Post by Father on Jan 1, 2020 9:46:00 GMT 1
Before The Black Tourney, the sprawling masquerade balls were a staple of the great game among Reacher nobles, with lords and ladies outdoing one another in hosting a grand spectacle, where the skilled players weave their schemes, the novices practice the rules and how to break them while some never learn and gets caught in the webs each and every time, like little flies awaiting to be devoured by the spiders. For most, these little diversions are mostly entertainment, what juicy gossip will spread along the tourney circuit in the wake of a memorable ball? The appetite has been lessened by Lord Jon's death at Highgarden, associated with all the other foul deeds occurring in it's wake, though perhaps it is Lord Eldon's perversion at Windswept Castle that did it for most. Nevertheless, The Fossoways are reviving the tradition in style, although there is a distinct undertone of gloating directed at the late Lord Hightower to be detected from the Fossoways who held no love for him, not enough to give insult, no, but just enough to grate. Of course, such antics is par the course for the great game.
Notable NPC's one could suspect of being in attendance:
Mya Rivers
Gwenys Riwers
Shiera Seastar
Rhonda Tyrell
Amerei Tyrell
Alicent Yronwood
Reynald Florent
Aemon Flowers
Delia Blackbriar
Shiera Blackbriar
Allyria Starkwood
Alena Flowers
Melara Hightower
Rhonda Hightower
Abelar Hightower
Raymun Hightower
Janna Hightower
Gormon Peake
Thaddeus Rowan
Farman Flowers
Ysilla Flowers
Maegelle Cordwayner
Eustace Daverhyl
Marq Durwell
Daena Flowers
Lothor Mullendore
Kyra Orme
The Hooded Man
Falyse Blackbar
Daena Roxton
Ellyn Roxton
NPC Participation: Each player may nominate an NPC to be featured, these will be anonymized and there is likely going to be a few red herrings which will take actions that won't count other than maybe make PC's very interested in them (As in, they'll be doing whatever they're doing, and they will be real, but any rumors and such they throw out won't result in any real scandal or fire/blood points, but may yet trigger drawbacks). After stage 1 of this event has closed, no further nominations will be accepted.
Event Structure: This event comes in multiple stags, each intended to last at least three weeks, it is desirable, but not required, that PC's attempts to stick to the schedule to best allow for the dynamics of moves and countermoves between participants. If all PC's involved have performed their actions during a stage, the schedule will ordinarily be accelerated. The general narrator intention is to use the NPC activities to mark the transition from one stage to the other.
Stage 1: This is where NPC's must be nominated for being featured, disguise rolls be made and any hiring of agents should take place.
Stage 2: This is where planned actions should be performed.
Stage 3: This is primarily for reactions to stage 2 actions.
An extra pair of hands, and eyes.
It is possible to hire agents to assist with any plots. An agent can attempt a single action on your behalf, along with one attempt at a little peek of the target if needed to identify them. The action taken counts towards the limit of your allowed attempts and will satisfy any drawbacks as if you performed it personally. It is possible to communicate with an agent (pointing out a target, say), but this means you take the same amount of heat as your agent. Optionally, an agent may accompany you for protection in the same fashion as the NPC made available to heads of houses and heirs (this purpose lowers the cost and TN by one step). The cost of any equipment worth more than the price to hire the agent or anything expendable (such as poisons) to be used must also be covered by you. It is also possible to stay away from Cider Hall and hire agents to act out their mission independently, but note that so doing still counts as participating for triggering drawbacks (some of which may require attendance in person to satisfy).
Test Knowledge (Streetwise) to attempt to hire an agent, you may not attempt this test more than once and you must specify the tasks you want them for and their level of competence in advance. You need not necessarily decide on the targets at this point, but the desired task determines their ability.
-TN 9: 3D relevant ranks, 42 SS
-TN 12: 3D+1b relevant ranks, 1 GD
-TN 15: 3D+2b relevant ranks, 5 GD
-TN 18: 4D+2b relevant ranks, 25 GD
-Each additional DoS allows hiring an additional agent of the same (or lower) quality).
