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  1. #1

    Default Priests, Maesters and Septons, oh my

    Addition to Traits

    Holy: +1 to religious rolls
    Adept: +1 to Maester rolls


    Religious Roles - Structure and Pay

    Septon Ranks
    1. Septon. Starting rank. 8,000 Dragons salary.

    2. Veteran Septon. Requires Medium Sept. 16,000 Dragons salary. Only one may exist per High Lordship, which you must be promoted to.

    3. Influential Septon. Requires Large Sept. 30,000 Dragons salary. Only one may exist per Lord Paramountcy, which you must be promoted to.

    4. High Septon. Requires Grand Sept. 50,000 Dragons salary. Only one may exist in-game at a time, which you must be promoted to.

    Promotion: The High Septon decides all promotions. Promotion to the rank of High Septon is done by the Most Devout. There are 8 most devout. In the event that all 8 are not players rolls will be done to determine who they support based on RP, decided by the Mods. The King or Hand of the King may appoint a High Septon themselves, overruling the Most Devout.

    Note: if you purchase, for example, a Large Sept but are not promoted to a Lord Paramount's Sept, you do not become an Influential Septon. You have the potential to be one, but must acquire the position before becoming the rank.

    Note: Your Sept "goes with you": when you move from a Septon (of, say, Nunn's Deep) to a Veteran Septon (of, say, Goldentooth), your Sept isn't lost. All upgrades transfer to your new Sept.


    Red Priests
    1. Red Priest. Starting rank. 8,000 Dragons salary. Requires conversion of a minor lord to establish a small temple.

    2. Veteran Red Priest. Requires Medium temple. 16,000 Dragons salary. Only one may exist per High Lordship, which necessitates the conversion of a High Lord.

    3. High Priest. Requires Large temple. 30,000 Dragons salary. Only one may exist per Lord Paramountcy, which necessitates the conversion of a Lord Paramount

    Promotions in the Red Faith are determined by the position of the Priest relative to the political structure of Westeros. Advancement depends upon the priest's ability to find and convert a coopeerative lord that consents to the establishment of temples.



    Religious Role Abilities

    All religious classes will receive half the number of trait points usually allotted and will not be able to claim any military traits.

    Septons

    The faith of the seven is the most politically relevant of Westeros. Septons can influence the region they preach in. The small folk listen to the words of the holy men very closely. Septons can ask for one roll each year of the following:

    Tithe
    D20 x (.005 x province income) = the donation

    Denouncement

    Septons can denounce whoever they wish, but the position of the individual they denounce can make the denouncement less successful. A successful denouncement will give a lord -10% levy size for one year.

    Minor Lord: 1-15
    High Lord: 1-10
    Lord Paramount: 1-5
    King/Queen/Small Council: 1-3

    Sermonizing (either to a section of a battle line or within a city to gain converts)
    1-10 = failure
    11-16 = 10% conversion, OR +1 modifier to battle roll for a section of the line
    16-20 = 15% conversion, OR +2 modifier to battle roll for a section of the line

    Faith Militant

    Septons may gather warlike men around them in order to crusade for the faith. The militant side of the faith has plagued lords for decades as it attempts to bring lordly behavior more in line with strictures of the faith in a forceful way.

    Septons may roll for the formation of a religious army composed mostly of peasants unless a leading political figure legitimizes the Faith Militant, in which case the composition of the forces will change. If the High Septon asks, a modifier of x5 will be given. If a Devout asks, a modifier of x2 is given.

    1-3 = failure
    4-8 = 1,000 light infantry/archers
    8-12 = 2,000 light infantry/archers
    13-16 = 3,000 light infantry/archers/some heavy infantry
    17-19 = 4,000 light infantry/archers/some heavy infantry
    20 = 5,000 light infantry/archers/some heavy infantry

    Red Priests

    The Red Faith epitomizes the more mystical nature of religious belief. Exported from Essos, the Red Faith has a slight foothold in Westeros that may be broadened by demonstrating the power of the Red God.

