Chapter Three: Melodrama and Malfeasance


or,
Monthly Actions in
Death Before Dishonor


Contents | Introduction | Weekly Actions | Military | The Clergy | The Agent | Appointments

3.1 Wielding Influence

A gentleman needs connections if he is to make his mark on the world. Influence is used to increase the odds of NPC's doing what you want. It can be used to gain money, power and position. Influence can only be used on NPC's, as player characters make their own decisions. You will have some number of influence points available at any given time that can be spent to modify the die rolls used to determine NPC decisions. Once used, these influence points are expended, regardless of the outcome of the roll.

Any activity that can be influenced favorably can also be influenced by others unfavorably.  However, not all activity that is influence-able is announced, and if you use influence to attempt to thwart an activity that does not actually occur, then the influence is lost anyway, so make sure you use your influence wisely.

Your SL has a certain influence level associated with it. You might gain additional influence from your mistress (who might have more if she is Influential), and from certain appointments and positions.

There are two influence numbers to track, your Maximum Influence allowed and your current Influence level.  Your maximum Influence Level is the maximum influence that you can bring to bear at one time and is equal to the total sum of all your influences.  Your Current Influence level is the number of influence points you have available to spend, and cannot fall below zero, or raise above your maximum influence level.

The table below shows the number of influence points needed to get a die roll modifier of +/- 1 to influence some decision by an NPC, depending on the rank/position of that NPC. Thus to influence a Colonel you will need a current influence level of at least a 3.  To gain more than a +/-1 die roll modifier to adjust a decision, you will have to utilize the same number of current influence points.  E.g., to gain a +2 to a die roll for a decision made by a NPC Colonel, you can use 6 current influence points, or a +3 modifier costs 9 influence points.

Position Needed to
Influence
King/Pope 9 (81)
Crown Prince/Cardinal/Queen 8 (64)
Minister/Field Marshal 7 (49)
General/Bishop 6 (36)
Lieutenant General 5 (25)
Brigadier General 4 (16)
Colonel 3 (9)
Lieutenant Colonel 2 (4)
Major/Captain 1 (1)

More than one player may bring their influence to bear, and the resulting adjustment to the die roll is the sum of all modifiers from all the players attempting to influence the decision.  Players may use their influence on other players' behalf. This is simply done by noting in your orders where you use the influence for and in whose name this happens. This can be important, e.g. when deciding who made a person step down from a position. (Thus if one player uses 6 influence to influence a NPC Colonel decision (+2) and a second player uses three influence (+1) on the first player behalf, then the die roll is modified by +3).(Please nore that IPs are additive. Two gentlemen with 49 IP each may combine their efforts to influence the King (requires 81 IP), and have 17 IP left between them. Gaining a +2 modification from His Majesty would require 162 (81 × 2) IPs.)

Influence is recovered at a rate equal to 1/3 your maximum influence level at the end of the month.  Your current influence level can never exceed your maximum allowed influence level.  (Influence Points are only current for one season. During that time, any IPs spent are lost until the beginning of the next season. IPs may not be "carried over" from one season to the next; any unspent IPs are simply lost. Note that this is differnt from Favors (see 3.3, below).)

Your personal Influence is determined by your SL on the following Table.  The influence gained from your mistress is calculated using the same table (and her SL) and if the mistress is Influential then you receive the twice the influence value. For the influence gained by appointments, see the section on appointments.

Social Level Influence
2-4 1
5-7 2
8-10 3
11-13 4
14-16 5
17-19 6
20-22 7
23-25 8
26+ 9

 

3.2 Using Bribes

If the influence you have is not enough you may resort to bribing the individual making the decision. You can only purchace a +/- 1 to the dieroll, and the cost is 50 × the number of influence points required(15 crowns � the IPs required) to bribe the NPC.  The GM will then roll 2d6 and on a 12 you have attempted to bribe an honest NPC, who will immediately reveal you to be the underhanded scoundrel you are and report you to the CPS.   If the roll is a 10 or 11, you have attempted to bribe a particularly dishonest NPC and he will just keep the money and the die roll will not be modified.

 

3.3 Using Favors

Sometimes a gentleman is in the right place at the right time, or goes the extra mile for an NPC. A running total of favors owed your character will be kept. Favors can be used the same as influence points. Unlike influence, favors neither refresh, nor expire.  (A character may freely use a mixture of Favors and personal IPs to influence another.)

