Toady Table

Difference in Social Level

0-3

4-6

7-8

9-10

11+

+1

0

-1

-2

-3

Status Points Awarded to Host
toady gets diff/2 rounded up)
(if toady is higher, he loses diff/2, host gains 1)

Mistress Courting

Difference in social level

Die roll needed or higher

+3 or more

2

0, +1, +2

3

3, -2, -1

4

-5, -4

5

-6

6

-n (for n>6)

n

The Clubs

Rank Name Requirements

Dues

Status pts/mo

House Limit

Gambling Divisor

1 Fleur de Lys SL of 18+ or Rank General or Minister

50

10

none; min of 150

600

2 Bothwell's SL of 12+

30

8

none; min of 100

500

2 Regency General Staff

25

8

1000; min of 100

500

3 Hunter's SL of 9+

20

6

200

300

4 The Horse Guards Officer of Horse Guards Brigade

20

4

250

300

5 The Blue Gables SL of 7+

15

4

150

200

6 The Frog & Peach SL of 5+

10

3

100

150

6 Lady's Slipper * SL of 6+

10

2

100

200

7 Red Phillips SL of 3+

5

2

50

150

8 No club

* The Lady's Slipper is unique in that it is the only club which provides female companionship. Members are not required to pay anything for FC, but they must of course visit the club at least one week in the month (gambling allowed but no guests or toadying when visiting for FC). A character may take advantage of the FC provided by the Lady's Slipper without being a member, though it costs 2*SL. The cost is twice that charged in one of the many bawdyhouses found throughout Paris, but there is no danger of being robbed. Although catering to a slightly higher class gentleman than the Frog & Peach, the dubious services offered result in the Lady's Slipper not being as well-respected. As with any club, if you belong to one club, such as the Lady's Slipper, you may not belong to another club.

The Regiments

53F

KM

QOC

RM

13F

27M

69A

Regiment:

RFG

CG

DG

ALC

CPC

GDMD

PM

PLLD

4A

Gas

Private

7

6

5

4

3

2

-

-

-

-

Min Social Level

-

-

-

-

-

-

-

-

-

-

Purchase Price

12

10

10

8

8

6

4

4

2

2

Monthly Pay

6

5

4

3

3

2

1

0

0

0

Monthly Status
Subaltern

8

7

6

5

4

3

2

2

-

-

Min Social Level

140

130

120

110

100

90

80

70

60

50

Purchase Price

16

14

14

10

10

8

6

6

4

4

Monthly Pay

7

6

5

4

4

3

2

1

0

0

Monthly Status
Captain

9

8

7

6

5

4

3

3

2

2

Min Social Level

150

140

130

120

110

100

90

80

70

60

Purchase Price

18

16

16

14

14

12

10

10

8

8

Monthly Pay

8

7

6

5

5

4

3

2

1

0

Monthly Status
Major

10

9

8

7

6

5

4

4

3

3

Min Social Level

170

160

150

140

130

120

110

100

90

80

Purchase Price

22

20

20

18

18

16

14

14

12

12

Monthly Pay

9

8

7

6

6

5

4

3

2

1

Monthly Status
LtColonel

11

10

9

8

7

6

5

5

4

4

Min Social Level

190

180

170

160

150

140

130

120

110

100

Purchase Price

26

24

24

22

22

20

18

18

16

16

Monthly Pay

10

9

8

7

7

6

5

4

3

2

Monthly Status
Colonel

12

11

10

9

8

7

6

6

5

5

Min Social Level

240

230

220

210

200

190

180

170

160

150

Purchase Price

30

28

28

26

26

24

22

22

20

20

Monthly Pay

11

10

9

8

8

7

5

5

4

3

Monthly Status

The General Staff

Min social level

Monthly pay

Monthly status

Brigadier General

6

30

8

Lt General

8

35

9

General

10

40

10

Field Marshal

12

45

20

Application to Regiments
(die roll necessary if NPC commander)

*=cavalry

Modifiers:

