roll for a test you will need to select the relevant ability which will set your Test dice. You will then check to see if you have a relevant specialty which will set your Bonus dice. Then check to see if you have any static modifiers for the test.
You roll a number of dice equal to Test + Bonus then drop the lowest results equal to your Bonus dice. Finally add your static modifier.

EG. Gary shoots his bow at the target. He has a Marksmanship score of 4, 2 specialty dice in Bows and a +1 static bonus for shooting at targets.
He rolls 4 test dice plus 2 bonus dice. He will roll 6d6 then drop the lowest 2 rolls and add his static mod.
He rolls 2,4,5,4,2,3. He drops the lowest two so his result is 5 + 4 + 4 + 3 + 1 = 17
If the difficulty of the shot was Formidable (12) he beats it by 5 (17 - 12 = 5) which is two degrees of success.

All rules and house rules subject to change by GM or CO-GM for better play by post.
This message was last edited by the GM at 22:11, Sat 01 Mar 2014.
Rosslington
GM, 23 posts
Thu 27 Feb 2014
at 00:52
  • msg #2

Combat

COMBAT

Combat uses specific contests and is details in chapter 9 of the rule book.
For simplicity's sake we will not be using the advanced reach rule-set however critical successes and failures will be a thing we use.

In combat there are two important statistics for the defending character:
Combat Defense: The target your enemy must reach or beat in order to damage you.
Armor Rating: The amount of damage you ignore on an attack.
Combat Defense = Agility + Athletics + Awareness + Defensive Bonus from shield or parrying weapons
Health = Endurance rank x 3

You roll an Agility test to decide initiative.

As the attacker you roll either fighting or marksmanship along with whatever bonus dice you have for your weapon from specialties and then your static modifiers. You calculate degrees of success the same way you would for a basic test.

1 degree of success means you hit and do base damage.
2 degrees of success means you hit and do 2x base damage.
3 degrees of success means you hit and do 3x base damage.
4 degrees of success means you hit and do 4x damage.

When you apply damage you check to see if you have armor piercing. If you do ignore a number of points of Armor Rating equal to your piercing value. You cannot ignore past 0 armor rating. Once you have calculated their effective armor rating subtract it from the damage you would deal.

Critical Failures occur whenever all the dice result as 1s.
OnesResult
1Injure self. you hit yourself and take base damage
2Strike ally. Roll another attack if have an ally in range against that ally. You hit & deal damage as normal
3Drop. Weapon slips from your hand and lands 1d6 yards away in a random direction.
4Minor Break. Reduce it's damage by 1. If castle-forged or better treat result as a 3
5Major Break. Weapon snaps, becomes useless & irreparable. Castle-forged or better use result 4, Valyrian use 3
6Slippery Grip. Blood or sweat makes the grip slippery. Take -1D on all attacks until end of your next turn
7Blood in the eyes. Blood or sweat gets in your eyes. Take -1D on all tests until end of your next turn
8+Overbalanced. Lose you balance, give opponent an opening. Take -5 to combat defense until start of next turn

Critical Success happens if you achieve double your enemy's Combat Defense or higher on your Fighting/Marksmanship test.
6sResult
1Solid Hit. Increase base damage by +2 (before multiplying by degrees of success)
2Powerful Hit. Increase base damage by +4 (before multiplying by degrees of success)
3Bloody wound. In addition to normal damage deal one injury. This injury does not reduce damage.
4Crippling wound. In addition to normal damage deal one wound. This injury does not reduce damage.
5Killing Blow. Your attack kills your enemy outright
6Terrible Blow. Not only do you kill your enemy but you deal your base damage to all adjacent enemies to the target
7Impressive Death. You kill your opponent so impressively all your allies gain +1B on all tests for rest of combat
8+Horrible Death. All characters who saw must beat Challenging (9) Will test or take -1D on all tests for 1 round.
 For rest of combat you gain +1B on all tests.


Injuries and wounds.
You may take an injury or wound (or may have them inflicted upon you) at any time during the course of combat. Injuries and wounds take time to heal and give you penalties until they are healed. If they are left unattended you may die.

You may take a number of injuries equal to your Endurance score. If you can take no more injuries you take a wound instead. If you choose to take an injury you can reduce the incoming damage of an attack by your endurance score. For each injury you have you take a -1 to all tests.