 

3.4 Duels

Characters may find themselves participating in duels to satisfy their honor.  There are two types of duels: those with cause and those without. Duels are usually fought at the end of the month, and do not take up a week's action, but sometimes are immediate (when you court a lady and meet another gentleman with the same idea). Players are to provide the GM with dueling order or suffer the default routine.  Defaults are using your best weapon to the death, never surrendering. Winners of duels receive status and satisfaction while losers are humiliated, wounded and sometimes killed. Your orders can be conditional within reason (I'll let you know if it's unreasonable)

3.4.1 Causes for duels

There are many reasons for just cause for challenging someone. Some are listed below, but not by any means conclusive.  If you can come up with a good enough reason that demands honor be satisfied, I'll allow it as if it were cause.

Characters may refuse a duel without loss of SPs if their endurance is less than half. If, however, a character accepts a duel in such a condition, he gains 3 SPs immediately.  If a character is able to duel, and the duel is with cause the character may not refuse the duel without a loss of honor (-5 SPs).  If there is no cause then turning down a duel has no consequences.

The process of challenging a gentleman to a duel can be very involved.  First a slight must have occurred and this is reported in the newsletter for all of Paris to witness.  You simply can't make up a reason if no one else has witnessed the event.  The offended party then issues the challenge in the next newsletter and states the cause.  Finally both parties will meet and duel in the following newsletter.  Both parties must write in their game-turn orders that they will wish to duel the other and list the cause or the duel will not occur. Some duels however are fought immediately, like when two characters meet each other at the doorstep of a mistress.

Example:

Month 1:  An offense is perpetrated for all of Paris to see, and published in the newsletter.
Month 2: The challenge is posted and the cause listed.  Terms and conditions are posted for all of Paris to view
Month 3: Both gentlemen include orders to duel the other and list the routine for the duel, listing cause if appropriate.  The results of the duel will then be revealed.

3.4.2 Resolving Duels

Each character has an agility rating of 1d6 (lower is faster).This value is fixed at creation and never changes, unless perhaps the character is wounded.  The only game effect of this attribute is for duels to First Blood.  The faster person will strike first determining the winner in duels to First Blood.  Striking first does not stop the other gentleman from attacking so in the event that you duel to the death speed will not save you from killing each other in the same round.

A player defines his strategy for his character based on three options for each round. The options are: Defend, Attack and Furiously Attack. All are dependent on the expertise of the weapon being used. Immediately prior to the duel before both contestants are fully engaged, a single dagger may be thrown, but the "gentleman" doing so will incur a -2 SP penalty for resorting to such dastardly techniques.

For the each round until first blood is drawn, the speed for each combatant is calculated as the sum of Weapon Speed, Character's Agility and a random 1d6. The combatant with the lower total gets to attack first. A furious attack gets to subtract a additional 1d4 from their speed. This is to calculate who gets to strike first for first blood duels.  Once first blood has been drawn and surrender not accepted then it no longer matters about who struck who a fraction of a second faster; you both will strike if the dice are nice to you.  And you both can kill each other at the same time.

If duels are not to first blood then this step is ignored and each just trade blows until one surrenders.  It can happen that both contestants reach the point where both would like to surrender at the same time.  In this case both are considered losers, and neither wins.

The following table is then consulted and  the Attack and Defense Variable are noted for each contestant as well as the endurance loss for his mode of attack.

Mode Attack Defense End Loss Damage Mod
Furious Attack
[-d4 to speed]
(6 × Expertise)% 0% -3 End +1d10
Normal Attack (4 × Expertise)% (2 × Expertise)% -1 End --
Defend 0% (3 × Expertise)% -0 End --
Throwing weapon (5 × Expertise)% 0% -1 End d(1� × str)

Your choice of weapon also affect the duel.  The weapons do damage as follows:

Weapon Damage Speed End Loss
Dagger d(� × str) 4 --
Rapier d(str) 3 --
Sabre d(1� × str) 2 -1 End
Cutlass d(1� × str) 4 -2 End
2H Sword 2d(str) 5 -3 End

For each successful attack there is a 10% chance that it is a critical hit.  In this case maximum damage is added to the normal damage roll.

