Chapter Two: Valor and Villainy

or,
Weekly Actions in
Death Before Dishonor


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

2.1 Going to Clubs

2.1.1 The Clubs of Paris

Name Requirements Dues SP Guest Fee House Limit House Divisor
The Fleur de Lys Special 50 10 20 Unlimited 250
Bothwell's SL of 12+ 30 8 10 1000 200
Hunter's SL of 9+ 20 6 8 500 150
The Horse Guards Officer of Cavalry 20 4 8 300 100
The Blue Gables SL of 7+ 15 4 6 300 100
The Frog & Peach SL of 5+ 10 3 4 150 75
Red Phillips SL of 3+ 5 2 2 50 50

The Fleur de Lys is a high level club which is open to characters of SL18+, Ministers (including the CPS), military officers of rank 2nd Class Brigadier General and above, and clergyman of rank Bishop or higher. 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.

The Horse Guards is open only to military officers belonging to cavalry regiments.

2.1.2 Joining a Club

Joining a club takes a week's action and your character must fulfill the requirements or he will be turned away at the door. If he qualifies, he can attend the club as a regular member and participate in any activities occurring during the week he joins. Joining costs no more than simply paying the monthly dues. Joining a club later in the month does not reduce the amount of dues paid.

2.1.2.1 Dues

Membership dues are paid at the end of the month. If your character has not attended his club at any time during a month, you can drop his membership and save some money, but he will not gain any SP from his club. He will have to spend a week to rejoin if he drops his membership. If he is a military man and goes out on campaign, dues are waived while he is out serving King and Country. He will not lose his membership while out on campaign.

2.1.2.2 Status

Your character will gain a certain amount of SPs each month by being a member of a club. He doesn't have to attend the club to earn these SPs, just pay the dues.

2.1.2.3 Guest Fees

Each guest your character invites to the club stresses the staff and extra resources are required to uphold the appropriate standards expected to entertain a guest properly. Thus the club will charge the host a nominal fee for each guest invited to the club. The club manager will not bother to check to see if a guest has received multiple invitations. Each host will be charged the guest fee for each guest he invites to the club. Mistresses do not count as guests for this purpose and are included as part of standard membership fees.

2.1.2.4 Carousing

Your character can drink excessively if he likes to prove to others his drinking prowess. This costs a certain amount (cost is SL × 1 crowns) and is worth 1 SP. Paying for his own drinks and abusing himself in this manner is what earns the SPs not simply drinking at the expense of others. Thus, no SPs are earned if someone else buys your character's drinks. Only your character can fund his own carousing.

2.1.2.5 Bonne Vivant

Buying a round for the club is very excessive and will earn the character 2 SP for such generosity. It costs the sum of the SL of all characters present, regardless of whether they are drinking or not. This too does not pay for others' carouse, the person spending the money earns the SPs; not the person receiving the drinks.

2.1.2.6 Drunk and Disorderly

Carousing and Bonne Vivant have a slight chance of rendering your character excessively drunk (11+ on 2D6, 10+ if he does both). Drunkenness can result in various events occurring, some good, some bad, as detailed below: (roll 3D6).

Roll Consequences
3 Insult King -- must duel King's Champion within 2 months or be disgraced
4 Cause fight -- cause 5 × D6 crowns damage and banned for 2 months
5 Gamble -- lose D6 × SL crowns
6 Injure self -- take 5 × D6 loss of END and banned for 1 month
7 Insult any (random) PC present -- cause for duel
8 Insult wife/mistress present -- cause for a duel
9 Arrested for obscene behavior -- fined SL crowns
10 Make extremely bad pun -- lose 1 SP
11 Gamble -- win D6* SL crowns
12 Outdrink everyone -- gain 3 SPs
13 Gamble -- win 10*D6 crowns and gain 1 SP
14 Tell incognito noble good joke -- may toady with him week 1 next month (SL=(Club SL req)+D6)
15 Impress important NPC -- gain level 4-9 influence
16 Impress barman with your capacity for alcohol -- you and your mistress may drink here free next month
17 Gamble -- win 10 × 2D6 crowns and gain 2 SPs
18 Impress Cardinal's spy with your loyalty to France -- gain level 8 influence.

2.1.2.7 Gambling

Clubs are a great place to throw money around. A character may place a bet within the house limit to see how Lady Luck treats him. Gambling risks and rewards are financial as well as social. The results are determined as follows: The GM will roll 3D6 and consult the table below to calculate winnings or losses. Once the amount won or lost has been determined, gambling SPs are calculated by dividing the number of crowns that the gambler takes home by the house divisor, all fractions rounded down. The monetary odds are in the favor of the house. Nevertheless, a betting man will earn more SPs than he loses over time, while his pocket will feel thinner in the long run.

Example: a member of the Red Phillips bets 50 crowns. If the GM rolls a 3, he loses all his money and earns no SPs. If the GM rolls a 5, he looses 30 crowns, taking home 20, and earns 0 SPs. If the GM rolls a 12, the character goes home with 50 crowns (gaining nothing) but earns 1 SP. The GM would have to roll an 18 for the character to earn 2 SP at the Red Phillips.

Better clubs allow your character to risk more, but have better opportunities for SP generation.

Roll Winnings
3 -100%
4 -80%
5 -60%
6 -50%
7 -40%
8 -30%
9 -20%
10 -10%
11 -5%
12 0%
13 +5%
14 +10%
15 +25%
16 +50%
17 +75%
18 +100%

2.1.2.8 Party Time

Characters may hold a party at their club for any reason. Such parties are considered Special Events.

2.1.2.9 Toadying

Everyone is judged by the company they keep and the same is true in Paris. Characters gain status by being seen in the company of their social betters, while their betters gain prestige by grooming the up-and-coming gentlemen. Toadying is a two way street and requires both parties to toady to be successful. The higher social level participant will earn SPs according to the table below:

Difference in SL 0-3 4-6 7-8 9-10 11+
Status Points to Higher 1 0 -1 -2 -3

The lower social level participate will earn 1/2 the difference in SL rounded up. If both are of equal Social level then both will earn 1 SP.

Partygoers will earn SPs if they toady together and are within 3 social levels of each other. If they are further apart, but not more than 6 social levels separate them, the higher participant is doing the lower social level participant a favor. If they are further apart than 6 social levels, the higher participant is really allowing the dregs of humanity to interact with him. One must wonder why one does this at all, but sometimes there's a very good reason.

To toady, a character must state whom he is toadying with. It is automatically assumed that the character will allow the other character to toady with him. If the other party puts in orders to toady with your character, the appropriate SPs will be doled out.

Example: Rupert at Social Level 4 goes to a party and has "toady with Geoff" on his character sheet. Geoff is Social Level 7 and writes "toady with Rupert" on his sheet. Rupert then gains (7-4)/2=2 SPs and Geoff gains +1 according to the table above. If Geoff didn't put toady to Rupert in his orders, then no toadying would take place and no SPs would be gained or lost.

NPC's (such as the King or Prince) will always allow characters to toady to them.

You must include toady orders if you desire to toady. And you may toady to more than one person. A command to general toady is interpreted to mean "toady to all".

Toadying can only take place at appropriate social gatherings. All such events will be so noted. Assume you may not toady if the rules do not say you can.

2.1.2.10 Bring Your Own Mistress

If you bring your mistress to a club, she will carouse at the cost of her SL in crowns, but she is safe from courting while at the club. You can't toady to a mistress; well, I suppose you can but it gains you nothing.

 

2.2 Attending Special Events

A special event may be hosted by a character, with the details of the event left to the imagination of the player. Such events can be masquerade balls, fox hunts, boar hunts or whatever you'd like to create. The cost to host such an event depends on how grand an event one would like to put on. Consult the following table for details.

Type of Event SP (Host/Guest) Cost Host Max SL
Pedestrian 2/1 50 8
Well-to-do 4/2 100 13
Upper Crust 6/3 200 17
Grand 8/4 500 20
Opulent 10/5 1000 None

If the host has a social level higher than appropriate for the type of event he is funding, he will lose 1/2 his SL in SP's for his faux pas.

If the event is Grand, there is a 1 in 6 chance that the Royal family will send a representative to the event. If the event is Opulent, it is guaranteed that at least 1 Royal family member will attend. The possibility of a certain member attending can be influenced. An special event with Royal Family attending can result in a Mention in the Royal Lists. The host may construct any guest list he would like and may charge admission as he sees fit.

If the event is a competitive event, prizes are the responsibility of the host. Additionally, the winner of the event will earn as many SP's as the host.

