Post by Father on May 14, 2022 20:11:29 GMT 1
With the treaty of Harrenhaal leaving none any happier as they return to The Reach where it seems completely open which way Oldtown will swing and under whose guidance, or indeed, if Highgarden, previously thought sympathetic to the Blackfyre cause will rally to it. Lord Tyrell seems anything but decisive, leaving men such as Lord Merryweather to do as he pleases, even the longthorn cannot be blind to the likelyhood of the pig having ordered the Hastwyck slaughter, but increasingly it seem to be in his nature to believe that any uncomfortable issue will go away if he only pretends that it does not exist for long enough. With both the Lord Paramount of The Mander and his most powerful bannerman withdrawn from their natural roles of authority, the struggle between those who would fill the void thus left are becoming increasingly more bitter and savage as men of ambitions and power learns that the limits of what they might get away with has been stretched far beyond such standards of decency as would have applied before the reign of Aegon The Unworthy.
NPC participation: The Narrator is open to suggestions, to move themselves to actively partake, NPC's would need a much more personal objective than advancing the cause of their faction or a particular candidate to the regency.
Actions and time constraints: There is no maximum number of actions that you could take, but generally, 3 actions is what most characters could comfortably find time for. It costs an action to take extra time or to assist another on their action, and doing this is only allowed if taking at most 3 actions total.
The narrator is also likely to consider having the universe "push back the balance" by featuring NPC's with a conflicting agenda to any character that takes more than 3 actions, if an NPC or their house is targeted by multiple actions, they are also more likely to react in retaliation, though not necessarily so in this event.
Concealing your interests:
-Ordinarily, investigating the source of a rumor is a streetwise TN 9, if looking for the identity of an instigator of some other scheme, multiple DoS may be required to acquire leads.
-Additionally, in most cases that a character is targeted, test chance against a TN of their Status+Streetwise, often a lord extends his greater TN to family members, access to information networks or having a skilled spymaster may improve this TN by up to +2.
--A simple failure means that they become aware that someone has made moves, sufficient to start looking for the instigator and generally receive +2 to any passive results or TN protecting against any skulduggery.
--On a critical failure, the target gains +5 to defense, and typically +1D to investigation.
-Rumors works on their own mechanisms and does not to trigger these chance tests.
An instigator may take a -1b training penalty on other tests involved in taking some action to test one or both of the following:
-Stealth (Blend In) TN 13
-Deception (Disguise) TN 13
--Critical Failure usually means something goes wrong.
--Each DoS adds +2 to the TN of uncovering your identity.
--Success on both tests: You may use the lowest result across the two tests as the TN (add any modifiers from DoS).
Forge your own Destiny
-Optional Knowledge (Research) TN 9 to grant +1 bonus on the next test per DoS.
-Language (Logic) TN 9+Status of the alleged author, subject of the document or those who would be affected by it's circulation (whichever is higher).
--Regardless of the result, a document is created, on a critical failure the forger will think it is very well made, except it will fool nobody.
--Anyone examining the document must attempts a test of TN 9+3*DoS scored to determine it is a fake, further DoS will make it easier to prove it false.
--Various methods such as Knowledge (Research or Education), Cunning (Logic or Memory) may be used to examine it depending on it's nature.
--Only on a critical failure on examination will it seem fully authentic, but even so, it is likely to be doubted by those not wishing to believe it.
-If personally crafted, this will not trigger any tests to alert anyone who would be affected by it, but involving NPC's may do so, but typically at +3 to the test.
-The mere existence of a document does nothing unless it is put into circulation and even the best forgeries may fail to have the desired effect if it's more convenient to distrust it.
Blood Money:
You may attempt to hire agents to perform some sort of task.
-The noted prices assumes that the agents risks the gallows or being "disappeared" if their activities are discovered but expects to succeed and spend the money.
--Less risky assignments usually carries a lower fee, while more complex or risky tasks may come with a higher demands.
