Sunday, February 15, 2015

Some new 5th Edition D&D warlock patrons

Potentate

A being in the future guides you towards your fate. It may be a power yet unmade, or one of your companions… or perhaps even yourself.

Expanded Spell List

The Potentate lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Potentate Expanded Spells


  1. heroism, sanctuary
  2. augury, enhance ability
  3. haste, sending
  4. death ward, divination
  5. circle of power, commune

Fated

When you expend inspiration, the target adds your Charisma modifier to their next attack roll, saving throw, or ability check made before the start of your next turn.

Temporal Echoes

Starting at 6th level, if you or a creature you can see would take damage, you can use your reaction to call up other possible timelines. The target is affected is as if it had cast a mirror image spell, except the duplicates affect even creatures which cannot see, use blindsight, or can perceive illusions, and the duration is a number of rounds equal to your Charisma modifier.

Once you use this feature, you can’t use it again until you finish a short or long rest.

Prescience

Beginning at 10th level, you add your Charisma modifier to Initiative rolls and Intelligence (Investigate) checks.

As Things Should Be

When you reach 14th level, you can tell with whom your fate is entwined. When you finish a long rest, choose a creature. If either of you gain inspiration, both of you do.

Massacre

You survived a great slaughter, but the spirits of those who died press upon you to carry out their unfinished tasks and grievances.

Implements granted by a massacre warlock’s pact boon tend to look ruined and worthless to casual observers - a pitted kitchen knife for a pact weapon, or a singed diary as a Book of Shadows.

Expanded Spell List

The spirits of the massacre let you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Massacre Expanded Spells


  1. dissonant whispers, wrathful smite
  2. blindness/deafness, spiritual weapon
  3. animate dead*, bestow curse
  4. fire shield, phantasmal killer
  5. animate objects, hallow

Paroxysm

You may choose to take disadvantage on any attack. If you do so and hit, as a bonus action, you may cast any cantrip you know which requires an attack roll.

Whispers of the Slain

Starting at 6th level, you can tap the collected knowledge of those massacred. As a bonus action, you may gain proficiency in any skill or tool, or expertise in any skill or tool in which you are already proficient, for 1 minute.

Once you use this feature, you can’t use it again until you finish a short or long rest.

Arcane Vengeance

When you reach 10th level, your spells which require an attack roll score a critical hit on a roll of 19 or 20.

Chorus of Ruin

Starting at 14th level, you can call upon vengeful spirits to carry your destructive magic. You may use this feature as a bonus action. Doing so requires concentration, and every time you cast a cantrip which requires an attack roll, you conjure an invulnerable spirit infused with that cantrip.

On your turn, if you use your action to cast a cantrip which requires an attack roll, each conjured spirit does so as well, acting as a 5th-level caster for its infused spell, but using your ability score modifier. You may have a number of these spirits up to your Charisma modifier - any new one conjured replaces the oldest.

If you spend your action to do anything else, or lose concentration, all the spirits dissipate and this feature cannot be used again until you finish a long rest.

Sunday, February 1, 2015

Sack of Crapsack Worlds

These tables generate rather unpleasant settings in the vein of Robert E. Howard or Clark Ashton Smith. As examples:

In the sky there is a fat red sun, the Keening Moon, and the little Silent Moon. Magic is usually taught, but inimical to us. Outside the settlements, there is mostly marsh, dotted with pylons. We worship the ancestors, but schisms are widening in the faith. Monsters are rare and cunning. We work in wood, which is guarded. Settlements are ancient and teeming.

In the sky there is a yellow sun, a vast sweeping ring, and the twin moons. Monsters are hidden and viscous. Settlements are isolated and hungry. We work in bronze, which must be hunted. Outside the settlements, there is mostly ice, dotted with ruins. Magic is usually abundant but ritualistic. We worship the one God but heresies are becoming common.

Of course, in any of these settings, one must consider the sky first.

We watch (1d6) interesting things in the sky. Each is…
  1. tiny (a star, a comet)
  2. small (a small white sun, a lesser moon)
  3. average (a yellow sun, a moon)
  4. large (a fat red sun, a large moon)
  5. immense (a sister planet, a planetary ring)
  6. weird (fragments of larger body, erratic orbit, a literal five-headed space dragon)

For the other aspects, first roll to see the order in which each dominates the setting, then roll 2d6 for each.

