Renaissance

D100

Chapter 1: Character Creation

Before players can begin a game of Renaissance, they must each (apart from the Games Master) create a character for themself. This should probably done as a group to make sure that a coherent adventuring party is generated, and that characters don’t have irreconcilable differences that would prevent them working together. Creating a character involves a number of stages:

Common Skills

Your character has a number of Common Skills that allow him or her to perform a variety of actions with varying degrees of expertise. Each Common Skill is set by totalling two Characteristics. These are listed on your character sheet and below. Work out your character’s base values for each skill – you will be given the opportunity to increase these values later in the character creation process. Skills and their use are described in the Skills chapter.

Common Skills

Rounding

Numbers in Renaissance are usually rounded up to the nearest whole number.

Characteristics

These are the primary building blocks of your character. All characters and creatures have seven characteristics, which give the basic information about the character’s physical, mental and spiritual capabilities. As well as being useful indicators of how to role-play the character, they are the scores that skills are initially based upon.

The Characteristics are:

Strength (STR): Your character’s brute force, Strength affects the amount of damage he deals, what weapons he can wield effectively, how much he can lift and so on.

Constitution (CON): A measure of your character’s health, Constitution affects how much damage he can sustain in combat, as well as his general resistance to disease and other illnesses.

Dexterity (DEX): Your character’s agility, co-ordination and speed of reaction, Dexterity aids him in many physical actions, including combat.

Size (SIZ): This is an indication of your character’s mass and, like Strength and Constitution, can affect the amount of damage a character can deal and how well he can absorb damage.

Intelligence (INT): Your character’s ability to think around problems, analyse information and memorise instructions.

Power (POW): Perhaps the most abstract Characteristic, Power is a measure of your character’s life force and the strength of his willpower.

Charisma (CHA): This quantifies your character’s attractiveness and leadership qualities.

Generating Characteristics

Roll 3D6 five times, and assign the numbers to STR, CON, DEX, POW, CHA as you wish.

Roll 2D6+6 twice, and assign the numbers to INT and SIZ.

Attributes

Attributes are a set of secondary scores that define your character’s potential to do and take physical damage. Attributes are determined from the character’s Characteristic scores.

Damage Modifier (DM): The Damage Modifier applies whenever your character uses a melee or thrown weapon. It is calculated by adding the character’s STR and SIZ together, since bigger, stronger, characters deal out more damage than smaller, weaker characters. The Damage Modifier is calculated by consulting the following table.

Hit Points (HP): These represent your character’s general health and physical wellbeing. They determine how much damage your character can sustain before he begins taking Grave Wounds and possibly dying. Hit Points equal Size plus Constitution divided by 2, rounded up. (SIZ + CON)/2.

Major Wound Level: When your character takes this amount of damage or more in one blow, he or she suffers a Serious or Grave Wound (depending on whether current Hit Points remain above or fall below zero). Major Wound Level is equal to Total Hit Points divided by two, rounded up. HP/2.

Movement Rate: This is the distance in metres that a character can move in a five second Combat Round. All human characters have a Movement Rate of 15 metres.

Magick (MAG): Those who practice Witchcraft have an extra attribute, MAG, which begins at (INT+POW)/10 (rounded up).

Previous Experience

Previous experience determines the skills and beliefs your Adventurer has gained before the game begins. These consist of the Adventurer's Social Class, his Profession (how he made his living) and his Faction (what belief system he subscribed to). Once play begins, your Adventurer is no longer restricted by these beginnings; all skills are open for him to learn, and if his political and/or religious beliefs change, he can move to another Faction. There are no restrictions on learning new skills within the mechanics of Renaissance. However, social pressures within the game world apply their own restrictions; a Peasant Vagabond is unlikely to gain a place at Oxford University to learn alchemy – or if he does, it's likely to be the focus of a whole series of adventures!

Determining previous experience is a three stage process:

It is worth noting that, while these Social Classes and Professions should cover most suitable Adventurers, if you want to play an Adventurer who doesn't fit the mould, it should be possible, with your Games Master's permission. For instance, if you want to play a Lord who has lost everything and fallen on hard times, you could create a Noble Vagabond, even though the rules do not permit it. They're your rules now, and you're allowed to break them!

Advanced Skills

Social Class

Social Class determines into what strata of society your Adventurer was born. In the Renaissance game society is in upheaval; the old certainties of the medieval feudal system have broken down, and a rising middle class is starting to overtake an increasingly impoverished upper class in terms of wealth. Towns are growing larger, and as the upper classes “improve” their land by throwing off many of the Peasants who have farmed it for generations, a new underclass of urban poor is growing, as dispossessed Peasants head for the towns looking for work.

Each Social Class gives the Adventurer a number of skill options; choose the skills you want from those available and add the bonuses to your existing skill bases, determined in the previous section. The Social Class also lists which Professions are available to your Adventurer if you choose that class; Professions are described in Chapter 2. Finally, each Social Class lists Starting Wealth; roll to see how many shillings you have with which to buy equipment at the start of the game. This represents readily available cash – your character may have more wealth, but if so it is likely to be tied up in house, lands, a goat, etc.

Peasant

Common Skill Bonuses: Athletics +10%, Culture (Own) +30%, Drive +10%, Evaluate +30%, First Aid +10%, Influence +30%, Lore (Regional) +30%, Perception +10%, Ranged Combat +10%, Resilience +10%, Sing +10%, Unarmed Combat +10%

Advanced Skills: Language (Native) +50%, Lore (any), Survival

Plus choose any three from Boating, Craft (any), Lore (any), Play Instrument, Ranged Combat (Bows)

Starting Cash: 1D6 x 10 shillings

Professions Available: Agitator, Camp Follower, Cottager, Craftsman, Cunning Man/Wise Woman, Entertainer, Farmer, Mercenary, Outlaw, Physician (Herbalist), Preacher, Rook, Sailor, Smuggler, Soldier, Spy, Vagabond, Witch/Warlock, Witch Finder, Woodsman

You grew up in the country. It is likely that your parents were tenant Farmers or Craftsmen, living in a small village and working for the local Lord of the manor.

Townsman

Common Skill Bonuses: Culture (Own) +30%, Drive +10%, Evaluate +30%, First Aid +10%, Influence +30%, Lore (Regional) +30%, Perception +10%, Resilience +10%

Plus choose one from Close Combat +10%, Gun Combat +10%, Ranged Combat +10%, Unarmed Combat +10%

Advanced Skills: Language (Native) +50%, Lore (any), Streetwise

Plus choose three from Commerce, Close Combat (Polearms), Craft (any), Gambling, Influence, Play Instrument

Starting Cash: 2D6 x 10 shillings

Professions Available: Agitator, Camp Follower, Clerk, Craftsman, Entertainer, Highwayman, Journalist, Mercenary, Outlaw, Physician (Paracelsan), Preacher, Rook, Ruffian, Sailor, Smuggler, Soldier, Spy, Thief, Valet/Lady’s Maid, Watchman, Witch/Warlock, Witch Finder

You grew up in the narrow, crowded streets of a rapidly growing town, among many others who have given up the rural life in the hope of making a living in an urban situation.

Middle Class

Common Skill Bonuses: Culture (Own) +30%, Evaluate +30%, Influence +30%, Insight +10%, Lore (Regional) +30%, Persistence +10%, Ride +10%

Plus choose one from Close Combat +10%, Gun Combat +10%, Ranged Combat +10%, Unarmed Combat +10%

Advanced Skills: Art (any), Language (Native) +50%, Lore (any)

Plus choose three from Commerce, Courtesy, Craft (any), Gambling, Play Instrument, Streetwise

Starting Cash: 4D6 x 10 shillings

Professions Available: Agitator, Alchemist, Clerk, Craftsman, Entertainer, Highwayman, Journalist, Mercenary, Merchant, Physician (Galenic), Preacher, Rook, Scholar, Smuggler, Soldier, Spy, Witch/Warlock, Witch Finder

You are part of the growing class of people whose families have risen above their humble origins by dint of hard work and good fortune. With the breakdown of the old feudal order and the growth of commerce, it has become possible for people to be relatively well-off without being a member of the landed classes.