Social Level

1

2

3

4

5

6

7

8

9

10

11

12

13

14

15

16

D

M

P

C

RFG

-

-

-

-

-

-

5

5

4

4

3

3

2

2

1

1

+3

0

+1

-2

CG

-

-

-

-

-

5

5

4

4

3

3

2

2

1

1

0

+2

0

0

-1

KM

-

-

-

-

-

5

5

4

4

3

3

2

2

1

1

0

+2

-1

0

-1

* DG

-

-

-

-

5

5

4

4

3

3

2

2

1

1

0

0

+2

-1

0

-1

* QOC

-

-

-

5

5

4

4

3

3

2

2

1

1

0

0

-1

+2

0

0

0

* ALC

-

-

-

5

5

4

4

3

3

2

2

1

1

0

0

-1

+2

0

0

0

* CPC

-

-

5

5

4

4

3

3

2

2

1

1

0

0

-1

-1

+1

-1

-1

0

RM

-

5

5

4

4

3

3

2

2

1

1

0

0

-1

-1

-2

+1

0

0

0

* GDMD

-

5

5

4

4

3

3

2

2

1

1

0

0

-1

-1

-2

+1

0

0

0

PM

5

5

4

4

3

3

2

2

1

1

0

0

-1

-1

-2

-2

0

0

+1

0

13F

5

4

4

3

3

2

2

1

1

0

0

-1

-1

-2

-2

-3

0

0

0

0

* PLLD

5

4

4

3

3

2

2

1

1

0

0

-1

-1

-2

-2

-3

0

0

0

0

53F

4

4

3

3

2

2

1

1

0

0

-1

-1

-2

-2

-3

-3

0

0

0

0

27M

4

4

3

3

2

2

1

1

0

0

-1

-1

-2

-2

-3

-3

0

0

0

0

4A

4

4

3

3

2

2

1

1

0

0

-1

-1

-2

-2

-3

-3

0

0

0

0

69A

4

3

3

2

2

1

1

0

0

-1

-1

-2

-2

-3

-3

-4

-1

0

+1

-2

Gscn

4

3

3

2

2

1

1

0

0

-1

-1

-2

-2

-3

-3

-4

-1

0

+1

-2

Frontier Automatic

-1

0

+1

-1
RNHB Admission conditions for RNHB:
as a private: endurance 110, expertise 9 in some weapon.
As an officer, those two and in addition MA of greater than 1, and must have received a promotion or a MiD at the front.

-1

-2

-1

-2

Army Command

+4

0

0

-3

Division Command

+2

0

0

-2

Brigade Command

+1

0

0

-1

Private

0

0

0

0

Subaltern

+1

0

0

-1

Captain

+1

0

0

-1

Major

+2

0

0

-2

Lt. Colonel

+2

0

0

-2

Colonel

+2

0

0

-2

Brig. General

+3

0

-1

-4

Lt. General

+4

0

0

-5

General

+5

0

0

-6

Military Appointments

Rank

Min SL

Spec. Appointment

No.

Who appts

SP

Inf

Die

Pay

Pvte

8

RFG Trooper, King's Esc

~

Capt of Esc

3

6

5

CG Trooper, Card's Esc

~

Capt of Esc

2

6

Subalt

9

RFG Ensign, King's Esc

1

City Mil Gov

5

6

6

CG Ensign, Card's Esc

1

City Mil Gov

4

6

2

Aide to Brig.Gen.

1/BG

Brig.Gen

3

1

7

Captain

3

MA Regiment Adjutant

1/regt

Regt Cmdr

3

1

5

4

Aide to Lt.Gen.

1/LG

Lt.Gen.

4

2

7

9

RFG Capt, King's Esc

1

City Mil Gov

9

6

7

CG Capt, Card's Esc

1

City Mil Gov

5

6

9

Aide to Crown Prince

1

Crown Prince

9

8

7

Major

3

MA Brigade Major

1/Bde

Brigadier

4

1

6

6

Aide to General

1/Gen

General

6

3

7

Lt Col

4

MA Division Adjutant

1/Div

Division Cmdr

6

2

6

8

Aide to Field Marshal

1

Field Mar.

10

4

7

Colonel

5

MA Army Adjutant

1/Army

Army Cmdr

8

3

7

Brig.Gen

6

Brigadier

1/Bde

Insp.Gen.

6

3

5

6

QM Gen of Army

1/Army

Army Cmdr

8

4

7

5

Lt.Gen.

8

Prov Mil Governor

5

King

6

3

6

10

8

MA Division Commander

1/Div

Adjt.Gen.

10

4

6

10

City Mil Governor

1

King

14

5

6

10

12

Insp.Gen.Cavalry

1

Min of War

18

6

6

25

10

Insp.Gen.Infantry

1

Min of War

16

6

6

25

8

Adjutant General

1

Field Mar.

14

6

6

25

General

9

Army Commander

1/Army

Field Mar.

14

5

7

50

MA modifiers

1 -> +1

2-5 -> 0

6-7 -> -1

8+ -> -2

SL modifiers

-1 for each 3SL you have above the minimum requirement

Government Appointments

Rank

Min SL

Appointment

No.

Who appoints

SPs

Inf

Die

Pay

Col/Chevalier

6

Commissioner of Public Safety

1

Min of State

6

7

8

60

8

Director of the Lottery

1

Min of Fin.