Knowledge (Streetwise) with sliding TN depending on how skilled agents you would like (price of hiring noted):
-TN 9: 3D relevant ranks, 42 SS
-TN 12: 3D+1b relevant ranks, 1 GD
-TN 15: 3D+2b main ability, 3D+1b secondary abilities, 5 GD
-TN 18: 4D+2b main ability, 3D+2b secondary abilities, 25 GD
-Each additional DoS adds +1 to all tests and TN's for tracking down the agent by those targeted by him.
-You may attempt to hire through intermediaries, thus ensuring that the agent does not know your identity, this works in such a fashion that you "hire an agent that hires an agent", first you test to find a skilled intermediary, and then the intermediary tests to find the agent that is to perform the task, in this case, both will demand a fee. Intermediaries gains +1D to main ability.
-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.
-Intermediaries has a chance TN to cover their tracks if given up as the "employer".
-Simple Failure: As a 1 DoS success, however, the agent hired turns out to have one less ability and specialty rank than advertised.
-Critical Failure: Test Chance TN 12, on a success, you simply fail to hire an agent (but your interest in hiring one will enter the random rumor list), on a simple failure, you are simply scammed, they will take your money and disappear, on a critical failure, there is a 50% chance of them taking your money and then selling you out and a 50% chance of them taking your money but turn out to have 2 less ability/specialty ranks than advertised.
Special:
-Characters familiar with Eyeless Errol may automatically succeed in finding a 4D+2B intermediary, but his +1D for finding agents only applies for actions in or around Oldtown, and he will only assist in finding agents who need not report back. He must still be paid.
-The hiring of singers to perform rumor actions functions as above, but they will have +1 ability and specialty rank, they will also attract quite a bit of attention.
The first lie wins:
Spread rumors as per normal mechanics, can seek to gain the following effects:
-Faction DoS (once per faction).
-Grant bonus/penalty to the desirability rating of a jouster or a lady at Oldtown (mechanic affecting how highly sought a given favor or champion might be).
-Influence opinions.
-Goad into action.
-Other effects may be possible.
An Ear to The Ground:
Knowledge (Streetwise) TN 9
-Each DoS grants knowledge of a random rumor.
-You may alternatively gain insight into one existing rumor per DoS (although many of them are just talking points).
What we want most:
Knowledge (Streetwise) TN 9
-Each DoS grants knowledge of what one NPC per DoS would consider to be sufficiently valuable service or information to owe a minor for being granted.
-For each step of 3 you voluntarily increase the TN with, you learn of one additional such thing per DoS, and the limit on favors that a specific NPC that may be gained is increased by one.
-Something worth 3 minor favors to a single NPC (only possible to achieve at TN 15) can be combined to the value of a major favor.
-PC's are encouraged to suggest what these things may be, note that one actually has to do the work in earning these favors later.
Dirty Little Secrets:
-Try to find things others wants hidden, target a specific NPC:
Knowledge (Streetwise) TN is the highest of:
-9+Status
-Passive Cunning (Streetwise)
-Passive Deception (Streetwise)
--Each DoS grants knowledge of something that could extract a minor favor through blackmail or "sold" for a minor favor from someone of similar level of influence as them.
--3 Minor Favors can be combined into a major favor.
--You will generally be encouraged to come up with suggestions as to what the NPC might be up to that you could use against them.
--Occasionally, an NPC may be boringly pristine.
Connections:
-This event is considered to be contained within a "a day" for the purposes of using the options on offer, including learning of a random rumor.
-You may use your daily "middlemen" option to automatically succeed on finding an intermediary for hiring agents, the intermediary still expects to be paid.
-The leveraging of connections to conceal your interests or spreading rumors without taking penalty now instead applies to the option under concealing your interests.
-Connections qualifies as "Having access to information networks".
Furious: Generally makes you more susceptible to get goaded into action by rumors.
Prejudiced: Taking part in this event may make you uncover information that attempts to compel you to confront someone in the trigger group (suggestions from all players welcome).
