Elan En Garde! Game
A.
Characters have seven basic statistics. They are Social Level
(SL), Strength (Str), Constitution (Con), Expertise (Exp), Endurance
(End), Military Ability (MA), and Crowns (CRs, the unit of money).
Str, Con, and Exp are determined on three six-sided dice (3d6
in game parlance). End is Str x Con. MA is 1d6.
B.
Initial social standing and wealth is a function of birth, also
known as luck (good or bad). The parentage of a character is determined
first. The father's social status and relative level of prosperity
and the character's sibling rank determine the character's starting
SL and CRs. A character's father may range in social standing
from impoverished peasant to wealthy nobleman. A character's sibling
rank may be first, second (meaning anything other than first),
or bastard son, with the possibility of being an orphan if first
son. This means that characters will begin the game with widely
differing SL and CRs. Life's like that.
C.
Characters are either in Paris or on campaign (fighting
the enemies of France).
D.
A game turn is a month. This is broken into four weeks; characters
are permitted an action in each week. Additionally, some actions
may be performed by characters outside of the four weeks; these
are either "weekend" activities or "anytime"
activities. Characters are permitted up to four weekend activities
per month, and as many anytime activities as they desire, when
in Paris.
No weeklong actions take place while a character is on campaign, but "anytime" activities are permitted, and characters are allowed up to two "weekend" activities per month while at the front. A character on campaign may request permission from his commander to return to Paris for a weekend activity that requires his personal presence (i.e., proposing to his mistress). Weekend activities that do not require his personal presence (i.e., paying off a loan to his shylock) are conducted by a character's agents on his behalf.
One week's action may be stated as contingent upon a previous week's outcome.
E.
A character's object is to accumulate as many status points as
possible in a month (one game turn) in order to raise his SL.
Status points are the only way SL can be raised (with one exception
-- see Q. Titles in part II of the rules).
To raise a character's SL by 1, status points equal to three times the number of the SL sought must be accumulated in a single month. For a character of SL 4 to attain SL 5, he must accumulate 15 status points in the four weeks of the month. Social levels cannot be skipped, and a player may not raise his SL by more than 1 per month (except if he receives a title).
Every month a character must accumulate status points equal to his present SL in order to maintain this SL. Failure to do so results in the loss of one SL.
F.
A character must pay CRs equal to twice his SL each month
for support (clothes, servants, etc.). A character who fails to
do so loses one SL. A character may gain one additional status
point each month by conspicuous consumption (or "ConCon"
in game parlance). This consists of spending CRs equal to three
times his SL for the month, rather than twice his SL, for support.
G.
Six clubs are listed on the Clubs table. Characters must meet
certain qualifications in order to join each club; the main requirement
is a minimum social level, although there may be others. The Clubs
table also lists the dues that must be paid each month in order
for a character to remain a member, and the number of status points
a character receives each month for being a member of that club.
(Also given is the gambling information, which is described under
K. Gambling.)
Characters who meet the requirements of a club are automatically made members upon applying. Characters need not visit a club during a month to gain status points from belonging, but must pay their dues in order to retain membership in good standing.
A character may belong to only one club at a time, and may not visit a club unless he is a member of that club or a guest of a member. A character may resign from a club at any time without penalty, except for the loss of the remainder of that month's dues if he resigns before the month is over. Upon resigning, a player may not rejoin that club for three weeks, but may immediately try to join a different one.
Visiting a club counts as an action, and no other actions may be performed during the same week except club-related activities: gambling, carousing, and visiting one's mistress.
H.
If a player character purchases liquid refreshment at a club or
bawdyhouse, he gains 1 SP. This purchase is referred to as "carousing,"
and costs CRs equal to the social level of the character. Carousing
is not an independent action, and must be done in conjunction
with a visit to a club, bawdyhouse, or party.
I.
Characters may gain status by being seen in the company of their
betters; these may likewise benefit by cultivating sycophants.
This mutual action is called "toadying"; it may take
place at a club, bawdyhouse, or party.
