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18:26, 4th May 2024 (GMT+0)

Chapter 2.4 - Winter Phase (506 AD)

Posted by Teller of TalesFor group 0
Teller of Tales
GM, 283 posts
Spinner of Sagas
Giver of Gifts
Sun 13 Feb 2022
at 15:39
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Chapter 2.4 - Winter Phase (507 AD)

Record your Winter Phase results in your Adventures or Manor thread.

Experience:
- Make rolls for all Personality Traits, Passions, and Skills in which you have an experience check.  Only one check per, even if you got a check on multiple occasions.
- You need to roll 20 -OR- Higher than your current rank in order to increase by one point.
- If both sides of a Personality Trait got checks (e.g. Indulgent and Temperate), then you must make rolls against each in whichever order you choose.

I will check for aging, make family rolls, and stable rolls.

Marriage:
- Make a successful Courtesy Roll
- If you wish to get married you can roll on the Random Marriage Table
- Alternately, you can wait a year and get a plus 1 on the following year.

d20DowryGlory
1-41d3+6£10
5-71 manor, 1d6£25
8-171 manor, 1d6+3£50
18-192 manors, 1d6+6£100
202 manors, 2d6+6£250


Glory:
- You immediately gain Glory during the year as a result of your adventures.
- At year end, you get bonus Glory for Personality Traits and Passions 16 and above.
- The amount of Glory gained is equal to your rank, so a Valorous of 17 earned 17 Glory.
- You also receive Glory for being Chivalrous or receiving the Religious Bonus (100 each).
- You receive Glory for conspicuous consumption (hosting tournaments, balls, etc.)
- If your Glory passes a multiple of 1000, you can take a point in any Passion, Personality Trait, Attribute or Skill, no maximum score, so even in something you have a 20 or greater in.

Experience:
- 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.

Income:
- Roll your Stewardship (if you hire a Steward this Winter, he will affect next year's harvest).
- Critical = +3£; Success = +1£; Failure = -1£; Fumble = -3£.
- Add/subtract that from the 6£ your fief normally produces and that is your income for the year.
- This can be placed in your Manor thread.

Maintenance:
- 3£-5£ spent on yearly maintenance classifies you as a poor knight.
- 6£-8£ makes you a normal knight.
- 9£-12£ makes you a rich knight.
- 13£-20£ makes you a superlative knight.
- 21£+ makes you a spectacular knight.
- Spending 5£ or less has a number of adverse effects, including worse stable and family rolls, and a generally poorer reception from others.
- Spending 9£ or more has a number of benefits, including better stable and family rolls and a generally more favorable reception by others.
- Glory, grand deeds, and higher levels of maintenance all factor into marriage decisions.

Upgrades:
- Manorial Improvements are listed:  (https://www.eisinger.net/pbem/...manorimprovement.pdf)
- Most improvement take a year to complete and will start earning income in Year 4.
- Record all improvements in your Manor thread.
- All improvements on which you began construction last winter are now completed and will start producing income next year.
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