The products of creatures, particularly magical natured ones, are likely to have alchemical by-products.
To extract a by-product may require a Alchemy skill roll, this will be indicated by a (#), the number being the required target. A raise will generally not give any extra bonus, except when it comes to spell like items that give an improved version on a raise, eg Smite with a raise gives +4 instead of +2.
Only one product can be extracted per creature, often several choices will be given, so the Alchemist must select the product they want and roll for that. A failed roll means nothing can be extracted.
Eg: (6) Potion: as Barrier(Sand) spell.
In the above line the Alchemist can extract a Potion of Barrier(Sand) with a skill roll of 6.
Each alchemical item you carry in its raw form will weigh 1 lb. 10 cyclops eyes are 10lbs. Weight comes from the actual item or the materials required to preserve/protect it.
Extracted raw products are good for one session of play, at the end of every session discard all raw extracts that have not been processed into a product.
It will take 6hrs to make a potion, but an unlimited number of the same potion can be done in that time. You can try to make 2 different potions at the same time but suffer -2 multi-action penalty to each.
Where possible the GM should think of something gruesome or yucky in relation to the extracts. So when we say a Potion of Far See can be made from a Cyclops, you should describe a potion with a whole Cyclops eye floating in a red tinted viscous fluid, that the user has to consume.
A user may only be under the influence of one alchemical product at a time. A new product may be used but it will cancel the old and require a VG(4) roll or suffer 1FAT.
The target number for alchemical extracts is based on this being done in an Alchemical Laboratory. A field laboratory is available but the target numbers increase +2. Extracts without either are done at +4.
GMs may want to apply some side, such as -2CHA due to growing scales etc (like trappings but for the duration of the effect).
The alchemical benefits that I have listed are purely what popped into my head, they aren’t the ONLY ones you can try for, you could experiment on new formulas and suggest ideas to the GM. Like hydra teeth becoming skeletons (would be a hard one).
Options: I am using the “No Power Points” optional rule, if you don’t use these you will need to assign PP values to each of the products. A base power would come with 5PP, more powerful versions might have 8PP or 10PP.
The following are the common characteristics of the various products gained from Alchemy.
Unless otherwise specified they last from when used till the end of the current Event.
Potions: grant a spell power of Edge. Potions are a generic term for various liquid-organic based concoctions. Normally carried in clay or glass vials, around 5 fl oz (quarter pint, 1/8th litre).
Salves: grant a spell power or Edge. They are a thick paste (think toothpaste) that can be applied to the surface of something. Usually kept in a waxed papyrus/hemp cloth, sometimes in gold foil.
Oil: a small flask of thickish liquid that is spread or rubbed onto something. If it is flammable or explosive it can be contained in a clay or glass flask with a wick, and thrown as a bomb (1 dose=small, 2 doses=medium, 4 doses=large template)
Components or part of the creature, such as a bone or a feather, that is imbused with magical power. Touching or striking is usually required to inflict the effect, such as a Cockatrix feather.
Manufactured items: materials are processed by a Craft skill and converted into items, such as Shields or Armour or Weapons. Usually this will require an Alchemy roll and then a Craft roll.
Powders: dry powder form used to create clouds, add to things, pour on things.
Infusions: concentrated liquid form, between a potion and a salve. Can be reduced to a capsule sized product that is much easier to hide and swallow, Notice rolls at -2. Uses 2 normal Potions to create one Infusion.
Players and GMs are encouraged to think of different visual and physical means via which alchemical products can be used.
Poisons are nasty, and socially unacceptable. They should generally be reserved for particularly nasty characters or monsters that are known for this feature, allowing the players to maybe prepare for the worst. A lot of poisons do not kill – well not in and of themselves. They mostly debilitate the victim allowing the poisoner to inflict other unfortunate acts. To reflect this I would suggest using poisons that mostly attack Pace or inflicting Fat but not killing. But its up to the individual GM to decide.
Poisons will have a strength represented by a target number.
Weak: 4
Average: 6
Harsh: 8
Deadly: 10+
Poisons can attack any trait or value. Make a roll using the targeted trait against the target number of the poison. If unspecified use VG.
Poisons will normally attack one score, but particularly nasty ones may attack 2 scores at the same time; eg SM&SP.
Poisons can attack targets such as: Traits, Pace, Toughness (not armour). They may also inflict direct wounds or fatigue lose. They might even swap back and forth.
