New wiki-page
Jump to navigation Jump to search
No edit summary
No edit summary
Line 2: Line 2:
{{Banner|image=winter.jpg|link=}}
{{Banner|image=winter.jpg|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.  
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.  
 
<center>


=== ''Step 1: Optional Summer solo'' ===
=== ''Step 1: Optional Summer solo'' ===
Line 92: Line 92:
=== Step 11: Training & Practice ===
=== Step 11: Training & Practice ===
=== Step 12: Glory ===
=== Step 12: Glory ===
</center>

Revision as of 12:47, 21 September 2017

Winterphase

Winter.jpg

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 loosing statistics each year.

  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
Optional A: Estate

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

Step 6: Clothing

Step 7: Stable

Step 8: Family

Optional A: Betrothal & Marriage

Step 9: 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 10: Entourage

Step 11: Training & Practice

Step 12: Glory