Only one person may toady to another in a given week, although a character can bring as many guests as he likes to his club. If a character is taken as a guest to a club, he receives status points equal to the difference in rank between the highest club he is able to join (not necessarily the highest he has joined) and the one he is guest at. (See the Clubs table for rankings.)
If a character toadies to a character of a higher SL, the lower-level character receives status points equal to one-half the difference in their SLs, rounding up. The higher-level character receives (or loses) status points depending on the difference in SL between himself and his guest (see the Toady table). Players are free to work out any system of recompense they desire for this service. A character carousing as the guest of a character of higher SL must pay a carousing cost equal to that of his host (since he is partaking of the same quality of entertainment).
| Difference in SL | Status Points Awarded |
|---|---|
| 0-3 | +1 |
| 4-6 | 0 |
| 7-8 | -1 |
| 9-10 | -2 |
| 11+ | -3 |
In order to toady, both players must indicate this activity in their orders, and both sets of orders must specify the same time and venue. Any mismatch will result in the intended persons not meeting.
Jacques receives 5 SP for being at Bothwell's, since the highest club Jacques could join is Red Phillips (Bothwell's is club #1, Red Phillips is #6; 6 - 1 = 5). Jacques receives another 5 SP for being Cyrano's guest (14 - 4 = 10 / 2 = 5), and 1 more for carousing, for a total of 11 SP for the week. Cyrano loses 2 SP for being seen in public with the likes of Jacques (per Toady table), but receives 1 SP for carousing; his week's total works out to -1 SP. Presumably Jacques will offer him some recompense for this sacrifice.
J.
Characters may hold parties at their clubs or homes (not bawdyhouses).
In order to qualify as a party the invitation must be open-ended
so NPCs can come; however, a player may exclude certain people
by name or generally (e.g., "no members of the Cardinal's
Guard"). Excluding people means bouncers have to hired. This
costs three times the club's monthly dues or the dwelling's monthly
rent. If there are no bouncers anyone may attend, and anyone simply
turning up at the club will be assumed to associate with the party.
Parties with bouncers are conducted in a private room separate
from the rest of the club.
All characters turning up at a party get free booze; the host pays the carousing cost for all his guests. Characters may bring their mistresses, unless the invitation excludes them.
The host gets status points equal to the total of all SL of all characters present, divided by 7. Additional status may be gained if members of the royal family attend (+3 for the King, +2 for the Queen, Crown Prince or Cardinal, +1 for any others). A die roll of 7 on 1d6 is necessary for royal attendance.
Party guests are not the host's personal company and therefore only get status points for carousing and being at that club -- that is, guests may not toady with the host. They could arrange to toady with one another, however.
K.
Characters may gamble at clubs or bawdyhouses. The player records
in that month's orders the amount of CRs the character is betting,
the number of times he will place a wager, and a cut number. The
amount of the wager cannot exceed the house limit of the club
at which he is gambling (see Clubs table). A bawdyhouse has no
house limit. A character may place up to nine wagers per week,
per establishment.
The outcome of any wager is determined by rolling 1d6 for the character and 1d6 for the house. The higher roll wins; the house wins ties. The house rolls first, and the character may elect to cut without rolling. In the event of a cut the player loses only half of the amount of the wager.
For each wager won the character gains 1 status point and the number of CRs bet. For each wager lost the character loses 1 status point and the amount of CRs bet. For each wager cut the character loses 1 status point and half the amount of CRs bet. Additionally, each club (but not a bawdyhouse) has a house divisor. All bets placed by a character in the week are tallied, with cuts counting has half the wagered amount, and divided by the house divisor. All fractions are dropped. The resulting number is the number of additional status points gained from gambling.
L.
Once per month, characters must have some sort of female companionship.
If they do not do so, in addition to suffering a certain amount
of discomfort, characters will lose status points. Characters
lose 2 status points the first month in which they lack female
company, and an additional 2 points each consecutive month thereafter.
Characters may fulfill the female companionship requirements by acquiring a mistress, conducting a liaison with another's mistress/wife and revealing all, being seen in public with their mistress, or by going to a bawdyhouse.
