Post by Father on Sept 30, 2017 16:24:18 GMT 1
The Fire and Blood mechanic, playing upon the words of House Targaryen is meant to depict the way the political winds are blowing, in favor of the loyalists (Blood) or the Blackfyre supporters (Fire).
Gaining Faction Points:
Aside from events and special opportunities that may come up in stories, you may influence the score through the rumor system:
-One action per faction per day in an open chronicle.
-Events may grant DoS as rewards independently, these are added to your tally separately, but it does affect the threshold for gaining new ones.
This can be done through the spreading of rumors as per the rumor system (requiring rumors to be written to go into the grapevine).
-The base TN and mechanics is as with standard rumors, with some additions:
--If making things up by using deception, your test will also be resolved against TN 9+[Status/2]+Reputation of target (Target Chivalry/virtue also affects the rumor TN for slandering), on a simple failure, people do not believe your claims, on a critical failure, they will think you a liar. The same principle will apply for "True but unknown", but using persuasion as normal.
--Add +3 to the TN if targeting non-special characters of the opposing faction or praising characters of the supported faction.
--Add +3 to the TN if targeting characters without a presence in the region.
Alternatively, you may instead seek to rub elbows with men and women of influence to win them over to your cause:
-Audience TN 12
-Awareness (Empathy) TN 9
-Cunning (Logic) TN 9
-Simple Intrigue TN 12
--Succeed on all tests: Gain +1 DoS towards your count.
--Per succeeded test: Gain +0.25 DoS towards your count (fractions from multiple attempts are cumulative).
--A minor favor can be offered, granting +1D to all tests.
--If instead offering a major favor, you gain another +2D to all tests.
--Favors must usually be "paid off" before you may gain these bonuses again.
--Influence or Glory may be spent to gain +1b to all tests (once per action)
--Bonuses from Favors, influence and glory must be rolled separately, they will not be counted for the purpose of determining whether a critical failure occurs.
For either method, the following applies:
-Upon scoring a cumulative 3 DoS, you gain a faction point.
-For each faction point that you scored through accumulating DoS, +1 is added to the threshold needed to accumulate further DoS.
-For determining critical failure or any other effects of a rumor, the TN is as normal.
-If you overshoot the number of DoS required for another faction point, the excess DoS will be retained if they would have been given with the +1 TN increase.
-The cumulative TN increase is removed at the beginning of each chronicle.
-Any critical failure that would not be so without the TN increase will result in the narrator granting himself a licence to be creative with outcomes.
-Taking extra time is possible, and it is acceptable to declare that rumor actions not taken in earlier days (assuming you did not take any other fire/blood rumor actions in between) was used for this.
-Assists is possible (requires that they forego their rumor action for fire and blood, if you take extra time, they too must do the same).
Whenever characters aligned to a player house gains a faction points, the house is credited with a faction point the 1st, 3rd, 6th, 10th occurrence and so on. The count is re-set at the beginning of each chronicle.
NPC Leanings:
An NPC may be designated as sympathetic to a faction, a supporter of a faction or neutral. This leaning may or may not be known IC. The main distinction between a supporter and a sympathizer is that a sympathizer has been "bought" by favors from one of the factions, and can thus return to neutral if the opposing faction offers similar sweeteners. Events and other actions may turn an NPC sympathetic for free. Turning someone into a supporter of a faction, or making a supporter neutral is not directly possible with faction points, but may be achieved through other efforts.
Consequences:
Outside of a chronicle, earned points can be cashed in for rewards, during an active chronicle, it may be possible to spend faction points during events and as part of plots with a personal involvement.
Other uses than those listed below may be agreed upon with the narrator. The narrator reserves the right to deny certain uses if they would conflict with planned stories with already pre-developed materials. Generally, the same character cannot be targeted twice with faction points for the same intended outcome.
A character having gained a Fire or Blood point may spend them to achieve any combination of the following:
-Improve the default disposition of NPC's of the same faction towards you by one step (escalating cost, first time 1, then 2, then 3 etc).
-Gain +3 on influence tests for a single standard intrigue against a member of same faction.
