Post by Father on Jul 27, 2019 21:46:47 GMT 1
As the Seven Kingdoms inches ever closer to turmoil, there are many who prepare themselves for the coming storm and study the skies for signs and portends of where it might hit and with what force. Words may be wind, but does that not make it worth listening to? Everyone knows that war is about to break out north of The Red Fork. Does Lord Walgrave have the blood of Starfall on his hands? Is Lord Durwell any closer to deciding among those vying for his heart? What is really going on at House Bridges? Who might replace Septon Castos? What will all the scheming spiders do when the good knights of The Reach are all up fighting in the Blood Feud, leaving them free to spin their tangled webs of intrigue?
Characters may attempt as many of the below tests as they like, each DoS offers a random rumor (duplicate results possible), characters may forego making a test in order to instead offer assistance bonus to another on it.
One may raise the TN of one test by +3 and mark the roll description with a specific topic or person of interest, this will make the DoS scored on this test bring forth rumors from the standard list involving it (if any). It may also be possible to learn information not on the standard list, typically requiring more than 1 DoS to be revealed. Any excess DoS provides random rumors. One may do this for as many tests as desired (asking for different topics, or focusing on the same ones).
It is possible that the result is a "blank", meaning that while the character learns something interesting, the narrator have written up enough secrets and pieces of hearsay to give an actual result, in this case, players are encouraged to suggest something that might serve as a story hook.
In the case of a critical failure, players are encouraged to suggest that their character becomes convinced of something which can be used as a story hook (and probably is absolutely not true and likely to get them into trouble).
In Gallant Company:
Knights only. Gain +1 per round you won in "glory at the list" (+4 converts to +1D, any leftover +2 converts to +1b)
Knowledge (Streetwise) TN 9
Persuasion (Charm or Convince)+Chivalry TN 15
Audience Test TN 15
An ear to the ground:
Awareness (notice) TN 9
Cunning (Logic) TN 9
Knowledge (Streetwise) TN 9
Benefits/Drawbacks
Any +X for gallant company is added to your bonus from glory at the list and then combined into extra dices.
Attractive: +1 to tests for gallant company.
Charismatic: +1 to tests for gallant company.
Connections: +1D to tests for ear to the ground.
Courteous: +1 to tests for gallant company.
Septon: There is no TN increase for researching topics of interest to the faith (Other septons, sins committed by lords and ladies, etc), this replaces the usual bonus this benefit might offer.
Sponsor: For each roll you forego, you can ask one question about something specific, it is possible that your sponsor does not know or is disinclined to share, but will not knowingly give you false or misleading information.
Wealthy: By lubricating the tongue to make talking smoother, you can gain +1 to all tests.
Bastard: -1 to tests for gallant company.
Naive: The threshold for critical failure is raised by 3 (so failure by 2 counts as a critical failure).
Prejudiced: Attempts to compel you to use the attempt with the highest* expected DoS to investigate a member of the target group.
Vindictive: Attempts to compel you to use the attempt with the highest* expected DoS to investigate someone who has slighted you.
Zealot (Power): Attempts to compel you to use the attempt with the highest* expected DoS to research weaknesses that might be used for blackmail or other exploitation.
Zealot (The Seven): Attempts to compel you to use the attempt with the highest* expected DoS towards investigating who might be friends and who might be foes in the quest to restore the The Faith to it's proper place of authority in the realms of men.
*Narrator can run that through the probability program if asked. In case of multiple compulsions for highest is demanded, pick which gets highest and which gets second highest and so on.
Characters may attempt as many of the below tests as they like, each DoS offers a random rumor (duplicate results possible), characters may forego making a test in order to instead offer assistance bonus to another on it.
One may raise the TN of one test by +3 and mark the roll description with a specific topic or person of interest, this will make the DoS scored on this test bring forth rumors from the standard list involving it (if any). It may also be possible to learn information not on the standard list, typically requiring more than 1 DoS to be revealed. Any excess DoS provides random rumors. One may do this for as many tests as desired (asking for different topics, or focusing on the same ones).
It is possible that the result is a "blank", meaning that while the character learns something interesting, the narrator have written up enough secrets and pieces of hearsay to give an actual result, in this case, players are encouraged to suggest something that might serve as a story hook.
In the case of a critical failure, players are encouraged to suggest that their character becomes convinced of something which can be used as a story hook (and probably is absolutely not true and likely to get them into trouble).
In Gallant Company:
Knights only. Gain +1 per round you won in "glory at the list" (+4 converts to +1D, any leftover +2 converts to +1b)
Knowledge (Streetwise) TN 9
Persuasion (Charm or Convince)+Chivalry TN 15
Audience Test TN 15
An ear to the ground:
Awareness (notice) TN 9
Cunning (Logic) TN 9
Knowledge (Streetwise) TN 9
Benefits/Drawbacks
Any +X for gallant company is added to your bonus from glory at the list and then combined into extra dices.
Attractive: +1 to tests for gallant company.
Charismatic: +1 to tests for gallant company.
Connections: +1D to tests for ear to the ground.
Courteous: +1 to tests for gallant company.
Septon: There is no TN increase for researching topics of interest to the faith (Other septons, sins committed by lords and ladies, etc), this replaces the usual bonus this benefit might offer.
Sponsor: For each roll you forego, you can ask one question about something specific, it is possible that your sponsor does not know or is disinclined to share, but will not knowingly give you false or misleading information.
Wealthy: By lubricating the tongue to make talking smoother, you can gain +1 to all tests.
Bastard: -1 to tests for gallant company.
Naive: The threshold for critical failure is raised by 3 (so failure by 2 counts as a critical failure).
Prejudiced: Attempts to compel you to use the attempt with the highest* expected DoS to investigate a member of the target group.
Vindictive: Attempts to compel you to use the attempt with the highest* expected DoS to investigate someone who has slighted you.
Zealot (Power): Attempts to compel you to use the attempt with the highest* expected DoS to research weaknesses that might be used for blackmail or other exploitation.
Zealot (The Seven): Attempts to compel you to use the attempt with the highest* expected DoS towards investigating who might be friends and who might be foes in the quest to restore the The Faith to it's proper place of authority in the realms of men.
*Narrator can run that through the probability program if asked. In case of multiple compulsions for highest is demanded, pick which gets highest and which gets second highest and so on.