Guests may toady with each other freely, and may carouse if they like.

If the Special event is held at a club or a character's home, all the rules regarding such establishments apply as well. I. e. guest fees still will be collected. A Special event does not always have to be at a club or someone's home, but the GM will only accept locations that make sense for the event.

This rule will be the basis for any special events derived in the future. Additional subset rules may be included for particular events. The GM will approve and incorporate the events as they arise and are submitted.

2.2.1 Fencing Tournament

This special event consists of the Tournament proper followed by an optional party in the same week at the host's club or home. The host may provide any guest list he chooses and may set an entrance fee if desired.

The Tournament itself is a random pairing, single-elimination competition. The fencers employ foils and no other weapon is allowed. No actual damage is accrued. In each round of the contest the loser will receive 1 training level in the rapier, while the winner will receive a free training roll as if he were at Le Chat. To determine the winner a D6 is added to the rapier skill of each contestant. The higher roll advances to the next round, ties are re-rolled.

The winner of the fencing tournament will receive as many SP as the number of bouts the tourney took to get to the final two contestants. (And at least 1 Mention in the Royal Lists)The second place duelist receives a half this amount.

The host will provide a prize valued at no less than (0.5 × Event cost) -- i. e. 50cr for Well-to-do, 100cr for Upper Crust, etc. This prize can be in the form of cash, a commemorative medal or anything else the host chooses and is appropiate.

The Host will receive an additional +1 SP for each round the tournament takes. The bigger the tournament, the better. The host may participate in the contest as well.

If a party is to be held afterwards, the Host will follow the standard rules for a party at one's home or club, as appropriate (i. e. Guest fees, etc).

2.2.2 La Theatre Royale

A character may produce a play for 500 crowns. A two-week rehearsal must be held the month before the play is scheduled to open. A mistress will take part in the play if asked by her regular lover at the start of rehearsals. If she does participate, she is not available to be courted neither during rehearsals nor during the run of the production, except by the producer of the play.

A character other than the producer may only court any mistress participating in the production during non-rehearsal weeks between the first rehearsal week and the end of the run of the production. If she is courted away, her continued participation is at the discretion of her new lover.

The play runs for the whole of the next month with the manager being required to attend the first week. Additionally, he must host an opening-night party at his club in the first week. All those attending the play are entitled to go to the party unless especially barred by the manager. Members of the Royal Family will attend the play on a 6 in 1D6 (but not a bawdy production) and attend the party on a separate roll of a 6 in 1D6.

Players may hire yobs to hiss and boo the production at a cost of 50 crowns. Each time this is done, 2D6 are rolled and a 12 indicates a riot will occur doing 100-600 crowns worth of damage (to be paid by the manager). If the Royal Family is present, the manager is disgraced.

Success of the play is determined by rolling 2D6 with the following modifiers:

A box at the theatre costs 25 crowns and can hold up to 6 people and gain the purchaser +2 SPs. A seat costs 5 crowns. These costs are double on the first night. A theatergoer gains SPs equal to the net production die roll-7 (never < 0). The manager gets a free box. If a member of the royal family attends the manager will be presented to him/her (+3 SPs). Attending the theatre is a weekly activity. The manager will receive 50 crowns times the success level of the play and if the play was successful a Mention in the Royal List.

2.2.3 Special Religious Ceremonies

For special events such as weddings, baptisms and funerals, an officiant is also required. The minimum rank of the officiant and required fees are listed below. If you wish to hire a specific person to officiate, but they are not of the required rank, you must also hire a "consultant" of the appropriate rank. Both officiants must be paid the full fee of the higher-ranking man.

Type of Event Min Officiant Rank Fee
Pedestrian Priest 5
Well-to-do Curate 10
Upper Crust Pastor 20
Grand Curia 50
Opulent Bishop 100

Certain ceremonies bring extra SP to the participants.

2.2.3.1 Weddings

The officiant gains SP equal to 1/2 the Groom's SL.
The groom gains Host SP plus 3.
The best man gets Guest SP plus 2.
Groomsmen get Guest SP plus 1.

2.2.3.2 Baptisms

The officiant gains Guest SP plus 2.
The father gets Host SP plus 2.
The godfather gains Guest SP plus 2.

2.2.3.3 Funerals

Standard SP rules apply. Use the above chart unmodified.

2.2.3.4 A Note on SPs for Best Man, Godfather etc.

The bonus SP received for holding these positions assume a certain amount of activity on the part of the participant. For instance, a best man would hold a party and deliver a toast, among other things. A guest to a wedding should bring an appropriate gift, etc. The requirements have not been made explicit in the hopes that players will be creative. The GM is arbiter of whether a player has contributed sufficiently to warrant the extra SPs.

Guests who bring a gift (where deemed appropriate) receive 1 SP per 50 crowns spent (maximum is host SP for event).

2.2.4 Debutante Ball

Each year during the first week of May the Debutante Ball is held. A character may attend this ball (at the cost of his SL in crowns) just for a dance and a chance to toady. For the martially inclined, he may attempt to court one of the debutantes with an eye to marry them. Courting is carried out as for mistresses except the player does not know any of the statistics of the lady. The GM determines her SL by rolling 3D6.

Further, a D6 is rolled for each attribute (beauty, wealth, influence), and on a 1 or 2 the lady will have it. If the gentleman's courtship is accepted, he is considered to be automatically engaged to the lady in question, and must marry her within twelve months, as per the normal engagement rules.

A gentleman may seek to improve his appearance at the Ball to have a better chance of being accepted by a debutante (and her family. ) He may choose to buy expensive clothes at a cost of 6 × his SL in Crowns. He may also elect to arrive at the ball in a lavish carriage, once again at the cost of 6 × his SL in Crowns. Both of these options add +1 (each) to his Die Roll, for a maximum of a +2 to the courtship attempt.

 

2.3 Seeking Female Companionship

Characters are required to have some sort of female companionship (FC) each month. If the character has a mistress for any portion of the month, it counts even if he does not visit her. A character may also visit a Bawdyhouse in the red light district and obtain companionship there, or have an indiscreet liaison to satisfy this requirement. For each month the character does not have female companionship he is penalized -1 SP; this penalty is cumulative. For example, the first month would result in -1 SP, the second month would have a -2 penalty, the third -3 and so on.

Female companionship is not required for clergymen.

Female companionship will be satisfied if you court a mistress but do not step down, regardless of success of your courting attempt. If you step down you do not get credited for FC. It is assumed you will step aside unless you say otherwise. If you court someone else's mistress and don't encounter anyone, then there is a 1 in 6 chance your liaison is indiscreet and the world finds out about it. This counts for FC. It is also cause for a duel.

But if you are discrete, then it doesn't count if you don't succeed in wooing her away. You can be indiscreet if you choose to be so, but you take a -1 penalty to the success roll. If you encounter competition on the Mistress's doorstep then a duel will occur to decide who gets the privilege of courting the fair lady. Winning the duel gains you the privilege of courtship and satisfies your FC requirement. The loser must satisfy his FC requirement someplace else, and can go to the Red-light District instead. You may only court one mistress at a time in any given week.

2.3.1 Mistresses

The benefits of having a mistress are great indeed. A character receives 1 SP per month for having a mistress. If she is of a higher SL, he also receives SPs equal to the difference in their SL. Beautiful mistresses yield an additional +1 SP per month to their lover. Note that it is the person who controls the mistress at the end of the month who gets the SPs.

Mistresses will have a special attribute on a 1 in D6 roll for each of the following characteristics:

Beautiful: A beautiful mistress is someone everyone wants to be with, and you receive an extra +1 SP per month.
Influential: An influential mistress has friends in high places, and can help you influence die rolls in your favor or hurt other player's die rolls.
Wealthy: A wealthy mistress does not require monetary support and will give you an allowance equal to her SL × 3.
Loyalty: In addition to their usual attributes, mistresses have a rating of Loyalty, which is a secret number between 1 and 6. The more loyal the mistress (the higher the number), the more likely she is to stick with her lover through thick and thin.

