CandS 4th Ed The Rebirth Vol 1
CandS 4th Ed The Rebirth Vol 1
CandS 4th Ed The Rebirth Vol 1
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from the Editor goes to Lynne Hardy whose proofing made her life The Brittannia Game Designs logo is a registered trademark of Brittannia Game
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INTRODUCTION
Welcome to Volume One of the Core Rules of Chivalry & Sorcery: The As your performance continues you will see the plots of stories told by the
RebirthTM. This first volume introduces you to the experience that is Chiv- Gamemaster unfold before your very eyes and the evolving story-line will
alry & Sorcery, a medieval re-enactment game, which can also be called a become enriched by your participation.
role playing game. This is a detailed set of rules allowing you to present a
fantasy or historical role-playing game with a touch of realism. By using a BEING A GAMEMASTER
known social setting, that can be familiar to all users of the system, it is
A Gamemaster is the sole individual of the group who elects to act as both
easier to describe the actions of characters and how they interact with the
storyteller and master of the rules. This role can be demanding, frustrating
world around them.
but also a far richer experience than being a player.
The scope of this book is to provide a set of comprehensive rules for char-
The Gamemaster acts as the screen-writer, gradually revealing the story-
acter generation, skills, vocations combat and a wealth of equipment. The
line to the players. He/she creates the scenes for the players with descrip-
vocations detailed herein cover the warriors and rogues of the medieval
tions and explanations, develops the conflicts for the players to resolve
world. For those wishing to bring Wizards and Priests to the game we
whether these be puzzles to solve, fights to win or Non-Player Characters
recommend Magicks & Miracles (Vol. II - Core Rules).
(NPCs) to interact with. The Gamemaster also role plays all of the NPCs, the
bit parts and the cameo roles within the story. Most importantly though is that
WHAT IS A ROLE PLAYING GAME? the Gamemaster’s word is final on the interpretation of the rules, so he/she
If you are already a role player you may wish to skip this section. A role must be impartial, fair and above all consistent with their rule judgements.
playing game is a game like many others, the idea being you get together with Finally the Gamemaster is the final book-keeper keeping track of all the impor-
your friends and have fun. It differs from other games in that it takes place tant details moment by moment such as recording who hit whom in combat
not on a board but in your imagination. This means there are no boundaries and how much damage was done, especially for NPCs.
on the scope of the game other than your own imagination. A role playing
game is an advanced form of make believe, cops and robbers, cowboys and Gamemastering is a great responsibility but an organised, prepared
indians or whatever, with rules and guidelines to resolve the conflicts that Gamemaster will be richly rewarded and it can be a “buzz” that is hard to
arise. give up.
In a role playing game one person must act as the Gamemaster, this is the For more detailedd information on Gamemastering see The Gamemaster's
person who acts as the storyteller and is the final umpire of the rules. The Companion (Vol. III - Core Rules).
rest of the group are the players, who can be as few as one or as many as
ten (we recommend groups of four to six players for optimal play). The SAMPLE OF PLAY
players create the characters that will live within the imaginary world cre-
ated or described by the Gamemaster. A player decides on the sort of Gamemaster: You are travelling through the forest of Wychbold, towards
character he wishes to portray in the same way an actor takes on a role. the town of Newbury where you have entered an archery tournament. As
The rules provide the framework to describe the character’s physical and the path narrows ahead you hear a crashing in the undergrowth. What are
mental capabilities, his social skills or his ability to interact with other charac- you doing, Griswold?
ters and any other skills he may have. It is these attributes and stats which Player 1 - Griswold: I quickly nock an arrow to my bow and cautiously look
provide the basis for the player to act out his role. ahead to see what approaches.
In a role playing game the characters “live” within the “world” being de- Gamemaster: Griselda, what are you doing?
scribed by the Gamemaster, playing out a story which may not necessarily
have an end. There is no winning or losing, the object is just to have fun Player 2 - Griselda: I ready my staff to assist with any magicks I may
while taking part in a great storytelling experience. decide to employ, just in case whatever approaches proves to be hostile.
Gamemaster: As you ready your actions, crashing through the bracken
BEING A PLAYER and ferns ahead of you is a large boar, it drops its head and charges to-
If you are a novice role player some of these rules may appear daunting but wards you, its foot long tusks bearing down upon Griswold. OK, what are
do not worry, as already stated they are merely a framework to resolve you doing .... ?
situations of conflict, such as when you want your character to climb a wall
you need to know if he is a good climber; if your character wants to hit
something with a sword, is he a good sword fighter, what is his chance to hit
an opponent? The rules are there to answer such questions. As a player The action is over to you - have fun!
your job is to create an entire life and personality for your character (later
referred to as the Player Character or PC).
By using the rules you determine the PC’s basic physical, mental and social
attributes, the base numbers from which the PC is fleshed out. Once the PC
has been created, you the player assume the role of the PC, acting out his/
her personality and actions to your audience, i.e. the Gamemaster and the
other players. In turn you are their audience but in a role playing game
audience participation is a must, as the others in the game play out their
performance, they interact, heckle, argue, agree etc. but always in charac-
ter, the game is meant to be fun for everyone.
1-1
CHARACTER GENERATION
It is recommended that the Gamemaster devote an entire gaming session to STEPS IN CHARACTER CREATION
a character design session with his players. Character creation is a serious
Below are the steps to basic character creation.
matter and should not be rushed. The character a player creates becomes
his persona, his alter ego in the fantasy world. It is in everyone’s best 1 Decide PC Race
interests that players are able to develop their characters in depth, for that 2 Select a Character Creation method
makes the entire role-playing experience much more rewarding and enjoy- 3 Determine the Birth Omens and initial PC Points
able for everyone. 4 Determine Personal Attributes
5 Determine PC’s Background
DEVELOPING CHARACTERS TAKES TIME a) Determine PC’s Social Class
It is recommended a leisurely approach to creation of Player Characters b) Determine PC’s Social Status
(PC). After all, the PC is someone a player is going to live with, literally, for 6 Determine the PC’s Sibling Rank
quite some time. It is best the player gets to know his PC well. Only then will
7 Determine the PC’s Family Status
he be able to breathe life into his character and make that character become
a “real person” in the world of the Fantasy Role-playing (FRP) campaign. 8 Determine “The Curse” (if required)
9 Determine Special Talents or Abilities
A Player Character (PC) grows and evolves over the course of a role- 10 Determine Deficiencies or Defects
playing campaign. This unique character will begin to assert itself after a
11 Determine Personal Fears
while so that the player will come to see the campaign through his PC’s eyes
rather than his own. He will react the way his PC is expected to react, he will 12 Determine Character Size
say what his character is expected to say etc. As this occurs, the player 13 Determine Body Points, Recovery Rates etc.
will begin to feel “at home” in the fantasy world his Player Character and his 14 Determine Fatigue Points, Recovery Rates etc.
companions inhabit. 15 Determine Lifting & Carrying Capacity
16 Determine Jumping Ability
THE CHARACTER CREATION SESSION 17 Determine Movement Rates
“The longest journeys begin with a single step,” the ancient saying goes. 18 Determine Birth Horoscope (optional)
Like all beginnings, that first step is important. Character creation starts 19 Determine Character Age (optional)
what is hoped will be a long and fascinating journey into the realms of purest 20 Determine Personalising Character Traits (optional)
fantasy. If that beginning is rushed, it is possible, like any traveller to distant
and unknown lands, to find that characters are not well prepared for the
many adventures and challenges that await them. The character creation STEP 1 - DECIDE PC RACE
session is the foundation on which fantasy adventuring is built.
Humans
Chivalry & Sorcery has always stressed developing Player Characters in Humans are the most common race encountered in the basic Chivalry &
great detail. The more you know about your PC from the start, the faster you Sorcery setting. We advise players who are new to role-playing to choose
will develop his unique personality and give him a life of his own. Character Human characters until they are “comfortable” in the fantasy world created
creation establishes vital facts about the PC. It gives him a set of physical by the Gamemaster.
and psychological characteristics complete with a few special abilities, quirks
and foibles. He has a social and family background that influences his early Non-Humans
knowledge, skills, and attitudes. He has a place he can call “home” in a
In basic Chivalry & Sorcery gaming, non-Humans are “outsiders” in a
community populated by people he knows. This is important since no matter
Human world. Subject to the Gamemaster’s approval, various non-Human
how far one ventures into the world, it is good to have a home to return to
characters can be created using the appropriate Chivalry & Sorcery sup-
along with old friends and neighbours one knows and can trust and count on
plements. Each supplement details the nature, culture, and unique qualities
in times of trouble.
of each non-Human character type. Such detail makes it easier to role-play
The Gamemaster can also make use of the unique qualities of a character’s them and we would recommend them to any player wishing to portray a non-
personality and background. These will help him to create the “story-line” Human character.
that the players will be acting their way through as an adventure progresses.
However, some players may wish to attempt to play such characters right
The more complete the character, the easier the task before the Gamemaster
away. Therefore to assist, brief outlines are provided for Elves, Dwarves
and the easier the player will find it to understand and develop his character.
and several other types of non-Human characters in The Gamemaster’s
We provide various means to individualise PCs by bestowing on them vari-
Companion (see Vol. III Core Rules). However, be warned that these
ous talents and special abilities, quirks, foibles and flaws. All part of making
are only brief guidelines and barely reflect the scope and depth that can be
a PC truly a person in his own right.
found in the appropriate Chivalry & Sorcery supplements.
By the end of the Chivalry & Sorcery character creation process, the PC
will emerge as a person with a past, a present and also a future, so be STEP 2 - SELECT A CHARACTER CREATION METHOD
patient. Creating a Chivalry & Sorcery Player Character takes time, but it In Chivalry & Sorcery, one needs to have some kind of a “campaign strat-
can be an interesting adventure. Use it to explore the potential of your Player egy” worked out when “custom designing” a PC and this strategy is usually
Character and prepare him for the adventures that are about to begin. decided on by the Gamemaster in order to reflect the kind of role-playing
campaign that he wishes to create. Our character generation systems make
it possible, within limits, for players to develop the type of characters they
really want to role-play.
1-2
Note: The Gamemaster has final approval on the level of points available Neutrally Aspected: There is no strong magical presence in a Human
depending on the style of role-playing campaign he intends to run. character’s blood. He has MR 10%. Neutrally Aspected characters usually
cannot practice Magick in a world with minimal magical forces. In a world
As a rule, those methods which produce truly superior PC’s should be re- with moderate magical forces (or mana levels), they can practice Magick
served for campaigns characterised as “High Fantasy”, where great chal- only if they choose a magical vocation.
lenges await the PCs and so demand they possess extraordinary abilities if
they are prevail. Poorly Aspected: Dark Forces actively oppose your character or certain
supernatural forces have taken an unhealthy interest in him. This does not
CHIVALRY & SORCERY - RANDOM METHOD make him Evil! Indeed, he may be destined to fight against Evil and due to this
The creation of the character is entirely left to the fate of luck and the roll of has attracted the active hostility of Dark Forces. Again, some prophecy
the dice regardless of the campaign type that the Gamemaster intends. divined at birth might be introduced.
Attributes, special abilities etc. are all rolled randomly except where defaults Being Poorly Aspected carries some distinct advantages as well as a number
are given, when these can be selected as an alternative. of disadvantages, so it is not always undesirable. It may well be a requisite
Note: Ignore all references to PC Points since they are not applicable to this for some magical vocations (e.g. Necromancy). If a birth prophecy attends
method. the PC, it might explain the apparent animosity of some supernatural enemy
and set the stage for a later confrontation or even decide the very vocation
CHIVALRY & SORCERY - POINTS BASED METHOD a PC might follow (player’s choice, of course).
Historic Characters: Historic characters are generated using a method At least one Curse afflicts a Poorly Aspected PC. However, being Poorly
that results in a reasonably historical and realistic character. The character Aspected also bestows a powerful affinity to Magick. Mages who are
will possess slightly above average abilities but will not possess any capa- Poorly Aspected add +10 to their Personal Magick Factor (PMF) in all
bilities that are greatly outstanding. You have 125 PC Points to “buy” your Modes of magical practice, giving them the same initial advantage as enjoyed
PC’s Attributes, special abilities etc. by the Well Aspected magus. Of course, the PC will have a correspondingly
reduced natural resistance to Magick directed against him (MR 0%), just like
Heroic Characters: Heroic characters are generated using a method that
the Well Aspected PC.
results in a character of truly superior abilities in some areas. Heroic Fan-
tasy Role-play (FRP) demands such potential in PCs. At the same time, they
will not possess Attributes that might be described as extraordinarily high. STEP 4 - DETERMINE PERSONAL ATTRIBUTES:
You have 150 PC Points to “buy” your PC’s Attributes, special abilities etc. THE ESSENCE OF THE PLAYER CHARACTER
Super-heroic Characters: Super-heroic characters are generated using Attributes are characteristics that define the overall nature and general
a method reserved for “High Adventure” campaigns requiring PCs of super- capabilities of every character. The higher an Attribute, the more a character
heroic stature and almost super-human capabilities. They will be subjected enjoys the benefits of various enhancements to learning and performing
to high-order opposition in the FRP campaign and will probably not survive skills affected by that Attribute. Similarly, low Attributes may result in the
for long if they do not possess matching qualities. You have 175 PC Points impairment of a character’s ability to learn and practice his skills.
to “buy” your PC’s Attributes, special abilities etc.
The Nine Personal Attributes:
STEP 3 - DIVINE THE BIRTH OMENS Agility (AGIL) Strength (STR) Constitution (CON)
Intellect (INT) Wisdom (WIS) Discipline (DISC)
Many cultures believe supernatural forces influence destiny. Such influ-
Bardic Voice (BV) Appearance (APP) Piety (PTY)
ences are represented by Aspect.
To determine the character’s birth omens: Agility (AGIL): This is a measure of a character’s grace and dexterity.
1 Roll a D100 dice and compare the result to Table 1.3a - Birth Omens, or Intellect (INT): This measures a character’s ability to understand situa-
2 Default to a Neutrally Aspected character, or tions, concentrate, to reason and to remember. It is essential to intellect-
3 Elect to pay the appropriate PC Points cost as indicated in Table 1.3a - based skills.
Birth Omens for a Well or Poorly Aspected character.
Bardic Voice (BV): This measures a character’s ability to speak eloquently,
sing etc., and is a very important Attribute for strong Charismatic skills.
' $VSHFW 3&3RLQWV Strength (STR): This measures the raw power of a character’s body. It is
:HOO$VSHFWHG important in determining Body and Fatigue Points and it affects physical and
1HXWUDOO\$VSHFWHG athletic skills.
3RRUO\$VSHFWHG Wisdom (WIS): This measures a character’s judgement and insight into the
3RVWLYH QXPEHUV VKRZ WKH QXPEHU RI DGGLWLRQDO SRLQWV JDLQHG LI FKRVHQ ZKLOVW deeper significance of things than might be apparent on the surface.
QHJDWLYHQXPEHUVVKRZWKHQXPEHURISRLQWVWKDWPXVWEHVSHQWWRREWDLQWKLV$VSHFW Appearance (APP): This measures a character’s physical attractiveness.
It affects his/her impact on relationships with others.
TABLE 1.3A - BIRTH OMENS
Constitution (CON): This is a measure of how healthy and durable a
character is. It helps determine Body and Fatigue Points, influences how a
Well Aspected: Your character was touched by supernatural forces and
character heals or resists disease, and affects survival.
has a strong affinity to Magick. Well Aspected mages add +10 to their
Personal Magick Factor (PMF) in all Modes of magical practice. The Discipline (DISC): This measures your character’s patience and ability to
character might even have a special Magical Ability right from birth. All Well remain focused on a subject or goal. Disciplined characters tend to learn
Aspected Humans have Magick Resistance (MR) of 0% because of their skills faster and their morale is higher as well.
affinity to the Arcane. The Gamemaster might even provide some prophecy
about the PC that was divined at his birth, which can be used later in the Piety (PTY): This measures a character’s religious faith or belief. It is of
campaign to advance the action. The Hand of Destiny, as it were! paramount importance to Clerics and has a major impact on the Faith skill
(see Magicks & Miracles (Vol. II Core Rules)). Lay-people will find Piety
provides many benefits.
1-3
If players wish for more detailed information on Attributes and other optional A 10 on the D10 Crit Die is called a Critical Success. A failure on the D100
rules relating to them, more details are provided in The Gamemaster’s and a 01 on the Crit Die is called a Critical Failure. Critical successes and
Companion (see Vol. III Core Rules). failures bring special advantages or penalties.
Sometimes a character has to make an AR to see if he can accomplish a
MAXIMUM & MINIMUM ATTRIBUTES certain task. Typically, such tasks are not considered difficult enough to
All Attributes have a maximum and minimum level and this is dependent on require a Skill Check, but there is still a chance of failure. At other times, a
various elements, e.g. race, type of character etc. successful AR is needed as a “qualifying” roll before a character can apply
Human characters have a minimum Attribute level of 02 and a maximum a certain skill with maximum effect, or even apply it at all! This is particularly
Attribute level of 20 for Historic characters, 22 for Heroic characters and 25 true in combat, where Agility or AGIL ARs determine the rapidity of one’s
for Super-heroic characters. reaction to tactical “surprises”. Can the character react fast enough to
employ all or any of his skill?
For the maximum and minimum Attribute levels for non-Human characters
see The Gamemaster’s Companion (Vol. III Core Rules).
STEP 5 – PC BACKGROUNDS
Chivalry & Sorcery is usually played against a background based on or
RANDON METHOD OF ATTRIBUTE DETERMINATION similar to that of medieval Europe. This means that the noble class is in
In order to randomly determine your character’s Attributes you must roll charge. Status is everything in this world and decides who is the most
2D10, eleven times and record the results. Discard the two lowest scores important, who has the most power etc. Social mobility is difficult but not
and allocate the remaining nine scores to the nine Attributes as you wish, impossible. Tables 1.5b to 1.5i – Father’s Social Status establish the rank of
ensuring that any minimum racial Attribute requirements are met. one’s father in feudal society, which determines a PC’s initial status in the
social order. In feudal society, you were treated the way your father was,
PC POINTS-BASED METHODS OF ATTRIBUTE DETERMINATION with little consideration for any superior personal merit you might have.
If you are using one of the PC Point-based methods to determine your char-
acter’s Attributes, the following rules apply: If one’s PC is a commoner, he has to live with the fact that most people believe
that men are not created equal. Everyone knows there is a divinely or-
Humans normally may buy Attributes up to Level 20, although certain special dained “Great Chain of Being”, and that everyone is destined to be born into
circumstances may raise Attributes to Level 25 or even higher depending on a certain rank in society. If your PC is particularly ambitious, you should be
the type of character being created (i.e. Historic, Heroic or Super-heroic). prepared to meet others (typically NPC’s played by the Gamemaster) with
Attributes will cost 1 PC Point per level up to and including Level 15, after disapproving or resentful attitudes. Examples of this might be: “Who are you
which it will cost 2 PC Points per level. Human characters must purchase to question what the Deity has chosen for your place in life?”; “You aren’t
a minimum of 2 levels for each of the Attributes unless there is a special better than us!”; “Cease and desist with your upstart ways!” etc.
case which allows a lower Attribute score. A minimum of 18 PC Points
must be spent to give the character Level 2 in all nine Attributes. These types of comments will come from people who are your character’s
social equals and who might even be members of your PC’s immediate family!
Those higher in social class are less tolerant of “pushiness”. (Besides, in a
ATTRIBUTE ROLLS role-playing game, what point is there to being “noble” if it does not bring any
There are times when an action has to be performed for which the character special privileges?)
has no skill or the situation calls for some reaction from the character. In this
instance the Gamemaster may ask the player to make an Attribute Roll Class-consciousness is typical of all pre-modern cultures. Even if you do
(AR) by rolling equal to or under a set percentage using a D100 along with not feel it is at all “fair”, your PC will find such attitudes are “normal”. After all,
a D10. The D10 die is referred to as the Crit Die. The result of the D10 or Crit he is a native of that fantasy world and is quite used to its ways, so you must
Die roll reflects the measure of success or failure. The Success Chance deal with whatever fate has put on his plate.
(SC%) may be modified by a -% penalty or a +% bonus, depending on the
degree of difficulty or advantage which the PC enjoys.
In order to make an Attribute Roll (AR) the player rolls three 10-sided dice
(a percentile pair and critical die). A success on the percentile pair (D100),
i.e. a result that is less than or equal to the percentage shown in Table 1.4a
- Attribute Rolls and Success Chance.
1-4
The first step in determining a Chivalry & Sorcery character’s background Regardless of their social status, all PCs will have a basic knowledge of
is to arrive at his general social class. Social class has a very important Brawling, and they are also considered to be reasonably fluent in their
effect on who your character is, what he will know, and what he might or native tongue (spoken). Those PCs with INT 12+ will also start with a basic
might not be able to do. knowledge of Counting.
Female characters may start out with one or more typical female skills
STEP 5A - DETERMINE PC’S SOCIAL CLASS instead of Brawling. If the character is of a class below that of Guildsman,
Players may choose to do one of the following: replace Brawling with two of the following skills, Cooking, Sewing or
1 Roll a D100 dice for random determination and compare the result to Weaving. However, if the character is of the Guildsman class or higher,
Table 1.5a – Social Class, or then replace Brawling with Etiquette and one of the following, Cooking,
2 Default to Rural Freeman or Townsman class, or Sewing or Weaving.
3 Pay the required number of PC Points to purchase the class required as
shown in Table 1.5a - Social Class. The Servile Class
Serviles (also termed Peasants, Serfs or Villeins) are often but not always
the poorest of the poor. The meaning of “serf” varies throughout the feudal
' 6RFLDO&ODVV 3&3RLQWV period and also from place to place. To reflect this imprecision, we call all of
the lowest class “Serviles”. Initially, most of these wretches were barely
6HUYLOHRU6HUI
above slaves and were bound to the land and could not leave the feudal
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manor without their lord’s permission. Often, they were not allowed to own
7RZQVPDQ or even to carry weapons unless directed to do so by their lord.
*XLOGVPDQ
/DQGOHVV.QLJKW By the 14th century, serfs in the royal domain in France had been freed from
/DQGHG.QLJKW the land, a move eventually followed by many lords. Such men could be
%DQQHUHWWH considered Freemen. In England, serfdom continued for a time after that
%DURQ and gained more precise judicial meanings. However, at one point in Ger-
7LWOHG1REOH many, there were even “knight-serfs”, men who were attached to a lord or
5R\DOW\ to Church lands, who rose to positions of trust and considerable authority in
their roles as servants of their masters, even having the training of Knights.
3RVLWYHQXPEHUVVKRZWKHQXPEHURIH[WUDSRLQWVJDLQHGLIWKLV FODVVLVFKRVHQ
ZKLOVWQHJDWLYHQXPEHUVVKRZWKHQXPEHURISRLQWVZKLFKPXVWEHVSHQWLQRUGHUWR Selecting Servile status means the character can increase two skills in
REWDLQWKDWSDUWLFXODUVRFLDOFODVV which they have basic knowledge by one level. This reflects a superior
individual setting out to better himself in spite of social barriers. They also
receive an additional +2 Strength (STR) (after all Attributes have been
TABLE 1.5A – SOCIAL CLASS
designated), up to the racial maximum. They also receive Level 1 in Condi-
tioning and Level 1 in Endurance as background skills and gain +3 Action
Points.
STEP 5B - DETERMINE FATHER’S VOCATION & SOCIAL STATUS
This determines the character’s precise family background. It establishes Should a Servile bear arms without his lord’s express permission, he could
the vocation and social status of the PC’s father and hence the character’s well be deemed an outlaw.
childhood experiences, his basic social status and background skills. By the common law (in England) a peasant could hide in a chartered town for
Tables 1.5b to 1.5i – Father’s Vocation determine the vocation and social a year-and-a-day. If successful, he was freed of his feudal obligations. A
status of a PC’s father (or maternal grandfather if the character is illegitimate runaway Servile is an outlaw and can be reclaimed by his lord if found
and unacknowledged). He enjoys his father’s basic social status on enter- outside the boundaries of the town during the probationary year-and-a-day.
ing the campaign. Circumstances may change later. He might win honours In other parts of the feudal world, such a custom may or may not be in effect.
and a rise in social rank, promotion to high office, etc. In lands where it does not apply, a run-away never escapes his lord’s claim
and will be returned if discovered.
Note:The father's vocation is always rolled randomly.
1-5
Rural Freemen accepted as retainers. They might have room and board in the manor house/
This group consists of all Freemen living in the rural part of the feudal nation. castle grounds or they might have individual holdings similar to those of
These include craftsmen (Miller, Baker, Blacksmith etc.), labourers (with little Serviles.
or no land), poor farmers through to wealthy farmers and Stockmen, Forest-
Freed Men are freed serfs. Many are in liveried service to their lord. These
ers, Fishermen, etc. Often they rent a plot of land from the local lord,
include PCs who have rolled 01–25% against Table 1.5c - Father’s Vocation
although some may be freeholders who own their own land. Many might
- Freeman and were accepted into higher vassalage by their lord. They are
owe some feudal duty to the local lord. As a rule, most Freemen are ex-
social equals to yeomen because of their free status. They have individual
pected to bear arms in the Lord’s service. Military service ranges from being
(usually rented) holdings similar to those of Serviles but are not bound to the
an Archer or Foot Soldier to “Sergeantry” (lightly armoured cavalry up to fully
land because they are freed from servile obligations.
armoured troops who are not inferior to Knights in their equipment).
Yeomen (or Yoman in Middle English) are essentially an English term, which
There is no great distinction in terms of wealth between the servile and the
we use to identify a special group of freeborn residents of the countryside
free. Rather, the difference is in the degree of personal freedom enjoyed. A
who own smallholdings. The term Freemen is a good substitute. They are
Freeman does have some kind of feudal obligations, but these permit him to
the backbone of the rural population and are strong supporters of the nobility.
come and go more or less as he pleases.
Some may be in liveried service (part of the lord’s household). Others might
However, while a character might choose an alternate occupation to the one rent their land from the local lord or might be freeholders who own their land
followed by his father, it should be remembered that tradition often dictated in their own right, and some yeomen will be Foresters, Fishermen, rural
that a person do as his father did! One reason family background skills are tradesmen etc. Such individuals have (usually rented) holdings similar to
“inherited” by characters comes from this simple fact. In youth, such a those of Serviles but are not bound to the land, as are Serviles. It is likely that
character would have been taught such skills in the expectation that he they owe some form of feudal service to the local lord, often as a condition
would follow in Father’s footsteps. attached to the rents they owe for their lands.
Freeman characters may increase three of their skills in which they have Freeholders are “yeomen” who own about 20-40 acres of land “in fee
basic knowledge by one level and gain +2 Action Points. simple,” meaning they can sell it and do not have to pay rent. However, they
may still have some feudal obligations to the local lord, especially the duty of
Liveried Retainers are freemen serving in the household of the local lord. providing him with military service in times of war.
Their offspring enjoy an advantage in that, since they are present in their
lord’s household, they have an insider’s chance of being noticed and being
1-6
Basically “sworn men”, Petit Sergeants are well-to-do yeomen, typically The Guildsmen: Leading Freemen of the Towns
large farm owners or stockbreeders with incomes able to maintain a horse Guildsmen form small but important and influential groups who carry out most
and arms. Although freeholders with 40-60 acres of land or more, they of the trade and the manufacturing in the feudal state. The leading citizens of
usually still have feudal obligations to bear arms on behalf of the local lord towns are wealthy merchants, master craftsmen, and professionals with
when called upon to do so. social status ratings of 18+. This group comprises the skilled craftsmen of
Alternatively, well to do Petit Sergeants might hold land from their lord in the town and is expected to maintain the good name and the secrets of their
return for military service as armoured sergeants. These might hold 60-90 respective guilds.
acres of land. If the term “Petit Sergeant” does not quite fit the feudal setting Apart from the multitude of crafts and trades, Wizards and Priests are in-
chosen for the campaign, a comparable term like Squire might be used cluded in this social group. Guildsmen may bear arms, although some do not
instead, for such men sometimes were of gentle blood and had a military need to. It may be that some towns require Guildsmen to serve in the town
bent, but they possessed insufficient lands to qualify for Knighthood. A PC watch, the militia, or even pay to hire mercenaries to protect the town.
with such a family background automatically qualifies for mounted Sergeantry
if he has the stature, strength, and robustness. If the Gamemaster (role- Guildsman can increase seven skills in which they have basic knowledge
playing the father) approves, he may equip the PC as a sergeant! If not, a PC by one level.
might be accepted as a sergeant retainer by the local lord and so equipped.
A Master Guildsman has a 25% chance of being a Syndic or officer on
his Guild’s governing council, which confers +5 Status Points to his basic
Townsmen: Urban Freemen status. If a Syndic, he then has a further 25% chance of being the
Townsmen are commoners forming the majority of urban dwellers and know Guildmaster, which confers another +5 Status Points.
how to deal with the urban scene. They are small businessmen, employees,
and labourers who do the non-skilled and low-skilled tasks in the town. They Syndics or Guildmasters have a 25% chance of being Town Council-
range from lowly beggars, labourers, barmaids and servants to peddlers lors (+5 Status Points). If on the Town Council, there is a further 25%
and stall-keepers. Their social status is comparable to that of lower-ranking chance of being the Mayor of the town (which confers an additional +5
Rural Freemen. Status Points). If the town population is ten thousand plus, it is a “city” with
a Lord Mayor, this adds a further +5 Status Points.
Despite the fact that the greater part of the urban population is composed of
this group, they rarely have much to do with the power structure of medieval
towns and cities, which were typically dominated by the Craft and Trade ([DPSOH
Guilds.
$0DVWHU6KLSEXLOGHUZKRLVDPD\RUDQGWKH*XLOGPDVWHURIWKHWRZQ¶V6KLSEXLOG
Townsmen gain +3 to their Agility Attribute up to the racial maximum, in HUV¶*XLOGZRXOGKDYHDVRFLDOVWDWXVRI 6WDWXV3RLQWV,IKH
addition they can increase five skills in which they have basic knowledge by ZHUH/RUG0D\RURIDFLW\KHZRXOGKDYHDWRWDORI6WDWXV3RLQWV(YHQWKRXJK
one level. DFRPPRQHUKLVHIIHFWLYHVRFLDOSRVLWLRQHTXDOVWKDWRIDEDURQRIWKHUHDOP
1-7
1-8
Any PC with such an influential background is well connected (provided he The Gentry itself might be expanded to include common-born individuals who
stays in his father’s good graces and can count on his influence). Lesser are Bailiffs, Royal Magistrates and Judges, and certain other important posi-
Guildsmen (not designated as “Mstr.” for “Masters”) are generally skilled tions in the Royal Bureaucracy, as well as higher-ranking Church officials
employees, known as Journeymen, and are not licensed to open their own (Bishops, Archbishops, Abbots, Priors, etc.).
establishments. Professionals (e.g. Sages, Mages, Physicians, Scribes,
Apothecaries, Ship-owners, etc.) are all considered as “Masters”. All “gentle” PC’s gain +3 Action Points and enjoy a -1 DF bonus to the skills
of Courtly Love and Renown.
The term “Merchant Prince” is not used here in the classic Italian Renais-
sance sense. Rather, it distinguishes a Merchant who acquires notable Basic Chivalric Training includes Riding, Riding a Warhorse, Mounted
wealth, so much so that even those of the lesser nobility show him some Combat, Cavalry Lance, 2 other Combat skills, Wearing Armour, plus
deference. The variable 21 to 30 Status Points indicates just what level of Courtly Manners. He might also have Reading if the INT requirement is
success, wealth, and influence he has obtained. met (this is usually due to instruction by a Priest who notices the character’s
promise or at the orders of the Lord).
Except in the Dark Ages and the Early Feudal Period, the Guilds played a
Landless Knights
dominant role in town life and in trade and commerce within a feudal nation
Knights-Errant were “lordless” and hoped to enter the service of some
and internationally.
great lord and perhaps win the grant of a fief. Some became mercenaries in
Free Companies or fought in the Tournament circuit for prizes and ransoms.
The Feudal Gentry Some were Knights on great and dangerous quests that took them to strange
Squires, Knights (including Unlanded Knights), and others of “gentle” blood and distant places.
form the Gentry of feudal society. Contrary to modern popular opinion, not
every manorial lord was a knight. Some English manorial lords even tried to Landless Knights in Service were Chivalric Household Troops of some
avoid knighthood because they did not want the extra governmental respon- feudal lord. If they distinguished themselves and earned their lord’s favour,
sibilities or the hazardous obligations of personal military service. they might one day receive a fief.