(1) We work in ... which…
  1. wood
  2. stone
  3. bronze
  4. iron
  5. steel
  6. crystal
  1. is rewarded
  2. is guarded
  3. is unstable
  4. must be hunted
  5. is dwindling
  6. is toxic
(2) Magic is usually…. but…
  1. nonexistent
  2. the stuff of legends
  3. taught
  4. inherited
  5. abundant
  6. unavoidable
  1. requires sacrifice
  2. ritualistic
  3. inimical to us
  4. wrought by spirits
  5. prone to surges
  6. fading
(3) We worship… but...
  1. the ancestors
  2. the one God
  3. the divine family
  4. spirits of the land
  5. a myriad of gods
  6. the great Entities
  1. nobody really believes
  2. the faith is old and unsteady
  3. heresies are becoming common
  4. schisms are widening in the faith
  5. only out of fear
  6. there has been silence
(4) Settlements are usually… and…
  1. tiny
  2. sprawling
  3. isolated
  4. mobile
  5. underground
  6. ancient
  1. fortified
  2. decadent
  3. forlorn
  4. insular
  5. hungry
  6. teeming
(5) Outside the settlements, there is mostly… dotted with...
  1. desert
  2. ice
  3. marsh
  4. jungle
  5. the sea
  6. the howling void
  1. craters
  2. storms
  3. volcanoes
  4. ruins
  5. lights
  6. pylons
(6) Monsters are… and…
  1. rare
  2. hidden
  3. swarming
  4. migratory
  5. everywhere
  6. in control
  1. immortal
  2. viscious
  3. cunning
  4. horrific
  5. invisible
  6. charming

Sunday, January 25, 2015

Things from Tom Waits songs

I combed through Tom Waits' discography for stuff you could find in an RPG. Some possible uses:
  • An alternate trinket table for fifth edition.
  • Treasure table for your odder sorts of monsters.
  • Starting gear table for a particularly hardscrabble game (each character gets d6 things).
d%Things
01Three gold rings
02A fishbone skeleton key
03A jawbone violin
04Little golden flies
05An accordion
06The same dead cat
07A hot cup of coffee
08An axe with bloodstains on
09A slowly acting poison
10The eyeball of a rooster
11Scarlet ribbons
12A purple knife
13A bottle of bargain scotch
14The pit from a peach
15Bones of all kinds
16A scrap-iron jaw
17A burgundy shirt
18A cuttlefish bone
19Thistles and brambles
20A drum of bourbon
21A blue trenchcoat
22A sword made from a stick
23Fake diamond earings
24Lipstick and powder and blush
25A heart-shaped bone
26Half a pint of scotch
27A bran' new pair of alligator shoes
28A new silver coin
29A reddish-coloured, vile-smelling fluid
30A big mink coat
31A crooked wand
32A pocket full of flowers
33Some gum and a lighter and a knife
34A beer
35A mouth full of gold teeth
36A red dress
37A church key
38Clusters of white cocoons
39Twenty-nine coins in an alligator purse
40A rusty black rake
41Playing cards
42A minute amount of liquor
43A little chihuahua named Carlos
44A ring made from a spoon
45Candy
46Two lavender orchids
47Whiskey in a teacup
48Elaborate telescopic meats
49A skillet
50A stainless steel machete
51Enough formaldehyde to choke a horse
52The web of the black spider
53Tilapia fish cakes
54A dowser's wand
55A diamond balanced on a blade of grass
56A whole lot of whiskey
57An organ to detect the ripples
58Peculiar-looking trousers
59A fierce black hound
60A strange guitar
61A rose without a thorn
62A lantern that looks like an alligator egg
63Old busted chains
64A razor
65Rusty nails
66A blind man's cane
67An old pair of shoes
68A bucket full of sin
69A guitar string
70Five gold rings
71At least a hundred old baseballs
72A wilted sunflower
73A needle
74A pitchfork
75A piece of rotten wood
76The key that got lost
77The blood from a bounty hunter's cold, black heart
78A broken cup
79A cold-chiseled dagger
80Hot tar
81A claw hammer
82Leather and chains
83A hat full of feathers
84A can of beans
85A blanket from the moon
86The bone from a hare
87An old shirt that is stained with blood and whiskey
88Red shoes
89A diamond ring
90A red rose
91Rags
92A bar of soap
93The quill from a buzzard
94Scapular wings covered with feathers and black tape
95A skull and crossbones ring
96A paralyzing fluid
97A church key
98Gumdrops
99A crowbar
00A bottle full of rain

Not included: Several artfully described guns.

