New wiki-page
Jump to navigation Jump to search
m (The LinkTitles extension automatically added links to existing pages (<a target="_blank" rel="nofollow noreferrer noopener" class="external free" href="https://github.com/bovender/LinkTitles">https://github.com/bovender/LinkTitles</a>).)
 
(16 intermediate revisions by the same user not shown)
Line 1: Line 1:
= {{PAGENAME}} =
{{BannerHeader
{{Banner|image=winter.jpg|link=}}
|image=winter.jpg
|Categories=Rules
}}
Each year is divided into four seasons, normally autumn and winter is handled in the so called "winterphase" and not during regular playing [[sessions]]. Below are the rules to handle these phases.  
Each year is divided into four seasons, normally autumn and winter is handled in the so called "winterphase" and not during regular playing [[sessions]]. Below are the rules to handle these phases.  


 
=== ''Step 1: Optional Summer solo'' ===
==== ''Step 1: Optional Summer solo'' ====
Do this step if you ''did not play your character'' this year.
Do this step if you ''did not play your character'' this year.
# Roll one random free Summer Solo.  
# Roll one random free Summer Solo.  
# Check all [[skills]], [[traits]] or passions you succeed on during the solo.
# Check all [[skills]], [[traits]] or passions you succeed on during the solo.


==== ''Step 2: Optional Autumn solo'' ====
=== ''Step 2: Optional Autumn solo'' ===
Do this step if you ''wrote a journal'' from your [[characters]] perspective last session.
Do this step if you ''wrote a journal'' from your [[characters]] perspective last session.
# Roll one random free Autumn Solo. ''(At storytellers discretion you may pick a solo fitting the theme of your story)''
# Roll one random free Autumn Solo. ''(At storytellers discretion you may pick a solo fitting the theme of your story)''
# Check all skills, traits or passions you succeed on during the solo.
# Check all [[skills]], [[traits]] or passions you succeed on during the solo.


==== Step 3: Experience rolls ====
=== Step 3: Experience rolls ===
# Roll for all traits, passions and skills that you have checked this year. If your dice-roll is more than your trait, passion or skill, increase it with one and erase the check. A natural 20 always increases the trait, passion or skill with one, regardless of value.  
# Roll for all [[traits]], passions and [[skills]] that you have checked this year. If your dice-roll is more than your trait, passion or skill, increase it with one and erase the check. A natural 20 always increases the trait, passion or skill with one, regardless of value.  


==== Step 4: Aging ====
=== Step 4: Aging ===
From the year you turn 35 you begin loosing statistics each year.  
From the year you turn 35 you begin losing statistics each year. You will loose statistics over time and may end up bedridden or dead.  
# Roll on the table 1 below to see how many stats you loose.
# Roll on the table 1 below to see how many stats you loose.
# Roll a number of times on table 2 stat loss depending on the result in step 1.  
# Roll a number of times on table 2 stat loss depending on the result in step 1.  
Line 26: Line 27:
|}
|}


==== Step 5: Economic Circumstances ====
=== Step 5: Economic Circumstances ===
# Choose living standard for next year and note it on your character sheet. If you are a [[Household Knight]], you are held at the standard decided by your Lord.
# Choose living standard for next year and note it on your character sheet. If you are a [[Household Knight]], you are held at the standard decided by your Lord.
# Optionally increase your living standard.
# Optionally increase your living standard.
{{TableStandardofLiving}}
{{TableStandardofLiving}}


====== Optional A: Estate ======
=== ''Step 6: Optional Estate phase'' ===
Do this step if you are a [[Vassal Knight]] controlling a Manor or Estate.
Do this step if you are a [[Vassal Knight]] controlling a Manor or Estate.<br>
#
 
1. Check Available Value. How many Lots?<br>
2. Recovery of Temporary Damage:<br>
{| class="wikitable" style="width:100%"
!width="33%"|Gentlewoman:
!width="33%"|Stewardship:
!width="33%"|Russet Monks:
|-
|1 Lot, automatic
|1 Lot on a success
|1 Lot on a success
|}
3. Collect Income for the year. If it is less than 10 Lots, see Shortage Results.<br>
4. If the holding has Permanent Damage, it may be repaired by:
{| class="wikitable" style="width:100%"
!width="33%"|Gentlewoman:
!width="33%"|Rebuild (if invested last year):
!width="33%"|Recovery:
|-
|1 Lot, automatic
|1 Lot on a Stewardship success
|1 Stewardship roll (see Table)
|}
5. Invest money for Rebuilding, or for new Improvements, but not both.
 