    Necromancy

    Red Priests can ask R'hllor to intervene and banish death.

    1-3 = failure
    4-8 = grants one year of extra life
    8-12 = grants 2 years of extra life
    13-16 = grants 3 years of extra life
    17-19 = grants 4 years of extra life
    20 = grants 5 years of extra life

    Assassination

    The Lord of Light gives life, and he takes it away. For each roll a Red Priest requests, death rolls for the priest will be moved forward by two years.

    1-5 = failure
    6-11 = a shade is generated to be consumed by the target and killed by poison (10% chance of success)
    12-14 = a shade is generated to cause an accident to kill the target (20% chance of success)
    15-17 = a shade is generated in the form of a wild animal (30% chance of success)
    18-19 = a shade is generated in the form of a woman/boy who issues a kiss of death (40% chance of success)
    20 = a shade is generated in the form of a man clad in black with a dagger (50% chance of success)

    Tithe
    D20 x (.005 x province income) = the donation

    Fire Gazing (UNOLOCKABLE with Red Temple)
    1-5 = failure
    6-12 = hazy vision depicting something of yearly importance
    13-16 = A less hazy vision depicting something of yearly importance
    17-19 = A clear vision depicting something of yearly importance
    20 = A completely accurate vision of something of yearly importance

    Drowned Priests

    The peculiar faith of the Iron Islands serves as an inspiration to do mighty deeds. Drowned Men may do one of the following per year.

    Motivation

    Drowned Priests can motivate the Ironborn to perform better for a space of one year through shaming and motivation.

    1-5 = failure
    6-12 = +1 to raid rolls
    13-16 = +2 to raid rolls
    17-19 = +3 to raid rolls
    20 = +4 to raid rolls

    Drowning
    Drowned Men may perform a ritual drowning of any Lord. 10% chance of death, if successful, the Lord gains +1 stability for the year and +1 to raid rolls for the year.

    Seaworthiness (for the year only)

    1-5 = failure
    6-12 = +1 to sea battle rolls
    13-16 = +2 to sea battle rolls
    17-19 = +3 to sea battle rolls
    20 = +4 to sea battle rolls

    Faith of the Old Gods

    An ancient and mysterious religious rite that values interactions with nature, wisdom and knowledge. Characters may use a single skill, never both. Characters with a skill cannot be Lords or heirs to a Lordship.

    Greenseer

    Individuals granted extra sight. One roll per year only

    1-5 = failure
    6-12 = hazy dream depicting something of yearly importance
    13-16 = A less hazy dream depicting something of yearly importance
    17-19 = A clear dream depicting something of yearly importance
    20 = A completely accurate vision of something of yearly importance

    Warg
    An individual with the ability to communicate with and share the bodies of animals. Any Warg that asks for more than one roll per animal to use per year will have a 50% chance of getting too mentally absorbed into the animal's psyche and effectively lose their human soul resulting in death, pretty much.

    Inhabiting a beast
    1-5 = failure
    6-20 = success

    Inhabiting a small, nonthreatening animal
    1-5 = failure
    6-20 = success


    Additional Rules for Septons + Red Priests

    Additional Upgrades to Temples/Septs can ONLY be purchased by the Preist/Septon. The original Sept/Temple can be purchased by either.

    Septs

    Small Sept - Free.
    Medium Sept - 40,000 Dragons. Grants +2 to all religious rolls made.
    Large Sept - 80,000 Dragons. Grants +3 to all religious rolls made.
    Grand Sept - 150,000 Dragons. Grants +4 to all religious rolls made.


    Upgrades

    Small Sept Upgrades. 15,000 Dragons.
    --- Chapel of the Mother. +1 to Birth Rolls undertaken by the Septon. 15% chance (18-20) that the child gains a single bonus trait point.
    --- Chapel of the Father. One-off +1 Stability bonus to the province.