Saturday, January 17, 2015

Familiar Hybirds

Imagine you have a cat. Or take a convenient cat as an example. Forget how you got it. Remember instead the night you stoked a brass brazier well with charcoal, burned those herbs, and the beast sauntered in hours later, trailing magic behind it, and spoke your name.

The magic that binds it to you likely binds its form. How might you adjust either? Perhaps by binding many spirits into one form.
  • Elixirs rendered from the bodies of other casters' familiars could instill their essence.
  • Certain powers might reward (or punish) you through your bond.
  • It may be part of your arcane studies; a way to enhance your servitor's capacities.
So, when that happens, by whatever means, roll 2d6 based on the essence of the infusion.
  • 1-3 is a cosmetic change, causing that many of the suggested alterations.
  • 4-5 is a new ability for the familiar, as well as all the cosmetic changes.
  • 6 is a spell the familiar can cast once per day, as well as the best case for the new ability and all the cosmetic changes.

Bat

1-3 Large, complex ears; weird nose; beady, black eyes. Webbing on limbs; fine-furred pelt; ammonia odor.
4 Blindsight. Webbed wings and clumsy flight.
5 Blindsight. Webbed wings and graceful flight.
6 detect invisibility darkness



Cat

1-3 Reflective eyes; purrs; slitted pupils. Fangs; retractable claws; paces.
4 Darkvision. Can make a melee attack for 1 point of damage.
5 Darkvision. Can make a melee attack with dagger-like damage.
6 detect magic feather fall


Crow or raven

1-3 Long, black beak; glinting eyes; screeching call. Patches of black feathers; scaly, clawed feet; hops.
4 Speaks one language. Black feathered wings and clumsy flight.
5 Speaks two languages. Black feathered wings and graceful flight.
6 comprehend languages reduce

Owl

1-3 Short, hooked beak; huge, yellow eyes; hoots. Coughs up remains of food; patches of dark feathers; rotates head all the way round.
4 Darkvision. Dark feathered wings and clumsy flight.
5 Darkvision. Dark feathered wings and graceful flight.
6 identify invisibility



Snake

1-3 Flickering, forked tongue; slitted pupils; long fangs. Patches of scales; bands of colored patterns; slithers.
4 Venomous bite, with irritating effects. Long, sinuous body is difficult to grab and can wriggle through tiny spaces.
5 Venomous bite, with debilitating effects. Long, sinuous body is difficult to grab and can wriggle through tiny spaces.
6 ray of enfeeblement rope trick



Toad or frog

1-3 Bulging eyes; croaks; licks eyes. Patches of warty skin; hairless chest bulges with breath; flat, webbed feet.
4 Sticky, retractable tongue. 5 feet long, somehow. Swims.
5 Sticky, retractable tongue. 10 feet long, somehow. Can breathe water and air equally well. Swims.
6 magic mouth jump



Fiend

1-3 Eyes glow; horns; smiles. Body glints like a hot coal; shimmering aura of heat and fumes; sheds ash.
4 Speaks one language. Needle teeth. Resists damage from fire and cold.
5 Speaks two languages. Needle teeth. Immune to damage from fire and cold.
6 friends burning hands


Fey

1-3 Antennae; pupils vanish; musky breath. Sprouts patches of leaves, moss, or flowers; quick movement is blurred; sheds fine, glittering dust.
4 Speaks one language. Sings beautifully. Gossamer wings and graceful flight.
5 Speaks two languages. Sings beautifully. Gossamer wings and perfect flight.
6 charm person dancing lights



Eldritch

1-3 Grows this many additional eyes. Flesh becomes spongy; takes a moment to show up when you look at it; casts no shadow.
4 Speaks one language. Whispers and drools. Resists damage from non-magical weapons.
5 Speaks two languages. Whispers and drools. Immune to damage from non-magical weapons.
6 unseen servant fog cloud


Some considerations:

