Story Points

Story Points are an Out of Character Resource used to help gameplay. There is a pool of six Story Points - one for each Player Character. Story Points flip between 'light side' available for the Players to spend, and 'dark side' available for the DM to spend.
It should also be noted that the effects of a Story Point can be created in some other ways. Generally speaking, ss, aaa, or t can create an applicable effect listed below.
Examples
  • A Player Character trying to impress an NPC with a Charm check not only succeeds, but does so with three Advantages. They choose to spend those in place of a Story Point to forge a connection with that NPC, adding them to their Contacts;
  • A Player Character is searching for something in an NPC's office for something. In addition to succeeding at the check they they produce two further hits. They choose to spend those in place of a Story Point to introduce another item to the room, the NPC's journal;
  • A Player Character is involved in a combat. They make an Attack roll and miss, but produce a Triumph. They choose to spend this in place of a Story Point to have their Sworn Sword arrive on the field to come to their aid.
 

Freely Usable

The following abilities can be used by players any number of times per session:
  • Add an object to a scene. Depending on the object itself and how likely it would be to be present, this may cost a varying number of Story Points.
    Examples
    • A character is in the Armoury of their own Holding:
      • to find a random hand weapon might not cost any Story Points, but might produce a weapon the character is not skilled with or of poor craftsmanship;
      • to find a specific weapon of standard craftsmanship, such as a spear or an axe of the quality that the guards use might cost a single Story Point;
      • to find a high-quality weapon, such as the Lord of the Holding's personal Longsword, could concievably be in the Armoury, but would require considerable serendipity to be in the right place at the right time, might cost as many as three Story Points;
      • they could not, for example, find a Blackstone weapon, unless those things had previously been established to be used by the Holding, nor something ridiculously out of place, like a gun. They are also not likely to find something like medicinal herbs or books in the Armoury.

    • This can also be used to introduce other elements to a scene, such as a change of weather.
    • In a Combat Encounter this can be used to add battlefield objects like a pile of crates for a character to take cover behind.
  • Add a character who is a Contact of one or more Player Characters to a scene. Depending on the character themself and how likely they would be to be present, this may cost a varying number of Story Points.
    Examples
    • A character is in the grounds of a neighbour's Castle:
      • to add a random unnamed man-at-arms from the Castle's garrison may cost one or even zero Story Points depending on the situation, but they might not be compelled to help;
      • to summon a member of the Player's travelling party who is known to be staying in the Castle with them might cost one or two Story Points;
      • to have a random other Contact happen to arrive at the castle at the opportune moment might cost 3 Story Points;.
      • they could not, for example, have a character who was previously established to be elsewhere suddenly arrive where they are.
  • A player other than the active Player Character can spend a Story Point during a Combat Encounter to take control of an NPC that is present and a Contact of one or more Player Characters for the duration of that Encounter*.
    • Some Contacts are specifically designed for other Players to take control of. When a Player takes control of such a Contact, or a generic NPC such as a man-at-arms, it does not cost a Story Point.
  • A player other than the active Player Character can spend a Story Point during a non-Combat Encounter to take have an NPC that is present and a Contact of one of more Player Characters take a single Action, suggestion, comment or other contribution*.
    • Some Contacts are specifically designed for other Players to take control of. When a Player spends a Story Point for an NPC to make a contribution in a scene, they may continue controlling that character, taking actions and making contributions for the remainder of the scene without spending further Story Points.
  • Add an NPC with whom they have had a positive interaction, or who they have authority over, to their Contacts.
  • Upgrade and/or downgrade a Dice Pool. Where possible this should include some narrative reason for the change.
  • Choose a Knowledge Skill they have and remember a relevant fact to the current situation.
 

Limited Use

The following abilities can be used once per player per session:
  • When an NPC is introduced for the first time, a Player Character may, at DM's discretion, spend a Story Point to already know the NPC, briefly outlining their history and adding them to their Contacts list.
    Examples
    • A new knight arrives at a Tourney:
      • Player 1 decides they have crossed Lances before and made a positive impression on one another. They spend one Story Point with the GM's permission and a note of their history will be added to the player's Contacts. The knight is likely to seek them out to challenge them again;
      • Player 2 decides that the new knight spent a night as a guest in their lands en-route to the Tourney. They spend one Story Point with the DM's permission and a note of their history will be added to the player's Contacts. The knight may express gratitude, or attempt to repay the favour;
  • Immediately after failing a Skill Check, a player may spend a Story Point to gain a rank in that Skill as they learn from their mistake. Skills cannot be increased beyond 5 by this method.
  • At the end of a session a player may spend a Story Point to gain a rank in one Skill that they used at least once during the session. Skills cannot be increased beyond 5 by this method.
*It is assumed that the actions taken by NPCs under a player's control will be in support of the Active Player Character. However, in some rare occassions, a player may have their own goals which run counter to the other players. If a player wishes use an NPC to take actions that go against the interests of the current Active Player Character, they must:
  • choose an NPC that is on their own Contact list;
  • spend an additional Story Point.

Resources

Story Points
Military Units
Useful Lists

 

Player Characters

Lady Ophelia Foxworth-Hayford
Lady Terin Gaunt-Foxworth
ser Mattheo Foxworth
Colrin Blest
King Tyon I Cray
Sigrid Ashwood
ser Allon Stormborn
ser Odric Vortane
Lord Tylan Hewlett
ser Callor Perryn
ser Ashtin Phyrefenn
The War For The Foxworth Secession 454KS
 

Player Settlements

The Settlement Creation System
Settlement Management Sessions
Settlement Conquest
Fairstrand
Southbay
Greater Stallken
High Hill

 

Player Councils

Anatomy of a Ruling Council
Royal Council
The Duchal Council of House Foxworth
The Council of Southbay
The Duchal Council of House Southbay
The Council of Greater Stallken
The Council of High Hill

 

Maps

The Continent of Greland
The Kingdom of Hillhurst
The Kingdom of Rotheval
The Kingdom of Irogonie
The Lamas Plains
The Swamps of Baycotte
The Kingdom of Somercrag
Bayglen
The Foxworth Duchy
Fairdeep
The Blackbar Duchy
The Skanler Duchy
The Gaunt Duchy
The Southbay Duchy
The City of Southbay
The Hayford Duchy
The Continent of Amoth
Tollingbell

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