-You may accept +3 TN for hiring trough intermediaries, thus ensuring that the agent does not know your identity, but you cannot communicate with them without betraying your mask to them, and they then get a free little peek at you.
-If the agent is caught red handed and arrested, they are likely to divulge all they know about their employer. Otherwise, the narrator will make a chance TN 9 per agent if someone investigates their activity, with +1 per specialty rank of the agent, on a success the agent has covered his tracks too well to pursue. On a simple failure, capable and dedicated hunters will be able to find them, while on a critical failure it will be very easy to catch them.
-Simple Failure: Fail to hire agent.
-Critical Failure: Your attempt to hire an agent enters the rumor list.
What to wear:
Deception (Disguise) TN 7, treat your chivalry/virtue score as equal your DoS for this event and associated scenes. Males scoring 3 DoS or more are treated as having lordly chivalry.
-You may treat your passive disguise result for this event as equal to your test result.
-Taking extra time is assumed and reflected in a lower than normal TN.
-You may take a mask a the door for a default result.
-The dress code is what one would wear to a banquet, add a mask, maybe a hat or hairnet, showing up in scandalous attire fit only for a lady of the night will lead to polite, but firm, insistence to change into something else before gaining entry.
-Simple failure: Be treated as having a chivalry/virtue score of 0.
-Critical failure: Be treated as having negative chivalry/virtue score.
-All dispositions towards your masked persona are set to 0 for this event and associated scenes, modified only by benefits/drawbacks not tied to your name. Each default disposition rating above indifferent grants +1 (each below makes you suffer -1D) to all tests to influence others through this event.
-You may voluntarily take 2 heat to temporarily gain the standard effects of the attractive benefit for this event (but not the event specific ones). This may also lead to interesting advances by others.
-You may spend additional coin on your costume, for 1 GD you gain +1 to persuasion and disguise tests, for 5 GD you gain +1b to persuasion and disguise tests, +1 to passive disguise and +1 heat, for 25 GD you gain +1D to persuasion and disguise tests, +2 to passive disguise and +3 heat.
How well does the mask hold up?
-Your passive Deception (Disguise) serves as the TN to discover your identity.
-Individuals attempting to learn your identity does so through the "A little Peek" action.
-The general public will perform "A little Peek" action against your mask at the conclusion of the event, starting with an Awareness (notice) rank of 2D, for each point of heat you accumulate during the event, they get 5 XP to modify the ranks used in the test to uncover your identity (will invest in awareness ranks before notice).
What to do:
Unless otherwise specified under an action type, you can not target the same character with the same action type more than once, and you cannot perform the same action more than three times. Other options may be available on request. Acts generating heat are considered public and can be connected to your mask. If something is "free" it does not generate heat or count towards the limits on number of times that action can be taken, heat cannot retroactively be reduced by this if already taken, but generally will allow the next action of the same type to be treated as free. A named person and their mask is considered different characters in terms of targeting (Acting on OOC knowledge/guesses as to who is wearing what mask is frowned upon).
A little peek.
-Optional Cunning (Memory) TN 12, gain +1b to the awareness test per DoS (combine +2b into +1D).
-Awareness (Notice) against the target's passive disguise.
-If you attempt to discover who is hiding behind a particular mask, 1 DoS is sufficient.
-If you attempt to find a specific character, 2 DoS is required.
-Critical Failure on either test (Only if it would also be a critical failure against TN 13 for the awareness test): You will become utterly convinced of a particularly identity (randomly determined).
-If a character targets you with any public action, you get a free attempt of this targeting them.
-You may take extra time by sacrificing attempts (memory test is unaffected), either gaining +1D or roll an additional time (this is an exception to may only target same person once), however, for each additional attempt used against the same target, you gain +1 heat and they get a free peek at you (If looking for a specific person, and not for the face behind a mask, this only applies if you find them). This generally alerts your target of interest, and often will increase the TN's for other actions against them, however, succeeding on a Deception (Act) against their passive awareness (empathy) will avoid this (roll once per attempt used for extra time, they still get a free peek).
