Lords of the Boneway

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Book Three: XXX
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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.

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.

Narrator Characters

Banners of House Deltorio

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

dorne.png

The Boneway

The Boneway is XXX.

King's Landing

Chronicle

Song of Ice & Fire Roleplaying Resources


Updated Rules for the Chronicle

Characters

  • Abilities
    • Languages, regardless of Rank only ever cost 10xp per rank to raise.
  • 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.
    • Maester now functions as follows: Whenever you test Knowledge, you may reroll a number of 1's equal to you Ranks in Cunning.
    • Master of Ravens: When testing for Training or commanding a Raven to preforma Trick, you may add your Ranks in Knowledge to you Animal Handling Result.
    • New Benefits
      • Hard to Impress: Your Character has a great deal of experience and exposure to high fashion and wealth, or simply doesnt care about such things. Regardless of the reason, you reduce the Impressiveness Rating of Intrigue Equipment used by your opponent in an Intrigue by a your Ranks in Will. Example: Lord Larry's Garb would normally have an Impressiveness of 5, however Bob Snow has the Hard to Impress Benefit and a Will of 3. Lord Larry's Garbs Impressiveness is reduced to 2.
      • Canny Deciever: Requires: Persuasion 3 Your Character is skilled at using his personality to sell a deception. So long as your Disposition remains hidden from your opponent in an Intrigue, you suffer no penalty to your Deception from your Disposition.
  • Character Goals, Motivations, 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 Bargain 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 target'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.

Intrigues

  • Dispositions The following replace the rules for Dispositions from the Core Rule Book.
    • Dispositions no longer provide a bonus to Influence Actions taken during an intrigue. Instead, the penalties that follow reduce your Base Influence when using Techniques from the listed Skills. So if your Disposition has a Persuasion Penalty of 2, you would reduce the Base Influence of any Persuasion technique used by 2. The effect of Disposition Rating remains unchanged.
      • Affectionate....DR:1 ... Deception Influence -3
      • Friendly........DR:2 ... Deception Influence -2
      • Amiable.........DR:3 ... Deception Influence -1
      • Indifferent.....DR:4
      • Dislike.........DR:5 ... Persuasion Influence -1
      • Unfriendly......DR:6 ... Persuasion Influence -2
      • Malicious.......DR:7 ... Persuasion Influence -3

Equipment

  • 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 one’s Garb can impact interactions between Characters. A characters station, however, has a direct impact on the expectation 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 discarded) on Influence Actions during an Intrigue. The number of bonus dice gained is equal to the Garbs level of Impressiveness Rating. Each level of Impressiveness Rating costs the character their Status x 100ss. Therefore a Character with a Status of 4, wearing Garb that costs 800ss, would have 2 levels of Impressiveness Rating and gain 2B that could be used in Influence Actions during an Intrigue. The preceding mechanics only apply to a Standard Intrigue. For Simple Intrigues, you may add the Impressiveness Rating of your Garb to your Ability Test Result. Be sure to record the coin spent on your characters Garb. Should your Characters Status changes, the Impressiveness Rating of their Garb also changes. This represents a wardrobe of teh appropriate type (Courtier, Maester, Noble, ect) and not a single set of Garb. Further, there is a limit on the Impressiveness Rating Garb may apply to a character, and may not exceed the characters current Status +1. In addition, Garb of such quality is usually made of many layers and is cumbersome. While worn, a character is considered to have Bulk equal to the Garbs Impressiveness Rating. Further, such a wardrobe requires a significant amount of room, and transporting Garb with an Impressiveness Rating of 2 or more is considered a Heavy Burden for the purposes of travel.
      • Jewelry: Fine jewels can draw the attention of even the most conservative eye. As a sign of great wealth and power, fine and lavish jewelry can make a character more confident in themselves and can distract others. Jewelry has levels of Extravagance Rating that are determined by the wearers Status. For each level of Extravagance Rating, reduce the Persuasion penalty from your Disposition by 1. Jewelry has no effect on Deception penalties. Jewelry's Extravagance Rating is determined by comparing its value to your Character's Status x 50ss. Therefore a Character with a Status of 4, wearing Jewelry valued at 400ss, would have an Extravagance Rating 2 and reduce Disposition Penalties to Persuasion by 2. Like Garb, this represents multiple pieces of decoration, and like Garb, players should keep record of the coin spent on the Jewelry in the event their Characters Status changes.
      • Scents: Cleanliness is, unfortunately, not a common trait in medieval settings. Historically, people wore perfumes to sweeten or cover their natural odor. 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 a long way to persuading a character to do as you wish. Gifts have Effectiveness Rating. Unlike Garb and Jewelry, however, Gifts determine their Effectiveness Rating by the opposing Characters Status as Characters of higher Status are harder to impress with such things. To determine a Gifts Effectiveness Rating, compare the value of the gift to the following: Target Characters Status x 50ss.For each level of Impressiveness Rating a gift has, increase the result of your first Influence Action Ability Check after giving the Gift by 1. If you are using the Bargain Technique increase the Base Damage of your first Influence Action following giving the gift, by 1. 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 result of his Influence Action of their intrigue by 4 (1 for each 300ss of the Steeds 1200ss price). If Lord Larry used the Bargain Technique, he would increase his Base Influence by 4. The preceding 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: Characters with a Status of 1 are unaccustomed to the wealth that Nobles have. The threshold of Impressiveness for Gifts to smallfolk is always 10ss.
  • Weapon Qualities
    • Ignite: When attacking the character hits and the Attack result is greater than the target’s Passive Agility (Dodge) then the 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.