Poisons keep attacking for a number of rounds based on their strength. If a target is reduced to zero then they collapse and MAY require medical aid, depending on the intent of the poison. Poisons may take 2d6 rounds to take effect generally (see Fast Acting and Blade Venoms however), depending on the delivery system.
Someone actively using their Healing skill on the target will give them +2/+4 to their VG rolls as long as their Healing roll is successful/raise.
Fast Acting: some creatures may have fast acting poisons which are aimed primarily at preventing the target getting away and converting them into a source of mushy food. These types of poisons generally will attack Pace, or maybe inflict FAT, and will begin acting with the targets next round.
Blade Venoms: these are used to coat a bladed or piercing weapon so that they take affect directly through the wound inflicted. They tend to be fast acting but of limited duration (a bit like an acid really). Blade Venom always attacks VG and nearly always inflicts a wound as a result. They only make one attack each time though (no duration).
Each time a venomed blade inflicts damage roll a d6, 1-4 the venom is lost, 5-6 it remains for another strike.
Applying a Blade Venom takes 2 rounds to do safely. If can be done in one round with an AG(4) roll. A failed roll sees the venom wasted. A fumble results in a venom attack on the applier.
Disease attacks values similar to poisons, only the duration is daily rather than every round.
Some names and targets for diseases:
Plague: VG
Wasting: ST
Cholera: VG
Mindrot: SM
Souldrain: SP
Fever: VG
Bloodfire: VG then ST, alternately.
Madness: SM then SP, alternately.
Shakes: AG
Weakening: Toughness
Someone actively using their Healing skill on the target will give them +2/+4 to their rolls as long as their Healing roll is successful/raise. This roll will need to be done every day.
Bed rest and good care will add +1 to recovery rolls. Travel and bad conditions will yield penalties as appropriate.
A reaction table based on 2d10 rolls will be used, slightly lessening the impact of Charisma, but then again I have added a lot of items with Charisma bonuses into the treasure tables.
2: Hostile
3: Hostile
4: Hostile
5: Hostile
6: Unfriendly
7: Unfriendly
8: Unfriendly
9: Unfriendly
10: Neutral
11: Neutral
12: Neutral
13: Neutral
14: Friendly
15: Friendly
16: Friendly
17: Friendly
18: Helpful
19: Helpful
20: Helpful
If you roll 2x 1's on your dice and let it stand then your weapon is permanently broken. It can be reforged but will lose some of its powers.
If this is a natural weapon (eg Fist) it will be broken and the user suffers 1 wound, and cannot be used till healed.
If you roll a 1 on your skill dice then your weapon is damaged and requires a repair roll to be used again.
If it is a natural weapon then you must make a VIG4 roll or be Shaken.
In all cases the attack is finished as if the weapon was still there.
Where the weapon is magical it will get a save throw to avoid breaking and if successful then it is considered one level less (broken becomes damaged, damaged becomes dropped), or dropped instead. The save throw will be the users combat skill vs 8 (for 2x1s) or 4 (for 1x1s). The weapons CHA modifier will be applied to this roll.
All toolkits and ammo supplies will not be tracked, instead if you get a Skill roll of 1 (not wild dice) you get that shot but you maybe depleted on that kit.
If there are similar equipment in the event you may use a Notice roll to spot a reload. Takes one action to collect and load. It must be appropriate to the situation.
When you roll a 1 on a skill dice (not the wild dice), you consult the Wild dice to see the effect.
1 Critical failure
2-3 Out of ammo/depleted kit.
4-5 Mechanical failure (break?)
6 Physical ineptness (dropped the weapon)
If you used Double Shot apply -1 but only down to 2.
A roll of 1-1 is a critical fail and the normal rules for that will remain in effect.
Downtime actions are things you can do during your downtime (when you are not adventuring).
Following are a number of generic activities that can be undertaken during your downtime. All of them assume you also rest and enjoy yourself, but in your spare time pursue the selected activity to some degree.
Go to the Market, buy and sell. Not your everyday buy and sell though. Use this to sell your very expensive items, or to likewise find and buy very expensive items. Finding them is the hard part, as people tend to be as secretive about these sorts of things as… as you are!
Assist another player in whatever activity they have chosen. You may roll on one of the skill rolls involved and the higher of the two rolls can be used.
Imbibe in the low life, mix with the dregs of society and generally have a great but debilitating time. The end result of which will be rumour, lies and adventure leads.