Gentry

Common Skill Bonuses: Culture (Own) +30%, Evaluate +30%, Influence +30%, Insight +10%, Lore (Regional) +30%, Perception +10%, Persistence +10%, Ride +10%

Plus choose one from Close Combat +10%, Gun Combat +10%, Ranged Combat +10%, Unarmed Combat +10%

Advanced Skills: Art (any), Language (Native) +50%, Lore (any)

Plus choose three from Commerce, Courtesy, Craft (any), Oratory, Seduction

Starting Cash: 4D6 x 20 shillings

Professions Available: Alchemist, Cavalier, Clerk, Courtier, Farmer, Highwayman, Mercenary, Physician (Galenic), Preacher, Rook, Sailor, Scholar, Soldier, Spy, Witch/Warlock, Witch Finder

You are part of the solid landowning Gentry whose people have ruled the country districts since time immemorial. Actually, that may not be true – your family may have gained a title in your grandfather's day by buying a peerage.

Nobility

Common Skill Bonuses: Culture (Own) +30%, Evaluate +30%, Influence +30%, Insight +10%, Lore (Regional) +30%, Perception +10%, Persistence +10%, Ride +10%

Plus choose two from Close Combat +10%, Gun Combat +10%, Ranged Combat +10%, Unarmed Combat +10%

Advanced Skills: Courtesy, Language (Native) +50%, Lore (any)

Plus choose three from Art (any), Commerce, Craft (any), Dual Weapons (Sword and Pistol), Dual Weapons (Sword and Main Gauche), Oratory, Seduction

Starting Cash: 6D6 x 30 shillings

Professions Available: Alchemist, Cavalier, Courtier, Highwayman, Lord/Lady, Mercenary, Physician (Galenic), Preacher, Rook, Scholar, Soldier, Spy, Witch/Warlock

You are very rich indeed. So rich, in fact, that thinking about money is something you almost never do – you have minions to think about such things for you. Your family can almost certainly trace its ancestry back hundreds of years, and you have moved in circles of high influence all your life.

Connections and Events

Adventurers may come from different backgrounds and hold different political and religious views. Nevertheless, they are considered members of a community, and they may well have ties that go beyond partisan views. They may be connected as family members or friends. They may remain close and adventure together even though they are nominally enemies as far as the rest of the world is concerned. Connections between Adventurers are an integral part of the character creation process in the Renaissance universe, as they provide some of the glue bonding together any adventuring party.

It is recommended that each Adventurer has just one less connection than the total number of other Adventurers in the party – so if there are six members in the party, each character should have connections with four of the other members.

The Past Events table below gives some ideas for events that might have occurred in an Adventurer’s past, many of which refer to their relationship with another Adventurer. Each player should roll D100. The player who rolled should then get together with one of the other players to come up with a way in which both of their characters were involved in that event or connection. They should embellish the idea, working with the Adventurer they are connected with to refine the event or association, adding depth to the relationship between their Adventurers.

There is no requirement to use the table – you might prefer to come up with your own inter-party associations. The party might all be siblings, or all have come from the same village, or all have met through working for the same patron.

Whether you use the table or not, for each connection two Adventurers make, both characters should receive a 10% bonus in one skill, though this need not be the same skill for both. The skill should be tied in some way to the event in which the two Adventurers were involved.

If you generate an event you are not happy with, or that you do not feel fits with the type of Adventurer you wish to play, simply discard the result and roll again (or pick another result). Connections are not designed to be a weight around the player’s neck, but rather provide emotional and practical reasons for Adventurers to look after each other.

Past Events Table

* Note: Dual Weapons skill can never be higher than the lowest of the two weapons – see Skills chapter.

Profession

Your Adventurer's Profession defines how your Adventurer earned or earns his living. It may be that you have worked in this Profession for years, picking up the skills necessary to earn your trade, only to find yourself out of a job due to the upheavals of the war, or conscripted into the army. You may be travelling across the country, seeking to earn a living at your chosen Profession. Alternatively, you may have hated the Profession you were forced into, and relish the prospect of doing something new.

Professions are described in detail in Chapter 2. Each Profession gives your character bonuses to some Common skills (add the numbers in the description to your existing skill levels) and allows you to open some Advanced skills at their base level (See the Skills chapter for details of Advanced skills). If you already have a listed Advanced skill from your Social Class, you may choose to add +10% to it.

As your Adventurer gains experience during play, he may be able to increase the skills of his Profession, or may choose to learn new skills associated with his new adventuring life-style.

Faction

One of the most important decisions for an Adventurer in Renaissance is your choice of Faction. In fact, Factions are so important that they've got a chapter to themselves. Have a look through the Factions chapter, and choose one that fits your Adventurer and that you feel would be fun to play. Add the skills from your Faction then work out your Righteousness Points.

Righteousness Points

Righteousness Points (RPs) are a measure of the passion of your belief in your chosen Faction. As a beginning Adventurer, they are equal to your CHA + POW + the Zealousness of your chosen Faction. As your Adventurer goes through his adventures, his RPs will rise or fall – if they become very high, he will become insanely righteous and may commit acts that even his own Faction finds hard to swallow; if they fall low enough, he will become open to conversion to another Faction. See the Factions chapter for more details.

Free Skill Points

At this stage, your character receives 250 additional skill points. You can add these free skill points to your character’s skills in the following ways:

No single skill can benefit from more than 30 free skill points. An Advanced skill purchased with free skill points cannot be increased by more than 20 points. Magickal skills such as Alchemy and Witchcraft cannot be added without a very good backstory and the permission of the Games Master.

Finishing Touches

Your character is almost finished. Only a few more things need to be decided.

Name

Choose a name that you think suits your Adventurer.

Looks

What does your character look like? What is his or her hair and eye colour? What is he or she like physically? A character with high SIZ and high STR would be big and muscular, whereas a high SIZ and low STR would tend to suggest obesity. A character with high CHA might be physically attractive, while one with high POW might dominate by force of personality. A character with high DEX will likely be graceful or at least clever with his or her hands.

Equipment

Your Adventurer begins play with the following equipment.

On top of this, if your character is a member of the Gentry or the Nobility he or she gains:

Your character also begins play with money according to their Social Class to spend on extra equipment. Remember that this money may not represent all an Adventurer's worldly wealth – a Nobleman may own a huge house and rolling acres of farmland, a Cottager may have a tumbledown hut and a bony cow; but these will not be readily convertible into cash, and can't be taken with you on an adventure.

Equipment can be bought from the Equipment chapter.

Armour Points

Armour comes in five general types, each representing an overall level of protection. Armour only provides half the protection (rounded down – an exception to the usual rule of rounding up) against guns, unless the gun is fired beyond its normal range. To remind you of this, Armour Points are listed as two numbers separated by a slash – the full APs, followed by the protection against guns.

Very Light Armour: 1/0 Armour Point(s)

Light Armour: 2/1 Armour Point(s)

Medium Armour: 3/1 Armour Points(s)

Heavy Armour: 4/2 Armour Points

Very Heavy Armour: 5/2 Armour Points

See the Equipment chapter for more information on what these categories mean. A character’s full Armour Points are subtracted from his or her DEX and INT for the purposes of calculating combat order.

Hero Points

Your character begins play with 2 hero points.

Hero points are what distinguishes your character from normal stay-at-home type folk.

Spending one hero point allows your character to:

Once hero points are spent they are gone. The Games Master awards hero points at the end of the game session for moments of outstanding heroic play.

Advanced Characters

For some campaigns, at the Games Master’s discretion, it might be desirable to create characters who are a cut above the normal.

Seasoned characters begin with 350 free skill points instead of 250. No single skill can benefit from more than 40 free skill points. An Advanced skill purchased with free skill points cannot be increased by more than 30 points. Additionally, 2 points can be added your characters’ Characteristics, distributed as you wish. Seasoned characters begin play with 3 hero points.

