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02:43, 27th April 2024 (GMT+0)

House Rules.

Posted by Teller of TalesFor group 0
Teller of Tales
GM, 5 posts
Sat 3 Jun 2017
at 23:46
  • msg #1

House Rules

Skill Rolls:
- Skill rolls will be made normally, however, you may have an unknown plus or minus to your skill depending on circumstances.  When Dalan initially tried to Flirt with Ellowyn, he might have had a plus for having provided the necklace she wears or a minus for being a relatively low-ranked knight.  When Tyngyr went to talk to the Orkney Clan, he might have had a plus with Gawaine, who he had adventured with, and a minus with Agravaine who thought ill of any of the knights who were present.
- In certain circumstances, a critical or fumble on a skill roll might cause an immediate increase to a skill.
- Repeated use of a skill during a year could also cause a skill to increase.

Personality Traits and Passions:
- Like Skills, these can go up or down a little more fluidly than in the rules.
(Personality traits are designed to adjust based on your PC's actions.  I will accelerate this a little as necessary.)

Level of Maintenance:
- At the start, all PCs are Ordinary knights.  Although it is expensive, becoming a Rich Knight may be of value, especially when attempting to woo women.
- Once PCs get wives, becoming a Rich or Superlative knight is of greater value as it affects horse survival, child/wife mortality, and child-birth rolls.

Lands and Manors:
- I am going to change the manor income rules a bit (see Winter Phase post below), which will make stewardship more important (either yours, your wife's, or your steward's).
- Building up your manor will be an import part of the game.

Marriage:
- Each Winter you can roll Courtesy and if successful, roll on the Random Marriage Table for a wife.  Or wait one or more years and add +1 to your roll for each year you wait.  This is considered a wife of your level.
- Alternately, you can game-play finding a wife of higher stature (e.g Dalan and Ellowyn).  The higher the prize, the more effort and roleplaying will be required and the more and better challengers.
- If you are interested in the second route, state your intentions at some suitable point, like mentioning your requirements when at a tourney and some options will be presented.
- Some of the scenarios will also have available women.
Teller of Tales
GM, 6 posts
Sun 4 Jun 2017
at 00:42
  • msg #2

Winter Phase

During the Winter Phase, everyone will do the following:

Solo Adventures - Everyone will have a solo adventure or Winter Activity.  Winter activities include holding court/adjudicating disputes and other knightly activities.

Roll for Experience - Make rolls for all Personality Traits, Passions, and Skills in which you have an experience check.  Some buildings/holdings also give yearly checks.  If you roll 20, or above your current score, raise the value by 1.  If both sides of a Personality Trait have checks (e.g. Pious and Worldly), you must roll for both individually but can choose in which order you make the rolls.

- Check for Aging - This will be done by the GM (if applicable) and results posted.

- Economic Circumstances (See next post)

- Stable Rolls - These will be made by the GM.

- Family Rolls - These will be done by the GM (if applicable).

- Marriage, an unmarried knight who wishes for a random bride see Marriage post below.

Training and Practice
- Increase one of your squire's skills by 1.
- Choose one of the following options:
  o Gain 1d6+1 Skill points to distribute (cannot raise any Skills above 15)
  o Gain 1 point in a Skill (cannot raise a skill above 20)
  o Increase an Attribute, Trait or Passion by 1
    x No Attribute can be raised higher than its cultural value
    x No Trait can be raised above 19
    x No Passion can be raised above 20
    x SIZ cannot be increased after age 21.

