Showing posts with label rules. Show all posts
Showing posts with label rules. Show all posts

Friday, February 8, 2013

Rules Notes and Updates - 9 February 2013

Basic Mechanics
(added item) A draw is defined as Mental, Physical or Social when it utilizes a Mental, Physical or Social skill.  Attributes do not determine the nature of the test.  Tests that are solely attribute driven (i.e. Resolve + Composure, memory draws, Initiative, etc) are not considered Mental, Social or Physical.  If you have a skill trick or ability that applies to, for example, social skills, it only applies to draws made using a social skill.

Skill Tricks
Weapon Smith: (added text) As an option, a character may create multiple items with one Willpower expenditure, as long as the total bonus does not exceed their Fate.

(added item) Incisive Mind (Investigation) - This skill trick requires a Willpower to activate for a scene or downtime action.  It may be activated with either Just a Red Herring or Pattern Expert, or both, for one Willpower per scene or downtime action.  Note this power will not directly identify a culprit, only explain what they did or how they committed an act.

(added item) Just a Red Herring (Investigation) - This skill trick requires a Willpower to activate for a scene or downtime action.  It may be activated with either Incisive Mind or Pattern Expert, or both, for one Willpower per scene or downtime action. This power will provide one clue, or eliminate one false lead per success on an Intelligence + Investigation draw.  

(added item) Pattern Expert (Investigation) - This skill trick requires a Willpower to activate for a scene or downtime action.  It may be activated with either Incisive Mind or Just a Red Herring, or both, for one Willpower per scene or downtime action. 

(added item) Light Fingers (Larceny) - This skill trick requires a Willpower to use.  Trained Observer allows another character make an opposed test, but without any bonuses from Trained Observer.

Merits From Non-Core Books
(added item) Alternate Identity (from Immortals, first two dots only, four dots are not setting appropriate)

Wednesday, December 12, 2012

Honor Scenarios

Often, players confuse modern legal situations for honor, and start arguing "right and wrong" with the storyteller.  While appropriate to their character's reasoning, they do not define the society of the North. Instead, Honorable is essentially defined as "living in a manner open to the repercussions of their actions"while dishonor is attempting avoid the consequences.  Lying is wrong, not because it can hurt someone else, but because it hides one's intentions and prevents others from acting against you.  The Neizjet defines appropriate interactions, not because it guarantees that people behave, but rather because it describes what an individual is due.

In order to demonstrate that... consider these scenarios...

Burgred has a coin purse.  Oswulf wants it, goes up to Burgred, tells him that he's going to take it, then kills Burgred in front of his family and takes his purse.

In this case, Oswulf has done absolutely nothing dishonorable.  He neither hid his action (allowing Burgred's kin to track him down and kill him) nor denied Burgred the opportunity to defend himself.  This is not an honor violation.

Burgred drops his coin purse.  Oswulf finds it, picks it up and takes it.

This is an Honor 8 violation.  Oswulf knows those aren't his coins... he's neither given his submission nor geld for them, and he did not earn it.  While it is not a grievous violation, he cannot be trusted to protect another's property in a consequence free environment.


Burgred has a coin purse.  Oswulf wants it, goes up to Burgred on an abandoned street, then kills Burgred and takes his purse.

This is an Honor 6 violation.  Why?  Because he is hiding his crime and minimizing the consequences. This is more dangerous than the actual crime, because there's no way to punish it.  Still, Burgred has a fighting chance, meaning it's not quite a craven act.


Burgred has a coin purse.  Oswulf walks up, threatens his life, and demands the purse... which Burgred hands over.

Burgred has committed an Honor 5 violation... he didn't defend his property... therefore he cannot be trusted to have any.  His actions mark him as someone who will cause others to do violence for him, and that he values his life more than his honor.


Burgred has a coin purse.  Oswulf wants it, creeps up on Burgred in his sleep, kills him, and steals it.

The reason this is an Honor 4 violation is because Burgred was never given the chance to defend himself.  It's not wrong to take Burgred's life... it's wrong to deprive him the opportunity of killing you.


Thoughts on Honor

A recent game saw "shit get Lloegyr," and with that, came a spat of Honor violations.  After several discussions, I realized that many players have limited understanding of how Honor works in the society of the North, and why I focus so heavily on a relatively unpopular rule.  Given that your intrepid storyteller generally tries to respond to his player's wishes, some more exploration of honor will help establish how important the concept is to Lloegyr.

The important thing to realize is that honor is indicative, and the only punishment for breaking norms and mores is enforced individually by the various characters in Lloegyr.  There is no such thing as "law" within Heorot or Kraki society, and it is indistinguishable from religion in Aelic culture.  Instead, behavior is controlled by individuals taking matters into their own hands, avenging wrongs against them and their family.  Because violence is both difficult and risky, it is the threat of violence that keeps individuals in check.  Honor is really a system of indicating who behaves, and accepts the indirect link between one's actions and the potential for violence.

