Post by Father on Jul 26, 2019 12:30:25 GMT 1
The wedding between Ser Symon Starkwood and Lady Jeyne Rowan, while splendid enough, feels like more of a pretext for Lord Thaddeus to invite those he count as his allies and those he hopes to soon be among them, as evident by the selection of Lords Tyrell and Roxton along with Ser Dennis and Ser Simon as champions of his niece in the joust. A ceremony of offering bread and salt starts in the afternoon before the wedding and lasts well into the night, there is jousting the day after that, and Lord Rowan is generous enough to entertain those who would like to congratulate the knights excelling at the lists as well. There is no disguising that this whole affair is a chance to strengthen loyalist resolve to their cause, and win over such lords and knights as are undecided to it's ranks. Lord Rowan does not even bother to deny it. With so many prominent leaders of the faction in one place, the words voiced here might come to determine just how far they are willing to go to secure The Iron Throne for King Daeron and his sons and grandsons, and how they define the very meaning of accomplishing this.
Participation Attendees publicly aligned with fire suffers -1D to all tests in this event, except for inviting others. Characters making a point of their non-attendance (including the joust) because of the host being such a prominent supporter of the king (a favorite is to allege to his role in brokering the sell-out to Sunspear) gains +1 Fire, will be publicly considered a fire supporter and suffers -2 Disposition with House Rowan. (Not all non-attendance carries this effect, only if you actively advertise your boycott, not available if partaking in the tourney event).
NPC Participation: Each player may nominate one NPC each to be featured, not everyone may bother to come.
Scheduled to feature:
Thaddeus Rowan
Eustace Daverhyl
Raymun Hightower
Marq Durwell
Notable participants:
All Starkwoods
All Rowans
Ser Brynden Rivers
Lady Mya Rivers
Lady Gwenys Rivers
Lord Willem Starling
Ser Aemon Flowers
Lady Lysette Starling
Lord Jon Blackbriar
Lady Erena Blackbriar
Lord Leo Tyrell
Lady Rhonda Tyrell
Ser Willas Tyrell
Lady Alicent Yronwood
Lord Erykk Crane
Lady Leonella Crane
Lord Reynald Florent
Ser Abelar Hightower
Ser Raymun Hightower
Ser Dennis Hightower
Lady Janna Hightower
Ser Preston Oakheart
Lord Alekyne Tarly
Ser Harlon Tarly
Ser Simon Tarly
Ser Jaremy Tarly
Lady Allanys Tarly
Lady Darlessa Tarly
The Appletons (did someone say joust?)
Lord Armond Caswell
Ser Eustace Daverhyl
Ser Sandor Daverhyl
Lord Marq Durwell
Lady Daena Flowers
Lord Gwayne Meadows
Lord Lothor Mullendore
Lady Kyra Orme
Lord Owen Roxton
Lady Daena Roxton
Lady Ellyn Roxton
Lady Gwynesse Grimm
Lady Victaria Rhysling
Lord Harmen Blackmont
Extend personal invitations:
Most blood-leaning nobles of note are present, most fire-leaning ones are not. You may attempt to invite such lords and knights who have yet to take a side in the hope that they might show up (up to three attempts per character).
Audience Test vs Passive Status (Reputation)
Language (Convince) TN 12
Success on both tests usually suffices to persuade them to attend. Persuasion (Convince) is possible in certain circumstances (such as asking characters one might meet with in person under different circumstances).
-Spending a point of influence or glory prior to rolling grants +1D to the tests, may spend a blood point after rolling to auto-succeed.
-If the head of house is present, gain +1D for inviting further members from that house.
Toasting to the good health of the King.
Cunning (Memory) TN 9
Language (Breeding) TN 9
Persuasion (Convince)+Chivalry/Virtue TN 12
Status (Reputation)+Chivalry/Virtue TN 12
-Critical Failure: Nulls all DoS from this part, -1D on remaining tests in this event.
-Succeed on all four tests: +1 Blood, +2 Disposition with Lord Rowan (To a max of +4)
-Gain +1 Disposition with a number of blood aligned characters present up to a combined status equal to DoS (Cannot move past +4).