Veteran characters begin with 450 free skill points instead of 250. No single skill can benefit from more than 50 free skill points. An Advanced skill purchased with free skill points cannot be increased by more than 40 points. Additionally, 3 points can be added your characters’ Characteristics, distributed as you wish. Seasoned characters begin play with 6 hero points.

Master characters begin with 550 free skill points instead of 250. No single skill can benefit from more than 60 free skill points. An Advanced skill purchased with free skill points cannot be increased by more than 50 points. Additionally, 4 points can be added your characters’ Characteristics, distributed as you wish. Seasoned characters begin play with 9 hero points.

Professions

This chapter gives starting skills for the various Professions open to Adventurers in the world of Renaissance. For more information on choosing a Profession and buying skills for your character, see the Character Creation chapter.

Agitator

Social Class: Peasant, Townsman, Middle Class

Common Skill Bonuses: Influence +15%, Lore (Regional) +15%, Persistence +15%, Unarmed Combat +10%

Advanced Skills: Beliefs (Own), Beliefs (Other), Oratory, Lore (Politics)

Alchemist

Note: This Profession uses the powerful “scientific alchemy” available in the Clockwork & Chivalry game world, and described in the Alchemy chapter; it may not be suitable for many Renaissance campaigns.

Social Class: Middle Class, Gentry, Nobility

Common Skill Bonuses: Evaluate +10%, First Aid +5%

Advanced Skills: Alchemy, Elemental Casting (any), Elemental Casting (any other), Lore (Aristotelian Science), Lore (other)

Spells: Alchemists begin play with 6 Magnitude worth of alchemy spells.

Camp Follower

Social Class: Peasant, Townsman

Common Skill Bonuses: First Aid +10%, Lore (Regional) +15%, Resilience +15%, Sing +15%

Advanced Skills: Survival

Plus choose one from Play Instrument, Seduction, Streetwise

Cavalier

Social Class: Gentry, Nobility

Common Skill Bonuses: Influence +15%, Lore (Regional) +5%, Dance +5%, Ride +20%

Plus choose any two from Close Combat, Gun Combat, Ranged Combat, Unarmed Combat and add +10% to each

Advanced Skills: Courtesy

Plus choose three from Art (Poetry), Dual Weapons (choose two weapons), Lore (Art), Lore (Noble Families), Oratory, Play Instrument

Clerk

Social Class: Townsman, Middle Class, Gentry

Common Skill Bonuses: Influence +15%, Insight +10%, Lore (Regional +5%), Persistence +15%

Advanced Skills: Art (Writing)

Plus choose one from Lore (Law), Oratory, Teaching

Cottager

Social Class: Peasant

Common Skill Bonuses: Athletics +10%, Lore (Regional) +10%, Resilience +10%

Advanced Skills: Survival

Courtier

Social Class: Gentry, Nobility

Common Skill Bonuses: Influence +15%, Lore (Regional) +5%, Perception +5%

Plus choose from Sleight or Dance at 5%

Advanced Skills: Choose two from Courtesy, Lore (Art), Lore (Noble Families), Lore (Politics), Oratory, Play Instrument

Craftsman

Social Class: Peasant, Townsman, Middle Class

Common Skill Bonuses: Evaluate +20%, Influence +5%, Persistence +5%

Advanced Skills: Craft (any)

Plus choose one from Craft (any other), Engineering, Mechanisms

Cunning Man or Wise Woman

Social Class: Peasant

Common Skill Bonuses: Culture (Own) +25%, First Aid +20%, Influence +10%, Insight +20%, Lore (Regional) +25%, Persistence +20%

Advanced Skills: Craft (any two), Lore (Agriculture), Lore (Witchcraft), Lore (any other), Survival

Plus choose one from Healing (Herbal) or Witchcraft

Spells: Characters with the Witchcraft skill get the spell For to Give a Withering Look, and may choose INT-6 other Witchcraft spells.

Magick: Cunning Men and Wise Women have an extra attribute, Magick (abbreviated as MAG), which is equal to INT+POW divided by 10, rounded up.

Entertainer

Social Class: Peasant, Townsman, Middle Class

Common Skill Bonuses: Dance +10%, Lore (Regional) +5%, Sing +10%

Advanced Skills: Art (any)

Plus choose two from Art (any other), Disguise, Play Instrument (any), Play Instrument (any other)

Farmer

Social Class: Peasant, Gentry

Common Skill Bonuses: Athletics +10%, Driving +5%, Lore (Regional) +10%, Resilience +10%

Advanced Skills: Craft (Farming)

Highwayman

Social Class: Townsman, Middle Class, Gentry, Nobility

Common Skill Bonuses: Evaluate +10%, Gun Combat +10%, Influence +5%, Lore (Regional) +5%, Perception +10%, Ride +10%, Stealth +5%,

Advanced Skills: Courtesy, Dual Weapons (Sword and Pistol), Streetwise

Journalist

Social Class: Townsman, Middle Class

Common Skill Bonuses: Insight +10%, Lore (Regional) +15%, Persistence +15%

Advanced Skills: Art (Writing), Lore (Politics)

Plus choose one from Courtesy, Craft (Printing), Lore (Theology), Streetwise

Lord/Lady

Social Class: Nobility

Common Skill Bonuses: Influence +10%, Persistence +5%, Riding +5%

Plus choose two from Close Combat +10%, Dance +10%, Gun Combat +10%, Riding +10%

Advanced Skills: Choose two from Courtesy, Culture (other), Language (Own), Dual Weapons (Sword and Main Gauche), Lore (any), Play Instrument

Mercenary

Social Class: Any

Common Skill Bonuses: Close Combat +10%, Gun Combat +10%

Plus choose four from Athletics +10%, Dodge +10%, Driving +10%, Evaluate +10%, Ranged Combat +10%, Resilience +10%, Riding +10%, Unarmed Combat +10%

Advanced Skills: Lore (Tactics)

Plus choose one from Artillery, Engineering, Lore (Siegeworks)

And one from Close Combat (Polearms), Dual Weapons (choose two weapons), Ranged Combat (Bows)

Merchant

Social Class: Middle Class

Common Skill Bonuses: Evaluate +20%, Influence +5%, Lore (Regional) +5%

Advanced Skills: Commerce, Language (other), Lore (Logistics), Shiphandling

Outlaw

Social Class: Peasant, Townsman

Common Skill Bonuses: Athletics +15%, Lore (Regional) +10%, Perception +10%, Stealth +10%

Plus choose two from Close Combat +10%, Gun Combat +10%, Ranged Combat +10%, Unarmed Combat +10%

Advanced Skills: Choose two from Ranged Combat (Bows), Survival, Track

Skills

While Characteristics and Attributes describe a character physically and mentally, Skills describe what the character can actually do; things he or she has learned, whether intellectual knowledge or practical skills.

As has been said before, there are two sorts of Skills in Renaissance. Common Skills are those that anyone can “have a go” at, while Advanced skills are those that need some training or study.

Opposed Tests

Sometimes two characters are in direct competition with each other – whether this be two characters arm wrestling (Athletics vs Athletics) or a guard trying to spot an Adventurer who’s hiding (Perception vs Stealth).

Opposed tests are made by both characters attempting the relevant skill test. Both characters make the tests as normal, rolling 1D100 and attempting to roll equal to or under their skill.

One Character Succeeds

If one character succeeds their test and the other fails, the successful character has won the opposed test.

Both Characters Succeed

Whoever rolled the highest in their skill test wins the opposed test. However, if one character rolls a critical while the other rolls an ordinary success, then the character who rolled the critical, which is regarded as a higher level of success, wins.

Both Characters Fail

If both characters fail, the test is a complete failure, with no success for either side.

Common Skill Descriptions

The following are skills in which everyone has some ability.

Athletics (STR+DEX)

This broad skill covers a range of athletic activities useful to Adventurers, including acrobatics, climbing, jumping and swimming.

Acrobatics: An Athletics test allows a character to perform a variety of gymnastic and balancing tasks, such as tumbling, walking a tightrope or keeping balance on a narrow or unstable ledge. The character can move at half his normal speed across an unstable surface without penalty. To move at a normal rate requires an Athletics test. A successful Acrobatics test will also halve the damage suffered from falling.

