Post by Father on Oct 5, 2017 17:18:09 GMT 1
This game will use a simplified version of the houses and lands rules, each noble house have five measures for their relative capacity in the relevant field, each ranging from 1 to 10 , 1 is what the simplest of feudal manors would have (status is a special case due to how it is keyed to the ability rank), and 10 is roughly House Targaryen at the end of the reign of Jaehaerys the Conciliator (not including Dragons). The scale is exponential rather than linear.
The five measures are:
Defense: Both measuring actual fortifications, but also how easy it is to hold a territory against invaders in general.
Lands: How vast one's domains are, primarily in area.
Power: The strength of the force one can bring when mobilized, this includes that of banner houses.
Status: Simply put, the maximum status the lord of the house may have, this being a special case as your standard landed knights comes in at 4 and getting to 7 requires royal decree appointing the head to lord paramount or making him warden of a region on a hereditary basis (which is practically unheard of to do with a non-paramount house), higher than this again basically means overthrowing the king and claim his throne.
Wealth: The economical strength of the house, sometimes this comes as gold from having goods or resources for export or merchants to tax, most of the time, it comes in labor and produce to feed and equip the family members and support servants, sworn swords and guardsmen.
Additionally, there are two resources which may be spent and gained over the course of the chronicle:
Coffers: This is in some sense equivalent to the Wealth Resource in the base game, 1 point in coffers is 200GD to be spent on whatever the Head of the House decides, including tourneys and the like.
Influence: Also an equivalent, influence may be spent to gain +1D on any Deception, Status or Persuasion test made to influence others before it is rolled, generally only available to characters perceived to represent their house in that intrigue, complications may arise if the head of house takes issue with what his "representative" said or agreed to. Influence may also be spent and gained through events, it is always earned to one's house.
Glory is a special case, it is earned by a character, and only that character may use it. It can be spent to gain +1b on any Deception, Status or Persuasion test made to influence others before it is rolled, or double the effect of any DP spent or burned to affect such a roll (decision must be made prior to any additional dice rolls triggered by the use of DP if applicable.) Events may have additional uses for glory. It may also be converted into influence for one's house, if so desired. Glory is primarily gained through events, but battle, duels of honor and the like might also grant glory.
When gained through events, only the 1st, 3rd, 6th point of glory and so on are actually obtained*. This count is re-set at the beginning of each chronicle.
Once per standard intrigue, you may spend a point of influence or glory to gain one of the following effects:
-Use your status rank to determine influence dealt per DoS instead of the ability usually governing influence with that technique.
-Remove a point of frustration.
-Add your chivalry or virtue score to your intrigue defense for one round.
*Basically, to go from (n-1) to n glory won, you need to earn n additional points, so if you have gained 2 points of spendable glory for winning glory three times, you need to win glory three more times to get the third point.
There are no specific holdings attached to any of these measures, as the system is meant to be somewhat abstract, and the focus is intended to be on characters rather than houses. In addition, since any rules for house fortunes and the like will not feature until the end of the chronicle, developing those will not be a priority unless it is deemed likely that we will continue beyond that point.
Unaffiliated characters
Some PC's may be unaffiliated with home houses (preferably they should become so through play, new PC's are encouraged to start out as a member of a home house), while they may possibly still have access to their previous house forum, have ties and collaborate with the PC's of the old house, the following applies:
-The expenditure of House Influence is generally not available on behalf of unaffiliated characters.
-When an unaffiliated character would have earned influence, it may be possible to donate it to a home house, otherwise it is instead earned as a point of glory.
-It may be possible to have factions points also added to the pool of a home house, but it's head may refuse to accept them, House Points might still be available to be spent for absentee family members.
-Unless explicitly stated, you do not count as being affiliated or belonging to a home house for any effect or restriction that would apply.
-It is still possible that you are lumped in with your previously affiliated house for the purposes of NPC dispositions.
-If you would suffer loss of influence, this instead results in a loss of one spendable glory, if you have no spendable glory, you must acquire twice the normal points of glory needed in order to gain the next spendable point.
The five measures are:
Defense: Both measuring actual fortifications, but also how easy it is to hold a territory against invaders in general.
Lands: How vast one's domains are, primarily in area.
Power: The strength of the force one can bring when mobilized, this includes that of banner houses.
Status: Simply put, the maximum status the lord of the house may have, this being a special case as your standard landed knights comes in at 4 and getting to 7 requires royal decree appointing the head to lord paramount or making him warden of a region on a hereditary basis (which is practically unheard of to do with a non-paramount house), higher than this again basically means overthrowing the king and claim his throne.
Wealth: The economical strength of the house, sometimes this comes as gold from having goods or resources for export or merchants to tax, most of the time, it comes in labor and produce to feed and equip the family members and support servants, sworn swords and guardsmen.
Additionally, there are two resources which may be spent and gained over the course of the chronicle:
Coffers: This is in some sense equivalent to the Wealth Resource in the base game, 1 point in coffers is 200GD to be spent on whatever the Head of the House decides, including tourneys and the like.
Influence: Also an equivalent, influence may be spent to gain +1D on any Deception, Status or Persuasion test made to influence others before it is rolled, generally only available to characters perceived to represent their house in that intrigue, complications may arise if the head of house takes issue with what his "representative" said or agreed to. Influence may also be spent and gained through events, it is always earned to one's house.
Glory is a special case, it is earned by a character, and only that character may use it. It can be spent to gain +1b on any Deception, Status or Persuasion test made to influence others before it is rolled, or double the effect of any DP spent or burned to affect such a roll (decision must be made prior to any additional dice rolls triggered by the use of DP if applicable.) Events may have additional uses for glory. It may also be converted into influence for one's house, if so desired. Glory is primarily gained through events, but battle, duels of honor and the like might also grant glory.
When gained through events, only the 1st, 3rd, 6th point of glory and so on are actually obtained*. This count is re-set at the beginning of each chronicle.
Once per standard intrigue, you may spend a point of influence or glory to gain one of the following effects:
-Use your status rank to determine influence dealt per DoS instead of the ability usually governing influence with that technique.
-Remove a point of frustration.
-Add your chivalry or virtue score to your intrigue defense for one round.
*Basically, to go from (n-1) to n glory won, you need to earn n additional points, so if you have gained 2 points of spendable glory for winning glory three times, you need to win glory three more times to get the third point.
There are no specific holdings attached to any of these measures, as the system is meant to be somewhat abstract, and the focus is intended to be on characters rather than houses. In addition, since any rules for house fortunes and the like will not feature until the end of the chronicle, developing those will not be a priority unless it is deemed likely that we will continue beyond that point.
Unaffiliated characters
Some PC's may be unaffiliated with home houses (preferably they should become so through play, new PC's are encouraged to start out as a member of a home house), while they may possibly still have access to their previous house forum, have ties and collaborate with the PC's of the old house, the following applies:
-The expenditure of House Influence is generally not available on behalf of unaffiliated characters.
-When an unaffiliated character would have earned influence, it may be possible to donate it to a home house, otherwise it is instead earned as a point of glory.
-It may be possible to have factions points also added to the pool of a home house, but it's head may refuse to accept them, House Points might still be available to be spent for absentee family members.
-Unless explicitly stated, you do not count as being affiliated or belonging to a home house for any effect or restriction that would apply.
-It is still possible that you are lumped in with your previously affiliated house for the purposes of NPC dispositions.
-If you would suffer loss of influence, this instead results in a loss of one spendable glory, if you have no spendable glory, you must acquire twice the normal points of glory needed in order to gain the next spendable point.