The mistress' loyalty to her current lover will vary from month to month. The following situations modify loyalty:

Event Loyalty Modifier
The mistress is married +4
The mistress is Engaged (unless the lover has been indiscreet) +3
Her Lover is at the front +2
The Mistress is Virtuous +2
Her lover has taken her out that week +1
Her lover gave her gifts worth her SL this month +1
The courtier is being indiscreet +1
Each consecutive month without a visit -1
Each character who tried to court to her last month -1
The mistress is Vindictive -2
Her lover was indiscreet this month -4

Virtuous: A Mistress may also have the attribute of being virtuous. She does not roll the chance for being pregnant. She cannot be courted while attached or by someone who is attached and yields 2 extra SP's. She will not participate in liaisons. Any character who has a liaison with another mistress while attached to a virtuous mistress will suffer double the normal negatives if discovered for hurting such a widely respected mistress. A virtuous mistress demands that the character tithe his SL in crowns per month to the church in addition to normal mistress upkeep. A virtuous mistress demands that a character attend church once every month unless at the front or donate double the above. If character fails to meet these conditions she rolls a loyalty check. If check fails, she chucks her lover.

2.3.1.1 Attributes Change over time

A Mistress's attributes can change over time. Each mistress has a 5% chance of changing attributes each month and a 20% over summer campaign. Roll on table below. If an attribute is already possessed, mistress gains SL instead. If Mistress did not have the attribute she was required to lose, she loses a SL instead.

Attribute Events
1-3 1 Rich relative leaves fortune. (Gain W)
2 Mistress becomes healthier and happier (Gain B)
3 Mistress gains ear of VIP. (Gain I)
4 Mistress has life changing experience (Gain V)
5 Mistress becomes very popular. (Gain 1 SL)
6 Roll Twice for two changes
4-6 1 Brother Dies with Large Debt (Lose W)
2 Mistress suffers accident. (Lose B)
3 Influential friend dies (Lose I)
4 Mistress becomes selfish (Lose V)
5 Mistress make large Faux Pas. (Loss 1 SL)
6 Roll Twice for two changes

2.3.2 Courting

To court an unattached Mistress, a character must pay 3 × the Lady's SL and spend a week's action. The mistress's SL is subtracted from the character's SL and the following table is consulted:

Difference in SL Die Roll Needed
-6 6
-5,-4 5
-3,-2,-1 4
0,+1,+2 3
+3 or more 2

If the Mistress's SL is more than 6 higher than the characters, he may not attempt to pay court to her at all.

The die roll may be modified increased by +1 for each amount of 3 × the Mistress' SL paid by the character. This option is not available if the mistress is Wealthy. A roll of 1 always fails.

If two or more characters find themselves at the doorstep of the same lady in the same week they have cause for a duel. This fight is resolved on the spot according to the standard dueling rules. Characters have the option of stepping aside in favor of other suitors; a gentleman will step aside unless he states in his orders that he will stand his ground and duel. This can result in both parties stepping aside for the other and neither actually courting the mistress.

2.3.2.1 Courting Other Gentlemen's Mistresses

Before a gentleman can court another man's mistress she must be available for a full week worth of courtship. If the Mistress is unavailable during the week because her lover has taken her out to some occasion then she is simply unavailable for courtship. A gentleman can't court a mistress when she is with her current lover. The character may instead go to the gym or the Red Light District to work out your frustrations. The player must specify which action his character will take in this circumstance. Remember to note how much money the gentleman is carrying on him if he is headed to the Red Light District.

Assuming she is available the gentleman must first counter her loyalty. A mistress will remain loyal on a 1D6 roll less than or equal to her current Loyalty. If this check fails, he may roll for courting as usual (with a -1 modifier to his chance of success). This -1 penalty can not be overcome by spending money to court her. Thus instead of a 1 always being a failure, a 1-2 is for someone else's mistress. If a gentleman loses his mistress to another, he loses 2 SPs that month and has cause for a duel with the usurper.

If the loyalty check succeeds, the mistress refuses to allow the gentleman to pay court to her, and any money spent by him is returned. If the check succeeds by more than 3, the mistress will reveal the identity of the suitor to her current lover, who then has cause for a duel. You may use this week's action for something else if the mistress turns you away.

Once again, if two or more characters find themselves at the doorstep of the same lady in the same week this is cause for an immediate duel.

2.3.2.2 Courting an Engaged Woman

Engaged mistresses may be courted, but the die roll needed for success is increased by 2 and may not be reduced to lower than a 3. If the affair is found out, the fianc�e of a courted Mistress loses SPs equal to half her social level rounded up.

2.3.2.3 Courting a Married Woman

A married mistress may be courted for a one-week relationship: this is a normal courting attempt with a penalty of 2, and the roll may not be reduced below a 4. If you fail the roll and are discreet, nothing happens.

If not, then the husband has cause for a duel. If you are successful then what happens next depends on whether you are discreet about it or not (you may choose to be indiscreet if you wish).

  • If you are discreet, you get FC but no SPs, and the husband loses 3 SPs (rumors and what-have-you).
  • If you are not discreet, you get the SPs for the mistress and the husband loses twice his SL in SPs and has cause for a duel.

If successful, there is a 1 in 6 chance that the wife will fall madly in love with you and things will get horribly out of hand. In this case the wedding is annulled and all three parties lose a SL as a result of the disgrace (and the ex-husband has cause).

Married men may not court other women (or rather if they try and are successful or indiscreet nasty but as-yet-undecided things will happen to them).

2.3.2.4 Courting another Mistress while you still have one

If the Gentleman is indiscreet in courting another mistress, then the current mistress will have to perform a loyalty check.

When a loyalty check fails due to an indiscretion by her lover, a D6 is rolled and any applicable negative loyalty modifiers listed are added. If the roll is less than 0, the mistress will become Vindictive. Roll 2D6 and check the table below for her action.

Vindictive mistresses must make this roll each month until the check is more than 0, when she stops being Vindictive.

2D6 Die Roll Action
2-3 Slanders character. Any influence she has available will be directed against him if possible. He loses SP = her SL in malicious gossip. If she has a new lover, she will demand that he duels her old lover to more than first blood.
4 Will attempt to seduce lackey to steal from the character. If the character has no lackey, she buys off a club owner or doorman who refuses entrance to character after removing him from guest list for one event.
5 Spreads rumors of character's 'tendencies'. SP losses from lack of FC are tripled until FC is gained.
6 Will seduce regimental opponent or other "enemy" and make it all known. Causes duel. He loses SP = 1/2 her SL. If no player is seduced then she seduces NPC to duel. Roll 1D6 1-3 duel to first blood, 4-5 duel to 1/2 stamina, 6 Duel to maiming.
7 Will have 1D6 of her friends (mistresses) feign insult from the character. Characters attached to those mistresses will lose SP equal to having failed to duel for cause and their mistresses will take a -1 on loyalty value.
8 Will hire D6 goons to rough up character
9 Will hire 2D6 goons to rough up character. Roll again, on a 6 will attempt to hire assassin. 
10 Uses influence on CPS to begin investigation. Plants evidence.
11 Uses influence on NPC colonel and or send letter to PC colonel to demote or decommission character. Colonel will lose 1/2 her SL in SP if he refuses to aid her
12 Refuses to be seen with lover until 2 weeks of visiting and 10 × SL in gifts. -2 to all other courting attempts

2.3.2.5 Pregnancy

Each week that a mistress is with a gentleman, there is a 1% chance that the mistress will become pregnant. She will find out the following month, when she will reveal the news to the father at the end of the month. If she was with more than one man in the week she becomes pregnant, she will chose (GM's choice) which man is the "father". A Loyalty check will be made and if successful she'll not confess to any cheating and claim her current public lover is the father, but if it fails then she will choose one of the other lovers randomly.

On becoming a father, a gentleman has several courses of action. Only the first of these is not considered caddish:

  • Marry her.
  • Ignore her. (She might be lying, or it could be a false alarm but you risk disgrace.)
  • Attempt to buy her silence, with crowns equal to 100 × her SL. If she fails a loyalty check, she takes the money and disappears from the game.
  • Send her to a nunnery to hide it. A clergy member must send her away and will do this on a 6 on D6 roll.
  • Accuse her of fraud, She will be tried and sent to a convent if found guilty. If found innocent, she will become Vindictive.
  • Kill her. There is a 1 in 6 chance that assassins will take pity on a mistress (2 in 6 if she is beautiful) and not kill her at all. If the assassins are successful, they will leave evidence pointing to the character on 8+ (2D6).

If the "gentleman" refuses to marry, the mistress will reveal her state to the world the month after he is informed of his impending fatherhood and he loses SPs equal to twice her SL each month until he proposes to her. The mistress' loyalty is also reduced to 1 for that character during this time as well. If the couple is not married by the time the mistress is showing (5th month), then an additional SP equal to her SL are lost until they are married. Thus if by the 5th month the cad has not even proposed to her, he will be losing her SL × 3!

Each month of pregnancy, 2D6 are rolled. On a roll of 3 or less, a miscarriage occurs. Employing a Doctor that month may modify the roll.