-Target an NPC of the opposing faction for assassination. 2 Points (Status <=3+1 per additional 2 points spent. Or Status <=4+2 per additional point spent if you personally partake in the scheming with heightened risk of being found out)
-Rally members of the faction to work against the interests of an NPC of the opposing faction (Status <=3+1 per additional 1 points spent. Or Status <=5+1 per additional point spent if you personally partake in the scheming with heightened risk of being found out)
-Rally members of the faction to support the interests of an NPC of the same faction (Status <=3+1 per additional 1 points spent. Or Status <=5+1 per additional point spent if you personally partake in the scheming with heightened risk of being found out)**
-Curry favor for +1d4 influence.
-Reduce dispositions among the NPC's of same faction against an NPC of the opposing faction by 2 steps.
-Leverage political favors to make a neutral NPC be sympathetic towards your faction (Status <=4+1 per additional point spent, heirs and heads of houses costs double), if wooed by both sides, the efforts cancel each other out.
-Elevate an NPC of same faction to special status. (Status <=4+1 per additional point spent.), only available for characters the narrator can work into the story.
-Obtain equipment worth up to 100 GP's in gifts.
-May select from the House list at twice the listed cost (some options may not be applicable).
It is possible for characters to pool their faction points together to afford an item, but this increases the total cost by 1 per participant.
A house aligned* to Blood or Fire may purchase the following effects. The de facto leader of house and a house member publicly aligned with the public alignment of the house must be involved in their use (can be the same person).
-Gaining a ward (typically page/squire or lady in waiting) from a house of same faction, 1 point, +2 for each point difference in house status above your own, +1 for heir/favorite.
-Gaining a ward (typically hostage) from a house of opposed faction, 2 points, +3 for each point difference in house status above your own, +2 for heir/favorite.
-Gaining a favorable marriage from house of same faction, 3 points, +2 for each point difference in house status above your own, +2 for heir/favorite, -1 if for the heir of your house, -2 if from junior branch of that house, +2 if from junior branch of your house. The cost is doubled if the spouse sought is a special NPC. One must also obtain permission from one's own head of house (if applicable). Without additional work to secure the consent of the head of the house of the spouse sought, one are left to chose from generic opportunities that other faction members are able to broker, can chose not to spend the points if no options appeals.
-Have a family member be appointed to a position of prestige at allied house, 1 point, +1 for each point difference in house status above your own.
-Earn recognition for a character to be acknowledged and legitimized (if noble mother) as Aegon IV's offspring, 3 points if blood-aligned, 5 if fire-aligned, only available if a believable case can be made for this being true (satisfies the recognition requirement for Great Bastard benefit).
-Curry favor for +1d4 influence.
-Curry favor for +1 coffers.
-Curry favor for +1 rainy day reserves.
-Improve the default disposition of NPC's of the same faction towards the head of the house by one step (escalating cost, first time 1, then 2, then 3 etc).
-Reduce default dispositions among the NPC's of same faction against an NPC of the opposing faction by 2 steps (each NPC can only be affected by this once).
-Points earned starting from chronicle 2 may also be used by the de facto head of house as if they are their personal points.
*Defined as it's members having achieved at least twice as much of one metric than the other, flip-floppers with one foot in each camp doesn't get any rewards. The points collected by head of house counts triple, the points collected by close family counts double.
Additionally, houses aligned to the faction that managed to score the highest may also chose among:
-Gain appointment to a royal office for a family member, 5 points.
-Gain appointment to a position of prestige at Highgarden, 3 points.
-Gain +1 land or wealth through support in disputes, 5 points. Once only.
-Reduce the status of an NPC house by 1, 1 per point of current status of the house (pushing below 5 means stripping of lordly title, below 4 means the house looses their domains, narrator approval acquired). An NPC house can generally only be targeted once with this. Not available for houses of same alignment.
Special Characters as Targets or allies
While the cost for targeting a special character (or primary for that matter) is not higher than others, they will often be better equipped to defend themselves and/or fight back, and often assassination attempts and such will involve actual tests to pull off (and specials may have destiny points to save themselves). Some characters have no interest in taking sides and therefore are immune to swaying.