Weapon Expertise Speed Mod
Less than 6 +1
Between 5 and 14 +0
Between 15 and 21 -1
Between 20 and 26 -2
Greater than 25 -3

The Duel is then conducted as follows:

Damage due to exhaustion is restored after one rests up for a moment, and the character may duel more that day.  It can happen that one surrenders due to exhaustion and still be able to duel again in the same month. i.e. You set your surrender criteria to less then 1/2 max endurance, and by sheer exhaustion you surrender.  Unfortunately there is a second opponent ready to duel you, and after you rest up you will be above 1/2 max endurance and can not honorably decline.

If current endurance is reduce to less then 1 but not lower than -5 for any reason, then you have fallen unconscious and must consult the maiming table below.
 

1D6 Wound 1d6 Location Effect
1 Major Appendage Loss 1-3 Arm -9 to all weapon skills, Constitution -1d4, Strength -1d4, healing is �, +1d6 Agility
4-5 Leg -5 to all weapon skills, Constitution -1d4, Strength -1d4, healing is �, +6 Agility
6 Genitalia -6 to all weapon skills, Constitution -1d4, Strength -1d4, healing is �, no children
2 Minor Appendage Loss 1-3 Hand -6 to all weapon expertises, Constitution -1d4, Strength -1d4
4-6 Foot -3to all weapon expertises, Constitution -1d4, Strength -1d4
3-4 Cosmetic Appendage Loss 1-2 Eye -4 Weapon Expertises, +2 Agility
3-4 Ear +1 Agility
5 Finger -2 Weapon Expertises, +1 Agility
6 Nose No effect (unless, like Tycho Brahe, you'd like a golden one made for you)
5-6 Nasty Scar (no other consequences)

If a physician is on hand, then roll a 2d6 and add the victim's current endurance to the roll. If the result is positive then he will survive and consult the Maiming Table using the same result, otherwise the character dies. E.g. brought to a -2 endurance, a roll of 3 or higher he will survive and consult the maiming table, all other rolls result in death.  If a physician is available, then he will attend either opponent regardless of who paid for his services.

3.4.3 Choose your weapon

The person who challenges in a duel may choose to give his opponent the option in weapons. If the challenger does this he must abide by the weapon choice and use the same weapon as his opponent. Doing this gains the challenger +2 SPs.

3.4.4 Benefits of Duels

Status Points are awarded or deducted as follows:

If the duel was a real duel and not just to first blood, then the winner of a duel rolls as if he went to Le Chat to decide if his skill went up or not, if not then he gets his training improved by 1.  The loser rolls as if he went to a basic gym (2d6) and if no increase then his training increases a level by 1.

3.4.5 Dueling default orders

You will choose your best weapon, and duel to the death.  If you don't like this default then put in your orders for duels, you never know when you'll have to duel?  I will keep track of your orders for dueling and the last set received is the routine you will use until you alter it.

 

3.5 Hiring Doctors

A gentleman may seek the assistance of a doctor to help with several situations. Generally, a doctor's aid will greatly enhance healing and the chance for a lady to survive childbirth. However, doctors had a wide range of skill and knowledge during this century, and some of them were downright charletans. The GM will check a doctor's skill when he is first hired by a gentleman. The results of this skill check will be kept secret, but if the gentleman is pleased with the doctor's performance, his player should name the doctor for future reference. If the gentleman seeks to hire that same doctor, the GM uses the previously-generated skill.

A gentleman will most likely seek a doctor's aid for one of three circumstances. First, a gentleman may hire a doctor to tend to him while he recovers from wounds. Second, a doctor can aid mortally wounded gentleman at duels, perhaps saving a life. Finally, a doctor can attend a lady at childbirth, to help both the mother and the new-borns. Hiring a doctor takes no time, and costs 3 × the gentleman's SL per month. To find out how skilled the doctor is, roll 1D6 and consult the chart below:

Roll Healing Duels Pregnancy
1: Butcher The gentleman heals at half the normal rate The doctor provides no help to the wounded gentleman The babies take -1 to the Childbirth die roll and the mother takes a -1 modifier to her survival check roll.
2-5: Skilled The gentleman heals at rate of 4 × his CON in END per month The doctor will save the life of the mortally wounded gentelman per the dueling rules The children get a +1 to the Childbirth die roll.
6: Gifted The gentleman heals at a rate of 6 × his CON in END per month As above, plus the gentleman need not check the Maiming Table. The child (or children) and mother are likely to survive: +2 to the Childbirth die roll, but do not modify results of "2" (A stillborn is always possible.) and +1 to the Mother's survival check roll.