Proud: Hiring agents generally counts as having others do tests in your stead, although this will typically not apply for things you would not do for the risk of getting caught.
Nemesis: Your foe is likely to be activated to take some action intended to hurt you if an option that suits their character can be found (It is possible that some other NPC takes action in the hope of gaining favor).
Sponsor: May use sponsor's "defense" vs any skullduggery.
Vindictive: Attempts to compel targeting someone on the trigger list with an action that would harm them.
NPC participation: The Narrator is open to suggestions, to move themselves to actively partake, NPC's would need a much more personal objective than advancing the cause of their faction or a particular candidate to the regency.
Actions and time constraints: There is no maximum number of actions that you could take, but generally, 3 actions is what most characters could comfortably find time for. It costs an action to take extra time or to assist another on their action, and doing this is only allowed if taking at most 3 actions total.
The narrator is also likely to consider having the universe "push back the balance" by featuring NPC's with a conflicting agenda to any character that takes more than 3 actions, if an NPC or their house is targeted by multiple actions, they are also more likely to react in retaliation, though not necessarily so in this event.
Concealing your interests:
-Ordinarily, investigating the source of a rumor is a streetwise TN 9, if looking for the identity of an instigator of some other scheme, multiple DoS may be required to acquire leads.
-Additionally, in most cases that a character is targeted, test chance against a TN of their Status+Streetwise, often a lord extends his greater TN to family members, access to information networks or having a skilled spymaster may improve this TN by up to +2.
--A simple failure means that they become aware that someone has made moves, sufficient to start looking for the instigator and generally receive +2 to any passive results or TN protecting against any skulduggery.
--On a critical failure, the target gains +5 to defense, and typically +1D to investigation.
-Rumors works on their own mechanisms and does not to trigger these chance tests.
An instigator may take a -1b training penalty on other tests involved in taking some action to test one or both of the following:
-Stealth (Blend In) TN 13
-Deception (Disguise) TN 13
--Critical Failure usually means something goes wrong.
--Each DoS adds +2 to the TN of uncovering your identity.
--Success on both tests: You may use the lowest result across the two tests as the TN (add any modifiers from DoS).
Forge your own Destiny
-Optional Knowledge (Research) TN 9 to grant +1 bonus on the next test per DoS.
-Language (Logic) TN 9+Status of the alleged author, subject of the document or those who would be affected by it's circulation (whichever is higher).
--Regardless of the result, a document is created, on a critical failure the forger will think it is very well made, except it will fool nobody.
--Anyone examining the document must attempts a test of TN 9+3*DoS scored to determine it is a fake, further DoS will make it easier to prove it false.
--Various methods such as Knowledge (Research or Education), Cunning (Logic or Memory) may be used to examine it depending on it's nature.
--Only on a critical failure on examination will it seem fully authentic, but even so, it is likely to be doubted by those not wishing to believe it.
-If personally crafted, this will not trigger any tests to alert anyone who would be affected by it, but involving NPC's may do so, but typically at +3 to the test.
-The mere existence of a document does nothing unless it is put into circulation and even the best forgeries may fail to have the desired effect if it's more convenient to distrust it.
Blood Money:
You may attempt to hire agents to perform some sort of task.
-The noted prices assumes that the agents risks the gallows or being "disappeared" if their activities are discovered but expects to succeed and spend the money.
--Less risky assignments usually carries a lower fee, while more complex or risky tasks may come with a higher demands.
Knowledge (Streetwise) with sliding TN depending on how skilled agents you would like (price of hiring noted):
-TN 9: 3D relevant ranks, 42 SS
-TN 12: 3D+1b relevant ranks, 1 GD
-TN 15: 3D+2b main ability, 3D+1b secondary abilities, 5 GD
-TN 18: 4D+2b main ability, 3D+2b secondary abilities, 25 GD
-Each additional DoS adds +1 to all tests and TN's for tracking down the agent by those targeted by him.
