Difference between revisions of "Largesse"

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(New page: Every nobleman has vassals - even the lowly knight has few squires who look to him for guidance - and Largesse, measured as a percentage of a lord's income, reflects how much is given back...)
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Revision as of 16:00, 16 February 2010

Every nobleman has vassals - even the lowly knight has few squires who look to him for guidance - and Largesse, measured as a percentage of a lord's income, reflects how much is given back to those vassals in terms of the customary gifts, exemptions, parties and the like expected of a noble lord. Largesse directly affects the loyalty of these vassals, which is a measure used by staff to determine whether or not they are likely to rebel, not send troops to a war, or take a lord's side in an internal dispute or when he takes an unpopular public position.

Every percentage of your income that goes to largesse results in a 1.5 percent increase in the loyalty of your vassals, and should be represented ICly with gifts, parties, feasts in vassals' honor and the like posed in scenes. Total loyalty is figured from a base 25, modified by +10 for House Li Halan, +5 for House Hawkwood, +0% for the Hazat, -5% for House al-Malik and -10% for House Decados. Loyalty may be further modified by staff for particular actions; typically, these actions have a modifier (positive or negative) and then a duration or set of conditions after which the modifier no longer applies. The 'default' amount of Largesse is roughly 30, resulting in a 45% increase to your vassals' loyalty - a total of roughly 70% loyalty on average.

A character can engage in IC actions to increase the loyalty of his vassals. We aren't going to require scenes from people in order to get these bonuses, but we suggest people RP around the activities laid out below. We assume they are occuring, however.

A noble is expected to keep a court for his vassals (or attend the court of his liege). The IC actions a player engages in with his peers can allow the staff to add or subtract loyalties, but when engaging with NPCs one of the following methods will be used, depending on the preference of the PC.

The first is the most common- Extrovert/Passion/Calm + Leadership + appropriate blessings/curses will provide a goal number. For every point below 10 that goal number is, a -2 percent will be applied to Loyalty. For every point about 10, a +3 percent will be applied to Loyalty. This goal is representative of a noble's ability to carry himself around NPCs in a manner that speaks of his authority and ability.

Situational modifiers that activate blessings can increase this number- for example, a nobleman who is 'Disciplined' and has the high stat of 'Calm' will seem more lordly and commanding when he and his vassals are facing a direct military situation. Normally these bonuses last only for a scene, but for the purposes of modifying a PCs reactions with NPCs staff will determine how long the blessing/curse continues to modify the situation. Thus even if a noble isn't actually -in- combat, if his city is under siege he would get the benefit of his 'disciplined' blessing when determining NPC loyalty.

The second is a less common method, but employed frequently by House Decados- Wits+Politics+blessings/curses. For every point below ten, there is a -2 percent modifier that will be applied to loyalty. For every point about 10, a +1 percent modifier will applied to loyalty. This represents a much more cynical approach to maintaining the loyalty of your vassals- a noble who relies on this style of governing uses blackmail and gossip to keep his nobles unwilling to rise against him, and through political acumen is able to play the more rebellious elements against one another.