It is assumed that, being young gentlemen, characters will engage in conjugal relations with their mistresses when the opportunity presents itself. This is not required to satisfy the female companionship requirement though. If your character will not engage in the pleasures of the flesh under these circumstances, please so indicate in your orders.
A list of available NPC mistresses is provided as part of the
monthly results postings, enumerating each one's SL and special
attributes, if any. The special attributes are exceptional Beauty,
Influence, and Wealth. Each mistress also has a secret loyalty
rating.
In order to win a mistress a character must go courting, and this costs money (gifts, preparations and the like): three times the mistress's SL. Success depends upon the difference in SL between the character and prospective mistress. Subtract the mistress's SL from the character's SL, and refer to the Courting table to find the die roll or higher, on 1d6, needed for success. The die roll may be modified: for each additional amount equal to three times the lady's SL the character pays, he may add 1 to his die roll. (Characters courting a Wealthy mistress may not modify the die roll in this manner.) Courting is never certain, though -- on a roll of 1, regardless of modifiers, the mistress rejects the character. Characters may try to court mistresses more than 6 levels above them, but such attempts will always fail.
| Difference in SL | Die Roll Needed |
|---|---|
| -6 | 6 |
| -5,-4 | 5 |
| -3,-2,-1 | 4 |
| 0 +1 +2 | 3 |
| +3 or more | 2 |
Courting takes one week of time, therefore counting is an action. A character who unsuccessfully courts a prospective mistress may try again in a later week, but must pay the courting cost again each time.
If two characters discover each other at the doorstep of the same lady in the same week, there may be difficulties. Either character may withdraw in favor of the other. If a character withdraws in favor of a character of lower SL than himself, he loses status points equal to the difference in SL between them. If neither character withdraws, a duel is required to settle the issue. Both characters have spent the money before courting, regardless of what happens.
A player may court the mistress of another player, but he has an automatic die roll modifier of -1. Courting another player's mistress is obviously cause for a duel if discovered. A character is caught if he attempts to court another player's mistress while the other player is with her, or if he courts, fails to win her, and commits an indiscretion (see below) in the process.
Characters are permitted to have only one mistress at a time. A player who has a mistress may court another, however. If he is successful he must dump the first mistress. If he is unsuccessful in courting, 1d6 is rolled. Most often (on a roll of 1-5) the character has managed to be discreet, and his mistress does not learn of the matter. On a roll of 6 the character has committed an indiscretion; his mistress learns of his infidelity and tosses him out on his ear (meaning the mistress is lost).
Characters dueling over a mistress are automatically indiscreet.
Once a character wins a mistress (i.e., successfully courts her) he must pay CRs equal to three times her SL once per month for her support. If a player has a Wealthy mistress, he need not pay her support; indeed, she will pay him CRs equal to twice the difference in their SL (little gifts and whatnot) if hers is higher.
Each month, no matter what, a mistress may get bored with a character and drop him for an NPC suitor. The chance of this happening is a 2 on 2d6 with a -1 modifier for every SL she is higher than you, modified by her loyalty rating.
A character receives 1 status point per month for having a mistress, regardless of her attributes or SL. A character receives additional status points equal to the difference in their SL if his mistress is of a higher SL than he is. Beautiful mistresses give 1 additional status point to their lovers.
All mistresses have a certain amount of influence, depending upon their SL; Influential mistresses have additional influence. Influence table C lists mistresses' favors. (See S. Influence for the uses of favors.)
A character need only visit his mistress once per month to satisfy his need for female companionship. Visiting a mistress counts as an activity unless the visit is combined with a visit to a club. Escorting a mistress to a club counts as a monthly visit. Naturally, the character is expected to purchase his mistress liquid refreshment at the club.
During weekends, characters may attempt temporary liaisons with
mistresses or wives of other characters. To do this the character
must give her a gift worth her SL in CRs (or twice that for a
+1 modifier). If a roll of 1d6 equals or exceeds her loyalty then
she agrees. On a roll of 6 the possibility exists that the pair
have fallen madly in love, usually with disastrous consequences
that are not entirely predictable. Characters may attempt liaisons
with any mistress, but attempts to conduct liaisons with mistresses
of SL greater than 6 above the character's SL will always fail.
