Post by Father on Feb 26, 2024 14:38:04 GMT 1
A city such as Oldtown offers amusements of all kinds. With entertainment, food, lodging and drink being offered to common sailors and members of the watch all the way up to the richest of merchants and visiting nobles, the number of inns, taverns, brothels and other sorts of establishments are beyond count, with price and quality as varied as the purse and taste of those living in the grand city or just passing through.
Participation:
-The counts re-set every day. So one could have a new round of revelries each night.
-Some events (notably the wedding feast) lasting throughout the evening/night would occupy a character's time, participation in those would prevent taking an action in this event that day.
-NPC's can be featured, but generally only if the narrator has ideas, and typically at most one per day. The narrator is always receptive to players having ideas or suggestions as to who they think might be fun to see. Most NPC's are unlikely to engage in any excess.
-Any sort of participation may trigger rumors, although most of the time, these will mostly not have lasting effects.
-Similar activities as listed here in other scenes may also carry the same consequences.
Discretion is the better part of Honor
-You may test Deception (Disguise) TN 13 in order to conceal your involvement in various activities from prying eyes, taking this option applies the following effects:
--Critical failure: Your attempts at disguising yourself is seen through, which raises curiosity and attention.
--Treat your Status rank as 2 for activities performed while successfully cloaked
--Generally cannot gain disposition increases while cloaked.
The Wages of Sin.
-Participation may cause "The crowd" taking rumor actions, a few examples:
-A little drinking, gambling or rowdiness (for men) is generally not catching anyone's attentions beyond the establishment one spends the eve.
-Whoring (for men) and drinking to excess is frowned upon (for ladies, simply getting a penalty can be enough, men usually need to pass out more than once, or joust while fatigued from the hangover).
-A lady who acts rather frivolous or cannot properly account for her whereabouts with reliable witnesses to attest that she did nothing untoward could also be in trouble.
-Getting into fights, hurling vicious insults or generally being rude to other nobles (or cruel towards smallfolk) can also carry such consequences.
-A lady found to be committing adultery can expect her reputation to be ruined. A nobleman who soils himself and a lady of high birth may find vengeful husbands or fathers coming after him, or anyone seeking to ingratiate himself with them, there might also be pressure to wed the lady to preserve her honor. Few such consequences tends to result from "having a little fun" with lowborn women, vengeful family members could be a concern, but usually a much lesser one than their highborn counterparts.
Carousing
-For every four servings of ale (3 for women) taken, gain a +1 bonus to a rumor action at the location, the total bonus may be spread across multiple actions and is combined so that +4=+1D, +2=+1b. No rumor action can receive more than +1D from this.
-You may engage in carnal pleasures for a +1 bonus (+2 if with highborn lady), women gets a +2 bonus for this, while a +1 bonus for merely making "unseemly advances".
-Whores are readily available, wenches (and most men) can typically be seduced with a TN 9 test, the difficulty for specific characters can range from just as easy to practically impossible.
-If gaining at least a +2 bonus that day, you learn about a random rumor and gain +1 disposition with a random (normally minor) NPC.
-In most cases, the fare at taverns and alehouses are not sufficiently costly that status 3+ characters would run out of pocket change while enjoying it.
-Any -1D remaining 9 hours after the last serving is translated into fatigue the following day, it may be possible to negotiate away this penalty in return for doing something ill-advised (typically along the lines of taking temporary drawbacks or failing self-control tests).
-Penalty dice from alcohol does not apply to any tests involving this event.
Gambling
-You can stake up to Status*Status GD per day on gambling. For each bet, you must label the stake put in the dice description.
-You must spend 10% of your stakes placed on refreshments, or the total stakes you are allowed to place are halved.
-Increasing your refreshment expenditures to 20%, allows your total stake to be doubled.
-Repeated gambling may attract unwanted attention.
Games of chance:
-Roll 1d6, on a 1 you gain net wins of 5 times your stake, the minimum stake is 1SS while the maximum bet allowed depends only on the total stake allowed by this action.
-You may additionally test for cunning and/or deception as noted below, this must be done before the 1d6 is rolled. The 1d6 is not considered a test for anything which would modify it.
Games of skill:
-Test Cunning (Logic) TN 13 each DoS adds +50% to any net winnings from your next 1d6 gamble test.