    Medium Sept Upgrades. 15,000 Dragons.
    --- Chapel of the Crone. +3 counter-spy for the Septon.
    --- Chapel of the Smith. +10% to salary, representing improved donations from the artisan class from this Chapel.

    Large Sept Upgrades. 20,000 Dragons.
    --- Chapel of the Stranger. +2 Survival rolls to the Septon.
    --- Chapel of the Warrior. +10% Faith Militant numbers when called up. Battle Sermons now require 12+ to succeed. When delivering sermons to territories for +/- Stability outcomes, a roll of 15-20 will result in d10*100 Faith Militant followers rising to follow you. 70% Light Inf, 30% Archers. If the roll is 20+ (after modifiers), 20% are Heavy Inf, 50% Light Inf, 30% archers.itant rolls +10% militia assemble for Septon

    Red Temples

    Small Temple - Free.
    Medium Temple - 40,000 Dragons. Grants +2 to all religious rolls made.
    Large Templet - 80,000 Dragons. Grants +3 to all religious rolls made.

    Upgrades
    Small Temple Upgrades:
    Bonfire Pits (15,000) - Essential to spreading ceremonial practices, converts 10% of the population per year for RP purposes. RP is required for the conversion to take place.

    Medium Temple Upgrade:

    Great Hearth (15,000) - Unlocks the skill gazing into the fire for the Red Priest

    Large Temple Upgrade
    Occult Following (20,000) - D20 roll for the generation of a military force that puts itself at the Priest's disposal. moderators will determine who compposes the force
    Last edited by Pontifex Maximus; December 01, 2013 at 11:59 AM.

  2. #2
    Adamat's Avatar Invertebrate
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    Default Re: Priests, Maesters and Septons, oh my

    Support.
    #JusticeForCookie #JusticeForCal #JusticeForAkar #JusticeForAthelchan

  3. #3

    Default Re: Priests, Maesters and Septons, oh my

    Further explanation:

    Mods will have to keep logical track of things in terms of conversions. What I mean specifically is that I'm assuming in these rules that the Red Faith can supplant the faith of the seven over time (a period of seven years) to become the simple majority faith in a province. THat would necessarily affect some stability detriments.

  4. #4

    Default Re: Priests, Maesters and Septons, oh my

    You have my support. I will get to work on expanding the stability system immediately and changing a few things with it so that they work with our new system.

  5. #5
    Hengest's Avatar It's a joke
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    Default Re: Priests, Maesters and Septons, oh my

    What Wargs actually do is not specified. Do they perform assassinations and spy rolls for instance?
    Edit: it's also unclear about the maesters quarters. Could that depend on whether the maester is a separate character or part of a household?
    We should represent Archmaesters and Grand Maester somehow too. Thing with archmaesters is that they appear to live in the Citadel not in the Seven Kingdoms. GM could be its own reward since it allows the political power of living in KL and having access to the Small Council, but Archies are more difficult. I suppose the trade-off could be that you are an independent character but have more traits etc at your disposal
    Last edited by Hengest; December 01, 2013 at 06:59 AM.

  6. #6

    Default Re: Priests, Maesters and Septons, oh my

    Wargs just sort of hve a static ability that can be used in various situations. I want to be a master of whispers warg and bond with a rat