After nine months, one or more babies are born. There is an equal chance of a boy or a girl! The table below gives the health of the child:

Die Roll Result
2-3 Stillborn baby
4 Weak baby. Will die on a roll of 2-3 on 2D6 each month for 2D6 months. Doctor may be hired to avoid this roll.
5-10 Healthy baby
11-12 Healthy baby. Roll again for twins!

Birth is risky for the mother. On a roll of 2 or 3 on 2D6 the woman dies in childbirth. There is a -1 modifier for her first pregnancy and -2 for each stillborn. A doctor may be hired to modify this roll. A doctor costs 3 × the Gentleman's SL in Crowns and will modify the birth according to his skill, as determined by the chart below:

Die Roll (1D6) Doctor's Skill
1 A butcher -- -1 to the Childbirth die roll and -1 to the Mother's survival check roll.
2-5 A skilled man -- +1 to the Childbirth die roll.
6 A very skilled doctor -- +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.

Upon his initial hiring, the doctor should be named by the gentleman. The GM will keep track of the doctor's name and skill level. This skill level will not be revealed to the players. (Above information is a copy from Doctors)

If a gentleman's wife dies, he may enter a period of mourning, which lasts one year. During this year, the gentleman is excused from the requirement of Female Companionship. He may attempt to court a mistress during this time, and receives a free +1 to his roll (from sympathy. ) However, courting a mistress will end the mourning period at that point, and the gentleman is then expected (and required, with all of the usual penalties) to seek FC.

The father of a healthy male heir gains 4 SPs for securing his line.

2.3.2.6 (2.3.2.1)Proposing to a mistress

If you have been seeing a mistress for more than 12 months, she will expect you to propose marriage. If you have not done so in the 12-month time period, there is a 1 in 6 chance she will leave each month thereafter until you do propose or she leaves. You will lose 1/2 her SL in SP's if she dumps you before you propose.

To propose to a mistress you must have been going out with her consistently for six-month endings. A proposal attempt takes a week and costs (15 × her SL) in crowns. The chance is that of a normal (unmodified) courting attempt. If you roll a 1, there is a 50% chance that she will dump you altogether. If she turns you down then the timetable is still in progress and all adjustments still apply. You will have to propose a new another time.

2.3.2.7 (2.3.2.2)Engagements

Once a proposal of marriage is accepted, the character receives congratulations in SP's the following month equal half his SL or SL if mistress is Virtuous. An engagement will last for no more than 12 months. If you have not gotten married in the 12 month time period there is a 1 in 6 chance she will leave each month thereafter until you do marry her or she leaves. You will lose her SL in SP's if the engagement is called off.

2.3.2.8 (2.3.2.3)The wedding

The wedding is considered a special event and follows the appropriate rules in that section. When you marry you will receive a dowry of (100 × mistress SL) in crowns, doubled if she is Wealthy.

A wife provides all the benefits of a mistress except yields 2 SP/month instead of 1. The wife must be supported at the rate of 3 × SL of wife while each child's support is SL × 0.5 crowns per month. No support is again needed if the wife is Wealthy. The wife's SL will always be equal to or greater than her husband's.

2.3.2.9 Mistress Advancement

In a month where a character with a mistress gains at least four times his mistress' current social level in status points, her social level will increase by one. The mistress must have been seen in public with the character that month.

If a character fails to gain status points equal to his mistress' social level, she will lose a social level.

If a married character receives a title, his wife gains the same title and is elevated as well.

2.3.3 Liaisons

In addition to courting mistresses, gentlemen may also try to attempt temporary liaisons. These offer no lasting commitments and produce unexpected results, but may be easier to achieve. Liaising a mistress counts as a weekly action.

If the lady already has a lover, the mistress' loyalty is checked, as for courting above, with the same results, before a liaison can be attempted. A gentleman must spend crowns equal to twice the mistress' SL in gifts, and has the following chances of success (D6), based on the difference between the mistress' and his Social Level:

Mistress' SL - Liaiser's SL Die Roll Required
6 5
3-5 4
1-2 3
0 or less 2

The die roll required might be reduced by 1 by spending additional money equal to twice her SL, but only one additional sum may be spent.

If a mistress is out with her lover that week, all liaison attempts will fail.

Any number of gentlemen may liaise a mistress in any one week, and no duel cause will arise, since the mistress will keep all separate. However, duel cause will arise between a gentleman attempting to court a mistress who meets others attempting to liaise her, and the liaisers do not stand down.

Liaisons may be revealed or kept secret by either party. By default, both parties will keep it a secret. If the mistress has a lover, he loses 2 SPs from the rumours that ensue for each successful secret liaison that month.

If a liaison is revealed, it satisfies the liaiser's Female Companionship requirement for the month. If the mistress involved has a lover, he loses SPs equal to half the mistress' social level and has duel cause with the liaiser.

2.3.3.1 Unpredictable Effects of Liaisons

For each liaison, there is a chance of something unplanned happening. 2D6 are rolled, and on a result of 2, the liaison has had unpredicted effects. If the mistress has no lover, -1 is subtracted from this roll. If the liaison goes awry, roll 1 die and consult the table below:

Die Roll Outcome
1 The liaison is revealed, either by an action of the mistress or by accident
2 The mistress demands crowns equal to 5 × her SL to keep quiet. If the character does not pay, she will spread rumors about his poor sexual performance, causing him to lose 2 SPs the following month and revealing the liaison.
3 The mistress feigns pregnancy to attract the liaiser. The liaison is automatically revealed. All will be revealed in 5 months, and if she is not married by then, she retires permanently to the provinces in disgrace
4 Mistress declares her undying love for the liaiser and will try to accompany him wherever she goes. The liaison is automatically revealed and she jilts her current lover. While the character refuses her, he suffers a penalty of -2 on all courting attempts. Each month, her loyalty to her beau is checked. While this holds, she continues. If it fails, she gives up her attempts, possibly becoming Vindictive towards the character
5 Mistress maintains a secret amour for the character, and her base loyalty to her present lover is halved when courted or liaised by the character. All subsequent liaisons and courting attempts automatically succeed if her loyalty check fails
6 The liaser has contracted a disease requiring a doctor's attention or lose 1 Con each month till cured.

 

2.4 Going to Red Light District

Visiting the Red Light District (RLD) takes a week of time. Players must write how much money they are taking with them to the RLD. While there, one may do any number of the following things:

At the end of the visit to the red light district, on a die roll of 6 on 1D6 the character is assaulted by footpads and relieved of his money.
  • Slandering another character by starting vicious rumors about this person. Slandering costs 20 Crowns. The effects of slandering are as follows (During any one trip to the red light district, there is no limit on the number of other characters your character may slander; however, any given character may only be slandered once per visit).
  • Roll Effect
    2-3 Rumors are not believed. No effect
    4-7 Slandered character loses 1D6 SPs for the month
    8-9 Slandered character loses 2D6 SPs for the month
    10-12 Character who hired the slanderer loses 3D6 SPs for the month.

    2.4.1 Assassins

    Is there someone particularly troubling to your character that he can't take care of himself? In the darkest alleys of Paris one can find almost anything if he looks hard enough. In particular, one can hire assassins, by looking for them in the Red Light District.

    To hire an assassin your character must spend a week searching, and on a 6 on a D6 roll he will find an assassin who will do the job. If the result is a 1 then your character will be reported to the Commissioner of Public Safety immediately and brought up on charges. An automatic rumor is generated when your character searches, thereby warning the target to some degree. The contracted hit will be conducted in the next month. A d4 will be rolled to determine in which week the hit will be made.

    An assassin costs 100 crowns per SL of the target. The assassin will successfully kill the target on a 4+ on a D6 roll. If a natural 1 is rolled then the assassin just keeps the money and disappears. The assassin will only be caught on a 6 on a D6 roll regardless of success and will reveal the name of the character who hired him.

    A lackey will protect your character from an assassin and decrease the probability of success by 1 in 6 (2 in 6 if he has loyalty). If the assassin would have succeeded if not for the lackeys presence, then the lackey is killed as he protects his master. A lackey will increase the odds of the assassin being caught as well by 1 in 6 (2 in 6 if he has wit).

     

    2.5 Gaining Skills:

    Attributes will be introduced as needed and initially determined on a roll of 3D6. These attributes will track skills and abilities in various tasks that are not critical to surviving in Paris, but may be of interest. Such abilities may be dancing, horse riding, etc. If an event is conducted that requires the use of a skill or attribute then a D6 will be rolled and added to the base value. The highest resulting value will succeed.

