Morien
08-13-2010, 10:55 PM
I was thinking of ways to give my players more opportunities to use their choice and get checks in traits. Inspired by Luke Silburn's expanded Raid/Pillage, and Greg's already existent solos, here are a few things I managed to come up with so far... Comments very welcome, and if you have similar things in your folders/back of the head, please post them!
1. Justice (either in their own lands or appointed by the Lord to sit in judgment in one of his manors)
- Complication: one of the people involved is... (a roll/GM's choice)
-- a rich man, who offers a monetary bribe (L1?): Check Selfish if you accept
-- an attractive woman, offering another sort of a bribe: Go to Opportunity for a Liason Solo if you accept
-- a starving man/woman with/without kids (poaching charge? stealing of bread?): Check Merciful if this stays your hand, can lead to Generous if you do something to help them, can form a lead-in for the Opportunity for a Liason if it was a woman
-- a captured bandit, claiming that he can lead you to his ill-gotten gains if you let him escape afterwards:
--- If you let him escape and keep the loot: Check Selfish
--- If you keep the loot but sentence him anyway: Check Just (justice is served? comments welcome), Deceitful (you lied) and Selfish
--- If you give the loot to your Lord and sentence the bandit anyway: Check Just, Deceitful and Loyalty(Lord)
- If you judge the case on the merits and do not accept bribes (or in case of the bandit, sentence him anyway), check Just. Otherwise, check the traits mentioned and Arbitrary (Hmm. Maybe the bandit would give a check in both, since while he gets punished, it isn't fully kosher.)
2. Patrol
- How eager are you to ride around the countryside?
-- "24/7! Sleeping in bushes!": Good for you. Check Energetic, Awareness. Maybe Temperate? May lead to some griping from your fellow knights.
-- "You know, from manor to manor, enjoying the hospitality...": Check Lazy, Intrigue, Courtesy. Maybe Indulgent? (Might need something else to make this a more attractive choice, too. Maybe add one courtly skill more?)
- How strict are you with travelers?
-- "Anyone in a robe is clearly a man of god, a knight's word is unquestionable, and whoever would bother to search a peasant?": Check Trusting.
--- Might lead to a raid/smugglers/bandits/some other trouble getting past you, and it now needs to be handled. Go to Enemies in Sight.
-- "We use common sense." "Bah, I am a knight, not a commoner!" "Shut up, Sir Blain.": No checks awarded.
-- "Everyone is a suspect until proven innocent.": Check Suspicious
--- Might lead to a challenge from an irate knight: Go to Insults and Challenges
--- Might also expose would-be raiders/smugglers/bandits, who are likely at a disadvantage against you and your wary companions!
- There might be a raid! Go to Enemies in Sight.
3. Gift-giving in the Lord's Christmas Court
- Value of the Lord's gift: L1-2?
- Value of the return gift:
-- double: Check Generous (upstaging the Lord's generosity is not really polite, so no Courtesy Check)
-- equal: Check Courtesy (this is the default, and you don't need to do any changes on your character sheet)
-- "meager": Check Selfish, add the value of the gift into your character sheet
(I was thinking a slightly different system where the Lord might get offended by the 'over-proud' knight upstaging him, leading potentially to some groveling and modest checks, but while appropriate, it might lead to a rather strained relationship between the Lord and his knights. Besides, I wanted to keep the +-0 exchange as the default, as to not upset the economics, and demand a small monetary sacrifice from the PKs to gain the Generosity trait. I could see the argument going differently, though, based on historical precedents.)
4. Opportunity for a Liason
- a female commoner has caught your eye, or vice versa! (I probably would require either L1 mistress upkeep, or a Flirting roll, if this does not come about by chance or from the other solos.)
- If you are not interested in what she offers, check Chaste.
- If you are interested, check Lustful and roll on the childbirth table if there are any babies inna oven in a couple of months. If there are, continue:
-- Do you acknowledge the bastard as your own once born? Check Honest if you do. (No penalty for not, since it is a default. I might impose some penalty on Love(Wife) already at this stage, if the knight is married. This would be more of a 'publicly acknowledging he has been unfaithful to her', which would humiliate her. Or I might just let this lower HER Love(Husband).)
-- Will you pay for the woman's dowry (L1-2?) for her to get married to another (common) man? Check Generous if you do. (Again, no penalty if not.)
-- Will the acknowledged child be raised in your own family? If so, check Love(Family) (he/she is your child after all), but if you are married, you just offended your wife badly: Love(Wife) -1. Her Love(Husband) would likely take a couple of hits, too.