After a liaison, a character may:
The default is to not reveal successful liaisons.
If a liaison attempt fails, there is a 1 in 6 chance that the unsuccessful character's mistress hears of it and chucks him. If a liaison fails with a married woman, there is a 1 in 6 chance that she will tell her husband, who then has cause for a duel.
In order to protect your own mistress from a liaison, you may spend the weekend with her proposing, marrying, or at one weekend of the theatre. Subsequent theatre trips or other activities, while good for roleplaying, may not be enough to deter the mistress from a liaison. If another gentleman takes the mistress or wife to the theatre or otherwise spends time with her in public, it is a liaison and the husband or lover has cause.
The chance of a mistress becoming pregnant is determined by the
"romantic encounters" she has during that month, weeks
and weekends counting equally. Married women have +5% for this.
A pregnant mistress determines the father's identity based on
the relative frequency of her meetings with the gentleman concerned.
Prospective fathers will be privately informed of this honor in
the following month.
When a character is told by a mistress that she is pregnant
by him, he may:
If attempting to pay her off, a bribe equal to her SL times 100 CRs must be made. If a roll of 1d6 is less than her loyalty, she leaves town quietly; otherwise she tells all and the character is disgraced (but keeps the money).
Assassins may be hired to dispose of her. They charge 100 CRs times her SL, but there is a 1 in 6 chance (1 in 3 if she is Beautiful) that the villain will take pity on her, pocket the fee, and inform the authorities.
Any cad who ignores a pregnant mistress is automatically disgraced.
A character does not have to get his mistress pregnant in order
to marry her. Proposals may be made as soon as the couple have
been "going steady" for at least six months. Proposals
must be accompanied by a gift worth at least three times the prospective
bride's SL, and the chance of success is determined by a 1d6 roll
which must be less than or equal to her loyalty. The roll is modified
upwards once for each publicized liaison involving the character
during the last six months. There is no limit to the number of
proposals a character may make, except that each takes a weekend,
and each time the mistress refuses, there is a 1 in 6 chance that
she jilts the character, too.
When a mistress agrees to a proposed marriage, and the character
announces his forthcoming wedding, the following takes place:
The wedding and reception cost CRs equal to at least the combined SL of the couple. For each additional expenditure of this amount, the character receives 1 status point. The stag party is treated as a normal party.
If, for any reason, an announced wedding does not take place, the couple both lose 1 SL.
A wife's SL automatically increases to match her husband's if hers is lower. From then on, if the character increases his SL, his wife's SL is also increased. Wives of over SL 18 do not gain any additional influence.
Wives must be kept in the manner to which they are accustomed -- husbands continue to pay the same support even when married to them. Wives must also be housed, requiring a house of rank not less than her SL divided by 3 (5 maximum, round down). However, a husband need not be seen in public with his wife to satisfy his need for female companionship. Husbands may not court other women openly but may indulge in liaisons. Similarly, wives may not be courted but may be liaised.
Immediately after a mistress becomes a wife, her loyalty rating is raised by 3. However, it drops by 1 for each public liaison involving her husband. If a married man liaises a mistress and falls in love, he must pay for both mistress and wife, though he gains no status bonuses for the former.
When a case of adultery becomes public, the innocent party may sue for divorce. This is only granted by special dispensation of the Pope, who is a NPC of similar rank to the King and requires a roll of 7 on 1d6. Wives may not sue for divorce themselves, but any gentleman may champion them by making a roll as if for a liaison. Husbands divorced by their wives are disgraced.
Births occur nine months after conception (surprise!); the
following table is used to determine the outcome:
Trouble includes stillbirths, deformed children, and/or death of the mother.
There is a 50 - 50 chance of each child being male or female. The chance of a child bearing a strong resemblance to either actual parent is 25% for each. In the month of the birth the father gains status points equal to his SL for each male child, and half that for each female child, unless the child was deformed, in which case the status points are lost instead. If the mother dies, the father is exempt from the need for female companionship for three months, while grieving.
M.