You may take a number of wounds equal to your Endurance score minus 1. If you can take no more wounds and you take a wound, you die instead. If you choose to take an wound you can reduce the incoming damage of an attack to 0. For each wound you have you take a -1D to all tests.

Fatigue
At any time during a combat, even when it’s not your action, you can accept a point of fatigue to negate specific effects until the start of your next turn.
Each point of fatigue you accept imposes a –1 penalty on all test results. You cannot accumulate more fatigue than your Endurance score. Possible uses of fatigue include:
- Ignore armor penalty
- Ignore 1 wound
- Ignore all injuries
- Gain one Lesser Action
Once you gain fatigue, it goes away on its own. For every four hours you rest, you remove one point of fatigue.

Yielding
On your turn, you may sacrifice your entire action to yield, placing yourself at the mercy of your foes.
Most knights and other honorable opponents recognize surrender and call off their attack.
Others may not. You take this risk when you surrender.
You may re-enter the conflict, but doing so is a dishonorable action.
You take –1D on all Persuasion and Status tests made to interact with anyone who witnessed your treachery.
This penalty remains until you improve the target’s disposition to Friendly or better.

Determining outcome of combat
The goal of real combat is usually to kill your enemy however sometimes this is not desirable, especially if you are taking part in a friendly contest such as a tournament.

If you drop an enemy to 0 or less health you can choose to either kill, maim or leave them for dead (unconscious for 2d6 +6 hours). If you are wielding a weapon with the vicious property, you always kill them. While 'left for dead' a character is completely vulnerable and can be instantly killed by vindictive passers-by or wild animals.

Likewise NPCs will generally get the same option based on their disposition towards you and their motives. If they are wielding a vicious weapon they get no choice and you are killed.

If a minor NPC such as a random knight at a tournament might have no disposition or motives for or against you and leave it up to chance. In this instance the Narrator will roll a d6. On a roll of 3 or lower you are left for dead, on a roll of 4 or 5 you are maimed (effect to be discussed with Narrator) and on a 6 or higher you are killed. If there are mitigating circumstances, such as the attack dealing a massive amount of damage for example, a +1 or -1 modifier to the roll may be applied.

Training
Not all weapons are created equal, some are harder to use than are others. Certain weapons require a minimum level of specialized training to wield properly and those without the minimum specialty rank find fighting with these weapons more challenging than simpler ones.
Whenever a weapon indicates 1B, 2B, and so on under training, you lose the indicated number of bonus dice from your Fighting or Marksmanship tests with the weapon.
If the penalty reduces your bonus dice to less than 0 (or you have none to begin with), you take a penalty die on your tests with the weapon for each additional –1.
For example, if you are using a Double-Curved Bow it has a Training requirement of 1B. If you have the Bows specialty reduce your specialty bonus dice by 1. If you don't have the Bows specialty, you take a -1D on Marksmanship tests using the weapon.

All rules and house rules subject to change by GM or CO-GM for better play by post.
This message was last edited by the GM at 22:49, Sat 01 Mar 2014.
Rosslington
GM, 29 posts
Thu 27 Feb 2014
at 01:58
  • msg #3

Intrigue

The aim of every intrigue is to gain enough Influence to compel your opponent to say, reveal, do, or act as you want. In a way, Influence functions a lot like damage.
As with combat, you roll a conflict test, using Deception or Persuasion, against your opponent’s Intrigue Defense.
A success generates an amount of Influence that applies against your target’s Composure. Once you reduce an opponent’s Composure to 0, you defeat him or her and decide the consequences.

Two important stats for intrigue are Intrigue defense and Composure
Intrigue Defense = Awareness + Cunning + Status + Circumstantial Bonuses
Composure = Will rank x 3

You roll a Status test to determine your place in the order of initiative

Disposition of a character towards you acts as a kind of armor.
DispositionDRDeception ModPersuasion Mod
Affectionate1–2+5
Friendly2–1+3
Amiable30+1
Indifferent400
Dislike5+1–2
Unfriendly6+2–4
Malicious7+3–6