1-9
Roll a D100 and compare this to Table 1.5f - Father’s Vocation - Landless Baronets & Lesser Barons
Knights to find out their overlord type. Baronets, Barons, and Viscounts are lords with extensive and powerful
holdings. Sometimes, they control towns or cities, which further enhances
In order to find out the size of their Overlord’s feudal holding, roll a D100 again their wealth, prestige, and power. Their baronial strongholds are at least
and compare the result to the appropriate table for Landed Gentry, if neces- stout shell keeps and often are formidable castles.
sary increasing the result to the lowest level of Landed Gentry necessary to
ensure that the character has the correct Overlord type. In a feudal society, the Barons are truly a force to be reckoned with. The
more powerful and influential amongst the Barons of the Realm were able to
field armies of reasonable power without depleting their domains of an ad-
([DPSOH equate force of defenders. They were an independent-minded, fairly unruly
6LU5REHUWUROOVRQ'DQGILQGVKHLVWKHVRQRIDFKLYDOULFUHWDLQHULQWKH group always ready to exercise their own authority and privileges. Most
VHUYLFHRID.QLJKW%DQQHUHWWHVHH7DEOHI)DWKHU¶V9RFDWLRQ/DQGOHVV.QLJKWV significant, in the absence of a strong central royal authority, the Barons
+HUROOV'DJDLQDQGFRPSDUHVWKHUHVXOWDJDLQVW7DEOHJ)DWKHU¶V9RFDWLRQ were prone to act with a great deal of independence and even open defi-
/DQGHG.QLJKWV %DQQHUHWWHV+LVUHVXOWLVWKLVJLYHVD/DQGHG.QLJKWZLWK ance of the king.
D³*´W\SHIHXGDOKROGLQJ+RZHYHUVLQFH6LU5REHUWVHUYHVD%DQQHUHWWHZHJLYH Titled Nobility & Kings
KLPVHUYLFHZLWKWKHORZHVWUDQNLQJ.QLJKW%DQQHUHWWHDWZLWKDQ³0´W\SH Now we arrive at the level of the truly privileged in society, those born to
KROGLQJ such high rank, wealth, and lands that they stand literally head and shoul-
ders above all others in the social order. Members of this social class enjoy
great political power and privilege.
Landed Knights and Knights of higher rank (the Titled Nobility) hold fiefs of
“Tenants-in-chief” are the great titled nobles of the realm. They hold vast
varying sizes, strengths, and wealth, as indicated by the letter codes and
tracts of land directly from the King. They “subinfeudate” these lands by
the size of the feudal holding as shown in square miles. The higher the letter
handing them out to lesser vassals who would then owe their loyalty directly
code the “stronger” the knight. Further details on the breakdown of the
to their feudal overlord rather than to the King.
various holdings can be found in the Knights Companion.
Even the “least” of these great lords directly rules over thousands of sub-
Landed Knights & Bannerettes
jects. The mightiest of them all have holdings extending over many hundreds
Knights Bannerette are knights with sufficient vassals to merit carrying
of square miles. Indeed, some may be independent rulers in their own right,
their own banners into battle. The rank of bannerette is essentially a military
not owing homage and fealty to any sovereign!
one and is not strictly speaking hereditary.
1-10
Offspring of Landless Knights: These do not have the opportunity nor the
resources to do serious scholarship unless circumstances intervene (in the
form of the Gamemaster making a ruling that some special event has made it
possible).
Offspring of Master Guildsmen: These may opt for a scholarly vocation
rather than learning Guild skills. Their families are wealthy enough (and
ambitious enough) to afford a son in University. If so, they acquire basic
knowledge in any three skills listed for their status plus 1 + ½D10 skill types
listed above, except they will have no Riding skill unless their background
suggests they might.
Offspring of Merchant Princes: These may opt to acquire the same
academic preparation as offspring of Master Guildsmen, again at the cost of
the Guildsman skills they would otherwise receive. They acquire basic
knowledge in any three skills listed for their status plus seven of the skill
types listed above, reflecting their advantageous backgrounds.
1-11
1-12
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TABLE 1.8A – CURSES
1-13
1-14
1-15
1-16
([DPSOH
([DPSOH3&3RLQWV0HWKRG
%URWKHU$UEXWXVUHFRYHUVDW%55ZKHQDWFRPSOHWHUHVW %RG\3RLQWVSHUGD\
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7KHQH[WGD\KLV%RG\JRHVXSE\DQGLIKHFRQWLQXHVWRUHVWLWZLOOFRQWLQXHWR
FKDUDFWHUKDVDQDYHUDJHKHLJKWRI¶´DQGDYHUDJHEXLOGRI6KHGHFLGHVWR
LQFUHDVHE\SHUGD\XQWLOKHLVEDFNWRKLVPD[LPXP%RG\3RLQWV
VSHQG3&3RLQWVWRLQFUHDVHKHUKHLJKWE\´VRPDNLQJKHUKHLJKW¶´6KH
FRXOGKDYHDGGHGDPD[LPXPRI´EXWGHFLGHG´ZDVHQRXJK$WWKLVPRGLILHG
KHLJKWKHUZHLJKWZLOOEHOEVKHUEDVLFZHLJKWRIOEVOHVVIRUKHU%XLOG
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FKDUDFWHUVRVKHGHFLGHVWRVSHQGDIXUWKHU3&3RLQWVWRLQFUHDVHKHU%XLOG)DFWRU
WR7KLVPHDQVWKHUHLVQRFKDQJHWRKHUEDVLFZHLJKWRIOEV7KHUHIRUHDW
DFRVWRI3&3RLQWV6XHKDVDFKDUDFWHURIKHLJKW¶´DQGZHLJKWOEV
1-17
1-18
([DPSOH
)DELDQ¶V/&$3 OEV+HFDQFDUU\KDOIWKDWZHLJKWRU OEV
URXQGLQJXSZLWKRXWXQGXH)DWLJXH7KLVLVDUHDVRQDEO\KHDY\ORDGIRU)DELDQ
1-19
The basic Jump Factor is calculated as 1/4 x (STR + AGIL) (rounding up).
([DPSOH
(OHDQRUKDV$*,/&21DQG,17+HUEHVWFKRLFHLV$*,/,17
([DPSOH
%$3URXQGHGXS+RZHYHU+HQU\KDV$*,/&21DQG
+DUROGKDV675DQG$*,/ [ JLYLQJKLPDEDVLF-XPS
,17+LVEHVWFKRLFHLV$*,/&21 %$3
RIIHHW
A character’s Jump is further modified by racial background, Humans add STEP 18 - DETERMINE CHARACTERS HOROSCOPE
+2 feet to their Jump. (Optional but strongly recommended)
Divination was practised earlier than 3000 BC to determine if the omens
([DPSOH were favourable or unfavourable to some particular project or venture etc. It
+DUROGKDVDEDVLF-803RIIHHW%HLQJ+XPDQKHDGGVIHHWWRUHIOHFWKLV was common practice not only in Europe, but in many other lands as well,
EDFNJURXQGWRREWDLQ-803IW stretching across the Middle East and all the way to China.
1-20
1-21
1-22
Note: This special ability may take a character’ s Strength beyond the racial Night Vision
maximums allowed. This near-magical faculty enables a person to see catlike in the dark. There
1 Increase the PC’s CCAP to reflect his new STR rating. If he has STR 32 must be some light present, however faint. In near-total darkness, he can
or more, increase his CCAP by 250 lbs for each level over STR 31. still see shapes dimly at distances under 20 feet. Only in the absolute
darkness of the Arcane Magick spell Darkness of the Pit will the PC be as
2 Add +1 Fatigue point for each +1 STR level he acquires.
“blind” as anyone lacking the ability.
3 Add +1 Body point for every +1 STR levels he acquires.
Illumination of a Quarter Moon or better: PC sees as if in full daylight
4 In addition to the usual STR bonus associated with damage inflicted in
and is able to read scripts.
combat for weapons having a Strength requisite, also add +1 damage
point per +2 STR levels acquired here when using any weapon, whether In moonlight or starlight: PC sees as if it were a very dull, overcast day
or not it has a Strength requisite. and is able to read scripts.
Overcast night or inside a dark room: PC sees as if by bright moonlight
Highly Resistant to Disease but unable to read scripts.
The character is very resistant to diseases of all kinds and gains a bonus of
10 + 1D10% to his Resist Disease percentage (see Table 1.13b – Body Premonition
Recovery Rates). If he already has Resist Disease of 90%+, his resistance This is an irregular and unpredictable talent enabling one to “see” into the
is automatically raised to 99% against infection. future and its frequency is left to the Gamemaster. Usually, they occur in
moments of peril or stress. The Gamemaster makes sure the feeling is
Highly Resistant to Magick strong and unmistakable. We recommend that the Gamemaster communi-
The PC is very resistant to Magick and adds a bonus of 11 + 1D10% to his cate a Premonition to the player in a brief note, the contents of which the
BMR when resisting any magical spell he does not wish cast upon him. If he player is free to reveal or withhold from his companions.
is a practising Magus, he also adds the bonus to the TSC% of any Ward
Magick spells he casts. Whatever knowledge is forthcoming is fairly sketchy and may involve sym-
bolism, as in a dream, rather than a literal view of what will happen. It is up
Highly Resistant to Poison to the player to interpret his character’s visions. A character might feel a
The character enjoys a bonus of 11 + 1D10% to his CON AR when making a sense of foreboding. The classic “I have a bad feeling about this!” is very
Resist Poison or Resist Drug roll. typical and serves to alert the character to some immediate danger to him or
those close to him. Premonition might offer a sense of hopefulness or
Incredibly Lucky even a certainty about something, e.g. “Put 5 Crowns on that horse to win!”
Luck is written in the Stars, and those who gain the favour of Lady Luck are might be a “lucky hunch” that is not just a hunch at all.
highly honoured. The PC gains three Luck Bonuses that can be added to any
skill, Attribute or resistance roll in any given day (player’s choice). The Luck Primitive Talent Magical Powers
Bonus is 11 + 1D10% and is rolled each time the player wishes to be “lucky”. The PC is a natural magician, a primitive talent able to cast spells without
studying the Arcane Arts.
Note: Well-Aspected characters gain an additional Luck Bonus per day.
This special ability will also counter any unlucky effects of being in the Resistant to Disease
presence of a “Jonah” but will utilise three Luck Bonuses for each day the PC The PC enjoys a bonus of 3 + 1D10% his Resist Disease percentage as
is in the “Jonah’s” presence. shown in Table 1.13b – Body Recovery Rates. If this bonus gives the PC a
Resist Disease percentage of 99% he becomes virtually immune to all natu-
Incredibly Strong ral diseases.
Roll 1/2D10 and add the result to the character’s Strength Attribute. Modify
the character’s CCAP accordingly. Resistant to Magick
The PC is naturally resistant to Magick and gains a bonus of 3 + 1D10% to his
Keen Hearing BMR. If a practising Magus, he also adds that bonus to his TSC% when
The PC has very sharp hearing and receives a 7 + 1D10% bonus to his casting any Ward Magick spells.
Alertness: Hearing skill.
Resistant to Poison
Light Sleeper The character enjoys a bonus of 3 + 1D10% to his CON AR when making a
The PC is easily roused. Whenever anything strays within a 30-foot radius Resist Poison or Resist Drug roll.
of the character while he is asleep, he can make an Alertness: Hearing
check without penalty, i.e. as if he were awake and alert. If the character is Scholarship
a Forester, add an additional +1D10% (rolled each time a check is made) to The PC has spent a good deal of his early life at some form of institution of
his Alertness skills whether asleep or awake, since he is especially at- learning, a monastery, or in the presence of a true scholar. In such an
tuned to unusual noises and stealthy movement sounds. environment, his learning was significantly enhanced, so he has gained
basic knowledge in 5 Lore Skills in addition to the basic knowledge ac-
Low Metabolic Rate quired from his social background.
The character has a highly efficient metabolism. He requires half the normal
amount of food per day to sustain his health and energy levels. His Fatigue
Points are restored by 1/3 D10 FP (rounded down) above normal levels per
hour sleeping or +1 FP per 10 minutes resting.
1-23
If the character possess high Intellect and/or Wisdom, he gains further levels
as follows, with any bonuses being cumulative:
' $QLPDO 7\SH 3&3RLQW&RVW
If INT 13-16, +2 levels of proficiency in any 3 initial Lore Skills. 6PDOO$QLPDO
If INT 17+, +2 levels of proficiency in all initial Lore Skills.
6PDOO%LUG
$WWDFN%LUG$QLPDO
If WIS 17+, +2 levels of proficiency in any 3 initial Lore Skills.
/DUJH$WWDFN$QLPDO
If INT 17+, WIS 17+, and DISC 15+, add a further +2 levels to all initial
Lore Skills.
TABLE 2.1 – ANIMAL TYPES
Sense Auras
The PC can see the auras of others and judge the general nature of their Bird of Prey or Attack Animal: The character may become an bird of
current mood. He must concentrate for one round, after which he has a prey or an attack animal. Birds of prey (falcons, hawks, eagles, etc.) have
67% chance of seeing the auras of those within 30 feet of him providing he limited offensive capability but have the advantages of small size, speedy
maintains unbroken concentration. Due to this intense concentration the PC flight, and very acute eyesight. Attack animals (dogs, wolves, etc.) have
loses –3 FP per round. keen hearing and smell, move fast over broken ground, and are well armed.
The character may choose a large attack animal like a bear or lion if he rolls
The PC discerns the feelings emanating from the aura, i.e. good, evil, anger,
or buys Large Attack Animal. Alternatively, he may elect to become a
happiness, sorrow, fear, etc. Gamemasters are encouraged to “colour code”
horse or some similar creature instead.
auras and indicate the intensity of emotion by the brightness or dimness of
the aura. For example, a softly glowing green aura might indicate the The character will take damage in the normal way but if the animal’s Body
character comfortably happy, whilst a fiery red aura might indicate a raging Points are reduced to zero or less, the PC immediately returns to Human
fury. A PC with the ability to Sense Good & Evil (qv) will be able to gauge form but loses all Fatigue and Body Points. They are also stunned for a
the precise degree of goodness or the depth of evil in the person he is period of 1D10 minutes. Thereafter any further damage is assessed against
observing. the PC’s Human Body and Fatigue levels.
1-24
Unerring Sense of Direction confronted by real wealth, the urge to possess it all is almost a madness
The PC has the innate ability to find True North and to know the direction in upon him. He is the kind of person who would run into a burning building or
which he is travelling, whether inside, underground or outdoors. When who would go below decks of a sinking ship to save his (or someone else’s)
beneath the earth, he also knows if he is ascending or descending. money chest. If a thief or robber with few scruples about property rights, he
will dare all to satisfy his rampant greed. A Willpower roll at 1/2 TSC% or
Very Persuasive a DISC AR at 1/2 AR% is needed to fight this often self-destructive compul-
The PC gains a bonus to his PSF% in four of the following skills: Bargaining, sion to possess it all and not to part with a single copper coin!
Begging, Charm, Conning Others, Diplomacy & Politics, Intimida-
tion, Leadership, Oratory and Courtly Love. The bonus gained is +2D10%
Cannot Hold Liquor
and is rolled separately for each skill selected, the result being a permanent The character cannot drink alcoholic beverages in any quantity without be-
increase to the PSF% for that skill. coming seriously intoxicated. When drunk, he is quite out of control and may
do almost anything. Even worse, he does not accept he cannot drink exces-
Well Conditioned sively and seems to go out of his way to prove that he can.
The PC automatically starts with basic knowledge in the skills of Condition- Assume a character can drink 1/2 pint of beer or one measure of spirits or
ing and Endurance and develops them at –1 DF. If he possesses either or one glass of wine per 2 points of Constitution before becoming intoxi-
both skills as a background vocational skill, he also gains +2 levels of profi- cated. At this point the character must made a CON AR at a penalty of –75%
ciency that he can allocate between the skills to improve them as wished. every 5 minutes to continue functioning. For detailed rules on Intoxication
see The Gamemaster’s Companion (Vol. III Core Rules).
DEFICIENCIES & DEFECTS
Clumsy
Absent-Minded Note: This flaw is limited to characters with AGIL 12 or less. If the PC has
The PC has a forgetful nature and may fail to recollect some important detail AGIL 12+ either roll again or select another flaw if using a PC Points method.
at an inconvenient moment, especially if the detail is of a practical nature. The PC has a tendency to botch up manual tasks by fumbling and dropping
There is a 33% chance that the PC will prove absent-minded. The character things. In non-threatening situations, it serves as more of an embarrassment
will then be required to make an INT AR at a penalty of –10%. to him than anything else. He may be penalised fairly severely when attempt-
ing skills such as Sleight of Hand, Juggling, etc. He seems always to be
Angry the unlucky individual who jostles a stranger in a pub (someone who has an
The PC is prone to fits of extreme anger whenever he is frustrated or “attitude” and is spoiling for a brawl), spills a drink or food, drops something
thwarted. At such times, he must succeed with a DISC AR or he will explode tossed to him, trips or falls without warning or whatever. From time to time
in fury. If the PC is pushed still further, he will be required to make a further the Gamemaster may require him to make an AGIL AR or a DEX AR to see if
DISC AR to maintain control. he has failed some task he is attempting to perform.
Argumentative Compulsive Gambler
The PC is prone to take issue with what others say and is always ready to The character has an uncontrollable itch to get involved in almost any game
debate a point just for the sake of arguing about it. A successful WIS AR is of chance he comes upon. He will bet on almost anything, and he can go
needed for him to recognise those moments when it is better to bite his through his entire purse trying to win back his losses. Give him some gold or
tongue and keep silent or, if in the middle of what is becoming a heated silver and he will find a game! A Willpower roll at 1/2 TSC% or a DISC AR
discussion, to realise that it is time to stop arguing before a real fight ensues. at 1/2 AR% is required to overcome the gambling compulsion.
Arrogant Compulsive Liar
The PC is conceited and sometimes pompous in his self-admiration and his The character cannot resist embellishing the truth by adding a few “fictitious”
manner may strike others as cocky and cavalier at best. There are times he details to any story or account. Sometimes, this is merely exaggeration, but
can be infuriatingly patronising or presumptuous. He has a classic “attitude” it can take on a more sinister quality when the opportunity arises. A Will-
problem, and his brash, superior manner can get him into plenty of difficulty. power roll at 1/2 TSC% is needed to hold back a lie that might result in
His arrogance is especially evident when dealing with social inferiors, but serious consequences for someone.
also manifests itself in his behaviour toward equals. It is when he is arrogant
in his manner to social superiors that he truly risks trouble. A Willpower roll Cowardly
at 1/2 TSC% or a DISC AR at 1/2 AR% is required to rein in behaviour that The PC is a coward and a courageous act on his part should be regarded as
might prove offensive to others. extraordinarily “heroic”. He will typically choose the “coward’s way out” of
If this arrogance is manifested while attempting to apply a Charismatic a difficult situation that gives rise to any risk to his precious skin! Any morale
Skill, then the PC will suffer a penalty of between -13% to -33% (assessed check or Fear check is made by making a Willpower roll at 1/2 TSC%.
by the Gamemaster) depending on the situation. This does not mean the character always behaves like an abject coward.
Indeed, he may go to great lengths to disguise his fearful, timid nature so that
However, the PC is resistant to such attempts by others, who suffer similar
others will not recognise it. In doing so, he might even put himself in danger
penalties when attempting to influence him. This is an extremely “difficult”
to avoid what he regards as a greater peril, namely discovery that he has a
person, and his self-centred moodiness makes him very hard to manipulate
yellow streak three leagues wide down his back!
or convince. He is, however, very vulnerable to outright flattery and syco-
phantic behaviour. After all, is he not the Greatest and he will look favourably While cowardice is a definite weakness, it can be a strength in disguise. If
on those who have the intelligence to see that and treat him accordingly! the character has INT 15+ or WIS 15+, any paranoid feelings he has (the
Gamemaster can give “prodding” hints in this direction when appropriate)
Avaricious (Greedy or Miserly) could be regarded as instinctive awareness of impending or immediate dan-
The PC’s avarice is virtually insatiable. He always wants more and covets ger not unlike a Premonition. However, it is far from infallible and can also
what others have with a voracious envy that eats away at him and turns him be used by the Gamemaster to operate as outright paranoia and lead to fear
bitter and resentful. The PC expects others to be generous towards him and of people and situations that are perfectly innocuous and harmless.
is usually disappointed by their “tight-fistedness”. Yet he is a grasping,
stingy and miserly with his own money as one could ever imagine. When
1-25
1-26
Rude Vengeful
The character lacks the finer points of the social graces. Reduce all skills The character cannot easily forget nor forgive any injury or slight done to him
that involve influencing others by -2D10%. Clearly, the worse the penalty the or to those who are dear to him. He is implacable in his pursuit of revenge,
ruder the PC will act. A penalty of -20% or more indicates an individual utterly conducting vendettas and blood-feuds with chilling ruthlessness. Often
without manners or refinement in his dealings with others. lacking passion or pity, he believes that revenge is best served up cold. To
overcome the urge for revenge (for the moment) requires a Willpower roll
Poor Hearing at 2/3 TSC% or a DISC AR at 1/3 AR%. Remember this does not extinguish
The character is rather hard of hearing and receives a -2D10% penalty to his the vengeful feelings, but merely enables the PC to put off taking revenge
Alertness: Hearing TSC%. until later.
1-27
1-28
WHAT IS A SKILL? To find the Attribute Bonus/Penalty of a standard skill, add together the
A skill is the ability to use any area of one’s knowledge effectively to perform two Attributes that affect the skill and compare the result to Table 3.4 –
a task. Skills can involve almost anything from doing carpentry to riding a Attribute Bonus/Penalty.
horse, fighting or casting magick. A skill is learnt, developed and improved by
further practice, study and the actual experience in using the skill in one’s $WWULEXWH 'LFH $WWULEXWH 'LFH
daily activities. Provision is also made for learning and improving skills not 7RWDO 0RGLILHU 7RWDO 0RGLILHU
only during actual role-playing, but also in “Down Time”, the time between RUOHVV
adventures.
There are two kinds of skills in Chivalry & Sorcery, these are:
Standard Skills: These are the majority of skills and refers to the fact that
these skills have a constant improvement rate, that is, the success chance
rises by +3% per improvement “level” purchased.
Non-standard Skills: These are skills that do not have a uniform level of
improvement and function differently from Standard Skills. They are identi-
fied as (NS) in the skill list and their skill description gives details of their
special functions. [SWVRYHU
In addition to these there are three other specialised categories into which
the Standard and Non-standard Skills fall. These categories are important TABLE 3.4 – ATTRIBUTE BONUS/PENALTY
when selecting vocations for a character. They are Background Skills,
Primary (or Vocational) Skills, Secondary Skills and Tertiary (or Hobby) Skills ([DPSOH
and each gives various modifiers to the Difficulty Factors (DF) of the skills. 6WHYHDQG6XHDUHERWKOHDUQLQJ6KRUW6ZRUGZKLFKKDV$WWULEXWHVRI6WUHQJWKDQG
These categories are detailed in Chapter 4 – Vocations.
$JLOLW\6WHSKHQKDV675DQG$*,/6XHLVZHDNHUDW675EXWLVPRUHDJLOH
DW$*,/$IWHUFRQVXOWLQJ7DEOH±$WWULEXWH%RQXV3HQDOW\ZHILQGWKDW6WHSKHQ
HOW DIFFICULT IS A SKILL? JDLQVDERQXVRI WRKLVVNLOOZLWKWKH6KRUW6ZRUGEXW6XHKDV
Each skill is rated as having a Difficulty Factor (DF) which determines: DEHWWHUFKDQFHDW
1 The Basic Chance of Success (BCS%), shown as a percentage, that
a character has of performing the skill successfully.
2 How much experience is needed in order to advance a skill by one level The Attribute Bonus/Penalty and skill level bonuses are added to find the
of proficiency. character’s Personal Skill Factor (PSF%) in a skill.
7$%/(²',)),&8/7<)$&7256
1-29
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1-30
1-31
Many skills in Chivalry & Sorcery are accompanied by specialised Critical However, it is also possible a character may have a very poor chance of
Results tables, which set out a range of possible outcomes for successful succeeding, which may bring opposite effects.
and failed percentage rolls. The different critical levels represent a series of
increasingly favourable or unfavourable outcomes. These exceptions are ([DPSOH
always found detailed in the appropriate skill description. 7KRPDVLVDWWHPSWLQJWREUHZEHHU%UHZLQJLVD')VNLOOZLWKD%&6RI
To use these tables simply compare the Crit Die result (after modifiers) to the +RZHYHU7KRPDVKDVRQO\EDVLFNQRZOHGJHLQ%UHZLQJDQGLVPDNLQJDEDWFKIRU
appropriate Critical Result table for the skill. For skills not having a special- WKHILUVWWLPH+HKDVQRERQXVHVIRUKLVUHOHYDQW$WWULEXWHVDQGVLQFHKHKDVQR
ised Critical Outcome tables, use Table 3.6 – Critical Outcomes – General. H[SHULHQFH HLWKHU KLV 36) LV :KDW LV ZRUVH KH QDLYHO\ SXUFKDVHG KLV
However, Gamemasters are obviously free to modify these outcomes as PDWHULDOV IURP D VXSSOLHU ZKR ³FRQQHG´ KLP DQG VROG KLP PRXOG\ EDUOH\ 7KH
they see fit to suit their needs. *DPHPDVWHUNLQGO\DVVHVVHVRQO\DPDMRUSHQDOW\RIWKRXJKKHHDVLO\PLJKW
KDYHJRQHKLJKHU
Note: All outcome tables included in these rules are merely broad guidelines,
and the Gamemaster is encouraged to tailor them to suit his campaign re- 7KRPDVWKHUHIRUHKDVD76& +RZHYHUKHFDQQRWKDYHORZHUWKDQ
quirements and also the events taking place in the game. DPLQLPXPFKDQFHRIVXFFHVVZLWKD')VNLOO:LWKD76&RIKHLV
EHORZWKDWPLQLPXPDQGVRVXIIHUVDSHQDOW\WRKLV&ULW'LHUROORI±
MAX % & MIN % SUCCESS CHANCES URXQGHGXS 6WLOOKHGRHVKDYHDFKDQFHRIPDQDJLQJDYHULWDEOHPLUDFOH
Each of the ten Difficulty Factors for skills has a maximum and minimum DQGEUHZLQJXSVRPHKDOIGULQNDEOHEHHU7KRPDVUROOVDIDLOXUH+LV&ULW'LH
chance of success. It may be that a character’s TSC% might rise above or UHVXOWLVZKLFKLVUHGXFHGE\WR+HQRWRQO\IDLOHGEXWKLVEUHZLVUHDOO\EDG
fall below the Maximum Chance of Success (Max%) and Minimum
Chance of Success (Min%) allowed by the Difficulty Factor (DF). If a
character’s TSC% exceeds the Max% or is less than the Min%, it will give Any negative modifiers are deducted from the Total Success Chance (TSC%),
rise to a Crit Die Modifier not from the Max% to successfully perform the skill.
If the task succeeds, for every 20% (rounding down) the TSC% exceeds the
Max%, add +1 to the Crit Die roll. If the task fails, for every 20% (rounding up) ([DPSOH
the TSC% is less than the Min%, subtract -1 from the Crit Die roll. A maximum
5HPHPEHU5RGHULFNZLWKKLVFKDQFHRIZLWKGUDZLQJWKHDUURZIURP6LU0LOHV¶
bonus of +5 or a maximum penalty of -5 may be added to/subtracted from the
VKRXOGHU"+HKDVD0D[RIRIGRLQJVR1RZVXSSRVHWKDWMXVWDVKHZDV
Crit Die.
DERXWWRSHUIRUPWKHVXUJLFDOSURFHGXUHILYHHQHP\ILJKWHUVEXUVWLQWRWKHFRWWDJHDQG
ZHUHHQJDJHGE\WKHWZRVHUJHDQWVDQGWKHVTXLUHZKRZHUHDOVRWKHUHDWWHQGLQJ
([DPSOH WKHLUZRXQGHGNQLJKW
5RGHULFNWKH3K\VLFLDQKDV36)LQ&KLUXUJHU\ZKLFKLVD')VNLOOUHGXFHG
WR')GXHWRKLV0DVWHU\LQWKHVXUJLFDODUWV&RQVHTXHQWO\KLV%&6LVIRU 7KH*DPHPDVWHUUXOHVDPDMRUSHQDOW\WR5RGHULFN¶VFKDQFHVRIEHFDXVHRI
D')VNLOO+HLVDWWHPSWLQJZKDWLVIRUD3K\VLFLDQRIKLVVNLOODUHODWLYHO\HDV\ WKHGLVWXUEDQFHDQGSRWHQWLDOGDQJHU7KLVSHQDOW\LVVXEWUDFWHGIURPWKH76&RI
WDVNWKHH[WUDFWLRQRIDQDUURZKHDGIURPWKHVKRXOGHURI6LU0LOHV7KHZRXQGLVQRW UHGXFLQJ5RGHULFN¶V76&WR6LQFHWKLVLVVWLOOZHOORYHUWKH0D[
DJULHYRXVRQHDQGWKHRSHUDWLRQLVEHLQJGRQHLQIDYRXUDEOHFLUFXPVWDQFHVVRWKH RIIRUKLV&KLUXUJHU\VNLOO5RGHULFNQRZKDVD LQKDQG
*DPHPDVWHU DZDUGV D PDMRU DGYDQWDJH RI 7KLV LQFUHDVHV 5RGHULFN¶V 7KLVQRZJLYHVDPRGLILHURI URXQGHGGRZQ WRKLV&ULW'LHUROO
76&WR +RZHYHUD')VNLOOFDQKDYHD0D[RI LIKHVXFFHHGVZLWKKLVVNLOOUROOQRZ
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7KLVVXUSOXVLVXVHGWRPRGLI\5RGHULFN¶V&ULW'LHUROO7KHPRGLILHULVFDOFXODWHGDV Most standard skills allow a character some chance of success in using the
URXQGHGGRZQ WRKLV&ULW'LHLIKHVXFFHHGVLQKLV'UROO skill, even if he has no basic knowledge in it. This is considered to be a
reasonably lucky “guess” at how to do something. If he is successful, he
7RVXFFHHG5RGHULFNQHHGVWRUROOOHVVWKDQRUHTXDOWRWKHKHUROOVRQWKH may receive “dedicated” experience points that may be used solely toward
3HUFHQWDJH3DLUDQGRQWKH'&ULW'LHZKLFKLVUDLVHGE\WRUHVXOWLQJLQ purchasing basic knowledge in the skill later on. Such attempts use the
D&ULWLFDO6XFFHVV+HQRWRQO\UHPRYHVWKHDUURZEXWGRHVLWZLWKFRQVXPPDWH unskilled BCS% rather than the skilled BCS%. The character can still add his
VNLOOKDUGO\GLVWUHVVLQJWKHZRXQGHGNQLJKWDWDOO6LU0LOHVZLOOKDYHDYHU\JRRG Attribute bonus as well as any other bonuses or subtract any penalties that
FKDQFHDWDIDVWUHFRYHU\ZLWKRXWFRPSOLFDWLRQV apply.
1-32
However, when failing an unskilled attempt to accomplish a task, all Crit Die Sometimes a character may substitute another skill for the one designated
results are reduced by -2. for the resistance roll, if that skill is related to the one that he is trying to resist.
Of course, it is the Gamemaster who has the final decision whether the
A skill denoted [~] in the skill list at the end of this Chapter cannot be at- substituted skill can or can not be used.
tempted by a character without basic knowledge because a mere guess at
how to do it just will not work in such circumstances.
([DPSOH
RESISTED SKILLS $OEHUWLVWU\LQJWRFRQ%RUVLQWREX\LQJDKRUVHWKDWLVOLWWOHPRUHWKDQDQDJ$OEHUWLV
A Resisted Skill is any skill that can be countered by another character’s UHSUHVHQWLQJLWWREHDILQHVSHFLPHQ1RUPDOO\&RQQLQJ2WKHUVLVUHVLVWHGE\
skill and is denoted by RES or the word Resisted in the skill description. :LOOSRZHU +RZHYHU %RUV LV YHU\ VNLOOHG LQ $QLPDO +DQGOLQJ +RUVHV DQG
Each resisted skill description indicates how that skill may be resisted. $QLPDO+XVEDQGU\+RUVH%UHHGLQJ+HKDVNQRZOHGJHWKDWHQDEOHVKLPWR
A resisted skill differs from an ordinary skill because it allows another char- MXGJHWKHZRUWKRIWKHKRUVHEHLQJIRLVWHGRQKLP,IHLWKHURIWKHVHVNLOOVJLYHVKLP
acter to defend against it in some way and either avoid the effects entirely or DEHWWHUFKDQFHRIUHVLVWLQJ$OEHUW¶VEODQGLVKPHQWV%RUVFDQVXEVWLWXWHWKDWEHWWHU
else reduce them. FKDQFHIRUKLV:LOOSRZHULQRUGHUWRUHVLVWEHLQJ³WDNHQLQ´E\WKHZLO\KRUVHWUDGHU
1 The character performing the Resisted Skill must first make a successful
skill roll in order to gain the opportunity to be successful with that skill.