8

6

7

0

10 / Exp 26+

Director of the Fencing Schools

1

Min of Educ

12

7

7

50

Br.Gen/Baron

10

Minister w/o Portfolio

~

Min of State

10

7

7

40

10

Chancellor of the Exchequer

1

Min of State

16

8/7

7

50

10

Min. of Fin. & Marine

1

Min of State

16

9

7

50

10

Minister of Education

1

Min of State

14

7

7

50

8

Minister of Justice

1

Min of State

14

7

7

50

8

Minister of Supply

1

Min of State

16

9

7

50

Comte

10

Minister of the King's Closet

1

King

16

8/8

8

50

Lt.Gen/Marquis

12

Foreign Minister

1

King

16

8/8

8

100

Lt.Gen/Vicomte

12

Minister of War

1

King

18

9/8

8

100

Gen./Earl

12

Minister of State

1

King

20

9/9

9

150

Fencing schools

Instructor

School

Exp range

Exp gain

Cost of visit

pay

SPs

1. Le Tigre

20 - 21.75

0.25

55

55

10

2. l'Ours

18 - 19.75

0.25

45

45

8

3. Le Cheval

16 - 17.75

0.25

35

35

6

4. Le Chat

14 - 15.75

0.25

30

30

4

5. Le Chien

10 - 13.75

0.5

30

30

3

6. Le Souris

< 10

0.5

25

25

2

Each school has two instructors, appointed by the DFS.

Die roll for applications is 8, -1 per 3SL over min, -1 per 3Exp over min.

Min SL: SPs gained. Min Exp: 2 greater than top of school range in any weapon.

Regimental Friends & Enemies (with Brigades and Weapons)

Bribes

Level

Cost

1

50 Cr

2

150 Cr

3

300 Cr

4

600 Cr

5

1200 Cr

6

2500 Cr

7

5000 Cr

8

7500 Cr

9

10000 Cr

Bribing Characters

Bribing an NPC(roll 2d6):

2

Reported

3-4

Bribe Pocketed

5-12

Successful
A successful bribe mimics influence of the equivalent level.
A bribe that is pocketed is simply money the character loses without gaining influence; no report is made to the authorities.
A bribe that is reported gives the CoPS a reason to arrest the Character if the CoPS chooses to do so (an NPC CoPS will do so on a 3+). Arrest is not mandatory, but in any event the character's money is lost and no favor gained.
Bribing a PC:
Result determined by the character's player and player may of course only use influence his character actually has.

Influence

Required to influence

Personal influence

Mistress influence

SL:

Inf:

SL:

Norm

+if inf

King

9

24+

9

18

9

9

Crown P/Cardinal

8

22 or 23

8

17

8

9

Minister/Fld Marsh

7

20 or 21

7

16

7

8

General

6

18 or 19

6

15

6

7

Lieutenant General

5

16 or 17

5

14

6

6

Brigadier General

4

14 or 15

4

13

5

5

Colonel

3

12 or 13

3

12

4

5

Lieutenant Colonel

2

10 or 11

2

11

4

4

Major/Captain

1

8 or 9

1

10

3

4

9

2

3

8

1

3

7

-

2

6-3

-

1

See Section 11 for house rules on Influence.

Battle Result Tables

Interpretations

Roll Siege: Attack:
1 Success - siege works Victorious
2 Success - storming party Bloody victory
3 Inconclusive Pyrrhic victory
4 Inconclusive Inconclusive
5 Broken by sortie Repulsed
6 Scattered by sortie Crushed
Defense: Field ops:
1 Enemy scattered by sortie Enemy crushed
2 Enemy broken by sortie Enemy driven from field
3 Inconclusive Inconclusive
4 Inconclusive Inconclusive
5 Falls to storming party Own driven from field
6 Falls to siege works Own crushed

Personal Outcome Table

R D M P C R D M P C
Siege: 1 10 11 9 9 (3x100) Assault: 1 9 9 8 4 (4x100)
2 8 9 7 8 (4x100) 2 8 7 7 5 (6x100)
3 11 12 10 11 (2x100) 3 7 6 6 6 (4x100)
4 11 12 10 12 (1x100) 4 9 11 8 -
5 9 10 8 - 5 8 9 7 -
6 7 8 6 - 6 6 8 5 -
Defense: 1 9 9 8 7 (2x100) Field Ops: 1 10 9 9 8 (2x50)
2 8 10 7 9 (2x50) 2 10 10 9 9 (2x100)
3 10 12 9 12 (1x50) 3 9 12 8 10 (2x50)
4 10 12 9 12 (1x50) 4 8 12 7 11 (1x50)
5 6 7 5 - 5 7 10 6 12 (1x50)
6 7 11 6 - 6 6 7 5 -

R=BR Result. D=Death. M=mention in dispatches (MiD). P=promotion. C=crowns received in plunder (nx100) =nd6 x 100.

Modifiers for regiment and rank are listed above (with the other regiment information)

Investments

There are three types of investment, Arms, Finance and Commerce. They are made in blocks of 1000Cr, and can be made in any month except July and August (Commerce), and January and February (Arms and Finance). The returns are made as follows:

Num brigades sent

Arms

Finance

Average army commander BR

Commerce

3

-50%

+40%

1

+40%

4

-20%

+20%

2

+20%

5

+30%

+10%

3

+10%

6

+50%

-60%

4

-

7

+80%

-60%

5

-10%

8

+100%

-60%

6

-20%

A +% indicates profit, a -% indicates the amount required to make the investment solvent (if you don't, you lose the entire investment). Commerce pays out in September, Arms and Finance in March. You may liquidate an investment at any time for a return of 90% of the investment capital

These tables are reproduced by the kind permission of SFC Press.