Bawdyhouses are open to all who wish to avail themselves of the
services of such establishments. Gambling, female companionship,
and liquid refreshment are available.
Gambling is as outlined in K. Gambling, above.
Female companionship costs CRs equal to the character's SL. Liquid refreshment is mandatory, and also costs CRs equal to the character's SL.
N.
Characters may practice to improve their fencing ability. For
every four weeks of practice (not necessarily consecutive) a player
raises his Exp by 1 for that weapon. Characters may practice with
any weapon, but must state in his orders which weapon is being
used in the practice session, because Exp ratings are specific
to each type of weapon.
Characters who do not belong to a regiment must pay CRs equal to their expertise for each week of practice. Characters in a regiment may practice for free with that regiment's weapon, but must pay for practice with any other weapon. The sabre is the regimental weapon of cavalry units; the rapier is the regimental weapon of all infantry units except the Royal Marines, which uses the cutlass.
O.
There are several ways of attending the theatre; each costs a
different amount and produces different results. These ways are:
A weekend trip may be made on any weekend apart from the first week of the month. Such a trip is worth 1 status point and costs three times SL in CRs. A character may attend more than once in a month, but will not benefit from further visits.
First night attendance takes place at the first weekend of the month. The cost is CRs equal to six times SL. The benefits of a first night attendance depend upon the success of the play, as determined on 1d6 as shown below.
Box ownership may be purchased for a month at a time and costs 150 CRs per month. On purchasing a box a character immediately gains 4 status points but may gain or lose further status points as shown below. Box owners must attend the play at least once during the month. Failure to do so results in no benefit gained.
| Roll | Outcome | First Night | Box Owners |
| 1 | Play Flops | -3 SP | -SL in SP |
| 2-4 | Average Response | +1 SP | No extra SP |
| 5 | Success | +3 SP | +1/2 SL in SP |
| 6 | Resounding Success | +4 SP | +SL in SP |
If the play is a resounding success it will go on for another month. There will be no first night that month, but any current box owners may repurchase their boxes and receive the same benefit for the next month. Characters who buy a box they did not own the month before will only get the basic 4 status points for owning a box. A play may run for several months and will continue on a 6 on 1d6. An original box owner will continue to benefit if he continues to repurchase his box on successive months.
Theater outcome rolls are not subject to influence, but receive a +1 modifier if any members of the immediate Royal family attend.
P.
Characters live in lodgings in particular areas of the city. Each
area requires a minimum SL (depending on its respectability) of
its residents and awards status points to its residents, as follows:
| AREA | Min SL | SP/Mo | Min Housing Type | Max Housing Type | Cost Multiplier |
| Isle de la Cite | nobles | 3 | Fine House | Palace | 30% |
| Monmartre | 14 | 3 | Town House | Palace | 30% |
| La Chapelle | 12 | 2 | Town House | Mansion | 20% |
| Belleville | 10 | 2 | Apartment | Mansion | 20% |
| Charonne | 8 | 1 | Apartment | Fine House | 10% |
| La Villette | 6 | 1 | Garret | Fine House | 10% |
| Les Batignoles | 4 | 0 | Garret | Town House | 0% |
| Passy | 1 | 0 | Garret | Town House | 0% |
Characters may live in any district they choose (within SL restrictions, of course).
The cost of housing depends on the type of dwelling, which also bestows status points depending on the degree of comfort and ostentation it offers.
| Housing Type | Cost/Mo | SP/Mo | Party Limit |
| Garret | 0 CRs | 0 | 0 |
| Apartment | 10 | 1 | 3 |
| Town House | 20 | 2 | 5 |
| Fine House | 40 | 3 | 10 |
| Mansion | 70 | 6 | 15 |
| Palace | 120 | 9 | no limit |
Party limit is the maximum number of guests the place can comfortably accommodate. The SP/Mo. from the Lodgings table is added to the SP/Mo. from the Housing table to calculate the number of social points gained from the residence each month. The cost multiplier is the added cost of housing in that area; the Cost/Mo. from the Lodgings table is increased by this percentage. The Min and Max Housing Type rank shows the smallest and largest house types to be found in each area (e.g., you cannot rent a garret or a mansion in Charonne).
