Post by Father on Jul 22, 2018 14:24:17 GMT 1
There is a somber mood as the hunt sets off in the morning, Ser Abelar Hightower declares that his father would have wished for the tourney to proceed as planned, and yet none can recall a hunt preceded by a vigil for a dead lord. Lord Tyrell and a large party of knights and lords of high station heads off on a boar hunt, others hunt independently or in groups.
Choose one track, you may only attempt the status test for either 1 or 2, not both. Failing the status test to join a track allows you to attempt to join one of the others, or to join as an assistant or party member in 1 and 2. For tracks 1 and 2, any female assistants or party members must succeed on a Deception(disguise) TN 12 or suffer -1 influence. Unnamed NPC's at ability 3D (relevant specialty 1b, Starkwood: +2b on survival) is available from the retinue of any player house. Any female character of status 3+ partaking in track 4 must succeed on a Deception(disguise) TN 9 or suffer -1 influence. Critical failure on this test also results in -1 virtue. As must any female character attempting to partake in tracks 1 and 2.
A DP spent on this event grants +1D to all tests.
A point of coffers can be spent to hire a specialist NPC with 4D+1b in an ability and it's relevant specialties.
Track 1: Hunting Boar with Lord Tyrell, considered as one of the best way to hone (and show off) martial skill.
Only knights may join, a status(reputation)+Chivalry TN 15 is required to successfully do so. Characters with lordly chivalry may bring along an additional character that may grant assistance bonuses. Spending a point of influence allows you to automatically succeed on the status test AND bring an assistant.
May attempt any of the following:
Survival (Track or Hunt) TN 9
Fighting (Spears) TN 9, apply training penalty for boar spear, gain bonus from superior boar spear if applicable. Failure: 1 injury, Critical Failure: 1 Wound.
Persuasion (Charm) TN 9
Will (Courage) TN 9
Success on three tests: +1 chivalry, +2 disposition from Lord Tyrell
Success on four tests: +1 influence
Success on the fighting test: +1 glory
2 or more DoS on the courage test: +1 chivalry
3 or more DoS on the fighting test: +1 glory
Gain +2 Disposition from a number of NPC's equal to your DoS on charm. (Average status may not be higher than your own +1 per 3 total DoS scored on all tests)
Critical Failure on any one test: -1 influence
Not attempting the fighting test: -1 influence
Track 2: Hunting Hart par force, this most noble form of hunting involves finding a "hart of ten" (stag with at least ten tines) and then use hounds to drive it to exhaustion so that it turns around to fight, the most prominent man should then go in with spear and sword to finish it off.
Only knights may receive Lord Leo's permission to form a separate hunting party, a status(reputation)+chivalry TN 15 is required to successfully obtain it. Any number of characters may join his hunting party. A point of influence makes this test and automatic success,
The first five tests must be done in order, but can be performed by any member of the party and assists are allowed, critical failure results in a fruitless hunt, while a simple failure increases the TN for the next step by 3. Each DoS beyond the first on any test grants +1 to the next step.
Step 1: Quest, Survival (Track) TN 12
Step 2: Assembly, Will (Coordinate) TN 12
Step 3: Relays, Animal Handling (Hunt) TN 12
Step 4: Fynding, Survival (Track) TN 12
Step 5: Chase, Survival (Hunt) TN 12 AND Animal Handling (Hunt) TN 12
Step 6: Baying, only the party leader may perform this final stage
--Endurance(Resilience) TN 12, simple failure leads to injury, critical failure a wound, in either case, one may proceed.
--Fighting (Spears or Long Blades) TN 12, simple failure leads to injury, critical failure a wound.
Characters not the party leader may attempt a Persuasion(Charm) TN 9, gaining +1 disposition towards them from a number of NPC's equal to their DoS scored.
Succeeding on the fighting test: +1 influence, +1 glory and +1 chivalry.
Characters contributing to an NPC party leader gains +1 disposition per DoS if making one of the tests involved, otherwise gain +1 disposition if assisting on a test and the hunt is successful.