Cloak and Dagger
By not partaking in the toast, or having one's mind elsewhere, one might instead seek to ferret out the secrets of Lord Rowan or perhaps arrange for "unfortunate mishaps", possible options (other things may apply), one chance per character:
Options:
-Knowledge (Streetwise) to look for secrets (mark your roll if interested in a particular subject/character)
-Anything that might strike your fancy, up to 3 Fire Points might be achieved depending on results.
Victory, at any cost?
Mark dice rolls with "Honor First" or "Winning First" to signal the desired direction, total DoS is likely to influence future events and NPC behavior.
Awareness (Empathy) TN 9
Persuasion (Convince*)+Chivalry/Virtue TN 12
Status (Reputation)+Chivalry/Virtue TN 12
-Influence or Glory may be spent prior to the roll for +1D
-Each Influence point spent here grants the house a phantom blood point (cannot be spent, but is counted when determining which way the house swings).
-A Blood Point may be spent prior to the roll to double your DoS.
-Per Critical failure: -1 influence, all your DoS from this segment will count for nothing.
*By increasing the TN's by 3, you may pursue a specific objective which may make a different specialty prudent, such as incite to stir up sentiments against someone specific, taunt to spur someone to action, bargain to use coin to pursue that end. Succeeding on this is likely to steer the faction towards including it among it's aims. May be combined with honor/winning.
Actively partaking marks you as a Blood supporter (or a neutral if previously considered a fire supporter, taking part at the corresponding debate at Whitegrove leads to no overall change in perceptions, effects takes place after events have been resolved).
You may take -1D on these tests to make a Deception (Act) TN 13, on a success you keep your efforts hidden, meaning you are not marked as a Blood supporter and do not lose influence for critical failure. You cannot spend influence or glory with this option. On a critical failure, you will be publicly exposed as a suspected agent of the enemy, suffering the effects of having critically failed all your tests of this segment, and in the worst case risking an assassination attempt.
It's courtship season
You may make up to three attempts from the options below.
-A point of glory or influence spent before rolling grants +1D to all tests to a single attempt.
-A point of Blood spent before rolling grants +6 to all tests for a single attempt, both personal and house points may be used.
-Fire, glory and influence may not necessarily be applicable to matchbreaking.
-By accepting -1D on your tests for an attempt, you may make a Deception (Act) TN 13 test to influence matters while keeping your activity hidden.
-There are no hard-coded effects involved, DoS matters, as does previous interactions and various political considerations. Failures may not necessarily be an impediment, critical failures will typically only have interesting consequences if they also would be critical failures against TN 12 (possibly 15 depending on circumstances).
-You may take extra time, gaining +1D to one set of tests for a single attempt for each attempt given up for this purpose.
-You may use an attempt to assist another's attempt.
-If successful on the tests, the match will generally be made available to arrange through blood points, provided the house is aligned with this faction.
-If already made available, each DoS (or additional DoS on an effort to make the match available) on the test with the lowest DoS generally reduces the required blood points to arrange it (to a minimum of half normal, round up).
-Marriages made available to arrange through spending blood points (or would have been made available if both parties were aligned with blood) may be possible to obtain through other means.
-You cannot use more than one attempt to pursue the same pairing (here and at whitegrove) other than as taking extra time.
-If multiple characters makes an attempt on the same pairing, only one attempt counts, the rest applies as assists. Chasing your soul mate takes precedence, then sorted by rank of the character doing the matchmaker, possibly down to an audience test, but first sorted by relation to those involved if such offers a quick answer.
A. Chasing your soul mate:
-Designate a target (mark rolls), then:
Awareness (Empathy) vs their passive deception (act).
Simple Intrigue (Charm)
Simple Intrigue (Convince)
Audience test vs their Passive Status (Reputation)
-You may also make the same tests against the head of house of the one you seek as part of the attempt, doesn't matter much if the girl likes you if it has not occurred to her father that you are a candidate.
-It is possible to use these mechanics just to make friends, simply single out someone and make these tests, but drop the convince. As a rule, gain disposition equal to the average DoS, though this might be reduced depending on existing DoS.
-One might also use seduce instead of charm to "make friends", in this case, the seduction result determines what happens beyond disposition changes. The daughters of most lords (and also nieces of the major ones) typically have chaperones that will make this a futile effort. Some NPC's might not take such advances well.