Characters are assumed at the start of the game to have no fixed lodgings, having just arrived in Paris. However, those characters who start the game with a title will also receive a family home to keep (Chevalier & Baron = fine house, Vicomte & Comte = mansion, Marquis & Duc = palace). In this case, the character may never sell the house.
Dwellings may be bought for 20 times the monthly cost. Owned residences can be let, in which case half the cost per month is gained as income. For an NPC to rent from a player, a number greater than the rank of the house must be rolled on a 1d6 each month, and 5 CRs must be paid each month for advertisements.
Houses may be sold to NPCs for the same price as the purchase. The character will actually only gain 90% of the sale price, however, after advertising and legal fees.
Houses may be sold to other players for any price or terms that the characters may agree upon. As with all finance deals, the GM must be informed and the deal will only go through if both players specify the same price/terms in their orders.
Moving house costs 50 CRs and takes an entire week. There is no charge to move from a garret or apartment, and it takes no time.
Parties may be held in private homes as long as the number of guests does not exceed the maximum number for the size of dwelling. Having more guests than can be comfortably accommodated will cost the host -1 SP per guest beyond the dwelling's capacity. Please note that this is the actual number of guests, not the invited guests only. Party crashers may push your total over the maximum, unless you've hired bouncers to keep out the riff-raff.
Q.
Characters may borrow money from other players or from local moneylenders,
colloquially called shylocks. Characters do not charge interest
on loans to other characters; it would be ungentlemanly. At any
time after three months from the date of the loan, however, the
lender may demand payment from the borrower. He must do this in
a press announcement to all players. If the borrower is unable
to pay in the following turn, he is disgraced and must go on campaign
(either with his regiment or a frontier regiment), remaining with
it until he is able to pay.
When a character borrows money from a shylock, he must pay back the money plus 10% interest at the end of six months' time. If unable to pay, the character must join a frontier regiment until he can pay his debts. When borrowing from a shylock, the maximum amount that any character may borrow is 100 times his current SL. If a character borrows up to his capacity and subsequently rises in SL, he may, if he desires, borrow more up to his new limit.
Should a character not flee to the front after being unable to pay his debts, he may be subject to arrest and imprisonment.
R.
Prosecutions for treason are brought by the Commissioner
of Public Safety and judged by the Minister of State. The base
rate for persuading an NPC Commissioner of Public Safety to bring
charges is 7 on 1d6, and he may be influenced. If an NPC, the
Minister of State may be influenced in his verdict.
Charges for civil crimes, which include (but are not limited to) murder, non-payment of debts, breaking a legal contract, assisting escapes from gaol, causing a riot, outraging public decency, and blackmail, are made by the Military Governor of Paris and judged by the Minister of Justice. An NPC Military Governor of Paris can be persuaded to bring charges on 7 on 1d6, and he may be influenced. An NPC Minister of Justice may be influenced in any verdict.
Would-be evildoers should be aware that the city watch (under the authority of the Military Governor of Paris) will arrest anyone observed to be actively engaged in a crime. An NPC Military Governor of Paris will always cooperate in making arrests unless influenced to do otherwise. Characters may also be arrested while at the front, though this requires the cooperation of the commanding general. An NPC commanding general will always make the requested arrest unless influenced to the contrary. A player character commanding general may make his own decision regarding a requested arrest. A player character may avoid arrest while at the front by forsaking his command and disguising himself as a private in a frontier regiment.
Civil or treason charges may also be brought by royal warrant from the King for the arrest of any player character or NPC. The King will issue such a warrant on a roll of 6 on 1d6, but the request must come from a titled noble. Royal warrants make successful prosecution more likely, as below.
Any charges brought against a character, regardless of the authority, must be published in the announcements (Le Sport de Paris) prior to the trial.
Prosecutions may not be brought against a woman. Nobles are considered apart from the masses; only a noble may accuse another noble (though only one noble is needed to bring a crime to the attention of the authorities.
