Crisis in Espen - Mechanics

Miz

Level 20 Mizard
@Pineapple @Morridan @Kagura @Shura


After trying to see if I could include the Honor Stat (the one included as an optional rule), I have opted to just alter the Fame system Pineapple is using.


Fame in Espen

This game will continue to use the Fame system that has already been developed in D&D Ithos. However there are some changes: first-off, your character's fame only applies to the Duchy of Espen, not Uria as a whole; secondly, your characters will receive per-determined levels of Fame based on events in their character background. If you put more political, heroic or scandalous events in your character's history, they will adjust the Fame accordingly. Likewise, Fame will be broken off into three categories, none of which are based on Geography but by social class.

Nobility

- This is the fame you have with Nobles, Aristocrats and the well-to-do. It includes Noblemen (Barons, Counts, Dukes), Knights, Retainers (Courtiers, Advisers, Grooms, etc.), Aristocrats and Gentry, Military Officers, Town Elites, Bailiffs, and those who otherwise serve the upper class (including Domestic Servants). Nobility Fame is particularly sensitive to rumors, political events and scandals, as gossip and news travels quickest within these circles. However only the most interesting pieces of news will actually peak members of the nobility's curiosity, so possessing Fame in Nobility as an outsider of Court life and Aristocracy can be difficult.Those born into Nobility will maintain a higher level of Fame in this circle just by name and background alone.



Commoner

- This is the fame you have with regular-day people. It includes everyone from peasants, to merchants, to priests, to town guards. This is the largest category of fame and is perhaps the hardest to maintain. Commoner fame can be grown modestly by being known as a great merchant, town representative or honorable knight and through constant efforts. Yet legendary actions (stuff typically done by adventurers) is perhaps the easiest way to manipulate Commoner fame. This is because the word of actions that are either heroic or villainous spread the quickest amongst towns and villages. Likewise doing an action in a larger populated area, like a city over a town, will add to your Commoner fame the quickest. Still, the lasting strength of Commoner fame fades over time, especially when new, more interesting, stories and sources of fame gather people's attention.



Criminal

- This is the fame you have with criminal elements in society. It includes outright criminals like thieves, assassins, thugs, smugglers and mob bosses. However this category also includes spies, body guards, trade guilds, black-market merchants, underground societies/cults, and guards/paladins (i.e. those who investigate criminal actions). Criminal fame is particularly potent at remembering a person's misdeeds (for blackmail) or infamy (such as someone's ability to harm others). However Criminal fame can also be influenced by one's past actions to interfere or prevent criminal actions (such as a town bailiff stopping an assassin plot). Criminal fame is most susceptible to actions that involve organizations or actions/information with money or reward attached (such as a Bounty). Criminal fame will also spread quickest to those with contacts and informants. Its important to note, criminal fame can be easier to receive (by doing one or two particular actions) than it is to remove. After all, criminals and those in the criminal world don't often forget or forgive.

Focuses - Sometimes Fame scores might have a second number in parenthesis ( ). This refers to a Fame's focus. Certain characters may not be well known in an area outside a specific group (like Academics, Merchants or Huntsmen) but within that group be particularly famous or infamous.


Fame/Infamy/Recognition - Fame isn't always a good thing to possess especially in an intrigue game. Someone with high fame with a particular group will be more easily recognizable, more easily spotted and more easily remembered by people within that group. Additionally, high fame doesn't always mean a good reputation. It just means whether people know about you and your back story. For some, like Monks of the Shadow, having Low Fame is perhaps preferred, as it means being able to go about your business undetected and unnoticed.


Still being recognized does have its advantages, this includes getting preferred treatment without a charisma roll, or getting access to something because of your reputation. As some people in show-business put it: there is no such thing as bad press.


Time - Fame is fickle. For certain groups, time has a greater effect on their associated Fame ratings towards any given individual. As days and week pass your Fame may grow or shrink. This is because the knowledge about you will become popular and then eventually passé. Truly legendary, honorable or horrific deeds will be remembered. As well, individuals that are more connected or higher up on a social ladder, will be less likely to shift their opinions so quickly and retain their Fame rating towards somebody for longer. For everybody else (especially peasants), the lime light moves quickly and attention spans are short.


Fame Quicksheet


These are just some rules of thumb to remember when it comes to Fame.

Nobility Fame

- Hard to Obtain, but Hard to Lose.



Commoner Fame

- Easy to Obtain, but Easy to Lose



Criminal Fame



- Easy to Obtain, but Hard to Lose

 
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Hireling and Follower Mechanics

Possessing a Hireling or a Follower is an available mechanic for players within Espen. You may receive a hireling or follower through Character Backgrounds, Quests/Roleplay Actions or, in the case of Hirelings, if you purchase one with DM permission. Hirelings and Followers though are their own individuals and are under the full control of the DM.