=== Step 7: Clothing ===
Check [[In the solar {{Current}}|current fashion]] to see if the clothes you have fit in well with the current trends at court.
 
* [[Roman Period]]: Clothes go out of fashion every five years.
* [[Uther Period]]: Clothes go out of fashion every two years.
* [[Anarchy Period]]: Clothes do not go out of fashion, but errode every 5th year.  
* Later Periods: Clothes go out of fashion every year.
 
# If your clothes are out of fashion, halve their value. (clothes can go out of fashion several times.)
# Check below. If you wear clothes several steps below your class, add the penalties. (Note: special clothes can add APP separately)
{| class="wikitable"
! Class
! Expected value of clothes
! Penalty for wearing clothes below your class
! Bonus for wearing clothes above your class
|-
| Squire
| £0.25
| -5 at tables at solos.
| +1 APP
|-
| [[Household Knight]]
| £0.5
| -5 at tables at solos.
| +1 APP
|-
| [[Vassal Knight]]
| £1
| -5 at tables at solos. Check Arbitrary.
| +1 APP
|-
| Lord Knight
| £2
| -5 at tables at solos. Check Selfish.
| +1 APP
|-
| Baron
| £3
| -5 at tables at solos. Check Lazy.
| +1 APP
|-
| Count
| £4
| -5 at tables at solos. Loose reputation (-1 Honor).
| +1 APP
|}
 
{| class="wikitable" style="width:100%;"
!Other bonuses
!Bonus
|-
| Hairstyle is badly out of fashion
| -1 APP
|-
| Hairstyle is in fashion
| +1 APP
|-
| Clothes described well with the right colors and trends during session.
| +1-2 APP
|-
| Jewlery
| +1-3 APP (does not go out of fashion)
|}


==== Step 6: Clothing ====
=== Step 8: Stable ===
==== Step 7: Stable ====
=== Step 9: Family ===
==== Step 8: Family ====
===== Optional A: Betrothal & Marriage =====
====== Optional A: Betrothal & Marriage ======
=== Step 10: Survival rolls ===
=== Step 10: Survival rolls ===
Every year there is a risk for your family-members to die. Roll on the table below for each family-member (including newly born children).
Every year there is a risk for your family-members to die. Roll on the table below for each family-member (including newly born children).
Line 58: Line 145:
** -1 if a long battle
** -1 if a long battle
** -2 if on a losing side which routs (decisive defeat)
** -2 if on a losing side which routs (decisive defeat)
** -1 if fighting against Saxons (who take no prisoners).  
** -1 if fighting against [[Saxons]] (who take no prisoners).  
** If the final result is 1 or less, the character has died in battle.  
** If the final result is 1 or less, the character has died in battle.  
</div>
</div>
Line 71: Line 158:
** -9/-3 if there is a successful assault (defender / attacker, -3 for non-combatant defenders).  
** -9/-3 if there is a successful assault (defender / attacker, -3 for non-combatant defenders).  
** If the result is 1 or less, the character dies in the siege.
** If the result is 1 or less, the character dies in the siege.
* If the siege is successful, all surviving defenders are held for ransom or killed, if the attacker shows no mercy. Non-combatant defenders suffer the duration modifiers, and -3 on a successful assault (accidents do happen). Non-combatants are rarely slain out of hand — even Saxons prefer to enslave them instead.
* If the siege is successful, all surviving defenders are held for ransom or killed, if the attacker shows no mercy. Non-combatant defenders suffer the duration modifiers, and -3 on a successful assault (accidents do happen). Non-combatants are rarely slain out of hand — even [[Saxons]] prefer to enslave them instead.
</div>
</div>


Line 87: Line 174:
</div>
</div>


====== Optional C: Kin event ======
===== Optional C: Kin event =====


==== Step 9: Entourage ====
=== Step 11: Entourage ===
==== Step 10: Training & Practice ====
=== Step 12: Training & Practice ===
==== Step 11: Glory ====
=== Step 13: Glory ===

Latest revision as of 08:36, 19 October 2017

Winterphase

[[File:{Template:Image|link=]]

Each year is divided into four seasons, normally autumn and winter is handled in the so called "winterphase" and not during regular playing sessions. Below are the rules to handle these phases.

Step 1: Optional Summer solo

Do this step if you did not play your character this year.