Dancing into the night:
-Chance TN 7, Critical Failure: Rejection. 1 DoS: +1 to the intrigue test. 2 DoS: +1D to the intrigue test.
-A lady wanting to dance with another lady must succeed on a second chance TN 7 test, critical failure: rejection and +1 heat, simple failure: rejection, 1 DoS: +1 heat. 2 DoS: +1 heat, +1D on the simple intrigue. For man with man it is at TN 12 and +3 heat for success and critical failure.
-A rejection result on the chance test means that the dance attempt is spent, but not for any action that one desires to combine with it.
-Both parties gains a free peek at the other (can be performed before rolling the intrigue, or after if you desire the dance bonus on this action).
-Agility (balance) TN 9, critical failure: +1 Heat and action is wasted.
-Simple Intrigue (Charm or Seduce) TN 12, this may be combined with another action (must be declared before rolling on both accounts).
-On scoring 3 DoS (once only): +1 heat, +2 to all further persuasion tests in this event.
-On scoring 4 DoS (once only): +3 heat, +1D to all further persuasion tests in this event, overrides the effects from 3 DoS.
-On a critical failure, any accompanying action is an automatic failure.
-Charm result: Gain +1 per DoS on the accompanying action.
-Seduce result: +1 Heat. Gain +2 per DoS on the accompanying action, +1 per 2 DoS on the chance test if combined with sweet temptation.
-The action it is combined with generally must target or otherwise involve your dancing partner.
-Optionally, you may reveal your identity with the intrigue roll, gaining disposition as per a standard intrigue result.
-If you dance, anyone (matching the gender of the dancing partners you sought) may target you with this action.
Drink and be merry:
-It is assumed that participants do sample the Fossoway cider and other offerings, but for those who take a particular liking to the taste:
-Endurance (Resilience) TN=4*Endurance Rank, granting +1 to all persuasion tests regardless of the result, but take +1 heat unless scoring 2 or more DoS.
-Simple failure: Suffer a -2 penalty to all awareness test results (including passive awareness) and take +1 heat (2 total). You may instead temporarily take any drawback requiring a self-control test that would trigger in this event, or voluntarily fail one you already have.
-Critical failure: Suffer -1D to all tests and -5 to passive awareness results and take +3 heat (4 total). You may instead temporarily take any two drawbacks requiring a self-control test that would trigger in this event, or voluntarily fail two you already have (or take one and fail one).
-Results stacks from multiple samplings.
Spread Rumors:
-Using the rumor system, you may use the anonymity to spread such rumors as you please, putting "standard fare" into the grapevine comes at no cost to heat.
-If attempting to influence opinions (leaving effects to narrator whims), this generates 1 heat and counts as targeting anyone involved.
-You may designate a character to target with negative rumors, for each DoS beyond the first, you gain a discount on a single fire/blood action targeting that character (minimum cost of 1) provided it makes sense given the context of the rumor. This generates 3 heat.
-You may designate a single rumor to be considered to influence fire/blood, this generates 1 heat, +1 per DoS, upon scoring 3 DoS, you gain a fire/blood point. (Once only, but may attempt this for the other faction also). In this case, a member of the opposing faction will be randomly selected to be targeted by this action for the purposes of receiving a free peek.
Sweet Temptation (once only):
-Simple Intrigue (Seduction) against TN 13, TN 10 if you are female.
-Optional Awareness (Empathy) TN 13, gain +1 on the chance test per DoS scored.
-Chance TN 10, +1 per default disposition rating, +2 if you are female.
-Critical failure on any one test: Very public rejection, +3 Heat.
-Success on seduction and chance: Fun and games, +3 heat and gain a pool of 1b per DoS on the seduction attempt that may be allocated to other tests in this event, 2b may be combined into 1D.