Special: The party may opt to hunt the fabled white stag that thrice has managed to escape Lord Leo's party in the past two seasons. If so, the TN's of the five first steps increases by 3, but the rewards are doubled (and even if the fighting test fail, you still get the standard reward). If multiple parties chase the white stag, the one with the highest amount of total DoS across the first five steps gets there first (assuming one gets to step 6), reroll to decide tie-breakers. The party leader being "too slow" may spend a DP to instead be able to Bay a standard Red Hart.
Track 3: Hunting Hart per bow and stable.
The less prestigious way of hunting involves a pack of deer being chased into a waiting line of archers, and is also the one form of hunt which it is acceptable for a lady to partake in. In order to secure a spot as an archer, a status (reputation) TN 9 is required.
Optional Awareness(Notice) TN 9, each DoS grants +1 on the marksmanship test, critical failure bestows -3
Marksmanship (Bows or Crossbows) TN 9, +1b for aiming, using superior weapon gives +1, but then training penalties apply (if any).
On a success, you gain the attention of a character equal to your status, +1 for each DoS beyond the first.
Track 4: Hunting alone, one may always seek out quarry on one's own or in smaller parties, typically with much less fanfare, but often with better results given the manpower put into it.
Multiple characters may form a hunting party, and may choose different members of it to take different tests, rewards goes to whoever makes the survival (hunt) test.
Test Survival (Hunt) TN 9 (DoS counts double), and you may additionally attempt as many you like of the following:
Survival (Track) TN 9
Animal Handling (Charm) TN 9
Stealth (Sneak) TN 9
Marksmanship (Bows or Crossbows) TN 9 (Bonus from Superior weapons and any training penalties for those apply)
You may instead choose to hunt boar or stag, if so increase the TN's to 12 and you gain rewards as if you had obtained half again as many DoS (round down) If hunting boar, use Fighting (Spears) instead of marksmanship, and add: Failure: 1 injury, Critical Failure: 1 Wound.
Success on Survival (Hunt) grants 100 silver per DoS across all tests in rewards. And +1 glory per 6 DoS (also available for a female, but she then suffers the consequences of a critically failed deception(disguise) test.)
Special: The highest ranking character in the party (by status) may claim the credit by succeeding on a TN 12 Deception(Bluff) test, a chivalrous character foregoing the coin reward gains glory instead of influence.
Track 5: Supportive skills.
One might always volunteer one's skills to a hunting party, such as:
Animal Handling (Charm) TN 9
Awareness (Notice) TN 9
Marksmanship (Bows or Crossbows) TN 9 (Bonus from Superior weapons and any training penalties for those apply)
Survival (Hunt or Track) TN 9
Will (Coordinate) TN 9
You may test as many of these as you wish, being given 50 silver for each DoS in rewards. In addition, the dispositions towards you from various NPC's increases by one step, their combined status may not exceed half the DoS scored, and no one individual may have a higher status than 4.
Alternatively, you may attempt to mend such wounds as inevitably occurs:
Healing (Diagnose) TN 9, add +1 to the next test for every DoS scored.
Healing (Treat Injury) TN 9, each DoS allows you to remove an injury sustained during this event, 3 DoS allows you to remove a wound. Any leftover DoS may be used to improve the disposition towards you from an NPC who's total status does not exceed twice the number of DoS allocated to this by one step. If you remove injuries or wounds from a character, then his disposition towards you will improve by one step (in case of a PC, then an NPC of status 5 or more will notice and approve, helping a fellow player in a bind here will be better rewarded by the universe than focusing on NPC's, because karma).
Track 6: Mischief and Shenanigans.
Accidents happens in hunts. In the library of Highgarden it is remarked that King Ormund III Durrandon died as his belt was caught in the antlers of a deer, Prince Lewyn of Dorne allegedly pricked himself with a poisoned arrow (probably something Drunk Reachmen came up with, maester Horas has commented), King Garth XII Gardener was mauled by a stag, his own son, Prince Loras was then accidentally slain by an arrow three decades later, Ser Samwell Fossoway shared that very same fate last summer, and Ser Garth Hightower, heir to Lord Jon, was crushed under his own horse as it was panicked by a charging boar just four years ago.
