Difference between revisions of "Lords of the Boneway"
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* '''Ser [[Mortimer Daytower]], the Hammer of Dawn:''' ''Household Knight and Tourney Champion''. Played by Travis | * '''Ser [[Mortimer Daytower]], the Hammer of Dawn:''' ''Household Knight and Tourney Champion''. Played by Travis | ||
* '''[[Danyk Deltario]]:''' ''Ambassador and Spymaster'' Played by Jack. | * '''[[Danyk Deltario]]:''' ''Ambassador and Spymaster'' Played by Jack. | ||
− | |||
* '''[[Ezrael Damas]] of Tyros''' ''Exiled Merchant Prince'' Played by Alex. | * '''[[Ezrael Damas]] of Tyros''' ''Exiled Merchant Prince'' Played by Alex. | ||
* '''[[Tarle Sand]]:''' ''Infiltrator and Bringer of Death.'' Played by Chris. | * '''[[Tarle Sand]]:''' ''Infiltrator and Bringer of Death.'' Played by Chris. |
Revision as of 19:21, 11 August 2014
Though it is properly known as the Stone Way, the great road that leads through the nigh-impenetrable Dornish Marches mountains is best known as the Boneway, for the many armies that have clashed there over the generations, and the bones of thousands upon thousands of soldiers that lie there.
This is the story of those Houses who lay claim to domains within the Marches along the Boneway, and who are charged with its first line of defense.
Contents
Player Characters
House Deltario: A House of ancient origins, House Deltario's history has been wracked with treachery and kinslaying. Despite this, they yet retain a significant degree of power and wealth...for now.
- Lord Angelo Deltario: Lord of the House. Played by Dave.
- Ser Vysaeria Targaryen-Deltario: Heir of the House. Played by Rhiannon.
- Ser Mortimer Daytower, the Hammer of Dawn: Household Knight and Tourney Champion. Played by Travis
- Danyk Deltario: Ambassador and Spymaster Played by Jack.
- Ezrael Damas of Tyros Exiled Merchant Prince Played by Alex.
- Tarle Sand: Infiltrator and Bringer of Death. Played by Chris.
- Lady Bethany Blackmont: Ward of House Dayne. Played by Kari
Narrator Characters
Banners of House Deltorio
- House Lukas (X): X
- House Daytower (X): X
Other Houses of Dorne
- House Martell (Great): Princess Naerys Martell is the ruler of Dorne, and princess of House Martell. The cunning and headstrong princess has thus far refused to marry any of the paramours, despite bearing multiple children to several of them, including her eleven-year old son and heir Doran, currently fostered at Salt Shore, with House Gargalen. The Princess has been in extended mourning following the deaths of her next two children at a young age, but with the recent births of her two youngest - a daughter, Elia and a son, Oberyn - seems to be emerging from that period.
- Houses of the Boneway: House Yronwood (Major), House Redmont (Knightly; sworn to Yronwood), House Sungold (Minor; sworn to Yronwood); House Wyl (Minor)
- Stone Lord Houses: House Dayne (Major), House Dayne of High Hermitage (Knightly); House Blackmont (Major); House Fowler (Major); House Manwoody (Major)
- Salt Lord Houses: House Jordayne (Major); House Toland (Major); House Gargalen (Minor)
- Sand Lord Houses: House Qorgyle (Major); House Uller (Major); House Vaith (Minor); House Allyrion (Major)
The Royal House
Dorne
The Boneway
The Boneway is XXX.
King's Landing
- The Red Keep
Chronicle
Song of Ice & Fire Roleplaying Resources
Updated Rules for the Chronicle
- Abilities
- Languages, regardless of Rank only ever cost 10xp per rank to raise.