Willpower is used to resist many skills directed against a character. It is not
2 If he is successful, the defender might be able to make a resisted roll to of course, the only way that resistance can be attempted. As seen in our
avoid some or all of the consequences by making a successful skill roll example, there are instances when other skills may do as well or better and
using the indicated Resisted (RES) skill. can logically be substituted. The Gamemaster decides whether or not an-
3 The defender’s TSC% is reduced by the -PSF% of the character suc- other skill can be substituted for a designated resistance roll. In many in-
cessfully performing the skill the defender is trying to resist. stances, other skills besides Willpower will be called for when a character
is attempting to resist. Sometimes it may even be an Attribute Roll (AR) that
Other factors arising from the situation may add a bonus or subtract a
he must make successfully. Whatever the nature of the resistance that can
penalty from the defender’s TSC% to resist.
be put up by a defender, it will be stated in the description of the RES skill he
Note: The defender’s PSF% is not adjusted by such modifiers just his is trying to resist.
Total Success Chance (TSC%).
A great degree of flexibility has been built into the application of skills and
If both are successful, the defender must equal the success level of the skill also flexibility in how one can put up resistance to skills. As the saying goes,
being resisted in order to counter it. The success level is determined by the “there is more than one way to skin a cat,” and Skillskape takes that into
Crit Die result each player achieves. account. The Gamemaster and the players should try to be alert to such
opportunities when they arise during the game play.
If the skill roll resulted in a normal success, the defender also needs a normal
success to resist the skill and avoid the consequences.
TIME TAKEN TO PERFORM A SKILL
If the skill roll resulted in a Critical Success, then the defender needs a Critical How long and under what conditions a skill may be performed depends on
Success to resist the skill completely. the circumstances. Some skills may be performed quickly. Others may take
hours, days, or even weeks. If no guidelines are given in the skill description,
However, if the skill roll resulted in a Critical Success, and this is met with
the Gamemaster should use his own judgement about how long it takes. If it
only a normal success by the defender, the skill is still successful but not to
can be done in one or several combat rounds, it might have to be assigned an
the extent that the defender has resisted the skill entirely. In this instance the
Action point (AP) cost.
Critical Success is reduced to a normal success, so no special bonuses or
additional damage effects are attributable to the skill.
IMPROVING A SKILL
Learning a skill is simulated by the use of Experience Points (Exp) or Skill
Points (SKP). The easier a skill is to learn the fewer points that are required
([DPSOH
to learn it and to improve one’s performance when applying that skill to
6RSKLHLVWU\LQJWRXVHKHU&KDUPVNLOOWRFKDUP6LU$QWKRQ\LQWRSHUIRUPLQJDWDVN
accomplish some task. Also the easier the skill is to learn, the better a
IRUKHU6KHKDV36)LQWKHVNLOO6KHDSSURDFKHV6LU$QWKRQ\DQGXVLQJKHU character will be to begin with since he will have a higher BCS%.
ZRPDQO\ ZLOHV VKH VZHHWO\ UHTXHVWV KLV DVVLVWDQFH 6RSKLH PDNHV D VNLOO UROO
DJDLQVW KHU &KDUP VNLOO DQG LI VXFFHVVIXO 6LU $QWKRQ\ FDQ DWWHPSW WR UHVLVW KHU
EODQGLVKPHQWV7RGRVRKHPXVWPDNHDVNLOOUROOXVLQJKLV:LOOSRZHU6RSKLH
V ([DPSOH
36)LQ&KDUP6LU$QWKRQ\KDV:LOOSRZHURI76&7KHUHIRUHKHQHHGV 1LJHOZDQWVKLVFKDUDFWHUWROHDUQKRZWREUHZEHHU%UHZLQJKDV')DQGFRVWV
WRUROOOHVVWKDQRUHTXDOWR LQRUGHUWRUHVLVW6RSKLH
VUHTXHVW ([SHULHQFH3RLQWV([SRU6NLOO3RLQWV6.3WROHDUQRUWRLPSURYHE\RQH
OHYHO1LJHOKDVEDVLFNQRZOHGJHRULVDW/HYHOWKLVPHDQVKHKDVD%&6RI
RIVXFFHHGLQJ+LVIULHQG6XH¶VFKDUDFWHULVOHDUQLQJWKHKDUGHUVNLOORI$UWLIDFW
/RUHZKLFKFRVWV([SHULHQFH3RLQWVRU6.3WROHDUQRULPSURYH+RZHYHU
GXHWRWKHJUHDWHUGLIILFXOW\6XHKDVRQO\D%&6RIRIVXFFHHGLQJDW/HYHO
Before a character may buy levels in a skill to improve it, they must first
acquire basic knowledge to obtain Level 0 in the skill. To gain basic knowl-
edge, the character must pay the Experience Point or Skill Point cost of that
skill. It may also be necessary for the character to acquire a teacher, a book
or other form of reference on which he can base his initial learning.
1-33
Basic knowledge is the minimum knowledge and practice required for a Total Experience
character to be considered “skilled”! Characters who have been in the Total Experience is the total number of Experience Points that a character
campaign for awhile must spend time to learn basic knowledge in new skills, has spent in the campaign to obtain and improve skills and it determines the
they can not continually improve existing skills. How this is done is explained Experience Level (ExL) a character has attained.
in Chapter 9 - Experience. Some skills can be attempted without basic
knowledge. These can be attempted using the Unskilled BCS%. Other skills Experience Level (ExL)
are too complex or require too high a level of a specialised skill and therefore This determines how much experience a character can earn in “down time”
a character must have basic knowledge if he is to perform the skill with any between adventures. It also acts as a governor on how far a character can
chance of success at all. All these skills are identified by a [~] in the skills advance his skills without paying an inflated experience cost to rise a level in
descriptions. skill. See Chapter 9 – Experience for further details.
Once a character has basic knowledge in a skill, the Skilled BCS% is used.
Typically, this involves only a modest 10% difference in the success chance PURCHASING LEVELS OF SKILL PROFICIENCY
to begin with. However, that chance can now be improved by taking time to Skill Level is the level of proficiency a character currently has in applying a
study and practice and to gain experience in using the skill. The first level learned skill. When you create your character, you may spend your starting
learnt (Level 0) represents the difference between having learnt the basics experience to buy extra levels in skills acquired as part of your vocation or
and having a guess. learn skills from those listed as secondary to your chosen vocation. Your
character also acquires basic knowledge in some skills during his youth,
without cost since these are background skills naturally picked up because
([DPSOH one has grown up in an environment in which such skills were part of the
6WHYHDQG6XHDUHHDFKWU\LQJWRPDNHDEHQFKWRVLWRXWVLGH6WHYH¶VIDWKHU¶V,QQ character’s daily life.
6WHYHNQRZVQRWKLQJDERXWFDUSHQWU\EXW6XHLVD&DUSHQWHU¶VGDXJKWHUDQGWKHUHIRUH
HQWHUVWKHJDPHNQRZLQJWKHEDVLFV/HYHOXQOHVVLPSURYHG&DUSHQWU\LVD Improving a Known Skill to
&KDOOHQJLQJ')VNLOO:LWKEDVLFVNLOO6XH¶VFKDQFHVVWDUWDWZKHUHDV6WHYH One’s Current Experience Level
ZKRLVXQVNLOOHGKDVDOHVVKDQG\FKDQFHRIVXFFHVVIXOO\IDVKLRQLQJDEHQFK A character can raise his level of skill in any area up to his Experience
Level (ExL) at the DF base cost of the particular skill.
Carpentry is a skill that one may attempt without having any particular basic ([DPSOH
skill, just a willingness to attempt by trial and error. Other skills, however, are 'RQ¶VFKDUDFWHU6LU0LOHVKDVQRZUHDFKHG([/+RZHYHUKHKDVRQO\/HYHO
so demanding that they cannot be performed at all without first acquiring WKHVNLOORI*UHDW6ZRUGVDQGKHZLVKHVWREX\WR/HYHO6LU0LOHVLVD.QLJKWDQG
basic knowledge. Mere intuition and common sense just are not enough to
ZDVDEOHWROHDUQDQGGHYHORS*UHDW6ZRUGVD')VNLOODVD0DVWHU\VNLOODW
give even a minimal chance of success!
')7KXVKHSXUFKDVHV/HYHOLQ*UHDW6ZRUGVDW')FRVWRU([S6LQFH
We assume that a character has learned a few things during his youth due KHKDV OHYHOVWRPDNHXSWKHFRVWLV[ ([SWRUDLVH*UHDW
to his background and apprenticeship into his chosen vocation. As he 6ZRUGVWR/HYHO,IRXU6LU0LOHVKDGRQO\ZDQWHGWRUDLVHKLVVNLOOWR/HYHOLW
enters the game, he is also entering adulthood. While not highly experienced, ZRXOGKDYHFRVW([SWKHFRVWRIOHYHOLQWKHVNLOO
he will have at least basic knowledge (Level 0) in his background skills and
Level One in his vocational skills.
Improving a Known Skill beyond
EXPERIENCE One’s Current Experience Level
On entering a fantasy campaign player characters are assumed to have If a character wishes to “push the envelope” and increase his Skill Level
reached a certain age and therefore have already acquired some knowl- beyond his current Experience Level, it will be necessary to spend additional
edge and experience. They start out with a number of Experience Points Experience Points to do so. To find this added cost:
(Exp) in their Accumulated Experience. These experience points can be 1 Subtract the character’s current Experience Level from the level of the
expended to purchase: skill required.
1 Basic knowledge in additional starting skills, or 2 Multiply the difference in Levels by the skill’s experience cost at the DF
2 One or more levels of proficiency in the skills they already possess. the character enjoys with the skill. This is the cost for +1 level!
A player need not spend all his initial Experience Points at once. Should a Now let’s apply this to a possible situation:
starting character have Experience Points left after buying the skills he wants,
he may keep them in his Accumulated Experience, to be spent later. ([DPSOH
Note: If the optional Age Rules are used (see Chapter One – Step 19 – 'RQ¶V FKDUDFWHU 6LU 0LOHV DW ([/ ZLVKHV WR GHYHORS DV PXFK VNLOO ZLWK KLV
Character Age), a character may start out with a greater or lesser amount IDYRXULWHZHDSRQDVKHFDQ+HLVDOUHDG\DW/HYHOLQ*UHDW6ZRUGVEXWZKDWLV
of experience points with which he may purchase his initial skills. WKHFRVWRIULVLQJWR/HYHOLQ*UHDW6ZRUGV"6XEWUDFW6LU0LOHV¶([/IURPWKH6NLOO
/HYHOKHZDQWVWRSXUFKDVHLH 0XOWLSO\WKHGLIIHUHQFH[([S&RVWIRU
Accumulated Experience OHYHO[ ([SQHHGWREHVSHQWWRUDLVH*UHDW6ZRUGVVNLOOWR/HYHO
Experience Points are what a character accumulates during his adventures 6XSSRVH6LU0LOHVZDQWHGWRSXUFKDVH/HYHO+HLVDW([/VRWRLQFUHDVH
and also in downtime by studying, practising, or working on projects. These IURP/HYHOWR/HYHOFRVWV [ ([S7RLQFUHDVHIURP/HYHO
Experience Points have been earned but not yet spent on advancing his skills WR/HYHOZLOOFRVW6LU0LOHV [ ([S7KXVKHPXVWSD\
and are stored in his Accumulated Experience. As he spends these ([SLQRUGHUWRULVHIURP/HYHOWR/HYHO
Experience Points, the total in his Accumulated Experience reduced accord-
ingly. You could consider Accumulated Experience to be like a bank account
for Experience Points. The greater the difference between a character’s current Experience Level
and the level of skill he wishes to purchase, the more dramatic the cost
increase. Advancement becomes harder the further a character’s Skill Level
is from his Experience Level. He can raise one skill to very high levels, but it
will cost dearly if his Experience Level has not kept pace.
1-34
The reason for this is simple. The character is learning far above his current THE EFFECTS OF IMPROVING SKILLS
Experience Level, which is a measure of his overall ability to learn and With basic knowledge, one advances in ability by spending accumulated
improve. He is outrunning his current competence and understanding. It is experience points. The cost of learning/advancing a skill at a given DF is
like trying to do work several grades above one’s current standing in school, listed in Table 3.3 – Difficulty Factors under Experience Cost. Time is in-
not impossible, just very hard. Experience can represent time and effort, and volved in advancing in a skill level. Remember that “experience” represents
the more one reaches, the more time and effort needed to advance in knowl- time as well as familiarity with and the practising of a skill. Each level
edge and skill! purchased in a Standard Skill typically increases the character’s chance of
performing the skill by +3% so raising the character’s PSF%. Some skills are
([DPSOH Non-standard Skills and do not follow the basic Skillskape system. Such
6XSSRVH6LU0LOHVZDQWHGWRSXUFKDVH/HYHOLQ*UHDW6ZRUGV+HLVDW([/VR skills are marked [NS] and the skills descriptions describe how they are to be
OHYHOVRIGLIIHUHQFH7KHILUVWOHYHOLQFUHDVHZRXOGFRVW([SWKHVHFRQG applied.
([SWKHWKLUG([SDQGVRRQDWRWDORI([S7RULVHDOHYHODW
DWLPHNHHSLQJVWHSZLWKRQH¶VFXUUHQW([SHULHQFH/HYHOZRXOGFRVWDPHUH CORE SKILLS
([S5XVKLQJWKLQJVLVQRWDOZD\VDGYLVDEOH Every character starts out with basic knowledge in eight “core” skills. These
are learned as a matter of course during one’s youth and below is a list of
Core Skills all characters have on entering the campaign:
Using more time and effort to learn the skill can bring a kind of “payoff”, too.
Because he is spending more of his Accumulated Experience to raise the $OHUWQHVV6LJKW /DQJXDJH6SRNHQ2ZQ 6WDPLQD
skill, he injects more experience into his Total Experience. Obviously, that will $OHUWQHVV 6RXQG /RFDO *HRJUDSK\ :LOOSRZHU
work to raise Experience Level which, in turn, affects learning/improvement 'RGJH %UDZOLQJ
costs. Still, the whole process of hurrying things along remains very costly.
HOW TO PURCHASE SKILLS IN THE SKILLSKAPE SYSTEM
The following is an example of how to purchase skills using Skillskape.
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1-35
VOCATIONS
In Chivalry & Sorcery vocations represent the way of life that characters Tertiary (or Hobby) Skills
are attracted too because of their natures and backgrounds, or some other During the game there may be occasions, when a character may wish to
such calling. The vocation that a player chooses for his character describes learn a skill that falls outside his background, Primary or Secondary Skill lists.
the skills the character can learn as part of his training. In many societies it These skills are referred to as Tertiary (or Hobby) Skills. They are learnt
was usual for apprentices to craftsmen to begin their apprenticeship as at an increased Difficulty Factor (DF) of +1 DF to reflect the lack of time a
young as 10 years old. Sons of nobles would begin their training for Knight- character can truly spend on such a hobby. Neither can these skills be
hood as pages at a similar age. The early age that these apprentices com- treated as mastered initially, since they have no bearing on the character’s
menced their training channelled their development along routes that made vocation.
vocational skills easily learnt.
There are various categories of skills available and these reflect the various
types of skills that a character will come in contact with. 7RWDORI 7HUWLDU\
,17',6& 6NLOOV
Background Skills 8QGHU
Background skills are the skills a character has contact with in early child-
hood. They represent the skills of the father or mother, where the youngster
may have been required to assist in some small part to help the family as a
whole. Before skills and skill levels are selected, the character begins with
Level 0 in those skills listed for his father’s vocation (see Table 1.5b - 1.5i –
Father’s Vocation). For skill promotion they are treated as Secondary TABLE 4.1 – NUMBER OF TERTIARY SKILLS
Skills (qv) unless they are listed as Primary (or Vocational) Skills (qv)
for the character’s chosen vocation.
A character can begin (at no cost) with a number of Tertiary Skills at Level 0.
In addition to these background skills, all characters begin play with the The actual number of skills is dependent on the character’s Intellect and
following skills that can also be regarded as Background skills unless listed Discipline. In order to find out the number of Tertiary Skills available, add the
under the vocation as Primary Skills. two Attributes together and compare the result to Table 4.1 – Number of
$OHUWQHVV6LJKW /DQJXDJH6SRNHQ2ZQ 6WDPLQD Tertiary Skills.
$OHUWQHVV 6RXQG /RFDO *HRJUDSK\ :LOOSRZHU
'RGJH %UDZOLQJ These Tertiary Skills can be used on a regular basis throughout the game. It
may transpire that any regularly used Tertiary Skills can be promoted to
Primary (or Vocational) Skills Secondary Skills.
Primary or Vocational Skills are skills that are essential to the vocation cho-
sen by the character. The PC learns Primary Skills at a Difficulty Factor (DF) Mastered Skills
of –1 DF. This is to reflect the ease of learning and improving a skill, which There are times when a character favours a skill to such an extent that it can
the PC has lived with during his apprenticeship, or training. Any initial Primary be said he has truly mastered the skill. Mastered Skills therefore reflect
Skills the PC selects are gained at Level 1. Once play has commenced, any those skills that a character prefers to use above all others, e.g. a Knight may
additional Primary Skills are learnt at Level 0. always use a mace instead of a sword. Mastered Skills gain a bonus of –
1 DF to its learning and improving rates. In addition, a player will gain one
Note: Warriors have access to all combat skills so a limit is placed on the additional level in skills that are initially mastered when selecting his ten
number of initial combat skills they gain a Level 1 at no charge. starting skills, therefore any such Primary (or Vocational) Skills begin at Level
All Primary Skills can become Mastered Skills (qv) so giving the PC further 2 and –2 DF and any Background and Secondary skills begin at Level 1 and
benefits. –1 DF when mastered.
Each character beings play with five Mastered Skills which can initially be
Secondary Skills applied to any skill except Tertiary (or Hobby) Skills. Further Mastered
Secondary Skills may also form part of the character’s vocation but they are Skills as time progresses but these must come from the character Primary
not considered as practised or as necessary as Primary Skills. They may be (or Vocational) Skills and Secondary Skills, and must be skills the character
skills that a PC learnt to aid his vocation, e.g. First Aid, if a warrior he does not already has a knowledge of. Once a new Mastered Skill has been ob-
need this skill to fight but it may prove useful after the fight! These skills are tained, the character must state what the next skill is that he intends to
learnt and improved at their standard Difficulty Factor (DF), and can be master. The point at which further skills can be mastered is dependent on the
mastered if wished. These are learnt at Level 0 unless selected as one of character’s experience level. This reflects both time and also the experience
the PC starting skills, when they are learnt at Level 1. A PC can select a a character has gained in his vocation. All vocations have a Primary, which
maximum of four Secondary Skills when choosing their starting skills. reflects the attribute that is central to the vocation, and a Secondary Attribute
which, although not central to the vocation, is deemed to strongly influence
Secondary Skills can also become Mastered Skills (qv) so giving the PC the vocation.
additional benefits.
1-36
To determine when the character may gain an additional Mastered Skill, Following are a number of vocations for character who do not use either
add together the Primary Attribute and Secondary Attribute (or Discipline if spell casting or other such talents. Priest and Mage vocations will be in-
greater) and compare the result to Table 4.2 – Mastered Skills. cluded in Magicks & Miracles (Vol. II Core Rules).
All characters begin play with Level 1 in ten of the skills listed for their
$WWULEXWH 7RWDO 0DVWHUHG 6NLOOV vocation and at least six of these must be from those listed as Primary
(Vocational) skills. They are gained at no cost to the PC. There are some
8QGHU OHYHOV
Vocational skills which are also listed as Background skills. These skills
WR OHYHOV
receive no additional bonuses for being part of the Characters background.
WR OHYHOV
WR OHYHOV Notes:
WR OHYHOV 1 Vocations which have combat skills as part of their vocation will state
WR OHYHOV the maximum number of primary combat skills they may begin with at
WR OHYHOV Level 1 at no cost. Any additional combat skills above the starting level
OHYHOV must be purchased as normal.
OHYHOV 2 In all Vocations, the Gamemaster may exclude certain skills, especially
combat skills, if they are not appropriate to the character’s culture, social
TABLE 4.2 – MASTERED SKILLS background or the military and historical accuracy of the people of the
time.
6HUJHDQW·V 3ULPDU\ 6NLOOV 6HUJHDQW·V6HFRQGDU\6NLOOV Fighters can choose from a wide range of combat skills. Of course, these
')WROHDUQ ')LIIRU0DVWHU\ choices will reflect personal preferences, but they will also be strongly
influenced by a Fighter’s social and cultural backgrounds.
$QLPDO5LGLQJ $Q\.2QO\&RPEDW6NLOOV
0RXQWHG&RPEDW :HDSRQVPLWKLQJ $UPRXU\ For instance, a Viking will probably be a proficient horseman, but it is unlikely
&RQGLWLRQLQJ /HDGHUVKLS he will have skill in mounted combat. Nordics rode whenever possible.
(QGXUDQFH )LUVW$LG Horses were commonly used for rapid movement but only rarely as battle
$Q\&RPEDW6NLOOVH[FHSW.2QO\ 6WDPLQD steeds. Northmen traditionally fought on foot. They were very good at it, not
only because of their renowned ferocity but also because they were disci-
$Q\EDFNJURXQGVNLOOV
plined infantry who trusted in their proven shield wall formation and time-
,QLWLDO 1XPEHU RI &RPEDW 6NLOOV tested battle tactics to win the day.
$Q\YRFDWLRQDOVNLOOVWKDWDUHVHOHFWHGIRU0DVWHU\FDUU\D²')DGYDQWDJH
$QLPDO5LGLQJPXVWEHVHOHFWHGDVWKHILUVWVNLOOFKRVHQIRU0DVWHU\&KDUDFWHUV Sergeants-at-Arms & Petit Sergeants
TXDOLILHGE\ELUWKDQGEDFNJURXQGWREHFRPHIHXGDO6HUJHDQWVKDYHEDVLFNQRZOHGJH Primary Attribute: Strength (STR)
0RXQWHG &RPEDW PXVW EH WKH VHFRQG VNLOO VHOHFWHG IRU 0DVWHU\ ,W ZDV WKH Secondary Attribute: Constitution (CON)
6HUJHDQWV UROH WR ILJKW DORQJVLGH KLV .QLJKW ,W ZDV QRW HQRXJK WR KDYH ILJKWLQJ In the feudal scheme of things, the Sergeant is a mounted Fighter who has
SURZHVVKLVLGHQWLW\DVDPRXQWHGZDUULRUZDVEDVHGRQKLVSURZHVVLQWKHVDGGOH many of the fighting skills of a Knight.
.QLJKWRQO\FRPEDWVNLOOVDUHUHVWULFWHGWR5LGHD:DUKRUVH:HDU%DWWOH$UPRXU A Sergeant-at-Arms is a “professional” fighting man, typically a serving
DQG &DYDOU\ /DQFH 6HUJHDQWVDW$UPV ZRXOG EH PRUH OLNHO\ WR KDYH .QLJKWO\ retainer of a Knight or Lord. A Petit Sergeant is a small landholder with
6HFRQGDU\6NLOOVWKDQ3HWLW6HUJHDQWVZRXOGEHFDXVHWKH\KDYHDJUHDWHUFKDQFHRI enough income to maintain a horse but not enough to qualify for knighthood.
REWDLQLQJUHJXODUWUDLQLQJLQWKHP
A character coming from such a background is deemed adequately equipped
and having an opportunity to follow a martial occupation. Other characters
TABLE 4.3 – VOCATIONS – SERGEANTS-AT-ARMS of common birth have to be able to purchase the requisite equipment to
qualify.
1-37
1-38
1-39
Right! And in any society worth mentioning, he has just blown his cover. The
&XW3XUVHV· 3ULPDU\ 6NLOOV &XW3XUVH·V 6HFRQGDU\ 6NLOOV
last thing a Thief does is to reveal his vocation to anyone except for a few
trusted friends and business associates. He is more likely to say, “Well, I’m
')WROHDUQ ')LIIRU0DVWHU\
a Mariner, if you want to know,” when he actually means he is a Pirate. All 3LFNLQJ3RFNHWV %DFNVWDEELQJ
the rest of the world knows you as an honest and trustworthy seafaring 6WHDOWKRI7KLHYHV $VVDVVLQV 0DFHV+DPPHUV &OXEV
man who is really handy on board a ship, and that is the way you like it. After 0XJJLQJ (YDOXDWLQJ/RRW
all, in your case, that particular undetected lie a day keeps the gallows away! .QLIH 'DJJHU)LJKWLQJ *DUURWWLQJ
All thievish characters receive the following basic Primary (Vocational) Skills. 6OHLJKWRI+DQG &RQ
However, in addition each of the specialist types of thief has their own 6NXONLQ6KDGRZV $Q\EDFNJURXQGVNLOOV
special areas of competence.
$Q\YRFDWLRQDOVNLOOVWKDWDUHFKRVHQIRU0DVWHU\FDUU\D')DGYDQWDJH
3LFNLQJ3RFNHWVPXVWEHVHOHFWHGDVWKHILUVWVNLOOFKRVHQIRU0DVWHU\
%DVLF7KLHYHV·3ULPDU\6NLOOV')WROHDUQ
6WHDOWKPXVWEHVHOHFWHGDVWKHVHFRQGVNLOOFKRVHQIRU0DVWHU\
0XJJLQJPXVWEHVHOHFWHGDVWKHWKLUGVNLOOFKRVHQIRU0DVWHU\
6WUHHWZLVH
'RGJH
TABLE 4.10 – VOCATIONS – CUT-PURSES
&RQFHDOLQJDQG)LQGLQJ
$Q\8QGHUZRUOG/RUH
'HWHFWLQJ7KLHYHU\ Cut-Purses
Primary Attribute: Agility (AGIL)
$OO³7KLHI´W\SHVPD\FKRVHIURPWKHVHVNLOOVIRU0DVWHU\DW²')
Secondary Attribute: Strength (STR)
Cut-Purses seek Mastery in skills like picking pockets, cutting purses, stealth
TABLE 4.8 – VOCATIONS – THIEVES BASIC SKILLS
and mugging. Unlike Burglars, they are basically thugs and have few scru-
ples about confronting their victims. Neither are they the least bit reluctant to
In addition to these basic skills common to almost anyone practising a use the “direct approach” and resort to violence if unavoidable. However,
thievery profession, the following skills are more specific to each group’s like the Burglar, any half-intelligent thug still prefers not to be seen (and
Mastery areas of special competence. possibly be recognised) by his victims or by witnesses when he is plying his
trade.
Burglars
Primary Attribute: Agility (AGIL) Beggars
Secondary Attribute: Strength (STR) Primary Attribute: Intellect (INT)
Burglars seek Mastery in skills like picking locks, stealth, detecting and dis- Secondary Attribute: Bardic Voice (BV)
arming traps, etc. A Master at breaking and entering, he prefers to acquire Beggars are, in many cultures, true professionals who first chose Masteries
his loot by secretive and non-violent means. His “cover” may be a legitimate in Begging and Conning. They may also be masters at Disguise because
and respectable occupation. Stealth and secrecy are vital to plying his trade. their very specialised trade involves faking physical deformities and assum-
ing various pitiful guises to arouse pity and the bestowing of alms. In fact,
Beggars starting with a large number of mastery slots may choose skills like
%XUJODU·V 3ULPDU\ 6NLOOV %XUJODU·V 6HFRQGDU\ 6NLOOV Costume & Design or Stage Performance to polish their act.
')WROHDUQ ')LIIRU0DVWHU\
The Beggar unabashedly practises his trade in the open. Indeed, he de-
3LFNLQJ/RFNV .QLIH 'DJJHU)LJKWLQJ pends on being seen (and pitied). All this is not to say that the Beggar will not
6WHDOWKRI7KLHYHV $VVDVVLQV %DFNVWDEELQJ acquire skills appropriate to a proper thief. He will likely be able to pick
'HWHFWLQJ0DQWUDSV +HDULQJ5XPRXUV pockets, cut purses, etc., but it is less likely that he will specialise in them as
6HWWLQJ 'LVDUPLQJ0DQWUDSV $Q\EDFNJURXQGVNLOOV Mastery skills.
&OLPELQJ
(YDOXDWLQJ/RRW
6NXONLQ6KDGRZV %HJJDUV· 3ULPDU\ 6NLOOV %HJJDU·V 6HFRQGDU\ 6NLOOV
$Q\YRFDWLRQDOVNLOOVWKDWDUHFKRVHQIRU0DVWHU\FDUU\D')DGYDQWDJH ')WROHDUQ 6NLOOV')LIIRU0DVWHU\
3LFNLQJ/RFNVPXVWEHVHOHFWHGDVWKHILUVWVNLOOFKRVHQIRU0DVWHU\ %HJJLQJ 6WRU\WHOOLQJ
6WHDOWKPXVWEHVHOHFWHGDVWKHVHFRQGVNLOOFKRVHQIRU0DVWHU\ &RQ $FWLQJ3HUIRUPDQFH
'HWHFWLQJ0DQWUDSVPXVWEHVHOHFWHGDVWKHWKLUGVNLOOFKRVHQIRU0DVWHU\ 'LVJXLVH .QLIH 'DJJHU)LJKWLQJ
+HDULQJ5XPRXUV $Q\/RUH
TABLE 4.9 – VOCATIONS – BURGLARS $FWRLQJ&RVWXPH 'HVLJQ $Q\EDFNJURXQGVNLOOV
6OHLJKWRI+DQG
6NXONLQ6KDGRZV
3LFNLQJ3RFNHWV
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%HJJLQJPXVWEHVHOHFWHGDVWKHILUVWVNLOOFKRVHQIRU0DVWHU\
&RQPXVWEHVHOHFWHGDVWKHVHFRQGVNLOOFKRVHQIRU0DVWHU\
'LVJXLVHPXVWEHVHOHFWHGDVWKHWKLUGVNLOOFKRVHQIRU0DVWHU\
1-40
1-41
SKILLS
AGRICULTURAL SKILLS Vegetable Crops
Many characters will have originated from rural background as such they Attributes: Wisdom x 2
will have acquired agricultural skills as part of the grouping up process. Level: DF 2; BCS 50%; 400 Exp; 4 SKP
Although it may seem as though they have no immediate use to an adven- The character knows how to plant, cultivate, harvest and store beans,
turer they form the mainstay of the skills required for a feudal economy. lentils, beetroot, carrots, cucumbers, etc. Large-scale gardening is a mod-
ern farming practice unknown in feudal times and precise garden size is
All Agricultural skills are dependant on the type of harvest, whether good, therefore unimportant. However, the larger the farm, the larger the garden.
bad or average and Table 5.1 – Agricultural Harvest Modifiers shows the A large garden costs 50 pennies plus 10 pennies per acre of the entire farm.
modifiers to a character’s TSC% and Crit Die for the type of harvest. The This yields surpluses and extra income. Anyone with access to a small plot
Gamemaster will decide on the type of harvest and guidance for the decision of land, about half of an acre in size, may put in a garden for 50 pennies that
can be found in The Gamemaster’s Companion (Vol. III Core Rules). will meet a family’s minimal dietary needs. Larger gardens will earn surplus
income of Crit Die x 1 shilling per acre.
0RGLILHUV WR 0RGLILHUV WR
+DUYHVW 76& &ULW 'LH +DUYHVW 76& &ULW 'LH Viniculture
Attributes: Intellect & Wisdom
'LVDVWURXV $ERYH $YHUDJH Level: DF 3; BCS 40%; 500 Exp; 5 SKP
7HUULEOH *RRG The character knows how to manage and tend a vineyard. Growing grapes
$ZIXO 9HU\*RRG is labour intensive and is done on a small scale. Yeomen might have 1-6
9HU\3RRU )LQH acres in vines, Petit-Sergeants might have 6-10 acres and Landed Knights
3RRU ([FHOOHQW might have 10-20 acres. To establish a vineyard costs 5 Crowns per acre.
%HORZ $YHUDJH %RXQWLIXO Several years are needed to produce a saleable crop. The income from a
saleable crop amounts to 1 Crown + Crit Die x 0.1 Crown per acre.
TABLE 5.1 – AGRICULTURAL HARVEST MODIFIERS
ANIMAL SKILLS
Field Crops As noted in Agricultural Skills, many characters have rural backgrounds.
Attributes: Strength & Wisdom Many therefore acquire skills in the raising of animals, their handling, riding
Level: DF 3; BCS 40%; 500 Exp; 5 SKP and even veterinary care. Such expertise may be useful to an adventurer as
The character knows how to plough, plant, cultivate, harvest, thresh and well as to someone who will stay home most of the time.
store wheat, barley, rye, oats, hay, etc. To establish a farm initially costs 2
Crowns per acre to buy tools, clear fields, etc. A skill check using the Animal Husbandry
appropriate modifiers from Table 5.1 – Agricultural Harvest Modifiers is Attributes: Intellect & Wisdom
made at harvest time to find out the success or failure of the harvest.