Typically D&D makes no specification between a Hireling and a Follower, however for my home-brew mechanics there is a difference:


Hirelings - Hirelings are those individuals who you pay for their services. They include Scribes, Messengers, Torchbearers, Mercenaries and more. Hirelings, if their service is mobile, can move from place to place with you. However Hirelings will only stick around for as long as they are being paid and treated reasonably. They do not serve you out of respect or loyalty. For this reason, Hirelings (unless they are trained/paid to fight) will not enter combat on your behalf and will only fight for their own self-defense. While Hirelings can be given orders and do things beyond their standard services, they can refuse or insist on additional payment before performing any additional task. Characters possessing Hirelings must pay their day-wages, plus give them food if they travel with the character. Supplies to perform their services though, unless an exceptional circumstance, are already provided and do not need to be purchased.

Hireling Metrics

: When engaging with Hirelings, Morale is the predominate factor in determining whether a Hireling will stay or go in a situation. Loyalty is still useful to maintain though, as a Hireling with high Loyalty (and thus high respect) might give discounts or do some other important task for free. Most Hirelings will have low Bravery unless they are trained for adventuring or combat.

Followers - Followers are those individuals who serve your character without payment. This means that they follow your character for as long as they are being treated reasonably and hold your character in high esteem. Obtaining a Follower is not an easy task, and usually requires your character to do something substantial for the Follower in question. Assuming they have a high enough bravery, Followers will fight on your behalf if its needed and, bearing Loyalty, will stay with your character even if they are wounded or unconscious. Some Followers do come with skills that can be used by your character on request, but this is not always the case. Characters possessing Followers will have to provide food, clothes, shelter, weapons (if expected to go into combat) and other equipment for their Follower. Followers who are mistreated will depart from your character's service and Followers can be dismissed at any time (permanently or temporarily).

Follower Metrics

: When engaging with Followers, Loyalty is vital to maintain. Followers who have high loyalty will serve you to the best of their abilities regardless of the situation. Followers who have low loyalty risk departing when danger or undesirable circumstances arise. Morale is still important though, as Follower with a good Morale will also serve your party members and be more proficient and efficient with tasks given to them.

Likewise, Followers and Hirelings do not just respond purely to your Charisma or Character Level, there are three metrics or statistics that will help determine how a Hireling or Follower will act:

Bravery

- This is how brave your Hireling/Follower is when it comes to Combat and Life-threatening situations. A Hireling's/Follower's Bravery score is added as a modifier when a Bravery check is rolled by the DM. Bravery Checks occur when a Hireling/Follower is being ordered to enter combat against a monster, being forced to enter a dangerous area or situation, or is injured while in service. Hirelings/Followers that fail a Bravery check will not act on the order and instead (depending on Loyalty/Morale) will stay in place or flee. Bravery cannot be easily raised or manipulated, as it is a combination of personality and just experience with dangers that determines a Hireling's/Follower's Bravery.



Examples of Hirelings/Followers with High Bravery

: Knights, Mercenaries, Dungeoneers, Bounty Hunters, Animal Handlers, Soldiers, Priests





Examples of Hirelings/Followers with Low Bravery

:

Peasants, Merchants, Thieves, Craftsmen, Unskilled Laborers










Loyalty

- This is how loyal your Hireling/Follower is to your character specifically. In other words, it is the attitude they have of the specific person they are following. A Hireling's/Follower's Loyalty score is added as a modifier when a Loyalty check is rolled by the DM. Loyalty checks occur when a

Hireling

is asked to do any task outside of their ordinary service/pay, or when a

Follower

is asked to do any task period. Hirelings/Followers that fail a Loyalty check will refuse to do the task or order (however they may request changes to the order or additional payment, etc). Loyalty is changed and manipulated based on how a Hireling/Follower is treated by the person they are following.



Follower's Departure

- Followers when put in a dangerous or undesirable situation will roll Loyalty to stay in service of your character. In this roll, the Follower's environment, Loyalty and physical safety will act as modifiers. Scores of 0 or Below on a roll, will end with your Follower's immediate departure from your service.










Morale

- This is how your Hireling/Follower feels about their current situation. A Hireling's/Follower's Morale score is added as a modifier when a Morale check is rolled by the DM. Morale checks occur anytime a

Hireling

is asked to do a task or service they were contracted to perform, or when a

Follower

is asked to do a task by a party-member/ally of your character. Hirelings/Followers that fail a Morale check will refuse to do the task or order in question (however they may request changes to the order or additional payment, etc.). Morale is changed and manipulated based on how well a Hireling/Follower is currently living and by how a Hireling/Follower is being treated by your character's party-members.



Hireling's Departure

- Hirelings when put in a dangerous or undesirable situation will roll Morale to stay in your service of your character. In this roll the Hireling's environment, Morale and physical safety will act as modifiers. Scores of 0 or Below on a roll will end with your Hireling's immediate departure from your service.







Note - Because these are new mechanics, they may be altered and changed as time goes on.
 

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