-On a critical failure, you lose automatically.
-You must double your stake for each consecutive 1d6 test (or bet whatever is left of the evenings allotment of total stake if that is less).
Dirty Tricks:
-You may attempt Deception (Cheat) TN 13, each DoS removes a number from the die thrown, so 1 DoS means 1d5, 2 DoS 1d4 etc.
-You must double your stake for each consecutive 1d6 test (or bet whatever is left of the evenings allotment of total stake if that is less).
-A critical failure on a cheat test cancels all winnings from the evening, bars you from further gambling and results in "the public" making negative rumors against you.
-Cheating at games of skill where the stake is a GD or higher increases the TN for the purposes of determining critical failure by 2.
Consideration for qualities:
-All drawbacks requiring self-control must be tested for each day you take an action, however, each additional degree allows you to automatically succeed on the next test(s).
-Nothing forces you to take part, self-control tests only kicks in if you actively engage with the event.
Blood of Valyria: Treat your status as one higher for the purpose of gambling stakes.
Great Bastard: The court of public opinion is usually a deal more forgiving towards any indiscretions than normal.
Bastard: One might flip a coin, either the public opinion does not care, or there is a thundering cacophony of voices being triumphant when proven right about your kind.
Famous: Add +3 to discretion TN's.
Tough: Even if you can ignore the penalty from fatigue on tests, the social consequences remains.
Wealthy: Risking coin on gambling does not count as "goods and services" (refreshments do), but you may risk 25GD per day in addition to your normal limit when taking this action.
Decadent:
-If you take the carousing action, this attempts to compel you to seek out the very best fare, which means wine instead of ale, and with a cost of 10 SS per serving, these places also typically have +1 to discretion TN's.
-If you take the gambling action, this attempts to compel you to spend 20% of the stake on refreshments.
-Since refreshments typically includes wine, the cost of wine servings from any carousing are likely covered if you also gamble.
Impatient: Games of skill and dirty tricks requires concentration.
Prejudiced (Sinners): Technically, only cheating at games or acts of adultery are explicitly considered sinful, although none of the activities here can be said to be virtuous.
Proud: If gambling, this attempts to compel partaking in games of skill if your cunning rank is 3 or higher.
If having any of the following: Furious, Lascivious, Prejudiced.
-Should you get drunk (taking penalties), your choice of these will attempt to compel an action that will make things interesting.
Participation:
-The counts re-set every day. So one could have a new round of revelries each night.
-Some events (notably the wedding feast) lasting throughout the evening/night would occupy a character's time, participation in those would prevent taking an action in this event that day.
-NPC's can be featured, but generally only if the narrator has ideas, and typically at most one per day. The narrator is always receptive to players having ideas or suggestions as to who they think might be fun to see. Most NPC's are unlikely to engage in any excess.
-Any sort of participation may trigger rumors, although most of the time, these will mostly not have lasting effects.
-Similar activities as listed here in other scenes may also carry the same consequences.
Discretion is the better part of Honor
-You may test Deception (Disguise) TN 13 in order to conceal your involvement in various activities from prying eyes, taking this option applies the following effects:
--Critical failure: Your attempts at disguising yourself is seen through, which raises curiosity and attention.
--Treat your Status rank as 2 for activities performed while successfully cloaked
--Generally cannot gain disposition increases while cloaked.
The Wages of Sin.
-Participation may cause "The crowd" taking rumor actions, a few examples:
-A little drinking, gambling or rowdiness (for men) is generally not catching anyone's attentions beyond the establishment one spends the eve.
-Whoring (for men) and drinking to excess is frowned upon (for ladies, simply getting a penalty can be enough, men usually need to pass out more than once, or joust while fatigued from the hangover).
-A lady who acts rather frivolous or cannot properly account for her whereabouts with reliable witnesses to attest that she did nothing untoward could also be in trouble.
-Getting into fights, hurling vicious insults or generally being rude to other nobles (or cruel towards smallfolk) can also carry such consequences.
-A lady found to be committing adultery can expect her reputation to be ruined. A nobleman who soils himself and a lady of high birth may find vengeful husbands or fathers coming after him, or anyone seeking to ingratiate himself with them, there might also be pressure to wed the lady to preserve her honor. Few such consequences tends to result from "having a little fun" with lowborn women, vengeful family members could be a concern, but usually a much lesser one than their highborn counterparts.