Brute Force: Brute force is a particular application of Athletics that relies purely on power, with no finesse involved. Brute force basically involves pushing, lifting or dragging. Rather than the normal Characteristics, brute force Athletics tests rely on STR+SIZ rather than STR+DEX.

Climbing: Given adequate time enough hand and footholds, a character can climb any surface without the need for a test. Under normal circumstances, a character can climb or descend one quarter of their Movement as a Combat Action. A character can double the rate of his climb or descent by taking a –20% penalty on his Athletics test.

Jumping: In general, a successful Athletics test allows a character to jump up to twice his own height horizontally or up to half his own height vertically, if he has at least five metres to run first. If he is making a standing jump, these distances are halved. Penalties for jumping Athletics tests can be accrued by trying to jump further. A cumulative –20% penalty is bestowed for every extra metre the character is trying to jump.

Swimming: Characters normally swim at half their usual Movement. Athletics tests are only required when conditions are less than ideal – swimming while heavily encumbered or in strong currents, for example.

Close Combat (INT+STR)

This ability allows the use of cudgels, knives, swords and the like in close combat. Polearms require more training and are covered by the advanced skill Close Combat (Polearms).

Culture (own) (INT x2)

All characters begin with some knowledge of their own culture. It covers such things as polite forms of greeting people, things that it is not considered seemly to speak about, when to remove a hat in front of a superior, etc. Most of the time, a character will not need to roll this, but if in an unusual situation (a Peasant at a Noble’s ball, a member of the Gentry trying to pass herself off as a farmer’s wife, etc.) a roll will be required. On a failure, the character will seem a little odd, on a fumble the character has made a complete mess of things and either completely embarrassed himself or, worse still, caused great offence.

Dance (DEX+CHA)

A successful test on the Dance skill will result in a good dance, and the audience or partner will be pleased by the character’s performance. If a character is in an unusual situation (an English nobleman attempting a Scottish reel, a German Peasant Mercenary at a court ball), penalties may be applied.

Dodge (DEX x2)

The Dodge skill is used to avoid incoming objects that are swung or thrown at the character. The Dodge skill is normally used when using either the dodge or dive Reaction in combat. See the Combat chapter for more information.

Drive (DEX+INT)

The Drive ability allows control over a horse-drawn vehicle. If a character is driving a wagon or similar vehicle at not more than a walking pace across flat terrain, a Drive test will never be required. Tests become required when a character wants to do something out of the ordinary with a vehicle – traverse treacherous terrain, jump obstacles and so on. A character must have the Mechanisms skill to get a clockwork vehicle going, but once it is travelling, it is the Drive skill that determines whether he can control it.

First Aid (DEX+INT)

This is the ability to give a character quick medical attention. It can help heal minor wounds, but the Healing skill is needed for more serious injuries. A character may apply First Aid to himself, though there is a –10% penalty.It normally takes at least 1D3 Combat Rounds to administer First Aid. Both characters must remain stationary and may not use Combat Actions or Reactions while this occurs.

A character who has had First Aid administered may not benefit from another First Aid roll unless he takes further damage. The use of First Aid requires suitable medical equipment such as bandages or salves.

First Aid Table

Advanced Skill Descriptions

The following skills cannot be used by characters who lack the requisite training.

Alchemy (INT+POW)

This is the skill of making Philosopher’s Stones and potions in the laboratory. Its use is described in detail in the Alchemy chapter.

Art (type) (POW+CHA)

This skill allows a character to create works of art. Like the Lore and Craft skills, it is actually a large number of skills grouped together under one heading. Examples include (but are not limited to):

Calligraphy, landscape gardening, musical composition, painting, sculpture, stained-glass, topiary, poetry, prose writing.

Artillery (INT+DEX)

This skill covers the loading, aiming and firing of cannon, mortars and other such non-portable black powder weapons. It also covers the making of grenades and powder bombs, and the proper storage and maintenance of such weapons.

Beliefs (Faction) (INT x 2)

This skill provides knowledge of the Beliefs of a particular Faction. It also gives the character information about important members of that Faction, important historical events in the Faction’s history, where to find members of that Faction when visiting new places, etc. Knowledge of each individual Faction’s beliefs and organisational structure constitutes a separate skill (e.g., Beliefs (Catholic) is a completely different skill to Beliefs (Guild), and so on). Adventurers begin play with the Beliefs skill pertaining to their own Faction, but can learn the Beliefs of other Factions by observation, discussion and research.

A character who does not belong to a Faction can attempt to pass himself off as a member of that Faction with an opposed test of his Beliefs (Faction) against the Righteousness of the Faction member. A success means that the Faction member is fooled and accepts the character as a fellow member. The skill can also be used to make sure a character knows the right rituals and sayings in a church service of another Faction.

Boating (STR+CON)

This covers small waterborne craft propelled manually by oars or sometimes paddles. Travelling across calm water does not usually require a test but adverse conditions such as currents and weather can bestow penalties.

Close Combat (Polearms) (INT+STR)

This is the ability to use such weapons as pikes, pollaxes, halberds, and the like in close combat.

Close Combat (Polearms) skill begins at the same level as the character’s common Close Combat skill. So a character with a Close Combat skill of 56% can buy Close Combat (Polearms) at 56%.

Commerce (INT+CHA)

This skill is primarily used when characters trade, barter or other wise negotiate over the sale of goods. Such transactions require an Opposed Test using the Commerce of the buyer versus the Commerce of the seller. If the buyer wins he or she gets a discount of -10% for a success and -25% for a critical. If the seller wins the price that they can sell the item for increases of +10% for a success and +25% for a critical. If a character fumbles their roll double the increase or decrease accordingly.

Courtesy (INT+CHA)

With this skill, the character knows how to navigate the murky and treacherous waters of life amongst the Nobility. He understands the subtleties and extravagances of courtly behaviour, and can use them to his own advantage.

Craft (type) (DEX+INT)

The Craft skill is actually several separate skills grouped under a single heading. Craft (Armourer), Craft (Carpenter) and Craft (Potter) are all individual skills. The following list is by no means exhaustive:

Apothecary, armourer, baker, basketweaver, blacksmith, bowyer, brewer, butcher, candlemaker, carpenter, cartographer, cobbler, cooper, fletcher, joiner, leatherworker, mason, painter, potter, sculptor, smith, tailor, weaponsmith, weaver.

Culture (other) (INT x2)

Each Culture skill is used to provide information about the common world view of that group of people (or creatures). This includes history, politics, weather cycles, geography, superstitions and popular mythology. A character who is very well-travelled may have Culture (France), Culture (India), etc.

Dual Weapons (Weapon & Weapon) (INT+DEX)

This is the ability to use two weapons at the same time without any penalty for using the off-hand. The character does not get any extra attacks in the round, but can choose which weapon he uses in any particular round. If performing an All Out Attack, a character with one these skills can make two attacks without the normal penalty.

Note: Each pair of weapons is a separate skill, and Dual Weapons skill can never be higher than the lowest of the two weapons. For instance, a character with Close Combat 75% and Gun Combat 62% cannot have Dual Weapons (Sword and Pistol) higher than 62%. In order to raise Dual Weapons skill, he would first have to raise Gun Combat skill

Common techniques include:

Sword and Pistol: the Adventurer begins combat with a pistol in one hand and a sword in the other. The sword can be used in close combat, and the pistol kept as a threat or the pistol can be fired first, before the enemy reaches close combat range. Once the pistol has been fired, it is usually tucked into the belt, or just discarded if the fight is pressing. This technique can be useful when on foot and facing a mounted foe – the standard method is to shoot the horse and then stab the rider when he falls off!

Sword and Main Gauche: If performing an All Out Defence, a character can parry twice without the normal penalty. Some Main Gauche weapons also allow bonuses to certain close combat actions such as Disarming Attack – see weapon descriptions for details.

Two Pistols: A character who has loaded two guns before combat begins can fire both without the usual time out for reloading, and with this skill does not suffer a penalty for using a gun in his off-hand.

