CeeJay
The Side with the Best Artillery
Introduction December 26, 1066. William the Bastard, now William the Conqueror, is the new King of England after slaying King Harold Godwinson in battle. Of course, this has little bearing on you, given that you are one of the many counts and dukes Of the Holy Roman Empire, the heart of Europe and one of the many heads of Catholicism. Your family may be important, may be totally unknown, but from here on, the question of history's knowledge of you lays on your shoulders. Shall you become akin to the House of Capet, the bloodline that sat on all of Europe's grand kingdoms at one time or another? The House of Habsburg, well known for creating a kingdom from nothing, spreading your family into all of the electoral seats of the Holy Roman Empire? Or perhaps you'll be the the house of Wessex, only known for falling to the blade of conquerors. The question is up to you.
GameplayThe world of Medieval Europe has had some minor, minor alterations, if only for more fun on my half. Specifically, there are Elves, Animalfolk, and Tiefling (who are fully able to own houses of nobility, etc). Other fantastical races are there, but blocked from Nobility, and as you're playing Nobility, there's no need to worry about them for player creation. The races have certain bonuses that will be discussed later.
Not a true NBRP:
Characters are everything! Your character is not just you, but the whole concept of your nation, and your ability to lead troops, everything! Your baronies will be led by NPCs who will have very distinct opinions on you based on your personality and traits, and how the gel or clash with their own. Other players can't have true alliances with you without some marriages, The Pope is all important, religion dominates most peasants' lives, and everyone has their own goals that you might be able to use to your advantage.
Deep but Simple Character System:
Simple but robust Character creation system means that not everyone will necessarily be good, nor will you necessarily be what you want to be. It's entirely possible that your first son will become a blundering, weak willed fool who can't even look you in the eye, but you will have no choice but to accept him becoming your heir, for he was born first. Thankfully though, there will be little to no dice rolling that you will need to deal with, besides of course, combat, which will be a bit more abstracted and discussed as it comes up.
Open Ended Goals:
Spread your family and spread your religion as you try to work your way up in society, through intrigue, obtaining the status of elector, military prowess, religious shows of power, crusades, and more! Become a King, or perhaps even the Emperor. The limits of your accomplishments are only limited by your desires and your abilities - and occasionally the abilities of those against you.
Requirements A passing understanding of the Holy Roman Empire's function during the period, a fairly solid understanding of how feudal systems work (or a willingness to learn), a willingness to learn how levying and the like works, a willingness to deal with my silliness, a willingness to not be upset at the loss of characters while still being dedicated to developing and RPing as them, a willingness to come up with your own personal goals to accomplish, and a willingness to deal with me working out the kinks in adapting a video game's system into a Play by Post RP.
If you want to create a character, give me an email that I can add on to http://dicelog.com/dice . This way I can keep track of all of the rolls that are made (if there's a way for me to do this through the website then I'd love to hear it).
Humans have No bonus, no Penalty
Elves have Permanent +2 to Learning, -2 to Martial
Animalfolk have +2 to Martial, -2 to Stewardship
Tieflings have +2 to Intrigue, -2 to Diplomacy
Children have 40% chance of being either parent, 20% chance of hybrid. Hybrids cannot create hybrids, will always create the other parent's species or one of their own, 50-25-25 respectively. Hybrids get +1 for each of parent's bonuses, -1 for each of parent's penalties.
Roll a 5d10, then add 5 to your roll. Assign numbers where you please. No rerolls unless I explicitly say so or you aggregate lower than 45.
Traits: Take one Tutored trait by rolling a d4. Pick the profession tree by your highest plain trait.
Pick 1 trait from Battle traits. generate 3 random numbers 1-29 to get your three personality traits. You don't have to have these traits dominate your character, but they shouldn't just be ignored. There are other traits that can and will be awarded through play or through actual birth (children may come out as geniuses, may come out as a clubfooted inbred dwarf).
Map of the HRE with demarcations for Vassalage.
All Effectively Independent Counts at Game Start
All Independant Dukes as of Game Start
Map for players may be made if I really can't figure out how to get a good one from in game easily.
Elves have Permanent +2 to Learning, -2 to Martial
Animalfolk have +2 to Martial, -2 to Stewardship
Tieflings have +2 to Intrigue, -2 to Diplomacy
Children have 40% chance of being either parent, 20% chance of hybrid. Hybrids cannot create hybrids, will always create the other parent's species or one of their own, 50-25-25 respectively. Hybrids get +1 for each of parent's bonuses, -1 for each of parent's penalties.
Roll a 5d10, then add 5 to your roll. Assign numbers where you please. No rerolls unless I explicitly say so or you aggregate lower than 45.
- Martial: (Dictates not only your ability to fight in combat, but your ability to lead troops and get your troops to fight better.)
- Diplomacy: (This dictates your ability to get along with other human beings, which in turn dictates your ability to get alliances, get your allies to come fight, get elected to positions like Emperor, get the Pope to do nice things for you...)