-Optional Deception (Act) or Stealth (Any) TN 13: reduce heat from a success by 1 per DoS (Stealth) or 1 per 2 DoS (Deception). Critical Failure: Take an additional +3 Heat.
-If successful, both get a free peek at one another.
-The seduction target takes the same amount of heat as you do for this act (does not benefit from the optional attempt to reduce heat, but may take that test independently).
-The mechanics here assumes that an unknown character of the opposite gender is targeted, if you target a named NPC (not all masked NPC's present in the event necessarily are), their actual intrigue defense (possibly with modifiers against the objective) is tested against for seduction and awareness/luck will be ignored, very public rejection relies chiefly on the inclinations of the NPC.
-If you go for this option with a random partner, anyone may target you with this action, turning this action into a success and negating any penalties of rejection, the optional deception/stealth result is treated as the lowest between the two.
A knife in the dark: You may perform a fighting attack with a concealable weapon, test stealth (any), if successful against target's passive awareness (notice), you gain surprise and may take the the ambush action. If you also score at least 13, you may then attempt Stealth (any) TN 13 to slip back into the crowds (The TN's may be higher for targets with bodyguards or the like). On a critical failure, you will be caught in the act. If you are dancing with the target or succeeded on sweet temptations against it, a Thievery (Sleight of Hand) test with a +5 bonus against the target's passive (awareness) may be used instead of the first stealth test and for any ambush test, if successful at sweet temptation the second stealth test is an automatic 4 DoS result. The heat generated is 10 minus the combined DoS from the Stealth/Thievery tests.
Spiking the Wine: Given the heightened paranoia in this crowd, it is generally only possible to add poisons and the like directly into a targets cup while they are holding it. In order to do so, test stealth (any) and thievery (sleight of hand) against target's passive awareness (notice) or TN 13, whichever is higher. (Characters with bodyguards and the like usually have higher minimum TN's). The heat generated is 10 minus the combined DoS from the Stealth/Thievery tests. On a critical failure, you are caught in the act.
Unmasking: You may attempt to make someone's mask come off, this requires a Stealth (any) or Deception (Cheat) test against their passive awareness (notice), on a simple failure, they may attempt an Agility (Quickness) TN 0 to increase the thievery TN by 3 per DoS or attempt a fighting test as per the grab action (to be resolved after the results of the thievery test). On a critical failure, they gain +1D to their reactionary tests. Then perform a Thievery (Sleight of Hand) test to take off their mask (TN 6), or if you manage to surprise the target, you may attempt a more elaborate wardrobe malfunction (TN 13) inflicting 3 heat on the target per DoS and considerable embarrassment and ridicule should their identity become public knowledge. The heat generated is 6 minus the combined DoS from your test.
Considerations for qualities:
Attractive: You may take 2 heat to unlock the following effects: Default disposition is now 5 steps higher and the re-roll now applies to all persuasion specialties. You may also reroll all chance tests for dancing and sweet temptation and take the best result.
Connections: You may leverage your network to arrange for a number of agents to be available to assist you as if you had a result of 21 on the test, choosing any combination of skill and anonymity. You may additionally test as normal should you have a need for more hired help.
Famous: You do not receive any advantage from this benefit in this event.
Graceful: Applies to the dancing action (but not on the action it gives bonuses to)
Great Bastard: Anonymity makes this benefit inactive.
Head of House/Heir: Anonymity makes this benefit inactive, an NPC from the household will be available to accompany you, allowing you to use their passive awareness results instead of yours against actions targeting you or to have them make active awareness tests to oppose any actions against your passive awareness.
Decadent: Attempts to compel taking Drink and Be Merry as your first action, on a critical failure, your second action must also be Drink and Be Merry. This may affect your ability to resist other drawbacks.
Lascivious: If you do not take heat from the sweet temptation action, someone else will target you with it, triggering a self-control to resist, on a critical failure, treat it as being successfully targeted twice.