 

3.6 Healing

If a gentleman is in good health he will recover End at the rate of twice his Con each month.  Healing occurs at the end of the month after all activities are completed.  Thus, if your character duels at the end of the month and he survives, he will recover some End for the next month. If the character is ill then he will only heal at a rate of Con per month, and if the character is seriously ill he won't heal at all without a doctor's care.

 

3.7 Investments

Three types of investments are available for the wealthy character to gamble upon.

3.7.1 Foreign trade

The first is in foreign trade. Each month there is a 1 in 6 chance that the Chancellor may decide to send a merchant fleet to far-flung shores to bring back valuable commodities. The Chancellor will announce such a venture and will invite investors to invest in multiples of 1000cr. The destination is determined on the table below, and characters wishing to invest may do so in the next month. After the amount of time listed under "Length of Voyage" passes, the GM will check to see if the fleet fell prey to either pirates or storms. 2d6 are rolled for each, and if the result is greater or equal to the listed number, than the fleet (and the investment) are lost. If the fleet returns safely to France, then it earns profits as listed under "Return".

Roll Destination Length of Voyage Pirates Storms Return
Indies  8 months  10+  8+  150-200% 
Africa  7 months  9+  10+  90-140% 
New World  9 months  11+  9+  60-110% 
Tunis  5 months  8+  11+  80-130%
Persia  8 months  9+  9+  70-120%
Turkey  6 months  8+  11+  80-130% 

3.7.2 Arms Investment and Finance Investment

Two other types of investment are arms investments and finance investments, which speculate on the scale of the war during the Summer campaign season. Arms investors gain money when more troops are sent, while finance investors have stock in a stable currency and thus lose money when large number of troops are sent. The following table delineates details on these investments.

A positive amount is the percentage of his investment the investor receives as a dividend on his investment. A negative amount is the amount the investor must pay in to keep his investment solvent at the initial level, if this amount is not paid within the month the investment is lost in its entirety. Solvent investments may be sold to other players at any time. Investments of this nature can not be refunded until the beginning of a summer campaign season, and the return on funds is calculated at the beginning of each campaign season.

The Quartermaster General may designate one investor in arms as arms supplier for that army. In so doing, that investor receives a return on his investment as if one more brigade had been sent.

The Chancellor of the Exchequer may manipulate funds for the benefit of one player. In so doing, that investor receives a return on his investment as if one less brigade had been sent.

Number of
Regiments Sent*
Arms Investment
Return
Finance Investment
Return
<5  -50%  40% 
6-7  -20%  20% 
8-9  30%  10% 
10-11  50%  -60% 
12-13  80%  -60% 
14+  100%  -60% 

3.7.3 Influencing NPC's for investments

An NPC QM General of the Army will award preferred arms supplier status to a player on a die roll of 7 on one die. An NPC Chancellor of the Exchequer will manipulate funds on a die roll of 7 on one die. These may be modified by influence. If more than one player receives a 7+ then it goes to the player with the highest roll, with ties being broken by unmodified die rolls.

An NPC Minister of State can be influenced as to how many brigades will be sent on campaign. He can be influenced either to add or subtract brigades from the force deployment, and will add or subtract one brigade on a die roll of 7 on one die. He will add or subtract two brigades on a die roll of 9+. The number of brigades may never go below three or above 8. If the MoS is successfully influenced both to raise and lower the number of brigades, he will do whichever received the highest die roll, and by only one brigade.

 

3.8 Gaining Titles

The nobility, in the world of Death Before Dishonor, has many advantages. A nobleman is given a title, an estate and much honour, not to mention a coat of arms. Each character raised to the nobility must present his coat of arms after recieving confirmation of his title. Most enobled gentlemen are also given a boost in SL, which confers greater Influence.

Gaining a title raises a character to the nobility. A character may become qualified for a title by performing a valuable service to the Monarchy and thus being Mentioned in the Royal Lists (MRL). Below is a table showing the activities that will garner MRLs.

Note that some activities will gain multiple MRLs. There are also grand events that will give an free Title attempt. These Title Attempts do not incur the loss of previously gained MRLs, yet gain no bonus from them either. If this Title attempt fails a MRL is gained because the gentleman did gain sufficient attention of the King. Certain other events will cause you to lose MRL.

