Post by Father on Mar 11, 2019 17:31:24 GMT 1
The Head of House, or his steward, must make a management test each off-season phase. Additionally, they may make one house action per phase.
A fouse fortunes test is defined as any status test described in this section.
A Head of House (or his steward) must declare their action for the phase and make an environment (3d6) roll with their choice of action in the description, the narrator will then make a secondary roll, the first is the local roll affecting only that house, the second is a regional roll affecting all home houses, this represents the effects of the environment and random chance rather than skills. The effects of the two rolls are cumulative.
Standard effects:
3-8: Catastrophe -1D on house fortunes tests, -1 Influence, -1 Coffers.
13-18: Windfall +1D on house fortunes tests, +1 Coffers.
A double Catastrophe is referred to as a Doom result.
Note that due to the turbulence in the realms, outcomes have been skewed towards more negative outcomes. The Catastrophe result now occurs on 3-10.
House Management:
Make a Status(Stewardship) test with a TN equal to 4*Status Rank of the House, each two DoS adds a die to the "management outcome" roll, a critical failure removes a die.
Ordinarily, the management outcome roll is 3D6, for each +1D granted by the environment to house fortunes, add a die, for each -1D, remove a die (it is not rolled, unlike normal -1D). It is rolled against the House Fortunes Table (p. 122 in the book, however, when you would roll 4D instead roll 5D and vice versa).
The outcome affects the "rainy day" reserves of the house (ordinarily a house begins with reserves equal to the lord's status rank).
Disaster: -4
Curse: -2
Decline: -1
Growth: +1
Blessing: +2
Boon: +4
If reserves are negative, all TN's for house actions are increased by the corresponding amount and they act as a penalty on the local environment test.
House Actions:
One of these may be undertaken each phase, and will lay claim to the attention and available resources of the house during this phase, unless otherwise noted each action requires a Status(Stewardship) test with a TN equal to 4*Status Rank of the House.
-Raise Money TN 15: Gain coffers equal to your wealth rank*DoS*0.5. Critical Failure: -Wealth Rank in Coffers. One may voluntarily sacrifice a point of wealth when making this decision to gain 2D coffers per current rank, +1b per DoS (as training penalty if critical failure).
-Curry Favor: Status(Reputation)+Chivalry vs TN 18, gain 1 influence per DoS, coordinate not possible, assists possible, this action requires those partaking to be absent for the House Management test, and it may thus be possible for absentee characters to assist/coordinate, and the head of house/steward suffers no penalty from being absent for this roll.
-Long term project: TN=4*Selected Resource, on a success gain +1 points towards raising the resource, each additional DoS grants a reserve point against setbacks. On a critical failure, you suffer -2 points, on a Doom result on the environment roll, you also suffer -1 point towards any project in progress (but this will not reduce these points below 0), reserve points are removed first. Upon reaching -3 points, the selected resource is reduced by 1. Upon gaining a number of points equal to the rank sought, you increase it by 1.
-Preparing for lean times: (TN 15): Increase "rainy day reserves" by Wealth*DoS*0.5, critical failure: -3 Reserves. Each point of coffers spent grants +1D to the test.
-Host Event, see it's own entry.
Events.
Typically a wedding or a tourney, a minor event involves neighbors, friends and allies attending, a major event involves most of the Reach, a Grand event will see guests from all over the Realms.
-A minor event must be declared one phase in advance, a major two phases in advance and a grand event five phases in advance. Starting with the phase it is declared, the house management tests other than for the event itself suffers -1D until after the event has been held. But it does not otherwise take up any actions except for in the phase that it is held, the rolls for the event is not made before the phase in which it is held.
-A house must have 3 wealth in order to host a minor event without straining it's resources, 5 wealth for a major and 7 wealth for a Grand event, if it does not have the requisite wealth at the time of hosting, it will suffer a loss of 1 wealth.
-Additionally, a minor event costs 10 coffers to host, a major 40 and a Grand 90, 10% of this is spent in advance during each phase from announcement until it is held (non-refundable), having a tourney typically adds half again this amount in prizes and other expenses.
-Offering the hand of a daughter can waive the prize money for a minor tourney (Special cases like Lysette Starling being an heiress would make it a major event).
-Gain +1 Influence per DoS for a minor event, +4 for a major event and +9 for a Grand Event, a critical failure counts as -1 DoS (giving negative influence)
-If holding a tourney, the lord may also make a status (tournaments) test at the same TN, gaining the same amount of glory per DoS as above. ("negative glory" will instead be influence).
-The TN's tested against for holding a minor event is 15, 18 for a major and 24 for a grand.
Negative influence/coffers
If a House enters a phase with negative influence or coffers, it suffers the following effects:
1: A penalty equal to the negative score to it's local environment roll (stacks if both are negative).
