Master of Laws

## Overview

The Master of Laws administers matters of law in her House lands. She acts as a legal adviser to her lord as well as a prosecutor and judge.

## Sabotage

A Player may choose to use Sabotage to make it appear that they are performing a Monthly Action for their Lord, but no Reward is actually generated from the action.

The Player chooses a Monthly Action as normal, pays the Cost, rolls to succeed and determines the Reward. Then the Player opts to attempt a Sabotage roll. This will remove 1d6+2 of the Monthly Action's Reward. The Player then rolls her Character's Cunning(Any), Deception(Any), Knowledge(Any), Stealth(Any) or Thievery(Any) at the same Difficulty as the original Monthly Action.

If the Sabotage roll is successful, the Lord will see only the full amount of Reward and the Player will look like a compliant subject. If the roll fails, the Lord will see the Sabotage and there may be consequences.

## **Influence Actions**

### **Wanted Signs - (INF to LAW)**

Player makes it known through the land that she is searching for suspected criminals.

**Used by:**  Lord, Captain of the Guard, Constable, **Master of Laws**

**Cost:**  1 Influence

**Reward:**  1 Law

**Exceptional:**  Each Degree of Success add +1 Law

**Failure:**  -1 Law

**Time:**  1 Month

**Check:**  Knowledge (Streetwise) or Persuasion (Bargain or Charm or Convince or Intimidate) or Status (Reputation)

**Difficulty:**  Routine (6)

## **Law Actions**

### **Amnesty - (LAW to POW)**

Player offers local thugs to give up banditry and join her cause.

**Used by:**  Lord, Master at Arms, **Master of Laws**, Constable

**Cost:**  1 Law

**Reward:**  1 Power, Find a bandit fighter willing to go straight

**Exceptional:**  Each Degree of Success adds another suitable applicant

**Failure:**  No bandits emerge

**Time:**  1d3 Months

**Check:**  Knowledge (Streetwise) or Status (Reputation)

**Difficulty:**  Formidable (12)

### **Bequeath Criminals to the Night's Watch - (LAW to INF)**

Player sends many of her current prisoners to go defend The Wall in the North.

**Used by:**  Lord, Constable, **Master of Laws**

**Cost:**  1 Law

**Reward:**  1 Influence

**Exceptional:**  Each Degree of Success adds +1 Influence

**Failure:**  Prisoners escape from the journey to The Wall

**Time:**  1 Month

**Check:**  Persuasion (Intimidate) or Status (Reputation)

**Difficulty:**  Routine (6)

### **Clear Jails - (LAW to POP)**

Player releases many of her prisoners to settle in her lands.

**Used by:**  Lord, Constable, **Master of Laws**

**Cost:**  1 Law

**Reward:**  1 Population, Find a bandit fighter willing to go straight

**Exceptional:**  Each Degree of Success adds another suitable applicant

**Failure:**  Ex-convicts leave

**Time:**  1d3 Months

**Check:**  Knowledge (Streetwise) or Status (Reputation)

**Difficulty:**  Formidable (12)

### **Enact Local Statute - (LAW to LAW)**

Player fine-tunes a local law in order to promote general well-being.

**Used by:**  Lord, **Master of Laws**

**Cost:**  1 Law

**Reward:**  1d3 Law

**Exceptional:**  Each Degree of Success adds +1 Law

**Failure:**  -1 Influence, -1 Law

**Time:**  1 Month

**Check:**  Knowledge (Education or Research) or Status (Reputation)

**Difficulty:**  Challenging (9)

### **Recruit Prisoners - (LAW to POW)**

Player offers her prisoners the chance to earn their freedom by taking up the sword.

**Used by:**  Lord, Constable, Master at Arms, **Master of Laws**

**Cost:**  1 Law

**Reward:**  1 Power

**Exceptional:**  Each Degree of Success adds +1 Power

**Failure:**  No prisoners agree to join your army

**Time:**  1 Months

**Check:**  Persuasion (Any) or Status (Reputation)

**Difficulty:**  Challenging (9)

### **Redraw Borders - (LAW to LAW)**

Player uses ancient texts and forge documents to take her neighbours' land.