Disguise (INT+CHA)

This skill is used to change a character’s appearance and adopt a different outward persona. It is usually opposed by a Perception test if one is trying to avoid being identified.

Elemental Casting (Element) (INT+POW)

This is the skill used for casting Alchemical spells. Each of the four Elements is a separate skill. See the Alchemy chapter for more details.

Engineering (INT x2)

This skill is used to design, build, activate, repair, sabotage or disassemble large mechanisms or constructs such as siege machines, city gates and drawbridges, mineshafts, sailing ships and so forth.

Gambling (INT+POW)

This is the ability to take part in games of chance and understand the rules, the odds of winning and the like, whether the game be cards, cock-fighting, billiards or horse-racing. A successful roll will tell if opponents are cheating, if the horse has been nobbled, etc. A critical success means the character will win even if the opponents are cheating, while a fumble means the character has lost very badly indeed.

Language (other) (INT+CHA)

The Language skill is actually several separate skills grouped under a single heading. Language (English), Language (German) and Language (French) are all individual skills.

Every character with a Language skill of 50% or more is fluent in that language, though they will likely bear an accent if it is not their native language.

A score in a Language skill of 80% or more will mean the character can also read and write in that language.

Factions

Each Adventurer belongs to a single Faction, and subscribes (or at least pays lip-service) to that Faction’s beliefs and way of life. This may be due to a deeply-held feeling for that Faction, or may simply be due to a wish to blend in with the society around him or her. If you want to play an Adventurer with strong religious or political beliefs (go on, it’s fun!), whether they are relatively mainstream or wildly idealistic, choose one of the Factions below. Alternatively, you can choose the Self-Interest Faction and pick one of the sub-categories within it.

The Factions described in this chapter are examples only – Factions should be designed specifically for your game world.

Righteousness

Righteousness Points (RPs) are a measure of an Adventurer's passion for his chosen Faction. Each Faction, whether it be a religious sect or a political group has a Zeal statistic, which measures the extent of the group's fervor. An Adventurer's starting Righteousness Points are equal to POW+CHA+Faction Zeal.

Uses of Righteousness Points

Righteousness Points can be used for a number of things:

Debate

In a debate between two characters from rival Factions, the two players make an Opposed Skill Test against their Righteousness Points; the Games Master may add a bonus or penalty to an Adventurer's roll for good or poor argument and/or role-playing. The winner of the opposed roll wins the argument; if this is in front of an undecided audience, they may swing in the winner's favour. Characters gain or lose Righteousness Points according to how well or badly they do in the debate, signifying increased or decreased confidence in their own opinions. Righteousness Points can never fall below 0, but if they fall that low, the character suffers a crisis of confidence; since his beliefs are so shaky, he is wide open to conversion to another cause.

Conversion

A character with a Righteousness of 0 is wide open to conversion. Such a character can only use his basic POW in any Opposed Righteousness Tests, and if he loses, is converted to the opposing character's Faction. His Righteousness in the new Faction is equal to his POW+CHA+ the same amount as the opposing character gained in Righteousness for winning the test. Since RPs can never fall below 0, the character being converted does not lose any RPs points, even if the table says he should; nor does he gain any Righteousness Points for winning—he has resisted being converted, but still lacks any confidence in his old beliefs.

Righteous Action

If a character is using a skill to further his Faction's cause, he gets a bonus to his skill roll equal to the tens digit of his current Righteousness Points total.

Inter-Party Debate

Righteous Will Tests should normally be used only for interactions between Adventurers and NPCs. When Adventurers debate, success should be determined by role-playing. The Games Master may wish to award or deduct RPs as he sees fit, based on the outcome of the argument. Awards and deductions may become less frequent as, over the course of play, Adventurers become immune to each others’ rants. If it makes for a good story, Adventurers can be converted to another Faction by another Adventurer’s arguments, even if their RPs aren’t actually low enough to trigger a conversion under normal circumstances (although their Righteousness must be lower than that of the character making the conversion). Such a conversion will take several sessions of play.

Righteousness Contest Table

Righteous Will Tests

Of course, there has to be a down side to all this Righteousness. Passionate people can get carried away with their beliefs and find themselves holding forth on them at inappropriate (or even dangerous) moments. If a character is in a situation in which he may feel the need to defend his beliefs, or verbally attack someone who is expressing different beliefs or acting in a way the character considers inappropriate, a Righteous Will Test must be made.

To succeed at a Righteous Will Test, the player must roll above his current Righteousness Points total. If he succeeds, he manages to hold back and not burst forth into righteous ranting; if he fails, he cannot help himself, but will begin to spout his beliefs. This simulates the fact that a person with more Righteousness Points is more passionate about his beliefs and therefore less likely to be able to avoid talking about them.

Belonging to more than one Faction

Your Faction of choice represents the cause about which your character feels most passionate.

As such, your Righteousness is always measured in terms of your fervor for your main Faction. You may nominally be a member of more than one Faction, but your Faction benefits are always bestowed by the Faction that is of most importance to you.

The amount of Righteousness Points you have reflects the extent of your loyalty to your Faction. High Righteousness reflects zeal and enthusiasm, low Righteousness, apathy and a wavering attitude.

Factions

Catholic

Allies: Laudians, Royalists

Enemies: Parliamentarians, Presbyterians, Puritans

Zeal: 30

Skill Bonus: Beliefs (Catholic) +25%

Self-Interest (Type)

Allies: Varies by Type

Enemies:Varies by Type

Zeal: 15+4D6

Bonus Skill: Choose a Faction to which you claim to be allied – you get Beliefs (Faction) +10%; Persistence +15%

Where others fight for abstract beliefs, you are motivated by pure self-interest. You do not care for any grander cause, even if occasionally you have to pretend to do so to preserve your own interests. Religion and politics may have their places for others, or even for yourself as a stepping stone to your own success, but deep down you have nothing but contempt for the gullible who espouse such convictions with sincerity. You may not be completely anti-social, however. You might still have affection for those close to you and act out of love or loyalty to personal acquaintances. Or you may be a completely flawed character, prepared to step over anybody to have your desires satiated. Below are some examples of what may be your overriding motive (type).

Amoral

The most purely self-interested of all, the amoral character cares not for right and wrong, only for themselves. You are not necessarily a psychopath (although you might be), nor need you be debauched. If you play an amoral character with high Righteousness, you are a true Machiavellian, using those you meet to your advantage, quickly dispensing with anyone who is of no use to you. The amoral character with lower Righteousness is merely apathetic, neutrally paying lip service when required but lacking any real principles.

Envy

Why is it others always seem to acquire wealth, preferment and popularity with ease, while you are passed over? It is madness. After all, you are more deserving. If only others would recognise it. You may covet other people’s successes, or you may just despise the injustice of it all. You may be jealously fixated on one individual (perhaps a love rival or business competitor) or generally bitter at being held back by everyone who has ever had authority over you. However your envy manifests, it burns within you. The higher your Righteousness, the more you will work to realise what you desire.

Gluttony

After every meal, what you most desire is another meal. You are a glutton, obsessed with consuming food and drink. You have a voracious appetite, never feeling your thirst is slaked or your guts are full. You may be blessed with a metabolism that disguises the physical effects of your quaffing; or your bulk may reflect your diet. You may have spent so long half-starved, that you are just habitually ravenous; or you may always have had a life of plenty. Whatever your story, you have little self-control and overindulge at every opportunity. Surely it must be time for another snack?

Greed

You never have enough and so are never satisfied. Whether it's wealth or power, you want it all and you want it now. You may be miserly, or you might spend freely enough, as long as you get ever-increasing amounts to spend and can enjoy the shiny things you get for your money. You probably find it hard to disguise your obsession with getting more than your fair share, but it is of no concern. As long as you get what you desire, who cares what others think? You will have what you want and they won't.

Lust

You are wracked by intense sexual cravings. You spend most of your time planning new conquests, your amorous pursuits by far the most interesting thing in the world (at least, as far as you are concerned). Your lusts may be straightforward, or they may be more unusual. You may be a dangerous lecherous swine or a dashing and charming paramour; you may only press your suit with the stunningly handsome/beautiful, or you may be somewhat less choosy. You might think that the world would be a better place if everyone would surrender to wantonness, with lust replacing conflict; or you may be a complete hypocrite, preaching to all and sundry your belief in sexual morality, while privately being debauched.