    Example: Someone holds a dance contest. The GM will generate 3D6 values for all characters as their initial dance skill-level. If your character wishes to compete, he would pit his skill against the other competitors. For the contest itself, a D6 is rolled for each competitor and added to their base skill level. The highest number (base skill + D6) generated wins. However, in case of ties, a face off occurs and another roll is conducted between the tied characters until a clear winner is evident.

    In competitive events the winner will increase his ability on a 5 or 6 on a D6, and all losers will increase their ability on a 6 on a D6. A competitive event is conducted the same as a special event.

    2.5.1 Increasing Skills and Attributes

    Training in appropriate schools may increase all skill, ability and attribute values. The quality of instruction, and thereby the chances of improvement, depend on the amount of money spent. Each week spent training improves either the skill level or the chances of improving during the next training session.

    At any school level the appropriate number of dice (see the following table) are rolled, the number of weeks previously spent training without an increase in skill (if any) are added to the roll, and the result is compared to the current skill level. If the result is higher than the current value, the value increases by one.

    In the basic gym, which costs 25 crowns per week, 2D6 will be rolled and if the result is above your character's current value then your character's skill level will increase by one. For each week of failure a cumulative +1 is added to the next attempt at training. Any character may practice at the school level best suited to his ability to pay and desire for better chances to improve.

    This rule does not apply to strength and constitution training. Strength and constitution can only be improved in the Basic Gym. Agility is unique still, it can't change as of yet. The available training facilities are shown in the following table.

    School Cost Roll*
    Basic Gym 25 2D6
    Amateurs 60 3D6+2
    Academies 75 4D6
    Semi Professional 90 5D6
    Professional 110 5D6+2
    * Add # weeks unsuccessfully trained
    Example: You want your character to train in Strength, or perhaps ballroom dancing (the skill or attribute doesn't matter as they all work the same) and your character's ability is currently 11. Your character can go to a general school (basic gym) in 1 week, spend 25 crowns and roll 2D6. If the result is higher than 11, then your character's ability is raised to 12. If the roll is not higher than your character's ability (say the roll was 11 or lower), your character can train again in the future. The next time he trains, he takes a week, spends 25 crowns, and rolls 2D6+1 (for the one week training so far). If this is 12 or higher, then your character increases his skill level to 12 and starts the training process at the beginning. If your character goes 4 weeks without increasing his skill, then the 5th week is rolled with 2D6 +4. Sooner or later your character will increase his level of skill. If this isn't fast enough, your character can attend one of the more prestigious schools and get better dice rolls by paying higher fees (except strength and constitution, which can only be trained at the basic gym).

    2.5.2 Instructors

    Fencing schools are well established and teaching positions are available for those skilled enough. Instructors must possess a skill appropriate for the school in order to teach there. There are two instructor positions available per school, with acceptance on a 7+, +1 per school difference if he could teach at a higher level school, and -2 if the instructor has not yet won a duel. A level 5 influence is required to modify the roll.

    Instructor terms are for 1 year, or until the instructor is not available (by being out on campaign). The instructor must spend one week per month "working" at the school, and will receive the pay and SPs shown. If, for any reason, the instructor does not teach at least once during the month, he is dismissed. Each week teaching at the school counts as a week's worth of training at that school.

    The instructor must specify which weapon he is instructing in a given week and it must meet the Teacher Skill level required for the school. I. E. An instructor at Le Chat has a rapier skill of 20 and saber skill less than 17. He may teach in Rapier and receive a free training, but he may not teach saber. He needs to take lessons himself and pay appropriately.

    Name School Type Teachers Skill Pay SP
    Le Chat Amateur 17+ 30 4
    Le Cheval Academy 19+ 35 6
    L'Ours Semi Professional 21+ 45 8
    Le Tigre Professional 23+ 55 10

     

    2.6 Church

    Attending church is a week's action. Donations can be made to generate SPs at the rate of 3 × SL crowns per 1 SP, to a maximum of 3 SPs, total. Toadying is not allowed at church, and causes for duels are ignored while attending church. Your character may bring his mistress, but she will request appropriate funds to tithe (her SL in tithes). His lackey may escort his Mistress to Church, to provide a modifier against her being wooed away that week, but you must pay your SL × 1, for tithes for the lackey as well. This counts as if your character were with his mistress that week, if someone tries to woo her.

    If goons were hired in the same week, they will not attack your character and there is a 2 in 6 chance that the person hiring them will be discovered and suffer as per the goons rule.

    If an assassin was hired in the same week, the assassin will not attack.

    Further if a character is slandered and he attended church, the slander is affected as follows:

    Points Lost SP Less Lost
    2-4 1
    5-8 2
    9-12 3
    13-16 4
    17+ 5

    This is in effect for the slanderer, as well, if he is caught. Note that these effects are cumulative for each week the character attended church. Therefore if the character was slandered and lost 6 points but attended church 2 weeks he would lose only 2 SPs (6 - (2 × 2) = 2). Slander always does a minimum of 1 SP.

     

    2.7 Working

    If your character is strapped for money and has no other means to gain it, he can demean himself and actually work to earn some extra funds. While working is a decent way to make some quick cash, it is considered beneath the Parisian dilettante, so there is a SP repercussion.

    Working gains SL × 1D6 crowns for each week worked. Unfortunately, those who engage in work incur -1 SP for the first week worked in a month, -2 SP for the second, -3 for the third, and -4 for the -- so a character who works all month will lose 10 SP's.

     

    2.8 Stealing

    A character can attempt to steal from another character. The player states whom they are going to steal from and rolls two dice.

    2-6 Unsuccessful
    7-9 Steals target's SL × D6 crowns
    10-12 Caught! Immediate loss of 1 SL and go to trial

    Note that if the target has a lackey, the theft is automatically foiled on a 1 in 6 chance; 2 in 6 if the lackey has Wit. If the theft is foiled, there is a further 1 in 6 chance that the thief is caught; 2 in 6 if the lackey has Wit or Brawn.

     

    2.9 Trials

    2.9.1 Arrests

    The CPS or MoJ (or the King) can issue a warrant after a crime has been committed or false charges have been trumped up. An NPC MoJ or CPS will issue a warrant on a 7+ (4+ if the crime was real) on 1D6 (may be influenced) after a crime has been reported.

    Local guardsmen, members of regiments and the CPS may arrest a character as a no-time action, after the CPS, MoJ or the King issues a warrant providing they are in the same place as the character. Possible places are: Clubs, regimental barracks, Red Light District, Parties, the docks (when the character is working), Mistresses houses, Military Academy, Fencing schools and special events. Church and monastery are also locations, yet no character can be arrested there as it would be an insult to the Church.

    Player character Governors or the Minister of Justice may order guardsmen to one location each week to make an arrest. NPC's have a 2 in 6 chance of sending guards to the right place. Colonels and company commanders may dispatch men of their company/regiment to arrest a character in a similar manner. Any clergyman may offer sanctuary to a character with a warrant on him, and the character must remain in church that week and do nothing, but he cannot be arrested. The clergyman gains SP each week equal to the total number of weeks that he has given sanctuary (This +1 SP in week 1, +2 SP in week 2 for a total of 3 SP, +3 SP in week 3, for a total of 7 SP, etc).

    A character that meets people trying to arrest him loses that week's action, since he is arrested or must flee the scene. The persons send to arrest him also lose their week's action if the arrest is successful, but may give optional orders for that location in case the arrest fails.

    A character wanted for trial may give himself up, giving him a bonus equal to his social level in his defense at the trial. Characters fleeing to the frontier to serve in the ranks (i. e. not taking their command) or to study in a monastery cannot be arrested.

    A character that meets people trying to arrest him may try to resist arrest. He may duel the leader of the group sent to arrest him. Both the leader of the arrest group and the character on the run must have clear duel orders when to surrender. If the group is led by an NPC then the character on the run escapes if he (or better said the GM) rolls below or equal his expertise on 3D6.

    If the character on the run wins the duel, he gains 1 status point for every cumulative successful resistance (+ the SP from the duel) since that warrant was issued (i. e. 1 SP the first time, 2 SPs the second time, 3 SPs the third etc) to a maximum equal his social level. The character who sent the men to arrest him loses 1D6 status points for each failure. (The character that dueled and lost does not lose any SP except possibly those as a result from the duel). A character who resists arrest even once has a penalty equal to his social level in his defense at the trial.