Carousing
-For every four servings of ale (3 for women) taken, gain a +1 bonus to a rumor action at the location, the total bonus may be spread across multiple actions and is combined so that +4=+1D, +2=+1b. No rumor action can receive more than +1D from this.
-You may engage in carnal pleasures for a +1 bonus (+2 if with highborn lady), women gets a +2 bonus for this, while a +1 bonus for merely making "unseemly advances".
-Whores are readily available, wenches (and most men) can typically be seduced with a TN 9 test, the difficulty for specific characters can range from just as easy to practically impossible.
-If gaining at least a +2 bonus that day, you learn about a random rumor and gain +1 disposition with a random (normally minor) NPC.
-In most cases, the fare at taverns and alehouses are not sufficiently costly that status 3+ characters would run out of pocket change while enjoying it.
-Any -1D remaining 9 hours after the last serving is translated into fatigue the following day, it may be possible to negotiate away this penalty in return for doing something ill-advised (typically along the lines of taking temporary drawbacks or failing self-control tests).
-Penalty dice from alcohol does not apply to any tests involving this event.
Gambling
-You can stake up to Status*Status GD per day on gambling. For each bet, you must label the stake put in the dice description.
-You must spend 10% of your stakes placed on refreshments, or the total stakes you are allowed to place are halved.
-Increasing your refreshment expenditures to 20%, allows your total stake to be doubled.
-Repeated gambling may attract unwanted attention.
Games of chance:
-Roll 1d6, on a 1 you gain net wins of 5 times your stake, the minimum stake is 1SS while the maximum bet allowed depends only on the total stake allowed by this action.
-You may additionally test for cunning and/or deception as noted below, this must be done before the 1d6 is rolled. The 1d6 is not considered a test for anything which would modify it.
Games of skill:
-Test Cunning (Logic) TN 13 each DoS adds +50% to any net winnings from your next 1d6 gamble test.
-On a critical failure, you lose automatically.
-You must double your stake for each consecutive 1d6 test (or bet whatever is left of the evenings allotment of total stake if that is less).
Dirty Tricks:
-You may attempt Deception (Cheat) TN 13, each DoS removes a number from the die thrown, so 1 DoS means 1d5, 2 DoS 1d4 etc.
-You must double your stake for each consecutive 1d6 test (or bet whatever is left of the evenings allotment of total stake if that is less).
-A critical failure on a cheat test cancels all winnings from the evening, bars you from further gambling and results in "the public" making negative rumors against you.
-Cheating at games of skill where the stake is a GD or higher increases the TN for the purposes of determining critical failure by 2.
Consideration for qualities:
-All drawbacks requiring self-control must be tested for each day you take an action, however, each additional degree allows you to automatically succeed on the next test(s).
-Nothing forces you to take part, self-control tests only kicks in if you actively engage with the event.
Blood of Valyria: Treat your status as one higher for the purpose of gambling stakes.
Great Bastard: The court of public opinion is usually a deal more forgiving towards any indiscretions than normal.
Bastard: One might flip a coin, either the public opinion does not care, or there is a thundering cacophony of voices being triumphant when proven right about your kind.
Famous: Add +3 to discretion TN's.
Tough: Even if you can ignore the penalty from fatigue on tests, the social consequences remains.
Wealthy: Risking coin on gambling does not count as "goods and services" (refreshments do), but you may risk 25GD per day in addition to your normal limit when taking this action.
Decadent:
-If you take the carousing action, this attempts to compel you to seek out the very best fare, which means wine instead of ale, and with a cost of 10 SS per serving, these places also typically have +1 to discretion TN's.
-If you take the gambling action, this attempts to compel you to spend 20% of the stake on refreshments.
-Since refreshments typically includes wine, the cost of wine servings from any carousing are likely covered if you also gamble.
Impatient: Games of skill and dirty tricks requires concentration.
Prejudiced (Sinners): Technically, only cheating at games or acts of adultery are explicitly considered sinful, although none of the activities here can be said to be virtuous.
Proud: If gambling, this attempts to compel partaking in games of skill if your cunning rank is 3 or higher.
If having any of the following: Furious, Lascivious, Prejudiced.
-Should you get drunk (taking penalties), your choice of these will attempt to compel an action that will make things interesting.