Generally, here one might be creative, typically the mechanics will involve some form of deception, stealth and/or thievery against the passive awareness(notice/empathy) of victim and witnesses. Desirable outcomes and rewards is up for discussion. Needless to say, the consequences of critical failure will tend to be rather dramatic.
Choose one track, you may only attempt the status test for either 1 or 2, not both. Failing the status test to join a track allows you to attempt to join one of the others, or to join as an assistant or party member in 1 and 2. For tracks 1 and 2, any female assistants or party members must succeed on a Deception(disguise) TN 12 or suffer -1 influence. Unnamed NPC's at ability 3D (relevant specialty 1b, Starkwood: +2b on survival) is available from the retinue of any player house. Any female character of status 3+ partaking in track 4 must succeed on a Deception(disguise) TN 9 or suffer -1 influence. Critical failure on this test also results in -1 virtue. As must any female character attempting to partake in tracks 1 and 2.
A DP spent on this event grants +1D to all tests.
A point of coffers can be spent to hire a specialist NPC with 4D+1b in an ability and it's relevant specialties.
Track 1: Hunting Boar with Lord Tyrell, considered as one of the best way to hone (and show off) martial skill.
Only knights may join, a status(reputation)+Chivalry TN 15 is required to successfully do so. Characters with lordly chivalry may bring along an additional character that may grant assistance bonuses. Spending a point of influence allows you to automatically succeed on the status test AND bring an assistant.
May attempt any of the following:
Survival (Track or Hunt) TN 9
Fighting (Spears) TN 9, apply training penalty for boar spear, gain bonus from superior boar spear if applicable. Failure: 1 injury, Critical Failure: 1 Wound.
Persuasion (Charm) TN 9
Will (Courage) TN 9
Success on three tests: +1 chivalry, +2 disposition from Lord Tyrell
Success on four tests: +1 influence
Success on the fighting test: +1 glory
2 or more DoS on the courage test: +1 chivalry
3 or more DoS on the fighting test: +1 glory
Gain +2 Disposition from a number of NPC's equal to your DoS on charm. (Average status may not be higher than your own +1 per 3 total DoS scored on all tests)
Critical Failure on any one test: -1 influence
Not attempting the fighting test: -1 influence
Track 2: Hunting Hart par force, this most noble form of hunting involves finding a "hart of ten" (stag with at least ten tines) and then use hounds to drive it to exhaustion so that it turns around to fight, the most prominent man should then go in with spear and sword to finish it off.
Only knights may receive Lord Leo's permission to form a separate hunting party, a status(reputation)+chivalry TN 15 is required to successfully obtain it. Any number of characters may join his hunting party. A point of influence makes this test and automatic success,
The first five tests must be done in order, but can be performed by any member of the party and assists are allowed, critical failure results in a fruitless hunt, while a simple failure increases the TN for the next step by 3. Each DoS beyond the first on any test grants +1 to the next step.
Step 1: Quest, Survival (Track) TN 12
Step 2: Assembly, Will (Coordinate) TN 12
Step 3: Relays, Animal Handling (Hunt) TN 12
Step 4: Fynding, Survival (Track) TN 12
Step 5: Chase, Survival (Hunt) TN 12 AND Animal Handling (Hunt) TN 12
Step 6: Baying, only the party leader may perform this final stage
--Endurance(Resilience) TN 12, simple failure leads to injury, critical failure a wound, in either case, one may proceed.
--Fighting (Spears or Long Blades) TN 12, simple failure leads to injury, critical failure a wound.
Characters not the party leader may attempt a Persuasion(Charm) TN 9, gaining +1 disposition towards them from a number of NPC's equal to their DoS scored.
Succeeding on the fighting test: +1 influence, +1 glory and +1 chivalry.
Characters contributing to an NPC party leader gains +1 disposition per DoS if making one of the tests involved, otherwise gain +1 disposition if assisting on a test and the hunt is successful.
Special: The party may opt to hunt the fabled white stag that thrice has managed to escape Lord Leo's party in the past two seasons. If so, the TN's of the five first steps increases by 3, but the rewards are doubled (and even if the fighting test fail, you still get the standard reward). If multiple parties chase the white stag, the one with the highest amount of total DoS across the first five steps gets there first (assuming one gets to step 6), reroll to decide tie-breakers. The party leader being "too slow" may spend a DP to instead be able to Bay a standard Red Hart.