Personal Honour

You aspire to be a paragon of integrity and fairness. You will act to ensure that you undertake everything in terms of your personal code of honourable conduct. This may annoy allies, as you will propose a duel, or appeal for a champion, if you have been slighted; you might help the defenceless, even if they are your enemies; or, you might speak out against the less honourable, even if it is not politically wise to do so. Despite the potential consequences, at least you will preserve your sense of honour and be able to live with yourself, secure in the knowledge you “did the right thing”.

Pride

You are vain and self-important. Puffed up with pride, you know you are special. You might be haughty, aloof and superior in your attitude; or you may overbearing and brashly confident. You want others to recognise and appreciate your greatness as well. Sometimes your boasting might put you in awkward situations. Other times you may be forced into confrontation in order to avoid shame. Whereas those with Personal Honour are content to fulfil their own ethical codes, seeking a feeling of inner righteousness, to you, outward appearance is everything. Privately of course you may do anything to further your ambitions; after all, if you succeed, people will have to take you seriously (or suffer the consequences).

Protection of Family

Your overriding motivation is the well-being of your family, whom you love very much. Your family are more important than any silly cause; and you are probably bewildered by those families that have been torn apart by the conflict. Your family name, reputation and status might be your priority, or perhaps you just want to ensure they are fed and have a roof over their heads. You will always act in your family's best interests and against those who threaten them. You might dote on one family member particularly, possibly even at the expense of other relatives; or you might mobilise to aid any of your relations.

Protection of Lands

You are driven by your desire to protect your land. You might be a Lord or a member of the Gentry with a fine estate; or perhaps you have a more humble freehold. You may just want to hang on to your entitlement to common land, where your ancestors have grazed their livestock for centuries. Whatever your situation, you will resist encroachment from rivals, and look to secure your land for your own benefit and that of future generations.

Revenge

You have been wronged and you will not rest until you have had your revenge on the transgressor(s). Perhaps you are right to be angry and bitter, perhaps someone hurt you, or those close to you. Maybe your parents were murdered, your lands snatched, your possessions stolen and your home burnt down. Sick of insult or injury you will have your vengeance. On the other hand, maybe you just feel cheated. Whether real or perceived, you burn with hatred and look for every opportunity to retaliate against your enemies.

Sloth

You might be a member of another Faction, if only you could be bothered. You take idleness to an extreme. If it needs doing, you don't want to do it. You may not need much sleep at all, you might just want to sit or lie around, or you might wish never to rise from your cot. You might have to be kicked awake, and then kicked again to encourage you to get dressed, and so your day progresses. Of course, if you are privileged enough to be able to afford a life of leisure, there is little you need to worry about; sweet apathy! However, if you are embroiled in danger or actually have to work to make a living, you will probably be miserable and on the look out for any excuse to loaf about or take a little nap.

Wrath

You are filled with an anger that never abates. Your ire may be targeted, or maybe you are just generally hot-blooded, unable to control your temper. You possibly shout a lot, venting your rage; you roar your disapproval at all and sundry. Or perhaps you seethe silently, acting with savage delight whenever you have the opportunity to verbally or physically attack others. Your Wrath may well be of a religious nature, in which case you burn with Wrathful Righteousness; however if Wrath is your Faction, your fury takes precedence over all else, pure aggression being your motive to espouse a belief, rather than the other way around.

Physician

There are three main types of Physician, each of which uses a different form of treatment, and likely caters to a different social group. The three types are as follows:

Galenic Physician

Social Class: Middle Class, Gentry, Nobility

Common Skill Bonuses: Evaluate +5%, First Aid +20%, Lore (Regional) +5%, Perception +10%

Advanced Skills: Alchemy, Courtesy, Elemental Casting (Earth), Healing (Galenic)

Spells: Galenic Physicians begin play with 3 Magnitude worth of Alchemy spells.

Herbalist

Social Class: Peasant

Common Skill Bonuses: Evaluate +5%, First Aid +20%, Lore (Regional) +5%, Perception +10%

Advanced Skills: Healing (Herbal), Lore (Plants)

Paracelsan Physician

Social Class: Townsman

Common Skill Bonuses: Evaluate +5%, First Aid +20%, Lore (Regional) +5%, Perception +10%

Advanced Skills: Healing (Paracelsan), Streetwise

Preacher

Social Class: Any

Common Skill Bonuses: Influence +15%, Lore (Regional) +5%, Persistence +10%

Advanced Skills: Beliefs (Own), Lore (Theology), Oratory

Rook (Con-man)

Social Class: Any

Common Skill Bonuses: Influence +15%, Insight +15%, Sleight +15%

Advanced Skills: Courtesy, Disguise, Gambling, Streetwise

Ruffian

Social Class: Townsman

Common Skill Bonuses: Athletics +10%, Close Combat +15%, Evaluate +5%, Perception +10%, Stealth +5%, Unarmed Combat +15%

Advanced Skills: Streetwise

Sailor

Social Class: Peasant, Townsman, Gentry

Common Skill Bonuses: Athletics +15%, Lore (Regional) +5%, Resilience +5%

Advanced Skills: Select two from Boating, Culture (other), Language (other), Shiphandling

Scholar

Social Class: Middle Class, Gentry, Nobility

Common Skill Bonuses: Culture (Own) +10%, Evaluate +5%, Lore (Regional) +5%, Persistence +10%

Advanced Skills: Lore (any)

Plus choose one from Alchemy, Lore (other), Lore (Aristotelian Science)

Smuggler

Social Class: Peasant, Townsman, Middle Class

Common Skill Bonuses: Evaluate +10%, Insight +5%, Lore (Regional) +15%, Perception +10%, Sleight +10%

Advanced Skills: Commerce, Streetwise

Plus choose two from Courtesy, Disguise, Gambling, Shiphandling

Soldier

Social Class: Any

Common Skill Bonuses: Athletics +20%, Dodge +5%, Resilience +5%

Plus pick two from Close Combat +10%, Gun Combat +10%, Ranged Combat +10%, Unarmed Combat +10%

Advanced Skills: Lore (Tactics)

Plus choose one from Artillery, Engineering, Lore (Siegeworks), Mechanisms

And one from Close Combat (Polearms), Drive, Dual Weapons (pick two weapons), Ranged Combat (Bows)

Spy

Social Class: Any

Common Skill Bonuses: Dodge +5%, Insight +5%, Lore (Regional) +5%, Perception +5%, Persistence +5%

Plus choose one from Sleight +5%, Stealth +5%

Advanced Skills: Choose two from Disguise, Beliefs (other), Culture (other), Language (other), Track

Thief

Social Class: Townsman

Common Skill Bonuses: Athletics +10%, Evaluate +10%, Perception +10%, Sleight +10%, Stealth +10%

Advanced Skills: Choose one from Disguise, Mechanisms, Streetwise

Vagabond

Social Class: Peasant

Common Skill Bonuses: Lore (Regional) +10%, Perception +10%, Persistence +10%, Resilience +10%, Stealth +10%

Advanced Skills: Streetwise, Survival

Valet/Lady’s Maid

Social Class: Townsman

Common Skill Bonuses: Insight +10%, Lore (Regional) +5%, Resilience +10%

Plus choose two from Athletics +10%, Drive +10%, First Aid +10%, Ride +10%, Unarmed Combat +10%

Advanced Skills: Choose two from Art (any), Courtesy, Craft (any), Lore (any), Play Instrument, Track

Watchman

Social Class: Townsman

Common Skill Bonuses: Athletics +15%, Close Combat +20%, Lore (Regional) +10%, Resilience +15%, Unarmed Combat +10%

Advanced Skills: Lore (Law), Streetwise

Witch/Warlock

Social Class: Any

Common Skill Bonuses: First Aid +20%, Insight +10%, Lore (Regional) +10%, Perception +10%

Advanced Skills: Lore (Plants), Lore (other), Witchcraft

Plus choose one from Art (any), Craft (any), Healing (Herbal), Lore (any other), Survival

Spells: Witches begin play with the spell For to Give a Withering Look, plus a number of Witchcraft spells equal to INT-3

Magick: Witches and Warlocks have an extra attribute, Magick (abbreviated as MAG), which is equal to INT+POW divided by 10, rounded up.