Attend the Royal Court. Nobles should spend time at the Govenor’s Court, or even the Pharoah’s Court, if they wish to make an impression with the right people.
Make something substantial.
Do research into a subject of interest. Visit libraries and consult with wise men.
Conduct multi-action task.
Your estates and businesses need to be managed so that they make money. Often times you will leave this with friends and relatives but it doesn’t hurt to check up on them now and then.
Serve the community in some beneficial way.
Consult wise men, take drugs, sleep and dream of the Gods.
Imbibe in the high life, meet the right people, impress others with your wit and fashion sense.
Noble Missions are conducted using the extended rules.
In general, select a primary skill and two secondary skills. Make rolls and total success and failures and determine result.
Time is basically a week, time can be used to cancel fails.??
Nobles of this period were very concerned about appearances, partly due to vanity, partly due to fashion, but a lot to do with seeing themselves are closer to divinity then the rest of the people. In Ancient Aegypt the Pharoah is considered a god, a manifestation of Ra on the mortal plane (an Avatar). His family is also seen as divine, which means a lot of people thinly related to him will try to claim that bond, at least by appearance.
To that end Nobles are expected to have a Retinue, a crowd of lackeys and bludgers and social parasites who sponge off them by telling them how awesome they are. A clever Noble will surround d themselves with people of actual skill and expertise in various areas, ones that they can consult with and be advised wisely from.
To keep this simple each Noble will be considered to have a Retinue, a group of people that are represented in the game as one ‘person’, but who is actually about 10 people per Retinue point. Each point of Retinue will cost the Noble to maintain, a sort of living cost, that they pay at the start of each gaming session (regardless of time periods, its just easier to track it this way).
Other non-Noble players are by definition part of the Nobles Retinue, and can contribute their skills to the Retinues gestalt ability. The living cost of the Retinue covers the other players day to day living costs, so you can simply ignore that aspect of the game (food, water, shelter, clothes and other simple day to day costs).
When called for within the rules the Noble can use their Retinue’s skill value to resolve challenges – if the GM deems it appropriate. They might even be able to use it to aid their own skill rolls. Players who are part of a Retinue will contribute their skill level through the Retiinue system when it is called for.
Retinues are non-combat entities, and will not expose themselves to any risk. Instead they remain in camp or seek nearby cover and grovel for mercy. Accordingly anything attacking a player with a Retinue will simply ignore them until victorious, at which time they slaughter them, or throw them into slavery. One of the advantages of this is that your Retinue will look after all the day to day functions that players are not interested in, like keeping the mules from wandering away, putting up the tents, preparing the hot water bath and frangrant lubricating oils… err Nobles only please, know your place!
Retinues will have an over-all Rating, reflecting their cost, their size, their CHA effect, and there skill levels limits.
Retinue Rating starts at 1 and can go tp any amount you can afford, although you can go above your station in life if you are not careful.
Each point of Rating will have an ongoing cost, paid at the start of every session.
Each Rating point indicates about 10 people.
Rating points can be used to support CHA effects or Skill levels. One rating point will give you 10 levels.
Each CHA bonus will cost 5 levels, with a maximum CHA bonus equal to the rating of the Retinue.
Each skill dice will cost one level if the dice value halved is equal to or less than the rating of the Retinue. So d6 skill requires a rating of 3. If the skill dice does exceed this value it costs double, two levels. A rating 1 Retinue would not support any dice levels so all its skill costs will be doubled.
Eg: Philomotus the Fair has a retinue of rating 3, as befits a Governors Primary Assistant. This means he has 30 levels to work with.
He is a vain person so he has 3 CHA at a cost of 15 levels, 3 being the most a rating 3 Retinue can support. He has 15 levels of advisors to fill (skills). He takes
Persuasion d8, 4 levels.
Diplomacy d6, 2 levels.
Driving d6, 2 levels.
Trade d6, 2 levels.
Battle d6, 2 levels.
Arcana d6, 2 levels
Craft Metal d4, 1 level.
The skills that a Retinue has should be reflected by a person and a role. So your Battle d6 skill will be a General. Your Arcana d6 skill is your Wizard etc.
Flaws and Passions can be gained during game play, either at the request of the player or imposed by the GM. They can be bought off by bennies remaining at the end of a session (minor=5 bennies, major=10), as long as some attempt to correct the problem has been made during that session. Bennies used to buy off flaws can be accumulated from session to session.