Nemesis: Your nemesis will be featured if present in The Reach, even if you are not at this event.
Prejudiced: Attempts to compel targeting a member of the trigger group with an action that would hurt them.
Proud: Hiring an agent or having an NPC accompanying you (as per head of house/heir) is considered receiving assistance.
Vindictive: Attempts to compel targeting a member of the trigger group with an action that would hurt them.
Zealot: Attempts to compel taking an action that would promote your objective (assuming one is possible).
Notable NPC's one could suspect of being in attendance:
Mya Rivers
Gwenys Riwers
Shiera Seastar
Rhonda Tyrell
Amerei Tyrell
Alicent Yronwood
Reynald Florent
Aemon Flowers
Delia Blackbriar
Shiera Blackbriar
Allyria Starkwood
Alena Flowers
Melara Hightower
Rhonda Hightower
Abelar Hightower
Raymun Hightower
Janna Hightower
Gormon Peake
Thaddeus Rowan
Farman Flowers
Ysilla Flowers
Maegelle Cordwayner
Eustace Daverhyl
Marq Durwell
Daena Flowers
Lothor Mullendore
Kyra Orme
The Hooded Man
Falyse Blackbar
Daena Roxton
Ellyn Roxton
NPC Participation: Each player may nominate an NPC to be featured, these will be anonymized and there is likely going to be a few red herrings which will take actions that won't count other than maybe make PC's very interested in them (As in, they'll be doing whatever they're doing, and they will be real, but any rumors and such they throw out won't result in any real scandal or fire/blood points, but may yet trigger drawbacks). After stage 1 of this event has closed, no further nominations will be accepted.
Event Structure: This event comes in multiple stags, each intended to last at least three weeks, it is desirable, but not required, that PC's attempts to stick to the schedule to best allow for the dynamics of moves and countermoves between participants. If all PC's involved have performed their actions during a stage, the schedule will ordinarily be accelerated. The general narrator intention is to use the NPC activities to mark the transition from one stage to the other.
Stage 1: This is where NPC's must be nominated for being featured, disguise rolls be made and any hiring of agents should take place.
Stage 2: This is where planned actions should be performed.
Stage 3: This is primarily for reactions to stage 2 actions.
An extra pair of hands, and eyes.
It is possible to hire agents to assist with any plots. An agent can attempt a single action on your behalf, along with one attempt at a little peek of the target if needed to identify them. The action taken counts towards the limit of your allowed attempts and will satisfy any drawbacks as if you performed it personally. It is possible to communicate with an agent (pointing out a target, say), but this means you take the same amount of heat as your agent. Optionally, an agent may accompany you for protection in the same fashion as the NPC made available to heads of houses and heirs (this purpose lowers the cost and TN by one step). The cost of any equipment worth more than the price to hire the agent or anything expendable (such as poisons) to be used must also be covered by you. It is also possible to stay away from Cider Hall and hire agents to act out their mission independently, but note that so doing still counts as participating for triggering drawbacks (some of which may require attendance in person to satisfy).
Test Knowledge (Streetwise) to attempt to hire an agent, you may not attempt this test more than once and you must specify the tasks you want them for and their level of competence in advance. You need not necessarily decide on the targets at this point, but the desired task determines their ability.
-TN 9: 3D relevant ranks, 42 SS
-TN 12: 3D+1b relevant ranks, 1 GD
-TN 15: 3D+2b relevant ranks, 5 GD
-TN 18: 4D+2b relevant ranks, 25 GD
-Each additional DoS allows hiring an additional agent of the same (or lower) quality).
-You may accept +3 TN for hiring trough intermediaries, thus ensuring that the agent does not know your identity, but you cannot communicate with them without betraying your mask to them, and they then get a free little peek at you.