Sunday, January 11, 2015

33 Magic Items

No particular system or numbers assigned, though I did have a resource-scarce hexcrawl in mind while writing them. I got inspired by this list at Goblin Punch.
  1. A milky glass circlet with sweeping, needling pinnacles. Shadows or dim light near the wearer are filled a bright but eerie light. This sad, actinic light does not spread beyond the shade it supplants.
  2. This outsize obsidian dagger is flecked with white mineral starbursts. A wielder gets a bonus on any attack targets that are not bleeding, but could be.
  3. Blug-thug. Blug-thug. This pulsing yellow tumor the size of a fist enclosed is in leathery skin. It permanently adheres to any exposed flesh, slightly reducing maximum health. After a month, it falls off and gooily hatches a cadaverous homunculus in service of its bearer, at which point the health may be healed normally.
  4. A thin cloak well-tufted with broad gray feathers. In addition to being a normal cloak, in full sunlight, the feathers glimmer and turn translucent, granting the wearer a slight bonus to armor.
  5. Once per day this raggedy scarf can be wrung out to produce a flask’s worth of lantern oil.
  6. A hailstone pendant hung from braided grass cord never melts. Once per day it conjures a mist or a wind around the wearer.
  7. This tapering ash sapling taller than a man creaks and sprouts tiny leaves. As long as the root ball survives, this regrows its entire 2-inch wide, 10-foot long body each day.
  8. A small dead bird. It does not decay and is always ever-so-slightly warm to the touch. Poor thing. It will always be the heaviest item in a pair of scales.
  9. This glazed clay mug is studded with semi-precious green and purple gems. It violently explodes if any poison is placed within it.
  10. A pitted steel belt buckle shaped like a toothy maw, flocked with mothy furs. If the buckle is fed a day’s rations it protects the belt’s wearer from exposure to the elements that day.
  11. Rubbing this pungent salve into your muscles increases the damage die of your melee weapon or unarmed attacks by one size. However, whenever you roll maximum damage on one of these dice, you also take a small amount of damage from the strain.
  12. These light sandals can be partially unraveled to yield 50 feet of linen cord as strong as stout rope. Each such use has a 1-in-6 chance of causing them to fully unravel.
  13. A small gilt frame. Placed around a landscape painting, the scene comes to gentle life. Clouds gather and disperse, the sun rises and sets, the seasons are reflected. If the painting is of a real place, the changes will mirror it in nearly real time, though never with enough detail to make out individual people or words.
  14. Any ink stored in this stone inkwell becomes poisonous. A single letter written from it will have no effect, but handling frequent correspondence over a month or two gradually turns the victim’s blood to ink.
  15. This cowl is lined with mangy feathers and has a definite rancid whiff to it. At the center of the hood hangs a beak-like charm of bone and sinew. The foul owl cowl allows the wearer to understand the speech of owls, and once per night use a breath weapon - a stream of tiny bones, feathers, teeth, and fur, which causes a small amount of damage and may sicken or disease those struck.
  16. An iron needle with a delicate, vine-like filigree. When floated atop a tea brewed from a single herb, root, leaf, or berry, it points in the direction of the nearest growing plant of the same type. No indication as to actual distance is given, however.
  17. A dour lead bell with no clapper carved with a worm motif. When “rung”, it interferes with creatures who rely on vibrations to sense their surroundings or prey.
  18. These knucklebones are carved with dice pips. If they are tossed into a large pot or cauldron of boiling water along with a five day’s worth of rations, roll 2d6 - the rations are transformed into stew sufficient to feed that many people for a day. The knucklebones rest at the bottom and can be retrieved for use another day.
    If you roll a 12, the stew is particularly delicious and nourishing, and could provide a morale or resting bonus. On a roll of 2, the knucklebones cause the food to visibly spoil and curdle, then split and become useless.
  19. This heavy leather bag can capture a wind. Only one wind can be held at a time, even a magical one if the holder is prepared to catch it. When opened, any wind inside it quickly issues forth.
  20. A birch-bark scroll with runic letters excised from it. The air in the spaces shimmers as in a breeze, or a great heat. Those who can read the ancient words aloud can summon a nature spirit, at which point the scroll crumbles.
  21. This deck of cards is tattered and mismatched. Some cards are missing, and some are from unknown suites - the eight of spiders or the three of witches, for example. If scattered in the air, undead feel a powerful compulsion to gather the deck back together.
  22. This fragrant dried tea functions as a healing potion when brewed and drunk hot. It is less convenient than a traditional potion, but is also immune to spilling or freezing, or the corrupting presence of some unholy creatures.(Really any potion could be found in tea form.)
  23. An unassuming reed flute which can be used to teach songs to patches of living reeds or rushes.
  24. Mud, gravel, or silt piled by this shovel forms itself into a dwelling. In an hour a strong wielder can have a simple hut with a doorway and a couple open windows. In a day they can heap up a small tower with two or three floors and a parapet on the roof, all connected by ladders.
    The buildings lack any furnishings or moving doors, though the shovel can change shape via a command word to serve as a thin iron door for one passage. It attaches and hinges itself, and returns to its normal form at a command word.
    Buildings made with the shovel are noticeably crumbly, but sturdy. They collapse back into muck in a week without maintenance.
  25. This signet ring transmutes sand or clay into small, simple items such as mugs, plates, coffers, or figurines when pressed against them. The created items are of fair craftsmanship and always bear the ring’s seal - if it is somehow removed, they crumble or shatter immediately.
  26. A small bronze lanthorn whose plates of horn are shaved from an unknown beast. The lanthorn burns oil normally, but it can also burn secrets. Whispering one into it causes it to burn for minutes to hours, depending on the depth of the secret. Each can only be used once - the lanthorn remembers all the secrets it has ever burned.
  27. This tiny harness offers some magical protection to a familiar or favorite pet. In addition, it has two hidden extra-dimensional spaces among its straps and buckles, each large enough to hold a potion, dagger, scroll, coin purse, or similar small item.
  28. A pair of garnet dice which always show the same face up, no matter the distance between them. They always roll doubles.
  29. When cracked, this hollow-sounding egg hatches an entire flock of vigorous songbirds in moments.
  30. This stout hunting bow is set with moonstones and has a white leather grip. If drawn without an arrow nocked, it draws upon nearby light to form one, temporarily dimming its surroundings. These arrows are considered magical, and illuminate their flight. Their damage and brightness depend on the strength of the light they were formed from.
  31. Pungent vinegar sloshes in this rope-wrapped, glass gallon jar. Anything placed inside is preserved, perfectly pickled in moments.
  32. Filled with oil and herbs or leaves, this silver censer produces smoke repellent to insects. If the herbs are specially gathered for such a purpose, the censer increases their potency, but anything even vaguely scented will work. Giant or magically controlled insects have a chance of withstanding the smoke.
  33. Five fleas in a little tin box. Anyone who welcomes these five fleas onto their body will only ever have these five fleas, as they will bravely hunt down and destroy any invaders to their home, including lice, ticks, mites, or other such nuisances. But they will always have these five fleas.