B. Matchmaking:
-Designate the couple you'd like to bring together (mark in rolls):
-May go after any combination of the prospective groom, bride and the heads of their houses.
Awareness (Empathy) vs passive deception (act), roll individually for each character involved.
Cunning (Logic) TN 12
Simple Intrigue (Convince), roll individually for each character involved.
Audience Test vs their Passive Status (Reputation), roll individually for each house (using the same roll for father and daughter both, for example).
C. Matchbreaking:
Attempt to scuttle the plans of others.
Can attempt to shatter a specific match or the marriage prospects of a specific character by doing one of the following:
-Savage someone's reputation:
-Use the rumor rules to slander one party.
-Influence the opinions of specific individuals: Audience test against the one to be influenced, followed by simple intrigue (incite) if successful.
-It may be possible to use the above mechanic, but with taunt to make a target shame themselves.
-Feel free to come up with your own ideas.
Bringing People together.
You have 2 attempts here, +2 for each unused matchmaking attempt. Designate two NPC's you would wish to become friends in the dice description:
-To move dispositions beyond 4, 2 DoS are needed per step. The same applies for improving dispositions up from -5 or worse.
Awareness (Empathy) TN 9
Cunning (Logic) TN 9
Persuasion (Charm)+Chivalry/Virtue TN 12
Audience Test TN 12
Their disposition towards one another improves by 1 step per DoS above the difference between their combined status rank and their combined disposition steps towards you.
Destiny Points
A used Destiny Point effects all rolls in the same fashion. Alternatively, a Destiny Point may be spent to turn all bonus dice on a single matchmaking attempt involving yourself into test dice.
Notes:
-Disposition changes generally will not go beyond +5, though a small effect may be possible if already at this level.
-Lord Ulbert will follow the recommendations of his council for the use of influence and blood points.
-Lady Allyria will spend influence on any applicable action by a Starkwood character that would provide more resources for discovering who might have murdered Ashara or Vorian Dayne or would punish anyone suspected of having a hand in it (either publicly mentioned in a rumor, or based on information privately shared). Lord Ulbert can dislike it all he wants.
-Lord Willem doesn't want to pick sides, but will allow influence to be spent for "Honor First" or "Honor First and bringing Lord Eldon to justice", but no other variation.
-It is possible to persuade Lady Lysette to spend Starling influence (daddy's little girl can get forgiveness, though perhaps not permission)
-Lady Erena is willing to "persuade" Lord Jon to use influence for support of a Delia/Preston marriage (only once across this and the Peake event), and a single attempt by Lynesse to try and find a potential match that is not Lord Eldon, not personally aligned with fire and not from a house aligned with fire (can be used either in this event or the Peake one), in addition, she will allow influence to be spent on any attempts by Lynesse to try and find a potential match that is personally aligned with blood and not from a house aligned with fire, or from a house aligned with blood and not personally aligned with fire. She is willing to expend
Benefits/Drawbacks
Attractive: Gain +1D on all tests seeking a match for yourself (The +1D also applies to tests for seeking matches for someone with this benefit)
Blood of Valyria: Gain +1b on all tests seeking a match for yourself (The +1b also applies to tests for seeking matches for someone with this benefit)
Charismatic: Gain +1 on all tests involved in Toast, Victory and matchmaking (maybe not applicable in matchbreaking)
Connections: Connections: May apply the daily use to do one of the following: Ignore the -1D to conceal your involvement in the victory segment or a single courtship attempt or make a free Cloak and Dagger attempt (allowing you to make two of those, or one of those plus toast)
Courteous: The +1D applies to the toast segment.
Dutiful: Gain +2 to resist self-control tests.
Great Bastard: The +1D applies to all tests in the Victory Segment.
Head of House: Gain +2 to all tests.
Heir: Gain +1 to all tests.
Pious: May apply the +1D to one set of tests (one matchmaking attempt is one set, the victory segment is one set).
Bastard: All TN's are increased by 2.
Decadent: Attempts to compel the partaking of too much wine, imposing -1D on all tests.
Dependent: By taking -1D on all tests you may attempt an Awareness (Notice) TN 13 to keep an eye on things, failing this test (or not attempting it in the first place) makes you unable to react in time to prevent any unfortunate incidents, being absent could severely hamper your ability to repair any damage caused.