  7. #7

    Default Re: Priests, Maesters and Septons, oh my

    Revisions to Stability System

    Stability Level

    +5: Your vassals love you and they do not require a levy roll for them to be raised.
    +4: Levies require 2-20 rolls to appear and vassal Lords (if you possess any) to answer your call.
    +3: Levies require 4-20 rolls to appear and vassal Lords (if you possess any) to answer your call.
    +2: Levies require 6-20 rolls to appear and vassal Lords (if you possess any) to answer your call
    +1: Levies require 8-20 rolls to appear and vassal Lords (if you possess any) to answer your call.
    0: Levies require 10-20 rolls to appear.
    -1: Levies require 12-20 rolls to appear. Income -10%. If you call your banners, -10% on the number of troops that show up. Same for vassals.
    -2: Levies require 14-20 rolls to appear. Income -20%. If you call your banners, -20% on the number of troops that show up. Same for vassals.
    -3: Levies require 16-20 rolls to appear Income -30%. If you call your banners, -30% on the number of troops that show up. Same for vassals.
    -4: Levies require 18-20 rolls to appear Income -40%. If you call your banners, -40% on the number of troops that show up. Same for vassals.
    -5: Your vassals refuse to answer your call to arms. For your own levies, only 50% of the troops show up. Income -50% for the year in which you hit -5 Stability. Roll a peasant revolt of d10*(10*province base tax in thousands) peasant revolters. Split is 70% Light Infantry, 30% Archers. (For example, a 70,000 income province would be d10*(10*70) peasant revolters, or d10*700).


    Negative Stability Modifiers

    Deduct 1 (one) Stability for:
    Having your levy raised for 2 consecutive weeks.
    Having Sellswords under your employ. (1 point will be deducted every week until the sellswords are dismissed. 1 point per sellsword company.)
    For every 4,000 professional soldiers that you employ, lose one stability. (So, having between 0- 4,000 is -1 stability, 4,001 -8,000 is -2 stability, 8,001 - 12,000)
    Marrying outside your faith. (One time deduction in the year that the wedding occurred.)
    Changing your faith - Lose 5 stability.
    Being denounced by your Lord Paramount, King or High Septon (or equiv if one exists): -2
    Sabotage:
    1-5 Spy is captured.
    6-14 the Spy fails to spread dissent but is not detected.
    Deduct 1 stability for a roll of 15+
    Deduct 2 stability for a natural 20. Only a natural 20.

    Positive Stability Modifiers

    Gain 1 (one) Stability for:
    Having specific religious buildings. See building the Bull's Ware Thread for more details.
    The Marriage of Your House Leader or House Heir. (This applies only to specific characters)
    Being blessed by the High Septon.
    Sending your levys home. (You only get a stability bonus for the following week after this event occurs.)
    Dismissing sellswords from your service.
    Resource Bonus: +1 Stability for Fruits yearly, +2 Stability for Perfumes yearly

    Also, moderators reserve the right to add additional stability modifiers based on RP events.

    Building Changes

    Nothing major for these as I don’t want stability to be so easily gained. Plus, the other stability benefits from the Septons/Red Priests are enough.

    Religious Buildings: Annual Stability
    Crime Control: Temporary Stability

    Religious Shrine (Sept): Adds +1 to your stability level (annually)
    Large Religious Shrine (Sept): Adds +1 to your stability level (annually), for a cumulative total of +2 stability each year.
    Grand Shrine (Sept): adds an additional +1 to your stability level annually, for a cumulative total of +3 stability each year.

    Gallows: 10,000 to construct, adds 1 stability in the year that it has finished constructing. (lasts only one year)
    Public Execution Square: 20,000 to construct, adds 1 stability through dread (lasts one year)
    Manholes: 40,000 to construct, adds 1 stability per year (lasts two years)

    In addition to this, shall we raise the cap of mains from 5 to 7 so that the players may be more willing to take on one of these characters without having to remove another main. We also need to add that a player can only control a maximum of two Houses at one time if we do increase the cap.

  8. #8
    Poach's Avatar Civitate
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    Default Re: Priests, Maesters and Septons, oh my

    Spoiler for Chat

    I'm very wary of applying these bonuses to Lords, it will make whoever is lucky enough to get a Septon much more powerful and will encourage people rolling a web of Septons to support their allies/friends.