If several characters are accused of the same crime, they will all be tried at the same time. Each will use his own SL as his defense, and may not affect the outcome of any other accused's verdict. Testimony from witnesses may apply to any or all of the accused.
When the Judge Is a Player Character
... the verdict is entirely up to him.
When the Judge Is an NPC
If the Minister of Justice or Minister of State is an NPC, the
trial is based on the following chart. Two dice are rolled. The
defendant is convicted if the die roll equals or exceeds the number
appearing in the "To Convict" column.
Defendant's Social Level To Convict
------------------------ ----------
3 4
4-7 7
8-12 9
13+ 11
If the charges have been brought by royal warrant (from the King), subtract 3 from the number needed to convict.
Civil trials. The following modifiers may affect a civil trial:
Modifier Cause
-------- -----
+10 if defendant is accused of breaking a signed contract
+5 if defendant was previously convicted for any crime
+5 if defendant is accused of having a woman murdered
+2 if defendant is a shylock
+1 for every qualified witness testifying for the prosecution
-1 for every qualified witness testifying for the defense
-1 if defendant is actually guilty
+/- GM's
choice for witty/plausible/inept defense pleas
As noted above, qualified witnesses will aid or hinder a civil conviction. Qualified witnesses are either (1) of SL equal to or higher than the accused, (2) from the same regiment, or (3) an employee of the accused. All witnesses must be player characters.
Witnesses and other characters involved in a case need not be present at court in order to testify. Should they find themselves unable to attend, a signed affidavit may be sent; however, these will not be accepted if the character could have attended and simply chose not to. Should a character be either disgraced or in prison, his SL will be effectively halved for determining the effect of his testimony.
Treason trials. The chance of conviction is the same as in the civil crime chart, but the modifiers are different:
Modifier Cause
-------- -----
+5 if defendant was previously convicted for any crime
+2 if defendant really is plotting treason
+1 for each qualified witness for the prosecution
+/- GM's
choice for considerations particular to the case
Unlike civil cases, in treason trials only witnesses for the prosecution are able to modify the conviction roll. The rules for qualified witnesses are the same as in civil cases, but only two such witnesses from each category are allowed in any one trial, and all witnesses must be player characters.
As in a civil trial, affidavits will be accepted from witnesses who cannot attend.
The Aftermath
If a character is convicted of a crime, the Minister of Justice
or Minister of State will sentence him to a fitting punishment,
ranging from flogging, imprisonment, and fines to confiscation
of property, stripping of rank and title, and execution. At the
Minister's discretion, the court may order a guilty party to pay
100 CRs in legal costs. Bad debtors must still pay this fine.
In addition to the judge's sentence, conviction for most crimes will cause a character to be disgraced. Only the most minor of infractions, such as outraging public decency, will avoid disgrace. (See part II of the rules, R. Disgrace.)
If it is obvious that the verdict of a civil trial should be one way, but the decision of the Minister of Justice is the opposite (i.e. the defendant is guilty as sin according to all testimony and is found innocent), the Minister of State will declare a mistrial on a roll of 3 or higher on 1d6. The same goes for an obviously irregular treason trial; on a 3 or higher on 1d6, the King himself will step in to overrule the Minister of State.
S.
Influence is a way to gain money, power, and position -- or to
prevent your rivals from obtaining them. It is, without a doubt,
the most valuable commodity in the game. Influence is measured
in favors. There are nine classes of favors, rated, in ascending
order of effectiveness, from 1 to 9. Favors are used to modify
the die rolls that represent the decisions of NPCs. Once used
to influence a decision, a favor is expended.