Compute Glory
- Glory given during the year can be added immediately.
- Gain glory for exceptional traits/passions (16+) equal to its value
- Gain glory for quality of maintenance - Rich knight 10/year, Superlative 15/year
- Gain 100 glory if you are a Religious or Chivalrous knight
- Gain from Holdings, conspicuous consuption (like holding tournaments/feasts) etc.
Glory bonus - For every 1,000 Glory you attain, you get a Glory bonus: you may add 1 to ANY stat, skill, or trait.
This message was last edited by the GM at 17:55, Wed 11 Oct 2017.
Teller of Tales
GM, 278 posts
Sat 7 Oct 2017
at 02:43
  • msg #3

The Harvest

For fiefs that consist of only a single manor:

Roll Stewardship
Critical = +3£
Success  = +1£
Failure  = -1£
Fumble   = -3£

For larger fiefs:

Roll Stewardship
Critical = +5 to Harvest roll
Success  = +3 to Harvest roll
Failure  = No modifier
Fumble   = -3 to Harvest roll

If there was Raiding
Light raiding  = -2 from Harvest roll
Heavy raiding  = -4 from Harvest roll
Major invasion = -8 from Harvest roll

Previous Harvest
Famine       = -2 from Harvest roll
Bad or Good  = No modifiers
Excellent    = +2 to Harvest roll
Superlative  = +3 to Harvest roll

Arthur's Reign
510 - 524  = No modifier
525 - 531  = +1 to Harvest roll

Curses or Blessings
Curse    = -1 from Harvest roll
Blessing = +1 to Harvest roll

Harvest Roll
1d20HarvestIncomeState of the Land
1-2Famine0%-3
3-8Bad0%-1
9-12Good100%No change
13-19Excellent150%+1
20Superlative200%+3


Note:  Harvest Roll only affects food production.
Teller of Tales
GM, 279 posts
Sat 7 Oct 2017
at 02:58
  • msg #4

Manor Improvements

Use any extra money to purchase equipment, hire retinue, or build manorial improvements (http://www.eisinger.net/pbem/S...manorimprovement.pdf)

You have a fixed workforce, which is fully utilized if you spend the total normal manorial income for the year on improvements.  Each doubling of that amount increases production by one quarter.

A Steward can only complete one project per year.  You can hire additional stewards/overseers but cannot complete more than one project per 5 POP.

Clearing land, developing a herd or fishing right, or other source of food costs 5£ and requires peasant labor.

Increasing the population of a town by 1 POP costs the amount the town generates in a year and requires peasant labor.

Peasant labor requires successful Stewardship and Energetic rolls.  Failing one roll means nothing gets done on the project that year.  Failing both rolls means the time and money are lost.
Teller of Tales
GM, 280 posts
Sat 7 Oct 2017
at 03:10
  • msg #5

Noble requirements

Banneret

Life-style: A Banneret must outfit himself as is appropriate to his position. He should spend at least 10£ a year to maintain himself and his family, horses, and equipment, as befits a Rich Knight.

Fortifications: The main stronghold of a Banneret’s demesne is usually a Motte and Bailey fort, perhaps a strengthened one.

Baron

Obligations: Barons have a number of important social obligations. Once a year a Baron is expected to sponsor both a Hunt (with a prize of at least 1£ and a Feast costing 2d per knight) and a Neighborhood Tournament (with one hundred competitors, for an expected cost of 10£).

Life-style: The prestige of a noble title requires a certain visible standard of living. A Baron must maintain a large household staff and live in all ways as a Superlative knight. Taken together these costs total to 26£ year.

Fortifications: The holdings of a Baron usually include at least one small castle. Typically such a stronghold is built overlooking, or even within, the largest township in the fief. Further castles are either given to vassals or assigned a castellan.

Count

Obligations: The lord of such vast lands has many public responsibilities, chief amongst them are the provision of an annual Hunt (with a prize of at least 1£ and a Quality Feast costing 2d per knight), a special Feast for his peers and lords (costing 2d per knight), and a Local Tournament (with five hundred competitors, costing at least 146£.

Life-style: A Count must spend at least 84£ each year to maintain himself, his family, and a veritable army of retainers in an appropriate fashion.

Fortifications: Counts commonly have more than a single stronghold. As it may well take more than a few days to travel the length of such vast holdings, a Count must construct strongholds to protect his lands. It is often the case that multiple castles are required even within his demesne, to provide adequate protection. A standard Count is considered to have at least one medium castle and from one to three small castles spread across his lands.
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