Characters with suitable backgrounds have basic knowledge in any three
In all cases one bushel per acre is kept aside for the next planting except Animal Husbandry skills at a special cost of DF 3 (BCS% 40%; 500 Exp; 5
when there has been a critical failure and nothing has been produced. SKP), for example the son of a stable hand. Once in the game these skills
advance at their normal DF rates.
6XFFHVVZLWK $PRXQW )DLOXUH ZLWK $PRXQW Bee-Keeping
&ULW 'LH SHU $FUH &ULW 'LH SHU $FUH Level: DF 4; BCS 30%; 600 Exp; 6 SKP
EXVKHOV EXVKHOV The character knows how to build hives, care for bees and properly harvest
EXVKHOV EXVKHOV honey. It costs 1 Crown per hive to set oneself up to keep bees. Each hive
EXVKHOV 1RFURSV requires an area of 100 square feet and a single hive can produce 5 lbs of
honey.
TABLE 5.2 – FIELD CROPS - HARVEST Cattle Herding
Level: DF 3; BCS 40%; 500 Exp; 5 SKP
Fruit Crops: The character knows how to breed, herd and care for beef cattle. It costs
Attributes: Intellect & Wisdom 4 Crowns per acre to set oneself up as a cattle herder.
Level: DF 3; BCS 40%; 500 Exp; 5 SKP
Horse Breeding
The character knows how to grow, harvest and store fruit and berry crops, Level: DF 4; BCS 30%; 600 Exp; 6 SKP
with sub-skills in grafting, cross-pollination, etc. To establish an orchard
The character knows how to breed and care for horses. It costs 7 Crowns
costs 4 Crowns per acre and it takes between 1-3 years to produce a
per acre to set oneself up as a horse breeder.
saleable crop. The income from a saleable crop amounts to Crit Die x 5
shillings per acre. Running a Dairy
Level: DF 3; BCS 40%; 500 Exp; 5 SKP
The character knows how to breed, herd and care for dairy cattle. The skill
also covers the milking of dairy cattle and the storing of milk. It costs 5
Crowns per acre to set oneself up in a Dairy business.
1-42
1-43
1-44
Juggling
Attributes: Agility x 2
Level: DF 2; BCS 50%; 400 Exp; 4 SKP
Juggling is a popular entertainment skill that involves keeping a number of
objects moving in the air, etc. For AGIL 18+, add +10% to the Juggling
PSF% and +1 to Crit Die. For character’s with AGIL 10-13, subtract -10%
from his PSF% and -1 from Crit Die. For characters with AGIL 10 or less,
subtract -21% from his PSF% and -3 from Crit Die.
Someone with this skill is able to catch objects unerringly, including thrown
knives, axes, javelins etc. with their Juggling TSC% as the chance of
catching the object or weapon.
Musical Instruments
The character can play a class of musical instruments. Each class of instru-
ment has its own special requirements and this means each must be learned
and improved as a separate skill:
Bagpipes
Attributes: Constitution & Bardic Voice
Level: DF 4; BCS 30%; 600 Exp; 6 SKP
This includes playing the Scottish, Irish and German bagpipes etc.
Drums
Attributes: Agility x 2
Level: DF 2; BCS 50%; 400 Exp; 4 SKP
This includes playing the kettle drum, war drum, tambour, tambret, tambou-
rine, timbrel, cymbals, etc.
Flutes
Attributes: Agility & Bardic Voice
Level: DF 3; BCS 40%; 500 Exp; 5 SKP
This includes the fife, hautboy (medieval oboe), shepherd’s pipes (pan-
pipes), recorder, shawm (double-reed woodwind), whistle, etc.
Horns
Attributes: Constitution & Bardic Voice
Calligraphy & Illumination [~] Level: DF 3; BCS 40%; 500 Exp; 5 SKP
Attributes: Agility & Discipline This includes the hunting horn, sackbut (mediaeval trombone), serpent
Level: DF 4; BCS 30%; 600 Exp; 6 SKP (wooden horn), trumpet, war horn, etc.
Calligraphy is the art of writing artistically with pen or brush and ink with Strings
elegant and beautiful penmanship. Illumination is the art of illustrating and Attributes: Agility x 2
decorating pages of a manuscript with elaborate and highly stylised pictures Level: DF 3; BCS 40%; 500 Exp; 5 SKP
and designs in coloured inks and gold and silver leaf. If the character has
This includes all harps, lyre, bandore, cithera, lute, archlute, psaltery, etc.
AGIL 17+ and DISC 17+, add +1 to Crit Die. However, if the character has
both AGIL 20+ and DISC 20+, add +10% to his PSF% and +2 to Crit Die.
Painting & Sketching
Dancing: Court Dancing Attributes: Agility x 2
Level: DF 4; BCS 30%; 600 Exp; 6 SKP
Attributes: Agility & Discipline
Level: DF 2; BCS 50%; 400 Exp; 4 SKP The character acquires skill in rendering pictures with brush and pigments,
sketches using charcoal, etc. The skill also includes preparation of pig-
Court dancing is skill in the courtly dances of “gentle” society and is a “must”
ments, surfaces (canvases, walls, etc.) to be painted and so on.
for PCs intending to spend time in the presence of nobles. It is also valuable
in winning the favour of nobles of the opposite sex and particularly im-
presses the ladies. If the character has AGIL 18+, add +10% to his PSF% Poetic Composition
and +1 to Crit Die. If the character has AGIL 10 or less, subtract –10% from Attributes: Bardic Voice & Wisdom
his PSF% and –1 from Crit Die. Level: DF 4; BCS 30%; 600 Exp; 6 SKP
Poetic Composition involves composing poetic works of high quality. The
Dancing: Folk Dancing character may create short poems or song lyrics quickly. Longer, more
Attributes: Agility & Discipline complex works are subject to time penalties reflecting the difficulty of creat-
Level: DF 2; BCS 50%; 400 Exp; 4 SKP ing them. Poetic Composition is never easy, even when one knows the
theory. Unskilled characters may have severe difficulty penalties assessed
Folk dancing is skill in the dances of the people and they are valuable if one
against success and/or Crit Die rolls.
desires to win the favour of commoners of the opposite sex. If the character
has AGIL 18+, add +10% to his PSF% and +1 to Crit Die. If the character has Characters with INT 14 and WIS 13 have the wit to compose Satires, biting
AGIL 10 or less, subtract –10% from his PSF% and –1 from Crit Die. poems ridiculing some prevailing vice or folly or lampooning someone to make
him appear ridiculous. During feudal times, troubadours used satires to
embarrass nobles who, in their opinion, needed taking down a peg or two.
1-45
Poetic Recitation Unless a character has INT 15+, the Gamemaster may assess penalties
Attributes: Bardic Voice & Intellect when he is trying to remember specific songs requested by an audience.
Level: DF 3; BCS 40%; 500 Exp; 5 SKP This reflects whether he knows the songs or not and can remember them
accurately. If the character has BV 17-18, add +1 to Crit Die roll. If the
This skill involves public recitation of poetic works in a dramatic and enter-
character has BV 19+, add +10% to TSC% and +2 to Crit Die.
taining manner. It also provides a degree of class to magical incantations,
religious ceremonies, etc. Poetic Recitation is necessary for a bard, trou- If accompanying himself on a musical instrument, such as a harp, lyre or lute,
badour etc. It is a good social skill because recitation was widely enjoyed. the singer adds +10% to his Singing PSF%, provided his instrument PSF% is
not less than his singing skill.
If a character has Poetic Composition, he learns/improves Poetic Reci-
tation at -1 DF and the character acquires the ability to: Poetic Composition is needed if a singer wishes to compose decent
1 Learn poems and commit them to memory. lyrics to his own music. If his Poetic Composition PSF% is more than
2 Recall poems from memory. 10% above his Singing PSF%, he adds +10% to his Singing PSF% to reflect
the added bonus of having good lyrics when peforming his own songs.
3 Recite poems in an interesting and dramatic manner.
Unless a character has INT 15+ the Gamemaster may assess penalties Sleight of Hand
when the character tries to remember specific poems requested by an Attributes: Agility x 2
audience. This reflects whether he knows the poems and whether or not he Level: DF 4; BCS 30%; 600 Exp; 6 SKP
can remember them accurately. This skill enables a character to perform “astounding magical feats” of pres-
tidigitation and legerdemain, e.g. pulling rabbits from hats, making coins to
Sculpting appear or disappear. If the character has DISC 18+, add +1 to Crit Die. If he
Attributes: Agility & Discipline also has AGIL 19+, add +10% to his PSF% and +2 to Crit Die, in order to
Level: DF 4; BCS 30%; 600 Exp; 6 SKP reflect exceptional co-ordination and control.
This skill involves the artistic rendering of figures and designs in clay and
stone. A character with DISC 18-19 adds a bonus of +1 to the Crit Die. A Storytelling
character with DISC 20+ adds a bonus of +10% to TSC% and +2 to Crit Die. Attributes: Bardic Voice & Wisdom
A character with Gold & Silversmithing may cast modest-sized sculp- Level: DF 4; BCS 30%; 600 Exp; 6 SKP
tures in bronze, silver, gold etc. If the character also has Foundryman he Storytelling is the telling of stories in prose. The character may compose
can cast large sculptures in metal. his own stories as well as remember those that he has heard. He can also
make very accurate, detailed reports of what he has witnessed, a valuable
skill for Heralds, scouts, or spies.
If a character has Storytelling and has also learned Oratory, he may learn
and develop Storytelling at -1 DF. If before an audience, he may add +10%
to his Storytelling PSF%, provided he first succeeds with an Oratory skill
roll. If the Oratory roll is a Critical Success with a Crit Die of 10, the bonus is
doubled to 20%.
ATHLETIC SKILLS
All characters are able to perform some physical activities, but the following
skills are new skills that can be learnt or skills that enhance secondary
characteristics.
Boxing
Attributes: Strength & Agility
Level: DF 4; BCS 30%; 600 Exp; 6 SKP
Resisted: Dodge – PSF% of boxer
Boxing is a specialised unarmed fighting skill that focuses on fisticuffs, the
landing of solid blows and the blocking of counterblows. Boxing is relatively
ineffective against non-bipedal creatures, but if defenders are of humanoid
form and in the general size range of the boxer, they make fair targets.
Another boxer can use Dodge to avoid a blow, but in order to hit back, he
must counter a boxer’s punches using either his Boxing or his Brawling
Singing TSC%.
Attributes: Bardic Voice & Intellect A non-boxer may counter a boxer’s punches with his Brawling skill at 1/2
Level: DF 4; BCS 30%; 600 Exp; 6 SKP PSF%. Similarly, his punches are made using his Brawling skill at 1/2 PSF%
Singing involves public performance of songs. Everyone has some natural when countered by a boxer, who is trained to block such relatively unskilled
Singing skill, but it must be “purchased” to order to develop proficiency. The blows with ease.
nobility regarded singing well as a mark of courtly manners and social grace.
It is utterly necessary for a troubadour, minstrel, bard, etc. The character Those trained in the noble art gain a Crit Die modifier of +2 when using fists.
acquires ability to:
1 Learn songs and commit them to memory.
2 Recall songs from memory.
3 Recite songs in an interesting and dramatic manner.
4 Compose music.
1-46
1-47
������������ Wrestling
����� ��� ������ Attributes: Strength & Agility
����� �������������������������������������������������� Level: DF 4; BCS 30%; 600 Exp; 6 SKP
Resisted: Dodge – PSF% of Wrestler
�� ��������������������������������������������������������������
�������������������������������������� Wrestling is a specialised unarmed fighting ski ll that focuses on restraining
holds, kicks and throws. It is also a very popular sport, with heavy wagering
�������� ���� involved.
����� ��� ������
Non-wrestlers counter a Wrestler ’s moves with 1/2 of their PSF% in Brawl-
����� �������������������������������������������������������������� ing. Similarly, their grapples and throws are made with 1/2 of their PSF% in
��������������������� Brawling when countered by a Wrestler. Table 5.14 – Wrestling – Res ults
����� ���� �������� ���������� ������ ���� ������� ��� �������� ������ ���� shows the various results available.
��������������������������������������������������������������
��������������������������������������������������������������������� Restraining operates in much the same way as a throw, except this time
�������������������������������������������������� any success means the Wrestler has grappled and momentarily restrained
his opponent. The question is now whether the Defender can break the hold
TABLE 5.12 – SWIMMING - RESULTS or not. To find out if the hold is broken, the Defender makes a “resisted roll”
with wrestlers use their Wrestling TSC% and non-wrestlers using their
Brawling skill at 1/2 PSF% to break the hold.
The Defender must:
1Make a successful skill roll; and
2Roll equal to or better than the Att acker’s D10 Crit Die roll.
Any failure to break the hold gives the Defender the advantage on the nex t
move and the roles are reversed, with the Defender gaining the initiative. If
he chooses to maintain the hold, he does so with +10% to his TSC%. If he
chooses to make a toss, he does so with +10% to his TSC%. The Defender
loses -1 FP per attempt to break the restraint. If he fails, he loses an addi -
tional -1 FP for his futile struggling.
A Trial of Strength where the two Wrestlers are locked together in co mbat,
costs the Defender -2 FP and the Attacker -1 FP per combat turn and is
undertaken as follows:
1Both wrestlers make a STR AR.
2To break the hold, the Defender must succeed with his AR roll. However,
if the Attacker also succeeds, the Defender must roll higher on his D10
Crit Die to break the hold.
If the hold is broken, the advantage goes to the escaping fighter ( +10% to his
TSC% on his next move) and the former Attacker loses an additional -2 FP
for his vain attempt to prevent the escape.
1-48
6XFFHVVZLWK Note: Chivalry & Sorcery reflects historical reality. Haggling over prices
&ULW 'LH 5HVXOW was the rule in pre-modern times. Indeed, many looked forward to a hard
bargaining session. Prices were never set in stone, as they often are today.
7KLVVWDJJHUVWKHRSSRQHQW$QRQZUHVWOHUPXVWVXFFHHGZLWKDQ
$*,/$5DQG&ULW'LHWRVWD\RQKLVIHHW$:UHVWOHUPXVW Begging
³SDUU\´ WKH WKURZ VXFFHVVIXOO\ ZLWK KLV :UHVWOLQJ VNLOO WR DYRLG Attributes: Bardic Voice & Wisdom
EHLQJVWDJJHUHG7KHYLFWRUKDVWKHLQLWLDWLYHDQGJDLQVWRKLV Level: DF 3; BCS 40%; 500 Exp; 5 SKP
76&WRKLVQH[WZUHVWOLQJPRYH$VWDJJHUHGRSSRQHQWVXEWUDFWV Resisted: Willpower – PSF% of Beggar
[$WWDFNHU·V&ULW'LHUHVXOWIURPKLV76&LQKLVQH[WVNLOO The giving of alms to the needy was a moral duty. There were no formal
DWWHPSW welfare programs. Often the only means of survival for the destitute was
7KLVWKURZVWKHRSSRQHQWWRWKHJURXQG$QRQZUHVWOHULVVWXQQHG begging. Begging was also a profession, sometimes a profitable one. Some
E\WKHWKURZLIKHIDLOVD6WDPLQDFKHFN$:UHVWOHUFDQVXFFHVV cultures might even require a character to have a begging licence.
IXOO\³SDUU\´ZLWK&ULW'LHWRFRXQWHUWKHWKURZ,IKHIDLOVKH
JRHVGRZQDQGPDNHVD6WDPLQDFKHFN,QDQ\HYHQWWKHORVHU Charm
VXEWUDFWV[$WWDFNHU·V&ULW'LHUHVXOWIURPKLV76&LQKLV Attributes: Bardic Voice & Appearance
QH[WVNLOODWWHPSW7KHLQLWLDWLYHDQGDERQXVWRKLV76& Level: DF 4; BCS 30%; 600 Exp; 6 SKP
JRHVWRWKHYLFWRULQKLVQH[WZUHVWOLQJPRYH Resisted: Willpower – PSF% of Charmer
7KLVUHVXOWVLQDFOHDQWRVV7KHORVHUPXVWVXFFHHGLQD6WDPLQD Charm is the natural ability to captivate another with one’s voice and physi-
² $WWDFNHU·V :UHVWOLQJ 36) WR DYRLG EHLQJ VWXQQHG E\ WKH cal attractiveness. It may be used to seduce members of the opposite sex.
LPSDFW7KHYLFWLPORVHV²[$WWDFNHU·V&ULW'LHUHVXOWIURPKLV However, it is primarily used in non-hostile situations to gain new friends.
76&LQKLVQH[WVNLOODWWHPSW7KHYLFWRUKDVWKHLQLWLDWLYHDQGD Should a hostile situation exist, some other skill may have to be employed to
ERQXVWRKLV76&LQKLVQH[WZUHVWOLQJPRYH alter the other’s mood and conduct to the point that he becomes receptive to
the character’s “charming” ways.
)DLOXUH ZLWK
&ULW 'LH 5HVXOW
Con
7KHZUHVWOHUIDLOVWRPDNHDJRRGJUDSSOHKLVRSSRQHQWJDLQVDQ Attributes: Bardic Voice & Wisdom
RSHQLQJZKLFKJDLQVDERQXVRIWRWKH76&IRUWKHRSSR Level: DF 4; BCS 30%; 600 Exp; 6 SKP
QHQW¶VQH[WDWWDFN Resisted: Willpower – PSF% of Con Artist
7KHZUHVWOHUVWXPEOHVDOORZLQJKLVRSSRQHQWWRPDNHDIUHHDWWDFN “Conning” is gaining someone’s confidence to take advantage of him or her.
ZLWK D ERQXV RI WR 76& LPPHGLDWHO\ IROORZHG E\ WKH A con artist might try to sell merchandise that is not all it appears to be or he
RSSRQHQW¶VQRUPDODWWDFN may be talking his way out of a “difficult” situation. Success means the
7KHZUHVWOHUWULSVIDOOLQJWRWKHIORRUSURQHIDFHGRZQUHTXLULQJD “conned” person believes the story.
6WDPLQDFKHFNWRDYRLGEHLQJPRPHQWDULO\VWXQQHGDVLIKHKDG
EHHQWKURZQZLWKD&ULW'LHUHVXOWRIDVGHWDLOHGDERYH A WIS AR may also be employed to resist a Con attempt, as may any skill that
bears closely upon the nature of the actual con being perpetrated. A “con”
is quick and to the point. It cannot be used to draw out a reaction that would
TABLE 5.14 – WRESTLING - RESULTS
not be normal. If successful its effects are temporary with the victim making
a further roll 10 minutes x Crit Die later to see if he realises he was
There is a down side to a Trial of Strength. Should the Defender fail in any conned.
way to break the hold, he loses an additional -2 FP for his desperate but
vain struggling! That means a total of -4 Fatigue Points lost in the turn. With Depending on the con artist’s “story”, the Gamemaster may decide to impose
the Attacker still in charge and having the advantage, the Defender is tiring a further modifier. A good “story” may gain the character a bonus of be-
fast and is in serious trouble! tween +10% to +30% whilst a poor one may result in a penalty of between
-10% to -30%.
Wresting is relatively ineffective against non-bipedal creatures in the case
of tosses. However, provided that the Wrestler is big enough and strong Diplomacy & Politics
enough, he may be able to grapple and successfully restrain a four-footed Attributes: Bardic Voice & Wisdom
animal under favourable circumstances. Using a Trial of Strength he pits Level: DF 4; BCS 30%; 600 Exp; 6 SKP
his Strength against the Strength of the Animal. Resisted: Willpower – PSF% of Diplomat
This skill involves knowledge of who the important personages are, political
CHARISMATIC SKILLS factions and intrigues, the way one seeks favour or negotiates with men of
Charisma is personal “magic” which arouses special enthusiasm or great rank, power and substance etc. Such knowledge is needed to find a way
loyalty in people. It is most useful to political or military leaders, but having through the twisted labyrinths of the halls of power. The skill is used only in
Charisma is valuable to anyone desiring to influence others. Applied with calm circumstances (i.e. not in combat). Any Failure with a Crit Die 01-02
finesse, it is very effective in moving others to your point of view. means that one has made a political enemy, an outcome to be avoided! A WIS
AR may also be employed to resist a diplomatic ploy.
Social Status affects Charisma skills as already described in Influence in
Chapter 3 – Core Game Mechanics.
Intimidation
Attributes: Stength & Discipline
Bargaining
Level: DF 4; BCS 30%; 600 Exp; 6 SKP
Attributes: Bardic Voice & Wisdom
Resisted: Willpower – PSF% of Intimidator
Level: DF 3; BCS 40%; 500 Exp; 5 SKP
Resisted: Willpower – PSF% of Bargainer Intimidation is threatening others so that they do the character’s bidding. In
effect, he “flexes his muscles” and carries “a big stick”, or rather, he seems
Bargaining enables a PC to negotiate better deals for himself when en-
to be doing that, which makes others apprehensive and compliant. Failure to
gaged in haggling with NPC’s. The impact of his will and bargaining skills on
intimidate can backfire and bring aggressive reactions.
the other is measured by how effective or ineffectual his arguments are.
1-49
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1-51
A leap from the horse is also possible, with the rider landing on and Throwing Knives & Daggers (F)
grappling an enemy. A successful skill roll must be made, as failure Attributes: Agility x 2
means he misses his intended target. The consequences of this will Level: DF 4; BCS 30%; 600 Exp; 6 SKP
depend upon the situation. Resisted: As above
7 The rider may drop down along the side of his mount, using the horse’s Prerequisite: Knife & Dagger Fighting
body for a shield. This manoeuvre can be performed only when wear- This is a missile combat skill in judging range and accurately throwing knives.
ing light or no armour. An attack cannot be delivered from this position This skill is typical of “shady” characters.
and the rider must spend -5 AP to resume his seat in the saddle. The skill
also restricts attacks against the rider to those made under the following
conditions:
Throwing Objects
Attributes: Agility x 2
a) A Success means an enemy can hit the rider only by making a
Level: DF 3; BCS 40%; 500 Exp; 5 SKP
successful resisted attack less the rider’s Riding a Warhorse PSF%.
Resisted: As above
However, he may try to strike the horse at normal hit probabilities.
This is a missile combat skill in judging range and accurately throwing a
b) A Failure means the enemy has a normal chance of hitting.
variety of small objects as improvised weapons, literally anything from a
c) A Failure with Crit Die 01 means the rider falls from his horse! small rock to a chair.
Shield Play: Light Shields (K) Wearing Light Armour (K) (F) (NS) [~]
Attributes: Strength & Agility Attributes: None – Only Basic Knowledge Required
Level: DF 4; BCS 30%; 600 Exp; 6 SKP Level: DF 3; n/a; 500 Exp; 5 SKP
Resisted: As above
This is skill in wearing light body armour so one retains one’s balance and
This is skill in actively wielding a light buckler-type shield to ward off blows agility. This includes reinforced or hardened leathers, brigandines etc., pro-
(shield block) and make shield punches. tecting the torso (including the abdomen and groin) against a Critical Hit or
Targeted Strike. Arms may be protected as well. After basic knowledge, no
Shield Play: Heavy Shields (K) further learning is needed and one can learn to Wear Heavy Armour. If the
Attributes: Strength & Agility character attempts to wear light armour without this skill, the character will
Level: DF 4; BCS 30%; 600 Exp; 6 SKP suffer a penalty of –15% to their TSC% to his dodges etc. Also any attacker
Resisted: As above will gain a +10% bonus to their TSC% when attacking the character.
This is skill in actively wielding a heavier target or heater-type shield (or a
Note: A character will need a helmet or coif to protect the head. Armour
tower shield) to ward off blows (shield block) and to deliver buffets with the
protection skills involve wearing armour on the body, that is, from the shoul-
shield (shield bashes) in order to push back a foe, throw him off balance etc.
ders down. Typically, helmets tend to be in the same basic class as the
This is a separate skill from Shield Play: Light Shields because entirely
armour itself. That is, one would be unlikely to wear a “battle helm” with light
different techniques are used.
armour or no armour.
Short Swords (K) (F) Wearing Heavy Armour (K) (NS) [~]
Attributes: Strength & Agility
Attributes: None – Only Basic Knowledge Required
Level: DF 4; BCS 30%; 600 Exp; 6 SKP
Level: DF 4; n/a; 600 Exp; 6 SKP
Resisted: As above
Prerequisite: Wearing Light Armour
This is a melee combat skill with an 16"-27" blade used primarily with a
This is skill in wearing heavy body armour predominately of metal (e.g. scale
thrusting rather than a slashing stroke.
or chain mail shirt, banded corselet, breast and backplate, etc.), to protect
the torso (including the abdomen but not the groin) and perhaps also the
Slashing Swords (K) (F) arms against a Critical Hit or Targeted Strike. It also includes lighter hauberks
Attributes: Strength & Agility of reinforced (studded) leather or ring mail. After basic knowledge, no
Level: DF 4; BCS 30%; 600 Exp; 6 SKP further learning is needed and one can learn to Wear Battle Armour. If the
Resisted: As above character attempts to wear heavy armour without this skill, the character will
This is a melee combat skill with a 24"-48" blade used one-handed with a suffer a penalty of –15% to their TSC% to his dodges etc. Also any attacker
slashing stroke (an occasional thrust may be attempted). These include will gain a +15% bonus to their TSC% when attacking the character.
weapons like the longsword, falchion and scimitar, but a broadsword, great
sword, or two-handed scimitar wielded with one hand also falls into this Wearing Battle Armour (K Only) (NS) [~]
weapon skill category. Attributes: None – Only Basic Knowledge Required
Level: DF 5; n/a; 700 Exp; 7 SKP
Slings (F) Prerequisite: Wearing Heavy Armour
Attributes: Agility x 2 This is skill in wearing 3/4-length hauberks or full battle armour so that one
Level: DF 4; BCS 30%; 600 Exp; 6 SKP retains one’s balance and agility, etc. Battle armour includes any predomi-
Resisted: As above nantly metal armour that protects most or all of the body of the wearer
This is a missile combat skill in judging range and windage and accurately against Critical Hits and Targeted Strikes. (Hauberks are 3/4 armour protect-
firing the shepherd’s sling or the military staff sling. ing all parts of the body except the lower legs.) After basic knowledge, no
further learning is needed. If the character attempts to wear battle armour
Spears (K) (F) without this skill, the character will suffer a penalty of –15% to their TSC% to
Attributes: Strength & Discipline his dodges etc. Also any attacker will gain a +20% bonus to their TSC%
Level: DF 4; BCS 30%; 600 Exp; 6 SKP when attacking the character.
Resisted: As above
This is melee combat skill using spears, either one or two-handed.
1-52
Cooking
Attributes: Intellect & Wisdom
Level: DF 3; BCS 40%; 500 Exp; 5 SKP
The character is able to prepare food. Table 5.16 – Cooking – Results
shows the quality of the meal. All professional cooks (and innkeepers) are
required to make a monthly check to find the overall quality of the food they
have prepared/sold.
The cook acquires skill in any five of the following areas of Cooking.
Additional areas cost an extra 100 Experience Points (1 SKP) each to
learn and add to one’s Cooking skill. The DF remains at DF 3 (BCS 40%; 500
Exp; 5 SKP) when improving a level, regardless of the number of areas are
being developed. Cooking is a single broad skill and all areas are checked
in a body at the same success percentages once they are added to Cook’s
culinary repertoire.
Camp Cooking: This is the preparation of a basic meal over a campfire,
roasting meat on a spit, baking bannock and making simple stews or soups.
Baking Bread: This is skill in baking fresh breads, rolls, bannocks and hard
tacks.
Baking Pastries & Making Desserts: This is the preparation of fruit pies,
pastries and confections.
Soups & Stews: This is skill in cooking soups, stews and other dishes
containing meat and vegetables mixed together.
Butchering Fresh Meat: This is skill in slaughtering animals, then skinning,
cleaning, de-boning and cutting fresh meat and fowl into attractive cuts, e.g.
steaks, chops, roasts.
Cooking Meat: This is skill in the roasting, braising, frying and boiling meats
and fowl.
Banking Meat Pies: This is skill in the preparation of meat-filled pies and
pastries.
Preserving Meat: This is skill in smoking, spicing and curing hams, bacon,
sausages, salt pork, beef, or fish, etc., so that they do not readily spoil.
Cooking Seafood: This is the preparing of freshwater and saltwater fish,
clams, mussels, oysters, shrimps, lobsters, scallops, etc.
1-53
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Herbs, Spices & Seasonings: This is knowledge of how to use a variety Winemaking [~]
of herbs, spices, etc., to enhance the taste and aroma of foods. The skill Attributes: Intellect & Wisdom
adds +1 to the Crit Die when preparing meat and seafood dishes. Level: DF 4; BCS 30%; 600 Exp; 6 SKP
Haut Cuisine: To possess this area of Cooking the character must have at The character knows how to make wine, assess wine quality etc. Making
least six other cooking skills, including Cooking - Herbs, Spices, & Sea- wine requires an initial investment of 12 Crowns per acre of vines to acquire
sonings). Possessing this skill adds +10% to TSC% and +1 to the Crit Die a press, barrels etc. An investment of 1 Crown is needed per year to
when preparing any food. maintain equipment and continue production. Calculate income based on
wine produced not the value of the grape crop.
However, the grape harvest affects wine quality. The Gamemaster will
decide on the quality of the harvest and the appropriate TSC% and Crit Die
modifiers from Table 5.1 – Agricultural Harvest Modifiers should be applied
to the character’s skill roll to find out the results of his efforts. Table 5.17 –
Winemaking – Results shows the vintage of the wine and the likely income
from it.
Computing Wine Quantity: For those players who just have to know the
amount of wine produced, assume the wine price is that charged at the inn.
This is unrealistic in actual marketing terms (producers get less than retail
prices), but it is an easy way of figuring out the amount of wine obtained
from the pressing. Multiply the quantity of wine x number of acres in the
vineyard to find out how much you have produced.
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1-54
1-55
Blacksmithing
Attributes: Strength & Constitution
Level: DF 3; BCS 40%; 500 Exp; 5 SKP
The character has skill in forging and shaping base metals into useful items
and is also skilled in the art of shoeing horses. In addition, a blacksmith can
fashion basic arms and armour, but never better than average in quality.
Note: Arrowheads are always of average quality regardless of the skill roll.
Carpentry
Attributes: Strength & Agility
Level: DF 4; BCS 30%; 600 Exp; 6 SKP
The character knows how to work in wood and may perform a wide range
of tasks from building houses to making furniture and chests. He can make
many things from experience, but complex or unusual equipment may require
either the personal direction or plans drafted by a Master Builder, Military Cloth Making: Dyeing [~]
Engineer, etc. At every fourth Level of experience in this skill the character
Attributes: Agility (or Dex) x 2
may specify one item he has specialised in e.g. cabinets. When making one
Level: DF 2; BCS 50%; 400 Exp; 4 SKP
of his speciality items he receives a bonus of +2 to Crit Die.
The character knows how to make his own dyes and can dye cloth so that
the colours are fixed and will not run.
Cartwright & Wheelwright [~]
Attributes: Strength & Agility (or Dex)
Level: DF 3; BCS 40%; 500 Exp; 5 SKP
Cloth Making: Spinning & Weaving
Attributes: Agility (or Dex) x 2
The character knows how to build carts and wagons, make and repair
Level: DF 3; BCS 40%; 500 Exp; 5 SKP
wheels, etc. If the character has basic knowledge of Carpentry the skill is
learnt/improved at DF 2. The character knows how to prepare raw wool (clean, card), linen from
flaw, etc., spin yarn and weave cloth on a loom.
Cooper [~]
Attributes: Strength & Agility
Fashioning Arrowheads
Level: DF 3; BCS 40%; 500 Exp; 5 SKP Attributes: Intellect & Agility
Level: DF 4; BCS 30%; 600 Exp; 6 SKP
The character knows how to make and repair kegs and barrels of all types.
If the character has basic knowledge of Carpentry the skill is learnt/im- The character knows how to fashion arrowheads from non-metallic materi-
proved at DF 2. A good Ship’s Carpenter almost always has this skill. als, like flint, obsidian and bone. Such arrowheads all suffer a -3 penalty to
damage inflicted when fired at metal armour or metal-reinforced shields, but
are at full damage effect otherwise. Damage is based upon type, i.e. War
Clothes: Sewing, Embroidery & Knitting Arrow, Hunting Arrow etc.
Attributes: Agility x 2
Level: DF 2; BCS 50%; 400 Exp; 4 SKP
Foundryman: Smelting & Casting
The character is able to make clothes of average quality, mend clothes, etc.
Attributes: Strength & Constitution
This is a skill that may reach fairly high levels in the hands of an experienced
Level: DF 3; BCS 40%; 500 Exp; 5 SKP
seamstress.
The character has skill in smelting and refining metals from ore. He might also
cast metal into ingots and make moulds to cast specific objects etc.
Clothes: Tailoring [~]
Attributes: Agility x 2 In pre-industrial times, metals were refined on a small scale in crucibles and
Level: DF 4; BCS 30%; 600 Exp; 6 SKP small furnaces. Metalworking was also done on a small scale with hammer,
Prerequisite: Clothes: Sewing, Embroidery & Knitting anvil and forge. Blast furnaces, machine tools and other technological mar-
The character can design and make clothes of superior quality and is a vels just did not exist. The time needed to complete a task was considerable
rather high-order craft skill. as craftsmen worked at a leisurely pace. A horseshoe might take from half
an hour to an hour to make. An iron pot might require a day or more of work.