Wednesday, October 22, 2014

A Fantasy RPG Economy

Some Background

I'm running a homebrew hexcrawl game where the characters have all been sent into a northerly wilderness to subdue and claim it for "The Empire". They are mainly exiles, criminals, or debtors, and have only the resources the land offers and what they carried with them. Soon a larger group of settlers will follow them and likely begin forming a settlement.

To emphasize the isolation we're using a slightly more complex food tracking system than I usually would. There's not really an option to go buy more rations in town at the moment - nobody has built the town yet. So they're hunting and foraging as they go, watching some food go bad before it can be eaten or preserved, and dipping into a dwindling supply of rations at times.

Last session they found a stream full of fish. The excitement at this, something normally reserved for treasure hordes in fantasy RPGs, suggested the approach is working.

Likewise, I don't normally go in for crafting systems much, but here it's going to be important to know what you can make and how long it will take, because that's probably the only way to get it. This is some serious frontier business - if your axe breaks, that was probably your only axe.

Crafting & Money

This game is using silver pieces (sp) as its baseline currency. A silver piece is worth 10 copper pieces (cp) - if most people have actual coins on them, they will be copper. 10 silver are worth one gold piece (gp), which are either old or used by institutions. We're four sessions into the current game and there's no hint of gold.

Here are the current crafting rules. Checks are usually just d20 plus the appropriate ability. If what's being attempted is something the character has training in, also add d6.