**Used by:**  Lord, **Master of Laws**

**Cost:**  1 Law

**Reward:**  1d3 Lands

**Exceptional:**  Each Degree of Success adds +1 Lands

**Failure:**  -1d6 Influence

**Time:**  1d3 Months

**Check:**  Deception (Act or Bluff) or Knowledge (Research) or Persuasion (Convince or Intimidate) or Status (Reputation)

**Difficulty:**  Formidable (12)

### **Sell Pardons - (LAW to WLT)**

Player allows wealthy families to purchase the freedoms of their imprisoned kin.

**Used by:**  Lord, Constable, **Master of Laws**

**Cost:**  1 Law

**Reward:**  1 Wealth

**Exceptional:**  Each Degree of Success adds +1 Wealth

**Failure:**  -1 Influence, -1 Law

**Time:**  1d3 Months

**Check:**  Deception (Act or Bluff) or Knowledge (Streetwise) or Persuasion (Bargain or Charm or Convince or Intimidate) or Status (Reputation)

**Difficulty:**  Challenging (9)

### **Sell Prisoners into Slavery - (LAW to WLT)**

Player ships many of her prisoners east to the Free Cities of Essos to be sold as slaves.

**Used by:**  Lord, **Master of Laws**, Master of Whispers, Master of Ships

**Cost:**  1 Law

**Reward:**  1d6 Wealth

**Exceptional:**  Each Degree of Success adds +1 Wealth

**Failure:**  Transaction becomes public, -1 INF -1 LAW, Player gains Ignoble Drawback

**Time:**  1d3 Months

**Check:**  Persuasion (Bargain) or Status (Reputation)

**Difficulty:**  Formidable (12)

### **Show Trial - (LAW to INF)**

Player conducts the public trial of an innocent serf in order to intimidate the people.

**Used by:**  Lord, Constable, **Master of Laws**

**Cost:**  1 Law

**Reward:**  1d3 Influence

**Exceptional:**  Each Degree of Success adds +1 Influence

**Failure:**  -1d3 Influence, -1d3 Law

**Time:**  1d3 Months

**Check:**  Deception (Act or Bluff) or Knowledge (Streetwise) or Persuasion (Convince or Intimidate) or Status (Reputation)

**Difficulty:**  Formidable (12)

## **Population Actions**

### **Revoke Land Rights - (POP to LND)**

Player evicts peasants from their lands and claims them as her own.

**Used by:**  Lord, Bailiff, **Master of Laws**

**Cost:**  1 Population

**Reward:**  1 Lands

**Exceptional:**  Each Degree of Success adds +1 Lands

**Failure:**  Serfs hear of failed transaction, -1 Influence, -1 Law

**Time:**  1d3 Months

**Check:**  Persuasion (Bargain) or Status (Reputation)

**Difficulty:**  Challenging (9)

## **Power Actions**

### **Manhunt - (POW to LAW)**

Player forms a posse to hunt down a known criminal.

**Used by:**  Lord , Heir , **Master of Laws** , Captain of the Guard , Constable

**Cost:**  3 Power

**Reward:**  2d6 -4 Law

**Exceptional:**  Each Degree of Success generates +1 LAW

**Failure:**  Criminal escapes, Humiliation, -1d6 INF -1d6 LAW

**Time:**  1 Month

**Check:**   Awareness (Notice) or Knowledge (Streetwise)

**Difficulty:**  Hard (15)

### **Night Patrols - (POW to LAW)**

Player forms crews of watchmen to patrol the lands at night.

**Used by:**  Lord, Heir, Master at Arms, **Master of Laws**, Captain of the Guard, Constable

**Cost:**  Power, See Chart

**Reward:**  Law, See Chart

**Exceptional:**  Each Degree of Success add +1 Law

**Failure:**  No criminals found

**Time:**  1 Month

**Check:**  Awareness (Notice) or Knowledge (Streetwise) or Status (Reputation)

**Difficulty:**  See Chart

Cost
 Deliberate
 Severe
 Iron-fisted

## **Event Actions**

### **Execution - (POW+WLT to INF+LAW)**

Player demonstrates the King's justice by holding a public execution.

**Used by:**  Lord, Heir, **Master of Laws**, Master of Pain, Captain of the Guard, Constable

**Cost:**  Power and Wealth, See Chart

**Reward:**  Influence and Law, See Chart

**Exceptional:**  Each Degree of Success adds +1 Law

**Failure:**  Execution is shunned, -1d6 Influence, -1d6 Law

**Time:**  1 Month

**Check:**  Persuasion (Intimidate) or Status (Reputation)

**Difficulty:**  See Chart

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