So it is up to the Gamemaster to use his common sense to figure out the time
a task might reasonably take.
1-56
The amount of metal that can be smelted ultimately depends on the size of Gold & Silversmithing
furnace being used in the refining process. A given “melt” takes from 2 to 5 Attributes: Agility & Discipline
days from start to finish. A foundry rarely had more than two or three Level: DF 4; BCS 30%; 600 Exp; 6 SKP
furnaces. Further, its output would not be much more than 1,000 lbs of metal
The character acquires skills in the craft of working precious metals and in
a week.
being able to make accurate appraisals of value, purity etc. This skill is also
A Blacksmith or Weaponsmith can smelt small amounts of base metal (from needed for the proper ornamentation of fine weapons and armour.
10 to 20 lbs at a time). A Gold/Silversmith can smelt small quantities of
Table 5.20 – Gold & Silversmithing – Values sets out the increase in value
precious metals (from 1 to 5 lbs at a time). However, a character with
of items made from gold or silver bullion (bars/ingots of precious metal).
Foundryman: Smelting & Casting can smelt or cast 50 lbs of metal for
each 10% of his TSC% (divide TSC% by 10 and round down). For instance, Note: It is up to the Gamemaster to assign values to any bullion. For further
a Foundryman with TSC 75% can smelt or cast 7 x 50 lbs = 350 lbs of metal details see The Gamemaster’s Companion (Vol. III Core Rules).
per melt.
1-57
TABLE 5.21 – MASONRY & STONECUTTING - AREA TABLE 5.23 – MINING & TUNNELLING - RESULTS
Once a Mason has reached PSF 21%, he can also supervise unskilled la- A cave-in under an ocean, lake, river, or stream will begin flooding if “luck” is
bourers and Table 5.22 – Masonry & Stonecutting – Supervision shows the not on the side of the miner(s). The chance of flooding is 110% - PSF% of
number of labourers doing such tasks as quarrying or shaping stone or the (chief) miner. If flooding occurs, the Crit Die indicates the number of
laying walls that he can supervise. inches the water is rising per 60 minutes. A 10 on the Crit Die means an inch
of water is coming in per 5 minutes! In short, get out of there, fast! Unless,
of course, the way out is blocked! If so, DIG!
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ODERXUHU[36) 4XDUU\VKDSHFXIWRIVWRQH Paper & Ink Making [~]
ODERXUHURI[36) /D\FXIWRIZDOO Attributes: Intellect & Agility
ODERXUHU[36) 4XDUU\VKDSHFXIW Level: DF 3; BCS 40%; 500 Exp; 5 SKP
ODERXUHU[3)6 /D\FXIWRIZDOO The character can make sheets of parchment, linen (rag) paper and papy-
rus, a variety of coloured inks, book covers and scroll cases. Bookbinding is
TABLE 5.22 – MASONRY & STONECUTTING – SUPERVISION also part of this skill.
Perfumery [~]
Mining & Tunnelling Attributes: Intellect & Agility
Attributes: Strength & Constitution Level: DF 4; BCS 30%; 600 Exp; 6 SKP
Level: DF 3; BCS 40%; 500 Exp; 5 SKP The character can prepare a variety of perfumed essences and powders
This is skill in driving a tunnel through rock or other material; shoring up from musk, from flower petals etc. Apart from the aesthetic value, such
tunnels, galleries and chambers; reading the nature of the rock, fracture and items also find use in magical preparations.
fault lines; etc.
Pottery
Under normal conditions, in 1 hour a miner can remove the volume of hard Attributes: Intellect & Agility
rock indicated in Table 5.23 – Mining & Tunnelling - Results. Two miners Level: DF 3; BCS 40%; 500 Exp; 5 SKP
can work side-by-side to carve out a wider/taller tunnel, but they cannot
The character is skilled in working with clay, using a potter’s wheel, glazing
drive a deeper one. There is only room for one person at a time to do the
of pottery and ceramics and then firing his works in a kiln to harden and
actual mining inward into the rock directly in front of him!
waterproof them. A branch of this craft is involved in the making of tiles
The time involved includes clearing out rubble and properly shoring up the which is employed primarily in the flooring of religious establishments.
works to prevent cave-ins. It is assumed that the miner has an assistant
clearing out the rubble, otherwise the production rate is cut in half. Seal Making, Engraving & Coinage [~]
Attributes: Agility & Discipline
When tunnelling through soft rock (like tufa), the rate increases to one and
Level: DF 4; BCS 30%; 600 Exp; 6 SKP
a half times the rate to tunnel through hard rock.
Seal Making & Engraving involves the working inscriptions and designs
When tunnelling through soft material like earth, the rate can be increased into metal. Seals and signet rings were used to impress an identifying
from one and a half times to twice the rate through hard rock. pattern into wax to mark the authorisation of a document by some important
person. Engraving is not only decorative but also may be essential to placing
A cubic foot of hard rock weighs about 275 lbs; soft rock about 175-200 lbs;
a magical spell into an object, especially into magical weapons and armour.
and soft material from 75-175 lbs, depending on what the material is and
whether it is dry, damp, wet, etc. Coinage involves cutting dies (using seal making and engraving skills) and
then striking coins from them. The skill includes the appraisal of precious
Table 5.23 – Mining & Tunnelling – Results shows the result per hour of
metal in coins and bars or ingots of bullion.
mining. A work shift is 10 hours and even with rest breaks, a miner expends
-2 FP per hour.
1-58
The critical results involved in these tasks are given in Table 5.24 – Seal LEARNED LORE
Making, Engraving & Coinage – Critical Results. Success means the work
All “skills” involving the mastery of some area of formal knowledge are called
is satisfactory, the higher the Crit Die result the better the job. A resounding
“Lore” in Chivalry & Sorcery. Lore enables characters to “recall” infor-
success means a virtually perfect piece of work whilst a failure indicates the
mation they know about their world. Since they “live” in the fantasy world of
presence of flaws, the more so the lower the Crit Die result. A dismal failure
the role-playing campaign, characters know a lot more than their players
means a totally botched job.
do. Lore enables us to find out what they do know. Lore skills may be used
to “research” particular questions or problems if one has access to the
&XUUHQW 5HVRXQGLQJ 6XFFHVV 'LVPDO )DLOXUH appropriate resources (books, scrolls, inscriptions carved in stone etc., or
36) &ULW 'LH 5HVXOW &ULW 'LH 5HVXOW knowledgeable people he can question). Skills like Architecture & Engi-
neering can be used to invent new mechanisms, design various kinds of
8QGHU
equipment, draft plans for a castle, etc.
Learning Lore Skills
In order to learn Lore of any kind, a character must use one or several of the
following resources:
1 Learning from a Master: Anyone who has a minimum of PSF 40% in
TABLE 5.24 – SEAL MAKING, ENGRAVING & COINAGE – CRITICAL RESULTS the Lore skill and is at least PSF 9% higher in skill than the student may
teach him about the skill in question. Such tutelage will reduce the
learning time by -5% for every 10% of PSF the Master possesses to a
Weaponsmithing & Armoury maximum of –50% of the standard learning time.
Attributes: Strength & Constitution 2 Learning from a book: Any book dealing with the skill can be used to
Level: DF 5; BCS 20%; 700 Exp; 7 SKP learn about it. If the book is specific and detailed in its treatment of the
Pre-requisite: Blacksmithing skill, standard learning times apply. If the book is only a general text and
This ancient and noble craft involves the forging of bronze, iron and steel, as requires much interpretation and thought to make sense of it, learning
well as working with leather and quilted fabrics, to fashion and repair arms time is 150% of the standard time.
and armour. The skill Weaponsmithing & Armoury should be learnt as Note: A “book” may be interpreted as meaning a scroll or even an
two separate specialised skills beyond Level 1 in the skill. inscription found in a tomb, on a monument, etc. The value of such an
A Weaponsmith will start with Level 1 in Weaponsmithing & Armoury, item as a learning device can be set by the Gamemaster, who may rule
but must then decide whether he wishes to specialise in one or both skills. that the learning time is between 125-250%, depending on the useful-
From Level 2 onwards Weaponsmithing is developed separately from ness of the item and the degree of clarity or obscurity of the information
Armoury. If the Weaponsmith wants Level 2 in both he must pay the cost of given.
increasing both skills by one level. In many cases, this means an Armourer 3 Learning From a Library: If the character is fortunate enough to have
is excellent in constructing armour but has only basic skills in making weap- an entire Library to consult, each book on the skill will reduce the stand-
ons. Likewise, a skilled Weaponsmith would have some basic knowledge in ard learning time by -10% to a maximum of –50% of the standard learning
making armour. The very best in the craft are skilled in making both. time.
Note: For further details on this skill see the Armourers Companion.
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1-59
4 Learning from a Master and from books: The ideal is to have both A Failure with Crit Die 01 always shows that the meaning is conveyed or
a Master teaching you and also a reference book or Library to consult. understood very badly by the character and the misunderstandings that
The standard learning time is reduced by -10% for every 10% of PSF the arise can prove to be a most serious breakdown in communication.
master possesses and by -5% per book consulted on the skill, to a
maximum of –75% of the standard learning time. Reading and Writing: The lower a character’s Intellect, the harder it will be
for them to learn to read and write. In Chivalry & Sorcery it is assumed
At the end of each learning period, the character makes a skill roll in the player characters have the opportunity to learn to read and write as well as
particular Lore skill he is researching and compares the result to Table 5.25 use spoken language. However, in a highly historical game, the opportunity
– Lore Research to find out if he has grasped the lessons. to learn to read and write may be reduced and the Gamemaster may require
characters to go to considerable lengths to learn how to read and write. It
LANGUAGE LORE should always be remembered that for game purposes you must have at
There are many languages for characters to learn for Chivalry & Sorcery least marginal fluency in a language before you can learn to read and write
role-playing. Learning and improving their use is comparable to other skills, that language.
but Languages are treated as Non-standard skills. In gaming practice the Speaking and reading/writing a language are considered to be sepa-
Language skills are handled in a different way than most other skills. The rate skills. Literate characters record a separate TSC% for the ability to
TSC% is a measure of one’s ability in using a Language. read/write a language that they know how to speak. Table 5.27 – Language
Learning Languages: A character must have someone to teach him or – Read/Write Modifiers shows the DF modifier, which can be used when
else a book in a new language from which he may learn. Purchasing a learning to read/write a language, that one has a marginal fluency in.
level in a language adds +3%, +5%, or +10% to PSF, depending on the Note: The modified DF cannot be greater than DF 7 or less than DF 1:
language to be learned/improved.
Fluency: This measures how well one understands others or how well one
can make oneself understood in a given language. The guidelines on making ,QWHOOHFW ') 0RGLILHU ,QWHOOHFW ') 0RGLILHU
Language checks are shown in Table 5.26 – Languages – Fluency. ') ')
Use the Crit Die result to gauge the degree of clarity or fogginess in convey- ') EDVLF')
ing or understanding any communication. The higher a successful Crit Die ') ')
the better the understanding. The lower a failed Crit Die the greater the
misunderstanding. This result is increasingly significant the lower the Flu- TABLE 5.27 – LANGUAGES – READ/WRITE MODIFIERS
ency PSF%. For instance, a Crit Die of 06 on a failure to communicate is far
less severe for a character with PSF 75% than for a character with PSF
32%. At PSF 75%, a character is fluent and, while he might make a mistake, Own Language (NS) [~]
the gist of the message will still be reasonably clear. At PSF 32%, a charac- Attributes: Spoken: Intellect & Bardic Voice
ter’s skill is very limited and any mistakes in understanding are far more likely Written: Intellect & Agility
to be serious. Level: DF 1; BCS 60%; 300 Exp; 3 SKP
However, a Success with Crit Die 10 always shows that the meaning is Improve: +10% per level
conveyed or understood by the character with clarity and there is no misun- This skill involves speaking one’s native tongue and always sounding like a
derstanding. native regardless of low his TSC%. He may have a local accent (that is
recognisable by others of his nationality), which identifies his birthplace, etc.
as is the case for all languages.
Note: Remember that being able to read and write one’s own language is still
a separate skill.
)OXHQF\ 76& 'HVFULSWLRQ
0LQLPDO /HVVWKDQ 7KHFKDUDFWHUKDVFRQVLGHUDEOHGLIILFXOW\PDNLQJ Using a medieval European model, the languages shown in Table 5.28 –
KLPVHOI XQGHUVWRRG RU XQGHUVWDQGLQJ RWKHUV Medieval Languages could be available for characters to learn. Of course,
0DNHDODQJXDJHFKHFNHYHU\WLPHKHVSHDNV different languages could be substituted for an entirely imaginary world.
Some of the languages listed below might be unavailable or harder to learn.
RUDWWHPSWVWRXQGHUVWDQGDQRWKHU
Such languages are Foreign Languages if one is not born into a land in
0DUJLQDO 7KH FKDUDFWHU VSHDNV KHVLWDWLQJO\ DQG KDV D
which they are commonly used.
OLPLWHGYRFDEXODU\+HPD\EHPLVXQGHUVWRRG
TXLWH HDVLO\ DQG PD\ PLVXQGHUVWDQG VRPH RI In some instances, the written language is more difficult to learn than the
ZKDWKHKHDUV$ODQJXDJHFKHFNVKRXOGEH spoken language because a simple alphabet is not used. Examples include
PDGHRQDUHJXODUEDVLVWRVHHLIKHGRHVXQGHU written Chinese and Japanese (both of which can be learnt at DF 4; BCS
VWDQG 30%; 600 Exp; 6 SKP and improved at +3% per level and requiring Callig-
)OXHQW 7KHFKDUDFWHUFDQERWKPDNHKLPVHOIXQGHUVWRRG raphy) and written Arabic and Hebrew (both of which can be learnt at DF 3;
DQG DOVR XQGHUVWDQG ZKDW RWKHUV VD\ $ ODQ BCS 40%; 500 Exp; 5 SKP and improved at +3% per level).
JXDJH FKHFN VKRXOG EH PDGH RFFDVLRQDOO\ WR Such languages would be rated at +1 DF for foreigners to learn how to write
FRQILUPWKDWQRVLPSOHHUURUVKDYHDULVHQ because they are difficult to begin with.
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FKHFN,ILWLVDIRUHLJQODQJXDJHDFKDUDFWHUFDQ
SDVVKLPVHOIRIIDVQDWLYHERUQVLPSO\E\UROOLQJ
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1-60
The ability to read such a language proves useful when researching some
(QJOLVK )UHQFK 6ODYRQLF
subject of ancient lore or when confronted with an inscription found in
:HOVK 6SDQLVK 0HGLHYDO*UHHN ancient ruins. Some ancient languages may be made more difficult than DF
6FRWV*DHOLF ,WDOLDQ 7XUNLVK 3, if desired again at the Gamemaster’s discretion.
,ULVK*DHOLF *HUPDQ $UDELF
1RUGLF )LQQLVK 2WKHU Dwarven Tongue (NS) [~]
,QIHXGDO(QJODQGPHPEHUVRIWKHDULVWRFUDF\DUHOLNHO\WRKDYHERWK(QJOLVKDQG Attributes: Spoken: Intellect & Bardic Voice
)UHQFKDVQDWLYHWRQJXHVEHFDXVHWKH\ZHUHW\SLFDOO\ELOLQJXDOLQWKH1RUPDQDQG Written: Intellect & Agility
SRVW1RUPDQSHULRGF7UHDWVXFKFDVHVDVKDYLQJRQHODQJXDJHIRU Level: DF 3; BCS 40%; 500 Exp; 5 SKP
OHDUQLQJLPSURYHPHQWSXUSRVHV Improve: +5% per Level
7KHODQJXDJHDFWXDOO\FRQVLVWVRIVHYHUDOVXEODQJXDJHVZKLFKPLJKWEHFRQVLGHUHG This is the ability to speak the language of the Dwarves. If taught by a Dwarf,
DVVHSDUDWHODQJXDJHVZKLFKD³QDWLYH´FRXOGOHDUQDW')EXWRWKHUVPXVWOHDUQDW one improves at +10% per level. Of course, Dwarves learn it as their Own
')(J1RUGLFFRXOGEUHDNGRZQLQWRWKHVXEODQJXDJHVRI'DQLVK6ZHGLVKDQG Language. Several dialects are suspected to exist, which Dwarves can
1RUZHJLDQ easily understand and use, but which may prove difficult or impossible for
)UHQFK6SDQLVKDQG,WDOLDQDUHUHODWHG5RPDQFH/DQJXDJHVWKDWJUHZRXWRIDQFLHQW non-Dwarves to comprehend unless they have learned each dialect sepa-
/DWLQDQGKDYHPDQ\ZRUGVLQFRPPRQ6RPHRQHNQRZLQJRQHRIWKHVHZRXOGOHDUQ rately.
EDVLFNQRZOHGJHRIRQHRIWKHRWKHUVDVD)RUHLJQ/DQJXDJHEXWDIWHUDWWDLQLQJ76&
)OXHQWKHFDQLPSURYHKLVVNLOODVLIWKHODQJXDJHZDVDW') Elven Tongue (NS) [~]
0HGLHYDO*UHHNVSRNHQLQWKH%\]DQWLQH(PSLUHLVGLIIHUHQWIURP$QFLHQW*UHHNEXW Attributes: Spoken: Intellect & Bardic Voice
VRPHRQHZKRNQRZV0HGLHYDO*UHHNFRXOGOHDUQWKHDQFLHQWODQJXDJHDW') Written: Intellect & Agility
2WKHUODQJXDJHVZRXOGLQFOXGHDQ\IURPODQGVRUSHRSOHVWKDWPLJKWEHLQFOXGHGLQWKH Level: DF 5; BCS 20%; 700 Exp; 7 SKP
VFRSHRIWKHFDPSDLJQHJ0RQJROLDQ&KLQHVH-DSDQHVH(DVW,QGLDQ$OVRDQ\ Improve: +3% per Level
PLQRULW\ODQJXDJHVOLNH+HEUHZ<LGGLVKDUHLQFOXGHGLQWKLVJURXS This is the ability to speak the language of the Elves. It is very difficult to
learn. However, if taught by a Elf, one improves at +10% per level. Elves
learn it, of course, as their Own Language. The language is not only
TABLE 5.28 – MEDIEVAL LANGUAGES
exquisitely beautiful but also has the virtue of being in tune with Nature and
also with Magick.
Common Tongue (NS) [~]
Attributes: Spoken: Intellect & Bardic Voice Mage Speech (NS) [~]
Written: Intellect & Agility Attributes: Spoken: Intellect & Bardic Voice
Level: DF 2; BCS 50%; 400 Exp; 4 SKP Written: Intellect & Agility
Improve: +10% per Level Level: DF 4; BCS 30%; 600 Exp; 6 SKP
Common Tongue is a simple trade language, with a vocabulary of about Improve: +5% per Level
1,500 words, which was developed by merchants to do business with Mage Speech is not a language unique to magick-users. Rather, it is one of
foreigners. It can be used for simple communication when a common lan- the Ancient Languages selected by Mages when inscribing their knowledge
guage is not shared. Such “Tradespeech” is likely to be understood by most and spells on parchment scrolls and in books. Since Mages do have a
members of “enchanted races” and by intelligent monsters. vocabulary all their own, the ability to read Mage Speech aids in research-
ing and interpreting the Lore recorded by the Mages of old. It gives a bonus
Note: A Common Tongue is optional and does not have to be included in of +10% to the TSC% of any Materia Magica skill when a character makes a
a campaign. Lore Research roll. Characters with Elven Tongue at a TSC 80%+ (Accom-
plished) learn Mage Speech at +10% per level.
Foreign Language (NS) [~]
If a spell caster has a TSC 66%+ (Fluent) in Mage Speech they automati-
Attributes: Spoken: Intellect & Bardic Voice
cally gain a bonus of +5% to TSC% when targeting spells. Power Word
Written: Intellect & Agility
Mages with a TSC 66%+ (Fluent) automatically enjoy a bonus of +10% to
Level: DF 2; BCS 50%; 400 Exp; 4 SKP
TSC% when targeting in Mage Speech. While not essential, Mage Speech
Improve: +10% per Level
is particularly valuable to the Power Word Magus as it, alone, is always able
This is the ability to speak a foreign language. A character always has a to harness and focus magick power in a single word or phrase instead of an
foreign accent until he reached TSC 80%+ (Accomplished), after which he incantation.
has a chance of sounding like a native. Use Table 5.28 – Medieval Lan-
guages or else one the Gamemaster has developed for a purely imaginary Note: For further information see Magicks and Miracles (Vol. II Core
world of his own design. Rules).
Note: Some foreign languages may be made more difficult to learn than DF 2
at the Gamemaster’s discretion.
1-61
1-62
1-63
Cartography maximum success with First Aid and depending upon the severity of the
Attributes: Intellect & Wisdom injury will suffer a penalty of between -1 to -3 to the Crit Die. Any PC may
Level: DF 3; BCS 40%; 500 Exp; 5 SKP learn First Aid but very few NPCs possess the skill besides barbers, phy-
sicians, priests specialising in Healing, a few fighting men and women such
Characters with this skill are better able to read and draw maps than PCs
as midwives.
who do not have basic knowledge. Map reading is actually a rather difficult
task if one knows little about maps and mapping. Unless a map is very simple
and contains easily recognisable symbols and pictographs an illiterate finds Chirurgery [~]
it almost incomprehensible, in the same ways that writing baffles him. Attributes: Intellect & Agility
Level: DF 4; BCS 30%; 600 Exp; 6 SKP
The skill also involves drawing maps with a reasonable degree of accuracy. Chirurgery is a cluster of three sub-skills, promoting survival and recovery
A character having Cartography does away with the tiresome, often frus- through a variety of medical procedures:
trating practice of providing detailed descriptions of dungeons, etc. The
Gamemaster draws a simple map while describing the party’s surroundings. 1 Chirurgery: This includes the extraction of arrowheads etc. from
Every so often, an accuracy check may be made against the mapmaker’s wounds, amputation of shattered limbs, immobilisation and setting of
TSC% to see whether the map has “flaws” or not. Cartography is also broken bones, extraction of teeth, stitching up and bandaging wounds,
used to map large areas with accuracy. Such a skill is especially useful to treating shock, etc. Depending on the skill of the chirurgeon and the
voyagers travelling long distances over land or across the sea. seriousness of the problem, the procedures take from 5 to 60 minutes.
2 Cauterising & Staunching Wounds: This includes the stopping of
Geological Lore [~] uncontrolled bleeding, particularly from a grievous wound (when a
character has been reduced to negative BODY values). First Aid in
Attributes: Intellect & Wisdom
such cases will only slow but not staunch blood flow. To stop it com-
Level: DF 3; BCS 40%; 500 Exp; 5 SKP
pletely requires either cauterising or staunching or both.
The character is able to recognise minerals in their natural setting, evaluate
Cauterising is the searing the wound with a heated iron or fire. This is
the richness of ores, raw precious and semi-precious gems, etc. He is also
always effective and invariably stops bleeding. However, if the Chirurgeon
able to detect fault lines and shearing planes so that he is more successful
suffers a Failure with Crit Die 01- 04 the patient will go into shock.
as a miner
Shock inflicts an additional -2 Body Points of damage on the patient,
otherwise the effects are as given in Table 5.32 - First Aid & Chirurgical
MATERIA MEDICINA: HEALING LORE Treatment Results.
Table 5.32 - First Aid & Chirurgical Treatment Results is used to find the Staunching is the stopping of blood flow by applying compression
outcome of procedures involving First Aid and Chirurgery. Any penalties bandages, stitching, etc. There is a chance of failure, but shock is less
to subsequent TSC% rolls apply only to First Aid. likely to occur.
3 Setting Broken Bones: This is a skill involving immobilising and prop-
First Aid erly setting broken bones so they mend correctly.
Attributes: Intellect & Agility
Level: DF 2; BCS 50%; 400 Exp; 4 SKP
First Aid is used to staunch uncontrolled bleeding, bind up wounds or
broken bones, treat for shock etc. Treatment prevents continuing damage
when a victim is bleeding to death or falling into irreversible coma. Treatment
takes 5 to 10 minutes. Serious wounds, burns, etc. cannot be treated with
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1-64
Pharmacology & Medicine [~] The cost shown is the usual cost of the ingredients needed to make the
Attributes: Intellect & Wisdom medication and the price is the usual price charged per dose of the com-
Level: DF 4; BCS 30%; 600 Exp; 6 SKP pleted medicine.
Pharmacology & Medicine gives a character a cluster of five sub-skills 1 Diagnosis: This is skill in assessing the nature of an ailment and pre-
that promote survival and recovery through use of medicines. Each sub-skill scribing treatment. It includes recognising diseases and traumas (inju-
can be developed separately after gaining Level 1 in Pharmacology & ries). Anyone learning to make drugs and poisons can recognise which
Medicine. Each sub-skill is improved as if at DF 3 and gives a bonus of +1 preparation was used and is able to prescribe the proper antidote and
to the Crit Die. Alternatively general knowledge in Pharmacology & Medi- treatment to counter its effects.
cine can be continued with no change in DF. 2 Potions & Unguents: This is skill in making potions, salves, balms,
ointments and powders. Many “secret” preparations are possible. The
Certain of the sub-skills all involve Medication Research which indicates
individual Healer must research how to make them. Once he discovers
various relevant facts about the items researched. Make a skill check using
how to make a specific medication, he will be successful so long as he
the character’s Pharmacology & Medicine TSC%. A success means
makes a batch by following the “recipe” developed during his research.
finding a preparation that works in some way, whilst a failure means all the
research was for naught and must be repeated. In all cases the research
time is 90 days – (3 x INT). However, if the character uses a “recipe” from +HDOLQJ(IIHFW
a book, scroll or from another medicine man the time is halved. &ULW 0DWXUDWLRQ 1R RI ,QJUHGLHQW 3ULFH SHU ERQXV WR 1DWXUDO
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healing effects. Once matured, it can be used ot treat a patient. The time GD\V &URZQV &URZQV
taken to mix the ingredients is much less. In any given day, a character can GD\V &URZQV &URZQ
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1-65
5 Knowledge of Toxins: This is skill in identifying and recreating toxins Note: It is assumed that there are 12 hours of available daylight. If there is
and other poisons. Poisons directly attack the Body of the victim. The less than three hours available, reduce the TSC% by 1/3 if only two hours or
effects are cumulative and damage can mount over the duration indi- 2/3 if only one hour of daylight left.
cated. Most poisons are nowhere as deadly as many games portray
them. Only a few kill “instantly”. Most are slow acting. A successful with Crit Die 10 results in the character finding double the
amount of the herb he is searching for. Alternatively, he may roll for a second
Toxins can be researched and made in much the same way as healing herb type that he could have found in the same search period.
unguents. The only difference is that success on the skill roll alone is
needed to be successful in one’s research. They take the same period Herbs can be gathered only in the growing season (May to October in
of time to research but they take 15 days x Crit Die to mature to full Northern climes and November to April in Southern climes). A character will
strength. know which terrain a particular herb prefers if he makes a successful Local
6 Antidotes: This is skill in producing antidotes to toxins and drugs. Mak- Geography skill roll for the area he is currently in.
ing Antidotes involves preparation of antidotes for poisons and drugs Note: If the character is not in his own home locale, he will be regarded as
about which a character already has knowledge. The skill includes the an outsider to the area and suffer the appropriate penalty to the skill.
ability to recognise a particular drug or poison, to diagnose whether a
victim was poisoned and drugged and by what and to prescribe the Herb Gardens: If a character has the skill and knows how to grow Veg-
antidote for the offending drug or poison. etable Crops (see Agricultural skills), Herbalism provides the additional
knowledge and skills needed to cultivate a healthy herb garden, with 1D10
Once a PC learns to make a given item correctly, make a skill roll to find out if quantities of herbs cultivated x PSF% in Herbalism + Vegetable Crops.
he has properly prepared the batch. A medication or cordial will not always Once he reaches PSF 150%+, he becomes a Master Herb Gardener and can
work. Each time it is administered, roll the TSC% used at the time the cultivate a garden with (5 + 1D10) quantities x PSF% in Herbalism + Veg-
medication or cordial was made. If it is desired that repeated dice rolls etable Crops.
be avoided, make it an optional rule that a successful TSC% roll the first
time a preparation is used means that the whole batch is good. If the first
TSC% roll fails, roll each time it is administered. ([DPSOH
&RQUDGKDV36)LQ+HUEDOLVPDQG36)LQ9HJHWDEOH&URSVDWRWDORI
Any formulation should contain 7 or more components. For example: eye of
7KXVKHFRXOGKDYHDKHUEJDUGHQWKDWFRQWDLQVDPLQLPXPRI
newt, rosemary, sage, stonewort, olive oil, red wine and three scrapings of
fine gold. Some ingredients should reflect the nature of the formulation, e.g. [ TXDQWLWLHVRIKHUEVRUDPD[LPXPRI[ TXDQWLWLHV
Boneset aids in healing injuries and broken bones and might be in a medica- RIKHUEV,I&RQUDGKDGDWRWDO36)RIKHZRXOGEHDEOHWRJURZEHWZHHQ
tion aiding recovery from such afflictions. Once you have decided the DQGTXDQWLWLHVRIKHUEV
ingredients give the formulation a name, describe how it looks, tastes, smells,
etc. Much “fun” can be had if a player is “chemically minded” or else has a
good sense of humour. Preserving Herbs: This is knowledge of the proper way to dry and pre-
serve herbs so that they will retain all of their healing or magical properties
The character also gains bonuses to making Potions & Unguents and
for one year + one week x PSF% of the Herbalist.
Antidotes, if he has the skill of Herbalism. He receives a bonus to re-
search and preparation of herbal infusions and the inclusion of “simples” The Herbal: If he can read and write, the character records his recipes for
(healing herbs) into medicines. He gains +1% per 3% of PSF% (rounding herb-based medicines in a book called a Herbal. Otherwise, he uses
down) after reaching PSF 30% in Pharmacology & Medicine. Poetic Recitation to record his lore in verse form to aid their easy and
precise remembrance.
1-66
5 A Success with Crit Die 10 adds +1 to the Crit Die when performing Riddling
one task the character is concentrating on. However, if concentrating Attributes: Intellect & Discipline
on several things at once, no bonus is added. Level: DF 3; BCS 40%; 500 Exp; 5 SKP
6 The Gamemaster can assess situational penalties to the character’s Resisted: Riddling – PSF% of Riddler
Concentration TSC% from between -10% to -50%, based on the like- The ability to “riddle” was widely respected in elder times. This skill enables
lihood they will break their Concentration. If a character’s Concen- a character to do a number of things.
tration fails, the Crit Die determines the penalty on the next (immediate)
task to be performed and this is shown in Table 5.35 – Penalty for 1 Riddling Games may be played with other characters. Each opponent,
Breaking Concentration. in turn, poses a riddle that the other may solve. The Guesser must make
his Riddling TSC% roll – PSF% of the skill of the Riddler. If successful,
the Guesser becomes the Riddler and the process is repeated, with the
)DLOXUH ZLWK roles reversed. The game goes on until one opponent “stumps” the
&ULW 'LH 3HQDOW\ other.
0DLQWDLQVFRQFHQWUDWLRQQRSHQDOW\ 2 The Riddling Game has a binding quality. If a wager of some sort was
placed on the game, sometimes money but often in the form of some
previously stipulated request the loser had to grant the winner, the loser
has to make good on the wager. Even the monstrous enchanted races
and supernatural beings abided by the terms of such wagers! There is
reason to suspect the Riddle Game has some immensely powerful
TABLE 5.35 – PENALTY FOR BREAKING CONCENTRATION compulsion, perhaps an ancient binding magick, built into it which mortals
have yet to discover. In any event, it exerts great power over the
supernatural realm.
([DPSOH 3 Riddling can be used to interpret mysterious inscriptions or riddled
0DJQXVWKH(QFKDQWHULVFRQFHQWUDWLQJRQDVSHOOKHZLVKHVWRFDVW+RZHYHUWKH prophecies. Depending on the nature and complexity of the Riddle, the
VLWXDWLRQVXGGHQO\UHTXLUHVWKDWKHGRGJHLQVWHDG+HPDNHVD&RQFHQWUDWLRQ Gamemaster can apply a minor to overwhelming penalty (-5% to -50%)
on solving it. If a character fails, he cannot find the meaning of the Riddle.