At its most basic level, honor indicates who is deserving of violence... there are paragons who are so honorable, violence against them is unthinkable, and cravens, who will likely need some violence to keep them in line.  Abominations have no place in society, and ought be dealt with violently before they can transgress against whoever they encounter.  What's important to remember is that one doesn't deserve violence because one has low honor... one just gets to low honor by doing things that have to be dealt with violently.

The entire concept of "justice" as modern Americans know it is foreign to the Heorots and the Kraki and the Aels... instead, it's a matter of righting wrongs done to you.  Authority is the ability to right wrongs done against others... an Earl's authority comes from his ability to bring order to his Earldom, and a King's authority comes from his ability to control his Earls.  When someone asks "what does the law say," the answer is "ask the Earl" (or priestess, or captain, etc).  If someone asks "who does this belong to" in regards to stolen property, the answer is "ask the Earl."  This concept is independent of honor; "justice" is what the individuals capable of enforcing it say it is.  Instead, honor indicates whether or not violence is going to be necessary to enforce it.

Monday, October 1, 2012

Fate and NPCs

Player Characters start at Fate 3, they receive this for free.  To me as a storyteller, Fate is a sign of dramatic "weight;" it is how important a character is to the story we're telling, and how much of an impact they've had so far.

Which begs the question: how important are the Heroes?  How do they compare to other Fated NPCs? And just how many Fated NPCs are there?

The following is not a complete list, nor is it intended to be.  Some PCs require an air of mystery, and to allow everyone to know their mechanics might undermine the character.  But to give players a sense of what Fate means, and how rare a given level is.

The following list are Storyteller guidelines for NPCs and Fate (at least those that can be publicly shared).  While some players might not wish to have access to this information, it is included because it does give an idea of where the heroes stand (which is pretty high up in the hierarchy).

Fate 7: There's one (and only one) Fate 7 NPC.  There will probably only ever be one as well.
  • Angus, Lion of the Aels - The Greatest Warrior Lloegyr has ever known.
Fate 6: There's only a handful of Fate 6 NPCs, they are exceedingly rare, and generally culture heroes. Note that not every culture has a paragon of their culture, and while this list may be incomplete, you're almost certain to have heard of a Fate 6 NPC.
  • Castus the Unconquered - The King of the Heorots is a legend in his own time, and his story is sure to endure to the end of time.
  • Odvar the Invincible - The Kraki Champion, the slayer of monsters, and perhaps the single most important reason for the current might of the Kraki.
Fate 5: Only the noteworthy, powerful, and dramatic individuals become Fate 5.  Their accomplishments are known throughout kingdoms, and their stories are the most essential stories of the North.
  • Guilhelm, the Duke of Vincia - A politician without equal, known for his gentle demeanor and unassailable calm, as well as the vicious effectiveness of his politics.
  • Jenevra, Fallen Queen of the Aels - Traitor, savior, priestess, or Queen... no one has done more to shape the current landscape of Lloegyr than Jenevra of Clan Onellon, now in exile.
  • Raagar of Vexspar - The grim uncle to King Rolf, the former Kraki champion, and lion in winter.
Fate 4: These NPCs are amongst the movers and shakers of the setting... you know of them and of their formidable abilities.
  • Augda, Primate of Lloegyr
  • Dannis, the Earl of Lamark
  • Finn, Earl of Farpont
  • Mark, the King's Chancellor
  • Pryd, Prince of Wahla
  • Rolf, King of the Kraki
Fate 3: Generally speaking, this level of Fate is reserved for the characters of players, and include well-established or promising individuals.

Fate 2: Most of the "named" NPCs you meet are considered Fate 2 (generally, this is the default Fate for an NPC who could be "promoted" to NPC status.  





Rules Notes and Updates - 1 Oct 12

Some rules notes:

Fighting Style Errata: There is errata for Fighting Style: Aggressive Light Blades (referred to as Fencing in Armory).  The following if official CCP errata:


  • The "Riposte" maneuver granted by the third dot of the Fighting Style: Fencing merit costs a Willpower point, which the player must spend as soon as he decides his character will apply twice his Defense to an incoming enemy attack

A clarification: since we so often use Dodge with Rapidity, this rule will requires clarification.  If a character is dodging, he or she must simply declare that they spend the Willpower point before the incoming attack to use Riposte.  The attack from Riposte is considered reflexive and occurs immediately after the attack that triggers it.  All subsequent attacks are not penalized by a character's Defense.

Longevity XP: With our first character deaths, we have our first questions about Longevity Experience Points.  While Longevity is used in some games to reduce the negative effects of character death (and meaningful character death is a desirably thing), it is not appropriate to a game such as Ubi Sunt.  Instead, we will increase the starting XP for all characters, to maintain a minimum baseline.

Currently, starting XP is set at 75 + (total XP award)/2.  As of 1 October, 2012, the total XP award (the sum of all XP awards by the storyteller) is 33.  This includes both game XP and additional XP awards for items such as using the proper format for character... such one time awards are no longer in play.  A starting character can have 92 starting XP (117 with a proper background). Characters with less than 92 XP (117 with background) gain XP to bring the total XP to that number.  Do not include Vassal/Lord XP or XP from lower Honor in this calculation.