-If the agent is caught red handed and arrested, they are likely to divulge all they know about their employer. Otherwise, the narrator will make a chance TN 9 per agent if someone investigates their activity, with +1 per specialty rank of the agent, on a success the agent has covered his tracks too well to pursue. On a simple failure, capable and dedicated hunters will be able to find them, while on a critical failure it will be very easy to catch them.
-Simple Failure: Fail to hire agent.
-Critical Failure: Your attempt to hire an agent enters the rumor list.
What to wear:
Deception (Disguise) TN 7, treat your chivalry/virtue score as equal your DoS for this event and associated scenes. Males scoring 3 DoS or more are treated as having lordly chivalry.
-You may treat your passive disguise result for this event as equal to your test result.
-Taking extra time is assumed and reflected in a lower than normal TN.
-You may take a mask a the door for a default result.
-The dress code is what one would wear to a banquet, add a mask, maybe a hat or hairnet, showing up in scandalous attire fit only for a lady of the night will lead to polite, but firm, insistence to change into something else before gaining entry.
-Simple failure: Be treated as having a chivalry/virtue score of 0.
-Critical failure: Be treated as having negative chivalry/virtue score.
-All dispositions towards your masked persona are set to 0 for this event and associated scenes, modified only by benefits/drawbacks not tied to your name. Each default disposition rating above indifferent grants +1 (each below makes you suffer -1D) to all tests to influence others through this event.
-You may voluntarily take 2 heat to temporarily gain the standard effects of the attractive benefit for this event (but not the event specific ones). This may also lead to interesting advances by others.
-You may spend additional coin on your costume, for 1 GD you gain +1 to persuasion and disguise tests, for 5 GD you gain +1b to persuasion and disguise tests, +1 to passive disguise and +1 heat, for 25 GD you gain +1D to persuasion and disguise tests, +2 to passive disguise and +3 heat.
How well does the mask hold up?
-Your passive Deception (Disguise) serves as the TN to discover your identity.
-Individuals attempting to learn your identity does so through the "A little Peek" action.
-The general public will perform "A little Peek" action against your mask at the conclusion of the event, starting with an Awareness (notice) rank of 2D, for each point of heat you accumulate during the event, they get 5 XP to modify the ranks used in the test to uncover your identity (will invest in awareness ranks before notice).
What to do:
Unless otherwise specified under an action type, you can not target the same character with the same action type more than once, and you cannot perform the same action more than three times. Other options may be available on request. Acts generating heat are considered public and can be connected to your mask. If something is "free" it does not generate heat or count towards the limits on number of times that action can be taken, heat cannot retroactively be reduced by this if already taken, but generally will allow the next action of the same type to be treated as free. A named person and their mask is considered different characters in terms of targeting (Acting on OOC knowledge/guesses as to who is wearing what mask is frowned upon).
A little peek.
-Optional Cunning (Memory) TN 12, gain +1b to the awareness test per DoS (combine +2b into +1D).
-Awareness (Notice) against the target's passive disguise.
-If you attempt to discover who is hiding behind a particular mask, 1 DoS is sufficient.
-If you attempt to find a specific character, 2 DoS is required.
-Critical Failure on either test (Only if it would also be a critical failure against TN 13 for the awareness test): You will become utterly convinced of a particularly identity (randomly determined).
-If a character targets you with any public action, you get a free attempt of this targeting them.
-You may take extra time by sacrificing attempts (memory test is unaffected), either gaining +1D or roll an additional time (this is an exception to may only target same person once), however, for each additional attempt used against the same target, you gain +1 heat and they get a free peek at you (If looking for a specific person, and not for the face behind a mask, this only applies if you find them). This generally alerts your target of interest, and often will increase the TN's for other actions against them, however, succeeding on a Deception (Act) against their passive awareness (empathy) will avoid this (roll once per attempt used for extra time, they still get a free peek).
Dancing into the night:
-Chance TN 7, Critical Failure: Rejection. 1 DoS: +1 to the intrigue test. 2 DoS: +1D to the intrigue test.