2: Upon a Doom result on the environment roll, it suffers -1 points to a random resource (as if a long term project was undertaken on it, but this can now reduce your points below 0, this stacks with the effects on any long term projects currently being undertaken), if both are negative, then it suffers -1 points to two random resources.
The Bank
A House may borrow at increments of 10 coffers. For each 10 coffers of debt that a House starts a phase with, it must pay 1 coffers in interest that phase, which increases by 1 for each multiple of 10 that the debt exceeds the wealth rank of a house, so if a House has wealth 5, it pays 1 in interest on every 10 borrowed coffers, but if the debt is higher than 50, it must pay 2, if it's higher than 100 it must pay 3. It requires no action to take out a loan. Failure to pay the interest tends to be the doom of any house. While it is possible to take on more debt to pay the interest, the lenders will at some point deem it too risky, the Iron Bank is in the business of finance, not "foreclosure", finding another claimant to back only serves their bottom line to the extent that examples of what happens to those that default makes others pay up. Lords powerful enough to enforce their due might also offer loans, or purchase debt from other lenders, it may be more convenient to sell you into indentured servitude to Starpike or Longtable than to bankroll a cousin.
Special:
-Up to two characters may assist any house fortunes test, one character may coordinate, selecting their choice of the two possible effects using that ability (must be declared in the roll description and done prior to the test assisted is made). Only characters present at the seat of the house for most of the phase may assist/coordinate. It is possible for the head of house or steward to govern by ravens and instructions by taking -1D on house fortunes tests.
-For each full point that the status measure is above the average of the other four, the House Fortune TN's increases by 2
-For each full point that the land measure is above the average of power, wealth and defense, the House Fortune TN's is decreased by 1.
-For each full point that the land measure is below the average of power, wealth and defense, the House Fortune TN's is increased by 1.
-An environment test result lower than 3 counts as 3, and higher than 18 as 18.
-Houses usually starts with a rainy day reserve of 3.
-House Starkwood starts with a rainy day reserve of 10, and adds 1.5*DoS to it on a success.
-House Levalle gains 1*Wealth*DoS on a success when raising coffers.
-You may spend coin or call in favors to aid any one test, spending 2 coffers/influence grants +1 or +1b, spending 5 grants +1D. You may not gain the same bonus more than once to the same test (but can fork out 9 for one of each kind).
-If the lord is vainglorious, the drawback triggers each phase he would chose not to announce holding a tourney, unless he already is preparing an event. Hosting a minor event (With tourney) sates his cravings for a year, a major tourney for three years and a grand tourney for five.
A fouse fortunes test is defined as any status test described in this section.
A Head of House (or his steward) must declare their action for the phase and make an environment (3d6) roll with their choice of action in the description, the narrator will then make a secondary roll, the first is the local roll affecting only that house, the second is a regional roll affecting all home houses, this represents the effects of the environment and random chance rather than skills. The effects of the two rolls are cumulative.
Standard effects:
3-8: Catastrophe -1D on house fortunes tests, -1 Influence, -1 Coffers.
13-18: Windfall +1D on house fortunes tests, +1 Coffers.
A double Catastrophe is referred to as a Doom result.
Note that due to the turbulence in the realms, outcomes have been skewed towards more negative outcomes. The Catastrophe result now occurs on 3-10.
House Management:
Make a Status(Stewardship) test with a TN equal to 4*Status Rank of the House, each two DoS adds a die to the "management outcome" roll, a critical failure removes a die.
Ordinarily, the management outcome roll is 3D6, for each +1D granted by the environment to house fortunes, add a die, for each -1D, remove a die (it is not rolled, unlike normal -1D). It is rolled against the House Fortunes Table (p. 122 in the book, however, when you would roll 4D instead roll 5D and vice versa).
The outcome affects the "rainy day" reserves of the house (ordinarily a house begins with reserves equal to the lord's status rank).
Disaster: -4
Curse: -2
Decline: -1
Growth: +1
Blessing: +2
Boon: +4
If reserves are negative, all TN's for house actions are increased by the corresponding amount and they act as a penalty on the local environment test.
House Actions:
One of these may be undertaken each phase, and will lay claim to the attention and available resources of the house during this phase, unless otherwise noted each action requires a Status(Stewardship) test with a TN equal to 4*Status Rank of the House.
-Raise Money TN 15: Gain coffers equal to your wealth rank*DoS*0.5. Critical Failure: -Wealth Rank in Coffers. One may voluntarily sacrifice a point of wealth when making this decision to gain 2D coffers per current rank, +1b per DoS (as training penalty if critical failure).
-Curry Favor: Status(Reputation)+Chivalry vs TN 18, gain 1 influence per DoS, coordinate not possible, assists possible, this action requires those partaking to be absent for the House Management test, and it may thus be possible for absentee characters to assist/coordinate, and the head of house/steward suffers no penalty from being absent for this roll.
