Friday, October 23, 2009

The Slavers of the Horde

The Slavers of the Horder are men that profit from the enemies of the empire: the horde that had conqured the rest of europe and control most of the north, east and west. The petty kingdoms and clans are formidable but squable often. Those caught in the middle, find their way to Mamon who sell them as valuable slaves a sign of status.

Adventure Hook. A Baron Durand, of House Baldwin's purchased slaves expired unduly. The PCs are caught with the ball in their hands to do something about it. Typically the PCs (who ar lower in status) are obligated to do a favor and not to turn down a request from a lord of their own house. The PCs are given the bodies and given to return them to Mamon Barmuddi.

While at Barmudii's a medicant sister has taken a dwelling near the Manor and has been trading with the serfs for holy fetishes. PCs who talk to her, are told Mamon has not been drawing his stock from the north but from nearby villages. This is not actually true, but has a tendency to get players all riled up.

If the PC ask nearby villages, and presented with the information they will jump to the conclusion that Mamon does so and will plead the PCs to break in and rescue a their missing loved ones.


Mamon Barmuddii,

Age 60, Ht 5'6, Wt. 160lbs
Description:
Note: He is a retainer of Baron Quamar Nahadan of Hous aDin. Mamon, is not a knight, but is a valued retainer for the income and labor he sells to his many clients. Mamon is a slave trader of the bodies from exotic east. His heir, an apprentice and adopted son, Kalil is well groomed to take over his father's business and absolutely loyal and obedient (36yrs; handsome; same stats but -1 to IQ, and all skills).
Role-Playing. He is what PCs will find the most honorable and amicable of men. He sounds like a classical philosopher and wise teacher. Understand that he doesn't see as the people of the steppe as Human.
Note. Slave trade can be very black in white in our modern perspective but in some people and culture it may be very ambigous. Mamon can be a spun to be a liberator, healer, or a scorn to the people of the Horde thus earning a respectable place in his community.
  • IQ13
  • Administration-14, Merchant-13, Diplomacy-12,
  • Physchology-12 (callous), Body language-12, Public Speaking-12, Acting-12, Torture-12
  • Physician-12, Pharmacy-12, Diagnosis-12, Poison-12,
  • Very Wealthy, owns a fortified manor, and has around 40 families working for him.

Use this Roman Soldier Template as the basic stats of the characters below. The difference from the template is noted.

Bemgem of Garl
Age 31, Ht 6ft, Wt. 280lbs, Black Hair, Gray eyes.
Description: A large hairy man, with heavy calous hands.
Role-playing: A loyal hatchet man. Bemgem has a family and some bastards his wife and his two mistresses are taking care of. He is strict and heavy handed with the people around him, but he is generous and actually takes the time to make sure they get what they need. He asks a lot, but he looks after all those who owe him his loyalty.
Note: His boss is Mamon, and his boss treats him well. His boss, makes his heir Kalil take care of the health of his people. In return they give them their loyalty.
  • Modify Roman Soldier Template
  • ST+2, DX+1, IQ+1, HT+1;
  • Tors DR3 (Light Scale), Groin DR3/2 (Studded Leather Skirt), Heavy Cloak (lion skin)
  • Mace (instead of spear) Skill-13/Parry-12U, Dmg 2d+2 (note: typically a hit from this deals damage of 9, enough to cause an ST11 to roll DX or ST or be knocked back).
  • Throwing Axe Skill-12, Acc 2, Dmg sw 2d+1 cut, Range 13/20
  • Intimidation-11, Leadership-11, Carousing-12,
  • 2 other loyal 2nds Tom Tools and Redder Paul (because there are 2 other pauls). Use the soldier template but +1 ST and damage.
  • he commands 12 other boys who are as good as soldiers but without combat reflex

