Mordheim
Ostermark
Favor:
Favor means your current standing with the League of Ostermark and its leadership.
It is your most relevant ressource, as the state pays you and your men and sends you reinforcement, equipment and basic necessities. You can spend favor on additional support in various forms, from more soldiers, over specialists or trainers to political support if someone tries to apply pressure on you.
Your most straightforward way to get more favor is to have successes to show, but there might be other ways.
Current Favor: 6
Stats:
Diplomacy: influences persuasion, how much people like you.
Martial: influences your military skills on a tactical and strategical level
Stewardship: influences your householding abilities, setting up a permanent encampment under more than military considerations and skill with money
Intrigue: influences chances to detect plots and the likelihood of your own schemes succeeding.
Will: Helps resist corruption, fear and mental influences, as well as mundane temptations
There will be no learning stat, as you do not engage in research.
Your religious leanings can influence some situations, but will not be tied to a piety-stat.
Applying Stats:
The full value of a stat will be added to a 1d100 roll for most actions.
Reaching the DC of the roll is a success, falling below it a failure. Natural results of 1-5 and 95-100 are critical results and will add a little extra on a success or failure.
There are no artificial crits (reaching 100 or more by including stats or boni gives no special results.
Sometimes there might be directly opposed rolls where you and an opponent will both roll 1d100 plus stat and the higher result wins.
There can be situational boni.
Situation in Ostermark at the start of 2010:
The
inner regions are relativly secure right now, grain from the fields and lumber from all forests except for the Dead Wood are helping Ostermark to slowly return to the wealth it knew before the Cometfall. Trade along the Talabec has picked up what the Stir-trade has suffered due to Mordheim.
The
Kislev Border is finally back under control after the last marcher lords have sworn loyalty to the League. It is not safer than usual, with Northmen and occasionally Ungols raiding in summer and Trolls and Yethi striking in winter, but General Hertwig has it under control.
The
Worlds Edge Border is as quiet as it has ever been after a throng from Karak Kadrin has pacified the mountains north of Peak Pass and driven back most of the foul creatures to the ruined Karag Ungor. General Kriston has time and leisure to let his men maneuver and train, rather than desperatly try to stop the greenskins or beastmen from passing between his border forts and raiding the state's breathbasket behind them.
The
Silvanian Border is increasingly beset by undead creatures. A migration of ghoul-tribes has broken through the border near Essen and went into the Dead Wood and there are ever more bats and direwolfs attacking travellers and small hamlets near the border. So far there has been no organised attacks from the vampiric lords of the land, but General von Slechkova has started building up Essen in case this unrest is followed by a true storm.