  1. Roll one random free Summer Solo.
  2. Check all skills, traits or passions you succeed on during the solo.

Step 2: Optional Autumn solo

Do this step if you wrote a journal from your characters perspective last session.

  1. Roll one random free Autumn Solo. (At storytellers discretion you may pick a solo fitting the theme of your story)
  2. Check all skills, traits or passions you succeed on during the solo.

Step 3: Experience rolls

  1. Roll for all traits, passions and skills that you have checked this year. If your dice-roll is more than your trait, passion or skill, increase it with one and erase the check. A natural 20 always increases the trait, passion or skill with one, regardless of value.

Step 4: Aging

From the year you turn 35 you begin losing statistics each year. You will loose statistics over time and may end up bedridden or dead.

  1. Roll on the table 1 below to see how many stats you loose.
  2. Roll a number of times on table 2 stat loss depending on the result in step 1.
Table 1: Number of Statistics lost
2D6 35-44 45-54 55-64 65+
2 4 4 4 5
3 3 3 3 4
4 2 2 3 3
5 1 1 2 3
6 0 1 1 2
7 0 0 1 1
8 0 1 1 2
9 1 1 2 3
10 2 2 3 3
11 3 3 3 4
12 4 4 4 5
Table 2: Actual Statistics lost
1D6 Statistic Statistics Affected
1 SIZ Evil Eye
2 DEX Palsy
3 STR Elf Stroke
4 CON Consumption
5 APP Pox
6 no loss

Step 5: Economic Circumstances

  1. Choose living standard for next year and note it on your character sheet. If you are a Household Knight, you are held at the standard decided by your Lord.
  2. Optionally increase your living standard.
Cost Standard of living Example of Manor Equivalent Effect
£0 Starving N/A Thrall -5 Survival rolls (cumulative), -10 Childbirth, Cannot gain glory and loose 3 Honor
£1‑£3 Impovrished N/A Commoner -3 Survival rolls (cumulative), -5 Childbirth, No annual glory, Vassal: glory counts as 1/4 and loose 2 Honor
£3‑£5 Poor N/A Mercenary -1 Survival rolls, Half annual glory, Vassal: glory counts as 1/2 and loose 1 Honor
£6‑£8 Ordinary £10 Vassal Knight N/A
£9‑£12 Rich £40 Lord Knight +3 Second survival rolls, +1 Horse survival rolls, +1 Childbirth rolls
£13‑£29 Superlative £80 Minor Baron +5 Second survival rolls, +2 Horse survival rolls, +2 Childbirth rolls
£30‑£54 Spectacular £250 Baron +5 Second survival rolls, +3 Horse survival rolls, +3 Childbirth rolls
£55‑£119 Extravagant £500 Rich Baron +5 Second survival rolls, +4 Horse survival rolls, +4 Childbirth rolls
£110‑£249 Exorbitant £1000 Count +5 Second survival rolls, +5 Horse survival rolls, +5 Childbirth rolls
£250+ Royal £5000 Royalty +5 Second survival rolls, +6 Horse survival rolls, +6 Childbirth rolls

Step 6: Optional Estate phase

Do this step if you are a Vassal Knight controlling a Manor or Estate.

1. Check Available Value. How many Lots?
2. Recovery of Temporary Damage:

Gentlewoman: Stewardship: Russet Monks:
1 Lot, automatic 1 Lot on a success 1 Lot on a success

3. Collect Income for the year. If it is less than 10 Lots, see Shortage Results.
4. If the holding has Permanent Damage, it may be repaired by:

Gentlewoman: Rebuild (if invested last year): Recovery:
1 Lot, automatic 1 Lot on a Stewardship success 1 Stewardship roll (see Table)

5. Invest money for Rebuilding, or for new Improvements, but not both.

Step 7: Clothing

Check [[In the solar Timeline|current fashion]] to see if the clothes you have fit in well with the current trends at court.