    Once arrested, a character is released on bail for the rest of the month if allowed by the CPS or MoJ (NPCs will only allow SL 10+ or Nobles for minor crimes to be released on bail). Dangerous criminals are imprisoned in the Bastille until their trial. The Director of the Bastille, the CPS or the MoJ will release a character later on bail on a 7+ for a minor and on a 9+ for a major crime on 1D6, which can be influenced as normal. Clergyman will always be allowed to be released on bail unless they are charged with treason.

    The trial will be held the following month. If he does not attend the trial, he suffers a -25% penalty to his defense and must be arrested again before sentence can be implemented. He also becomes a Knave (as in Disgraced).

    2.9.2 Civil Trial

    Being on trial or presiding over a trial is a weekly action. The CPS presides over all trials concerning minor crimes unless the accused has higher SL, (previous) Military Rank or Title then the CPS, in which case the MoJ presides. In this case, the presence of the CPS is still required.

    The testimony of any characters who give evidence counts for + or - their social level, depending on whether they give evidence for or against the accused. Such evidence must be given in person (which counts as a no-time action). If a character is at the Frontier or has to attend Court (e. g. Government duties), he may submit evidence in writing. Players wishing their characters to submit evidence should supply the evidence in text along with their orders.

    The Presiding Judge must clearly state in their orders which testimonies are allowed to count towards the trial.

    NPC Presiding Judges will disallow a testimony on a 1 on D6 and of every character with a past crime record, this roll can be influenced.

    If the trial is presided by an NPC then a D100 roll is made with the appropriate modifiers for the trail. A modified result of smaller then 50 means the character is found not guilty, but may still be charged minor fines to pay for the proceedings. A modified result greater then 51 means that the character is found guilty and is sentenced to the punishment as read in the table.

    A player character presiding Judge can choose whatever outcome he wants, but the modified D100 roll is made anyway. If the sentence made by the PC is more then 20 (21+) away from the rolled sentence then a riot may occur, because the people disagree with his unjust judgments. Divide the difference by 10 (rounded) then add 1D6-5 and consult the riot table to find the size of the riot that occurs. A roll lower then 1 means no riot occurs.

    The presiding Judge will lose his appointment if a D6 roll under (not equal) the riot size is made. Influencing the MoS can modify this roll. These riots will occur at the moment the sentence is carried out. The GM might give hints in the newsletter that trouble is stirring in case of postponed sentences, but is not required to do this. The riot must be put down like any other riot (See riot section).

    Example: A PC Minister of Justice convicts another SL 12 player to death for treason (this would happen on 91+), and the roll (unknown to the MoJ) was 54. The difference is 91-54 = 37 more then 20, which means a chance of a riot. The difference divided by 10 rounded gives 4. So after rolling a 6 (oops!) on D6, a riot-roll of 6-5+4 = 5 indicates a small riot will occur at the execution next month.

    All corporal punishments (Executions, stocks, flogging, branding, maiming) are carried out in the first week in the following month unless clemency was asked (if unsuccessful then the sentence is carried out the following month on that). Clemency can be asked only once from the King and will be granted on 7+ on D6. The criminal must state in his orders for the month in which the trial will take place whether he will ask clemency for what punishment.

    Thus he must give a conditional order before the verdict is passed. This is to save time (a full game-turn). This might look something like: "If I get convicted to branding or worse then ask Clemency of King". Clemency cannot be asked later unless strong enough new evidence is presented (as determined by the GM).

    These punishments are considered special events paid for by the presiding Judge from collected fines (No guest fees, everyone is invited, no entrance fees). They happen at the Place Royale in the open air, for all to see as an example what happens to criminals. People can toady but not carouse at these events. If the criminal escapes this event is canceled and everyone loses the week's action unless conditional orders were given.

    The King will attend to the executions of nobles and toady to all attending ministers, nobles and clergymen of rank bishop or higher. The MoJ and CPS can each take along two friends to also toady with the King. If a riot occurs, each character must make a death roll of 12+ and get a MiD on 8+ (after all the King is watching). This roll is modified by military rank and appointment (as in campaign) and the size of the riot minus three (thus a riot with size two means a death roll +1).

    Non-military characters may poltroon to bring the death roll to a max of 12+ as they have no modifiers for rank or appointment. They suffer no disgrace, only loose 1D6 SP for the action if caught, since no one expects them to fight.

    Visitors may state (conditionally) that they will show bravery or poltroon. The accused may try to escape with a bonus to his roll equal the size of the riot. (see escape).

    People may hire yobs for 50 crowns to help incite a riot and on a 11+ on 2D6 the riot increases one in size (meaning that if no riot would occur, now one of size 1 happens). Or characters may incite a riot and add 1 to the size of the riot for each 500 crowns spend. If no riot would have occurred and someone tries to incite one, then instead of a -6 (as in the normal riot rules) he has a penalty equal to the result of the riot die from the 'unjust' ruling.

    As you see it is much easier to incite a riot at executions then normal. Chances for being recognized as inciter are the same as in the riot rules (roll below or equal size riot) and is a reason to be charged with treason.

    2.9.2.1 Timeline

    The time line for a trial is as follows:

    Order Month 1 A Crime is committed or the CPS/MoJ trumps up charges
    Newsletter Month 1 A Crime has been committed, Warrant issued
    Order Month 2 Someone tries to arrest criminal
    Newsletter Month 2 Criminal has been arrested, Trail will be in Month 3, all testimonies will be heard, CPS or MoJ will be Presiding Judge (PJ)
    Order Month 3 People send along testimonies, PJ orders which testimonies are allowed and decides on a verdict.
    Newsletter Month 3 Description of trial, testimonies and verdict. If the criminal is fined, the sentence is carried out. (A riot can occur now). If greater punishment he is locked in prison till sentence.
    Order Month 4 PJ organizes special event for sentence.
    Newsletter Month 4 Sentence is carried out (A riot can occur now)

    However, if the criminal tries to escape with help from friends this timeline can look different.

    The Case below is the worst case scenario!

    Order Month 1 A Crime is committed or the CPS/MoJ trump up charges
    Newsletter Month 1 A Crime has been committed, Warrant issued
    Order Month 2 Someone tries to arrest criminal, criminal orders to resist arrest.
    Newsletter Month 2 Criminal has resisted arrest
    Order Month 3 Someone tries to arrest criminal, criminal orders to resist arrest (he can be successful for a much longer time, but for the example he now fails).
    Newsletter Month 3 Criminal has been arrested, Trail will be in Month 4, all testimonies will be heard, CPS or MoJ will be Presiding Judge (PJ)
    Order Month 4 People send along testimonies, PJ orders which testimonies are allowed and decides on a verdict. Prisoner orders he will ask clemency
    Newsletter Month 4 Description of trial, testimonies and verdict and the petition for clemency
    Order Month 5 Prisoner and friends influence King to grant Clemency and plan rescue in case it fails.
    Newsletter Month 5 No clemency is given and the sentence will be carried out in month 6. However the prisoner has escaped.
    Order Month 6 Someone tries to arrest criminal, criminal orders to resist arrest.
    Newsletter Month 6 Criminal has been arrested (again the criminal can evade much longer), sentence will be carried out next month (assuming he wasn't just fined)
    Order Month 7 PJ organizes special event for sentence. Friends of criminal plan to incite riot and assist escape.
    Newsletter Month 7 Sentence was to be carried out, but a riot occurred and the prisoner escapes again.
    Order Month 6 Someone tries to arrest criminal, criminal orders to resist arrest.
    Newsletter Month 6 Criminal has been arrested (again the criminal can evade much longer, or if successful he could assume new identity), sentence will be carried out next month (assuming he wasn't just fined)
    Order Month 7 PJ organizes special event for sentence
    Newsletter Month 7 Sentence is carried out (again a riot may occur).

