Post by Father on Dec 11, 2019 18:06:51 GMT 1
Once more, the customary summer bloodletting, as some Rivermen are known to describe it, are at hand. The difference this time around is that a great number of knights from beyond the lands watering The Trident are joining on both sides, seeing this as a test of strength before the looming conflict that threatens to engulf all of Westeros in the flames of war.
Structure
The Blood Feud story arch will be structured in acts with missions which PC's and featured NPC's may undertake, each character can only take on one mission per act (whether solo or alongside other characters), other events and smaller sub-missions may also feature, each act will move the conflict forward. Depending on narrator's ability to design more scenarios and the possibility of needing to move forward to phase 4, there may not necessarily be more than one act of skirmish missions. The conflict will play out as a series of skirmishes across the borderlands while The Brackens prepare to push through Battle Valley and the Blackwoods prepare to stop them. Being the only natural route to march an army through to reach the heartlands of the other, it's former name has been lost to myth. The climatic act may quite possibly involve sub-missions of equal scope as missions in earlier acts. It may be possible that there will be an act after the main battle. The response from the Iron Throne will put an end to the conflict and any haggling over articles of peace will occur in phase 4.
Missions are composed of one or more of the following elements, sometimes different characters are needed for different parts of a mission, other times the same character may partake in more than one:
-Simple Battle: A battle scenario with a single commander.
-Complex Battle: A battle scenario involving multiple commanders and/or special combat scenarios where heroes may tip the balance.
-Single Combat: Two knights duel, typically just prior to a battle.
-Combat Scenario: Special combat scene, either as part of a battle or stand-alone.
-Hero Action: Combat scenes impacting a section of a battle (generally affecting morale and casualties)
-Maneuver: A set of warfare tests (typically tactics/strategy) are used to resolve the mission, generally not requiring the rules for combat or battle.
-Adventure: A catch-all term for any sort of challenge not covered by the above which a character may undertake.
Healing
Between each act, there will be the opportunity to receive one week worth of healing under complete bed rest, unless otherwise noted in a mission scene. To determine the quality of aid available, make an audience test TN 15, adding +1 per rank in agility, athletics and endurance above 3, +2 per rank in fighting above 4, +3 per rank in warfare above 3. Combine each +4 of bonus into +1D, any +2 of the remains into +1b and keep any leftover +1. Characters that do not qualify for chivalry: -1D. Injuries and wounds does not apply on this test.
Depending on results:
Critical Failure: Healing 2D
Simple failure: Healing 3D
1 DoS: Healing 3D+1b
2 DoS: Healing 3D+2b, Small dose of Milk of the Poppy is applied to wounds.
3 DoS: Healing 4D+1b, Myrish Fire and large dose of Milk of the Poppy is applied to wounds, small dose of Milk of the Poppy is applied to injuries.
4 DoS: Healing 4D+2b, Myrish Fire and large dose of Milk of the Poppy is applied.
Capture
If a mission results in you being taken captive, you can still receive healing as noted above, but with no bonuses from ability ranks. Characters known for honor may be granted freedom of the castle by swearing not to try and escape or otherwise seek to hurt the host, it may also be possible to be granted release on oath not to take up arms against the House taking you captive, though you may be freed from that vow by paying a suitable ransom. Breaking such oaths results in a -2 chivalry hit and likely execution if captured again by the same group or their allies. Most knights taken captive will remain as "guests" until such a time as a ransom is paid for their release, their freedom is exchanged for that of captives of the other side or a peace agreement secures their release. Ordinarily, a knight having taken another captive can expect some form of ransom (and knights having been taken captive can expect to have to pay it), even if taken in battle not sanctioned by the crown. Typical average ransoms to be demanded are noted below.
Scions of a noble house:
-Distant Cousins tends to count as prominent sworn swords.
-First Cousins, uncles and nephews of the lord might yield half the house's wealth rank in coffers. (Great Bastards beware, that's a 5 coffer ransom).
-Brothers and spare sons (and spare sons of the heir) of the lord might yield the house's wealth rank in coffers.
-A lord, heir (and firstborn son of a heir) might yield the house's wealth*status ranks in coffers.
-Scions that serve as squires typically only yield half this amount, and if they squire in another lord's household (that lord would then be expected to pay), they yield the amount of their family house or lord's house, typically whichever is lower.
-One might generally demand half the prize for a lady as one would of a knight of equal family rank, although it is considered gallant to grant them amnesty to secure peace.
Other Knights:
-A common sworn sword (tertiary and some secondary characters) tends to yield the square of his status rank in GD.
-A prominent sworn sword (some secondary and all primary characters, including PC's) tends to yield the cube of his status rank in GD.
-Squires (unless they are scions) will be covered by the knight's ransom.
When it comes to men of minor import, those not so honorable might find it more profitable to just take everything they have and leave them to wander as they will. Such men are prone to resort to the life of outlaws and join the ranks of broken men, which a wise lord would seek to avoid, some lords might reason that putting them to the sword is the best solution.