FKHFNDWVLQFHKHKDVWZRLWHPVWRFRQFHQWUDWHRQQRZLIKHLVJRLQJWRSHUIRUP
However, he may turn his Riddling skill to the problem once every 7
HLWKHURIWKHPZHOO+LVKDV76& +HUROOVDQG&ULW'LH
days - 1 day x PSF% / 9 he has in the skill. When he reaches PSF 63%,
6XFFHVV +H UHPDLQV FRPSOHWHO\ IRFXVHG KH PDLQWDLQV &RQFHQWUDWLRQ RQ WKH he may attempt to resolve the Riddle once each day. Each time he
VSHOODQGFDQFDVWLWODWHUZLWKRXWSHQDOW\0HDQZKLOHKHGRGJHVZLWKRXWSHQDOW\+H succeeds, the character receives one “hint”, in other words, a clue or
FDQQRWDGGWKHERQXVWRWKH76&RIHLWKHUWDVNEHFDXVHKHZDVFRQFHQWUDWLQJ intuition. If he rolls a success with Crit Die 10, he solves the Riddle!
RQPRUHWKDQRQHWDVNQRUFDQKHDGGWRWKH&ULW'LHUHVXOWRIHLWKHUWDVN Up to 21 clues will be given, that is, a character has 21 chances to solve
6XSSRVH0DJQXVIDLOHGKLV&RQFHQWUDWLRQFKHFNZLWK&ULW'LH+HWKHUHIRUH the problem. If failure still occurs, the Riddle remains unsolved.
VXIIHUVDSHQDOW\WRKLV'RGJHWKHQH[WLPPHGLDWHDFWLRQFKRVHQDQGKHDOVR The Gamemaster can work this process in two ways. If he has a literary
ORVHV KLV DELOLW\ WR FDVW WKH VSHOO EHFDXVH VSHOOV FDQQRW EH LQWHUUXSWHG PLGZD\ bent, he can compose an actual Riddle. If the players cannot solve it, one
XQOHVV&RQFHQWUDWLRQLVPDLQWDLQHG character makes a guess by making a skill roll less a penalty as assessed by
the Gamemaster. Alternatively, no Riddle is actually posed. The Gamemaster
merely states there is a Riddle. The dice determine when, if ever, he has to
divulge the secret.
Meditation [~]
Attributes: Discipline x 2
Level: DF 3; BCS 40%; 500 Exp; 5 SKP
Willpower
Attributes: Discipline x 2
Meditation enables a character to enter beneficial trance-like states.
Level: DF 3; BCS 40%; 500 Exp; 5 SKP
In a meditative state, a person heals at +1 Body Point per 6% of PSF% in Resisted: Willpower
Meditation, provided the character stays in the trance for three consecu- Willpower is a Core Skill in which every character has basic knowledge.
tive days. Check every 6 hours to see if the trance can be maintained. It arises out of the very nature of aware beings, whether they are beasts or
members of a sentient race. It represents sheer stubbornness, the resist-
In a meditative state, a character requires no food and a mere cup of
ance a character puts up against anything that might sway his mind and
water for the day. Meditative fasting can be maintained for one day x CON
deflect him from his chosen course. There are many ways one’s strength of
without doing harm. Check every 6 hours.
Will might be tested. Some of these are magical. Others are “natural”,
Instead of receiving the above benefits, a person may meditate on a certain perhaps arising out of some attempt to exert charismatic influence or even
task. For each hour he spends in Meditation, he receives a +2% bonus to out of one’s own failings and flaws and deepest fears. Willpower rolls will
the performance of the task. Check hourly to see if Meditation can be be common during a character’s gaming life, so develop this skill as much as
maintained. The character can meditate on the task for 1/2 hour x DISC, but possible.
he must stipulate how long he intends to meditate and must complete that time
without losing focus or lose all benefits. After the Meditation is completed,
he must either perform the task immediately or else maintain Concentration
on the task to delay performing it. If his Concentration is broken, he loses
any Meditation bonus gained. Of course, once he performs the task, he
uses up the benefit.
1-67
When a Knight performs a deed that may please his Lady, make a Courtly
Love roll. A great feat done in the Lady’s honour, like winning a tournament
or succeeding in a dangerous quest will always be counted a “success”.
Roll only the Crit Die in such instances to find the degree of that success by
comparing it to Table 5.36 – Courtly Love – Results. After all, no proper Lady
could ever regard prowess at arms or noble deeds accomplished in her
name to be anything except a mark of the Knight’s constancy and devotion!
1-68
6XFFHVVZLWK 6XFFHVVZLWK
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FRQVLGHUDEOH DSSURYDO E\ HYHU\RQH 7KHDUPVKDYHEHHQLGHQWLILHGDQGWKHEDFNJURXQGRIWKHZHDUHU
7KHFKDUDFWHUH[KLELWHG³WUXHFRXUWRLVLH´ KDVEHHQUHFDOOHG,IWKHZHDUHULVDQLPSRUWDQWQREOHDVXFFHVV
)DLOXUH ZLWK ZLWKD&ULW'LHRIEHWZHHQZLOODFKLHYHWKHVDPHUHVXOWVXFK
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7KH FKDUDFWHU KDV FRPPLWWHG D EUHDFK RI ³FRXUWHV\´ QRW TXLWH )DLOXUH ZLWK
HQRXJKWRJLYHRIIHQFH\HW%XWLWLVHQRXJKWRUDLVHH\HEURZVLIKLV &ULW 'LH 5HVXOW
PDQQHUIDLOVWRLPSURYHFRQVLGHUDEO\LQWKHQHDUIXWXUH 7KHDUPVKDYHQRWEHHQLGHQWLILHG
7KHFKDUDFWHUKDVFRPPLWWHGDVHULRXVEUHDFKRIHWLTXHWWH'H 7KHDUPVKDYHQRWEHHQLGHQWLILHGEXWWKHFKDUDFWHUPLVWDNHQO\
SHQGLQJRQWKHFLUFXPVWDQFHVWKHRIIHQFHPLJKWEHJULHYRXVHQRXJK WKLQNVKHKDVLGHQWLILHGWKHP6XFKFDVHVRIPLVWDNHQLGHQWLW\FDQ
WRPHULWDFKDOOHQJHWRFRPEDWRQWKHILHOGRIKRQRXU2ULWPLJKWRQO\ KDYHVHULRXVFRQVHTXHQFHV
DURXVHUHDFWLRQVUDQJLQJIURPGLVDSSURYDOWRDQJHUDQGGLVPLVVDORI
WKHFKDUDFWHUDVRQH³RXWRIIDYRXU´ TABLE 5.38 – HERALDRY – RESULTS
1-69
1-70
Having a map improves the TSC% by 10+1D10% depending on the quality of Fishing
the map being used and the availability of nearby landmarks corresponding Attributes: Wisdom & Agility
to those marked on the map. Level: DF 3; BCS 40%; 500 Exp; 5 SKP
If the character has the appropriate Geographical Lore this also improves the The character possesses the skills necessary to catch fish by a variety of
TSC% by 15+1D10% in familiar territory. It also applies if the character is in methods, including hook & line, fishing spear (trident), tickling, with nets, etc.
unfamiliar territory but has “book knowledge” to assist him. Make a 1D100 roll every 30 minutes and compare the result to Table 5.43 –
Fishing – Encounters, to find out if the character encounters any fish and
their size. If he does make a 1D10 roll and compare the result to Table 5.44
6XFFHVVZLWK – Fishing – Numbers to find our how many fish he might catch.
&ULW 'LH 5HVXOW
7KHFKDUDFWHU¶VNQRZVKLVDSSUR[LPDWHORFDWLRQ )LVK (QFRXQWHU (QFRXQWHU (QFRXQWHU
7KHFKDUDFWHUNQRZVKLVH[DFWORFDWLRQ 6L]H 6WUHDP /DNH 2FHDQ
)DLOXUH ZLWK 1RILVK
&ULW 'LH 5HVXOW OE
7KHFKDUDFWHUKDVDYHU\YDJXHLGHDRIZKHUHKHLV OE
7KH FKDUDFWHU LV WRWDOO\ ORVW DQG GLVRULHQWDWHG 7KH FKDUDFWHU OE
UHPDLQVVRIRUPLQXWHV['(YHQLIKHKDVDPDSKHFDQ OE
QRW UHDG LW FRUUHFWO\ ,I KH VSRWV IDPLOLDU ODQGPDUNV KH IDLOV WR OE
UHFRJQLVHWKHPHWF,IKHIDLOVKLVQH[WDWWHPSWWRILQGORFDWLRQKH OE
EHFRPHVWUXO\ORVWIRUKRXU[' 'OE
'OE
TABLE 5.41 – FINDING ONE’S LOCATION - RESULTS
TABLE 5.43 – FISHING – ENCOUNTERS
Finding Water
Attributes: Intellect & Wisdom
Level: DF 3; BCS 40%; 500 Exp; 5 SKP ' &KDQFHWR&DWFK
The character can find drinkable water. This skill assumes a water rich ILVK
environment. In dry conditions (grassy steppes, etc.) the character’s chance
ILVKHV
of finding drinkable water is at 1/2 PSF%. In deserts, this falls to a 1/4 PSF%
ILVKHV
chance of finding water and a Crit Die 06-10 is necessary for the water to
be safe to drink. Alkali water is poisonous to both man and beast.
TABLE 5.44 – FISHING - NUMBERS
Characters in a familiar country and who possess the skill Find Location
have an increased chance of finding water so gain a bonus of +2D10% to
their PSF% because they know both where they are and where the nearest Once the character knows what type of fish and the number he can
drinkable water is. possibly catch, make a skill roll for each chance he has to catch a fish and
compare the result to Table 5.45 – Fishing – Results.
A character may check to see if he has found water after 1 hour’s search in
a water-rich environment, after 3 hours in a relatively dry environment and
after a 6 hours in deserts. However, check once every 10 minutes if he is in 6XFFHVVZLWK
the vicinity of a water source he knows about. Table 5.42 – Finding Water &ULW 'LH 5HVXOW
– Results shows the outcome of any skill check.
7KHFKDUDFWHUFDWFKHVWKHILVK
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6XFFHVVZLWK )DLOXUH ZLWK
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7KHFKDUDFWHUKDVIRXQGVXIILFLHQWGULQNDEOHZDWHUIRUSUHVHQW,IWKH 7KHFKDUDFWHUKDVIDLOHGWRFDWFKWKHILVK
ZDWHUVRXUFHLVLQWKHGHVHUWLIWKH&ULW'LHLVWKHZDWHUZLOOEH 7KHFKDUDFWHUQRWRQO\IDLOVWRFDWFKWKHILVKEXWDOVRPDQDJHVWRIDOO
WDLQWHGDQGXQVXLWDEOHIRUPDQDQGEHDVW,WZLOOSURGXFHDQXSVHW LQWRWKHZDWHUVFDULQJDZD\DQ\UHPDLQLQJILVK
VWRPDFKRUZRUVH
7KHFKDUDFWHUILQGVDVSULQJRISXUHGULQNLQJZDWHU TABLE 5.45 – FISHING - RESULTS
)DLOXUH ZLWK
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7KHFKDUDFWHUKDVIDLOHGWRILQGZDWHU
7KHFKDUDFWHUKDVIRXQGZDWHUEXWLWLVWDLQWHGDQGGDQJHURXVWR
GULQN,IGUXQNE\DQ\RQHLWZLOOSURGXFHXQSOHDVDQWJDVWULFGLVWUHVV
RU ZRUVH
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1-71
1-72
To find out how successful the character has been with his Tracking Prey If a character does not possess the appropriate detection skill, but does
skill roll, make a skill roll including the appropriate modifiers and compare the wish to actively search for a particular event etc., then his Alertness:
result to Table 5.48 – Tracking Prey – Results. Sight skill will apply but he will gain a bonus of +10% to his TSC%.
6XFFHVVZLWK
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7UDFNHUKDVIRXQGWKHWUDLORIWKHTXDUU\
GRHVQRWSRVVHVVDQ\VSHFLDOLVHGVNLOOWRKHOSKLPLQWKLV:LOOLDPSRVVHVVHV/HYHO
7UDFNHU ILQGV D JRRG WUDLO DQG JDLQV D ERQXV RI ' WR KLV
LQ$OHUWQHVV6LJKWVRKDV36)$OVREHFDXVHKHLVDFWLYHO\VHDUFKLQJIRU
76&RQWKHQH[WWUDFNLQJFKHFN
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7UDFNHUKDVXQPLVWDNDEOHVLJQVDQGJDLQVDERQXVRI'WR
7KHWKLHIPDNHVKLV%OHQGLQJLQWR6XUURXQGLQJVVNLOOUROODQGLIKH
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)DLOXUH ZLWK SHQDOW\RIWKHWKLHI¶V36)LQ%OHQGLQJLQWR6XUURXQGLQJVLQRUGHUWRDFWLYHO\GHWHFW
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DJDLQ
7KHWUDLOKDVEHHQORVW6HDUFKIRUKRXUDQGFKHFNDJDLQ7KH Alertness: Sound (NS)
FKDUDFWHUVXIIHUVDQDGGLWLRQDOSHQDOW\RI²WRKLV76&RQKLV Attributes: None – Hearing Modifier
QH[WWUDFNLQJFKHFN Level: DF 7; BCS 5%; 900 Exp; 9 SKP
Improve: +3% per level
TABLE 5.48 – TRACKING PREY - RESULTS Alertness: Sound is a Core Skill and is the ability to detect something
unconsciously within one’s hearing without actively listening for it. This
specialised skill receives no Attribute Bonus but the character’s PSF% does
Tracking Prey may be used in a town or village, but treat the trail as increase by +3% per level gained.
crossing rocky ground (even if the streets are dirt or mud). There are so
many cross trails and confusing signs that the character is at 1/2 PSF%. The skill can also be used in conjunction with another detection skill the
One has to be very, very, very good to trail anyone in an urban setting. character possesses in order to find out if the character has heard some-
thing occurring without actually being on alert for it. In such a situation, the
character will receive a bonus of +1/2 PSF% of the relevant skill. However,
PERCEPTION SKILLS suppose the character is alert for a particular noise etc, in such cases the
Perception involves using one’s senses and specialised knowledge to relevant skill will apply because he is actively alert for such events.
observe the surrounding world. However, a character does not have to
possess these skills to be perception, he can attempt to use these skills even If a character does not possess the appropriate detection skill, but does
if he does not possess them by using the Unskilled BCS% in any attempt. wish to actively search for a particular event etc., they his Alertness:
Sight skill will apply but he will gain a bonus of +10% to his TSC%.
Alertness: Sight (NS) Note: The skill should be treated the same as described for Alertness:
Attributes: None – Sight Modifier Sight.
Level: DF 7; BCS 5%; 900 Exp; 9 SKP
Improve: +3% per level
Detect Lie
Alertness: Sight is a Core Skill and is the ability to detect something Attributes: Intellect & Wisdom
unconsciously without actually looking for it. This specialised skill re- Level: DF 5; BCS 20%; 700 Exp; 7 SKP
ceives no Attribute Bonus but the character’s PSF% does increase by +3%
The ability to tell the difference between a truth and a falsehood is not a
per level gained.
simple matter. If a lie was merely being told, Detect Lie can be applied
The skill can also be used in conjunction with another detection skill the directly to find out if a character has picked out some telltale sign in the liar’s
character possesses in order to find out if the character has spotted some- manner, a discrepancy in the story being told, etc. However, if one is the
thing occurring without actually being on alert for it. In such a situation, the subject of a Con etc., he can resist the con using his Detect Lie less PSF%
character will receive a bonus of +1/2 PSF% of the relevant skill. of the character undertaking the con especially if this gives him a better
chance of success.
([DPSOH In some cases, the skill may not be needed to discover the untruth for what
7KRPDVKDVVNLOOLQ'HWHFWLQJ7KLHYHU\36)EXWKHLVQRWDFWLYHO\GRLQJVR it is. For instance, if a character has skill in Jewelsmithing and a Con artist
+LVVXEFRQVFLRXVPLQGPLJKWSLFNXSRQDWKLHYLVKDFWWKDWFRPHVZLWKLQYLHZ7KDW is foisting a cheap semi-precious stone on him as a valuable ruby, he can use
LVZKHUH$OHUWQHVV6LJKWNLFNVLQ7KRPDVKDVLQ$OHUWQHVV6LJKWEDVLF the skill with the highest PSF% to spot the lie. If he had a better chance by
NQRZOHGJHEXWKHLVDWUDLQHG7KLHIWKLVPHDQVWKDWKHUHFHLYHVDERQXVWRKLV applying Jewelsmithing skill, he would use its PSF% instead of his Detect
$OHUWQHVV6LJKWRI36)LQ'HWHFWLQJ7KLHYHVLH Lie PSF%. His specialised knowledge tells him that what he sees with his
own eyes not what he is being told!
1-73
TABLE 5.49 – READ CHARACTER - MODIFIERS Characters who also possess Arithmetic & Mathematics gain a bonus to
their Piloting & Navigation skill of +1 to their TSC% for every 5% of their
The application of the skill is best suited to NPC’s. Players, after all, are subtle PSF% in Arithmetic & Mathematics. They also gain +1 to the Crit Die if
and devious and the Gamemaster cannot get inside their minds. However, their Arithmetic & Mathematics is at PSF 67%+.
he knows what his NPC’s are really about because the Gamemaster is, after Characters who also possess Astrological Lore gain a bonus to their
all, every NPC in the game! Piloting & Navigation skill of +1 to their TSC% for every 5% of their PSF%
in Astrological Lore. They also gain +1 to the Crit Die if their Astrological
([DPSOH Lore is at PSF 67%+.
+DUDOGLVVNLOOHGDW5HDGLQJ&KDUDFWHU8SRQILUVWPHHWLQJ5LFKDUGGX%RLVDQ Note: These bonuses are cumulative.
13&KLVUHDGLQJLVDIDLOXUH7KH*DPHPDVWHULQIRUPVKLPWKDWKHREVHUYHGQRWKLQJ
WRUDLVHKLVVXVSLFLRQVQRUWRZLQKLVFRQILGHQFH$IWHUVHYHUDOZHHNVZLWK5LFKDUG Sail & Cordage Making [~]
+DUDOGDWWHPSWV5HDG&KDUDFWHURQKLPDJDLQ7KLVWLPHKHZDVVXFFHVVIXO7KH Attributes: Strength & Agility
*DPHPDVWHULQIRUPV+DUDOGWKDW5LFKDUGVHHPVWUXVWZRUWK\HQRXJKDQG\HW« Level: DF 2; BCS 50%; 400 Exp; 4 SKP
VRPHWKLQJKDV+DUDOGGRXEWLQJ5LFKDUG¶VVLQFHULW\RUKRQHVW\RUZKDWHYHU1RWKLQJ The character is skilled in the making of cords, ropes, cables and canvas
GHILQLWHEXWHQRXJKWRNHHS+DUDOGDOHUWDQGZDWFKIXO&OHDUO\+DUDOGLVJRLQJWR sails, maintain the running gear aboard ship and fully rig small boats and large
KDYHWRFRPHWRWHUPVZLWKZKDWLVUHDOO\JRLQJRQ ships. He is also able to make major repairs, or replace or modify blocks,
tackle, etc., as need be.
1-74
Shipbuilder: Maritime Architecture [~] Backstabbing is not usually part of a combat round, but if it is, then it takes
Attributes: Intellect & Wisdom +3 AP to deliver the blow. This is because you require more time to select the
Level: DF 5; BCS 20%; 700 Exp; 7 SKP target area.
The character knows how to design and supervise the building of a wide Backstabs can be delivered only to the neck, upper back and lower back.
variety of vessels, right up to large ocean-going ships. Success means the Other areas are unlikely to result in killing blows (arm or leg) or are too hard
design will work and a success with Crit Die 10 means a superior craft to reach from behind (groin) or are difficult to pierce with a backstab (head).
has been designed. Such a craft will be +1D10% faster than normal. Failure No additional bonuses accrue from attacking from behind because an aimed
means “back to the drafting board!” strike is intended.
Characters who possess basic knowledge in this skill are able to learn The success chance for any Backstab is based on the lower of the weapon
Ship’s Carpenter at -1 DF, so he can both design and build any water- skill or Backstabbing as modified by Table 5.51 – Backstabbing – Location
borne craft. Modifiers.
SKILLS FOR THIEVES, ROGUES & DESPERATE MEN 7DUJHW$UHD 76& 0RGLILHU
The following are skills may be needed by characters who live on the “edge”
1HFN
and have fewer scruples than most about doing “shady” or outright criminal
8SSHU%DFN
acts to put a few silver coins in their pockets. However, some skills may be
/RZHU %DFN
practised by decent, law-abiding folk, like disarming mantraps or even pick-
ing locks. Remember that having a “Thievish” skill or two is not the same as
TABLE 5.51 – BACKSTABBING – LOCATION MODIFIERS
being a Thief!
The Gamemaster has the option of rolling the dice secretly for any Thievish Table 5.52 – Backstabbling – Results shows the outcome of any attempt at
skill. In that way, the character cannot be sure if he has succeeded or failed Backstabbing. If successful and the character scores a Critical Hit, it is
to detect a trap, etc. based on that of the weapon used, with a bonus of +1 to Crit Die for every
20% of PSF% (rounding up) the character has in Backstabbing.
Administer Poisons & Drugs Undetected
Attributes: Intellect & Agility 6XFFHVVZLWK
Level: DF 4; BCS 30%; 600 Exp; 6 SKP &ULW 'LH 5HVXOW
This assassination skill involves stealthily administering a drug or poison to 'RXEOHWKHQRUPDOGDPDJHIRUWKHZHDSRQDIWHUWDNLQJDUPRXULQWR
an unsuspecting victim. If done in secret, the TSC% applies to finding an DFFRXQW $OO GDPDJH LV DJDLQVW WKH %RG\ DQG LV FRXQWHG DV D
opportunity to do the deed without interruption. Done in public, it signifies &ULWLFDO+LWVRWKHGDPDJHGRQHVKRXOGEHFRPSDUHGWRWKHQRUPDO
doing so without anyone noticing but the character is at 1/2 PSF% as the FULWLFDOHIIHFWV
chances of being spotted are greater. Table 5.50 – Administer Poisons –
7ULSOHWKHQRUPDOGDPDJHDIWHUDUPRXULVWDNHQLQWRDFFRXQWDQGWKH
Results shows how successful the poisoner has been.
QRUPDOVHFRQG&ULW'LHZLWKRXWWDNLQJDUPRXULQWRDFFRXQWLVDOVR
This skill may be resisted. Anyone with Detecting Thievery or Admin- LQIOLFWHG
ister Poisons & Drugs Undetected may check his skill – PSF% of the )DLOXUH ZLWK
Poisoner to see if he spots the attempt. However, the observer must have a &ULW 'LH 5HVXOW
clear view of the Poisoner in order to do this. $FOHDQPLVVEHFDXVHWKHZHDSRQVFUDSHGDJDLQVWDUPRXUDQG
ZDVGHIOHFWHGRUWKHYLFWLPPRYHGDWWKHODVWVHFRQG
Backstabbing [~] $GURSSHGZHDSRQ7KHEDFNVWDEEHULVEDGO\RIIEDODQFHIRURQH
Attributes: Intellect & Agility URXQGVRWKDWDQ\RQHDWWDFNLQJKLPZLOOJDLQDERQXVRIWR
Level: DF 5; BCS 20%; 700 Exp; 7 SKP 76&
Backstabbing uses knowledge of human anatomy and skill with a stabbing
blade of 2 feet or less in length. It involves sneaking up on a victim to inflict TABLE 5.52 – BACKSTABBING - RESULTS
an instantly fatal blow. With a successful backstab there is more damage as
the blade is directed toward vital tissue and organs, increasing the chance
of an instantaneous kill. ([DPSOH
$ZDUULRUZHDULQJDUPRXUJLYLQJKLWSRLQWVRISURWHFWLRQJXDUGVWKHGRRUWRWKH
Note: A backstab cannot instantly kill a Player Character, the best it can do
is a severe blow leading to unconsciousness. %DUELFDQRI&DVWOH%HQDUPRQ%HKLQGKLPOXUNVWKHVNLOOHGDVVDVVLQ*LDQ&DUOR
9HQXWLZLWK6756XFFHVVIXOO\VQHDNLQJXSWRVWULNLQJUDQJH*LDQ&DUORVWDEVWR
WKHEDFNWRUVRZLWKKLVSRLJQDUG+HKDV.QLIH 'DJJHU)LJKWLQJDW36)DQG
6XFFHVVZLWK
%DFNVWDEELQJDW36)+LV%DFNVWDEELQJ36)JLYHVKLP WR&ULW
&ULW 'LH 5HVXOW
'LH'XHWRKLV%DFNVWDEELQJEHLQJORZHUWKDQKLV.QLIH 'DJJHU)LJKWLQJVNLOO
1RRQHQRWLFHVWKHFKDUDFWHUKDVDGPLQLVWHUHGSRLVRQ KHKDVWRPDNHKLVVNLOOUROODJDLQVWKLV%DFNVWDEELQJVNLOO$VKHLVDLPLQJIRUWKH
7KHDFWZHQWXQQRWLFHG7KHGUXJRUSRLVRQKDVDPD[LPXPHIIHFW ZDUULRU¶VWRUVRFKHVWKHJDLQVDERQXVRI+HVWULNHVVXFFHVVIXOO\ZLWK&ULW
WKHYLFWLPGRHVQRWPDNHDUROOWRFRXQWHUWKHHIIHFWVRQWKHILUVW 'LHZKLFKJLYHVKLPDPRGLILHG&ULW'LHRI D&ULWLFDO+LW7KXVKHGRHV
FKHFNZKLFKEX\VWKHSRLVRQHUWLPHWRPDNHKLPVHOIVFDUFH GDPDJH3RLJQDUG$WWULEXWH%RQXV6NLOO%RQXVDGMXVWHG&ULW'LH
)DLOXUH ZLWK UROO SRLQWVRIGDPDJH6XEWUDFWLQJSRLQWVIRUDUPRXUDEVRUSWLRQWKHUHPDLQLQJ
&ULW 'LH 5HVXOW SRLQWVWULSOHVWRSRLQWVRIGDPDJHVWUDLJKWWR%RG\$GGWRWKDWDVHFRQG'
UROOGXHWRLWEHLQJD&ULWLFDO+LWZKLFKZDVWKHWRWDOGDPDJHLVSRLQWVFRPSDUHG
1RRSSRUWXQLW\DULVHVWRDGPLQLVWHUWKHGUXJRUSRLVRQ
WRWKHJXDUG¶VWRWDORI%RG\3RLQWV$FKHFNLVQRZPDGHIRUWKHHIIHFWVRID
7KHFKDUDFWHULVFDXJKWLQWKHDFW
WDUJHWHG&ULWLFDO+LWWRWKHWRUVRDQGILQGWKDWWKHJXDUGLVGRZQDQGG\LQJEOHHGLQJDW
%RG\SHUFRPEDWURXQGVRZLOOSRVHQRIXUWKHUWKUHDWWR*LDQ&DUOR9HQXWL
TABLE 5.50 – ADMINISTER POISONS – RESULTS
1-75
1-76
6XFFHVVZLWK 6XFFHVVZLWK
&ULW 'LH 5HVXOW &ULW 'LH 5HVXOW
$VXEGXLQJEORZHTXDOWRVWDQGDUGZHDSRQGDPDJH0DNHD 7KHSRFNHWKDVEHHQSLFNHGDQGWKHFRQWHQWVUHPRYHG
&21$5²36)RI0XJJHUWRUHPDLQFRQVFLRXV 7KHSRFNHWKDVEHHQSLFNHGDQGWKHFRQWHQWVVDIHO\UHPRYHGDQG
$VXEGXLQJEORZHTXDOWRZHDSRQGDPDJH&ULW'LH0DNHD ZLOOQRWEHPLVVHGIRUPLQXWHV[7KLHI·V6NLOO/HYHO
&21$5²36)RI0XJJHUWRUHPDLQFRQVFLRXV )DLOXUH ZLWK
$VXEGXLQJEORZHTXDOWRZHDSRQGDPDJH&ULW'LH0DNHD &ULW 'LH 5HVXOW
&21$5²36)RI0XJJHUWRUHPDLQFRQVFLRXV
7KH7KLHIKDVQRWVXFFHHGHGLQPDNLQJWKHWKHIW
)DLOXUH ZLWK 7KH7KLHIKDVEXQJOHGEDGO\HQRXJKWREHGHWHFWHG+HVXIIHUVD
&ULW 'LH 5HVXOW SHQDOW\RI'PLQLPXPRIZKHQGHIHQGLQJKLPVHOIDJDLQVW
$JODQFLQJEORZWKDWGRHVQRGDPDJHWRWKHYLFWLP DFRXQWHUDWWDFNRUKLV$3LIWU\LQJWRPRYHDZD\
7KH0XJJHUIDLOVDQGLVDOVRRIIEDODQFH+HVXIIHUVDSHQDOW\RI
'PLQLPXPRIZKHQGHIHQGLQJKLPVHOIDJDLQVWDFRXQ TABLE 5.57 – PICKING POCKETS - RESULTS
WHUDWWDFNRUKLV$3LIWU\LQJWRPRYHDZD\
Characters who also possess Sleight of Hand and who make a success-
TABLE 5.55 – MUGGING - RESULTS ful skill roll before attempting to pick a pocket add +2% x Crit Die to their
TSC% in Picking Pockets & Cutting Purses for the attempt.
Picking Locks
Attributes: Intellect & Agility Setting & Disarming Mantraps
Level: DF 3; BCS 40%; 500 Exp; 5 SKP Attributes: Intellect & Agility
Early locks were large, rather clumsy affairs that could thwart the efforts of Level: DF 4; BCS 30%; 600 Exp; 6 SKP
someone unskilled in picking them. A skilled Thief had little trouble as he is The character can design and set mantraps, “booby traps” used against
able to pick locks with a variety of tools. However, if he can imprint a piece sentient beings. A failure at design or setting up a trap means that it will not
of beeswax with an impression of the required key, he can make a duplicate. work. A success at design sets the difficulty level of the trap at the
In this case, his TSC% is his chance of making a key that will work and no designer’s PSF% so any attempt at disarming it will be resisted by a penalty
penalties for difficulty or complexity will apply when the key is made. Table equal to the designer’s PSF% in Setting & Disarming Mantraps. Suc-
5.56 – Picking Locks – Results shows how successful the thief has been cessfully setting the trap means it will go off if it is triggered.
in opening the lock.
Note: The skill does not include camouflaging a mantrap, which requires the
The Gamemaster decides on how difficult the lock is to open by assigning it skill Conceal Object to mask it presence.
a skill modifier of between -0% and -50% to reflect the mechanism’s strength
The character can also disarm mantraps. A skill roll can be made before
and complexity. Only after his first attempt (and failure) at picking the lock
any disarming attempt and the result compared to Table 5.58 – Setting &
can a Thief gauge how difficult the lock is to open.
Disarming Mantraps – Results to determine one’s chances.
6XFFHVVZLWK 6XFFHVVZLWK
&ULW 'LH 5HVXOW &ULW 'LH 5HVXOW
7KHORFNKDVEHHQSLFNHG 7KHFKDUDFWHUKDVDJRRGLGHDRIKRZWKHWUDSZRUNVDQGNQRZVWKH
7KHORFNKDVEHHQSLFNHGZLWKFRQVXPPDWHHDVHUHJDUGOHVVRIKRZ RGGV+HDOVRKDVDFKDQFHRIVSULQJLQJWKHWUDSVDIHO\LIKHFDQQRW
GLIILFXOWLWLV GLVDUPLW,IKHIDLOVWRGLVDUPWKHWUDSD&ULW'LHRIPHDQVKH
)DLOXUH ZLWK KDVVDIHO\VSUXQJWKHWUDS
&ULW 'LH 5HVXOW 7KHFKDUDFWHUNQRZVKRZWRGLVDUPWKHWUDSDQGGRHVVRZLWK
FRQVXPPDWHVNLOO
7KH7KLHIKDVQRW\HWILJXUHGRXWKRZWRPDQLSXODWHWKHZDUGV
7KH7KLHILVKDYLQJWURXEOHZLWKWKHORFN,QFUHDVHWKHWLPHQHHGHG )DLOXUH ZLWK
IRUWKHQH[WDWWHPSWDQGLQFUHDVHWKHORFNGLIILFXOW\E\² &ULW 'LH 5HVXOW
7KHFKDUDFWHUFDQRQO\JXHVVDWWKHRGGVDQGZLOOQRWVDIHO\VSULQJ
TABLE 5.56 – PICKING LOCKS - RESULTS WKHWUDSLIKHIDLOVWRGLVDUPLW
7KH*DPHPDVWHUPD\OLHWKURXJKKLVWHHWKDQGWHOOWKHFKDUDFWHUKH
The Gamemaster also decides how long the attempt takes. Most locks
require between 15 seconds to 2 minutes. A very difficult lock or one giving
NQRZVWKHRGGVZKHQKHLVZLOGO\RIILQKLV³JXHVVWLPDWH´
a Thief difficulty may require up to 5 minutes per attempt. After three failed
attempts, the Thief is baffled and cannot open the lock by mere skill at this TABLE 5.58 – SETTING & DISARMING MANTRAPS - RESULTS
time. More forceful methods of thwarting the lock are needed and the Thief
may take appropriate action.