The default disposition is Indifferent and this can be modified by circumstance
FactorModifier
Opponent is attractive+1 step
Opponent is known for honor+1 step
Opponent is known to be just+1 step
Opponent is from allied family+2 steps
Opponent is a member of the Night’s Watch–1 step
Opponent is a bastard–1 step
Opponent is ugly–1 step
Opponent is known for decadence–1 step
Opponent is known for cruelty–1 step
Opponent is hideous–2 steps
Opponent is known for treacherousness–2 steps
Opponent is from enemy family–2 steps
Opponent is from a distant land within Westeros–1 step
Opponent is from the Free Cities–1 step
Opponent is from beyond the Free Cities–2 steps

Technique used depends on what is appropriate for the desired outcome.
TechniqueInfluencePersuasion SpecDeception Spec
BargainCunningBargainBluff
CharmPersuasionCharmAct
ConvinceWillConvinceAct
InciteCunningInciteBluff
IntimidateWillIntimidateAct or Bluff
SeducePersuasionSeduceBluff
TauntAwarenessTauntBluff

Naturally, some roleplaying sequences may result in saying the absolute wrong thing at the wrong time, which may affect a character’s efforts by removing bonus dice or imposing a flat penalty of –1 to –5, depending on the seriousness of the gaffe.

Common language is vital to intrigues, making it all but impossible to compel other characters who cannot understand you.
If your target does not speak your language, you take –3D on all Persuasion tests. If this number exceeds your test dice, you cannot engage the target in an intrigue.
While language is important, knowledge of certain languages can even improve your chances at persuading and impressing your target.
The ability to speak a rare or native tongue of your opponent suggests education and intelligence, as well as a certain amount of respect.
If the target would be impressed by such familiarity, you gain a +1B on tests to influence your opponents.

Frustration
The primary way to reduce Influence is through your Disposition Rating.
You subtract this value from the Influence your opponent earns with a successful Deception or Persuasion test.
The other way to reduce outside Influence upon you is to accept a measure of frustration.
Each point of frustration gained removes an amount of Influence equal to your Will rank.
However, each point of frustration gained imposes –1D on all Deception and Persuasion tests for the duration of the intrigue.
If your accumulated frustration exceeds your Will rank, you are defeated because you lose your Composure.
At the end of the intrigue, win or lose, all accumulated frustration is removed.

Yielding
You may choose to yield to an opponent, offering a compromised outcome, rather than going down to defeat, if you wish.
You can only yield on your turn in an exchange, and your opponent may accept, offer a counter-proposal, or refuse.
If you, in turn, refuse a counter-offer, then the intrigue continues, and you may not yield.
Yielding is an option for when defeat seems certain or if you want to offer an opponent an immediate, lesser, victory to put a quick end to the conflict.

All rules and house rules subject to change by GM or CO-GM for better play by post.
This message was last edited by the GM at 22:11, Sat 01 Mar 2014.
Rosslington
GM, 31 posts
Thu 27 Feb 2014
at 02:27
  • msg #4

Warfare

WARFARE

Coming when Warfare looks to be on the horizon.

Houserule concerning Cadres:
A cadre may be a squad (10 men) of Personal Guard or a squad of a unit type for which your House has already invested. E.g if you wanted a cadre of Cavalry/Archers your House would need to employ such a unit before you may have a cadre equivalent.

Instead of the +20 defense bonus a unit gains for being attacked by an individual, the defense bonus of a cadre is +15.

Instead of cadre taking 1 damage for every 10 men that are defeated on the 'small scale', cadre takes 1 damage each for the first 4 men defeated on the 'small scale', and 4 damage per 3 men defeated thereafter. This resets when the cadre's health is reset.

As they are a less powerful offensive force than a full unit, they deal 1 less damage than a full unit equivalent when making attacks on the unit scale. This reduction in damage does not apply when fighting a portion of a unit (small scale).

Other warfare interaction between cadres and units remain unchanged and are resolved as per standard warfare rules.

Hopefully this will strike a balance between being an under-powered unit while still keeping the flavor of a defensive cream-of-the-crop style unit.

