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Tournament
Archery Contest: First shot is ROUTINE (6), then each
subsequent shot raise by 3, until 15.
Grand Melee: Use normal combat rule.
Joust: Each participant roll a Fighting test versus the
opponent's passive Animal Handling, plus Ride in
bonus modifier. Example: Animal Handling 3 (Ride +2B)
gives 14, or (3 x 4) + 2.
INTRIGUE ACTIONS (p.145)
Assist: Support another character (ally gain bonus
Intrigue Defense
equal to half your Persuasion).
Awareness + Cunning + Status + Bonuses/Penalties Consider: Give up your action and wait (gain +2B on
next exchange).
Composure Fast-Talk: Unleash a stream of nonsense in hope of
distracting opponent (target loose Cunning in their
Will x 3
Intrigue Defense).
Influence: Influence your opponent (default of any
OBJECTIVEs Intrigue).
Friendship Manipulate: Manipulate your opponent's emotions
Information (choose opponent technique for next exchange).
Service Mollify: Restore Composure into a target (restore
Deceit opponent's Composure equal to your Persuasion).
Quit: Flee the Intrigue.
Note: Changing objective during Intrigue give back to opponent Read Target: Hold back and read your target (learn
Composure equal to their Will. opponent's Disposition and Technique, you gain +1D on
Deception or Persuasion for the entire Intrigue).
Disposition Shield of Reputation: Fall back on your reputation and
status to influence your target (improve target's
Disposition DR Deception Persuasion Disposition one step, once per Intrigue).
Affectionate 1 -2 +5 Switch to Combat: Abandon the Intrigue and attack
your target (Intrigue ends and combat begins, may have
Friendly 2 -1 +3
consequences...).
Amiable 3 0 +1 Withdraw: Take a step back from the Intrigue,
Indifferent 4 0 0
concentring on defense (your result replace your
Intrigue Defense until the end of the next exchange).
Dislike 5 +1 -2
Unfriendly 6 +2 -4 FRUSTRATION
Malicious 7 +3 -6 Chaque point de frustration retire des points gal
votre Will au montant retir de votre Composure.
INITIATIVE 1 Point de Frustration: -1D sur tout jet de Deception et
Persuation pour toute la dure de l'Intrigue.
Status + Reputation in bonus dices Frustration dpasse Will: Vous perdez l'Intrigue.
0 Composure: Vous perdez l'Intrigue.
TECHNIQUES
Like weapons in combat, you use either Persuasion or Deception. DEFEATED IN Intrigue (Composure 0)
The consequences of defeat depends on the technique used.
Bargain: Negociate a favor/trade/service for another.
Charm: Improve target's disposition. Bargain: Receive a service (depends on target's
Convince: Target support your position or grant disposition, p.142).
assistance (disposition stays the same). Charm: Improve target's disposition by one step.
Incite: Make your target angry or filled with emotions. Convince: Make target support your position or grant
Intimidate: Frighten and cow your target. assistance.
Seduce: Fill the subject with feeling of desire. Incite: Short term effects. Turn opponent against
Taunt: Push your opponent to act. another. Reduce target's Disposition one step per rank
in Persuasion.
Intimidate: Target is afraid, does what you ask, reveal
information.
Seduce: If Friendly, you seduce your target.
Taunt: Push an opponent to act.
House in action Money
Months & Actions Coinage
Each month, your House has: Gold Dragon (gd)
Silver Moon (sm)
one House Fortune roll (or +1 to one Resource) Silver Stag (ss)
one House Action Copper Star (cs)
Copper Groat (cg)
House fortune Copper Penny (cp)
Issuing Orders
Step 7. Orders
Warfare test versus Difficulty equal to the unit's Discipline.
Attack
Success: The unit receive the order and execute it. Charge
Failure: If the unit is active it continue to execute its Defend
Standing Orders. Fighting Withdrawal
Critical Failure: The unit takes no action, and stop Move
following Standing Orders. Organize
Ready
Rally
Components of warfare Regroup
Abilities: Starts at 2. Retreat
Unit Defense = Agi + Ath + Awa + Armor Penalty Surrender
Health = End x 3
Movement: 40 yards (infantry), 80 yards (cavalry), 60 Step 8. Second Player Action
yards (naval, no sprint)
Bulk: -10 per point of Bulk Detach Character (Greater)
Marksmanship: 20 yards (Close), 200 yards (Long) Take Command (Greater)
Equipment Upgrade: 1 Wealth give 1 upgrade. *Note: Lasts 30 seconds.