Witch Finder

Social Class: Peasant (Searcher or Watcher), Townsman (Searcher or Watcher), Middle Class, Gentry

Common Skill Bonuses: Influence +15%, Insight +10%, Lore (Regional) +10%, Perception +15%, Ride +15%, Sleight +15%

Advanced Skills: Lore (Witchcraft), Oratory, Track

Woodsman

Social Class: Peasant

Common Skill Bonuses: Athletics +10%, Close Combat +10%, Lore (Regional) +5%, Resilience +5%

Plus choose one from Close Combat +10%, Ranged Combat +10%

Advanced Skills: Lore (Forest), Ranged Combat (Bows), Survival

Very High Skills

Characters with skills over 100% are considered masters of their chosen skill; they very rarely fail, and quite often perform tasks that many would think impossible. However, even a master has an off day. If a character’s skill is over 100%, then the normal rule that 95-00 is a failure does not apply – but 00 is still a fumble.

Very High Skills and Opposed Tests

In opposed skill tests, characters with skills of over 100% are considered to have succeeded automatically, unless the person they’re up against manages to roll a critical success. Of course, the master may also roll a critical success, in which case, the highest critical success wins. In the case of two masters facing off against each other, the highest roll wins, but a critical success trumps a high roll.

Assistance

Sometimes characters will want to help each other in a task, whether it be trying to pull a wagon out of the mud or writing a play. In such a case, one of the characters (usually the one with highest relevant skill) is the primary character, and the others are assisting characters. Every assisting character adds his critical score (10% of his skill) to the primary character’s skill, and the primary character then rolls to see if the project was successful.

A Note on Weapon Skills

There are four Common combat skills; Close Combat, Gun Combat, Ranged Combat, and Unarmed Combat. These represent a character’s ability to pick up a weapon and have at least some chance of doing some damage to an opponent, though some Professions will have no actual experience of weapons at the beginning of play.

Some weapons count as Advanced Skills – a character not trained with one of these weapons can still “have a go” with his or her basic weapon skill, but will find it Hard (-40%) to use that weapon. If this penalty takes their weapon skill below 0%, the character can only be successful on a roll of 1-5%, and can never have a critical success.

The Advanced Weapon Skills are Close Combat (Polearms), Ranged Combat (Bows) and the specialist weapons skill Dual Weapons (weapon & weapon). This last skill works slightly differently to most skills – see the skill description.

Evaluate (INT+CHA)

The Evaluate skill enables the character to determine the value placed on something by others, effectively guessing its market value. If an object is particularly common or obscure a bonus or penalty might be applied to the test. A success will allow a character to guess the average monetary value of the object (normally guessing accurately to within 10% of its actual value).

Gun Combat (INT+DEX)

The Gun Combat skill gives the ability to use black powder weapons in combat.

If a character has never previously used a gun, a successful Gun Combat roll must be made to understand how to load the gun successfully. On a failed roll, the gun does not fire; on a fumble, the user inflicts the gun’s damage on himself.

Influence (CHA x2)

Influence is the ability to persuade another to change his mind about something. Influence tests are normally opposed by Perception, Persistence or another’s Influence skill and are modified by how much a character is trying to change an opponent’s mind. If a character is attempting to persuade someone of his Faction’s beliefs, he will use Righteousness instead of Influence (see the Factions chapter).

Insight (INT+POW)

Insight is the ability to figure out another character’s motivations by listening to their voice, watching their body language, etc. It can be used to decide if someone is lying, whether they are nervous, if they’re not telling the whole truth and the like. This roll should usually be made secretly by the Games Master – on a failed roll, no information is forthcoming and on a fumble the character completely misunderstands the person he is trying to read.

Lore (Regional) (INT)

All characters begin with some knowledge of the region in which they grew up. It covers such things as local geography, weather patterns, fauna and flora and the like. A well-travelled character’s Lore (Regional) will cover a much larger area than one who has never previously left his home village – though in the latter case, he may have a much deeper knowledge of that small area than someone who only passes through regularly on their way to a bigger town nearby. Players should take the Lore (Region) skill that corresponds with the starting region described in the character’s backstory, whether this be Lore (England), Lore (Lancashire), Lore (Manchester), or whatever.

Perception (INT+POW)

The Perception skill is used to represent the senses of the character when detecting objects or other characters. It covers such situations as listening for someone creeping about in the next room, trying to spot Soldiers moving on a distant hillside, or searching a house for a hidden priest hole. Sometimes it will be opposed by another skill, such as Stealth. A successful Perception roll can prevent a group of Adventurers being ambushed by enemy forces.

Persistence (POW x2)

Persistence is used whenever a character has his mental willpower called into question. This covers such things as trying to concentrate in the face of distractions (e.g. Trying to reload a gun when pistol balls are flying all around). It is also used to resist certain sorts of spell. A fumble on a spell resistance roll means that the effects of the spell are permanent until suitable healing is received. Persistence cannot rise above a character’s POW x 5.

Ranged Combat (INT+DEX)

The Ranged Combat skill is the ability to wield non-gunpowder ranged weapons such as throwing slings, knives, crossbows and the like. Long bows and short bows require more training and are covered by the Advanced skill Ranged Combat (Bows).

Resilience (CON x2)

The higher a character’s Resilience, the more likely he is to handle adverse physical conditions, such as weathering a vicious sandstorm, surviving in a drought or overcoming the effects of poison or disease. Resilience cannot rise above a creature’s CON x 5.

Ride (DEX+POW)

This skill is used for riding an animal such as a horse, mule, or donkey. (It can be also be used to ride more exotic beasts, but camels and elephants are few and far between in 17th century Britain). If a character is riding a creature with the help of saddle and stirrups, at not more than a walking pace across flat terrain, a Riding test will never be required. Tests become required when a character wants to do something out of the ordinary with a mount – traverse treacherous terrain, jump obstacles, ride bareback and so on.

Sing (POW+CHA)

The ability to sing tunefully and remember the words of the song being performed requires the Sing skill. A successful test with this skill will result in the audience being pleased by the character’s performance.

Sleight (DEX+CHA)

This skill is used to hide or take objects, without drawing undue attention. It is usually opposed by a Perception test, if one is trying to avoid getting caught.

Stealth (DEX+INT)

The Stealth skill is used whenever a character attempts to personally evade detection by another character. This usually happens when a character either tries to move quietly past an enemy, hide from one (or both!) Stealth tests are opposed by the Perception skill and are modified according to the situation.

Unarmed Combat (STR+DEX)

The Unarmed Combat skill covers all untrained unarmed combat from simple brawling to grapples to rude fisticuffs. Punches, kicks, head-butts and all other Unarmed Combat attacks do 1D3 points of damage. Unarmed Combat parries may only parry Unarmed Combat attacks.

Healing (type) (INT+POW)

This is the skill to heal major wounds, cure diseases, alleviate the effects of poisons, and the like. Use of this skill will always require the correct healer’s kit. Each use of the Healing skill generally takes 1D4+1 minutes to perform.

There are three types of Healing: Galenic, Herbal, and Paracelsan. A healer must have the correct healing kit for the type of healing in which he is trained. Lack of a healing kit imposes -25% penalty on the skill roll; use of a healing kit from a different Healing type imposes a -50% penalty on the skill roll – it's very easy to poison your patient if you don't know what your ingredients are!

Galenic Healing: This is the “respectable” form of healing, as taught in universities. Galenic Physicians tend to administer to the upper classes and use a mixture of bleeding (usually with leeches), changes in diet to “balance the humours” and astrology.

Herbal Healing: Herbalists use natural ingredients such as herbs, barks, teas, tinctures and poultices to perform their healing. They are usually found in country districts and are often accused of witchcraft. It may even be true!