Honor-Bound: Attempts to compel arguing for Honor in the Victory Segment and not attach any self-serving items on the agenda (only if taking part).
Prejudiced: Attempts to compel using the Victory Segment to add going after the target group part of the faction agenda.
Zealot: Attempts to compel using the Victory Segment to add an objective that will further your cause as part of faction agenda.
Vainglorious: Attempts to compel attending the accompanying tourney (separate event) in your own name.
Vindictive: Attempts to compel using the Victory Segment to add going after someone who have wronged you as part of faction agenda.
Participation Attendees publicly aligned with fire suffers -1D to all tests in this event, except for inviting others. Characters making a point of their non-attendance (including the joust) because of the host being such a prominent supporter of the king (a favorite is to allege to his role in brokering the sell-out to Sunspear) gains +1 Fire, will be publicly considered a fire supporter and suffers -2 Disposition with House Rowan. (Not all non-attendance carries this effect, only if you actively advertise your boycott, not available if partaking in the tourney event).
NPC Participation: Each player may nominate one NPC each to be featured, not everyone may bother to come.
Scheduled to feature:
Thaddeus Rowan
Eustace Daverhyl
Raymun Hightower
Marq Durwell
Notable participants:
All Starkwoods
All Rowans
Ser Brynden Rivers
Lady Mya Rivers
Lady Gwenys Rivers
Lord Willem Starling
Ser Aemon Flowers
Lady Lysette Starling
Lord Jon Blackbriar
Lady Erena Blackbriar
Lord Leo Tyrell
Lady Rhonda Tyrell
Ser Willas Tyrell
Lady Alicent Yronwood
Lord Erykk Crane
Lady Leonella Crane
Lord Reynald Florent
Ser Abelar Hightower
Ser Raymun Hightower
Ser Dennis Hightower
Lady Janna Hightower
Ser Preston Oakheart
Lord Alekyne Tarly
Ser Harlon Tarly
Ser Simon Tarly
Ser Jaremy Tarly
Lady Allanys Tarly
Lady Darlessa Tarly
The Appletons (did someone say joust?)
Lord Armond Caswell
Ser Eustace Daverhyl
Ser Sandor Daverhyl
Lord Marq Durwell
Lady Daena Flowers
Lord Gwayne Meadows
Lord Lothor Mullendore
Lady Kyra Orme
Lord Owen Roxton
Lady Daena Roxton
Lady Ellyn Roxton
Lady Gwynesse Grimm
Lady Victaria Rhysling
Lord Harmen Blackmont
Extend personal invitations:
Most blood-leaning nobles of note are present, most fire-leaning ones are not. You may attempt to invite such lords and knights who have yet to take a side in the hope that they might show up (up to three attempts per character).
Audience Test vs Passive Status (Reputation)
Language (Convince) TN 12
Success on both tests usually suffices to persuade them to attend. Persuasion (Convince) is possible in certain circumstances (such as asking characters one might meet with in person under different circumstances).
-Spending a point of influence or glory prior to rolling grants +1D to the tests, may spend a blood point after rolling to auto-succeed.
-If the head of house is present, gain +1D for inviting further members from that house.
Toasting to the good health of the King.
Cunning (Memory) TN 9
Language (Breeding) TN 9
Persuasion (Convince)+Chivalry/Virtue TN 12
Status (Reputation)+Chivalry/Virtue TN 12
-Critical Failure: Nulls all DoS from this part, -1D on remaining tests in this event.
-Succeed on all four tests: +1 Blood, +2 Disposition with Lord Rowan (To a max of +4)
-Gain +1 Disposition with a number of blood aligned characters present up to a combined status equal to DoS (Cannot move past +4).
Cloak and Dagger
By not partaking in the toast, or having one's mind elsewhere, one might instead seek to ferret out the secrets of Lord Rowan or perhaps arrange for "unfortunate mishaps", possible options (other things may apply), one chance per character:
Options:
-Knowledge (Streetwise) to look for secrets (mark your roll if interested in a particular subject/character)
-Anything that might strike your fancy, up to 3 Fire Points might be achieved depending on results.
Victory, at any cost?
Mark dice rolls with "Honor First" or "Winning First" to signal the desired direction, total DoS is likely to influence future events and NPC behavior.
