Rolls & Standards
Deception and Investigation.
Stealth and SpyingAs 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.
These rolls can be used to break a visual disguise as well with range and difficulty maintained for possible scrutiny based on distance.
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.
Raising an Alert
Deploying an area of alert requires a 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 across all involved investigators. Influence is the standard for difficulty.Dice used: Guard or Cunning
- 3
- 5
- 10
- 15
- 20
- 25
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.Dice used: Stealth, or Guard.
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 sizable 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.
Scouting rolls
(Distinct from investigation as it's a martial action over a larger area) For scouting of a general area or seeking information that would require looking at 'the bigger picture' rolls will likely be taken per desired detail, or per specific area of a zone being searched.Dice used: Guard
- 1-5
- 6-10
- 11-15
- 16-20
- 21-25
- 26-30
- 31-35
- 36
- Failure, The scouts find nothing of use and have to wonder if they're even in the right location.
- Minor Setback, the scouts recover conflicting evidence that raises more questions than answers.
- Moderate Success, the scouts yields useful information, though it might still require interpretation.
- Solid Success, the scouts find exactly what they were hoping to and can offer details needed.
- Notable Progress, the scouts discover something crucial.
- Exceptional Success, the scouting uncovers more than just the expected information.
- Heroic Success, the scouts uncover something so significant that it helps with more than just informing the specified area.
- Legendary Success, the scouting is beyond successful offers a look at the full picture of what their opposition is doing.
Investigation rolls
(Distinct from scouting in that it is a specific area with specific information sought. More personal than a broad search of land.) For any specific sort of investigation into a something that has happened, or something actively happening. This would likely be rolled per instance for a recurring event, or per section / room in regards to a location.Dice used: Cunning
- 1-5
- 6-10
- 11-15
- 16-20
- 21-25
- 26-30
- 31-35
- 36
- Failure, The investigation leads to dead ends.
- Minor Setback, the investigation uncovers something, but it's either incomplete or misleading.
- Moderate Success, the investigation yields useful information, though it might still require interpretation.
- Solid Success, the PCs find a valuable lead or uncover a significant clue that brings them closer to solving the case.
- Notable Progress, the investigation uncovers something crucial.
- Exceptional Success, the investigation goes extremely well. The PCs uncover information that could solve the case entirely.
- Heroic Success, the PCs uncover something so significant that it not helps solve more than the investigation they were working.
- Legendary Success, the investigation is a complete triumph and leads to far more than just the truth they sought.
Accountability, randomization & analysis paralysis.
Pregnancy & ChildrenPregnancy 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 :Conception: Seed taken root or not:
Second roll
Dice used for roll :Multiples
Optional Rolls
Moon Tea
Dice used for roll: 3D6Miscarriage
Dice used for roll: 1D6There are no more roles required till the birth!
Birth rolls
Birth Survival Rolls
Dice used for roll: 3D6 For nobility:For smallfolk:
Gender & traits
Dice used for roll: 1D6 Gender:Dice used for roll: 3D6 Traits from the father:
Mothers death in Childbirth (Optional):
These rolls are NOT mandatory & are totally made at player discretion. Dice used for roll: 2D6These 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
Loyalty at its base is a reflection of what is lawful and moral.
The first question that any challenger for loyalty will face is "What does the law say about who I owe my service?"
The second question will be one not of law, but of feudal bond "Is my liege acting in a lawful manner, that is in my best interests?"
An alternative to the second question (in the event someone is rolling to maintain loyalty they've long held) is "Is my change of service moral?" If story team finds this alternative applicable and the answer is "no" loyalty rolls can commense.
Dice used: Fame or Infamy
- 6
- 7-9
- 10-12
- 13-15
- 16-18
- 19-21
- 22-24
- 25-27
- 28-30
- 31-33
- 34-36
- Complete Betrayal. The NPC has completely turned against the player and is actively working against them. They may have joined an enemy faction or betrayed the player’s trust in a significant way.
- Severe Disloyalty. The NPC is highly disloyal and may act in ways that undermine the player’s goals. They could be sabotaging efforts subtly or are on the brink of switching sides.
- Wavering Loyalty. The NPC is undecided and may lean toward betrayal if pushed too far. They might be disappointed or frustrated with the player’s actions.
- Suspicious. The NPC has doubts about the player’s intentions but is still loyal. They might be hesitant to act until they get more clarity on the player’s actions or motivations.
- Uncertain Loyalty. The NPC is loyal but has some reservations or concerns. They may question the player’s decisions and could be swayed by outside influences.
- Neutral. The NPC has no strong feelings either way. They will follow the player’s lead but are not particularly invested. Loyalty could be earned or lost based on future actions.
- Respectful Loyalty. The NPC is loyal and respects the player, but their loyalty is still somewhat transactional. They’ll follow orders as long as they are treated fairly.
- Strong Loyalty. The NPC is very loyal and believes in the player's cause. They will stand by the player even when times get tough, though there may be occasional doubts or conflicts.
- Deep Loyalty. The NPC is deeply loyal, willing to sacrifice for the player. They believe in the player’s leadership and would defend them even against great personal risk.
- Unshakable Loyalty. The NPC’s loyalty is unshakable. They are completely dedicated to the player, willing to risk everything to support the player’s cause. Their trust is absolute.
- Fanatic Loyalty. The NPC is fanatically devoted to the player. Their loyalty is beyond reason, and they will follow the player without question, even into extreme or dangerous situations.
Sports, games, & nonsense
Ranged Sports (Archery)Range
All range is estimated for the purposes of this system.Hit Location
Using 1d6 you may determine where a shot hits in combat.
Can be adapted to a non human target.- 1-3
- 4-12
- 13-20
- 21+
- point-blank range (inside 3m)
- short range is easy (inside 6m)
- medium range is moderate (inside 12m)
- long range is difficult (20m or further)
- 1
- 2-3
- 4
- 5
- 6
- Head
- Torso
- Arms (roll 1d6: 1-3 left, 4-6 right)
- Left Leg
- Right Leg
Agility+Melee
Each match will consist of three rounds, each contender will try to make contact with their opponent or knock the other off of their horse. These rolls will be head to head giving equal risk to each contender. If both participants tie, neither participant earns points. If a rider is knocked off their horse they forfeit the match. In the event both are dehorsed at equal points, they may draw swords to decide a victor. The winner is declared after points are totaled after three tilts, if there is a tie the match may progress to five by will of the host. Challengers will choose an opponent. Rolls will be taken in series to decide the match The announcer will start each match In Character and per the rolled results the writers will post accordingly.Roll and result
- 1 on first die (crit)
- 10-18
- 19-28
- 29+
- 6 on first die (crit)
- Lance grazes the horse (If the first die is a crit fail, the roll total is ignored)
- Lance tip breaks against the shield
- Whole lance, not the tip, is broken in half against the shield
- Lance tip makes contact with the opponent, breaks in half
- Opponent is knocked off of their horse (if the first die is a crit success, the roll total is ignored)
Penalty!
Under no circumstances is the lance to touch the horse!
The first time it happens ten points deducted from a participants score. If it happens again, it’s an automatic disqualification.
Scoring
- 2 points for a shattered tip.
- 4 points for a broken lance on shield.
- 6 points for a broekn lance on a rider.
- 10 points for unhorsing a rider.