-A lady wanting to dance with another lady must succeed on a second chance TN 7 test, critical failure: rejection and +1 heat, simple failure: rejection, 1 DoS: +1 heat. 2 DoS: +1 heat, +1D on the simple intrigue. For man with man it is at TN 12 and +3 heat for success and critical failure.
-A rejection result on the chance test means that the dance attempt is spent, but not for any action that one desires to combine with it.
-Both parties gains a free peek at the other (can be performed before rolling the intrigue, or after if you desire the dance bonus on this action).
-Agility (balance) TN 9, critical failure: +1 Heat and action is wasted.
-Simple Intrigue (Charm or Seduce) TN 12, this may be combined with another action (must be declared before rolling on both accounts).
-On scoring 3 DoS (once only): +1 heat, +2 to all further persuasion tests in this event.
-On scoring 4 DoS (once only): +3 heat, +1D to all further persuasion tests in this event, overrides the effects from 3 DoS.
-On a critical failure, any accompanying action is an automatic failure.
-Charm result: Gain +1 per DoS on the accompanying action.
-Seduce result: +1 Heat. Gain +2 per DoS on the accompanying action, +1 per 2 DoS on the chance test if combined with sweet temptation.
-The action it is combined with generally must target or otherwise involve your dancing partner.
-Optionally, you may reveal your identity with the intrigue roll, gaining disposition as per a standard intrigue result.
-If you dance, anyone (matching the gender of the dancing partners you sought) may target you with this action.
Drink and be merry:
-It is assumed that participants do sample the Fossoway cider and other offerings, but for those who take a particular liking to the taste:
-Endurance (Resilience) TN=4*Endurance Rank, granting +1 to all persuasion tests regardless of the result, but take +1 heat unless scoring 2 or more DoS.
-Simple failure: Suffer a -2 penalty to all awareness test results (including passive awareness) and take +1 heat (2 total). You may instead temporarily take any drawback requiring a self-control test that would trigger in this event, or voluntarily fail one you already have.
-Critical failure: Suffer -1D to all tests and -5 to passive awareness results and take +3 heat (4 total). You may instead temporarily take any two drawbacks requiring a self-control test that would trigger in this event, or voluntarily fail two you already have (or take one and fail one).
-Results stacks from multiple samplings.
Spread Rumors:
-Using the rumor system, you may use the anonymity to spread such rumors as you please, putting "standard fare" into the grapevine comes at no cost to heat.
-If attempting to influence opinions (leaving effects to narrator whims), this generates 1 heat and counts as targeting anyone involved.
-You may designate a character to target with negative rumors, for each DoS beyond the first, you gain a discount on a single fire/blood action targeting that character (minimum cost of 1) provided it makes sense given the context of the rumor. This generates 3 heat.
-You may designate a single rumor to be considered to influence fire/blood, this generates 1 heat, +1 per DoS, upon scoring 3 DoS, you gain a fire/blood point. (Once only, but may attempt this for the other faction also). In this case, a member of the opposing faction will be randomly selected to be targeted by this action for the purposes of receiving a free peek.
Sweet Temptation (once only):
-Simple Intrigue (Seduction) against TN 13, TN 10 if you are female.
-Optional Awareness (Empathy) TN 13, gain +1 on the chance test per DoS scored.
-Chance TN 10, +1 per default disposition rating, +2 if you are female.
-Critical failure on any one test: Very public rejection, +3 Heat.
-Success on seduction and chance: Fun and games, +3 heat and gain a pool of 1b per DoS on the seduction attempt that may be allocated to other tests in this event, 2b may be combined into 1D.
-Optional Deception (Act) or Stealth (Any) TN 13: reduce heat from a success by 1 per DoS (Stealth) or 1 per 2 DoS (Deception). Critical Failure: Take an additional +3 Heat.
-If successful, both get a free peek at one another.
-The seduction target takes the same amount of heat as you do for this act (does not benefit from the optional attempt to reduce heat, but may take that test independently).