Awareness (Empathy) TN 9
Persuasion (Convince*)+Chivalry/Virtue TN 12
Status (Reputation)+Chivalry/Virtue TN 12
-Influence or Glory may be spent prior to the roll for +1D
-Each Influence point spent here grants the house a phantom blood point (cannot be spent, but is counted when determining which way the house swings).
-A Blood Point may be spent prior to the roll to double your DoS.
-Per Critical failure: -1 influence, all your DoS from this segment will count for nothing.
*By increasing the TN's by 3, you may pursue a specific objective which may make a different specialty prudent, such as incite to stir up sentiments against someone specific, taunt to spur someone to action, bargain to use coin to pursue that end. Succeeding on this is likely to steer the faction towards including it among it's aims. May be combined with honor/winning.
Actively partaking marks you as a Blood supporter (or a neutral if previously considered a fire supporter, taking part at the corresponding debate at Whitegrove leads to no overall change in perceptions, effects takes place after events have been resolved).
You may take -1D on these tests to make a Deception (Act) TN 13, on a success you keep your efforts hidden, meaning you are not marked as a Blood supporter and do not lose influence for critical failure. You cannot spend influence or glory with this option. On a critical failure, you will be publicly exposed as a suspected agent of the enemy, suffering the effects of having critically failed all your tests of this segment, and in the worst case risking an assassination attempt.
It's courtship season
You may make up to three attempts from the options below.
-A point of glory or influence spent before rolling grants +1D to all tests to a single attempt.
-A point of Blood spent before rolling grants +6 to all tests for a single attempt, both personal and house points may be used.
-Fire, glory and influence may not necessarily be applicable to matchbreaking.
-By accepting -1D on your tests for an attempt, you may make a Deception (Act) TN 13 test to influence matters while keeping your activity hidden.
-There are no hard-coded effects involved, DoS matters, as does previous interactions and various political considerations. Failures may not necessarily be an impediment, critical failures will typically only have interesting consequences if they also would be critical failures against TN 12 (possibly 15 depending on circumstances).
-You may take extra time, gaining +1D to one set of tests for a single attempt for each attempt given up for this purpose.
-You may use an attempt to assist another's attempt.
-If successful on the tests, the match will generally be made available to arrange through blood points, provided the house is aligned with this faction.
-If already made available, each DoS (or additional DoS on an effort to make the match available) on the test with the lowest DoS generally reduces the required blood points to arrange it (to a minimum of half normal, round up).
-Marriages made available to arrange through spending blood points (or would have been made available if both parties were aligned with blood) may be possible to obtain through other means.
-You cannot use more than one attempt to pursue the same pairing (here and at whitegrove) other than as taking extra time.
-If multiple characters makes an attempt on the same pairing, only one attempt counts, the rest applies as assists. Chasing your soul mate takes precedence, then sorted by rank of the character doing the matchmaker, possibly down to an audience test, but first sorted by relation to those involved if such offers a quick answer.
A. Chasing your soul mate:
-Designate a target (mark rolls), then:
Awareness (Empathy) vs their passive deception (act).
Simple Intrigue (Charm)
Simple Intrigue (Convince)
Audience test vs their Passive Status (Reputation)
-You may also make the same tests against the head of house of the one you seek as part of the attempt, doesn't matter much if the girl likes you if it has not occurred to her father that you are a candidate.
-It is possible to use these mechanics just to make friends, simply single out someone and make these tests, but drop the convince. As a rule, gain disposition equal to the average DoS, though this might be reduced depending on existing DoS.
-One might also use seduce instead of charm to "make friends", in this case, the seduction result determines what happens beyond disposition changes. The daughters of most lords (and also nieces of the major ones) typically have chaperones that will make this a futile effort. Some NPC's might not take such advances well.
B. Matchmaking:
-Designate the couple you'd like to bring together (mark in rolls):
-May go after any combination of the prospective groom, bride and the heads of their houses.
Awareness (Empathy) vs passive deception (act), roll individually for each character involved.
Cunning (Logic) TN 12
Simple Intrigue (Convince), roll individually for each character involved.
Audience Test vs their Passive Status (Reputation), roll individually for each house (using the same roll for father and daughter both, for example).
C. Matchbreaking:
Attempt to scuttle the plans of others.