- Stewardship: (This is your ability to get money and keep track of it. Things will come cheaper, and you'll make more money when this is high, of course. A good compliment to any of the other skills.)
- Intrigue: (Exactly what it says on the tin, the ability to commit and uncover intrigue and plots, and in turn increasing the chances of less than scrupulous things like sowing dissent between rival lords and their vassals or assassination coming out how you had planned it.)
- Learning: (At first, a boring trait, it dictates your personal learning - religious folk tend to appreciate learning a lot more than others, but the hidden benefit is that Learning increases the speed at which your folk learn new concepts and successfully implement them. In layman's terms, your technological progress.)
Traits: Take one Tutored trait by rolling a d4. Pick the profession tree by your highest plain trait.
- Misguided Warrior - "The Misguided Warrior was trained in warfare and the martial arts, but sadly lacks all talent for it." Martial +1, Learning -1.
- Tough Soldier - Tough Soldier - "The Tough Solder is fearsome on the battlefield, but only a mediocre commander." Martial +3, Learning -1.
- Skilled Tactician - "The Skilled Tactician is an adept in the art of war - a valiant warrior and reliable commander." Martial +6, Intrigue +1, Stewardship +1, Learning -1
- Brilliant Strategist - "The Brilliant Strategist has an almost preternatural understanding of all things martial, having the perfect makings for a Marshall or a military tutor." Martial +9, Intrigue +2, Stewardship +2, Learning -1
- Naive Appeaser - "Naive Appeasers want to be well liked and fancy themselves diplomats. Unfortunately, everyone else just tends to bully them." Diplomacy +1, Martial -1
- Underhanded Rogue - "The Underhanded Rogue is a rough but decently effective diplomat." Diplomacy +3, Martial -1
- Charismatic Negotiator - "The Charismatic Negotiator is an excellent diplomat, impressing dignitaries with elegant dress and persuasive rhetoric." Diplomacy +6, Learning +1, Intrigue +1, Martial -1
- Grey Eminence - "The Grey Eminence is the epitome of statesmanship having fully mastered the art of diplomacy. A good choice for Chancellor as well as a tutor for children seeking the best education in diplomacy." Diplomacy +9, Learning +2, Intrigue +2, Martial -1
- Indulgent Wastrel - "The Indulgent Wastrel was groomed to become good with money, and if good means spending it quickly, the Indulgent Wastrel certainly is." Stewardship +1, Diplomacy -1
- Thrifty Clerk - "The Thrifty Clerk is a dutiful, if not particularly skilled, administrator." Stewardship +3, Diplomacy -1
- Fourtune Builder - "The Fortune Builder came out of adolescence armed with a well honed business sense, determined to live a life of luxury." Stewardship +6, Martial +1, Learning +1, Diplomacy -1
- Midas Touched - "This character is truly Midas Touched, never seeming to run out of funds - an excellent choice for Steward and mentor to children destined to become administrators." Stewardship +9, Martial +2, Learning +2, Diplomacy -1
- Amateurish Plotter - "The Amateurish Plotter has received an education emphasiing intrigue skills. Unfortunately it didn't stick." Intrigue +1, Stewardship -1
- Flamboyant Schemer - "Flamboyant Schemers thrive on court intrigue and fancy themselves masters of the trade. However, their lack of secrecy tends to endanger even their best efforts." Intrigue +3, Stewardship -1
- Intricate Webweaver - "The Intricate Webweaver is a master manipulator, well suited to a life of intrigue." Intrigue +6, Martial +1, Diplomacy +1, Stewardship -1
- Elusive Shadow - "The Elusive Shadow has mastered the art of intrigue and should make a perfect Spymaster - as well as an ideal mentor for prospective schemers." Intrigue +9, Martial +2, Diplomacy +2, Stewardship -1
- Detached Priest - "The Detached Priest received a clerical education but displays no talent beyond basic literacy." Learning +1, Intrigue -1
- Dutiful Cleric - "The Dutiful Cleric is learned and possessed of beautiful penmanship, but lacks particular interest in theology." Learning +3, Intrigue -1
- Scholarly Theologian - "The Scholarly Theologian is wise and well read, with a deep understanding of philosophy and theology." Learning +6, Diplomacy +1, Stewardship +1, Intrigue -1
- Mastermind Theologian - "The Mastermind Theologian is recognized as one of the top scholars of he Faith, perfect for the role of Lord Spiritual and as an ecclesiastical teacher." Learning +9, Diplomacy +2, Stewardship +2, Intrigue -1
Pick 1 trait from Battle traits. generate 3 random numbers 1-29 to get your three personality traits. You don't have to have these traits dominate your character, but they shouldn't just be ignored. There are other traits that can and will be awarded through play or through actual birth (children may come out as geniuses, may come out as a clubfooted inbred dwarf).
Map of the HRE with demarcations for Vassalage.
All Effectively Independent Counts at Game Start
All Independant Dukes as of Game Start
Map for players may be made if I really can't figure out how to get a good one from in game easily.