House Rules

Passions

Passion rolls will be limited to one attempt per week. Their affect will be lessened, as will any potential negative results.

When rolling the passion, the skill to be boosted will be indicated on the roll. Once rolled, the system will change their state of mind for one full day. During that day, any rolls made on the indicated skill will receive positive or negative modifier depending on the results of their passion check. These are as follows:

Success: Inspired: +5 to indicated skill for 24 hours.
Critical Success: Inspired: +10 to indicated skill for 24 hours.
Failure: Disheartened -5 to indicted skill for 48 hours.
Fumble: Disheartened -10 to indicated skill for 48 hours.

Note, failure and fumble are longer duration than successes. Melancholy is removed, this longer period represents the characters personal disappointment.

Shock is removed as well. This is used to dissuade frivolous attempts. We are limiting passion checks to once per week.

If Staff still sees frivolous use of passion rolls, we may impose other state of minds and modifiers to rolls. Passions should be used for important missions, tasks and endeavors, not every day tasks.

Vindicti

Vindicti is the formalized feuds between families on Valorous Dominion. The feuds are renowned and as such, a noble House gains reputation (standing) for being in such a feud whether the 'win' or 'lose'. As such, there are a number of rules and commands associated with this system.

Anyone can see a standing of houses and how they are 'fairing' in a feud by using the simple command: +vindicti

Heads of Houses may instigate Vindicti with another house. Presuming an appropriate action happens ICly in which one house begins to squabble with another and both wish to declare Vindicti to enact their noble rights (all Vindicti are above the law, short of death of participants). To limit tracking, only one Vindicti per house at a time, pending or entered.

One house must: +vindicti/challenge HOUSE - this will offer a challenge to the other head of house.

The other head of the house has two options: +vindicti/accept or +vindicti/decline.

As only one pending or entered at a time is code enforced, the offering house may +vindicti/withdraw if the other house is non responsive or too long idle. Do not withdraw within a few hours, give them time to respond.

A Head of House may, at any time, check offers pending or received by typing +vindicti/challenges

Once accepted, the Vindicti will appear on the list at +vindicti

This view only displays how well houses are doing, Heads of Houses have a more detailed view and this is established when a challenge is accepted. Heads may use: +vindicti/view to see the details of their current Vindicti. This includes any attempts they have remaining (to earn successes).

Note that staff are notified once a challenge is accepted and the first comment on the Vindicti tracking sheet will indicate the originating house and the house that accepted.

As for attempts, these may be worked out between heads of houses; House 1 and House 2 engage in social 'combat' in the piazza, agree to a certain number of successes in a given skill and pose accordingly. They may determine their own success. This must be submitted with +vindicti/attempt DETAILS. As much detail may be added, including rolls made in the scene and a log if one was captured. Only staff can award the success. The initiating house submits this as an attempt, 1 attempt is removed, staff and the other Head of House are notified and a comment is added with the DETAILS as listed.

An attempt can be made that requires staff arbitration, such as poisoning of another house or a more thorough endeavor beyond a few simple rolls in one scene. Staff will be notived of any attempt made and will add comments to such attempts requesting rolls or details as needed.

At anytime Heads of House may also add a comment with +vindicti/comment DETAILS. This could relate to the attempts for verification, or answer questions from Staff.

Likewise if a roll is requested from either head for house management reasons during the conflict, they may submit a roll using: +vindicti/roll SKILL. This rolls the skill and posts the results as a comment on the Vindicti tracking sheet.

Staff will award successes to attempts. Note that at the beginning of any week in which both houses have no attempts, the system will conclude the Vindicti and award reputation to both houses based on relative number of successes earned by either house. This is important, do not wait until the last minute to submit an attempt because staff will need time to review and award the success.

If at anytime the heads wish to cease the Vindicti and both agree, they may notify staff who have the option to close Vindicti as well.

To earn another attempt for your house, the opposing house must succeed in an attempt against your house; this is vindication, you will need something to revenge/vindicate. Do not short the other house by forgoing attempts, unless both are ready to end the Vindicti.

Successes are combined, the winner gains 10 points per success towards House Reputation and the loser gains 1/2 of this total towards their House Reputation.

House Management

The development of the noble houses is a part of the play on Valorous. Currently this includes managing members and buying additions for the House that will net all members of the house a bonus to certain skills. This is to be expanded beyond these additions to include hiring patrons to further apply bonuses to members skills (adding wages is in the system, as Valorous develops, PCs will receive wages and houses will have a set limit of wages to expand to gain limited bonuses).

Anyone can view all the houses in game: +houses

This will show the heads of the houses and the primary commodity for which the house is known. This is a generalized commodity, the house may have a specialty of that commodity but the system only looks at one of five for building and trade purposes:

Agriculture: production of any crop (grains, grapes, orchards, vegetables, etc.)

Industry: production of byproduct from other commodities and materials (weapons, barrels, wagons, ships, etc.)

Livestock: primarily animal and animal byproduct (cattle for meat to sheep for wool, the keeping and husbandry of any animal)

Luxury: this house primarily produces something of a high end in scale, whether its exotic items for export such as jewelry, the art of banking and exchange, the importation of exotic goods from distant lands, etc.

Material: production of any raw material (stone, wood, ore).