Gaining Faction Points:
Aside from events and special opportunities that may come up in stories, you may influence the score through the rumor system:
-One action per faction per day in an open chronicle.
-Events may grant DoS as rewards independently, these are added to your tally separately, but it does affect the threshold for gaining new ones.
This can be done through the spreading of rumors as per the rumor system (requiring rumors to be written to go into the grapevine).
-The base TN and mechanics is as with standard rumors, with some additions:
--If making things up by using deception, your test will also be resolved against TN 9+[Status/2]+Reputation of target (Target Chivalry/virtue also affects the rumor TN for slandering), on a simple failure, people do not believe your claims, on a critical failure, they will think you a liar. The same principle will apply for "True but unknown", but using persuasion as normal.
--Add +3 to the TN if targeting non-special characters of the opposing faction or praising characters of the supported faction.
--Add +3 to the TN if targeting characters without a presence in the region.
Alternatively, you may instead seek to rub elbows with men and women of influence to win them over to your cause:
-Audience TN 12
-Awareness (Empathy) TN 9
-Cunning (Logic) TN 9
-Simple Intrigue TN 12
--Succeed on all tests: Gain +1 DoS towards your count.
--Per succeeded test: Gain +0.25 DoS towards your count (fractions from multiple attempts are cumulative).
--A minor favor can be offered, granting +1D to all tests.
--If instead offering a major favor, you gain another +2D to all tests.
--Favors must usually be "paid off" before you may gain these bonuses again.
--Influence or Glory may be spent to gain +1b to all tests (once per action)
--Bonuses from Favors, influence and glory must be rolled separately, they will not be counted for the purpose of determining whether a critical failure occurs.
For either method, the following applies:
-Upon scoring a cumulative 3 DoS, you gain a faction point.
-For each faction point that you scored through accumulating DoS, +1 is added to the threshold needed to accumulate further DoS.
-For determining critical failure or any other effects of a rumor, the TN is as normal.
-If you overshoot the number of DoS required for another faction point, the excess DoS will be retained if they would have been given with the +1 TN increase.
-The cumulative TN increase is removed at the beginning of each chronicle.
-Any critical failure that would not be so without the TN increase will result in the narrator granting himself a licence to be creative with outcomes.
-Taking extra time is possible, and it is acceptable to declare that rumor actions not taken in earlier days (assuming you did not take any other fire/blood rumor actions in between) was used for this.
-Assists is possible (requires that they forego their rumor action for fire and blood, if you take extra time, they too must do the same).
Whenever characters aligned to a player house gains a faction points, the house is credited with a faction point the 1st, 3rd, 6th, 10th occurrence and so on. The count is re-set at the beginning of each chronicle.
NPC Leanings:
An NPC may be designated as sympathetic to a faction, a supporter of a faction or neutral. This leaning may or may not be known IC. The main distinction between a supporter and a sympathizer is that a sympathizer has been "bought" by favors from one of the factions, and can thus return to neutral if the opposing faction offers similar sweeteners. Events and other actions may turn an NPC sympathetic for free. Turning someone into a supporter of a faction, or making a supporter neutral is not directly possible with faction points, but may be achieved through other efforts.
Consequences:
Outside of a chronicle, earned points can be cashed in for rewards, during an active chronicle, it may be possible to spend faction points during events and as part of plots with a personal involvement.
Other uses than those listed below may be agreed upon with the narrator. The narrator reserves the right to deny certain uses if they would conflict with planned stories with already pre-developed materials. Generally, the same character cannot be targeted twice with faction points for the same intended outcome.
A character having gained a Fire or Blood point may spend them to achieve any combination of the following:
-Improve the default disposition of NPC's of the same faction towards you by one step (escalating cost, first time 1, then 2, then 3 etc).
-Gain +3 on influence tests for a single standard intrigue against a member of same faction.
