Constable

## Overview

The House Constable is responsible for ground-level law enforcement. It is her duty to hunt and capture criminals, as well as call on peasants to fight during times of war. The Constable works closely with the Master of Laws.

## 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)

### **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)

### **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)

### **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**

### **Massacre Peasants - (POP+POW to INF)**

Player orchestrates the shocking slaughter to teach the peasants she means business.

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

**Cost:**  3 Population, 1 Power

**Reward:**  1d6 +4 Influence

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

**Failure:**  -1d6 Influence, -1d6 Law, Player gains Reviled Drawback

**Time:**  1 Month

**Check:**  Persuasion (Intimidate) or Status (Reputation) or Warfare (Command) or Will (Dedication)

**Difficulty:**  Hard (15)

### **Purge Suspected Criminals - (POP to LAW)**

Player rounds up known suspected criminals and makes them disappear.

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

**Cost:**  1 Population

**Reward:**  1d3 Law

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

**Failure:**  -1d6 Law

**Time:**  1 Month

**Check:**  Deception (Bluff or Cheat) or Knowledge (Streetwise) or Persuasion (Intimidate) or Status (Reputation) or Warfare (Command)

**Difficulty:**  Hard (15)

### **Raise Peasant Levies - (POP Build)**

Player commands her subjects to take up arms for the House.

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

**Cost:**  2 Population

**Reward:**  1 Unit of Peasant Levies

**Time:**  1 Month

**Check:**  None

## **Power Actions**

### **Hired Killing - (POW Spend)**

Player orders the quiet killing of a peasant (Status 0-2).

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

**Cost:**  5 Power

**Reward:**  Target dies

**Failure:**  Mission fails, becomes public, -1 INF 1d6 LAW, Player gains Reviled Drawback

**Time:**  1 Month

**Check:**  Deception (Any) or Status (Reputation) or Warfare (Command)

**Difficulty:**  Hard (15), +5 for Honor-Bound Drawback

### **Kidnap Peasant - (POW Spend)**

Player orders the secret capture of a peasant (Status 0-2).

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

**Cost:**  5 Power

**Reward:**  Target dies

**Failure:**  Mission fails, becomes public, -1 INF 1d6 LAW, Player gains Reviled Drawback

**Time:**  1 Month

**Check:**  Deception (Any) or Status (Reputation) or Warfare (Command)

**Difficulty:**  Hard (15), +5 for Honor-Bound Drawback

### **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

### **Torture Smallfolk - (POW Spend)**

Player applies pain to a captive peasant (Status 0-2) in order to gain information.

**Used by:**  Lord, Heir, Master of Whispers, Bailiff, **Constable**, Master of Pain

**Cost:**  1 Power

**Reward:**  Information, See Chart

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

**Failure:**  Victim dies, No information gained

**Time:**  1 Month

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

**Difficulty:**  See Chart

+5 for Honor-Bound Drawback

-1 for Sinister Quality

-1 for Threatening Drawback

 Cook
 Craftsman
 Farmer
 Scribe
 Soldier

## **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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