Unless otherwise stated, the base chance to influence an NPC is 7 on 1d6 -- in other words, the desired outcome is just out of reach without a favor. Influence table A lists the class of favor needed to obtain a die roll modification of 1 on the decision of an NPC of specified rank or position. A favor of a higher class than that listed will have a greater effect: +1 die roll modification for each level the favor is above the minimum necessary. (For example, a class 9 favor will obtain a die roll modification of +4 on the decisions of a general.) More than one favor may be brought to bear to influence a given decision. In addition, two favors of the same level may be combined to produce one favor of the next higher level. The die roll modification may be either additive or subtractive, depending upon the player's wishes, and more than one player may influence the same decision.
| Position | Class of Favor |
|---|---|
| King | 9 |
| Crown Prince/ Cardinal |
8 |
| Minister/ Field Marshal |
7 |
| General | 6 |
| Lieutenant General | 5 |
| Brigadier General | 4 |
| Colonel | 3 |
| Lieutenant Colonel | 2 |
| Major/Captain | 1 |
If Athos, a lieutenant general, seeks to become Inspector-General
of Cavalry, he must go to the Minister of War, who appoints that
position. (It is assumed in this example that the Minister of
War is an NPC.) To influence a Minister, a class 7 favor is the
minimum needed. The number Athos must roll (1d6), unmodified,
is 6. Athos has no class 7 favor to use, but his friend Porthos
has a class 8 favor and uses it to influence the minister on Athos's
behalf, giving him two favorable die roll modifications and making
the necessary die roll 4 instead of 6. Alas, Cyrano, an enemy
of Athos, wishing to prevent him from advancing, uses a class
9 favor to give an unfavorable die roll modification of 3. The
final die roll necessary to obtain the appointment now becomes
6 - 2 + 3 = 7; on a single die roll this isn't going to happen.
Influence may be used to join a regiment, seek or block appointments, aid the prosecution or the defense in trials, and for many other purposes outlined in specific rules. Influence will only affect the decisions of NPCs.
Influence may be received by virtue of a character's social level (as shown on Influence table B), from his mistress (as shown on Influence table C), and from certain appointments (as shown on the Appointments table in part IV of the rules). Favors for SL and appointment are received once per season.
| Character's SL | Class of Favor |
|---|---|
| 8-9 | 1 |
| 10-11 | 2 |
| 12-13 | 3 |
| 14-15 | 4 |
| 16-17 | 5 |
| 18-19 | 6 |
| 20-21 | 7 |
| 22-23 | 8 |
| 24+ | 9 |
Mistresses give their lovers one favor a year of the class listed under the heading "Normal influence" on Influence table C; Influential mistresses provide an additional favor per year of the class listed under the heading "Additionally, if Influential."
| Mistress SL | Normal Influence | Additionally, if Influential |
|---|---|---|
| 18 | 9 | 9 |
| 17 | 8 | 9 |
| 16 | 7 | 8 |
| 15 | 6 | 7 |
| 14 | 6 | 6 |
| 13 | 5 | 5 |
| 12 | 4 | 5 |
| 11 | 4 | 4 |
| 10 | 3 | 4 |
| 9 | 2 | 3 |
| 8 | 1 | 3 |
| 7 | - | 2 |
| 6 | - | 1 |
| 5 | - | 1 |
| 4 | - | 1 |
| 3 | - | 1 |
Characters may save favors received from NPCs indefinitely, and those received from mistresses for the duration of the affair. All others may not be saved beyond the season in which they are received.
Influence may be purchased. This is also known as bribery. Consult the Bribery table to determine the cost.
| Level of Favor | Cost in Crowns |
|---|---|
| 1 | 300 |
| 2 | 600 |
| 3 | 1000 |
| 4 | 1800 |
| 5 | 2700 |
| 6 | 3800 |
| 7 | 5100 |
| 8 | 6600 |
| 9 | 8300 |
Once a bribe has been attempted 1d6 is rolled. On 1 or 2 you have attempted to bribe the NPC you want influenced directly. On 3-6 you have managed to bribe him indirectly.
Indirect bribe: Another d6 is rolled. On a 3-6 the bribe is accepted and the favor is obtained. On a 1 or 2 the bribe money is accepted but no favor is returned.
Direct bribe: Another d6 is rolled. On a 3-6 the bribe is accepted and the favor is obtained. On a 1 or 2 you have encountered an honest man. Instead of accepting the money he will immediately reveal you as the underhanded scoundrel you are and report you to the Minister of Justice.
On being reported, the character will have to stand trial. If convicted, the character will generally be imprisoned for 1 week and fined 1d6 x 100 CRs; the specifics, however, are up to the Minister of Justice.