Post by Father on Jul 25, 2019 20:30:06 GMT 1
The walk to the gallows is never an easy one, three local ruffians gets pelted by stones, spits, taunts and curses. The gallant man might find the delight of the small-folk in watching a public execution most distasteful. Vendors offers fruits, grilled sausages and good luck charms made out of the finger bones of other hanged men and other things besides. Best not give the procurement of those bones too much thought. The Riverlanders mutter about the Reachmen bringing all their feuds with them, while the Reachmen are too busy trying to figure out just which one feud is at fault.
NPC Participation: Each player may nominate an NPC to be featured.
Framing The Narrative:
A character may try to lay the blame/suspicion for the murder upon someone (mark character or group in dice rolls), the front-runners being:
-Bloodraven, because he's an evil Sorcerer. Other characters than Daeron gains +1 assist bonus from his earlier efforts at swaying the smallfolk for the Blackfyre cause.
-House Manwoody repaying the murders of Ser Dagos and Lord Desmond.
-Marq Durwell repaying the murder of Lord Bryce.
-Gormon Peake turning him into a martyr to rally against the evil Dornish.
-Starkwoods, because both Ser Eoric and Ser Jonothor insulted Ashara, crossing off the list, one by one.
Challenge:
Awareness (Empathy) TN 9
Cunning (Logic) TN 9
Persuasion (Incite)+chivalry/virtue TN 12
Status (Reputation)+chivalry/virtue TN 12
Consequences:
-Add your DoS as votes to your theory of choice, the theory with the most votes among those having gained traction with the NPC's will be the one surviving in memory until such a time as the truth is uncovered.
-Success on all three tests: Your votes counts double.
-At least 8 DoS, your theory of choice gains traction with the NPC's and may thus be the one to survive, you may alternatively add a little something to an already existing theory of your choice.
-Highest total DoS, at least 8 DoS and succeed on all tests, your theory of choice will survive in memory alongside any others that also might do so.
-In the event of ties, multiple surviving theories are possible.
-Per Critical Failure: -1 Chivalry/Virtue, -1 influence, you contribute no votes at all.
-Suffer a decline in disposition equal to your status rank with the character blamed (half, round up, if a specific group, a generic "must have been a Dornish snake" or the like without specific names mentioned or implied will likely result in a few NPC's serving as "stand-in's").
Twist:
You may attempt Deception (Disguise) against TN 13 to conceal your identity, but you do not gain any modifier from chivalry/virtue and gain no bonus dice from reputation ranks as well as suffering -1D on the status test. You may take -1D on the disguise test to be treated as having chivalry/virtue at +2 and ignore the penalty die to status. The effects of some benefits/drawbacks does not apply in disguise.
-On a failure, none of your votes counts.
-On a critical failure, you suffer all the consequences as you would for the other tests as noted above, and your identity is exposed, triggering the disposition hit.
-On a critical failure against the target's passive Knowledge (Streetwise) or 0.75*passive Status (non-proud target), they learn of your activities triggering the disposition hit, and possibly other consequences.
Special:
-Characters who knows (or have highly compelling reasons to conclude correctly) who did it should substitute Persuasion with Deception (Bluff) unless they finger that person. Only Laena, Mya and whoever they might have confided in and possibly someone being extremely good and lucky at prying into their affairs can succeed at this.
-Characters who have no reason to believe that their target did the deed should also substitute Persuasion with Deception (Bluff).
Considerations for Benefits and Drawbacks
Attractive: +1b to all challenge tests.
Charismatic: +1 to all challenge tests.
Courteous: Dampen the effect of negative disposition hits by 1.
Dutiful: Gain +2 to any self-control tests triggered by this event.
Famous: +1b to all challenge tests.
Great Bastard: +1D if blaming Gormon, Bloodraven or other prominent member of either faction.
Orator: +1b to all challenge tests.
Honor-Bound: Attempts to compel non-participation in such ignoble activities as speculative mudslinging.
Prejudiced: Compelled to believe that someone in the target group did the deed and incite against them.