(Other potential complications could be the girl's family, if you use-and-lose her. Might even lead to a Justice solo where the PK is the defendant, accused (wrongly or rightly) of rape. That is a serious charge. Or they could try to beat the knight up when he is not expecting it, which might prompt a check in Forgiving if the knight lets things be afterwards, or Vengeful if he pursues it?)
5. Insults and Challenges
- It was bound to happen at some point... Someone got offended.
- Do you apologize? Check Modest. Roll Courtesy. If successful, he is mollified and announces himself satisfied. If not, he Challenges you to a Duel!
- Do you demand that he apologizes? Check Proud. This added fuel to the fire. You are Challenged to a Duel!
- Challenged to a Duel:
-- You can decline, but that is Cowardly. Check Cowardly and lose a point of Honor, you wimp.
-- If you accept, check Honor:
--- His skill is 14+1d6. Roll a quick opposed resolution:
---- You roll a critical: Oops, he is dead. Lets hope he did not have friends and family...
---- You roll a success: You win the duel, he apologizes. Gain 15+(skill-15)*5 Glory.
---- You roll a partial success: You lose, but it is touch and go. Other knights nod their approval of your actions, even if you lost. Gain 5 Glory. You suffer only minor wounds, easily healed by First Aid.
---- You roll a failure: Ouch, that hurt! Take 3d6 points of damage (armor+shield does not protect). This may cause a major wound. You clearly lost.
---- You roll a fumble: Not only did he win, but he made you look like a damn fool while doing it! Your own countrymen are laughing at you and retelling the tale at court! You may develop a Hate for that knight. If you do, check Vengeful. If not, check Forgiving. As if that were not punishment enough, you also suffered a Major Wound.
---- He rolls a critical: He is the best swordsman you have ever met, and other knights agree. You suffer a major wound and lose, unless you rolled a critical as well. In which case, go to the Draw.
---- Draw: It is a draw! You fight one another into a standstill, and in the end, both knights apologize. Other knights are impressed by this show of chivalrous behavior, gain 25 Glory and potentially a new ally/contact.
6. Visit another court
- A chance to see how things are done elsewhere and feasting, whohoo!
- Check Courtesy, Intrigue, Horsemanship.
- Are you enjoying yourself at a Feast or not? Check Temperate/Indulgent.
-- in either case, you might get into trouble: If Temperate, a local knight might demand to know why you are insulting them by refusing to sample the rich fare put before you by the Host. If Indulgent, you might be drunk enough to start picking fights on your own, drench someone with your wine goblet, or simply hear someone remarking that you have the table manners of a saxon swine...
- Establishing the pecking order: Are you boasting of your deeds? Check Modest/Proud. Successful Proud roll will net 1% of your total Glory (or this can be a flat sum, like 10, or based on your Proud). Add 10 Glory if you succeed in your Orate.
-- Again, in either case you may run into problems... Your boasting might annoy some of the local knights, while your modesty might make them more boastful and sneering of your little worth since you have obviously nothing to boast about or you would.
- Trouble? Hospitality dictates that neither you or the other party should start fighting. Roll Hospitality. If you succeed, gain a check as you remind them of their obligations, shutting them up, and you also gain 10 Glory for defusing the situation like a true knight. If you fail, you have a choice: shut up yourself and ignore their insults (gain a check in Hospitality, Honor -1), or challenge them to a duel (gain a check in Honor, Hospitality -1)
-- if you challenge them to a duel, you gain no check to either Modest or Proud, you have already been provoked past the limit. Also, apologies are already too late. Go to Insults and Challenges and jump straight to the duel (this would be fought on the following day, with the permission of the Host and your Lord, if present).
7. Enemies in Sight!
- While Patrolling, you have come across someone to fight! What do you do?
-- "Chaaarge!!!": Check Reckless.
-- "Lets find out who, why and how many...": Check Prudent.
- Enemy Strength: Roll 1d3: 1 = They are outnumbered by your side, 2 = They are equal to your side, 3 = They outnumber your side. (Note: If the enemy are bandits or such, they will probably be at least the same number as the knights. However, since they are individually poor fighters, the 'outnumbering' refers to the knight's estimate of the situation.)
- Combat or no?
-- If you checked Reckless, you are committed to the charge. You can choose to retreat, but that gets you a check in Cowardly nevertheless, turning your back to the enemy while the fighting is still in progress (figuratively, no free strikes). If you choose to stay and fight, get a check in Valorous, if the enemy is of the same strength or larger. If you disengage, you can go to Prudent entry below.