    Personally I'd go for a series of bonuses that apply to Septons and give them some manner of interaction with Lords in a manner that isn't permanent and powerful, for example:

    - Giving a sermon to one of your army sections in a battle for a roll (eg 15+ and they get +1 to battle rolls, and your upgradable Septon structures can lower that roll so a max-upgrade Septon can do it for like 10-20). This means a Septon can give your Left, Centre or Right such a bonus, but not all.

    - Giving a sermon to a territory in an effort to raise/lower stability. Upgrades make it more likely to be effective. Perhaps upgrades can introduce a chance of inducing religious fervour and a Faith Militant militia spawns to support the Septon as a bonus.

    - Able to attempt to call up Faith Militant. Higher upgrades or higher ranks introduce more troops. A Septon in a Minor Lordship could call up 3,000 (roll depending). High Lordship could call up a maximum of 5,000 troops. To a Lord Paramount, 10,000. High Septon, 25,000.

    - Able to raise donations, roll depending. Subtracts from the tax income of the Lord. eg make it a roll of 1-20 incrementing in 0.5% base tax. eg in a 70,000 province with a 20 rolled that's 10% or 7,000 goes to the Septon rather than the Lord.

    - Able to compete with other Septons or with the High Septon depending on influence. A Septon of a Lord Paramount is more powerful than a Septon of a minor Lordship.
    --- Make a rank structure. Septons must start off as a minor one (eg, to Nunn's Deep, minor Lord), can get promoted by building things to the High Lord's Septon (eg moves up to Goldentooth), then to Lord Paramount's (to the Rock), then High Septon (King's Landing)
    --- Dead man's shoes brings things like politicking and assassination in. Maybe the Lannisters want their current, belligerent Septon dead to get Castamere's more supportive, pro-Lannister Septon promoted. The High Septon decides promotions, so his support becomes important.
    --- Higher rank = more salary and maybe bonuses. For example High Lord's Septon gives +2 bonus to all rolls made for the Septon. LP's +4. High Septon +6. This means even a max-upgraded minor Lord's Septon is still weaker than those above him, but will be ambitious...
    --- Your Sept "comes with you", so when you're promoted from Nunn's Deep to Goldentooth, your upgrades come along, representing you getting a fancier Sept on promotion.

    That's off the top of my head. I think it's much fairer and enables Septons to act as a strong ally to Secular Lords, but not to the extent that the guy that has a Septon gets permanent and powerful bonuses. Your sermons only give a smallish bonus, your other abilities act as a sort of toolbox (reduce enemy stability, raise troops to crusade against them), and some of your abilities are a double-edged sword (raising donations, having to compete for promotion).

    Maesters I'd need to think a lot more on, but I'm very against introducing character classes that hand bonuses to the main character class (Secular Lord), because it introduces balance issues and encourages gaming the system with your character choices.


    * * *
    Serious proposal:

    Ranks

    Ranks

    Septon. Starting rank. 8,000 Dragons salary.
    Veteran Septon. Requires Medium Sept. 16,000 Dragons salary. Only one may exist per High Lordship, which you must be promoted to.
    Influential Septon. Requires Large Sept. 30,000 Dragons salary. Only one may exist per Lord Paramountcy, which you must be promoted to.
    High Septon. Requires Grand Sept. 50,000 Dragons salary. Only one may exist in-game at a time, which you must be promoted to.

    Promotion: The High Septon decides all promotions. Promotion to the rank of High Septon is done by the Most Devout. There are 8 most devout. In the event that all 8 are not players rolls will be done to determine who they support based on RP, decided by the Mods. The King or Hand of the King may appoint a High Septon themselves, overruling the Most Devout.

    Note: if you purchase, for example, a Large Sept but are not promoted to a Lord Paramount's Sept, you do not become an Influential Septon. You have the potential to be one, but must acquire the position before becoming the rank.

    Note: Your Sept "goes with you": when you move from a Septon (of, say, Nunn's Deep) to a Veteran Septon (of, say, Goldentooth), your Sept isn't lost. All upgrades transfer to your new Sept.