All rules and house rules subject to change by GM or CO-GM for better play by post.
This message was last edited by the GM at 00:51, Fri 14 Mar 2014.
Rosslington
GM, 32 posts
Thu 27 Feb 2014
at 02:29
  • msg #5

Tournaments

TOURNAMENTS

Jousting
A joust occurs whenever two opponents armed with lances ride against each other.
Given the structure of a joust, the methods for resolving these contests are somewhat different from normal combat.
However, characters employing lances in the chaos of the battlefield use the normal rules for combat.
When tilting lances, each opponent tests Fighting and compares the result of their Fighting test to their opponent’s passive Animal Handling result (Ride applies). Since the attack occurs simultaneously, the outcome of the pass depends on the results of each test as shown in table.
A hit by a lance deals damage based on degree of success. A rider knocked from his horse takes damage equal to an additional degree.

Test ResultOutcome
Crit FailMiss
FailLance shatters on opponent's shield
1   degreeLance shatters on opponent's shield, they make Challenging (9) Animal Handling test or become unhorsed
2   degreesLance strikes opponent, they make Formidable (12) Animal Handling test or become unhorsed
3   degreesLance strikes opponent, they make Hard (15) Animal Handling test or become unhorsed

An opponent knocked from his steed usually loses the match.
The loser forfeits his steed and armor to the victor, but he can purchase them back, provided he can meet the ransom price.
The ransom is usually equal to the value of the armor and steed combined, but some tournaments may have steeper fees, while others may have less.
Opponents defeated by taking damage in excess of their Health face consequences determined by the victor.
For competitions, defeat usually results in unconsciousness, though death can also occur, especially when wielding war lances.
Houserule: In order to keep game-play flowing a point system will be implemented. Shattering a lance on an opponent's shield gains you 1 point.
Landing a blow directly on your opponent lands you 3 points.
If after 5 rides against your opponent no-one has lost, the character with more points is declared the winner. If the points are equal it is a tie.


Dishonor
A lancer can opt to lower the lance to strike the steed or the rider in an unprotected location.
Doing so deals normal damage as if in combat, likely killing the steed or the rider.
Such poor form always results in the rider being disqualified from the tournament, penalties to his house’s Glory, and usually a fine as well.

Duels and Battles for Honor
Jousts and melees may also be used to settle an issue of honor.
Opponents may engage in hand-to-hand combat, fighting until first blood is drawn or to the death.
Likewise, they might begin with a joust and fight on foot if unhorsed until one opponent yields.
The parameters of these contests are set before the match begins and may include battles pitting seven knights against seven knights,
one opponent may be permitted to choose the nature of the duel and the other to choose the weapons, and so on.

Grand Melee
A grand melee is a competition of arms. Usually, the participants gather in teams of seven, but some might involve just a pair of warriors or more than seven warriors, especially in competitions designed to “reenact” a historical event.
A grand melee resolves as a normal combat.

Archery
An archery contest, while not as exhilarating as melees and jousts, is an avenue for competitors skilled with bows to win fame.
In an archery contest, the competitors take shots at fixed targets.
Most archery competitions take place over a series of rounds, each contestant testing Marksmanship to hit the target.
The first shot is Routine (6), each successive shot increasing in Difficulty by one step (3 points) until the Difficulty reaches Hard (15).
During the final round, each competitor compares the results of their Marksmanship test to see who has the highest successful result.
The one with the highest result wins.

All rules and house rules subject to change by GM or CO-GM for better play by post.


I have taken the time to write down a more detailed example back in 2009 (I think), which - hopefully - includes all relevant modifiers and implications.

For convenience:
Here are the possible maneuvers listed as in Peril at King’s Landing page 43/44

ManeuverFightingPassive
Animal
Handling
Animal
Handling
test
Damage
Aggressive+1 or +2-1 or -2nonen/a
Braced-1 or -2none+1 or +2n/a
Defensive-1 or -2+1 or +2nonen/a
Eyes Fixed+1nonenoneBase damage of foe increased by 1
High in Saddle+1 or +2none-1 or -2n/a

Let’s look again at the example on SIFRP page 164, but elaborate a bit more. The text in italics has been added for additional information to go into even more detail.
Ser Jon Malloway
Animal Handling 3 (Ride 2B), Endurance 3, Fighting 4 (Spears 2B), Full Plate, Destrier
Passive defence for joust: 14 (Animal Handling*4+2 from Ride)
Health 9
Tourney lance 4+4B-1D (4 +2B (Spears) -1B (Training) +3B (Animal Handling) -1D (charge); bonus dice may not exceed test dice)
Damage: 8 (3 +3 (Animal Handling) +2 (charge))