In an 8-hour workday, you can convert 1 copper piece worth of materials into 2 copper pieces worth of goods for each point of your skill check.
Skilled or desperate crafters can apply challenges to their check at -5 each:
  • If the item you’re attempting to craft requires specialized training you do not possess.
  • Make a check every hour instead of every day.
  • You are trying to create an item of exceptional quality.
If your challenged check is 10 or less, your efforts use up double the usual materials.
If your challenged check is 5 or less, any progress is lost and the item ruined, and you must pass a saving throw or trigger some calamity - the workshop is damaged, the stores of materials polluted, or something similar. 
So, given an average ability is 0 and an average d20 roll is 10, an average worker can expect to turn 10 cp worth of materials into 20 cp worth of goods. Assuming they keep 10 cp worth of that for the next day, they earn 10 copper in profit on an average day, and probably follow a budget like this.

ExpenseCostNotes
short term saving1 cpabout 3 sp a month, which buys a tool, a suit of clothes, a head of livestock, or a lantern.
long term saving1 cpabout 3.5 gp a year, which buys a weapon and shield, or a mount.
taxes1 cp
lodging & upkeep3 cprelatively small, clean, and safe.
food3 cp
discretionary1 cpa few drinks at the pub.

That means in this economy a person can live reasonably well for 10 cp, or 1 sp, a day.

Someone who can call on that extra d6 for their check is going to have a few more cp to throw around or save most days.

Notable characters have abilities between 1 and 4 at low levels,

Food & Materials

The game also uses three broad categories of food.

Item Cost Load Notes
Provender 1 cp 3 Flour, vegetables, beans, tubers, game. Raw, bulky, prone to spoiling.
Provisions 2 cp 2 Bread, fruit, dressed meat, milk, oil. Resists spoiling.
Rations 4 cp 1 Cheese, biscuit, sausage, nuts, salt. Compact and almost never spoils.

An adult human needs one “unit” of food per day if they are undergoing strenuous activity (exploration, combat, or hard labor). Otherwise, they need half that much.

A full day of foraging can acquire 1 unit of provender for every 2 points of a Wisdom skill check. A forager can thus provide for 5 people on an average day in good conditions.

The notion here is foraging is almost certainly going to yield something, though it may not always be a lot. I will probably use the "you get 1 unit of stuff for every X points of your skill check" for other gathering tasks, like wood or stone, when it comes time to start building things.

Hunting requires a successful Dexterity check of 10 or better to secure d10 provender in the form of game. On a result of 15 or more, a plentiful hunt represents an additional d6 provender.

Unlike foraging, there is no assurance of finding something to hunt, or killing it if you do, so you may come home empty handed. However the reward of taking a large game animal is potentially a great deal of food.

At some point I'll probably use the "hit a target number to get dY units of stuff" for mining as well.

Preserving Food

You can craft with food to make it easier to carry and resist spoiling:
  • If your check is a 10, that means you can turn 10 cp worth of provender (which is 10 units) into 20 cp worth of provisions (which is also 10 units).
  • If you want to turn that provender into rations, the same roll will make 20 cp worth of rations, which is only 5 units.
  • However if you take the 10 provender, and turn that into 10 provisions, and then turn those into rations, the roll of 10 means you've still only created 5 rations, but you have 5 provisions still hanging around, so still 10 days worth of food. (Well, minus the two you probably ate.)
Somehow that feels right to me.


Monday, April 7, 2014

character origin crimes

Roll 2d6 four times:

2d6You...your...out of...but...
2murderedemployermadnessyou liked it.
3attackedteacheraddictionyou'd do it again.
4swindleddebtorsfearyou almost got away with it.
5robbedcommunityjealousyit needed to be done.
6abandonedpositionloveyou have nothing to show for it.
7slightedliegedesperationthey can't really prove it.
8desertedspousevengeanceyour memory is hazy.
9obeyedchildconvictionit gnaws at you.
10denouncedlandgreedyou were ordered to.
11defamedancestorsinactionthere was precedent.
12blasphemedchurchcuriosityyou were framed.

Each column is very broadly ranged from material/carnal to conceptual/intellectual which could allow different settings to tweak their results for each fairly easily with a positive or negative modifier. Like if you wanted characters with reasonable doubt as to their guilt, add 4 to your roll in the last column.

Some tests!
  • You slighted your spouse out of vengeance but they can't really prove it.
  • You obeyed your liege out of love but there was precedent.
  • You defamed your liege out of desperation but you have nothing to show for it.
  • You murdered your ancestors out of inaction but you almost got away with it.