1-77
The Gamemaster might roll the dice in secret to have wide “discretion” when Stealth of Thieves & Assassins
playing it out. Depending on what he learns (or on how gutsy he is) the Attributes: Agility & Discipline
character may then attempt a disarming. Imaginative handling of this situa- Level: DF 4; BCS 30%; 600 Exp; 6 SKP
tion by the Gamemaster can make for devastating tension around the games
The character can defeat a detection roll by his intended victim when sneak-
table until the outcome of the attempt is finally known.
ing up to strike a blow, pick a pocket, etc. and has closed within 30 feet. If
successful, subtract his PSF% from his quarry’s chance of detecting him. In
Skulk in Shadows urban settings, including indoors or underground, he can also tail or track his
Attributes: Agility & Discipline quarry by making use of shadows and cover or by blending into a crowd and
Level: DF 4; BCS 30%; 600 Exp; 6 SKP seeming to be an innocent bystander. If successful in a skill check, he goes
The character can skulk or hide in shadows to avoid detection. The skill in unnoticed if more than 30 feet away.
works in the same way as the Outdoor Skill Blending into Surroundings,
except that camouflage would be dark clothing rather than clothes suited to Stealth of Thieves & Assassins can be used at 1/2 PSF% in outdoors
hiding in an outdoors setting. settings in the place of Forester’s Stealth. The Gamemaster may impose
a modifier on the chance of being stealthy ranging from between -10% and
-30%, depending on the circumstances. Failure means a detection roll can
be made to spot him if he is within sight or hearing range.
6XFFHVVZLWK Streetwise
&ULW 'LH 5HVXOW Attributes: Intellect & Wisdom
7KHSHUVRQJLYHVKLPVRPHZRUWKZKLOHOHDGVWRIROORZXSEXWQRW Level: DF 4; BCS 30%; 600 Exp; 6 SKP
WKHLQIRUPDWLRQQRUWKHFRQWDFWKHVHHNV A Streetwise character does not take long to find out who is who in a town
7KHSHUVRQSODFHVKLPLQFRQWDFWZLWKWKHSHUVRQKHLVVHHNLQJ or village. He soon makes contact with members of the local Thieves’ Guild
+RZZHOOKHUROHSOD\VZLOOGHWHUPLQHWKHDPRXQWRILQIRUPDWLRQKH and with the “Street People”. Once accepted, he can more easily obtain
REWDLQV information not available to honest folk. Basically, the skill enables him to pick
the right person to question on matters of a less than law-abiding nature.
)DLOXUH ZLWK
Table 5.59 – Streetwise – Results shows how successful he is in picking
&ULW 'LH 5HVXOW
the correct person.
7KHTXHVWLRQPD\OHDGWRDEODQNORRNRUDVXVSLFLRXVIURZQ+H
HLWKHU WDONHG WR WKH ZURQJ SHUVRQ RU UDLVHG WKH VXVSLFLRQ RI DQ Once the character makes contact, he must role-play the situation as he
XQGHUZRUOGILJXUH,IKHPRYHVRQKHZLOOSHUKDSVJHWDZD\ZLWK finds it. Streetwise does not do it all for him, it simply opens the door wide
enough for a cunning and insightful player to exploit to the greatest degree
LW
possible the opportunity to acquire “insider” information. If he has Charis-
7KHTXHVWLRQFDXVHVKRQHVWIRONWREHFRPHYHU\VXVSLFLRXVDQG
matic Skills, he might use them to establish a more favourable impression.
GHQRXQFHKLP8QGHUZRUOGILJXUHVZLOOEHKLJKO\VXVSLFLRXVDQG
PXVWEHZRQRYHUEHIRUHWKH\ZLOOWUXVWWKHFKDUDFWHU If he fails and manages to meet up with an honest citizen instead, the char-
acter may to have to “talk fast” to get himself out of what could be a lot of
TABLE 5.59 – STREETWISE - RESULTS trouble. A Con may be in order, either that or some silver-tongued waffle in
role-play.
1-78
Oared Craft Animals can also be pushed and for information about travelling at a march,
Galleys may proceed independent of the wind because they can use oars trot, canter and gallop for mounts and for pack and draft animals see Chapter
as well as sails. However, it was the standard practice for galleys to put into 8 – The Marketplace.
shore at night or else to proceed under shortened sail. Consequently, they Fatigue Point recovery is at the standard rates enjoyed by a character based
would cover between 60 to 120 miles per day, on average and might on his Constitution. Without rest breaks etc., one will become tired rather
travel up to 160 miles in excellent cruising conditions. quickly and characters with higher Fatigue Points, lighter loads etc., will be
Viking ships were equally suited to proceeding under oars or sail and able to maintain the pace longer than those with lower Fatigue Points or
made good speed under most conditions. So would fast War Galleys and heavier loads. The same is true for animals.
courier vessels. Such craft would cover distance like ocean-going craft
(see above). TERRAIN EFFECTS (OPTIONAL)
Terrain, road conditions, etc. will also have an effect on the pace that a
MYTHOLOGICAL WINGED CREATURES character and Fatigue loss. If proceeding at a faster pace than those
Legendary creatures like winged Pegasus-type horses, gryphons, hippogriffs, shown in Table 6.1 – Journey Times, the following restrictions on speed
dragons and their like, were all fabled to be extremely fast. However, their and the additional Fatigue loss incurred are shown in Table 6.3 – Terrain
ranges would not be excessively great. Effects.
1-80
COMBAT
In Chivalry & Sorcery, combat revolves around the 15-second Combat Movement and Non-combat Actions
Round and the spending of Action Points to carry out actions.
During each Action Phase, points can be spent on movement, but no more
than 10 AP can be spent per Action Phase. The base move for a Human is
DICE CONVENTIONS 5 feet per Action Point. Table 7.2 – Movement & Non-Combat Action Points
Throughout these combat rules skill checks are made using a percentile dice shows the number of AP’s needed to move or undertake non-combat ac-
or D100 and a D10 Crit Die. A roll is made and if the result of the roll on the tions.
percentile dice is equal to, or lower than the skill chance, then the skill
succeeds. For every additional +20% to TSC% above 97% add +1 to the Crit Note: Other creatures have their own Base Movement rate, which can be
Die. (i.e. divide the additional TSC% by 20 rounded down). found in the Bestiary section of The Gamemaster’s Companion (Vol. III
Core Rules).
Combat Sequence for Action Points
The sequence for a combat round is as follows: $FWLRQ $3&RVW
1 Each character rolls a D10 as a random addition to their Base Action 0RYLQJ±+XPDQ
Points (BAP) to provide them with their Action Point (AP) Pool for this 1RUPDO6SHHGSHUIHHW $3
Combat Round. This random roll is modified as shown in Table 7.1 – 6SULQWLQJSHUIHHW $3
Armour Modifiers in order to take into account any armour the charac- 0RYLQJ±(OI
ters are wearing. 1RUPDO6SHHGSHUIHHW $3
2 In the order of the highest current AP Pool, the characters, monsters and 6SULQWLQJSHUIHHW $3
NPCs declare and resolve their actions in turn, reducing their AP Pool by 0RYLQJ±'ZDUI
the number of Action Points spent. Once all of the characters have done 1RUPDO6SHHGSHUIHHW $3
this, this completes the Action Phase. 6SULQWLQJSHUIHHW $3
3 Repeat Step 2 above until all the character’s have used up their AP Pool 0RYLQJ±+DHIOLQ
or have decided to hold over AP’s to the next Combat Round. 1RUPDO6SHHGSHUIHHW $3
6SULQWLQJSHUIHHW $3
Once all the AP’s for that round have been used, the next Combat Round -XPSLQJ $3
begins from Step 1 onwards. Any single Combat Round may be made up of %DFNLQJXS $3SHUIRRW
a number of Action Phases.
&KDQJHIDFLQJSHU¶ $3
Within any Combat Round characters have the opportunity to: .QHHO'RZQ $3
1 Use up all of their available AP’s for that Combat Round. 6WDQGIURPNQHHOLQJSRVLWLRQ $3
5LVHIURPSURQHWRNQHHOLQJSRVLWLRQ $3
2 Hold over remaining AP’s to the next Combat Round where they are
5LVHIURPSURQHWRVWDQGLQJSRVLWLRQ $3
added to the AP’s available in that Combat Round.
6FDOLQJODGGHUPD[LPXPRIIHHWSHUDFWLRQ $3SHUIRRW
3 Begin actions in one round and complete them in the first Action Phase of &OLPELQJPD[LPXPRIIHHWSHUDFWLRQ
the next Combat Round. &DUHIXOO\XVLQJKDQGKROGV $3SHUIRRW
Actions which can be undertaken during the combat sequence are to attack, &DUHIXOO\XVLQJFOLPELQJDLGV $3SHUIRRW
defend, move, cast spells, drop items (including weapons) and draw weap- &OLPELQJIDVWXVLQJKDQGKROGVWR76& $3SHUIRRW
ons. A maximum of 10 action points can be expended on any one action 0RXQWLQJGLVPRXQWLQJDQDQLPDO
during any single Action Phase. $QLPDOVWDWLRQDU\ $3
$QLPDOPRYLQJ²WR76& $3
The number of Action Points available for each combat sequence is modified
as shown in Table 7.1 – Armour Modifiers when the character is wearing 6ZLPPLQJSHUIHHW $3
armour. The character also suffers a Fatigue cost for wearing armour. 6WDQGLQJPRWLRQOHVVGRLQJQRWKLQJ
)LQGLQJDQREMHFWLQDSRXFKHWF,IRYHU$3
LWZLOOWDNHDFWLRQV WR$3
$UPRXU :RUQ )DWLJXH $3 0RGLILHU 3ODFLQJDQREMHFWLQDSRXFKHWF WR$3
1RQH $3 6SHDNLQJPRUHWKDQVHQWHQFHFRVWSHUVHQWHQFH $3
/LJKW$UPRXU ,JQLWLQJDWLQGHUER[ $3
+HDY\ $UPRXU $3 /LJKWLQJDWRUFK $3
%DWWOH$UPRXU $3 /LJKWLQJDILUHZLWKIOLQW 6WHHOHDFK$3HTXDWHV
WRRQHDFWLRQ $3
TABLE 7.1 – ARMOUR MODIFIERS /LJKWLQJDILUHZLWKWLQGHUER[WZRDFWLRQV $3
1-81
The effects of charging into combat allows the charging attacker to receive During the Action Phase it is possible to combine two or more actions pro-
a bonus to his TSC% equal to the number of feet travelled and he also gains vided they do not exceed a maximum of 10 AP’s, for instance a warrior could
+2 to Crit Die (except in the case of charging lances where the attacker this combine the drawing of a sheathed weapon and attacking in one motion.
is doubled to +4). The charging attacker may declare a body bash (qv) and Likewise a Mage could cast a spell and find that he has enough AP’s left to
attempt to “pile” into their opponent as well as making an attack. enable him to utter a "Word of Guard”.
Note: Any weapon that is considered sheathed can be drawn and used as
WEAPON BLOWS AND MISSILE SHOTS one action with a penalty of –10% to TSC%. To find the number of AP’s used
The number of AP’s a character or creature has to spend on blows is shown add together the costs for attacking and drawing the weapon.
in Table 7.3 – Combat Actions. The PSF% is used as the basis for the cost
of AP’s since this is a measure of the individual’s knowledge of that weapon. THE ATTACK ROLL
As a rule of thumb it is stated that the maximum number of AP’s that can be The Attack Roll is made in a similar way to a skill roll with the character
spent on an action is 10 AP’s. However, this is simply a rule of thumb, some rolling the D100 and the D10 Crit Die. To succeed the character must roll
weapons require slightly more than 10 AP’s to carry out a single blow, but lower than or equal to his TSC% in the appropriate weapon skill.
remain as one action. In other cases such as crossbows and spell-casting,
Prior to making any attack roll, the attacking character must declare whom his
the cost is for the task, but it may take more than one action to carry out.
opponent is going to be and what he intends to do. The opponent then has
The AP cost of casting spells is the total cost of casting the spell, so a mage an opportunity to declare whether he is intending to make an active or pas-
with PSF 28%, will need to take two actions to spend 17 AP in order to cast sive defence.
a Hex.
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6KLHOG%ORFNZLWK%XFNOHU 6KLHOG3OD\/LJKW
6KLHOG%DVKZLWK%XFNOHU 6KLHOG3OD\/LJKW
6KLHOG%ORFNZLWK7DUJHWRU+HDWHU 6KLHOG 3OD\ +HDY\
6KLHOG%DVKZLWK7DUJHWRU+HDWHU 6KLHOG 3OD\ +HDY\
6KLHOG%ORFNZLWK/DUJH6KLHOG 6KLHOG 3OD\ +HDY\
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7KHDFWRIIDVWGUDZZLWKDERZLQYROYHVWKHQRFNLQJGUDZLQJDQGILULQJWKHERZLQRQHDFWLRQEXWLWDOVRVXIIHUVDSHQDOW\RI²
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1-82
There can be various outcomes to the Attack Roll: AIMED SHOTS OR BLOWS (OPTIONAL)
1 The attack is successful and the defence either fails or is not made, then There are many occasions when a character wished to make an aimed shot,
the attack will do damage. such as attacking a wrist to disable an opponent or a head attack if no head
protection is being worn. In such cases the TSC% of the attacker will be
2 The attack Is successful but is met by a successful defence, then any
modified as shown in Table 7.4 – Aimed Shot Modifiers.
damage from the attack is absorbed by the defending item (e.g. shield
parry or weapon parry).
3 The attack failed but any defence was successful, then the defender 7DUJHW$UHD 76& 0RGLILHU 7DUJHW$UHD 76& 0RGLILHU
gains a combat advantage. +HDG $EGRPHQ
4 If the attack was a Critical Success, the defender must roll a Critical (\HV *URLQ
Success in order to fully defend the attack and absorb the damage. If the 1HFN 8SSHU/HJ
defender only rolls a normal success, then the damage is reduced to that &KHVW /RZHU/HJ
of a normal attack success. $UP )RRW
+DQG
ATTACKS FROM BEHIND
If a defender is attacked from behind, he must spend 1 AP to turnabout to TABLE 7.4 – AIMED SHOT MODIFIERS
face his attacker or the defender will suffer a penalty of –25% to his TSC%.
A Dodge is impossible against a rear attack unless the defender is fore-
warned.
The attacker also enjoys a bonus of +25% to his TSC% with the first attack USING MORE THAN ONE WEAPON (OPTIONAL)
from behind. Any further attacks will be at a bonus of +15% unless the If a combatant has a weapon in each hand (or attacking appendage) he can
defender turns to meet the attacker. make one attack per weapon in each phase providing the combatant has
sufficient Fatigue Points to allow the attack and is trained in using the two
Note: The exception to this is if the defender is employing a “Desperate weapon technique of fighting.
Defence” (qv).
It is assumed that most combatants must keep 50% of their legs in contact
ATTACKS FROM ABOVE with the ground at all times, i.e. one foot for bipeds, two feet for quadrupeds
It may occur that a defender is forced to his knees or worse during an attack. etc. Otherwise only natural weapons can be used in this manner, such as a
If this happens, the attacker will gain bonuses to hit. The defender will also Tiger which could attack with both claws and bite in a single attack phase. If
be at a disadvantage. the combatant is not using natural weapons and is not skilled in any multiple
weapon technique, then his primary weapon suffers a penalty of -25% to his
If the defender is on his knees, the attacker gains a bonus of +10% to his TSC% and his secondary weapon(s) suffers a penalty of -40% to his TSC%.
TSC% until the defender regains his feet.
The action of attacking with a second weapon requires the expenditure of
If the defender is knocked completely to the ground and is lying prone, but is Fatigue Points. Such an attack can only occur if it is done in conjunction with
not stunned the attacker gains a bonus of +25% to his TSC% until the de- an attack by the primary weapon. The cost in fatigue for the attack with the
fender regains his knees. On the defender has regained his knees, the secondary weapon is 1 FP for Light Weapons, 2 FP for Medium weapons
attacker’s bonus is then reduced to +10% until the defender regains his feet and 3 FP for heavy weapons. However, there is no additional cost in AP.
completely. If the defender is lying prone he will only be able to use his PSF% The primary weapon should always be equal to or heavier than the second-
as his chance to hit with his weapons until he regains his knees. ary weapon.
If the defender is on foot and attacked by a mounted combatant, then the A Strength of 11+ is needed to use a medium weapon in the offhand as a
attacker gains a bonus of +10% to his TSC% in the same way as if the secondary weapon and a Strength of 16+ is required to use a heavy weapon
defender were on his knees. in the offhand. Even the strongest humans cannot use a two handed weapon
in their offhand, even if they are strong enough to wield them one handed!
CRITICAL SUCCESS AND FAILURE
If the attack is successful and the adjusted Crit Die is a 10 or higher, a Critical CHANGING WEAPONS IN MID-COMBAT
Success is obtained requiring an additional D10 roll. The result of this roll is It may transpire that a player wishes his character to change weapons mid
directly removed from the target’s Body, this is in addition to the regular combat. There is no AP cost to drop a weapon, but there is a cost to draw
damage taken from the Fatigue Points of the character. another weapon. This is indicated in Table 7.3 – Combat Actions where the
Note: An unadjusted 10 on the Crit Die is always a Critical Success if the costs of readying another weapon are given.
skill roll is successful.
If the attack is a failure and the adjusted Crit Die is a 1 or less, a Critical Failure OFFENSIVE ACTIONS
is obtained. In such a situation an Agility check is required by the attacking
character in order for him to maintain a grip on the weapon. His opponent MISSILE COMBAT
receives a free blow due to the opening created by the attacker’s miss for an In each action, one shot can be fired from a bow or one hurled weapon
immediate opportunist attack. thrown. The AP system allows for archers with PSF 75+ to fire an aimed
shot for the cost of 5 AP’s. If the archer has Agility 15+ they will be able to
Note: An unadjusted 1 on the Crit Die is always a Critical Failure if the skill roll make two aimed shots in an action provided they have enough AP’s avail-
is a failure. able. In addition, the character is allowed to use a fast draw and fire with a
bow. These snapshots allow the archer to make two shots per action
without aiming, however the character suffers a penalty of –20% to their
TSC%.
1-83
Missile damage is calculated as: Depending upon the speed at which the horse is moving the character will
1 Base damage as shown in Table 7.20 – Missile Weapons, plus suffer a positive modifier to his Cavalry Lances skill. These are shown in
Table 7.5 – Lance Modifiers
2 Range Modifier, as shown in Table 7.21 – Missile Ranges, plus
3 Attacker’s Bonus, as shown in Table 7.15 – Attacker’s Bonus, plus
0RGLILHU WR &KDQFHWR%DVK
4 The Adjusted Crit Die. This is not only adjusted in respect of the charac-
6SHHG WR76& 7DUJHW RSWLRQDO
ter’s skill but also for the range of the attack, as shown in Table 7.21 –
Missile Ranges. +RUVHLVPRYLQJDW'RXEOHWLPH FKDQFHRIEHLQJERG\
EDVKHGE\KRUVH
An archer can also spend more time aiming to improve his chances at longer
+RUVHLVFKDUJLQJ FKDQFHRIEHLQJERG\
ranges. For every 10 points of Discipline (rounded up), the archer can
EDVKHGE\KRUVH
spend one action aiming. However, each action spent aiming the shot will
cost the character 10 AP, the archer gains a bonus of +10% to his TSC%.
TABLE 7.5 – LANCE MODIFIERS
Note: This bonus is cumulative.
If after this has been taken into account the archer wishes to continue A successful grapple can only be made from the side or rear of the horse
spending time aiming his shot, he can do so but needs to make a CON AR. and the foot opponent attempting to grapple is subject to attacks from the
rider using melee weapons.
A successful CON AR will enable the character to aim his shot for a further
action costing 10 AP’s and this will gain him a cumulative bonus of +5% to his In addition to the above, mounted warriors enjoy further modifiers to their
TSC%. Any subsequent attempts to aim will result in a cumulative penalty of TSC% in Mounted Combat as shown in Table 7.6 – Mounted Combat
–10% to his CON AR. Modifiers.
A failed CON AR will mean the character still aims the shot for 10 AP’s but
suffers a penalty of –50% to his TSC% as he becomes afflicted with “Target 6WDWXVRI7DUJHW
Blindness” and is forced to fire regardless of his aim. $WWDFNLQJ 'RXEOH
Target Blindness can afflict an archer if he persists in spending inordinate +RUVHPDQ 6WDWLRQDU\ :DONLQJ 7LPH &KDUJLQJ 5RXWLQJ
time aiming at targets. The effect of this malady is that an archer becomes :DONLQJ
increasingly unable to release an arrow while aiming. The result is that an 'RXEOHWLPH
archer will always extend his aiming time until his constitution fails resulting &KDUJLQJ
in the negative modifier to his TSC%. If the archer makes a DISC AR before
5RXWLQJLVDVVXPHGWREHWKHRSSRQHQWPDNLQJEHVWWLPHDZD\IURPWKHILHOGRIFRPEDW
his constitution fails he will be able to refrain from firing and bring the bow to
the rest position. The only known cure for Target Blindness is to refrain ZKLOHEHLQJSXUVXHG
from archery for a period of 2 months. The other alternative is to treat the )RU)RRWRSSRQHQWVLQFUHDVHWKHSRVLWLYHGLFHPRGLILHUVE\WR76&DQGWR&ULW
malady as a curse and have the curse removed in the normal way. 'LHDQGGHFUHDVHWKHQHJDWLYHPRGLILHUVE\LH±EHFRPHV±
Note: Crossbowmen can also spend time aiming in the same way as arch- TABLE 7.6 – MOUNTED COMBAT MODIFIERS
ers and with the same bonuses and penalties and they too can be suscep-
tible to Target Blindness. A foot opponent can always elect to strike the horse of a mounted opponent.
However, all “Horse peoples” regard such tactics as dishonourable and they
MOUNTED COMBAT may attempt to make a “Ferocious Attack”. This includes feudal mounted
Mounted combat is quite different from basic foot combat. The first major warriors such as Saracens, Mongols and others of their kind.
difference is that the mounted warrior always has a height advantage against
Trained war-horses are also able to attack in melee using trample attacks. If
opponents on foot and therefore gains the benefits as detailed in “Attacks
a foot opponent should become prone at the feet of a trained War-horse, it
from Above” as if his foot opponent was on his knees.
will trample with two hoof attacks with a bonus of +50% to the attack TSC%.
When in combat the Weapon TSC% of the rider cannot exceed that rider’s
TSC% in Mounted Combat. This reflects the difficulties in using weapons Mounted Missile Weapons
on horseback. The only exception to this rule is the lance, which is primarily The only missile weapons that can be comfortably used from horseback are
designed for use on horseback and is mainly taught in this fashion. hurled missiles such as darts, javelins, knives and small axes and short
bows. Any bow other than the short bow requires too much drawing force
Lance Attacks or is too long to be used on horseback.
The lance is a specific weapon designed for attacks by mounted warriors at
When using missile weapons they are best used while the mount is station-
the charge and as such the character uses his Cavalry Lances skill TSC%
ary. However, many races have developed the use of such missile weap-
regardless of whether it is higher than his Mounted Combat TSC%. If
ons while on the move. The TSC% of the appropriate missile weapon skill is
used on foot it is a two handed weapon similar to a pike.
modified as shown in Table 7.7 – Mounted Combat – Missile Weapons.
The lance should ideally be couched under the arm but not aimed across the
Note: The modified TSC% of the missile weapon cannot be greater than the
body of the horse (this only applies when involved in a joust).
character’s TSC% in Mounted Combat, so in such situations the TSC% in
If the opponent is on the shield side of the rider, the attacker suffers a penalty Mounted Combat is used.
of –20% to his TSC% in Cavalry Lances if mounted or a penalty of –10% to
his TSC% if on foot. A foot opponent can attempt to use his Brawling skill to
attempt to drag the rider of his mount.
Note: If using the optional Bash Rules (qv), a lance will always deliver a
bash when it hits if the mounted attacker was moving at double-time or
charge.
1-84
Note: All shields have a chance to bash if the modified Crit Die is a 6 or
([DPSOH higher.
$0RQJRO6WHSSHULGHUZRXOGOHDUQWRVKRRWWKHERZWRVXFKDQH[WHQWLWZDVKLJKHU
WKDQ KLV 0RXQWHG &RPEDW LQ VNLOO +H FRXOG WKHUHIRUH VKRRW KLV ERZ DW KLV To find out the effect of the Bash, it is necessary to calculate the Bash
0RXQWHG&RPEDWVNLOOHYHQZKLOHFKDUJLQJ,IKLVPLVVLOHZHDSRQ76&LVORZHU Score. This is done as follows:
WKDQKLV0RXQWHG&RPEDWVNLOOWKHQKHZRXOGXVHWKHORZHURIWKHWZRDQGUHFHLYH 1 The adjusted Crit Die for the attack, plus
WKHQHJDWLYHPRGLILHUVWRKLV76&DVVKRZQDERYH 2 The modifier as shown in Table 7.9 – Bash Modifier.
The amount a character can be “bashed” depends on the weight of the
character or creature. The bash weights for individuals and monsters can
FEROCIOUS ATTACKS (OPTIONAL RULE) be calculated as shown in Table 7.8 – Bash Weights.
Ferocious attacks are available to knightly characters (including Fighting
Order Knights) when confronted by traditional enemies and are similar in To find the effects of the bash, add the modifier as shown in Table 7.9 –
nature to a Berserker rage. When confronted by their enemy they need to Bash Modifier to the adjusted Crit Die of the attack. This enables the Crit Die
roll a DISC AR at –25%. If the roll is failed the character enters a ferocious to reflect the opponent’s weight and also the weight of the attacker’s weapon.
state gaining a bonus of +25% to his TSC% along with +2 to the Crit Die. This gives the Bash Score for the attack and it is this that is compared to
There is also a 25% chance that the character will go amok making no Table 7.10 – Bash Effects to find out the result of the Bash attempt.
defensive actions till the enemy is dead. A player can make a DISC AR to
prevent this happening.
All characters and monsters have the opportunity of entering a ferocious %DVK6FRUH %DVK(IIHFWV
state if they have suffered more than 50% Body damage or their loved ones /HVVWKDQ 2SSRQHQWLVXQDIIHFWHGE\WKHEDVK
are injured or in danger. A DISC AR is made at –45% and if failed the
2SSRQHQW LV SXVKHG EDFN IHHW DQG WKH DWWDFNHU JDLQV D &RPEDW
character or monster may enter into a ferocious state gaining the benefits as
$GYDQWDJH
listed above.
2SSRQHQWLVSXVKHGEDFNIHHWORVHV$3¶VDQGWKHDWWDFNHUJDLQV
D&RPEDW$GYDQWDJH
BASHING AN OPPONENT (OPTIONAL RULE) 2SSRQHQWLVEDVKHGWRKLVNQHHVDQGORVHV$3¶V7KHDWWDFNHUJDLQV
When an opponent is hit, there is the chance that the blow hits with such D&RPEDW$GYDQWDJH7KHGHIHQGHUPXVWH[SHQG)3DQGPDNHD
force that the defender is bashed backwards, to his knees or even to the
VXFFHVVIXO$JLOLW\$5WRUHJDLQIHHW
floor. Bashes may be made using melee weapons, missile weapons and
2SSRQHQWLVEDVKHGWRWKHIORRUDQGORVHV$3¶V7KHDWWDFNHUJDLQV
even shields used in an offensive manner.
D&RPEDW$GYDQWDJHDJDLQVWWKHSURQHWDUJHW7KHGHIHQGHUPXVW
Each weapon has a chance of “bashing” an opponent if the blow is suc- H[SHQG)3DQGPDNHDVXFFHVVIXO$JLOLW\$5ZLWKDPRGLILHUWR
cessful. On the appropriate weapon table, there is a Bash Chance against UHJDLQIHHW,ID9HU\/LJKWRSSRQHQWWKHGHIHQGHULVVPDVKHGIHHW
each weapon. If the hit was successful compare the adjusted Crit Die for WKURXJKWKHDLUEHIRUHFRPLQJWRUHVWSURQH
the attack to the Bash Chance for the weapon. If equal to or higher than this
score then a Bash occurs. TABLE 7.10 – BASH EFFECTS
1-85
The weapon weight equivalent for a body used in a Body Bash is shown in 0RXQWHG :DUULRU DWWDFNHG E\ %DVK 0RGLILHU
Table 7.11 – Bashers Weight Equivalent.
$WWDFNHURQ)RRWLIVPDOOHUWKDQ*LJDQWLF
$WWDFNHURQ+RUVH
%DVKHUV $WWDFNHUFKDUJLQJZLWK/DQFH
%RG\ :HLJKW :HDSRQ ZHLJKW HTXLYDOHQW %DVK&KDQFH $WWDFNHUFKDUJLQJZLWK.RQWRV
9HU\/LJKW 1DWXUDO/LJKW
/LJKW /LJKW TABLE 7.13 – MOUNTED COMBAT – BASH ADVANTAGE
0HGLXP 0HGLXP
+HDY\ +HDY\
9HU\ +HDY\ 3ROHDUPV If a mount is bashed, then a Mounted Combat skill roll is required to main-
*LJDQWLF 3ROHDUPVWR%DVK6FRUH tain the mounts footing. If this roll fails, then an Animal Riding skill roll is
*DUJDQWXDQ 3ROHDUPVWR%DVK6FRUH required to maintain the saddle otherwise the rider is unhorsed and falls
prone to the floor.
TABLE 7.11 – BASHERS WEIGHT EQUIVALENT If two mounted opponents’ encounter one another in combat and one is
moving at double-time or faster; there is the chance that the slower mount
may stumble from the impact. To find out a D10 is rolled and compered to the
There is a 10% chance per size difference that if the defender is lighter than following:
his opponent, then the defender will be stunned by the Body Bash.
0RXQWVDUHWKHVDPHVL]H 7KHVORZHUPRXQWVWXPEOHVRQDUROORIWR
6ORZHUPRXQWVPDOOHU 7KHVORZHUPRXQWVWXPEOHVRQDWR
6ORZHUPRXQWODUJHU 7KHVORZHUPRXQWVWXPEOHVRQDWR
([DPSOH
7KHDWWDFNHUPDNHVWKLVUROO,IWKHGHIHQGHUZDV9HU\/LJKWDQGWKHDWWDFNHUZDV The D10 roll is modified by the armour worn by the slower horse and the
*LJDQWLFWKHUHZRXOGEHDFKDQFHRIVWXQQLQJWKHGHIHQGHUVLQFH9HU\/LJKWLV footing:
VL]HVORZHUWKDQ*LJDQWLFWKHUHIRUH[ 3DGGHGEDUGLQJ WRGLFHUROORIVORZHUPRXQW
&KDLQ6FDOHEDUGLQJ WRGLFHUROORIVORZHUPRXQW
3ODWH%DUGLQJ WRGLFHUROORIVORZHUPRXQW
Note: Dragons are extremely fond of using body bashes and any attack by
,IWKHIRRWLQJLVXQVXUHLHPXGG\
a wing slap or tail slap should also be regarded as a Body Bash as well as
a normal attack. Likewise, many other creatures can be considered having VRIWPDUVK\OLWWHUHGZLWKERGLHVHWF WRWKHGLFHUROORIVORZHUPRXQW
an additional body bash as a result of a successful hit with a natural weapon, There is also a chance that a horse moving quickly over unsure ground may
if that natural weapon is a head butt such as used by a stag, unicorn etc. For stumble. The rider must make a Mounted Combat skill roll whenever
further information on such creatures see the Creature Bestiary. travelling faster than a walk over unsure footing. If a stumble is indicated,
there is a 50% chance that the horse falls and throws the rider. The thrown
Bash versus Mounted Opponents (Optional) rider is stunned and prone for one Combat Round, suffering 1D10 damage
When being attacked with a potential bash, a mounted opponent should from the fall. A thrown rider may employ Mounted Combat or an AGIL AR
always be regarded as the combined weight of rider and mount. A list of to attempt to make the fall safely. If successful the Crit Die reduces the
basic weights is shown in Table 7.12 – Mounted Combat – Bash Weights damage sustained. If the roll is a Critical Success then the rider was able to
for rough guidelines. If the mounted opponent is bashed and the Crit Die kick free and land on his feet. A rider saving from a fall always loses 15
result is 6 or higher then the horse is staggered and this may result in the AP’s. If he fails the roll the rider suffers 15 – Crit Die in falling damage. If it
unhorsing of the rider. To find out if the rider is unseated, it will be necessary is a Critical Failure the rider is stunned for 10 rounds and suffers 15 points of
for the rider to make an Animal Riding skill roll. damage.