-You may attempt to hire through intermediaries, thus ensuring that the agent does not know your identity, this works in such a fashion that you "hire an agent that hires an agent", first you test to find a skilled intermediary, and then the intermediary tests to find the agent that is to perform the task, in this case, both will demand a fee. Intermediaries gains +1D to main ability.
-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.
-Intermediaries has a chance TN to cover their tracks if given up as the "employer".
-Simple Failure: As a 1 DoS success, however, the agent hired turns out to have one less ability and specialty rank than advertised.
-Critical Failure: Test Chance TN 12, on a success, you simply fail to hire an agent (but your interest in hiring one will enter the random rumor list), on a simple failure, you are simply scammed, they will take your money and disappear, on a critical failure, there is a 50% chance of them taking your money and then selling you out and a 50% chance of them taking your money but turn out to have 2 less ability/specialty ranks than advertised.
Special:
-Characters familiar with Eyeless Errol may automatically succeed in finding a 4D+2B intermediary, but his +1D for finding agents only applies for actions in or around Oldtown, and he will only assist in finding agents who need not report back. He must still be paid.
-The hiring of singers to perform rumor actions functions as above, but they will have +1 ability and specialty rank, they will also attract quite a bit of attention.
The first lie wins:
Spread rumors as per normal mechanics, can seek to gain the following effects:
-Faction DoS (once per faction).
-Grant bonus/penalty to the desirability rating of a jouster or a lady at Oldtown (mechanic affecting how highly sought a given favor or champion might be).
-Influence opinions.
-Goad into action.
-Other effects may be possible.
An Ear to The Ground:
Knowledge (Streetwise) TN 9
-Each DoS grants knowledge of a random rumor.
-You may alternatively gain insight into one existing rumor per DoS (although many of them are just talking points).
What we want most:
Knowledge (Streetwise) TN 9
-Each DoS grants knowledge of what one NPC per DoS would consider to be sufficiently valuable service or information to owe a minor for being granted.
-For each step of 3 you voluntarily increase the TN with, you learn of one additional such thing per DoS, and the limit on favors that a specific NPC that may be gained is increased by one.
-Something worth 3 minor favors to a single NPC (only possible to achieve at TN 15) can be combined to the value of a major favor.
-PC's are encouraged to suggest what these things may be, note that one actually has to do the work in earning these favors later.
Dirty Little Secrets:
-Try to find things others wants hidden, target a specific NPC:
Knowledge (Streetwise) TN is the highest of:
-9+Status
-Passive Cunning (Streetwise)
-Passive Deception (Streetwise)
--Each DoS grants knowledge of something that could extract a minor favor through blackmail or "sold" for a minor favor from someone of similar level of influence as them.
--3 Minor Favors can be combined into a major favor.
--You will generally be encouraged to come up with suggestions as to what the NPC might be up to that you could use against them.
--Occasionally, an NPC may be boringly pristine.
Connections:
-This event is considered to be contained within a "a day" for the purposes of using the options on offer, including learning of a random rumor.
-You may use your daily "middlemen" option to automatically succeed on finding an intermediary for hiring agents, the intermediary still expects to be paid.
-The leveraging of connections to conceal your interests or spreading rumors without taking penalty now instead applies to the option under concealing your interests.
-Connections qualifies as "Having access to information networks".
Furious: Generally makes you more susceptible to get goaded into action by rumors.
Prejudiced: Taking part in this event may make you uncover information that attempts to compel you to confront someone in the trigger group (suggestions from all players welcome).
Proud: Hiring agents generally counts as having others do tests in your stead, although this will typically not apply for things you would not do for the risk of getting caught.
Nemesis: Your foe is likely to be activated to take some action intended to hurt you if an option that suits their character can be found (It is possible that some other NPC takes action in the hope of gaining favor).
Sponsor: May use sponsor's "defense" vs any skullduggery.
Vindictive: Attempts to compel targeting someone on the trigger list with an action that would harm them.