Successful play of a Flaw can result in the award of bennies. It should hinder your in game play.
Passions can be Hates or Loves.
Passions can be used to incite your character to greater efforts and should target fairly specific areas.
To incite a Passion the player must spend a benny and then they gain +2 to one area of play, a particular skill, related to the Passion and its target. If the bonus is applied to a combat skill it only works for a few rolls. If applied to a non-combat skill use the GM should allow it to apply over a single event.
A Passion is a two edged sword, the GM may incite your Passion against you, you may elect to cancel this with a benny or play it out. In this case successful play may result in a benny reward.
Animals abound, the beast master feat would not be wasted. Mounted combat is not uncommon.
All mounts are classed as Trained or Untrained for battle. They are always considered trained for riding.
Mounts (especially horses) were a new feature of Egyptian culture at this time, being imported from Mesopotamia, who were getting them from steppe nomads (where the Mitanni came from). The Egyptians didn’t develop the techniques required to ride a horse for quite a while, and persisted with light chariots (partly due to prestige and social standing). That doesn’t mean that mounted warriors can’t exist, they would just be uncommon. To reflect this I have raised the penalty for mounted combat as follows.
Mounted moving combat is at -4/-2, chariots at -2/-2 (missiles/melee). Melee is always considered moving. Shooting may avoid the penalty if they remain stationary, but would still be limited in skill level use (see below).
Two feats can be used to cancel these penalties: Steady Hands will remove a straight –2 from all penalties, Born in the Saddle will remove –2 from all mounted penalties (not chariots). The combination of the two removes all penalties.
Mounted combat is all about Control. As long as you have Control you may act according to your wishes. If you lose Control the mount does as it wishes, which most of the time is to run away (there are some exceptions).
Control requires a skill roll, and that you remain un-shaken. If you fail the Control roll, or you are shaken at the time you are required to make a Control roll, then the mount is un-controlled, and will generally move to get away from the battle.
Control rolls are required:
· to make an untrained mount to attack
· if you wish to use a skill level higher than your riding/driving skill level
· When your mount suffers a wound
When a skill roll is made mounted, you use the LOWEST of Riding/Driving skill or the chosen skill. The rider may chose to ignore this limitation but would then be required to make a Control roll before making the selected skill roll. Fail and their action is lost.
Untrained mounts will act according to their nature. Herbivores will flee, ominvores will stand if larger than all opponents or flee, carnivores will attack the nearest enemy unless outclassed (opinion of the GM).
Trained mounts will generally remain in position, neither advancing nor retreating, unless seriously threatened (opinion of the GM).
A non-WC, untrained mount remains an NPC and falls on one wound.
A non-WC, trained mount becomes a WC as long as a WC character remains in contact with it.
There are some special rules regarding chariots to be found following.
My reasons for this are simply to make mounted combat a more substantial component of play, as it was throughout the ancient and medieval times.
Born in the Saddle.
Ride by Attacks.
Trample.
There are various types of chariots based on nationality, but they all have some similiarities.
Light Chariots:
· room for driver and one other (human sized)
· each person over 1 causes -1 to driving rolls and pace.
· Base pace of 9.
Heavy Chariots:
· room for 4 (human sized)
· each person over 2 causes –1 to driving rolls and pace
· Base pace of 7.
The horse team counts as one target but counts as a WC for wounds only (gets 3 wounds but no wild dice). Any wound modifiers applying to the team also apply to any driving rolls.
All Chariots gain the Trample feat for their driver.
2 Horse Team gains +2 Toughness and does ST(d12)+d4 trample damage.
4 Horse team: base pace of heavy chariots improved by 2 (to 9). Pace of Light Chariots does not decrease for extra crew, but handling penalties still apply for crew over 1. Team gets +3 Toughness and does ST(d12)+d6 trample damage.
Eg a normal horse with VG d6 would have 5 Toughness. A 2 Horse Chariot team will have 5+2 Toughness. A 4 Horse Chariot team will have 5+3 Toughness.
The following is a list of chariot types by nationality.
Egyptian: 2H Light
Kushite: 2 or 4H Light
Libyan: 2 or 4H Light
Carthage: 2 or 4H Light or Heavy
Syrian, Hittite: 2H Light or Heavy
Babylonian/Assyrian: 2 or 4H Light or Heavy
Chariots provide Light Cover (-1) except from the rear.