1-86
Any damage above the shields damage absorption rating will penetrate the DODGE
shield and can be absorbed by armour if worn. If the shield takes a number A dodge always requires the expenditure of Fatigue Points. A successful
of hits in this manner it can quickly deteriorate and become useless. For dodge puts the defender out of the path of the attacker’s blow but also
every blow that penetrates the shield there is a cumulative 10% chance that makes it difficult to deliver a counter attack. If the dodge is successful the
the shield has become useless as a defensive implement, in other words it defender can elect to break from combat or deliver a counter blow (which
has shattered. costs additional Fatigue Points) after gaining a combat advantage (qv). If
With weapons, a defender attempts to interpose his weapon in the way of wearing medium armour then the defender suffers a penalty of –10% to his
the attacker. If the defender makes a successful skill roll with the appropriate TSC% in Dodge, whilst if wearing heavy armour the defender will suffer a
weapon skill, the defender blocks the blow and the attacker suffers a pen- penalty of –20% to his TSC% in Dodge.
alty of –1/2 of the Defender’s PSF% in the appropriate weapon skill.
EFFECT OF ARMOUR AND SHIELDS
ACTIVE DEFENCE In Chivalry & Sorcery, armour reduces damage by absorbing the blows
All active defences cost Fatigue Points but do not require the use of Action received during combat. Some armour is less effective against certain at-
Points. An Active Defence consists of either using your shield for a shield tacks; for instance, chain mail is not as effective against piercing blows as it
block, your weapon for a weapon parry or your body to dodge out of the is against slashing or crushing blows. Armour has a base defensive value
way of the attack. A successful attack needs to be met with a successful and will then receive adjustments in respect of the various types of attack.
defence. If the attack was a Critical Success, the defender must also make There is a chance that a piece of armour will fail if it does not absorb all of the
a Critical Success to defend against it completely, otherwise an ordinary damage.
success reduces the attack to a normal success. In all cases when making Certain skills suffer penalties if a character wears armour.
a skill roll to see if the defence is successful the defender suffers a penalty
of -PSF% of the attacker in the appropriate skill. Mages suffer the following penalties to all spell casting if any iron-based
armour is worn, due to the inherent magick resistance of iron. However, if
SHIELD BLOCK the armour is made from fully enchanted iron or non-iron materials these
A shield block requires the expenditure of Fatigue Points. The defender’s modifiers are removed.
Shield Play TSC% is reduced by the attacker’s PSF% in the appropriate WR76&LI+HDY\KHDGSURWHFWLRQZRUQ
weapon skill, but it also gains a bonus depending upon the type of shield WR76&LI%DWWOHKHDGSURWHFWLRQZRUQ
being used. The bonus to TSC% is shown in Table 7.29 – Shields & Shield WR76&LIKDOIDUPRXUFXLUDVVZRUQ
Failures. WR76&LIWKUHHTXDUWHUVDUPRXUKDXEHUNZRUQ
A successful defence with a shield deflects the attack completely. A failure WR76&LIIXOODUPRXUZRUQ
still means the shield was interposed and the shield will suffer damage. Any
damage above the shields damage absorption rating will penetrate the shield MOUNTED COMBAT - SHIELD AND WEAPON PARRIES
and can be absorbed by defender’s armour (if worn). If the shield takes a When mounted the shield can only be used to parry attacks from the shield
number of hits in this manner it can quickly deteriorate and become useless. side, but with the same effects as if on foot. In addition, if the mount is
For every blow that penetrates the shield there is a cumulative 10% chance moving fast, the mounted warrior gains +5% to his TSC% if the mount is
that the shield has become useless as a defensive implement, in other words cantering (double time); if the mount is galloping (sprinting or charging) then
it has shattered. the bonus is +10% to his TSC%.
If the shield block is successful the defender can elect to follow up with Likewise, weapons can only truly be used as parrying defences when used
either a shield bash or a weapon riposte (which costs additional Fatigue against opponents on the weapon side. Medium weapons can be used to
Points) after gaining a combat advantage (qv). parry attacks from the shield side but receive the defender suffers a penalty
of -25% to his weapon TSC%.
WEAPON PARRY
A weapon parry requires the expenditure of Fatigue Points and the defend- DESPERATE DEFENCES (OPTIONAL)
er’s TSC% in the appropriate weapon skill is reduced by the PSF% of the There may be occasions where a combatant wishes to enter a frenzy of
attacker. activity in a defensive manner. It may transpire that a combatant may find
himself surrounded and overwhelmed by attackers to such an extent that
A successful weapon parry against weapons of the same weight will result there is no way he can attack. His only option is to defend himself at all
in no impact. However, if a defending weapon is lighter (unless specifically costs. A PC can select a “Desperate Defence” at the start of the combat
designed to combat heavier weapons) then impact damage will get through round. It utilises all AP’s available for that Combat Round and requires an
the weapon parry. In the case of light weapons versus medium weapons expenditure of 3 Fatigue Points (Warriors only pay 1 Fatigue point). The
and medium weapons versus heavy, only the base damage will slip through benefits that it confers are that the defender can make active defences
the weapon parry. In the case of light versus heavy or medium versus two- against all attacks but are unable to make aggressive actions of their own.
handed weapons or polearms, then base damage and Crit Die damage slips Only Warrior PC’s may make use of those tactical advantages as stated in
past the weapon parry. the defence section, when fatigue must be expended to counterblow and
A light weapon cannot parry a two-handed weapon or polearm unless a only one counterblow can be made per combat phase. This is a result of
Critical Success is rolled. However, if the weapon parry was a Critical their better combat training.
Success and the attack was a normal success, the parrying weapon will
have successfully deflected the attack taking no impact damage whatever
the weight of the opposing weapon.
If the shield block is successful the defender can elect to follow up with
either a shield bash or a weapon riposte (which costs additional Fatigue
Points) after gaining a combat advantage (qv).
1-87
COMBAT ADVANTAGES (OPTIONAL) If a Critical Success is rolled, then if the optional Critical Hit rules (qv) are
used, it may result in other effects rather than simply reducing the charac-
Combat advantages represent those turns of events that may place a de-
ter’s Body Points.
fender in a position where a counterattack is possible. This attack is op-
tional by the defender, but if taken is actually out of sequence and therefore Once a character reaches zero body he slips into unconsciousness. A
cannot result in a further tactical advantage. The Fatigue Point cost of character can suffer damage that places his body into negative figures, but
making this attack is shown in Table 7.14 – Combat Advantages. once this happens death may rapidly follow. When the character’s Body
Points reach a negative figure equal to the level of the character’s Constitu-
$WWDFN:HDSRQ &RVW tion, the character is dead. Also other factors may quicken this result espe-
cially if the optional critical effects rules are in use.
1DWXUDO:HDSRQV
/LJKW:HDSRQ6KLHOG )3 Weapons are grouped according to weight (Natural Light, Light or Natural
0HGLXP:HDSRQ6KLHOG )3 Medium, Medium or Natural Heavy, Heavy, Two-handed or Polearms) and the
+HDY\:HDSRQ6KLHOG )3 damage type (Crush, Slash and Pierce). The weight determines the attack
7ZR+DQGHG )3 rate and damage, while the damage type effects the armour protection.
3ROHDUP )3 The Attacker’s Bonus damage is based on the skill level that the character
7ZRKDQGHGZHDSRQVDQGSROHDUPVPD\RQO\EHHPSOR\HGLQDFRXQWHUDWWDFNLI has with the particular weapon. The attacker’s skill level represents not only
WKH\DUHWKHRQO\ZHDSRQVFDUULHG his ability to hit a target more successfully, but also his ability to use the
weapon more effectively in causing damage. The additional damage is
shown in Table 7.6 – Attacker’s Bonus.
TABLE 7.14 – COMBAT ADVANTAGES
:HDSRQ :HLJKW
If the defender is next in line to attack he is allowed to take his attack as
/LJKW 0HGLXP +HDY\
normal after taking any combat advantage.
1DWXUDO 1DWXUDO 1DWXUDO 7ZR
If the shield block was a Critical Success the defender may attempt a shield /HYHO /LJKW 0HGLXP +HDY\ +DQGHG 3ROHDUPV
bash with a bonus of +10% to his TSC% in Shield Play with the Fatigue Point
cost as shown in Table 7.14 – Combat Advantages.
If a dodge was a Critical Success, then the defender gains a bonus of +10%
to his TSC% in the appropriate weapon skill he uses for any attack he makes
as a combat advantage.
These additional attacks are representative of tactical advantages gained
from catching the opponent off balance. Alternatively if the defence was a
weapon parry, the Combat Advantage can be turned into a disarm attack.
The cost for this will be based on the weapon used for the weapon parry
and is shown in Table 7.14 – Combat Advantage. The original attacker
having to make a STR AR at a penalty of –PSF% of defender’s weapon skill
to retain his weapon.
DAMAGE
Each weapon inflicts damage equal to the following:
1 Base Damage for the weapon, plus
2 Strength Bonus calculated as the Strength Attribute divided by 4 for Light TABLE 7.15 – ATTACKER’S BONUS
weapons and by 2 for weapons heavier than Light, plus
3 Attacker’s Bonus as shown in Table 7.15 – Attacker’s Bonus, plus CRITICAL HITS (OPTIONAL RULES)
4 The adjusted Crit Die result There comes a time when a warrior wishes to know just where he has hit
Shields and armour will absorb damage but the character will take any and just how much collateral damage has been done to the target. To cover
damage that is not absorbed. such matters Table 7.16 – Critical Hits – Locations gives a list of random hit
locations for humanoid targets, along with the effects of such critical hits.
Any damage suffered by the character will firstly reduce the character’s
Fatigue Points and then once all Fatigue is used, will reduce the character’s
5DQGRP 5ROO 7DUJHW$UHD
Body Points.
+HDG
Note: As an optional rule, any damage after armour absorption that ex- (\HV
ceeds a character’s Constitution reduces Body rather than Fatigue. This 1HFN
represents the Body’s ability to absorb some damage in the form of bruising. &KHVW
A hit that is a Critical Success, where the adjusted Crit Die is 10 or higher, has $UP
all of the damage, not absorbed by the shield or armour taken off the Body of +DQG
the character. In addition to this, a further D10 is rolled which is damage that $EGRPHQ
is also ignored by any armour defences and comes straight from the PC’s *URLQ
Body. 8SSHU/HJ
Note: As an optional rule if the character rolls a 10 on the additional D10, /RZHU/HJ
then the D10 can be re-rolled and the new result added to the previous total. )RRW
This could result in massive damage being inflicted if a series of 10’s are
rolled and is indicative of that supreme killing or lucky blow. TABLE 7.16 – CRITICAL HITS - LOCATIONS
1-88
Critical effects are based on the amount of damage that penetrates the
armour and does actual physical harm, i.e. it directly reduces the Body of the
character.
There are three categories of Critical Hit effects, those causing damage of
less than 40% of the maximum normal body, those causing damage of 40-
75% of the maximum and those blows causing damage of 75%+ of the
maximum body. Table 7.17 – Critical Hits – Effects shows the effect of the
damage to the character.
'DPDJH(IIHFWRI%RG\
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(\HV 6HULRXV &ULWLFDO 'HDWK 'HDWK
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$EGRPHQ /LJKW 0RGHUDWH 6HULRXV &ULWLFDO
*URLQ 0RGHUDWH 6HULRXV &ULWLFDO 'HDWK Serious Injury
8SSHU/HJ /LJKW 0RGHUDWH 6HULRXV &ULWLFDO
All serious injuries result in agony, which incapacitates the victim unless they
/RZHU/HJ /LJKW 0RGHUDWH 6HULRXV &ULWLFDO make a CON AR at a penalty of –50%. Serious puncture wounds (pierce
)RRW /LJKW 0RGHUDWH 6HULRXV &ULWLFDO damage) or cuts (slashing damage) bleed at the rate of 2 Body Points per
(\HKLWVPD\UHVXOWLQEOLQGQHVVDWDSHUFHQWDJHFKDQFHGRXEOHWKHDPRXQWRIGDPDJH combat round unless the wounds are bandaged. Any further injuries to the
GRQH,HLIWKHGDPDJHWRWKHH\HVLVRIPD[LPXPERG\WKHQWKHUHLVD same location will increase the bleeding by 1 Body Point per combat round.
FKDQFHRIEOLQGQHVVLQRQHH\H,IWKHSHUFHQWDJHFKDQFHLVPRUHWKDQWKHQRQH Any crushing attack will result in major fractures, which if unattended will
H\HLVEOLQGDQGWKHUHPDLQLQJSHUFHQWDJHFKDQFHLVDSSOLHGWRWKHUHPDLQLQJH\H result in a permanent penalty of –10% to PSF% in any related skill. Energy
9LFWLPKDVWRUROORYHUWKLVFKDQFHWRDYRLGEOLQGQHVV attacks result in minor burns that carry a 30% chance of infection.
/LPEKLWVWKDWVXIIHUVHULRXVEORZVKDYHDFKDQFHRISHUPDQHQWO\EHLQJGLVDEOHG7KH
Critical Injury
FKDQFHRIWKLVKDSSHQLQJLVKDOIWKHGDPDJHGRQH,HLIWKHGDPDJHGRQHWRDOLPELV
This results in life threatening puncture wounds (pierce damage) or cuts
RIWKHPD[LPXPERG\WKHQWKHUHLVDFKDQFHRIGLVDELOLW\HJORVVRIWKHXVH
(slashing damage), which are bleeding at the rate of 3 Body Points per
RIWKDWOLPE,IWKLVKDSSHQVDQ\$JLOLW\ERQXVUHODWLQJWRVNLOOVXVLQJWKDWOLPEDUH combat round unless the wounds are bandaged. Any further injuries to the
KDOYHG same location will increase the bleeding by 2 Body Points per combat round.
/LPEKLWVZKLFKVXIIHUFULWLFDOEORZVKDYHDFKDQFHRIEHLQJVHYHUHGWKLVLQFOXGHVWKH Any crushing attack will result in compound fractures, which if unattended
KHDG7KHFKDQFHRIWKLVKDSSHQLQJLVKDOIWKHGDPDJHGRQH,HLIWKHGDPDJHGRQH will result in a permanent loss of a limb or possibly death. To avoid this a
WRDOLPELVRIWKHPD[LPXPERG\WKHQWKHUHLVDFKDQFHRIWKHOLPEEHLQJ successful CON AR is needed at a penalty of –60% for Head/Eye/Neck or –
VHYHUHG,IWKLVKDSSHQVDQ\$JLOLW\ERQXVUHODWLQJWRVNLOOVXVLQJWKDWOLPEDUHKDOYHG 40% for Torso hits. Energy attacks result in critical burns that carry a 50%
chance of infection. Serious burns can result in death, which can only be
TABLE 7.17 – CRITICAL HITS – EFFECTS avoided with a successful CON AR minus body percentage burnt, use Table
7.16 –Critical Hits – Locations to give ercentage of body covered.
1-89
1-90
1-91
1-92
This is a massive amount of weight to bear while engaging in combat sitting )3&RVW 3URG :W &RVW LQ
in the saddle, let alone tramping about the countryside on foot. Coupled with $UPRXU 7\SH WR:HDU 7LPH OEV SHQQLHV :W 0RG
the fatigue drain of wearing battle armour, this largely explains why Knights 6FDOHPDLO+DXEHUN GD\V
were cavalry troops. No man on foot can bear such weight for hours and &KDLQPDLO+DXEHUN GD\V
also be effective as a fighting man.
5DWHDV6XSHU+HDY\%DWWOH$UPRXUIRU)DWLJXHDQGPRYHPHQWSXUSRVHVLIZRUQ
ZLWKDQDUPLQJGRXEOHWRUTXLOWHGVXUFRDW
1-93
HEAVY BATTLE ARMOUR Objects or shields that successfully block an attacker directly absorb the
Field plate and cavalry plate are fairly late models of full battle armour (15th damage, which would have been inflicted on the defender. The defender
century Renaissance). These types of armour are remarkably light in rela- will absorb any damage that exceeds the damage absorption of the shield.
tion to the protection they provide, especially field plate, which is designed Every time the shield or object takes damage more than its absorption capac-
specifically for battlefield fighting on foot rather than from the saddle. ity, there is a 10% cumulative chance that the blow will destroy the shield or
object. To find out if the shield has failed, the character makes a D100 roll and
if he rolls equal to or less than the percentage chance the shield fails. This
)3&RVW 3URG :W &RVW LQ chance remains after the combat unless repair is undertaken.
$UPRXU 7\SH WR:HDU 7LPH OEV SHQQLHV :W 0RG
)LHOG3ODWH G ([DPSOH
&DYDOU\ 3ODWH G *LGHRQLVDWWDFNHGDQGVXFFHVVIXOO\GHIHQGVDJDLQVWWKHEORZZLWKKLVVKLHOG7KH
7\SLFDOO\ZRUQZLWKDUPLQJGRXEOHWRUTXLOWHGVXUFRDW DWWDFNPDQDJHVSRLQWVRIVODVKGDPDJH*LGHRQ¶VVKLHOGD%XFNOHULVDEOHWR
DEVRUESRLQWVRIVODVKGDPDJH7KHUHPDLQLQJSRLQWVRIGDPDJHDUHWDNHQE\
TABLE 7.27 – HEAVY BATTLE ARMOUR *LGHRQ6LQFHWKH%XFNOHUKDVWDNHQPRUHGDPDJHWKDQLWVDEVRUSWLRQFDSDFLW\LW
KDVDFKDQFHRIIDLOLQJ*LGHRQPDNHVD'UROODQGUROOVWKHVKLHOG
VXUYLYHV+RZHYHULIWKLVKDGKDSSHQHGVL[WLPHVWKHFKDQFHRIWKHVKLHOGIDLOLQJ
SUPER HEAVY BATTLE ARMOUR LVDQGWKHVKLHOGZRXOGKDYHIDLOHG
Full chainmail is fitted from head to foot (13th century armour) and is easier
to wear than a hauberk. Platemail is 14th century chainmail reinforced by
iron plates at key areas and with an iron breastplate or a brigandine to guard Each successful armourer roll will reduce the chance of failure of the shield
the torso. by 5% x Crit Die result. A Critical Success will repair all damage.
Note: Full cavalry plate and jousting armour are 15th century (Renaissance) .H\WR6KLHOG7DEOH
protections. Such armour is a very late development and easily could be 3URG7LPH$YHUDJHWLPHQHHGHGWRPDNHWKHVKLHOG7KHDFWXDOWLPHZDVOHVVEXWDQ
considered as not too likely to be available or, for that matter; even to be FUHDWLQJDVKLHOGZDVGRQHLQDVHULHVRIVWHSVWKDWPLJKWUHTXLUHGD\VWKXVDQDUPRXUHU
appropriate to most fantasy campaigns unless the Gamemaster feels it is
RIWHQZRUNHGRQVHYHUDOVKLHOGVDWDQ\RQHWLPH
acceptable.
:W$UPRXUZHLJKWLQSRXQGVOEV
&RVW 7\SLFDO FRVW RI DQ DYHUDJH TXDOLW\ VKLHOG VWDWHG LQ SHQQLHV $V LQ WKH FDVH RI
)3&RVW 3URG :W &RVW LQ ZHDSRQVVKLHOGPD\EHVXSHULRUDQGUDWHGDVRUZKLFKUHSUHVHQWVWKHLUDELOLW\
$UPRXU 7\SH WR:HDU 7LPH OEV SHQQLHV :W 0RG WRDEVRUEH[WUDGDPDJH6XFKVKLHOGVFRPPDQGVDKLJKHUFRVW
&KDLQPDLO
G
3ODWHPDLO G
/DWH&DY3ODWH G 3URG :W &RVW LQ
-RXVWLQJ$UPRXU G 6KLHOG7\SH 7LPH OEV SHQQLHV
7\SLFDOO\ZRUQZLWKDUPLQJGRXEOHWRUTXLOWHGVXUFRDW %XFNOHUULPPHG GD\V
%XFNOHUUHLQI GD\V
TABLE 7.28 – SUPER HEAVY BATTLE ARMOUR 7DUJHW ZLFNHU GD\V
7DUJHWZRRG GD\V
7DUJHWULPPHG GD\V
SHIELDS 7DUJHW+HDWHUUHLQI GD\V
6KLHOG ZLFNHU GD\V
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7DUJHW6KLHOG:LFNHU +Y\.LWH6KLHOG GD\V
7DUJHW6KLHOG:RRG 5RPDQ7RZHUVKLHOG GD\V
7DUJHW6KLHOG5HLQIRUFHG
/DUJH6KLHOG:LFNHU TABLE 7.30 – SHIELD TYPES
/DUJH6KLHOG:RRG
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7KLVYDOXHLVVHWDWWKHEHJLQQLQJRIWKHFRPEDWE\WKH*DPHPDVWHUDQGFDQEHLQWKH
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1-94
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1-95
1-96
1-97
1-98
1-99
1-100
EXPERIENCE
As characters acquire “experience,” they grow in their knowledge and their LEARNING NEW SKILLS AFTER CHARACTER CREATION
abilities. This growth is measured in terms of the Experience Level a
Studying from books and scrolls requires, of course, that the character is
character has attained. A character is awarded experience points, repre-
able to read in the first place and also that there are books and scrolls
senting how much he may have learned from an experience or if he had a
available for him to study. Training with a character who knows the skill
chance to practice his skills.
means finding a PC or NPC who will work with the character as he learns a
As a character gains Experience Points (Exp), they are accumulated as new skill. In effect, he is being “shown the ropes” by someone who knows!
Accumulated Experience and this can be regarded as a “current ac-
A Teacher can be a PC or NPC whom the character has hired to teach him the
count”. When a character wishes to “purchase” basic knowledge in some
skill. The fees are negotiated, but a Teacher could get anything from 10 P to
skill or to improve his ability in a skill by a level, he will draw Experience Points
50 P per day of instruction, depending upon the nature of the skill involved.
from his Accumulated Experience to make the purchase. When he does
The advantage of having a Teacher is that the character can learn twice as
this, that amount is subtracted from his Accumulated Experience and depos-
fast as normal. To qualify as a Teacher, the PC or NPC must have 10 levels
ited in his Total Experience. Total Experience is the measure of the overall
in the skill. If the skill is a Non-standard Skill (NS) and has no levels or less
advancement the character has made in his abilities and knowledge.
than 10 levels, the Teacher must have learned that skill to the maximum in
To sum up, as a character learns and develops his skills, his Experience order to be able to teach it.
Points move from the accumulated pile to his Total Experience pile. As his
Total Experience rises, so does his Experience Level. Details on experience 1RRI'D\VWR/HDUQ6NLOOVWR%DVLF.QRZOHGJH
awards are shown in The Gamemaster’s Handbook (Vol. III Core ') %DVLF .QRZOHGJH IURPD7HDFKHU
Rules). A character’s Experience Level is important because it determines
GD\V GD\V
how many experience points it costs to raise a skill by one level as described
GD\V GD\V
in Chapter 3 – Core Game Mechanics.
GD\V GD\V
GD\V GD\V
EXPERIENCE LEVELS
GD\V GD\V
Table 9.1 – Total Experience sets out the total experience needed for each
GD\V GD\V
Experience Level.
GD\V GD\V
([SHULHQFH 7RWDO([SHULHQFH ([SHULHQFH 7RWDO([SHULHQFH GD\V GD\V
/HYHO 3RLQWV /HYHO 3RLQWV GD\V GD\V
GD\V GD\V
8SWR
TABLE 9.2 - DAYS TO LEARN SKILLS
It is possible to reduce the time acquiring basic knowledge in new skills by
having a high Discipline level. Table 9.3 – Days Deducted sets out the
number of days deducted from the character’s total learning time for having
a particular level of Discipline.
Note: A low Discipline level adds days to the time required.
)URP/HYHORQZDUGVHDFK([SHULHQFH/HYHOFRVWV([S /HYHO RI 'LIILFXOW\
',6&
TABLE 9.1 - TOTAL EXPERIENCE
DOWNTIME
Since its inception, Chivalry & Sorcery made provision for the idea that
characters “live” in a “real” fantasy world, where people do not just adven-
ture. This is Downtime where characters would most likely be improving
themselves, ready for the next time they go adventuring. .A character could
hone existing skills or learn new skills. New skills can be learnt by studying
from books and scrolls, by training with a character that knows the skill or by
finding a teacher or by spending Accumulated Experience to purchase Basic
Knowledge in a skill. It is the period where tasks that are not dealt with during
role-play are handled, mainly as role-play sessions should be exciting.
Downtime can occur anywhere in the course of a gaming session or be-
TABLE 9.3 – DAYS DEDUCTED
tween gaming sessions. To make the “bookkeeping” easy and to allow
players an opportunity to discuss their plans, develop their characters’ skills,
Having self-discipline enables the character to be more focused on the task
produce items etc., the Gamemaster should devote an occasional session to
at hand. It also enables him to stay with the task, in this case, the task of
Downtime activities. Any housekeeping tasks such as acquiring new equip-
learning, for a far longer time than less self-disciplined people are capable of
ment, recovering from wounds etc., can be carried out during downtime.
doing. The result is considerably greater efficiency. This efficiency is, of
The Gamemaster can also go over new rules or rule-changes, discuss
course, reflected in a much lower learning time, the more so the higher the
problems, or outline important events, etc., in the fantasy world during this
character’s discipline level and the more difficult the task.
time.
1-101
INDEX
Accumulated Experience 34,101 Improving a skill 33,34 Fashioning Arrowheads 56 Read Character 74
Action Points 20 Incapacitation 89
Skills Field Crops 42 Regional & National
Actions 81,82 Influence 28 Accurate Counting 63 Fighting Staves 51 Geography 62
Active Defence 87 Intellect 3 Acting: Costume & Make-up 44 Finding Direction 70 Regional & National History
Adventurer Vocation 41 Acting: Performance 44 Finding Ones Location 70 & Legend 63
Journey Time 79 Acting: Ventriloquism 44
Agility 3 Jumping Ability 20 Finding Water 71 Riddling 67
Aimed Shots 83 Administer Poisons & First Aid 64 Riding a War-horse 51
Appearance 3 Knights 39 Drugs Undetected 75 Fisherman 74 Running a Dairy 42
Armour 87,92 -94 Knights, Landed 9 Alertness: Sight 73 Fishing 71
Knights, Landless 9 Alertness: Sound 73 Sail & Cordage Making 74
Assassins 41 Flails 51 Sailing Small Boats 74
Attack Roll 82 Ancient Languages 61 Foraging for Wild Foods 72
Lance Attacks 84 Sculpting 46
Attacks from Above 83 Ancient Local Geography 62 Foreign Languages 61
LCAP 19 Seal Making: Engraving &
Attacks from Behind 83 Ancient Regional & Foresters Stealth 72
Learning Skills 101 Coinage 58
Attribute Rolls 4,31 National Geography 63 Foundryman: Smelting &
Lifting Capacity 19 Setting & Disarming Mantraps 77
Attributes 3 Ancient World Geography 63 Casting 56
Marketplace 95 -100 Animal Handling & Drover 43 Setting & Disarming Snares 72
Background Skills 36 Fruit Crops 42 Sheep Herding 43
Mastered Skills 36 Animal Riding 43
BAP 19 Men at Arms 38 Animal Training 43,44 Garrotting 76 Shield Play:
Barbarian Warriors 38 Missile Combat 83 Archery 50 Gemcutting 57 Heavy Shields 52
Bardic Voice 3 Monetary System 95 Architecture & Engineering 63 Geological Lore 64 Light Shields 52
Barons 10 Mounted Combat 84,87 Arithmetic & Mathematics 63 Glassblowing & Glazing 57 Shipbuilder: Maritime
Base Action Points 20 Mounted Missile Combat 84 Astronomical Lore 63 Gold & Silversmithing 57 Architecture 75
Bashing Attacks 85,86 Mounted Warriors 38 Axes 50 Great Swords 51 Ships Carpenter 74
Beggars 40 Movement 79,80 Hearing Rumours 76 Short Swords 52
Birth Omens 3 Backstabbing 75 Singing 46
Nobility 10 Bargaining 49 Heraldry 69
Birth Signs 21 Herbalism 66 Skulk in Shadows 78
Body Bash 85,86 Non-humans 2 Battlefield Tactics 50 Slashing Swords 52
Beast Tongues 62 Horse Archery 51
Body Points 17 Passive Defence 86 Sleight of Hand 46
Beekeeping 42 Horse Breeding 42
Body Recovery 17 Percentile Pair 30 Slings 52
Begging 49 Hurling Axes 51
Burglars 40 Personal Skill Factor 30 Spears 52
Bestiary Lore 63 Hurling Javelins 51
Carrying Capacity 19 Petit Sergeants 37 Stamina 47
Phobias 15,16 Blacksmithing 56 Intention of Animals 72 Stealth of Thieves &
CCAP 19 Blending into Surroundings 69 Intimidation 49,50
Changing Weapons 83 Physicians 41 Assassins 78
Piety 3 Bowery & Fletching 56 Storytelling 46
Character Age 21 Juggling 45
Points Method 3 Boxing 46 Streetwise 78
Character Backgrounds 4-12 Jumping 47
Primary Skills 36 Brawling 50 Swimming 47,48
Character Build 17 Brewing 53 Knife & Dagger Fighting 51
Creation Methods 2, 3 PSF% 30 Throwing Knives & daggers 52
Character Height 16 Pushing the Pace 80 Calligraphy & Illumination 45 Languages 60 Throwing Objects 52
Character Traits 21 Random Method 3 Calm & Attract Animals 70 Leadership 50 Tracking Prey 72,73
Character Weight 17 Resisted Skills 33 Carpentry 56 Leatherworking & Tanning 57 Two Weapon Fighting 53
Code of Chivalry 39 Rural Freemen 6 Cartography 64 Local Geography 62
Cartwright & Wheelwright 56 Local History & Legend 63 Vegetable Crops 42
Combat Advantages 88 Secondary Skills 36 Veterinary Medicine 44
Combat Sequence 81 Cattle Herding 42 Lore Historical 62
Sergeant at Arms 37 Cavalry Lances 50 Veterinary Surgery 44
Constitution 3 Shield Block 87 Maces, Hammers & Clubs 51 Viniculture 42
Core Skills 35 Charm 49 Mage Speech 61
Shields 87,94 Chess 68
Crit Die 30 Mariner 74 Weaponsmithing & Armoury 59
Shock 89 Chirurgery 64
Critcial Success 31,83 Masonry & Stonecutting 57,58 Wearing Battle Armour 52
Sibling Rank 11 Chivalric Great Blow 50
Critical Failure 31,83 Meditation 67 Wearing Heavy Armour 52
Skill Difficulty 29 Climbing 47
Critical Hits 88,89 Mining & Tunneling 58 Wearing Light Armour 52
Skills 42 - 78 Cloth Making: Dying 56
Critical Injuries, Critical 89 Monster Tongues 62 Willpower 67
Skillskape 28 - 35 Cloth Making: Spinning &
Critical Injuries, Light 89 Mounted Combat 51 Winemaking 54,55
Social Class 5,95 Weaving 56
Critical Injuries, Moderate 89 Mugging 77 World Geography 62
Special Abilities 14, 22-25 Clothes: Sewing, Embroidery
Critical Injuries, Serious 89 Musical Instrument: World History & Legend 63
Starting Funds 95,96 & Knitting 56
Curses 12,13 Bagpipes 45 Wrestling 48,49
Strength 3 Clothes: Tailoring 56
Cut Purses 40 Super Heroic Characters 3 Drums 45
Common Tongue 61 Flutes 45
Damage 88 Tertiary Skills 36 Con 49
Death 89 Horns 45
Total Experience 34,101 Concealing & Finding 76 Strings 45
Desperate Defence 87 Total Success Chance 30 Concentration 66,67
Discipline 3 Townsmen 7 Conditioning 47 Oratory 50
Dodge 87 TSC% 30 Cooking 53,54 Own Language 60
Downtime 79,101 Two Weapon Use 83 Cooper 56 Painting & Sketching 45
Dual Weapon Use 83 Courtly Love 68 Paper & Ink Making 58
Units of Area 95
Equipment 95 -100 Courtly Manners 69 Perfumery 58
Units of Distance 95
Experience 34,101 Covering Tracks 70 Pharmacology & Medicine 65,66
Units of Liquid Measure 95
Family Status 11-12 Units of Weight 95 Dancing: Court Dancing 45 Picking Locks 77
Fathers Social Class 5 Dancing: Folk Dancing 45 Picking Pockets &
Fathers Vocation 5 - 11 Vocations 37-41 Cutting Purses 77
Detect Lie 73
Fatigue Points 18 Vocational Skills 36 Pig Raising 43
Detecting Mantraps 76
Fatigue Recovery 18 Water Travel 79 Detecting Snares 70 Piloting & Navigation 74
Ferocious Attacks 85 Weapn Parry 87 Detecting Thievery 76 Poetic Composition 45
Feudal Gentry 9 Weapon Blows 82 Diplomacy & Politics 49 Poetic Recitation 46
Flaws 15,25 -27 Weapons 90,91 Disguises 76 Pole Arms 51
Foresters 38 Wisdom 3 Dodge 51 Pottery 58
Guildsmen 7-8 Dwarven Tongue 61 Poultry Raising 43
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