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Council

Formal gathering with an important or impactful outcome.


Decide the desired outcome beforehand.

Set the resistance (Amount of successful rolls required to get a favourable outcome).
Set the level of the desired outcome, decide narratively or ask the telling table.
Reasonable = 3 successful rolls required.
Bold = 6 successful rolls required.
Outrageous = 9 successful rolls required.

Introduction (Sets the time limit, how many attempts the player gets to meet the resistance amount).
Nominate a speaker.
Skill check either: Awe / Courtsey / Riddle. (Skill test determines the time limit.)
Passed: Time limit = Resistance value + 1 for each success symbol.
Failed: Time limit = Resistance value and ends with a disasterous outcome.

Interaction (The council takes place when the player rolls to meet the resistance within the time limit.)
First set the audience’s attitude towards the player-heroes.
Reluctant audience = -1D
Open audience = No modifier
Friendly audience = Gain +1D
Now the player-hero rolls one of these appropriate skills:
Enhearten
Insight
Persuade
Riddle
Song
Reward the player-hero’s clever, persuasice words. (Player describes before the roll).
+1D or 2D on the skill check roll.
Successful skill checks are recorded & any success symbols rolled count as an additional success.

End of Council
Success = Met or exceeded the council’s resistance within the time limit.
Award the outcome set out to achieve.
Success with woe / failure = Achieve some successful rolls but fail to meet resistance + time.
A = Gain desired outcome but acquire one or more enemies in audience.
B = Gain less than hoped for.
C = Fail and be refused your request.
Disaster = All rolls failed / some rolls succeeded but failed to meet resistance + opening intro.
Player-heroes are seen as a threat and may end up being imprisoned or attacked.

Summary by Oliver K - Revision 04

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