Paracelsan Healing: Paracelsan Physicians follow the teachings of the 16th century physician Paracelsus, who came up with a new system of medicine using chemicals, especially mercury, salt and sulphur. He was very much a “people's physician” and modern Paracelsans tend to be found among the lower orders, where they heal the poor for a much smaller fee than the Galenic healers.

Curing Diseases: A successful Healing test allows a patient under the effect of a disease to add a bonus, equal to the healer’s Healing divided by 10 (the critical success range) to his next opposed Resilience versus Potency test to resist the disease.

Curing Poisons: A successful Healing test allows a patient under the effect of a poison to attempt a second opposed Resilience versus Potency test, with the patient gaining a bonus to his Resilience test equal to the healer’s Healing divided by 10 (the critical success range).

First Aid: If a character’s Healing skill is higher than her First Aid skill, she may use this skill instead of First Aid to perform the tasks that First Aid can do.

Serious Wound: A successful Healing roll will restore 1D6 Hit Points and remove the effects of a Serious Wound even if Hit Points are not up to their maximum.

Grave Wound: A successful Healing roll will restore Hit Points to 0 and then add another 1D6 Hit Points. However, injuries suffered from a Grave Wound are permanent, and no amount of healing will restore lost Attributes.

Lore (type) (INT x2)

Lore is actually a number of separate skills. It represents theoretical knowledge of a subject, rather than practical ability. So Lore (Art) gives knowledge of the history of art, well-known painters, etc., but Art (Painting) skill is needed to actually create a painting. The Advanced range of possibilities for this skill is limited only by a player’s imagination but a list of potential areas of Lore study are listed here:

animals, art, astronomy, gambling, geography, heraldry, law, logistics, military tactics, minerals, philosophy, poisons, plants, regional, theology.

Some particular Lore skills have specific game effects:

Aristotelian Science: This is knowledge of the scientific theories behind the workings of alchemy. On a successful roll, a character with this skill can use it to identify spells cast by Alchemists, even if he lacks the ability to cast spells himself.

Research: This is the ability to find out about a particular topic by doing research in a library or collection of books, newspapers, scientific papers, etc. The difficulty of the task will depend on the quality of the library and the amount of time taken.

Mechanisms (DEX+INT)

This is the ability to use and repair mechanical devices. It can also be used to pick locks with appropriate lock-picking tools.

Picking a lock or disassembling a trap usually takes at least one minute (12 Combat Rounds) to perform, while larger devices will take longer.

Usually, a character will simply make a Mechanisms test in order to succeed at assembling or disassembling a device, with appropriate bonuses or penalties decided upon by the Games Master. If a device has been designed to specifically resist attempts at disassembly, the Mechanisms test becomes opposed by the Mechanisms skill of the character who created it.

Oratory (POW+CHA)

This skill is used when addressing large groups of people, such as a priest addressing the faithful or a general exhorting his troops to victory on the eve of a battle. In effect, it is much like Influence, save that it relies more upon emotional appeal than intellectual stimulation and is used for larger groups of people. If the orator’s appeal is on behalf of his Faction, Righteousness is used instead (see the Factions chapter).

Play Instrument (type) (DEX+CHA)

The Play Instrument skill is actually several separate skills grouped under a single heading. Play Instrument (Dulcimer), Play Instrument (Flute) and Play Instrument (Spoons) are all individual skills. A successful test with this skill will result in the audience being pleased by the character’s performance.

Ranged Combat (Bows) (INT+DEX)

This is the ability to use longbows and short bows, which take more training than crossbows.

Ranged Combat (Bows) skill begins at the same level as the character’s common Ranged Combat skill. So a character with a Ranged Combat skill of 56% can buy Ranged Combat (Bows) at 56%.

Seduction (INT+CHA)

This is the ability to use a mixture of sex appeal and flirting in order to win over another individual and persuade them to do something that they might not otherwise do. Seduction is opposed either by Persistence or Righteousness, depending on the nature of the task required by the seducer and the Faction of the seduced. If successful, the target will perform one task or action. Penalties may be applied to the Seduction roll if the required action is against the best interests or morality of the character being seduced.

Shiphandling (INT+CON)

This skill is used in the same way as Boating but is instead applied to larger waterborne craft that are driven by sail or rows of oars.

Streetwise (POW+CHA)

Streetwise allows a character to find black markets, fences for stolen goods, and general information. Such uses of Streetwise normally require a minimum of 1D4 hours.

Survival (POW+CON)

One Survival test will be required every day that a character lacks food, water or a safe place to sleep. Success indicates the character manages to find whatever he is lacking – failure means he will go without which, over several days, could result in very serious consequences. Survival tests are not used when the character is in a city or town.

Teaching (INT+CHA)

This is the ability to impart new skills to, or improve the existing skills of, another character. For more information, see Adventurer Improvement.

Track (INT+CON)

With this skill a character can locate the tracks of a specific creature and follow them. A test must be made to locate the trail and then again once every ten minutes they are being followed. Penalties or bonuses may apply depending on how long it was since the tracks were made, what the ground is like, what the weather conditions have been since the tracks were made, etc.

Witchcraft (INT x2)

The Witchcraft skill reflects the knowledge of all the spells learned by a Witch. Its use is described in detail in the Witchcraft chapter.

Changing Faction without being converted

Of course, your Faction can change without radical conversion. These sorts of conversions need not be played out solely in game mechanics, but can be agreed upon between player and Games Master, if the player decides that this is the way he wants his character to go. Once a player has decided to change Factions, his character’s Righteousness Points in his original Faction will fall by 2D6 points each week of game time, until they fall below the level of the character’s CHA + POW, at which point the character changes Faction, and he joins the new Faction with RPs equal to CHA + POW + Zeal of the new Faction, in the same way as a beginning character. The player may role-play this as a slow change of allegiance or a sudden moment of revelation, as appropriate.

Fluctuations in Righteousness Points

Righteousness can fluctuate due to factors other than Opposed Righteousness rolls. Personal events might cause a gain or loss in RPs, and events in the world at large might do the same. For instance:

Furthering the cause

Adventurers may also gain RPs through simple actions that further or reinforce their beliefs. These actions will vary depending on which Faction they belong to. For each day that the Adventurer engages in such an activity, he may gain 1 Righteousness Point if his player requests it. He can gain no more than 7 RPs in any one month by this means, even if other factors cause the Adventurer’s RPs to fall. Some of these activities do not require more than an hour or two of the Adventurer’s time.

Very High Righteousness

A character who reaches a Righteousness of 90 RPs or higher is considered a complete fanatic for his Faction’s cause – he will not let anything or anyone stand in his way, and will gladly sacrifice family, friends and allies if he thinks this will further his agenda. A player whose Adventurer has reached this point may wish to retire the character, handing him over to the Games Master to play as a Non-Player Character, and start playing a new Adventurer.

Low Righteousness

If a character’s Righteousness Points fall below the Zeal of his Faction, this means that he is insufficiently committed to the cause that his Faction espouses. Depending on what Faction he is a member of, he may be politely asked to leave the Faction, or forcibly expelled from the organisation in question.

Factions

The rest of this chapter is devoted to a number of Factions to which your character can belong. All follow the same format:

Clan

Allies: Allied Clans

Enemies: Enemy Clans

Zeal: 45

Bonus Skills: Lore (Clan History) +25%

Gang

Allies: Varies

Enemies: Guilds, Parliamentarians, Rival Gangs

Zeal: 15

Bonus Skills: Beliefs (Your Gang) +25%

Guild

Allies: Other Guilds

Enemies: Gangs, Other Guilds

Zeal: 15

Skill Bonus: Beliefs (particular Guild) +25%

Puritan

Allies: New Model Army, Parliamentarians

Enemies: Catholics, Laudians, Ranters

Zeal: 40

Bonus Skills: Beliefs (Puritan) +25%

Satanist

Allies: None

Enemies: Everyone

Zeal: 50

Bonus Skills: Beliefs (Satanist) +25%

Magick: +1 to MAG. Characters who do not already have the MAG Attribute gain it at INT+POW+1