-Freeriders and knights of the Hedges might yield their status rank in GD, but few have such coin to spare, and it might be considered a cruelty to take their equipment.
-A common footman might yield a stag, and a member of the guard of a lord or knight might yield a moon, frequently they must be paid for by those they serve.
The sums demanded tends to fall within 50% and 200% of the expectations outlined above, the disposition of the captor towards the captive tends to move the price by 5 percentage points per step, negotiations using the bargain technique in intrigue (possibly by letter) can shift the price by 20 percentage points to the winner, with +10 added per point difference in frustration taken. Those who fight in service of their liege can expect to be ransomed by him, but the liege also lays claim to any captives they take.
Strength
Strength Points is a measure of the forces each side can bring to bear during the decisive battle, some missions may increase it, but most missions will tend to result in reducing the opposition's strength. Further, all casualties on either side during a mission will result in a corresponding reduction of strength.
War Crimes and Punishments
Eventually, the Iron Throne will put an end to the conflict, and set things to rights of a sort. In particular, characters noted as having a count of war crimes against them may quite possibly have to answer for them, but politics enters the picture as well, if a knight of little import burns down a mill, the opposing lord might demand to have him tried and be appeased even if on the losing side, while if a scion of a major house puts a village to the torch, politics might enter the picture and give the offended lord a better position to demand concessions at the negotiating table. In general, each count of war crimes by one side shifts the balance of the terms of peace towards the other unless justice is done (but very often, these acts alters the facts on the ground to still make them pay off).
The Facts on the Ground
Victory Points earned throughout attempts to gauge the advantage gained going into the peace negotiations and what concessions and holdings one can wring out of the enemy. Generally, it is difficult to be forced to give up any territory unless one's opponent holds it, and it's much easier to gain it if you have taken it, the gods show their favor through victory as the old saying goes. To take possession of a part of an enemy's domain, the general rule is that you must have the strength of position and forces to make it more convenient to simply give it to you than to put force behind the demand to give it back. Victory Points are won by achieving objectives and inflicting casualties.
The Bigger Picture
While Victory Points and the outcome of whatever settlement the two parties agree upon with the Iron Throne (likely under coercion) does matter in the long run for the two eternal enemies, the more immediate impact is measured by gains in Blood and Fire points. Some missions allows for the destruction of strategic assets which might qualify. As might significant casualties inflicted upon the enemy or the deaths of prominent knights aligned with the other faction. Naturally, the peace settlement can surely distort the balance of power in the Riverlands in the favor of one faction just as much as the fighting itself. Victory Points will translate into Faction Points according to narrator discretion (most likely by assigning a set number to grant to the winning side and then proportionally give points to the other), but choices granting faction points directly are likely to have a larger effect than the victory points that could be obtained instead.
Structure
The Blood Feud story arch will be structured in acts with missions which PC's and featured NPC's may undertake, each character can only take on one mission per act (whether solo or alongside other characters), other events and smaller sub-missions may also feature, each act will move the conflict forward. Depending on narrator's ability to design more scenarios and the possibility of needing to move forward to phase 4, there may not necessarily be more than one act of skirmish missions. The conflict will play out as a series of skirmishes across the borderlands while The Brackens prepare to push through Battle Valley and the Blackwoods prepare to stop them. Being the only natural route to march an army through to reach the heartlands of the other, it's former name has been lost to myth. The climatic act may quite possibly involve sub-missions of equal scope as missions in earlier acts. It may be possible that there will be an act after the main battle. The response from the Iron Throne will put an end to the conflict and any haggling over articles of peace will occur in phase 4.
Missions are composed of one or more of the following elements, sometimes different characters are needed for different parts of a mission, other times the same character may partake in more than one:
-Simple Battle: A battle scenario with a single commander.
-Complex Battle: A battle scenario involving multiple commanders and/or special combat scenarios where heroes may tip the balance.
-Single Combat: Two knights duel, typically just prior to a battle.
-Combat Scenario: Special combat scene, either as part of a battle or stand-alone.
-Hero Action: Combat scenes impacting a section of a battle (generally affecting morale and casualties)
-Maneuver: A set of warfare tests (typically tactics/strategy) are used to resolve the mission, generally not requiring the rules for combat or battle.
-Adventure: A catch-all term for any sort of challenge not covered by the above which a character may undertake.
Healing
Between each act, there will be the opportunity to receive one week worth of healing under complete bed rest, unless otherwise noted in a mission scene. To determine the quality of aid available, make an audience test TN 15, adding +1 per rank in agility, athletics and endurance above 3, +2 per rank in fighting above 4, +3 per rank in warfare above 3. Combine each +4 of bonus into +1D, any +2 of the remains into +1b and keep any leftover +1. Characters that do not qualify for chivalry: -1D. Injuries and wounds does not apply on this test.
Depending on results:
Critical Failure: Healing 2D
Simple failure: Healing 3D
1 DoS: Healing 3D+1b
2 DoS: Healing 3D+2b, Small dose of Milk of the Poppy is applied to wounds.
3 DoS: Healing 4D+1b, Myrish Fire and large dose of Milk of the Poppy is applied to wounds, small dose of Milk of the Poppy is applied to injuries.