Service Performed MRLs
Being Mentioned in Dispatches* 1
Awarded a medal
Obtaining a Battle Result of 1 if commanding a Battalion
Obtaining a Battle Result 3 better than one's immediate superior
Being promoted (Brevet) Brigade General
Being appointed Inspector General**
Winning any (non-Annual) Fencing Tournament
Host a Special Event with Royal Family member attending
For every successful Theatre Production Staged***
Being appointed Court Minstrel
For every Thesis accepted by the Royal Academy de Science***
Failed Free Title Attempt
Obtaining a Battle Result of 1 if commanding a Regiment 2
Obtaining a Battle Result of 2 if commanding a Brigade or Higher
Being promoted (Brevet) Lt. General
Being appointed Army Commander**
Being appointed Judge Advocate General**
Being appointed Adjutant General**
Being promoted Bishop
Becoming King Champion
Being appointed Royal Astronomer**
Being appointed Director Theatre Royal**
Being appointed Chief d'Art
Winning the Annual Fencing Tournament
Being appointed Chairman of the Royal Academy de Science**
Obtaining a Battle Result of 1 if commanding a Brigade or Higher 3
Being promoted (Brevet) General
Being promoted Prince Bishop
Being appointed Royal Confessor**
Being appointed (Military) Governor**
Being appointed a Minister/Director by the MoS** 4
Being promoted Field Marshall Free
Being appointed a Minister by the King
Being promoted Cardinal
Being selected as the Best Scientist of the Year
Caught Embezzling -1
Not appearing Trial -2
Resisting Arrest -2
Caught Poltrooning -4
Disgrace -5

* The MRL gained for an MiD is lost after gaining a title, while the MiD will last forever!

** When a character resigns from these appointments before the end of his term he loses all gained MRL's for these appointment except 1.

*** Maximum of 1 per season.

There are benefits to being Mentioned in the Royal Lists. When the character has MRLs exceeding the number in the table below for his Current Title, he will be awarded a Title attempt by the King.

Current
Title
Mentions
Needed
None 3
Chevalier 5
Baron 7
Viscount 10
Count 13
Marquis 16
Duke 20

Title attempts are handled in the following manner. In the newsletter following the month where sufficient MRLs are accrued or an free attempt is gained, an announcement will be posted stating that the character is being considered for a title. At the end of the following month, a D6 is rolled, and a title is gained on a 6. If this roll is successful you will lose all your MRLs (except in the case of free Title Attempts) but you can get yourself a Title that will last forever!

Please note that you can only get a title one above your current title regardless of the number of MRLs that you have. If you are allowed to gain a title, the King expects that you pay a little registration and surveying fee for your Coat of Arms and Estates. If you are unable to pay this fee, you will not gain the title and still lose all your MRLs because the King dislikes poor nobles very much! The following factors will influence the title roll:

3.8.1 Title Benefits

Title Min SL New SL SP's Purchase Cost
Chevalier 6 10 10 500
Baron 8 12 10 1000
Viscount 10 14 15 1500
Count 12 16 15 2000
Marquis 14 18 20 2500
Duke 16 20 20 3500
Grand Duke 18 22 30 5000

Title denotes the title earned by the character.

Min SL is the minimum social level the character must hold before he can be considered for the title. The King adds +1 to the title roll for every 3 SL over the minimum.

New SL is the social level to which the character will be raised if the title is confirmed. A lower SL is automatically raised to this; higher SLs remain the same.

SP's denote the number of status points gained during the month of the appointment.

Purchase Cost is the amount (in crowns) paid to the royal coffers as a 'registration and surveying' fee.

Any titled character who suffers a loss of SL courts Disgrace.

3.8.2 Estates

On receiving a title, the character gains an Estate. An estate provides a country retreat in the Provinces and some income.  The size of the estate is determined by rolling one die and comparing the result to the table below:

Title Die roll
1 2 3 4 5 6
Chevalier 1 1 1 1 2 2
Baron 1 1 1 2 2 3
Viscount 1 1 2 2 3 3
Count 1 2 2 3 3 4
Marquis 2 2 3 3 4 5
Duke 2 3 3 4 5 6
Grand Duke 3 3 4 5 6 7

Each estate has a residence to go with it equivalent to the value rolled.  e.g. if you gain a title of Grand Duke and you roll a 6 resulting in an estate size 7 you gain a small palace.