-- If you checked Prudent, you can choose whether to attack or wait for reinforcements. If you were Trusting earlier, the enemy is already retreating with loot, and there is no time to wait for reinforcements! If you attack, you gain a check in Valorous, if the enemy is of the same strength or larger. If you choose to wait for the reinforcements when the enemy is outnumbered by your forces, gain a check on Cowardly and lower your Loyalty(Lord) by one; you are failing him by not protecting his land. If they outnumber you and retreat with loot and you do not engage them, you lose a point in Loyalty(Lord). If they are of the same strength, retreating with loot, and you fail to engage them, get a Cowardly check and lose a point of Loyalty(Lord). If you wait for the reinforcements, re-roll the Enemy Strength, ignoring results that would make the situation worse. However, they will now have a chance to loot.
-- Fight!
--- The effective enemy combat skill is 14+1d6. Modifiers: -5 if you outnumber them (and +5 to your skill), +5 if they outnumber you (and -5 to your skill). Additional -5 to their skill if they were caught sneaking by Suspicious Patrol (and +5 to the Patrol).
--- Roll Battle with the above modifiers. If you fail, -5 to your combat skills. Success is 0, and Critical is +5. Fumble is -10.
--- Roll Battle for the enemy with the above modifiers and results. The Enemy Battle skill is 12+1d6.
--- Roll opposed resolution of combat skills:
---- Critical (or enemy fumble): Glorious Victory! The raiding party is in tatters and you have prisoners to ransom. Your share is 1d6+3 libra. Gain a check in Loyalty(Lord) and (15+(enemy skill-15)*5)*2 Glory.
---- Success: Victory! Gain a check in Loyalty(Lord) and 15+(enemy skill-15)*5 Glory. Enemy is fleeing back across the border, leaving their loot behind if any.
---- Partial Success: Narrow defeat. Gain 10 Glory. If enemy was retreating with loot, they manage to escape with it. If they were blocked at the border, they are discouraged and retreat regardless, gain a check in Loyalty(Lord). If you waited for reinforcements, they are already deep enough in the county that they decide to raid and then manage to retreat with their loot.
---- Failure: Clear defeat. The enemy raiding party is free to loot, your men captured or fleeing. Take 3d6 damage, armor+shield don't protect. If you take a Major Wound, you are captured, too.
---- Fumble (or enemy critical): Ignominious defeat. You are captured with most of your men, and you take a Major Wound as well. Lose one point of Loyalty(Lord) for your abysmal service.
---- Draw: You manage to fight them to the standstill. They are forced to abandon their loot (if any) and retreat in good order. Gain a check in Loyalty(Lord) and 15 Glory.
1. Justice (either in their own lands or appointed by the Lord to sit in judgment in one of his manors)
- Complication: one of the people involved is... (a roll/GM's choice)
-- a rich man, who offers a monetary bribe (L1?): Check Selfish if you accept
-- an attractive woman, offering another sort of a bribe: Go to Opportunity for a Liason Solo if you accept
-- a starving man/woman with/without kids (poaching charge? stealing of bread?): Check Merciful if this stays your hand, can lead to Generous if you do something to help them, can form a lead-in for the Opportunity for a Liason if it was a woman
-- a captured bandit, claiming that he can lead you to his ill-gotten gains if you let him escape afterwards:
--- If you let him escape and keep the loot: Check Selfish
--- If you keep the loot but sentence him anyway: Check Just (justice is served? comments welcome), Deceitful (you lied) and Selfish
--- If you give the loot to your Lord and sentence the bandit anyway: Check Just, Deceitful and Loyalty(Lord)
- If you judge the case on the merits and do not accept bribes (or in case of the bandit, sentence him anyway), check Just. Otherwise, check the traits mentioned and Arbitrary (Hmm. Maybe the bandit would give a check in both, since while he gets punished, it isn't fully kosher.)
2. Patrol
- How eager are you to ride around the countryside?
-- "24/7! Sleeping in bushes!": Good for you. Check Energetic, Awareness. Maybe Temperate? May lead to some griping from your fellow knights.
-- "You know, from manor to manor, enjoying the hospitality...": Check Lazy, Intrigue, Courtesy. Maybe Indulgent? (Might need something else to make this a more attractive choice, too. Maybe add one courtly skill more?)
- How strict are you with travelers?
-- "Anyone in a robe is clearly a man of god, a knight's word is unquestionable, and whoever would bother to search a peasant?": Check Trusting.
--- Might lead to a raid/smugglers/bandits/some other trouble getting past you, and it now needs to be handled. Go to Enemies in Sight.
-- "We use common sense." "Bah, I am a knight, not a commoner!" "Shut up, Sir Blain.": No checks awarded.