Because chariots may have multiple characters taking actions they may need to co-ordinate their initiative properly so they can all act at the appropriate times, but they don’t have to.
Characters on a chariot cannot melee through their front due to the horse team. They must come alongside a target.
A 2 horse chariot is 2(front)x3 squares in size on the map, with the crew located in the back row.
A 4 horse chariot is 3(front)x4 squares in size and the crew can be located in any of the 2 back rows.
A chariots horse team can be used to attack if they are trained for battle (see p97 of core rules and Trample edge in these rules). Treat them as a single unit that does extra damage as noted above.
Chariots have two types of attack modes, Charging and Tactical. When charging they use the Trample rules where possible. At other times they do single attacks like other creatures, but using the drivers skill.
A chariot may attack (Trample) anyone it comes into contact with along its front edge (not diagonal). If the contact occurs on the same movement point (all are in contact at the same time) then one attack is rolled and individual damage (like a sweep attack).
Chariots are very poor vehicles in rough terrain (-2), or difficult terrain (-4). If they are charging over such terrain increase the penalty another 2 (-4 and -6). These Driving roll penalties also slow the chariots Pace by half the amount of the penalty (-1 and -2). Steep slopes, rocky ground, very soft sand (as opposed to compacted sand) or marshes are impassable. They are really only meant for nice flat ground, but in the interests of playability you should allow them some plausible disbelief. Particularly for Light Chariots.
Because chariots are multi-square figures on the tabletop it isn’t always easy to work out how to move them. To simplify things a chariot can use either the Turning Template or a Large (for Light chariots) or Medium (for Heavy chariots) Blast Template during a normal move.
The Turning Template allows the chariot to move its full distance (7-9 inches).
The Blast Template assumes the chariot is changing directions. Place the template at right angles against any part of the chariots base except the rear, then place the chariot anywhere completely within the template, facing in any direction.
When charging or running the chariot always uses the Turning Template and is limited to one 45 degree turn.
A second 45 degree turn can be attempted but this requires a Handling roll, with light chariots at –2 and heavy chariots at –4. You must move at least 3 inches between the two turns.
Chariots attack using normal melee methods or by using a Charge.
Normal attacks are what a chariot does when not charging obviously, and can only be made through the front edge of the horse team. Anyone adjacent to the front edge may be attacked, using the drivers Driving skill at -2 (-4 if untrained). A single roll is made and individual damage rolls (as per a sweep).
A Charge attack uses Tramples and the following:
A Charge attack will give +4 damage.
The chariot must comply with the requirements of a charge (must move at least 6 inches straight using the turning template) and still moves a normal move (charging shows intent, not extra movement speed. If you want to move further then run and take the -2). It must use ALL of its movement.
Any figure it comes into contact with along its front edge will be Trample attacked, and needs to be run over or knocked back to allow continued movement. If the target remains standing then the Chariot must make a handling roll to bypass it, with the targets size applied as a negative (so large creatures are nasty). The larger of the two keeps possession of the square, the other is moved aside (ties to target). A (Size+1) handling penalty is applied for each such passed roll (representing the increasing instability of the chariots move).
If the target is run over or knocked back, or the Out-of-Control roll is passed, then the chariot continues along its path. It continues moving and attacking until it fails a handling roll and crashes, or it reaches the end of its movement.
The next turn the chariot may continue its charge, keeping its status markers from previous rounds. In this case it doesnt have to fulfill the 6 inches straight ahead move required for a charge as it is continuing one it had before. It is still restricted to the Turning Template for movement. The chariot may stop the charge and revert to tactical mode, removing all markers.
Normal combat against a chariot consists of moving adjacent to an appropriate part, depending on whether you want to attack the team or the crew.
When standing to receive a charge you generally will want to attack the team, otherwise it may ride over you before you come within range of the crew (depending on Reach).
The Chariot team counts as a single target with WC wounds. A shaken result causes a Out-of-Control roll. Each raise inflicts a 'wound' on the team, as well as a critical hit roll (consult the Critical Hit Table). On the 4th wound the team and the chariot are wrecked.
Chariots can be equipped with scythed blades on the hubs of their wheels. These have to be made of iron or steel as bronze is too weak to withstand the forces applied. To attack with scythed blades you must have the Ride-by-Attack edge. You cannot combine any other action with a scythe attack.
Scythed blades allow you to attack anything that is in contact with the side of your chariot during a Charge.