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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. # Roll one random free Summer Solo. # 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. # 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. === 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. === 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. # 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. {| |style="padding:4px;vertical-align:top!important;"|{{TableAgeing}} |style="padding:4px;vertical-align:top!important;"|{{TableAgeingStatloss}} |} === 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. # Optionally increase your living standard. {{TableStandardofLiving}} === ''Step 6: Optional Estate phase'' === 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 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). {{TableSurvival}} ====== Raid, Pillage, Plunder, Ravage ====== <div class="mw-collapsible mw-collapsed"> * 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.'' </div> ====== In a Battle ====== <div class="mw-collapsible mw-collapsed"> * 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. </div> ====== In a Siege====== <div class="mw-collapsible mw-collapsed"> * 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. </div> ====== Plague and Pestilance ====== <div class="mw-collapsible mw-collapsed"> 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. </div> ====== Famine ====== <div class="mw-collapsible mw-collapsed"> 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! </div> ===== Optional C: Kin event ===== === Step 11: Entourage === === Step 12: Training & Practice === === Step 13: Glory ===
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