    2.9.2.2 Trial result

    SL 1-9 SL 10+ Noble
    Minor Serious Minor Serious Minor Serious
    <30 - - - - - -
    31-50 F (1) F (3D6) - - - -
    51-60 S / F (1D3) Fr (6) / C - Fr (6) - -
    61-70 S / F (1D6) Fr (12) / C F (1D6) Fr (12) - Fr (6)
    71-80 B / F (1D6) B / Fr (12) / C S / F (1D6) C F (2D6) E
    81-90 B / F (2D6) G / C B / F (2D6) B / C F (3D6) E / C or D
    91-100 M /F (2D6) D / C M / F (3D6) E / C or D F (4D6) E / C or D
    101+ M / C D / C M / C D / C F (5D6) D / C

    Minor Crimes: Theft, Forgery, Robbery and Harlotry

    Serious Crimes: Heresy, Treason, Murder, Arson, Assault and Embezzlement

    2.9.2.3 Modifiers

    Description Modifier
    Prisoner has Legal Counsel - Amount spend / 25 (max -40)
    Per Influence 7 (or equivalent bribe) used on presiding Judge (if NPC) + / - 10
    Prisoner is Lower Clergy (Curia and below) -5
    Prisoner is Higher Clergy (Bishop and up) -10
    Prisoner is of Rank between Captain and Colonel -5
    Prisoner is of Rank (brevet) General or Higher -10
    Prisoner is Count or Marquis -5
    Prisoner is Duke or higher -10
    Prisoner is really guilty + 45
    Prisoner has had charges trumped up by Character + SL Character
    Prisoner has had charges trumped up by CPS* or Governor + 20
    Prisoner has CPS* on his side - 20
    Prisoner has had charges trumped up by MoJ* + 30
    Prisoner has past record of any crime + 15
    Prisoner has past record of the same crime + 30
    Prisoner is a foreigner + 15
    Prisoner is accused of murder + SL of victim
    Prisoner is accused of treason + 30
    Prisoner has given himself up - SL of Prisoner
    Prisoner has resisted arrest + SL of Prisoner
    Prisoner does not appear at trial + 25
    Witness for the Defense - SL of witness (× 1. 5 if Clergy)
    Witness for the Prosecution + SL of witness (× 1. 5 if Clergy)
    *Clearly this only works if the other presides over the trial

    2.9.2.4 Punishments

    Code Punishment Description
    F Fine (# × 100) Fines must be paid at the beginning of the following month. If not paid the character is considered to be Disgraced as in not being able to repay debt.
    S Stocks/Public Flogging Lose 1 SL
    B Branding Loose 2 SL and be marked for life
    I Imprisonment Imprisoned in the Bastille
    C Confiscation of all property All goods/money and possessions are taken by the state. 
    Fr Frontier (# of months) Starting the following month
    G Galleys Serve in the galleys for rest of natural life
    E Exile Disgraced if return to France
    M Maiming Lose 1-2 Ears, 3-4 Nose, 5-6 Hand
    D Death Broken on the wheel for treason. For other crimes most often hanging for lower SL and decapitation for high SL/nobles.

    One can ask clemency from the King, which will be granted on 7+ on D6.

    2.9.2.5 Escape

    No one likes to die! So often people try to escape their prison and evade their doom if convicted to death.

    Prisoners are kept in the Bastille until their execution, galley arrival or exile date.

    They may try to escape themselves by Trickery, Tunnel or Seduction (See Military section for escaping after being captured). This can however be tried every week instead of once per month. However all these attempts have a -1 for every 2 characters guarding the prisoner in the week the attempt is made.

    Or friends may try to break him out (Rescue). Again -1 per 2 character guarding the prisoner at that week, however any result of 1-4 means that the rescuers have been recognized and can be charged with a serious crime (Assault, aiding a known criminal or even Treason against the King). During the week in which the sentence is carried out only a rescue attempt can be made. No SP are gained for a successful rescue, since the character will try to stay anonymous.

    If the rescue was successful and a riot would occur (meaning the people are unhappy with the sentence) and the character has been recognized (either discovered of voluntarily) then 1D3 SP are gained for the next 3 months as the rescuers are considered Robin Hoods.

    If a prisoner escapes and is recaptured, read down one row from their original punishment to determine the new one.

    2.9.2.6 New Identity

    After escaping and evading justice for at least a full month, a character can choose to assume a different identity. However he will have to watch out that he will not be recognized.

    A new-identity character will be introduced as a new character in Paris with a maximum SL of 8. The character will lose everything: Titles, appointments, mistresses, allowance, etc. Only cash and horses can be kept (and of course skills).

    The character will be recognized when:

    • He applies to his old regiment or Diocese
    • He is put on trial and appears
    • When he becomes CPS, MoJ, MoS or MoW (too public functions)
    • When courting his old mistress

    When a character is recognized, he is again on the run, can be arrested after which the original sentence will be carried out.

    Most people choose death above this fate, yet a few clinging to life choose this path.

    2.9.2.7 Charged with Dueling

    It is illegal in the 17th century to duel, yet still a common practice. A character can be accused of assault (or murder) when he has participated in a duel. An influential person seeking revenge after a duel could do this. The CPS or MoJ will do this on a 7+ on D6. If the opponent dies in the duel then a murder charge will be made against the winning duelist.

    If a person remains in Paris after his duel then he can be arrested, released, kept imprisoned and a trial will follow as normal. The King will give clemency on a 4+ however as he has great sympathy for duelists (this can be made 1+ by influence and this always succeed!). Most often, however, people fled the country till after their trial, where they were convicted in absence and hanged in effigy. Then they could return without consequences.

    The month after the accusation (or the duel) has been announced, the duelist either joins the frontier regiment (as a non-officer) or simply states that he is outside the country for that period. During this month a trial is held. Such trials count as non-weekly actions for the CPS and MoJ, since this is a special situation and if the duelist is found guilty, he is hanged in effigy. Then the next month all is back to normal.

    2.9.3 Court Martial

    The army is more regulated then civilians. This means that regulations and punishments are more defined. Whenever a soldier is caught performing a violation his senior officer must report the violation to one of his own superiors. If this officer agrees, a court martial will then take place the following month. NPCs will always agree to a court martial, but players can disagree, in which case the accusing officer can take it to a higher officer, even to the JAG. However their 'passed' superior officer can charge the accusing officer(s) with 'breach of discipline'. Characters accusing Colonels must always go to the JAG with their case.

    A senior officer may also falsely accuse a soldier and force a court martial.

    There are three parties in a court martial: the accused, the accusing officer, and the presiding officer (superior to both others). Note that brevet ranks are ignored for court martials and characters are punished according to their 'full' ranks.

    A court martial is a non-weekly action happening at the beginning of the month. If the presiding officer is an NPC then 2D6 roll is made and if the needed number is rolled the character suffers the appropriate punishments. This roll can be influenced. Both the accused and the accuser can call witnesses. The witness must state in his orders that he will testify and on whose behalf, while either the accused or the accuser must state to allow the witness to testify.

    Neither can call more then two witnesses.

    A Player Character Presiding Officer can choose guilty or non-guilty as he sees fit. If however he made a 'false? verdict (according to the GM) then on a 1 on a D6 roll, he is caught, the original verdict is corrected and the officer is put on court martial himself for Gross Incompetence.

    When a presiding officer decides that the accused solider is not guilty, then the accusing officer looses 1 SL (G result).

    Charge/Rank Pvt/Sub Cap/Maj/Lt Col Colonel General Staff Chaplain
    Breach of Discipline 7+ F,H 8+ E,F 9+ F,G 10+ E,F,G 11+ F,G
    Cowardice 8+ D,F 9+ B,C,G 10+ C,G 11+ D,E,F,G 11+ F,G
    Gross Incompetence 7+ H 9+ E,F 9+ F,G 10+ E,F,G - -
    Embezzlement 8+ F,H 9+ E,F 10+ F,G 11+ A - -
    Treason 7+ A 8+ A 9+ A 10+ A 10+ A
    Notes N+ is the number on 2D6 for guilty verdict from all NPC presiding officers
    -1/+1 modifier per prosecution/defense witness (max of 2 each)
    -3 modifier if actually guilty of the charge
    -1/+1 Advocate de Militair is against you/believes you
    Key A Executed
    B Sent to Frontier for 6 months as private
    C Dismissed from regiment (must get a MID or promotion at the frontier before re-applying to the army; his old reg't will never take him back)
    D 3 months in a Frontier Reg't in current rank
    E Demoted to next lower non-brevet rank (captains and majors are demoted to subaltern)
    F Lose military appointment and any brevet rank (subalterns are demoted to private)
    G Lose 1 SL
    H 4 weeks military duties next month

    2.9.4 Punishment of Clergymen

    While a clergyman may not be tried by the CPS or MoJ, that does not mean they are without recourse. The CPS may still arrest clergymen and remand them into the custody of the Inquisitor. In this case, the Inquisitor (even played by a PC) is obligated to bring these charges to the attention of the clergyman's superior. Failure to do so will lead to the Inquisitor's dismissal by the Cardinal on a roll of 4 or more on D6, which may be influenced. An NPC CPS/MoJ will only follow this procedure for serious crimes, as provoking the ire of the Inquisitor is never a good idea.

