Rolls & Standards

Pregnancy & Children

Pregnancy Rolls

The Pregnancy roll system is a mandatory requirement for all players who sleep with a Royal family member or a Lord Paramount, and rolls should be done every single time they do unless already impregnated. This will ensure that there is consequence based RP for those who risk the most. While it is not entirely required for others, it is heavily recommended to use dice to ensure organic roleplay and perhaps invite some consequence! If you have any questions you may always reach out to staff by submitting a ticket & putting the request in with the questions you have.   The duration of a pregnancy on sim is (minimum) 3 months, some sims drag it out way too long, and 3 months is still a long time but considering it's ICly 6 months it accounts for the "speed of plot" as well as early births, and whatever other excuses we can make so that someone isn't saddled with a forever belly. You're welcome (if it thrills ya) to play a pregnancy out to a full 9 months, but you really... You really don't need to.   As with all systems at Songs of the Seven Realms this is based on D6 rolls. The rolls for conception are as follows. Rolls must be taken with a member of the Storyteam.  

Conception rolls

 

First roll

Dice used for roll :
  • Aged 18-30: 4D6
  • Aged 30-40: 3D6
  • Aged 41+: 2D6 + 3

  • Conception: Seed taken root or not:
  • Below 15, not pregnant.
  • 15 or above, pregnant.
  • Second roll

    Dice used for roll :
  • Aged 18-30: 3D6
  • Aged 30-40: 2D6
  • Aged 41+: 1D6

  • Multiples
  • 1, Twins
  • 2-9, Single child
  • 10, Twins
  • 11-15, Single child
  • 16, Triplets
  • Optional Rolls

    Moon Tea

    Dice used for roll: 3D6
  • Triple 1's (3), sterile!
  • 2-14, pregnancy successfully ended.
  • 15-18, moon tea ineffective, pregnancy continues.

  • Miscarriage

    Dice used for roll: 1D6
  • 1-4 Pregnancy viable,
  • 5-6 Pregnancy ended through miscarriage.
  •  

    There are no more roles required till the birth!

     

    Birth rolls

     

    Birth Survival Rolls

    Dice used for roll: 3D6   For nobility:
  • 3 & 18, child survives but is sickly.
  • 4 & 17, child dies during birth.
  • 5-16, child lives.

  • For smallfolk:
  • 3 & 18, child survives but is sickly.
  • 4-5 & 16-17, child dies during birth.
  • 6-15, child lives.
  • Gender & traits

    Dice used for roll: 1D6   Gender:
  • 1-3 Male
  • 4-6 Female

  • Dice used for roll: 3D6   Traits from the father:
  • 3 & 18, eye & hair colour.
  • 4-6 & 14-17, hair colour only.
  • 7-13, eye colour only.
  •  
    Regarding gender & traits: Obviously, whichever traits do not come from the father would come from the mother. If you wish to roll for more traits beyond the above, you can personally (without a storyteller if you choose) adapt those rolls for any features/traits you like regarding resemblance.

    Mothers death in Childbirth (Optional):

    These rolls are NOT mandatory & are totally made at player discretion. Dice used for roll: 2D6  
  • 2, fatal.
  • 3-10, non fatal.
  • 11-12, complications cause sterility.
  • Stealth and Spying
    As stealth and spying requires the spy and their target to be in the same general area there is a focus involved, the closer someone is to their target the more likely they are to risk detection.  

    Range dictates difficulty

    • 6+ Point-blank range (inside 2 meters)
    • 11+ Short range (inside 5 meters)
    • 19+ Medium range (inside 10 meters)
    • 25+ Long range (inside 20 meters)
     
    • Dialogue stated as a whisper can only be heard inside 2 meters.
    • Words spoken under ones breath or as a mutter or grumble can only be heard inside 5 meters.
    • The average speaking voice can only be heard inside 10 meters
    • Dialogue stated as a raised voice or should can be clearly heard beyond 20 meters

    For conversation had in the presence of more than 4 others (a crowd) or beyond a wall, door or other obstruction between the spy and their targets subtract 5 from the standard range (a standard speaking voice in a crowd can only be heard inside 5 meters, as an example) and add 5 to the difficulty of detection.