Garl of Garl
Age 52, Ht 5'5, Wt. 130
Description: A red scaly and splotchy skinned, old man who seems to be falling apart. His eyes look bright and young, Wooden detures have real teeth, and smells of old things and dead.
Role-playing: Bemjem's Father, a very cruel and sadistic man. He gets paid little, mostly in the free use of the slaves. He is tolerated only because he is Bemgem's father. People tend to avoid him and hide behind Bemgem's if Garl would ask something of them. He constantly ridicules his quiet son, raving and complaining. Everyone ignores these as they think his head is gone. Garl will harass any female character and soft young male character.
Note: He takes care of his boy Garl and this Grand kids and bastards, oddly enough. Some are growing up to be as sadistic and crazy as the old man.
  • DX+2
  • Torso DR1 (Fur Shirt), Groin DR3/2 (Studded Leather Skirt), Spiked Gauntlet (right hand) DR4, Boots DR2.
  • Brawl-15, Feint (brawl)-19, Kick-15, Spike Guantlet Dmg thr 1d-1 cr, Kick Dmg thr 1d+1 cr
  • Wrestling-13; Can spit as apart of a brawl feint Perk.



Another Twist. Mamon, a skilled physician, autopsys the body to discover that one of the slaves, was pregnant and murdered by poison. He refuses to refund the Lord because the slaves were poisioned quite voluntarily.

One thing that should be apparent is that the murderer could have a lot to lose if this slave gave birth to someone's bastard. Why? Who could be in trouble? Who would know? Lord Durand is going to lose face if he doesnt get to the bottom of this, and makes the PCs find out who.

Defaut Possibility: The murder seemes to be caused by the Lord Duran's heir Alex. He probably panicked and killed the slave because it was an embarrassment to his betrothal's family. But, PCs discover that Alex had no access to poison and doesn't' know she died because of it. He is quiet shocked and heart broken by the event.

Later on they discover the Lord's Banneret, Sir Ibynn Tourkoisee was rumored to be seducing her and tried to find time alone with the slave. PCs find out then might have to take his word that he never touched her (and find out a twisted reason why he kept her around in odd hours- one reason would be she sang for his pleasure while he was with his lover).

They may find out later on that the Deacon Yiavis has been paying alot of attention to the slaves, witnesses say he would go to slaves quarters every night. PCs hear rumors that he has a bastard. Oddly the PCs find out quite simply he has been trying to convert them to save their souls. Exasperatedly promising salvation, which didn't go so well when he has a tendency to only preach to the female slaves and tries to "commune" with them alone.

PCs eventually discover, that the slave was murdered by the woman she was attending to young lady Beatrice. Alex's sister who did it to spite her older brother, after he of handedly compared her to the slave in terms of beauty.

Wednesday, September 2, 2009

Strange Bandits: NPCs part 1: Antagonists

antagonist behind the scenes: Baron Janos of Var-Jaqai, son of Corvin III
Description:
Baron Janos is always seen with his trade-mark smile, a scar drawn from the right edge of his mouth to just below his eye. Dark humoured, Baron Janos has a habit of chuckling to himself and approaching a situation with polite jests and sarcasm aimed at the circumstance (and not anyone else).
No one seems to know what Baron Janos is thinking. His wit makes him formidable at court and he honors his Liege's wishes to the word and shows great initiative.
Baron is a steady and cautious warrior. He is practical and lets his men do the dirty work, but his not a man averse to getting his hands dirty. Many of his older vassals know of how hands-on he was under his Lord Father's Corvin's command. It was only recently did he learn to resist the urge to concentrate his focus and keep his mind more engaged in the goal instead of the task at hand.