    The Church does not like to have attention drawn to itself. Due to this, the CPS may be brought up on charges by the Inquisitor for blasphemy. An NPC Inquisitor will do this on 1 in 6 when charges are brought against a clergyman. Such a trial, known as a Diocesan Tribunal, takes precedence over other charges. If the CPS is tried and convicted, charges against the clergyman will be dropped.

    The Inquisitor may be influenced or bribed to charge or not charge the CPS (level 4 required). On a roll of 7 on D6 (modified for influence etc. ), the Inquisitor will do as requested. If the Inquisitor unsuccessfully charges the CPS with blasphemy and the clergyman in question is summarily tried and convicted, then on OL (Offense Level) of the clergyman's crime in D6 the Inquisitor loses his post and is charged with aiding the clergyman at the same OL as the clergyman's crime, i. e. conspiracy to commit treason would be OL 6. Alteration of this die roll requires influencing the Cardinal.

    Please see the Clergy rules for more information on offense levels and Diocesan Tribunals.

     

    2.10 Buying Accommodation

    Everyone wants to put down roots. A character may purchase property to gain status. Property may be given or sold at any price to another player (who then has to pay and additional 10% of the base cost in redecorating). Property may also be re-sold on the open marker (to NPC's) at 75% of its original value. Buying property takes a week's action.

    Type of Property Size Guests Price Monthly Cost Monthly SPs
    Small House 1 5 880 14 1
    House 2 10 1200 20 2
    Large House 3 15 2000 32 3
    Small Mansion 4 20 3000 45 4
    Mansion 5 25 5000 80 5
    Large Mansion 6 30 10000 150 7
    Small Palace 7 50 30000 450 10

    A character may host a private party in his house (as a normal 1-week action) with whatever guest list he desires. The guest list can not exceed the maximum number of guests (PC's mistresses do not count towards this limit) allowed in the establishment, any order with guests listed in excess of this limit will be rejected and no party held (as the staff quits). The event is handled just the same as a special event as far as costs and SL gain are concerned. Additionally the host receives 1 SP for every 2 guests that show up. The guests receive an additional 1 SP for every 4 guests that show up.

    2.10.1 Stables

    Houses can come with Stables but the cost of the house is increased by 10% and can hold twice as many horse as the house size.  If you have already puchased a house and wish to add a stable, then it will cost 25% of the house base cost.

     

    2.11 Joining L'Academie Royale de la Science

    Any character may join the Academie by submitting a treatise concerning an observation, experiment, or invention in the physical or social sciences. The King and the existing members then vote on whether or not to accept the applicant. Membership fees are 150 crowns per year and all members receive 1 SP per month. The dues are paid when joining the Academie and at each annual meeting. Dues are not prorated. When a character first joins, the entire 150 crowns must be paid.

    Writing a treatise for the Academie Royale de la Science consumes a week's action, and an actual summary of the treatise must be submitted with your move for consideration by the members. A given treatise will be accepted on a roll of 4+ (on 1D6), with each vote for or against it (including the Referee's vote as the King) adding to or subtracting from the die roll. Each member gets one vote, which should be submitted with their next move.

    The King gets very irritated with members who don't participate and may kick them out of the Academie on a roll of 6 on a D6 if no vote is received for any treatise submitted in a month. The roll for treatise acceptance or for member expulsion can be influenced.

    A party is held once a year with the King in attendance. At this party the new Chairman of the Academie Royale de la Science is appointed. Also at this meeting, all members, including the King, vote for the best treatise submitted since the last meeting. This vote must be submitted with your orders to attend the party. The best treatise wins its author a dues waiver for the following year and a title attempt. Private deals among members are, of course, up to them. All treatises that have been accepted by the membership in the past year are voted upon, possibly including multiple treatises by the same character.

    Every treatise accepted also earns the member a Mention in the Royal Lists.

    Membership is renewed on the condition of the submission and acceptance of a new treatise and payment of the annual fee. Members may vote on their own submissions. If a member has not had at least one treatise accepted since the last annual meeting, they will not be allowed to attend the meeting and are expelled from the Academie. Obviously, they need not pay the fee at the meeting.

    If a member of the Academie is expelled for any reason, they lose their SL in SP the following month. Additionally, any accepted treatises they may be accumulating towards a title excuse are lost. They may reapply as they wish by submitting a new treatise to the membership.

     

    2.12 Attending School of Theology

    Before becoming a priest, one must first be a Student of Theology (SoT). Anyone can become an SoT at any time; there is no roll required. Characters may be in the Military and an SoT at the same time. An SoT must study for 24 weeks before Ordination. He must study at least 1 week/month (except while at the front). If a month passes without at least one week spent in study (except while at the front) he must begin his studies from scratch. A Student of Theology gains one SP per week for their studies.

    Please see the clergy rules for more information about the School of Theology and the Priesthood.

     

    2.13 Finding and Using Lackeys

    As a week's action a character may search for a suitable lackey, this will be successful on a roll of 6+ on 1D6. This roll can be increased by +1 for each (2 × SL) spent, although an unmodified roll of 1 always fails. Your orders can specify a name for the lackey if found, if you do not provide one, the GM will. Possession of a lackey is worth 1 SP per month and costs 2 times the character's SL (not the lackey's, which is irrelevant) in Crowns. Like mistresses, lackeys can have special attributes, they are: L (loyalty), B (brawn), W (wit).

    The lackey confers the following benefits:

    2.13.1 Embarrassment

    Each month a 2D6 is rolled and on a 12 then the lackey has done some ridiculous thing which causes his master some embarrassment and costs his master 1D6 SP's that month. If his master asked the lackey to do something that caused the lackey to lose SP's then the master is automatically embarrassed.

    2.13.2 Resignation

    Every month 1D6 is rolled and on a modified roll of 7+ the lackey quits. Modifiers are as follows:

    Lackeys can be dismissed at any time, but dismissing a lackey does not negate the loss of SP's if they cause their master embarrassment. Dismissing a lackey without cause costs the character a one-time loss of 3 SP's. (Rumors spread that the character is destitute or that the lackey performed some indiscretion).

    2.13.3 Lackey Activity

    A lackey may be assigned to perform a task that normally takes one week's worth of action. This action does not generate any SP's for his master, and there are some activities that simply require a character's presence and can not be done without them (such as courting a mistress). For example, your lackey may deliver a letter of application to join a regiment for you and thereby save you the week's action.

    A lackey may escort his master's mistress to and from Church, but his master will have to pay his mistress' tithes and his SL in tithes for the lackey. This will count as if his master was with his mistress, should someone seek to court her in that week. The lackey may not escort her to a Club, as neither he nor she are members and you cannot invite a guest without attending yourself.

    A lackey may act as a Yob at a Performance, this costs nothing, but there is a 1 in 6 chance that he will be recognized in the crowd. If he is noticed, this is an automatic Embarrassment, as above.

    A lackey may be sent to hire goons. They will only hire assassins for you if they have both B(rawn) and L(oyalty). Both of these actions increase the chance that they will leave their master's service.

    2.13.4 Bribing

    Other characters can bribe a character's lackey to do a one week action for them instead, and this requires a bribe equal to 3 × (his masters SL) to even consider it. 1D6 is rolled and on a roll of 6 the lackey will do the task for them. A roll of 1 always fails, and on an unmodified roll of 1, the lackey will report who tried to hire him to his master, which gives his master cause for a duel with the briber. In the case of a failed bribe the money is returned, and it costs the briber nothing. The following modifiers apply to the success roll:

    2.13.5 Stealing Lackeys

    A character may steal another character's lackey, as a week's action. This requires a base fee of three times the SL of the character attempting to steal the lackey (taking him out for drinks and demonstrating that they are the better man to serve). 1D6 is rolled and the modifiers listed below are applied, and on a 6+ the lackey will quit his master's service, and become the lackey of the character who attempted to steal him.

     

    2.14 Spying

    A character may elect to become a spy for another power. This is permanent, as spies may never retire. The pay is 25 crowns per week spent actively spying (50 if a Major or higher, and 100 a week if a minister). Due to inside knowledge, spies will gain +1 modifier when applying to any Government or Military Appointment, and their MA will be considered to be one higher when determining their Battle Result.

    Spies will only be paid for weeks spent actively spying. A spy is discovered if he is tried by the CPS for any reason; if he must appear before a Court Martial and found guilty; or if a 12 is rolled on 2D6 during any week spent spying or using the spy-benefits. An uncovered spy may be tried at the discretion of the CPS (an NPC will prosecute on 3+ on 1D6). If you receive a bonus for being a spy then you are considered to have been spying. If you don't want to risk getting caught then don't use the bonus.


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

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