-The mechanics here assumes that an unknown character of the opposite gender is targeted, if you target a named NPC (not all masked NPC's present in the event necessarily are), their actual intrigue defense (possibly with modifiers against the objective) is tested against for seduction and awareness/luck will be ignored, very public rejection relies chiefly on the inclinations of the NPC.
-If you go for this option with a random partner, anyone may target you with this action, turning this action into a success and negating any penalties of rejection, the optional deception/stealth result is treated as the lowest between the two.
A knife in the dark: You may perform a fighting attack with a concealable weapon, test stealth (any), if successful against target's passive awareness (notice), you gain surprise and may take the the ambush action. If you also score at least 13, you may then attempt Stealth (any) TN 13 to slip back into the crowds (The TN's may be higher for targets with bodyguards or the like). On a critical failure, you will be caught in the act. If you are dancing with the target or succeeded on sweet temptations against it, a Thievery (Sleight of Hand) test with a +5 bonus against the target's passive (awareness) may be used instead of the first stealth test and for any ambush test, if successful at sweet temptation the second stealth test is an automatic 4 DoS result. The heat generated is 10 minus the combined DoS from the Stealth/Thievery tests.
Spiking the Wine: Given the heightened paranoia in this crowd, it is generally only possible to add poisons and the like directly into a targets cup while they are holding it. In order to do so, test stealth (any) and thievery (sleight of hand) against target's passive awareness (notice) or TN 13, whichever is higher. (Characters with bodyguards and the like usually have higher minimum TN's). The heat generated is 10 minus the combined DoS from the Stealth/Thievery tests. On a critical failure, you are caught in the act.
Unmasking: You may attempt to make someone's mask come off, this requires a Stealth (any) or Deception (Cheat) test against their passive awareness (notice), on a simple failure, they may attempt an Agility (Quickness) TN 0 to increase the thievery TN by 3 per DoS or attempt a fighting test as per the grab action (to be resolved after the results of the thievery test). On a critical failure, they gain +1D to their reactionary tests. Then perform a Thievery (Sleight of Hand) test to take off their mask (TN 6), or if you manage to surprise the target, you may attempt a more elaborate wardrobe malfunction (TN 13) inflicting 3 heat on the target per DoS and considerable embarrassment and ridicule should their identity become public knowledge. The heat generated is 6 minus the combined DoS from your test.
Considerations for qualities:
Attractive: You may take 2 heat to unlock the following effects: Default disposition is now 5 steps higher and the re-roll now applies to all persuasion specialties. You may also reroll all chance tests for dancing and sweet temptation and take the best result.
Connections: You may leverage your network to arrange for a number of agents to be available to assist you as if you had a result of 21 on the test, choosing any combination of skill and anonymity. You may additionally test as normal should you have a need for more hired help.
Famous: You do not receive any advantage from this benefit in this event.
Graceful: Applies to the dancing action (but not on the action it gives bonuses to)
Great Bastard: Anonymity makes this benefit inactive.
Head of House/Heir: Anonymity makes this benefit inactive, an NPC from the household will be available to accompany you, allowing you to use their passive awareness results instead of yours against actions targeting you or to have them make active awareness tests to oppose any actions against your passive awareness.
Decadent: Attempts to compel taking Drink and Be Merry as your first action, on a critical failure, your second action must also be Drink and Be Merry. This may affect your ability to resist other drawbacks.
Lascivious: If you do not take heat from the sweet temptation action, someone else will target you with it, triggering a self-control to resist, on a critical failure, treat it as being successfully targeted twice.
Nemesis: Your nemesis will be featured if present in The Reach, even if you are not at this event.
Prejudiced: Attempts to compel targeting a member of the trigger group with an action that would hurt them.
Proud: Hiring an agent or having an NPC accompanying you (as per head of house/heir) is considered receiving assistance.
Vindictive: Attempts to compel targeting a member of the trigger group with an action that would hurt them.
Zealot: Attempts to compel taking an action that would promote your objective (assuming one is possible).