  • Roman Period: Clothes go out of fashion every five years.
  • Uther Period: Clothes go out of fashion every two years.
  • Anarchy Period: Clothes do not go out of fashion, but errode every 5th year.
  • Later Periods: Clothes go out of fashion every year.
  1. If your clothes are out of fashion, halve their value. (clothes can go out of fashion several times.)
  2. Check below. If you wear clothes several steps below your class, add the penalties. (Note: special clothes can add APP separately)
Class Expected value of clothes Penalty for wearing clothes below your class Bonus for wearing clothes above your class
Squire £0.25 -5 at tables at solos. +1 APP
Household Knight £0.5 -5 at tables at solos. +1 APP
Vassal Knight £1 -5 at tables at solos. Check Arbitrary. +1 APP
Lord Knight £2 -5 at tables at solos. Check Selfish. +1 APP
Baron £3 -5 at tables at solos. Check Lazy. +1 APP
Count £4 -5 at tables at solos. Loose reputation (-1 Honor). +1 APP
Other bonuses Bonus
Hairstyle is badly out of fashion -1 APP
Hairstyle is in fashion +1 APP
Clothes described well with the right colors and trends during session. +1-2 APP
Jewlery +1-3 APP (does not go out of fashion)

Step 8: Stable

Step 9: Family

Optional A: Betrothal & Marriage

Step 10: Survival rolls

Every year there is a risk for your family-members to die. Roll on the table below for each family-member (including newly born children).

Infant

(0‑1)

Child

(1‑7)

Young

(8‑21)

Married female

(15‑40) [not player wives]

Adult

(21‑45)

Elder

(46‑65)

Very Old

(65+)

Roll 1st Roll 2nd Roll 1st Roll 2nd Roll 1st Roll 2nd Roll 3rd Roll 1st Roll 2nd Roll Roll Roll
1-2: Death 1-2: Make 2nd roll 1-5: Death 1: Make 2nd roll 1-5: Death 1: Make 2nd roll 1-10: Death 1-2: Death in childbirth 1: Make 2nd roll 1-10: Death 1: Death 1-4: Death
3-20: Safe 3-20: Safe 6-20: Safe 2-20: Safe 6-20: Safe 2: Make 3rd roll 11-20: Safe 3-13: Safe 2-20: Safe 11-20: Safe 2-20: Safe 5-20: Safe
3-13: Safe 14-20: Safe and child is born
Raid, Pillage, Plunder, Ravage
  • If raided and if the character is a defender, death occurs on a roll of:

Raid: 1, Pillage: 1-2, Plunder: 1-4, Ravage: 1-6.

  • Non-combatants (women and children) go down one category in severity:

Raid: Safe, no roll, Pillage: 1, Plunder: 1-2, Ravage: 1-4.

  • If the attackers are Saxons, non-combatants are kidnapped as slaves rather than killed on a roll of:

Raid: 1, Pillage: 1-2, Plunder: 3-4, Ravage: 5-6.

In a Battle
  • If the character participates in a battle, roll 1d20 and apply the following modifiers:
    • -1 if a long battle
    • -2 if on a losing side which routs (decisive defeat)
    • -1 if fighting against Saxons (who take no prisoners).
    • If the final result is 1 or less, the character has died in battle.
In a Siege
  • Roll defenders Siege vs attackers Siege. Defender gets +5 for every DV after attacker subtracts AV.
  • Roll 1d20 and apply the following modifiers:
    • -1 if it is a long siege
    • -2 for a very long siege
    • -1/-3 if there is a failed assault (defender / attacker, non-combatant defenders get no modifier).
    • -9/-3 if there is a successful assault (defender / attacker, -3 for non-combatant defenders).
    • If the result is 1 or less, the character dies in the siege.
  • If the siege is successful, all surviving defenders are held for ransom or killed, if the attacker shows no mercy. Non-combatant defenders suffer the duration modifiers, and -3 on a successful assault (accidents do happen). Non-combatants are rarely slain out of hand — even Saxons prefer to enslave them instead.
Plague and Pestilance

The Gamemaster decides the severity. Note that plagues tend to linger, i.e. go down one category in severity in subsequent years rather than vanish completely the following year.

  • Some sickness: Death on 1.
  • Serious: Death on 1-2.
  • Major epidemic (Black Death): Death on 1-4.
Famine

During famines, it is usually the poor (serfs, the unattended elderly and orphans) who starve, not the nobility and the well-off. The knight’s extended kin are unlikely to be poor serfs, either, and in a pinch can get help from the family knights. It is the Gamemaster’s call if there is an extended famine situation (decade-long Wasteland, etc). However, keep in mind that extended yearly rolling is murderous: even a chance of 1 in 20 yearly for 5 years gives a death toll of about 23%, and this amongst the well-off, so serfs would die like flies!

Optional C: Kin event

Step 11: Entourage

Step 12: Training & Practice

Step 13: Glory