- Character Goals, Motiviations, Virtues and Vices with respect to Intrigues
- Unfortunately this was a section that was largely ignored during Character Creation of the current chronicle. The following rules will be employed during Jack's Next Arc (Unless Dave wants to include them)
- Each Character will select 1 item from each of the Tables found on pg 47 of the main rule book. The have the following impact on Intrigues:
- Goal: If the opponent knows your Goal and offers to aid you in completing your Goal, You reduce your DR toward that character by 1. Example: Bob Snow knows that Lord Larry's Goal is to seduce a young serving girl into his bed. Bob offers to help Lord Larry with that endeavor but wants more coin for his service. During this Bargin Intrigue, Lord Larry reduces his DR toward Bob Snow by 1 because Bob is offering to aid him. This reduction would not apply if Bob was unaware of Lord Larry's desire for the woman.
- Motivations: In an opponent knows what motivates you, they can be more influential. If your Intrigue opponent is aware of your Motivation and uses that knowledge during an Intrigue, they increase their degree of success by 1.
- Virtue and Vice: If your opponent is aware of your Virtue and uses that information during an Intrigue, they gain +3 to the result of any technique
- Discovering a characters Goal is a Cunning Test (Logic Applies), with a difficulty of the target's passive Cunning. This test can be made anytime after initial introductions are made, so long as the characters have interacted within the last Month.
- Discovering a Characters Motivation requires an Awareness (Empathy Applies) with a Difficulty of the targets's passive Deception.
- Discovering a Characters Virtue and Vice are more difficult. For this chronicle it will be Knowledge (Streetwise) or Status (Breeding) with a difficulty of Formidable (12). Different Social levels make this test more difficult. For each point that the target's Status is different than yours (up or down) increase the difficulty by +3. Example. If Bob Snow (Status 1) attempts to discover Lord Larry's (Status 4) Virtue, his test would be at a Heroic (21). 3 times 3 (difference between 4 and 1) + 12.
- Unfortunately this was a section that was largely ignored during Character Creation of the current chronicle. The following rules will be employed during Jack's Next Arc (Unless Dave wants to include them)
- Intrigue Equipment
- The Character Scale and Warfare Scale mechanics are full of gear and equipment that augment a Character or Units ability to function, but the Intrigue mechanics are unfortunately devoid of such. Below are streamlined rules for different items that can impact an Intrigue.
- Garb: The appropriateness and lavishness of ones Garb can impact interactions between Characters. A characters station, however, has a direct impact on the expecations of their garb. Therefore the higher ones Status, the most expensive their Garb must be to gain the effects of this mechanic. A character gains a pool of bonus dice that can be used (and then discaded) on Influence Actions during an Intrigue. The number of bonus dice gained is equal to the Garbs level of Impressiveness. To determine how impressive one's garb is, compare its cost to the following: Characters Status x 50ss. Therefore a Character with a Status of 4, wearing Garb that costs 800ss, would have 4 levels of Impressiveness and gain 4B that could be used in Influence Actions during an Intrigue. The preceeding mechanics only apply to a Standard Intrigue. For Simple Intrigues, you may add the Impressiveness of your Garb to your Ability Test Result.
- Jewlery: Fine jewls can draw the attention of even the most conservative eye. As a sign of great wealth and power, fine and lavish jewlery can make a character more confident in themselves and can distract others. Much like Garb, Jewlery also has levels of Impressiveness that are determined by the wearers Status. For each level of Impressiveness, reduce the Deception or Persuasion penalty from Disposition by 1. Jewlery's Impressiveness is determined by comparing its value to the following: Character's Status x 25ss. Therefore a Character with a Status of 4, wearings Jewlery valued at 300ss, would have an Impressiveness: 3 and reduce Disposition Penalties by 3.
- Scents: Cleanliness is, unfortunately, not a common trait in Medieval settings. Historically, people wore perfumes to sweeten or cover their natural ordor. While wearing a Scent, at the start of each Intrigue, roll a D6. On a roll of anything other than a 1, the opposing Character has their Disposition increased by one step. If the D6 comes up 1, reduces their Disposition by 1 Step. Scents costs 25ss per use.