-Target an NPC of the opposing faction for assassination. 2 Points (Status <=3+1 per additional 2 points spent. Or Status <=4+2 per additional point spent if you personally partake in the scheming with heightened risk of being found out)
-Rally members of the faction to work against the interests of an NPC of the opposing faction (Status <=3+1 per additional 1 points spent. Or Status <=5+1 per additional point spent if you personally partake in the scheming with heightened risk of being found out)
-Rally members of the faction to support the interests of an NPC of the same faction (Status <=3+1 per additional 1 points spent. Or Status <=5+1 per additional point spent if you personally partake in the scheming with heightened risk of being found out)**
-Curry favor for +1d4 influence.
-Reduce dispositions among the NPC's of same faction against an NPC of the opposing faction by 2 steps.
-Leverage political favors to make a neutral NPC be sympathetic towards your faction (Status <=4+1 per additional point spent, heirs and heads of houses costs double), if wooed by both sides, the efforts cancel each other out.
-Elevate an NPC of same faction to special status. (Status <=4+1 per additional point spent.), only available for characters the narrator can work into the story.
-Obtain equipment worth up to 100 GP's in gifts.
-May select from the House list at twice the listed cost (some options may not be applicable).
It is possible for characters to pool their faction points together to afford an item, but this increases the total cost by 1 per participant.
A house aligned* to Blood or Fire may purchase the following effects. The de facto leader of house and a house member publicly aligned with the public alignment of the house must be involved in their use (can be the same person).
-Gaining a ward (typically page/squire or lady in waiting) from a house of same faction, 1 point, +2 for each point difference in house status above your own, +1 for heir/favorite.
-Gaining a ward (typically hostage) from a house of opposed faction, 2 points, +3 for each point difference in house status above your own, +2 for heir/favorite.
-Gaining a favorable marriage from house of same faction, 3 points, +2 for each point difference in house status above your own, +2 for heir/favorite, -1 if for the heir of your house, -2 if from junior branch of that house, +2 if from junior branch of your house. The cost is doubled if the spouse sought is a special NPC. One must also obtain permission from one's own head of house (if applicable). Without additional work to secure the consent of the head of the house of the spouse sought, one are left to chose from generic opportunities that other faction members are able to broker, can chose not to spend the points if no options appeals.
-Have a family member be appointed to a position of prestige at allied house, 1 point, +1 for each point difference in house status above your own.
-Earn recognition for a character to be acknowledged and legitimized (if noble mother) as Aegon IV's offspring, 3 points if blood-aligned, 5 if fire-aligned, only available if a believable case can be made for this being true (satisfies the recognition requirement for Great Bastard benefit).
-Curry favor for +1d4 influence.
-Curry favor for +1 coffers.
-Curry favor for +1 rainy day reserves.
-Improve the default disposition of NPC's of the same faction towards the head of the house by one step (escalating cost, first time 1, then 2, then 3 etc).
-Reduce default dispositions among the NPC's of same faction against an NPC of the opposing faction by 2 steps (each NPC can only be affected by this once).
-Points earned starting from chronicle 2 may also be used by the de facto head of house as if they are their personal points.
*Defined as it's members having achieved at least twice as much of one metric than the other, flip-floppers with one foot in each camp doesn't get any rewards. The points collected by head of house counts triple, the points collected by close family counts double.
Additionally, houses aligned to the faction that managed to score the highest may also chose among:
-Gain appointment to a royal office for a family member, 5 points.
-Gain appointment to a position of prestige at Highgarden, 3 points.
-Gain +1 land or wealth through support in disputes, 5 points. Once only.
-Reduce the status of an NPC house by 1, 1 per point of current status of the house (pushing below 5 means stripping of lordly title, below 4 means the house looses their domains, narrator approval acquired). An NPC house can generally only be targeted once with this. Not available for houses of same alignment.
Special Characters as Targets or allies
While the cost for targeting a special character (or primary for that matter) is not higher than others, they will often be better equipped to defend themselves and/or fight back, and often assassination attempts and such will involve actual tests to pull off (and specials may have destiny points to save themselves). Some characters have no interest in taking sides and therefore are immune to swaying.