Liege Lord: Duke Godfrey of House Baldwin
Estate: Barony of Var-Jaqai
  • Village of St. Kareen's Haven (Generates $560,000 annually)
  • Castle Corvin (Generates $280,000 annually)
Notable Abilities: (Use Knight Template as Basis).
  • Attributes: IQ 13, HT14
  • Disadvantages: Callous
  • Advantages: Filthy Rich ($840,000 annualy), Versatile,
  • Skills: Psychology-15, Body Language-14, Strategy-14, Acting-15, Performance (Jesting)-12

Notable Allies:

Sir Kassel "Break-Spear'

Description:
Sir Kassel is Baron Janos' right hand and Banneret. He appears as a tall sharp featured veteran of many battles.
A very devoted family man, Sir Kassel with his wife Charice have 8 children. The eldest two are lovely daughters who dote on their father and are married to very capable, young and loyal household knights, who have taken his name (because they did not come from a noble family). His other two sons are squiring for their brothers-in-laws, while the other are still too young to leave the manor.
He rides into melee Sarmatian style, using a Longspear two handed for the reach and penetration. On foot he fights with spear and staff mastery, and very heavy armor.

Notable Traits: ST13, Staff-15, Soldier-16, Tactics-14

Magos Iryn Johansen
Description:
Magos Iryn Johansen, is Imperial trained magos of the coin. Baron Janos relies on his skills for the organization of his estate and the training of his servants.
Magos Iryn, is a very capable bureaucrat but his greatest talent is in teaching. Like many castrated Magos, he has found his own family in his lord, his master's right hand man, his students and servants. He has several promising students, young men who are very capable and have returned from the Magos University to serve him in his weakening age.
Iryn is a very capable teacher of the ancient philosophers methods of critical thought. Secretly he is one of the "faithless" and dwells too much on godless philosophies.
Notable Traits: IQ15, Empathy, Teaching-18, Psychology-17

Sir Titos Corwin
Description:
Sir Titos is Jano's middle child, has a reputation for being strange. Even as a squire, Titos displayed unusual cunning and manipulative skills, which allowed him more opportunity to be on field of battle. What makes him strange is that, he will not participate in the action, instead he will provoke those around him, allies and enemies, to impulse and action to their demise.
Notable Traits: Fast Talk-16

Monday, August 24, 2009

Encounter: Strange Bandits

Strange Bandits are raiding the area.
Background- The life of a soldier is a hard one, and one of the natural outcomes is to revert to banditry. Unfortunately circumstances can be complicated and banditry may be the only option. In this circumstance, a fairly large force has found itself too far from home and no where else to turn to.

There are many circumstances that will exile an army force, alienation and burned bridges are possibilities. Their loyalties and beliefs could have alienated them to the political reality of their home land, their families could have been held hostage against their return or have been brainwashed to revile them, or an accident, force majeure could have thrown them into a long perilous retreat into unknown territory or be blown away at sea only to be wrecked at an unknown coast.

This encounter is designed with Sins of the Crusade in mind but can be used in any other Fantasy or Medieval Game. A foreign army who have strange tactics and tools have upset the balance of power in the land, like an act of nature or change of the weather. Unarmored save for effectively camouflaged clothing and with light shielded, this army of fast moving skirmishers appeared suddenly and frighteningly. Circumstance and chance have lead them to take what they needed with violence. Quickly survivors notice their strange manner of fighting. Their unusal logistics and organization focus on running endurance. As highly capable runners the small force travels with only very rugged ponies for baggage. Their skilled path finder cut through difficult terrains and scarcely watered paths that cannot be followed by regular forces.

Theyare more familiar fighting in difficult terrain than in open plains. Some witness claims they are able to form a thickly packed spear formation, and according after gathering the claims, seem to do so with a discipline unseen for centuries. These soldiers have shortened spear-like broad bladed swords, improvised Long Spears and Javelins, and a strange simple device that lets them hurl these javelins with a force that deceptive of their size.

Some of them, have very small rugged ponies to carry their supplies. Others have strange crossbows, which can stand nearly a man's height and which is crossed with bone, horn and sinew. They wear simple desert colored rugged warriors robes, and sandals. Leading them, an unassuming figure, whose face is plain but marked with branded symbols.