Can attempt to shatter a specific match or the marriage prospects of a specific character by doing one of the following:
-Savage someone's reputation:
-Use the rumor rules to slander one party.
-Influence the opinions of specific individuals: Audience test against the one to be influenced, followed by simple intrigue (incite) if successful.
-It may be possible to use the above mechanic, but with taunt to make a target shame themselves.
-Feel free to come up with your own ideas.
Bringing People together.
You have 2 attempts here, +2 for each unused matchmaking attempt. Designate two NPC's you would wish to become friends in the dice description:
-To move dispositions beyond 4, 2 DoS are needed per step. The same applies for improving dispositions up from -5 or worse.
Awareness (Empathy) TN 9
Cunning (Logic) TN 9
Persuasion (Charm)+Chivalry/Virtue TN 12
Audience Test TN 12
Their disposition towards one another improves by 1 step per DoS above the difference between their combined status rank and their combined disposition steps towards you.
Destiny Points
A used Destiny Point effects all rolls in the same fashion. Alternatively, a Destiny Point may be spent to turn all bonus dice on a single matchmaking attempt involving yourself into test dice.
Notes:
-Disposition changes generally will not go beyond +5, though a small effect may be possible if already at this level.
-Lord Ulbert will follow the recommendations of his council for the use of influence and blood points.
-Lady Allyria will spend influence on any applicable action by a Starkwood character that would provide more resources for discovering who might have murdered Ashara or Vorian Dayne or would punish anyone suspected of having a hand in it (either publicly mentioned in a rumor, or based on information privately shared). Lord Ulbert can dislike it all he wants.
-Lord Willem doesn't want to pick sides, but will allow influence to be spent for "Honor First" or "Honor First and bringing Lord Eldon to justice", but no other variation.
-It is possible to persuade Lady Lysette to spend Starling influence (daddy's little girl can get forgiveness, though perhaps not permission)
-Lady Erena is willing to "persuade" Lord Jon to use influence for support of a Delia/Preston marriage (only once across this and the Peake event), and a single attempt by Lynesse to try and find a potential match that is not Lord Eldon, not personally aligned with fire and not from a house aligned with fire (can be used either in this event or the Peake one), in addition, she will allow influence to be spent on any attempts by Lynesse to try and find a potential match that is personally aligned with blood and not from a house aligned with fire, or from a house aligned with blood and not personally aligned with fire. She is willing to expend
Benefits/Drawbacks
Attractive: Gain +1D on all tests seeking a match for yourself (The +1D also applies to tests for seeking matches for someone with this benefit)
Blood of Valyria: Gain +1b on all tests seeking a match for yourself (The +1b also applies to tests for seeking matches for someone with this benefit)
Charismatic: Gain +1 on all tests involved in Toast, Victory and matchmaking (maybe not applicable in matchbreaking)
Connections: Connections: May apply the daily use to do one of the following: Ignore the -1D to conceal your involvement in the victory segment or a single courtship attempt or make a free Cloak and Dagger attempt (allowing you to make two of those, or one of those plus toast)
Courteous: The +1D applies to the toast segment.
Dutiful: Gain +2 to resist self-control tests.
Great Bastard: The +1D applies to all tests in the Victory Segment.
Head of House: Gain +2 to all tests.
Heir: Gain +1 to all tests.
Pious: May apply the +1D to one set of tests (one matchmaking attempt is one set, the victory segment is one set).
Bastard: All TN's are increased by 2.
Decadent: Attempts to compel the partaking of too much wine, imposing -1D on all tests.
Dependent: By taking -1D on all tests you may attempt an Awareness (Notice) TN 13 to keep an eye on things, failing this test (or not attempting it in the first place) makes you unable to react in time to prevent any unfortunate incidents, being absent could severely hamper your ability to repair any damage caused.
Honor-Bound: Attempts to compel arguing for Honor in the Victory Segment and not attach any self-serving items on the agenda (only if taking part).
Prejudiced: Attempts to compel using the Victory Segment to add going after the target group part of the faction agenda.
Zealot: Attempts to compel using the Victory Segment to add an objective that will further your cause as part of faction agenda.
Vainglorious: Attempts to compel attending the accompanying tourney (separate event) in your own name.
Vindictive: Attempts to compel using the Victory Segment to add going after someone who have wronged you as part of faction agenda.