- Gifts: Gifts (and Bribes) can go along way to persuading a character to do as you wish. Much like Gard and Jewlery, Gifts have Impressiveness. Unlike Garb and Jewlery, however, Gifts determine their Impressiveness by the opposing Characters Status as Characters of higher Status are harder to impress with such things. For each level of Impressiveness a gift has, increase the Base Damage of your first Influence Action following giving the gift, by 1. Compare the value of the gift to the following: Characters Status x 50ss. Example: Lord Larry wishes to impress his liege by gifting him a fine Sand Steed (1200ss). The Liege Lord's status is 6, which makes the threshold 300ss (50ss times 6). Lord Larry increases the Influence of the first Influence Action of their intrigue by 4 (1 for each 300ss of the Steeds 1200ss price). The preceeding mechanics only apply to a Standard Intrigue. For Simple Intrigues, you may add the Impressiveness of the Gift to your Ability Test Result.
- Note on Smallfolk: Charactets with a Status of 1 are unaccustomed to the wealth that Nobles have. The threshold of Impressiveness for Gifts to smallfolk is always 10ss.
- Gifts: Gifts (and Bribes) can go along way to persuading a character to do as you wish. Much like Gard and Jewlery, Gifts have Impressiveness. Unlike Garb and Jewlery, however, Gifts determine their Impressiveness by the opposing Characters Status as Characters of higher Status are harder to impress with such things. For each level of Impressiveness a gift has, increase the Base Damage of your first Influence Action following giving the gift, by 1. Compare the value of the gift to the following: Characters Status x 50ss. Example: Lord Larry wishes to impress his liege by gifting him a fine Sand Steed (1200ss). The Liege Lord's status is 6, which makes the threshold 300ss (50ss times 6). Lord Larry increases the Influence of the first Influence Action of their intrigue by 4 (1 for each 300ss of the Steeds 1200ss price). The preceeding mechanics only apply to a Standard Intrigue. For Simple Intrigues, you may add the Impressiveness of the Gift to your Ability Test Result.
- Benefits
- The Sponsor Benefit now functions as follows: You gain +2 Intrigue Defense against Character who hail from the same Region as your Sponsor, and whose Status is equal to or less than yours. Unless otherwise determined by the Narrator, this has no effect on Characters with a Status of 1.
- Weapon Qualties
- Ignite: When attacking the character hits and thier Attack result is greater than the target’s Passive Agility (Dodge) then its’ victim is also set alight as if the target had been struck by a pot of Wildfire. The victim takes 2D6 Damage each round for 1D6 rounds, ignoring Armor Rating. Damage from Ignite is considered to have the Vicious Quality.
- House Holdings and Investments
- The Spy Network Personage Wealth Holding now works as follows: Each time the Connections Benefit of a cell of spies is employed, the Character who controls the Network must succeed at a Challenging (9) Cunning Test. Every 5 full points over 30 of Law in the Domain where the Spies are operating increases the Difficulty by +3. On a success, the Connection Benefit applies in that Domain. For every two degrees of success beyond the first, that Connections Benefit also grants a static +1 bonus to Streetwise Tests made for that Domain. Failure means the Spies fail to uncover any useful information. The Target House may attempt to discover the Spies in their midst. This is a Cunning Test whose difficult is the Spy Master's Cunning Result to activate the Cell. Should the target House succeed, the spies are caught and killed and the Spy Master's House suffers Influence Resource Loss of 1d3+3.
- The Sabotage Plot (House Action add the following: If the Target was Wealth Holding, a successful test disrupts the Holding in question and it provides no benefit to their owning House of a number of Months equal to the Degrees scored. Land Holding may no longer be specifically targeted. If the Target was a Defensive Holding, reduce the Combat Defense Bonus that Defense Holding provides garrisoned units by 1 per degree of success. This effect lasts until the owning House invests one point of Defense Resource into that Holding through a House Action, with a minimum of one month. If a Power Holding is targeted, the unit suffers -1D Penalty to all tests for the next month, per degree scored. If this penalty equals or exceeds the Units Endurance Ranks, that unit cannot be deployed during Warfare Scale Battle.
- The Assassination Plot (House Action) add the following: The target Character suffers a 5 Damage per degree of success scored on the Master's Cunning Test. This damage cannot be reduced with Armor, Injuries or Wounds. If the damage exceeds the Characters Health they are slain. Primary Characters may burn a Destiny Point to avoid this fate, but must immediately take a suitable Drawback.