    For the expectation of guards or servants, or others loyal to the target over the spy, subtract 5 from the difficulty of detection.

     

    Those attempting to detect someone spying will roll their Cunning (for general investigation) against the standard above, if the spy is detected they can roll stealth to flee immediate identification.

    If their roll meets or bears the intrigue rolled by the target, their presence but not identity was noted, but they have fled, if they fail their stealth roll, they are caught by the target or present guards.

    Negotiation & Bargaining

    These numbers may shift on the scale depending on the context of the story at hand.

     

    A fresh meeting (for example, a Player and a merchant at the market) with no prexisting history will work from the standards below with 15-19 as the 'pivot' between favorable for the player or the NPC.

    This roll table will apply to any sort of negotiation which includes economic trade, diplomacy or general coercion using the Bargaining pool (Presence+Skill.)

    Specific intimidation or enticement may make use of these numbers with Fame or Infamy as the relevant skill. For loyalty and leadership another skill may be more suitable such as Guard.

     

    Roll

    • 30 or more
    • 25-29
    • 20-24
    • 15-19
    • 10-14
    • 6-9
    • 5 or less

    Result

    • The best possible outcome for the Player
    • A favorable outcome for the Player
    • A fair outcome for the Player
    • A fair outcome for both parties
    • A fair outcome for the NPC
    • A favorable outcome for the NPC
    • The best possible outcome for the NPC

     
    Escape & Evasion
     

    Raising an Alert

      Deploying an area of alert requires a Guard or Cunning roll from the person raising the alert (henceforth "investigator") for successful deployment and 20 men to maintain. Multiple "investigators" can pool their rolls to reflect collaboration in raising the alarm but only one skill can be used for these rolls.  

    Influence is the standard for difficulty,

    • 3
    • 5
    • 10
    • 15
    • 20
    • 25
  • Very easy, the investigator is personally present in the area.
  • Easy, the investigator has direct influence over the area
  • Moderate, the investigator has indirect influence (through an intermediary such as a banner lord, or a Commander.)
  • Difficult, the investigator has no influence
  • Very Difficult, an opposing force has indirect influence over the area.
  • Heroic, an opposing force has direct influence over the area
  • Failure to deploy an area of alert will leave a gap of disorder and miscommunication that will last for a minimum of 24 hours OOC.   Once an alert has been raised, players in command (or storytellers if this is the action of an NPC) will define the area of alert.    

    Evading an Alert

    (Slipping Guards)   To evade an alert the subject of the alert must make an evasion roll, with the difficulty based on how far they want to go or how tight the security is.  

    Similar to the table above for establishing an alert, slipping an alert is similar and depends on the size of the area.

    • 3
    • 5
    • 10
    • 15
    • 20
    • 25
    • Very easy, the area is absurdly large with unending access and many, many people to watch, it would take hundreds to secure.
    • Easy, the area is large with multiple paths of access and many people to watch and would take at least a hundred men to secure.
    • Moderate, the area is sizeable and there are multiple people to watch but the entrances are not too numerous.
    • Difficult, the area is pretty enclosed and you will be seen trying to depart, but might get lucky.
    • Very Difficult, there is no exit that does not put you eye to eye with someone, but a bit of luck and a distraction could see you slip out.
    • Heroic, a guard is specifically assigned to you, and only you and their sole task is knowing where you are.
    Lower the difficulty by 5 if the guard is assigned, but is not invested and has grown complacent. Ex: They are a house guard and they do this every single day and nothing out of the ordinary ever happens. Lower the difficulty by 10 if there is an active distraction ongoing that you (the ward) did not create. Lower the difficulty by 10 if you are in a crowd of more than 6 people. (The markets, and court both count.) Increase difficulty by 15 if you have previously slipped guards from this house.
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