-- "Everyone is a suspect until proven innocent.": Check Suspicious
--- Might lead to a challenge from an irate knight: Go to Insults and Challenges
--- Might also expose would-be raiders/smugglers/bandits, who are likely at a disadvantage against you and your wary companions!
- There might be a raid! Go to Enemies in Sight.
3. Gift-giving in the Lord's Christmas Court
- Value of the Lord's gift: L1-2?
- Value of the return gift:
-- double: Check Generous (upstaging the Lord's generosity is not really polite, so no Courtesy Check)
-- equal: Check Courtesy (this is the default, and you don't need to do any changes on your character sheet)
-- "meager": Check Selfish, add the value of the gift into your character sheet
(I was thinking a slightly different system where the Lord might get offended by the 'over-proud' knight upstaging him, leading potentially to some groveling and modest checks, but while appropriate, it might lead to a rather strained relationship between the Lord and his knights. Besides, I wanted to keep the +-0 exchange as the default, as to not upset the economics, and demand a small monetary sacrifice from the PKs to gain the Generosity trait. I could see the argument going differently, though, based on historical precedents.)
4. Opportunity for a Liason
- a female commoner has caught your eye, or vice versa! (I probably would require either L1 mistress upkeep, or a Flirting roll, if this does not come about by chance or from the other solos.)
- If you are not interested in what she offers, check Chaste.
- If you are interested, check Lustful and roll on the childbirth table if there are any babies inna oven in a couple of months. If there are, continue:
-- Do you acknowledge the bastard as your own once born? Check Honest if you do. (No penalty for not, since it is a default. I might impose some penalty on Love(Wife) already at this stage, if the knight is married. This would be more of a 'publicly acknowledging he has been unfaithful to her', which would humiliate her. Or I might just let this lower HER Love(Husband).)
-- Will you pay for the woman's dowry (L1-2?) for her to get married to another (common) man? Check Generous if you do. (Again, no penalty if not.)
-- Will the acknowledged child be raised in your own family? If so, check Love(Family) (he/she is your child after all), but if you are married, you just offended your wife badly: Love(Wife) -1. Her Love(Husband) would likely take a couple of hits, too.
(Other potential complications could be the girl's family, if you use-and-lose her. Might even lead to a Justice solo where the PK is the defendant, accused (wrongly or rightly) of rape. That is a serious charge. Or they could try to beat the knight up when he is not expecting it, which might prompt a check in Forgiving if the knight lets things be afterwards, or Vengeful if he pursues it?)
5. Insults and Challenges
- It was bound to happen at some point... Someone got offended.
- Do you apologize? Check Modest. Roll Courtesy. If successful, he is mollified and announces himself satisfied. If not, he Challenges you to a Duel!
- Do you demand that he apologizes? Check Proud. This added fuel to the fire. You are Challenged to a Duel!
- Challenged to a Duel:
-- You can decline, but that is Cowardly. Check Cowardly and lose a point of Honor, you wimp.
-- If you accept, check Honor:
--- His skill is 14+1d6. Roll a quick opposed resolution:
---- You roll a critical: Oops, he is dead. Lets hope he did not have friends and family...
---- You roll a success: You win the duel, he apologizes. Gain 15+(skill-15)*5 Glory.
---- You roll a partial success: You lose, but it is touch and go. Other knights nod their approval of your actions, even if you lost. Gain 5 Glory. You suffer only minor wounds, easily healed by First Aid.
---- You roll a failure: Ouch, that hurt! Take 3d6 points of damage (armor+shield does not protect). This may cause a major wound. You clearly lost.
---- You roll a fumble: Not only did he win, but he made you look like a damn fool while doing it! Your own countrymen are laughing at you and retelling the tale at court! You may develop a Hate for that knight. If you do, check Vengeful. If not, check Forgiving. As if that were not punishment enough, you also suffered a Major Wound.
---- He rolls a critical: He is the best swordsman you have ever met, and other knights agree. You suffer a major wound and lose, unless you rolled a critical as well. In which case, go to the Draw.
---- Draw: It is a draw! You fight one another into a standstill, and in the end, both knights apologize. Other knights are impressed by this show of chivalrous behavior, gain 25 Glory and potentially a new ally/contact.
6. Visit another court
- A chance to see how things are done elsewhere and feasting, whohoo!
- Check Courtesy, Intrigue, Horsemanship.
- Are you enjoying yourself at a Feast or not? Check Temperate/Indulgent.
-- in either case, you might get into trouble: If Temperate, a local knight might demand to know why you are insulting them by refusing to sample the rich fare put before you by the Host. If Indulgent, you might be drunk enough to start picking fights on your own, drench someone with your wine goblet, or simply hear someone remarking that you have the table manners of a saxon swine...