Estates have revenue that is variable according to the estate's size and location. To determine monthly revenue, a number of d6 equal to the estate size are rolled each season and the result of this roll is multiplied by 10. i.e you have an estate size 4, at the beginning of the season 4d6 × 10 are rolled, and you earn that much income from your estate each month of the season.

 

3.9 Coaches

Anyone may own a coach, but none are for hire. (Coaches are a common sight in the streets of Paris, and are a leap up from muddying one's boots and spoiling fine lace with common dust and mud. Coaches may be purchased or hired. Hired coaches cost (6 × the gentleman's SL) for one weeks' use, but provides no benefits in SP or Courting. Coaches may be owned by anyone with the means to support them.) The SP award for owning and using a coach is a non-cumulative SP bonus. You order the use of your coach during the pre-monthly phase and will attend every party that month in your coach. This entitles you to the SP bonus listed (regardless of whether you attend 1 or 4 parties), but you will also have to pay the monthly cost.

The indicated amount of horses also have to be bought and a groom hired to maintain them. Unlike lodgings, the monthly cost for a coach is only paid when your character actually uses his coach. However, if you use a coach in the month you purchase it, you must pay both the initial cost and the monthly cost. Lastly, if you own a coach and wish to purchase a different one, you will receive 1/5 the initial cost of the coach you own toward the purchase of a new one.

Purchasing used coaches is tres gauche. If someone buys a coach above his station (see Limits) then all nobles of higher rank have cause to duel this character when they meet, since he is breaking an unwritten code of the nobility.

Type Initial
Cost
Monthly
Cost
Horses SP Courting Limits
Highway 30 Cr 10 Cr 2 1 1-5 --
Fine 100 Cr 30 Cr 2 2 1-10 --
Fancy 200 Cr 60 Cr 4 3 1-15 --
Grand 350 Cr 100 Cr 4 4 all Noble
Noble 600 Cr 180 Cr 6 6 all Count or better
Royal 900 Cr 280 Cr 8 8 all Dukes or better only

Any event at the Fleur requires arrival in some form of coach, or the character loses 1 SP. One simply does not arrive at Paris's finest establishment on foot.

All ladies courted by a gentleman using a coach that month look more favorably on such a suitor, as long as the coach is acceptable to their station (+1 to the courting roll if the mistress's SL is within the range given on the table above).

 

3.10 Horses

Horses cost 100 crowns to purchase, and require a groom (2 Crowns/month, no matter the amount of horses) and housing (3 Crowns per month per horse).

Houses with Stables can house a number of horses equal to the house size free of charge.

 

3.11 Death in the Family

Each month, there is a 1% chance that a death will occur in a character's family. If a death occurs, roll a d6 and consult the table below:

1d6 Who Dies
1-3 Oldest Brother
4-6 Father

If your character is the eldest son, a roll of 1-3 is ignored; but if he is a second son, he becomes a first son in line for inheritance.  Older brothers are considered to have a SL one higher than your current SL and Fathers two higher than your current SL .  If the father has died, the character loses any future allowance, but immediately inherits if he is the eldest son. The value of the inheritance is determined by finding the fathers position on the appropriate Father's Class Inheritance Table, below.

Inheritance from Commoner Father
Peasant 0
Small Merchant 100
Merchant 750
Wealthy Merchant 1500
Very Wealthy Merchant 4000

Inheritance from Gentleman Father
Impoverished 100
Well-to-do 1500
Wealthy 4000
Very Wealthy 5000

Inheritance from Nobleman Father
Impoverished 100
Well-to-do 2000
Wealthy 5000
Very Wealthy 6000

 

3.12 Disgrace

Characters want to avoid becoming disgraced at all costs. Disgraced characters must immediately give up all appointments, may incur a SL penalty and require time to erase the memory of such an ignoble deed.

If a character returns from the front before his "sentence" is up, he becomes a "Knave". Anyone may challenge a knave on sight without losing SP at all. A knave has a -2 modifier on the modified chance to court a mistress.

A knave will suffer a -2 penalty when applying for any post. Anyone caught toadying with a knave will lose SP equal to the knave's SL.

For purposes of duelling, a knave is treated as regimental enemy to everyone, and everyone may have cause to fight a knave. Further anyone may ignore a knave's challenge without loss of SP.


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