-Long term project: TN=4*Selected Resource, on a success gain +1 points towards raising the resource, each additional DoS grants a reserve point against setbacks. On a critical failure, you suffer -2 points, on a Doom result on the environment roll, you also suffer -1 point towards any project in progress (but this will not reduce these points below 0), reserve points are removed first. Upon reaching -3 points, the selected resource is reduced by 1. Upon gaining a number of points equal to the rank sought, you increase it by 1.
-Preparing for lean times: (TN 15): Increase "rainy day reserves" by Wealth*DoS*0.5, critical failure: -3 Reserves. Each point of coffers spent grants +1D to the test.
-Host Event, see it's own entry.
Events.
Typically a wedding or a tourney, a minor event involves neighbors, friends and allies attending, a major event involves most of the Reach, a Grand event will see guests from all over the Realms.
-A minor event must be declared one phase in advance, a major two phases in advance and a grand event five phases in advance. Starting with the phase it is declared, the house management tests other than for the event itself suffers -1D until after the event has been held. But it does not otherwise take up any actions except for in the phase that it is held, the rolls for the event is not made before the phase in which it is held.
-A house must have 3 wealth in order to host a minor event without straining it's resources, 5 wealth for a major and 7 wealth for a Grand event, if it does not have the requisite wealth at the time of hosting, it will suffer a loss of 1 wealth.
-Additionally, a minor event costs 10 coffers to host, a major 40 and a Grand 90, 10% of this is spent in advance during each phase from announcement until it is held (non-refundable), having a tourney typically adds half again this amount in prizes and other expenses.
-Offering the hand of a daughter can waive the prize money for a minor tourney (Special cases like Lysette Starling being an heiress would make it a major event).
-Gain +1 Influence per DoS for a minor event, +4 for a major event and +9 for a Grand Event, a critical failure counts as -1 DoS (giving negative influence)
-If holding a tourney, the lord may also make a status (tournaments) test at the same TN, gaining the same amount of glory per DoS as above. ("negative glory" will instead be influence).
-The TN's tested against for holding a minor event is 15, 18 for a major and 24 for a grand.
Negative influence/coffers
If a House enters a phase with negative influence or coffers, it suffers the following effects:
1: A penalty equal to the negative score to it's local environment roll (stacks if both are negative).
2: Upon a Doom result on the environment roll, it suffers -1 points to a random resource (as if a long term project was undertaken on it, but this can now reduce your points below 0, this stacks with the effects on any long term projects currently being undertaken), if both are negative, then it suffers -1 points to two random resources.
The Bank
A House may borrow at increments of 10 coffers. For each 10 coffers of debt that a House starts a phase with, it must pay 1 coffers in interest that phase, which increases by 1 for each multiple of 10 that the debt exceeds the wealth rank of a house, so if a House has wealth 5, it pays 1 in interest on every 10 borrowed coffers, but if the debt is higher than 50, it must pay 2, if it's higher than 100 it must pay 3. It requires no action to take out a loan. Failure to pay the interest tends to be the doom of any house. While it is possible to take on more debt to pay the interest, the lenders will at some point deem it too risky, the Iron Bank is in the business of finance, not "foreclosure", finding another claimant to back only serves their bottom line to the extent that examples of what happens to those that default makes others pay up. Lords powerful enough to enforce their due might also offer loans, or purchase debt from other lenders, it may be more convenient to sell you into indentured servitude to Starpike or Longtable than to bankroll a cousin.
Special:
-Up to two characters may assist any house fortunes test, one character may coordinate, selecting their choice of the two possible effects using that ability (must be declared in the roll description and done prior to the test assisted is made). Only characters present at the seat of the house for most of the phase may assist/coordinate. It is possible for the head of house or steward to govern by ravens and instructions by taking -1D on house fortunes tests.
-For each full point that the status measure is above the average of the other four, the House Fortune TN's increases by 2
-For each full point that the land measure is above the average of power, wealth and defense, the House Fortune TN's is decreased by 1.
-For each full point that the land measure is below the average of power, wealth and defense, the House Fortune TN's is increased by 1.
-An environment test result lower than 3 counts as 3, and higher than 18 as 18.
-Houses usually starts with a rainy day reserve of 3.
-House Starkwood starts with a rainy day reserve of 10, and adds 1.5*DoS to it on a success.
-House Levalle gains 1*Wealth*DoS on a success when raising coffers.
-You may spend coin or call in favors to aid any one test, spending 2 coffers/influence grants +1 or +1b, spending 5 grants +1D. You may not gain the same bonus more than once to the same test (but can fork out 9 for one of each kind).
-If the lord is vainglorious, the drawback triggers each phase he would chose not to announce holding a tourney, unless he already is preparing an event. Hosting a minor event (With tourney) sates his cravings for a year, a major tourney for three years and a grand tourney for five.