Vindictive: Attempts to compel blaming someone who has slighted you.
Zealot (Power): Attempts to compel blaming someone whose downfall can serve your agenda.
*Before testing, a PC may consult with the narrator if this should apply, characters may have an aversion to spreading rumors they have no way of knowing whether or not they are true.
NPC Participation: Each player may nominate an NPC to be featured.
Framing The Narrative:
A character may try to lay the blame/suspicion for the murder upon someone (mark character or group in dice rolls), the front-runners being:
-Bloodraven, because he's an evil Sorcerer. Other characters than Daeron gains +1 assist bonus from his earlier efforts at swaying the smallfolk for the Blackfyre cause.
-House Manwoody repaying the murders of Ser Dagos and Lord Desmond.
-Marq Durwell repaying the murder of Lord Bryce.
-Gormon Peake turning him into a martyr to rally against the evil Dornish.
-Starkwoods, because both Ser Eoric and Ser Jonothor insulted Ashara, crossing off the list, one by one.
Challenge:
Awareness (Empathy) TN 9
Cunning (Logic) TN 9
Persuasion (Incite)+chivalry/virtue TN 12
Status (Reputation)+chivalry/virtue TN 12
Consequences:
-Add your DoS as votes to your theory of choice, the theory with the most votes among those having gained traction with the NPC's will be the one surviving in memory until such a time as the truth is uncovered.
-Success on all three tests: Your votes counts double.
-At least 8 DoS, your theory of choice gains traction with the NPC's and may thus be the one to survive, you may alternatively add a little something to an already existing theory of your choice.
-Highest total DoS, at least 8 DoS and succeed on all tests, your theory of choice will survive in memory alongside any others that also might do so.
-In the event of ties, multiple surviving theories are possible.
-Per Critical Failure: -1 Chivalry/Virtue, -1 influence, you contribute no votes at all.
-Suffer a decline in disposition equal to your status rank with the character blamed (half, round up, if a specific group, a generic "must have been a Dornish snake" or the like without specific names mentioned or implied will likely result in a few NPC's serving as "stand-in's").
Twist:
You may attempt Deception (Disguise) against TN 13 to conceal your identity, but you do not gain any modifier from chivalry/virtue and gain no bonus dice from reputation ranks as well as suffering -1D on the status test. You may take -1D on the disguise test to be treated as having chivalry/virtue at +2 and ignore the penalty die to status. The effects of some benefits/drawbacks does not apply in disguise.
-On a failure, none of your votes counts.
-On a critical failure, you suffer all the consequences as you would for the other tests as noted above, and your identity is exposed, triggering the disposition hit.
-On a critical failure against the target's passive Knowledge (Streetwise) or 0.75*passive Status (non-proud target), they learn of your activities triggering the disposition hit, and possibly other consequences.
Special:
-Characters who knows (or have highly compelling reasons to conclude correctly) who did it should substitute Persuasion with Deception (Bluff) unless they finger that person. Only Laena, Mya and whoever they might have confided in and possibly someone being extremely good and lucky at prying into their affairs can succeed at this.
-Characters who have no reason to believe that their target did the deed should also substitute Persuasion with Deception (Bluff).
Considerations for Benefits and Drawbacks
Attractive: +1b to all challenge tests.
Charismatic: +1 to all challenge tests.
Courteous: Dampen the effect of negative disposition hits by 1.
Dutiful: Gain +2 to any self-control tests triggered by this event.
Famous: +1b to all challenge tests.
Great Bastard: +1D if blaming Gormon, Bloodraven or other prominent member of either faction.
Orator: +1b to all challenge tests.
Honor-Bound: Attempts to compel non-participation in such ignoble activities as speculative mudslinging.
Prejudiced: Compelled to believe that someone in the target group did the deed and incite against them.
Vindictive: Attempts to compel blaming someone who has slighted you.
Zealot (Power): Attempts to compel blaming someone whose downfall can serve your agenda.
*Before testing, a PC may consult with the narrator if this should apply, characters may have an aversion to spreading rumors they have no way of knowing whether or not they are true.