Ser Brutus of Ninemen
Animal Handling 3, Athletics 3 (Strength 3B), Endurance 4, Fighting 3 (Spears 3B), Full Plate, Destrier
Passive defence for joust: 12 (Animal Handling*4)
Health 12
Tourney lance 3+3B -1D (3 +3B (Spears) -1B (Training) +3B (Animal Handling) -1D (charge); bonus dice may not exceed test dice)
Damage: 11 (3 +3 (Animal Handling) +2 (charge) +3(Strength))

This is listed on page 56, but does not re-appear in the Combat chapter. I’ve not yet seen a ruling on that issue.
We will not use it in this game
Ser Jon Malloway 4+1B-1D, i.e. roll 5, drop 2
Ser Brutus 3+1B-1D, i.e. roll 4 drop 2

 :

First Pass
None of the knights need to spend actions to maintain control (the destriers are war-trained and they are already astride).
Both knights need to spend a lesser action to spur their mounts to charge.
None choose any special maneuvers (as in Peril at King’s Landing page 43/44)
Both knights attack simultaneously.
Ser Jon Malloway rolls a total of 5 dice and needs to drop 2, keeping 3. He rolls 3, 5, 5, 6, and 4 and drops the five lowest and has a result of 16, excess of 4, one degree. Thus he does 8 damage, reduced by Ser Brutus’ full plate to 0 damage. The lance shatters on the shield of Ser Brutus, who needs to make a challenging (9) Animal Handling test.
Ser Brutus rolls 3, 3 and 4 and with a result of 10 stays in the saddle.
Ser Brutus rolls for his attack a total of 4 dice and needs to drop 2. The maximum he can get is 12, which won’t beat his opponent’s passive Animal Handling of 14 (Ride applies). Ser Brutus stands no chance to unhorse his opponent. His lance shatters on the other knight’s shield.

Second Pass
None of the knights need to spend actions to maintain control (the destriers are war-trained and they are already astride).
Both knights need to spend a lesser action to spur their mounts to charge.
Ser Jon gets cocky and chooses the aggressive maneuver, adding 2 to his fighting result and deleting the same amount from his passive Animal Handling result. Ser Brutus chooses the high in saddle maneuver, adding +2 to his fighting result and deleting 2 from a potential Animal Handling test if he needs to make one (as in Peril at King’s Landing page 43/44)
Both knights attack simultaneously.
Ser Jon rolls 5 dice (4, 4, 4, 5 and 5), drops 2 dice and has a result of 16 (he adds +2 from his aggressive maneuver). This is again one degree of success. Still, due to his opponent’s armour he does not cause any damage.
Ser Brutus needs to make a challenging Animal Handling test. He rolls 1, 3 and 4 but needs to subtract 2 because of his chosen maneuver. Ser Brutus is unhorsed and takes 8 damage from the fall (no reduction from armour). Ser Brutus opts to take an injury and reduces the damage by 4.
Ser Brutus rolls 4 dice (2, 2, 5 and 5), drops two and has a result of 12 (he adds +2 from his high in saddle maneuver), which is equal to his foe’s passive Animal Handling (Ser Jon needs to subtract 2 due to his aggressive maneuver) and thus one degree. Ser Brutus’ lance causes 1 damage to Ser Jon (his armour absorbs 10 damage).
Ser Jon also needs to make a challenging Animal Handling test. He rolls 5 dice (2, 2, 2, 3, 3) and needs to drop 2. With a result of 8 Ser Jon is also unhorsed, taking another 11 damage. As this would drop him below 0 health, Ser Jon opts to take a wound, reducing the damage from the fall to zero, but will take -1D on all further tests. He would have opted to take only an injury, but this would have only reduced the damage by 3, for an effective 8 damage. Since the total damage (1 form the lance hit and 8 from the fall) would have dropped him to zero health he would have lost the joust.
Both knights have been unhorsed, both need to take a greater action to stand up.
Ser Jon takes a greater action to catch his breath, rolls 1, 2 and 5 and needs to drop one due to his wound. Still, with a result of 7 he removes the one point of damage from his opponent’s lance hit and is again at 9 health.
Ser Brutus also catches his breath. He rolls four dice (4, 5, 5 and 5) and needs to subtract 1 from the result due to his injury. With 4 degrees of success, he completely recovers and is back to 12 health.
Both knights prepare for the third pass.