    Buildings


    Septs


    Small Sept - Free.
    Medium Sept - 40,000 Dragons. Grants +2 to all religious rolls made.
    Large Sept - 80,000 Dragons. Grants +3 to all religious rolls made.
    Grand Sept - 150,000 Dragons. Grants +4 to all religious rolls made.


    Upgrades


    Small Sept Upgrades. 15,000 Dragons.
    --- Chapel of the Mother. +1 to Birth Rolls undertaken by the Septon. 15% chance (18-20) that the child gains a single bonus trait point.
    --- Chapel of the Father. One-off +1 Stability bonus to the province.


    Medium Sept Upgrades. 15,000 Dragons.
    --- Chapel of the Crone. +3 counter-spy for the Septon.
    --- Chapel of the Smith. +10% to salary, representing improved donations from the artisan class from this Chapel.


    Large Sept Upgrades. 20,000 Dragons.
    --- Chapel of the Stranger. +2 Survival rolls to the Septon.
    --- Chapel of the Warrior. +10% Faith Militant numbers when called up. Battle Sermons now require 12+ to succeed. When delivering sermons to territories for +/- Stability outcomes, a roll of 15-20 will result in d10*100 Faith Militant followers rising to follow you. 70% Light Inf, 30% Archers. If the roll is 20+ (after modifiers), 20% are Heavy Inf, 50% Light Inf, 30% archers.



    Abilities


    - Deliver a sermon to a local populace. If a roll of 15+ is made, the Stability is raised or lowered by 1, depending on your aim. If a natural 20 is rolled, the change is +/- 2.

    - Deliver a battle sermon to a section of an army pre-battle. If a roll of 15+ is made, the soldiers gain +1 to battle rolls. Applies only to one of the three sections (left, centre, right) of the army, not the full force.

    - Call up a Faith Militant. Can be done once every 2 years. Forces take 24 RL hours to materialise.
    ---- If a Septon, a roll of 10+ grants 1,000 men. If a roll of 15+, 2,000. 20+ gives 2,500.
    ---- If a Veteran Septon, a roll of 10+ grants 2,500 men. If a roll of 15+, 4,000. 20+ gives 5,000.
    ---- If an Influential Septon, a roll of 10+ grants 5,000 men. If a roll of 15+, 7,500. 20+ gives 10,000.
    ---- If the High Septon, a roll of 10+ grants 15,000 men. If a roll of 15+, 20,000. 20+ gives 25,000.

    ---- The maximum number of soldiers serving a Septon is capped at 300% of the maximum from a single roll. For example, a Septon can have 7,500 at most, the High Septon can have 75,000 at most.
    ---- All forces are 70% Light Infantry 30% Archers. If Chapel of the Warrior is built, composition is 20% Heavy Infantry, 50% Light Infantry, 30% Archers.

    - Raise Donations. Roll a d20*0.5% of province base tax. For example a 70,000 base tax province rolled at 10 would grant 10*0.5% = 5%, or 3,500 Dragons. This is subtracted from the Lord's income that year.
    Last edited by Poach; December 01, 2013 at 09:18 AM.

  9. #9

    Default Re: Priests, Maesters and Septons, oh my

    ..I kind of oppose this. My reasoning is that so few people use merchants and sellswords with only one sellsword existing right now in the game, adding two more character classes that could end up going the same route of being rarely used kind of seems a waste in my opinion. Yes, one could argue the character slot allocating improving could change this, but it could end up not changing it.

  10. #10
    Poach's Avatar Civitate
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    Default Re: Priests, Maesters and Septons, oh my

    Accordingly structures could look like this:

    Ranks

    Septon. Starting rank. 8,000 Dragons salary.
    Veteran Septon. Requires Medium Sept. 16,000 Dragons salary.
    Influential Septon. Requires Large Sept. 30,000 Dragons salary. Only one may exist per Lord Paramountcy, which you must be promoted to.
    High Septon. Requires Grand Sept. 50,000 Dragons salary. Only one may exist in-game at a time, which you must be promoted to.