Separate from +houses, individuals may type +house to view details specific to their house. For members this will list other members and additions to the house. Heads will receive more details, including the stores of commodities the house has collected.

The display for Heads of Houses includes political affiliation, the heir to the house, and allows for assigning a secondary administrator to potentially gain a commodity beyond the houses primary focus. Most of this is set up by staff, but heads may alter heir, second (administrator), and secondary (commodity the head wishes to try and produce).

Heads may use +house/set */*=*
The first * is the name of the house, after the / - the second * is for what will be set (heir, second, or secondary), and after the = - the third * is the name of the heir, the name of the second administrator or the name of the commodity.

The head and the secondary are important figures and they should have their professional level skill (the one skill set to 15 in CG) be relative to the commodity to produce. These are as follows: Agronomy (agriculture) Economy (luxury) Husbandry (livestock) Production (industry) Repository (material). This is the one time staff will stress this skill is important, for head and when assigning a secondary administrator for the house due to the monthly maintenance checks.

Every month, the system will run a monthly maintenance check. It is assumed houses generate enough of all commodities to run the house itself, to maintain status quo so to speak. The monthly maintenance check will make a roll for each head of house and, if assigned, the second administrator. A success on that roll will net the house 1 of that commodity for the stores, which can be used for, among other things, buying additions for the house. The skill level is important because if the roll fails, this indicates the house not only failed to produce surplus for themselves but has failed in its tax/quota to Matora itself. A failure will add to the Owed column; this is your debt to Matora, you do not want a positive number here.

Owed is not some mandatory system failure; heads may over the next month RP to remedy this debt. One can trade with other houses, or outright pay the debt from any commodity in the stores (via +request). One may also, however, RP sufficiently enough* to remedy the problem. Staff leaves this to Heads of Houses to RP with their members, from determining the cause of short production to its solution. RP this out in the month, submit a +request of logs and staff may reduce the debt or ask for more information, but this can be worked off. This is meant as an RP tool, not a minigame that puts the house in jeopardy.

* - Sufficiently enough. By this, staff means do not submit one log saying there is a problem and the best members are being sent to resolve it. Make it a real problem, allow other players to puzzle out solutions; heck throw out a problem with no intended solution and RP with your house members to solve it together. Maybe make a few rolls along the way, but have some fun with it, its meant to incite RP not throw in a stipulation to send a request like report for the solution.

Heads may also add members to the house, while members may set family in BG, this makes them official members. They can be given positions and wages (not yet operational). Likewise any commoner or non-landed noble could be added and set into positions. This will come into play as its developed and related to the additions.

Typing +additions lists all available additions for houses at present. Note Patron is listed, any commoner/professional added to wages set to this position will, down the road, be able to add an additional bonus to members use of the relevant skill. Ie, a house with a Chapel will gain +1 to all religion rolls, if they assign a professional Chaplain (religion skill: 15 or higher), they will eventually gain a +2 bonus to skill. It is intended to further develop this depending on popularity, the Chapel with a Chaplain may be upgraded for +3, perhaps a secondary to the Chaplain will net +4.

Typing +additions also lists the cost of the addition in commodities. No house will produce this many this fast, it will require trade with other houses.

A house may +house/trade COMMODITY/AMOUNT=HOUSE/COMMODITY/AMOUNT. The initiator of a trade indicates the commodity they are offering and its amount on the left of the equation, and the intended house, the wanted commodity, and its amount on the right side of the equation. This does not check the other house to see if they have that available, for all we know as Staff they're making trades to get what you are asking of them. This is again to suggest some RP in the transaction, to find out what they have to offer and only use +house/trade when the details are finalized. To keep this limited, only one trade/offer may be in the works at a time.

The second house may +house/accept or +house/decline. These only work if there is an offer on the table. Likewise if the offering house has waited and receives no responses but finds another trade, they may +house/withdraw their offer.

Once the commodities are in the stores for an addition, the head of house may +house/purchase ADDITION. This removes the commodities required and adds the addition, which may be viewed with +house.

The relevant skill for an addition is listed on the +additions table. These are available for purchase, there may be other additions that can be earned/awarded. Two additions with the same skill will accumulate in the bonus offered to members of the house. The name of the room and the patron's profession are arbitrary and used by the system only, you may call an addition whatever you like as well as the patron. Maybe the Fashion expert is not a Tailor, but the system searches for Tailor so they must be assigned their position as such.

The command to add a member to a house is '+house/add NAME=POSITION/WAGE' Enter the name of the player and the position they will fill. The wage may be 0 for now but will come into play later.

House Reputation

Like Valor, House Reputation is a static number showing the fame/reputation of the house. This converts to an available pool of house reputation points that may be spent on influence in the game. It may also be used to gain commodities (influence used to locate/gain/acquire the commodity through contacts, allies, friends, underlings, etc.).

The exchange rate for commodities is 20 reputation for one commodity.

Likewise, spending commodities may be used to gain House Reputation, similar to spending money in Pendragon can earn a character glory (Valor). Hosting an event (social, festive, neighborhood tournament, etc.) and spending one commodity will earn the House 10 Reputation.

Leg work to attract NPCs to the part can increase the fame and reputation of the party. This will generally involve finding and making appropriate checks in a 'social combat' against the NPC to inspire them to attend. This will minimally raise the reputation of such an Event by 10 points as well, and this will increase per famous/reputable guest in attendance.

Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License