- Establishing the pecking order: Are you boasting of your deeds? Check Modest/Proud. Successful Proud roll will net 1% of your total Glory (or this can be a flat sum, like 10, or based on your Proud). Add 10 Glory if you succeed in your Orate.
-- Again, in either case you may run into problems... Your boasting might annoy some of the local knights, while your modesty might make them more boastful and sneering of your little worth since you have obviously nothing to boast about or you would.
- Trouble? Hospitality dictates that neither you or the other party should start fighting. Roll Hospitality. If you succeed, gain a check as you remind them of their obligations, shutting them up, and you also gain 10 Glory for defusing the situation like a true knight. If you fail, you have a choice: shut up yourself and ignore their insults (gain a check in Hospitality, Honor -1), or challenge them to a duel (gain a check in Honor, Hospitality -1)
-- if you challenge them to a duel, you gain no check to either Modest or Proud, you have already been provoked past the limit. Also, apologies are already too late. Go to Insults and Challenges and jump straight to the duel (this would be fought on the following day, with the permission of the Host and your Lord, if present).
7. Enemies in Sight!
- While Patrolling, you have come across someone to fight! What do you do?
-- "Chaaarge!!!": Check Reckless.
-- "Lets find out who, why and how many...": Check Prudent.
- Enemy Strength: Roll 1d3: 1 = They are outnumbered by your side, 2 = They are equal to your side, 3 = They outnumber your side. (Note: If the enemy are bandits or such, they will probably be at least the same number as the knights. However, since they are individually poor fighters, the 'outnumbering' refers to the knight's estimate of the situation.)
- Combat or no?
-- If you checked Reckless, you are committed to the charge. You can choose to retreat, but that gets you a check in Cowardly nevertheless, turning your back to the enemy while the fighting is still in progress (figuratively, no free strikes). If you choose to stay and fight, get a check in Valorous, if the enemy is of the same strength or larger. If you disengage, you can go to Prudent entry below.
-- If you checked Prudent, you can choose whether to attack or wait for reinforcements. If you were Trusting earlier, the enemy is already retreating with loot, and there is no time to wait for reinforcements! If you attack, you gain a check in Valorous, if the enemy is of the same strength or larger. If you choose to wait for the reinforcements when the enemy is outnumbered by your forces, gain a check on Cowardly and lower your Loyalty(Lord) by one; you are failing him by not protecting his land. If they outnumber you and retreat with loot and you do not engage them, you lose a point in Loyalty(Lord). If they are of the same strength, retreating with loot, and you fail to engage them, get a Cowardly check and lose a point of Loyalty(Lord). If you wait for the reinforcements, re-roll the Enemy Strength, ignoring results that would make the situation worse. However, they will now have a chance to loot.
-- Fight!
--- The effective enemy combat skill is 14+1d6. Modifiers: -5 if you outnumber them (and +5 to your skill), +5 if they outnumber you (and -5 to your skill). Additional -5 to their skill if they were caught sneaking by Suspicious Patrol (and +5 to the Patrol).
--- Roll Battle with the above modifiers. If you fail, -5 to your combat skills. Success is 0, and Critical is +5. Fumble is -10.
--- Roll Battle for the enemy with the above modifiers and results. The Enemy Battle skill is 12+1d6.
--- Roll opposed resolution of combat skills:
---- Critical (or enemy fumble): Glorious Victory! The raiding party is in tatters and you have prisoners to ransom. Your share is 1d6+3 libra. Gain a check in Loyalty(Lord) and (15+(enemy skill-15)*5)*2 Glory.
---- Success: Victory! Gain a check in Loyalty(Lord) and 15+(enemy skill-15)*5 Glory. Enemy is fleeing back across the border, leaving their loot behind if any.
---- Partial Success: Narrow defeat. Gain 10 Glory. If enemy was retreating with loot, they manage to escape with it. If they were blocked at the border, they are discouraged and retreat regardless, gain a check in Loyalty(Lord). If you waited for reinforcements, they are already deep enough in the county that they decide to raid and then manage to retreat with their loot.
---- Failure: Clear defeat. The enemy raiding party is free to loot, your men captured or fleeing. Take 3d6 damage, armor+shield don't protect. If you take a Major Wound, you are captured, too.
---- Fumble (or enemy critical): Ignominious defeat. You are captured with most of your men, and you take a Major Wound as well. Lose one point of Loyalty(Lord) for your abysmal service.
---- Draw: You manage to fight them to the standstill. They are forced to abandon their loot (if any) and retreat in good order. Gain a check in Loyalty(Lord) and 15 Glory.