    Note: if you purchase, for example, a Large Sept but are not promoted to a Lord Paramount's Sept, you do not become an Influential Septon. You have the potential to be one, but must acquire the position before becoming the rank.

    Buildings

    Septs

    Small Sept - Free.
    Medium Sept - 40,000 Dragons. Grants +2 to all religious rolls made.
    Large Sept - 80,000 Dragons. Grants +3 to all religious rolls made.
    Grand Sept - 150,000 Dragons. Grants +4 to all religious rolls made.

    Upgrades

    Small Sept Upgrades. 15,000 Dragons.
    --- Chapel of the Mother. +1 to Birth Rolls undertaken by the Septon. 15% chance (18-20) that the child gains a single bonus trait point.
    --- Chapel of the Father. One-off +1 Stability bonus to the province.

    Medium Sept Upgrades. 15,000 Dragons.
    --- Chapel of the Crone. +3 counter-spy for the Septon.
    --- Chapel of the Smith. +10% to salary, representing improved donations from the artisan class from this Chapel.

    Large Sept Upgrades. 20,000 Dragons.
    --- Chapel of the Stranger. +2 Survival rolls to the Septon.
    --- Chapel of the Warrior. +10% Faith Militant numbers when called up. Battle Sermons now require 12+ to succeed. When delivering sermons to territories for +/- Stability outcomes, a roll of 15-20 will result in d10*100 Faith Militant followers rising to follow you. 70% Light Inf, 30% Archers. If the roll is 20+ (after modifiers), 20% are Heavy Inf, 50% Light Inf, 30% archers.


    * * *

    Xion: While true, I think it best to have these on the books so that, if someone wants to play one, they can.
    Last edited by Poach; December 01, 2013 at 08:54 AM.

  11. #11
    jacb547's Avatar Primicerius
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    Default Re: Priests, Maesters and Septons, oh my

    Seems nice.
    "We all know whatmy brother would do. Robert would gallop up to the gates of Winterfell alone, break them with his warhammer, and ride through the rubble to slay Roose Bolton with his left hand and the Bastard with his right. I am not Robert. But we will march, and we will free Winterfell … or die in the attempt."

  12. #12

    Default Re: Priests, Maesters and Septons, oh my

    Good suggestions poach. It would be good to flesh out more pvp and competiton between religiius roles and even maesters instead of having only as lordly support roles.

  13. #13

    Default Re: Priests, Maesters and Septons, oh my

    Shouldn't High Septon be limited to one? Also, where is the Most Devout rank?
    --

    Poach : True, and I suppose it is worth an attempt to try and encourage more rp.

  14. #14
    Poach's Avatar Civitate
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    Default Re: Priests, Maesters and Septons, oh my

    Septon Abilities

    - Deliver a sermon to a local populace. If a roll of 15+ is made, the Stability is raised or lowered by 1, depending on your aim. If a natural 20 is rolled, the change is +/- 2.

    - Deliver a battle sermon to a section of an army pre-battle. If a roll of 15+ is made, the soldiers gain +1 to battle rolls. Applies only to one of the three sections (left, centre, right) of the army, not the full force.

    - Call up a Faith Militant. All forces are 70% Light Infantry 30% Archers. If Chapel of the Warrior is built, composition is 20% Heavy Infantry, 50% Light Infantry, 30% Archers. Can be done once every 2 years. Forces take 24 RL hours to materialise.
    ---- If a Septon, a roll of 10+ grants 1,000 men. If a roll of 15+, 2,000. 20+ gives 2,500.
    ---- If a Veteran Septon, a roll of 10+ grants 2,500 men. If a roll of 15+, 4,000. 20+ gives 5,000.
    ---- If an Influential Septon, a roll of 10+ grants 5,000 men. If a roll of 15+, 7,500. 20+ gives 10,000.
    ---- If the High Septon, a roll of 10+ grants 15,000 men. If a roll of 15+, 20,000. 20+ gives 25,000.