Third Pass
None of the knights need to spend actions to maintain control (the destriers are war-trained and they are already astride).
Both knights need to spend a lesser action to spur their mounts to charge.
Ser Jon is cautious now. He currently has the lead (2 degrees of success vs Ser Brutus’ 1), but even if he beats Ser Brutus he most likely will not advance much further in the tourney due to his wound. Thus he chooses the defensive  maneuver subtracting 2 from his fighting test but also adding 2 to his passive animal handling result. Thus, Ser Jon’s passive animal handling result is 12 (the penalty die from his wound also applies to passive results, i.e. (Animal Handling -1D) *4 +2 (Ride speciality) +2 (chosen maneuver)). Ser Brutus realizes that he will lose if he cannot unhorse his opponent. Again, he chooses the high in saddle maneuver, adding 2 to his fighting and subtracting the same amount from a potential animal handling test.
Both knights attack simultaneously.
Ser Jon rolls 5 dice and needs to drop 3 (one additional drop because of his wound). He rolls 3, 3, 5, 6 and 6, for a result of 12, one degree. Ser Brutus’ armour absorbs all the damage from the lance hit, but he needs to make a challenging animal handling test. Ser Brutus rolls 4, 4 and 5, for a result of 10 (he needs to subtract 1 due to his injury and another 2 due to his chosen maneuver) and stays in the saddle.
Ser Brutus rolls 4 dice, needs to drop 2, add 2 due to his maneuver and subtract 1 due to his injury. He rolls 3, 4, 4 and 6. With a total result of 11 his lance glances harmlessly off his foe’s shield.
Ser Jon Malloway is declared the victor (3 degrees vs 1 degree).
This message was last edited by the GM at 07:56, Thu 28 Aug 2014.
Rosslington
GM, 57 posts
Fri 28 Feb 2014
at 08:39
  • msg #6

Custom gear and qualities

Gear

Castle-forged armor:
Cost: Twice base amount
Requirement: must be metallic armor
  • While wearing castle-forged armor you gain similar properties as the Quality "Armor Mastery":
    Your armor fits like a second skin. Increase your armor’s AR by +1, and reduce the Bulk (if any) by 1.
  • If you already possess the "Armor Mastery" Quality, you instead gain properties similar to the "Improved Armor Mastery" Quality:
    Increase its Armor Rating by 1 and reduce it's armor penalty by 1. This benefit is cumulative with Armor Mastery.
  • If you already possess "Improved Armor Mastery" Quality you instead:
    increase the AR of the armor by +1. This benefit is cumulative with Armor Mastery and Improved Armor Mastery.

This message was last edited by the GM at 22:32, Wed 14 May 2014.
Denalor
GM, 1 post
Co-GM
Houses
Thu 28 Aug 2014
at 07:35
  • msg #7

House Fortune

HOUSE FORTUNE
Status"D"
Stewardship"B"
Lawas per house
Populationas per house
Poweras per house
Wealthas per house
Head of House+2
only applicable for the Lord
Head for Numbers+Cunning
RollResult
2Disaster
3Curse
4Decline
5Disaster
6Growth
7Decline
8Growth
9Curse
10Decline
11Growth
12Boon
13Decline
14Blessing
15Growth
16Curse
17Decline
18Blessing
19Curse
20Blessing
21-22Growth
23Curse
24-25Growth
26-27Blessing
28Boon
29Curse
30Blessing
31-34Growth
35Blessing
36Boon
37-41Growth
42+Boon
Explanation
Booneither +1D6 to one resource
or +1D3each (rolled separately) to two resources
Blessingeither +1D3 to one resource
or +1 each to two resources
Growth+1 to one resource
Decline-1 to one resource
Curseeither -1D3 to one resource
or -1 each to two resources
Disastereither -1D6 to one resource
or -1D3each (rolled separately) to two resources

RESOURCE MANAGEMENT
ResourceExchangeRateRushed
Defensen/an/an/a
InfluenceLaw1:12:1
LandsDefense1:12:1
Lawn/an/an/a
PopulationPower1:12:1
PowerInfluence
Law
Population
1:12:1
WealthAll2:13:1

This message was last edited by the GM at 08:13, Thu 28 Aug 2014.
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