House Rules I have found to work

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House Rules I have found to work

Postby Keith Fyans » Mon Jul 25, 2011 6:05 pm

OK, so a lot of this was reposting from earlier posts, but I'm gearing up for a new campaign and wanted to share this in one place...

  • Select the House your character is Blooded by. Roll a D6: 1-3 it was your Mothers' House / 4-6 it was your Fathers' House.
  • Roll a D6 to show the House of your other Parent using the table in the book.
  • Roll a D6: 1-3 your Mother is Dominant / 4-6 your Father is Dominant
  • Roll a D6 for the Dominants partners Family Standing using the table in the book (the Submissive partner takes on the same title as an honorific (of course some marriage contracts may vary, especially those of PC's).
  • Roll for the number of siblings as normal, but for each sibling roll a D6: 1-3 they are younger / 4-6 they are older (you can spend a Style point to make any two appropriate siblings Twins)

  • You can have a maximum number of Aspects equal to your Season + 2 Aspects.

  • Naturally lower at 1 Rank/Season

  • Injuries heal at 1 Rank/Season
  • You may elect any Injury your character recieves to become a Scar (aka permanent injury) of the same Rank. You can only do this when the Injury is inflicted. Gain a number of Style points equal to the Rank of the Scar.

  • Romances are started as a Contested Beauty Risk
  • Both players gather total possible dice then the initiator of the potential Romance sets a die aside (hinting at the Romance in character, potentially), then the other person does (Hinting back, etc), and they continue to set their wagers in turn until one of them is ready to roll (Story-wise, the character slips up/reacts).
  • If both roll at least ten, the highest roll gets privilege to decide who is prey and sets the first task. The wagers are gathered: they become the potential of the Romance. The Romance begins at half its potential.
  • If either player rolls under 10, the Romance has failed to start (and cannot be attempted for the remainder of the Story).

Security & Loyalty
  • Privinces have a Security rating (and no Loyalty rate). This is used to defend against espionage actions. Just as at present this begins at zero + Rank of Spy Network. It can be upped by an Increased Security by both your Network and by a single Spy Master (as per the book). As part of a "Showering Luxuries" Season Season Action you gain +1 Security for every 3 luxuries you shower on the whole province. This bonus lasts until the end of the year. Security is not directly effected by the end of the year (like Privince Loyalty currently is).
  • Regions have a Loyalty rating (and no Security rate). This begins as the Rank of the Region. It can be increased by Heralds and Luxuries just like it is at the moment. The production effect for loyalty being 5 or 10 is just as it is at the moment. If half of the Regions in a Province are rank 5 then you gain +1 Security for the Province. This increases to a +2 bonus if half the provices have Loyalty 10. At the end of the year roll D3 for each Region and lower Loyalty by that value.

  • Each Espionage Risk uses a single Season Action made by a "Spy Master" or your Spy Network. Increase Security and Tyrant do not require any roll.
  • Rather than a huge list of complex rolls to find out mundane info you instead pick a Target and an Goal for the Cunning Risk using the Spy Master and/or Spy Network's appropriate dice.
  • Causing Trouble, Spying on a Region/Person or Sabotaging a Holding are opposed by the Province Security (as defined above) + Opposing Spy Master's Cunning (if they are using a Season Action to Increase Security) + Spy Network Rank (if they are using a Season Action to Increase Security). Remember, if your opponent has Increased their Security and you fail the roll you have to roll again to check if the Spies escape!
  • Interrogating your own Vassal is opposed by their Vassal Rank or by their appropriate stats if an NPC.
  • Bribing a Vassal has the same cost in Resources and opposed by the Vassal Rank.
  • Assassinating an opponents Vassal requires a successful Risk to Locate the Target then a second to Set Up the attempt (as above, and if either fails and Increased Security was in effect then a second roll is required to avoid being caught). The third roll is then opposed by the Rank/Appropriate Stats of the Vassal to check if you kill them or not. There is then a final roll to escape; failing this Risk indicates your spies have been captured.
  • In any Espionage Risk the person with Privilege determines if the Espionage action was successful or not and Wagers are used as normal to determine how it succeeds or fails. (Example Truths you can set include What Resources are being produced/stored, the Loyalty or Rank of a particular Region, The stats of an NPC, that a Secret Army being hidden in a Region, that a Holding is under construction or completed, what a character or vassal band has been up to etc...)