    - Raise Donations. Roll a d20*0.5% of province base tax. For example a 70,000 base tax province rolled at 10 would grant 10*0.5% = 5%, or 3,500 Dragons. This is subtracted from the Lord's income that year.

    * * * *

    Naturally the Faith Militant call-up is powerful, but also illegal. If a Septon did it, you'd expect the King/local Lords to move against them immediately.
    Last edited by Poach; December 01, 2013 at 08:50 AM.

  15. #15
    Poach's Avatar Civitate
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    Default Re: Priests, Maesters and Septons, oh my

    I honestly can't think of a fair way to balance a Master by giving them bonuses. They're Westerosi administrators, bureaucrats and teachers and don't seem to do anything on their own. Septons at least can pursue their own goals and agendas, a Master cannot: everything he does would be tied to the Lord and that would make the player that gets lucky or arranges with a mate to have a Maester character becomes overpowered.

    Xion: I said in my first post it's dead man's shoes. There can be one Septon per territory. That means being a Minor or High Lord Septon is easy. Getting a Lord Paramount's Septon might require some politics. Getting High Septon requires a lot of politics.

    I made it more obvious in the rank list now, to avoid possible confusion.
    Last edited by Poach; December 01, 2013 at 08:27 AM.

  16. #16
    jacb547's Avatar Primicerius
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    Default Re: Priests, Maesters and Septons, oh my

    Anyway do we have to review stability for this year or the next?
    "We all know whatmy brother would do. Robert would gallop up to the gates of Winterfell alone, break them with his warhammer, and ride through the rubble to slay Roose Bolton with his left hand and the Bastard with his right. I am not Robert. But we will march, and we will free Winterfell … or die in the attempt."

  17. #17
    Trot's Avatar Vicarius Provinciae
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    Default Re: Priests, Maesters and Septons, oh my

    I support this

  18. #18

    Default Re: Priests, Maesters and Septons, oh my

    I personally think the Tutoring skill is kind of outbalanced. Giving someone each year +1 or +2 trait points in best case would just cause powerplay imo.
    Rather would prefer it, if the skill is either canceled or replaced by something more harmless.

    For example we can give a similiar birth help ability for regular Maester characters like it is the case for the Grand Maester instead. And it should be easy for moderators to track in the birth thread to do also the roll for the success of this ability than looking for abuses in case of tutoring skills.



  19. #19

    Default Re: Priests, Maesters and Septons, oh my

    Quote Originally Posted by Lord Dread View Post
    I personally think the Tutoring skill is kind of outbalanced. Giving someone each year +1 or +2 trait points in best case would just cause powerplay imo.
    Rather would prefer it, if the skill is either canceled or replaced by something more harmless.

    For example we can give a similiar birth help ability for regular Maester characters like it is the case for the Grand Maester instead. And it should be easy for moderators to track in the birth thread to do also the roll for the success of this ability than looking for abuses in case of tutoring skills.
    If we are going to go with the tutoring skill for Maesters, it should be limited to one time thing per character that is being affected. That way the potential for abuse will be limited. We should also probably apply an age range for when a character can recieve the tutoring. My suggestion would be from ages 5-10. That seems the most rasonable to me.

  20. #20

    Default Re: Priests, Maesters and Septons, oh my

    Quote Originally Posted by Honors Bastion View Post
    If we are going to go with the tutoring skill for Maesters, it should be limited to one time thing per character that is being affected. That way the potential for abuse will be limited. We should also probably apply an age range for when a character can recieve the tutoring. My suggestion would be from ages 5-10. That seems the most rasonable to me.
    Would also be my own thoughts about that. Either something else or clarified restrictions as only children would definitly want to learn from a Maester.

    And also it would benefit Edlyn if somebody is interested in becoming the Maester of Riverrun. :>



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