Herald

## Overview

A Herald is a House's chief diplomat and negotiator. For the reputation of her House, she strives to keep her dealings noble and legitimate.

## 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**

### **Call for Order - (INF to LAW)**

Player addresses the people directly, giving a speech about honour and loyalty.

**Used by:**  Lord, Lady of the House, Heir, **Herald**, Bailiff, Godsworn

**Cost:**  1 Influence

**Reward:**  1d3 Law

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

**Failure:**  -1d3 Law

**Time:**  1 Month

**Check:**  Deception (Act or Bluff) or Language or Persuasion (Charm or Convince or Incite or Intimidate) or Status (Breeding or Reputation)

**Difficulty:**  Challenging (9)

### **Draw Immigrants - (INF to POP)**

Player makes it known abroad that her domain is a wonderful place to live.

**Used by:**  Lord, Heir, **Herald**, Bailiff

**Cost:**  1 Influence

**Reward:**  1 Population

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

**Failure:**  No immigrants found

**Time:**  1 Month

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

**Difficulty:**  Routine (6)

### **Intimidate Retainer/Servant - (INF Spend)**

Player uses the power of her House to squeeze secrets out of a foreign servant.

**Used by:**  Lord, **Herald**, Master of Whispers

**Cost:**  1 Influence

**Reward:**  Information, See Chart

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

**Failure:**  Your intimidation fails.

**Time:**  1 Month

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

**Difficulty:**  See Chart

+6 for every 10 Influence under Target House

+5 for Mute, Outcast or Reviled Drawback

+1 for Feeble

-1 for Authority or Sinister Quality

-1 for Threatening Drawback

-3 for every 10 Influence over Target House

 Herald
 Maester
 Master of Ships
 Master at Arms
 Master of Coin

### **Propaganda - (INF to INF)**

Player commissions an artistic work to be disseminated to the people.

**Used by:**  Lord, Lady of the House, Heir, **Herald**, Seneschal

**Cost:**  Influence, See Chart

**Reward:**  Influence, See Chart

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

**Failure:**  Public humiliation, -1d6 Influence

**Time:**  1 Month

**Check:**  Deception (Act or Bluff or Disguise) or Knowledge (Streetwise) or Persuasion (Charm or Convince)

**Difficulty:**  See Chart

Cost
 Commission Flattering Song
 Contract Tribute Drama

### **Religious Mission - (INF to LAW)**

Player recruits religious leaders to calm the peasants and teach them their place.

**Used by:**  Lord, **Herald**, Godsworn

**Cost:**  2 Influence

**Reward:**  Law, See Chart

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

**Failure:**  Religious turmoil, -1d6 Influence, -2d6 Law

**Time:**  1 Month

**Check:**  Deception (Act or Bluff  or Cheat) or Knowledge (Streetwise) or Persuasion (Any)

**Difficulty:**  See Chart

Cost
 Local Ritual
 Elaborate Ceremony
 Imposing Liturgy

## **Law Actions**

### **Establish House of Whispers - (LAW BUILD)**

Player gathers a group of spies and informants tasked with defending the House.

**Used by:**  Lord, **Herald**, Master of Whispers

**Cost:**  10 Law

**Reward:**  House of Whispers that defends against foreign spies

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

**Failure:**  Player's trust is betrayed, -1d6 Influence, -1d6 Law

**Time:**  1d3 Months

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

**Difficulty:**  Formidable (12)

## **Event Actions**

None.

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