4 DoS: Healing 4D+2b, Myrish Fire and large dose of Milk of the Poppy is applied.
Capture
If a mission results in you being taken captive, you can still receive healing as noted above, but with no bonuses from ability ranks. Characters known for honor may be granted freedom of the castle by swearing not to try and escape or otherwise seek to hurt the host, it may also be possible to be granted release on oath not to take up arms against the House taking you captive, though you may be freed from that vow by paying a suitable ransom. Breaking such oaths results in a -2 chivalry hit and likely execution if captured again by the same group or their allies. Most knights taken captive will remain as "guests" until such a time as a ransom is paid for their release, their freedom is exchanged for that of captives of the other side or a peace agreement secures their release. Ordinarily, a knight having taken another captive can expect some form of ransom (and knights having been taken captive can expect to have to pay it), even if taken in battle not sanctioned by the crown. Typical average ransoms to be demanded are noted below.
Scions of a noble house:
-Distant Cousins tends to count as prominent sworn swords.
-First Cousins, uncles and nephews of the lord might yield half the house's wealth rank in coffers. (Great Bastards beware, that's a 5 coffer ransom).
-Brothers and spare sons (and spare sons of the heir) of the lord might yield the house's wealth rank in coffers.
-A lord, heir (and firstborn son of a heir) might yield the house's wealth*status ranks in coffers.
-Scions that serve as squires typically only yield half this amount, and if they squire in another lord's household (that lord would then be expected to pay), they yield the amount of their family house or lord's house, typically whichever is lower.
-One might generally demand half the prize for a lady as one would of a knight of equal family rank, although it is considered gallant to grant them amnesty to secure peace.
Other Knights:
-A common sworn sword (tertiary and some secondary characters) tends to yield the square of his status rank in GD.
-A prominent sworn sword (some secondary and all primary characters, including PC's) tends to yield the cube of his status rank in GD.
-Squires (unless they are scions) will be covered by the knight's ransom.
When it comes to men of minor import, those not so honorable might find it more profitable to just take everything they have and leave them to wander as they will. Such men are prone to resort to the life of outlaws and join the ranks of broken men, which a wise lord would seek to avoid, some lords might reason that putting them to the sword is the best solution.
-Freeriders and knights of the Hedges might yield their status rank in GD, but few have such coin to spare, and it might be considered a cruelty to take their equipment.
-A common footman might yield a stag, and a member of the guard of a lord or knight might yield a moon, frequently they must be paid for by those they serve.
The sums demanded tends to fall within 50% and 200% of the expectations outlined above, the disposition of the captor towards the captive tends to move the price by 5 percentage points per step, negotiations using the bargain technique in intrigue (possibly by letter) can shift the price by 20 percentage points to the winner, with +10 added per point difference in frustration taken. Those who fight in service of their liege can expect to be ransomed by him, but the liege also lays claim to any captives they take.
Strength
Strength Points is a measure of the forces each side can bring to bear during the decisive battle, some missions may increase it, but most missions will tend to result in reducing the opposition's strength. Further, all casualties on either side during a mission will result in a corresponding reduction of strength.
War Crimes and Punishments
Eventually, the Iron Throne will put an end to the conflict, and set things to rights of a sort. In particular, characters noted as having a count of war crimes against them may quite possibly have to answer for them, but politics enters the picture as well, if a knight of little import burns down a mill, the opposing lord might demand to have him tried and be appeased even if on the losing side, while if a scion of a major house puts a village to the torch, politics might enter the picture and give the offended lord a better position to demand concessions at the negotiating table. In general, each count of war crimes by one side shifts the balance of the terms of peace towards the other unless justice is done (but very often, these acts alters the facts on the ground to still make them pay off).
The Facts on the Ground
Victory Points earned throughout attempts to gauge the advantage gained going into the peace negotiations and what concessions and holdings one can wring out of the enemy. Generally, it is difficult to be forced to give up any territory unless one's opponent holds it, and it's much easier to gain it if you have taken it, the gods show their favor through victory as the old saying goes. To take possession of a part of an enemy's domain, the general rule is that you must have the strength of position and forces to make it more convenient to simply give it to you than to put force behind the demand to give it back. Victory Points are won by achieving objectives and inflicting casualties.
The Bigger Picture
While Victory Points and the outcome of whatever settlement the two parties agree upon with the Iron Throne (likely under coercion) does matter in the long run for the two eternal enemies, the more immediate impact is measured by gains in Blood and Fire points. Some missions allows for the destruction of strategic assets which might qualify. As might significant casualties inflicted upon the enemy or the deaths of prominent knights aligned with the other faction. Naturally, the peace settlement can surely distort the balance of power in the Riverlands in the favor of one faction just as much as the fighting itself. Victory Points will translate into Faction Points according to narrator discretion (most likely by assigning a set number to grant to the winning side and then proportionally give points to the other), but choices granting faction points directly are likely to have a larger effect than the victory points that could be obtained instead.