Track 3: Hunting Hart per bow and stable.
The less prestigious way of hunting involves a pack of deer being chased into a waiting line of archers, and is also the one form of hunt which it is acceptable for a lady to partake in. In order to secure a spot as an archer, a status (reputation) TN 9 is required.
Optional Awareness(Notice) TN 9, each DoS grants +1 on the marksmanship test, critical failure bestows -3
Marksmanship (Bows or Crossbows) TN 9, +1b for aiming, using superior weapon gives +1, but then training penalties apply (if any).
On a success, you gain the attention of a character equal to your status, +1 for each DoS beyond the first.
Track 4: Hunting alone, one may always seek out quarry on one's own or in smaller parties, typically with much less fanfare, but often with better results given the manpower put into it.
Multiple characters may form a hunting party, and may choose different members of it to take different tests, rewards goes to whoever makes the survival (hunt) test.
Test Survival (Hunt) TN 9 (DoS counts double), and you may additionally attempt as many you like of the following:
Survival (Track) TN 9
Animal Handling (Charm) TN 9
Stealth (Sneak) TN 9
Marksmanship (Bows or Crossbows) TN 9 (Bonus from Superior weapons and any training penalties for those apply)
You may instead choose to hunt boar or stag, if so increase the TN's to 12 and you gain rewards as if you had obtained half again as many DoS (round down) If hunting boar, use Fighting (Spears) instead of marksmanship, and add: Failure: 1 injury, Critical Failure: 1 Wound.
Success on Survival (Hunt) grants 100 silver per DoS across all tests in rewards. And +1 glory per 6 DoS (also available for a female, but she then suffers the consequences of a critically failed deception(disguise) test.)
Special: The highest ranking character in the party (by status) may claim the credit by succeeding on a TN 12 Deception(Bluff) test, a chivalrous character foregoing the coin reward gains glory instead of influence.
Track 5: Supportive skills.
One might always volunteer one's skills to a hunting party, such as:
Animal Handling (Charm) TN 9
Awareness (Notice) TN 9
Marksmanship (Bows or Crossbows) TN 9 (Bonus from Superior weapons and any training penalties for those apply)
Survival (Hunt or Track) TN 9
Will (Coordinate) TN 9
You may test as many of these as you wish, being given 50 silver for each DoS in rewards. In addition, the dispositions towards you from various NPC's increases by one step, their combined status may not exceed half the DoS scored, and no one individual may have a higher status than 4.
Alternatively, you may attempt to mend such wounds as inevitably occurs:
Healing (Diagnose) TN 9, add +1 to the next test for every DoS scored.
Healing (Treat Injury) TN 9, each DoS allows you to remove an injury sustained during this event, 3 DoS allows you to remove a wound. Any leftover DoS may be used to improve the disposition towards you from an NPC who's total status does not exceed twice the number of DoS allocated to this by one step. If you remove injuries or wounds from a character, then his disposition towards you will improve by one step (in case of a PC, then an NPC of status 5 or more will notice and approve, helping a fellow player in a bind here will be better rewarded by the universe than focusing on NPC's, because karma).
Track 6: Mischief and Shenanigans.
Accidents happens in hunts. In the library of Highgarden it is remarked that King Ormund III Durrandon died as his belt was caught in the antlers of a deer, Prince Lewyn of Dorne allegedly pricked himself with a poisoned arrow (probably something Drunk Reachmen came up with, maester Horas has commented), King Garth XII Gardener was mauled by a stag, his own son, Prince Loras was then accidentally slain by an arrow three decades later, Ser Samwell Fossoway shared that very same fate last summer, and Ser Garth Hightower, heir to Lord Jon, was crushed under his own horse as it was panicked by a charging boar just four years ago.
Generally, here one might be creative, typically the mechanics will involve some form of deception, stealth and/or thievery against the passive awareness(notice/empathy) of victim and witnesses. Desirable outcomes and rewards is up for discussion. Needless to say, the consequences of critical failure will tend to be rather dramatic.