I will use this thread to post the information that you are aware of from the GM turn. It will be fairly simple information for reference only, the actual spoken word information gleaned will be presented in the Winter thread as per usual. Try to ask questions there, you will quite possibly want to scroll through this quickly to understand how powers in the world are changing over time, and this area will contain only very mechanical details. For reference, I have been using the stars without number faction turn, modified for Pendragon. I will use my Pendragon terminology here, but apart from the words used to define certain concepts, this is the vanilla system with no changes, it's worked really well so far. I've also had to refresh the system, thanks to the loss of my old work, but if it was to happen, this was the best time for it to happen. Force is the ability to apply violence. Two powers with the same amount of knights meeting in combat, the one with a higher force is more likely to win Cunning is the skill at espionage, infiltration, internal security and covert manipulation of others. Wealth indicates resources available to the power. Hitpoints measure a Power's cohesion, morale, unity. Some powers cannot be destroyed, but others can be and this will happen at HP 0. There are severe consequences for any power that reaches 0 even if they cannot be destroyed.