Duels & Manoeuvres
  • Manoeuvres are free Wagers that you can use once/story/rank for the listed effect in the Book.
  • All Ven start with the Injure Manoeuvre at Rank 1 and a number of extra Manoeuvres equal to half their Prowess rounded up. You can buy Manoeuvres with bonus points at character creation on a 1 for 1 basis. No Manoeuvre can begin play above Rank 3. The prerequisites for Manoeuvres remains unchanged.
  • A Duel often require a simple Courage Risk to enter (remember the bonus dice this may entail which can be held for the whole Duel).
  • All Ven can set Truths about circumstance or use Basic Manoeuvres with any Wager in a Duel.
  • Each round both players Gather Dice and state Intent as normal. The person with Privilege states which character gains their Intent. As ever once a Truth has been set it cannot be contradicted. Players then take turns to make Wagers as normal. Multiple Wagers can be spent on a single Manoeuvre if appropriate (usually to increase the rank of an Injure Manoeuvre), and and these can have responses going back and forth (usually to Defend). Once all responses are resolved then the next player makes their Wager (as above). Repeat until all Wagers are used by both players. Check if a further Risk is required or if the Duel has ended.
  • NB: When you accept a Truth about your character you gain a point of Style unless you use a Manoeuvre to cancel the effect. You can refuse a Truth by spending a number of Style equal to the Wagers made on the action (ie: to prevent a 3 Wager Injure costs 3 Style).

Artefacts & Doom
  • Each Artefact can have a single Doom as one of its Truths, either set initially or added later with Style/Wagers
  • Finding out the Doom of an artefact IC is a Wisdom Risk requiring a number of Wagers equal to the rank of the Artefact
  • The Doom of an Artefact can only be called by the narrator once/owner/Phase of thier Life, and only at a point it could be argued that the Doom applies. All opponents gain a number of free dice to use against you equal to the total ranks Artefacts that you are carrying for the remainder of the Scene.

  • Suggestions don't cost any Style unless seen as Bad Form, and may be rewarded with Style when used

Scene Aspects
  • An Aspect can be added to a Scene for One Style or One Prowess Wager
  • Scene Aspects still have the "first Tag free", though it is often Bad Form to not give the person who placed the Aspect first refusal in doing so.
Last edited by Keith Fyans on Sun Aug 14, 2011 4:59 pm, edited 2 times in total.
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Rules I'll try if I get the chance:

Postby Keith Fyans » Mon Aug 08, 2011 6:16 am

Mass Murder
  • Anyone participating in a Mass Murder risk must first pass a simple Courage Risk (as Pg 132 of HotB).
  • Mass Murder is a contested Prowess or Strength Risk (as appropriate to your Intent).
  • Gain a bonus die for each Rank of a Vassal Band that Supports you. Gain a single bonus die for each Vassal/NPC that supports you. Splitting off your NPC to support you with their own roll? Bad Form (unless they plan to betray you).
  • Manoeuvres are not used in Mass Murder. This is savage ork-like behaviour, not the ritual of court.
  • A single Wager can either be used to set a Truth about the scene, find Advantage (if using Prowess), give a Rank 5 Injury to an opponent (or if the opponent has a Rank 5 Injury then they are killed).
  • If given a Rank 5 Injury you can choose to take it (gaining you 1 Style), refuse it (by passing 1 Style to the opponent), have it taken by supporting Vassal/NPC (who gains 1 Style), or loose a Rank from a Vassal Band.
  • Anyone with a Rank 5 Injury has to spend Style to act in future Risks as usual. They also take the same amount of time to heal. Vassal Bands taking losses have to be built back up to their former strength using the usual rules for increasing Vassal Bands.
  • Either side can stare their Intent is to retreat. The opponent may choose let them do so freely (no Risk needed), or it may be part of the Risk.

Season Action: Conquer
  • Conquer can be by You, your Spouse/Child or your General (refered to from here as the General).
  • The General selects a Region under the control of another Ven that they are attempting to take.
  • The General then participates in a Mass Murder Risk with the Intent of Capturing the Region.
  • The General gains +1 die for each rank of Trouble effecting the Region.
  • The General may choose to attempt to attack with only a Secret Army supporting the Risk if they wish. If your opponent did not know about the Secret Army then you gain Surprise, otherwise you may have just walked into the opponents trap. (The opponent can make a Cunning Risk after the Conquer Action to find the evidence of a Secret Army abroad in their lands).
  • Either side may use a Wager to destroy a Holding in the Region.
  • If the defender takes a Rank 5 Injury they can instead choose to lower the Province Loyalty by one Rank.
  • If the defenders hold the Region then the General can spend another Season action for another attempt to Conquer, until they give up or run out of Season Actions. If the Region is still held at the end of the Season then it gains +1 Loyalty.
  • If the General wins then Loyalty of the Province is reset to 1 and it suffers form Trouble with a Rank equal to it's loyalty to the defeated Lord as of the next Season.
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