Noble Houses

House Fortune Rolls

  • The House Fortunes results table stops at 42. While this may be fine in general terms, we have established that the Player House's can quickly build up the infrastructure and skill to regularly exceed a Result of 42 by a wide margin. So the following rule will be used from now on. Your great fortunes also affect your Banner Houses. For every 5 points that your House Fortune Roll exceeds 42, you may add +1 to one of your Banner House's House Resources. You must put this +1 into one of the Resources your House increased with this roll.

House Actions

  • Speed Building: Additional stewardship can allow a Holding, Investment or Improvement to be constructed faster. This is considered a House Action once construction has already begun, and reflects the addition of additional resources and organizational efforts.
    • Taking this action costs 1 Wealth, the point of which is sacrificed for the roll.
    • Lord makes a Status (Steward) test, with a Difficulty (6). Each degree of success represents one additional month of construction completed by the end of that month.
  • Create Banner Household
    • Used to establish a Knightly Household as bannermen.
    • This is generally bestowed upon a knightly retainer, or other individual of Status 2 or lower.
    • There is no roll involved, although the Power Resource cost must be invested in it.
      • Additionally, the new house is generally given a domain as their new seat. That domain is removed from the gifting House's Resources and lost.
      • The new House begins with Defense, Lands and Wealth equal to that gained from the gift domain.
      • Law and Population begin at half of the gifting House's ratings.
      • Influence begins at 1d6 per point of the founding Lord's Status, maximum rating 20.
  • Uplift Banner House --- House Status 6+
    • Used to create or uplift a Knightly Household to a full Minor House, requiring not only an act of the sponsoring Lord, but his liege's approval.
    • Requires a Status (Steward) test, with a Difficulty based on the household's Influence: Hard (15) for 21-30, Formidable (12) for 31-40, Challenging (9) for 41+.
      • Success indicates that one's liege is in favor of the upraising and grants permission.
    • This grants the power of Pit and Gallows to the banner house.
    • The new House begins with Status of 4.
  • Train Troops
    • Used to either create new troop units, or to upgrade established units in experience.
    • Requires a Status (Steward) test (6). Each degree of success allows the investment of one point of Power towards the establishment of a unit. Units may not start out with Trained or higher quality; all new units begin Green.
      • Multiple units can be trained at the same time, but this increases the Difficulty by one step for each additional unit. Each success gained allows the investment of a point of Power into each unit, however.
    • Training troops can improve the unit's level of skill as well.
      • This is a Warfare (Command) test with a Difficulty based on the current skill of the unit.
      • Each success allows the House to invest one point of Power Resource towards the increase of that unit's training.
      • The frequency that these rolls can be made is based on the current level of the training in that unit. The troops must train for this entire time to gain the benefits thereof.
        • Green: Formidable (12), may roll once per three months.
        • Trained: Hard (15), may roll once per year.
        • Veteran: None. Only actual battle experience can make Veteran units Elite.

Coin and Wealth

  • Investing Coin. The Number of Gold Dragons required to increase your House's Wealth Resource score is equal to the New Rating x 10. It should be noted that each point increase in Wealth is a separate action. To raise your House's Wealth score twice requires two separate investments, paid individually. Example: Lord Larry wishes to invest Coin to increase the Wealth of his House. His House currently has a Wealth Score of 25. To raise it to 26 would require 260 Gold Dragons. If He wanted to raise it from 25 to 27, it would require 530 Gold Dragons (260GD + 270GD)
  • A House can cash in its Wealth to generate Coin as well. The amount of Coin Generated is equal to the new reduced Wealth Score x 10 Gold Dragons. Example: Lord Larry has invested all his Coin (530 Gold Dragons) into his House and raised its Score to 27. Later it becomes clear that he needs Coin to fund his exploits. He reduces his House Wealth score back to 26 and gains 260 Gold Dragons. He could reduce it again to 25 and gain an additional 250 Gold Dragons, for a Total of 510 Gold Dragons.

House Holdings and Investments

  • New Unit Type: Light Horse Light Horse represent mounted Warfare Units that do not qualify as full Heavy Cavalry. Light Horse are often employed as scouts and skirmishers, using their mobility to outflank an enemy. Armed with Spears and Bows, Light Horse can harass an opposing force at range before committing to a melee. Like Cavalry Units, Light Horse use their steeds Endurance and Movement in place of their own.
    • Power Cost: 4
    • Discipline: +3
    • Skills: Agility, Animal Handling, and Marksmanship
    • Statistics (including upgrades):
      • AR: 2(4) | AP: -1(-2) | Bulk: 0(1)
      • Fighting Damage: Animal Handling +1 (Animal Handling +3)
      • Marksmanship Damage: Agility +1 (Agility +2); Long Range
  • 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.