The Leader. The leader is loyal to his men, and is caught in the machine that requires him to act in the best interests of their morale while trying to survive day by day in a hostile foreign land. He was his monarch's loyal general and defender, until he failed in his duty and was exiled along with his men.

The Second in Command. The leader's mentor and surrogate father. He is old and weakening but still manages to holds everything together, for former student, with superhuman will. He manages to hide his suffering a little longer than he hoped, but time quickly fading and devotion.

The Other Power. He is loyal and the leader's protege, but to many whispers and broken promises has filled his cup. Now that cup is about to spill, and if his fellow's cries reach his hardened heart one more time, he may not stop himself from spilling something else.

Adventure Circumstance. More than one force is acting on this small force. Not only internal, and environmental, but an antagonist has taken advantage of this orphaned force to use against a weakening neighbor. The Antagonist had fortunately deduced the force's reasons and has take the initiative to push them into his weaker neighbors lands to show him as a weak or impotent lord.

The PCs could be newly hired or untested vassals of the Victimed lord. Their lord is asking them to protect his charge and they have to fight an enemy whose tactics are strange and formidable.

Sample NPCs for the various Roles to follow (probably friday).

Tuesday, July 28, 2009

More Courtier Templates

The adventuring troupe is not complete with the non-combatant arm of an adventuring party. Before I prepare a sample adventure for Sins of the Crusade. Note the Point difference between the Man at Arms and the Courtier, adjust the points accordingly (from 150 to 200, plus up to 75cp of disadvantages) so that the Courtier can participate in the melee (but as a supporting role).
This can be in the form of a formidable retainers at about 150cp (plus 75 disadvantages) taken from the Sergeant or the Freeman template options.

I wont go into too much detail why certain skills are the way they are, since I've tackled most of that with my previous writings about courtiers. Check out Game in the Brain for the special uses of Theology skill.

The High Born Courtier

150cp (45cp left)

Not all Nobles go into service as a Warrior. Other specialize in managing affairs of their family or their Patron. Courtiers represent the interest of powerful parties, and of course, their own personal interests. The template represents a courtier that can either be a man or a woman, and thus has no martial elements (which can be added with the remaining points). Some courtiers draw their power from the Religious Authority or a Tradition and Bureaucracy.

In Sins of the Crusade, this role is taken by many women and because of the Byzantine precedent of Dowager Empress Anna Komnena, more women have come to covetously dominate in affairs of court.


Attributes [60]: ST 10 [0]; DX 10 [0]; IQ 13 [60]; HT 10 [0].

Secondary Characteristics [0]: Damage 1d-2/1d BL 20 lbs.; HP 13 [0]; Will 13 [0]; Per 11 [0]; FP 10 [0]; Basic Speed 5 [0]; Basic Move 5 [0].

Advantages [55]:

High Noble [55]: Status (Court Noble) 3 [10]; Wealth (Very Wealthy) [30]; Patronage (Patrician Family, a Noble House or Great Clan- Extremely Powerful) (9) [15].

Social Background [5]: Cultural Familiarity (Native) [0]; Language (Ruling Language) (Speak and Read) (Native) [0]; Language (same alphabet) (2nd Dominant Language) (Accented) [2]; Language (same alphabet) (Religious Language) (Broken) [1]; Language (Speak and Read) (Powerful Neighbors Language) (Broken) [2].

Disadvantages [-75]: A total of -50 points selected from Bad Temper [-10*], Callous [-5], Curious [-5*], Chummy [-5 or -10], Code of Honor (Gentleman's) [-10], Disciplines of Faith [-5], Duty [variable], Enemy (Court Rival rival) [variable], Fanaticism (Family or Religion) [-15], Flashbacks [variable], Greedy [-10*], Lecherous [-15*], Honesty [-10*], Incurious [-5*], Intolerance [variable], Jealousy [-10], Nightmares [-5*], No Sense of Humor [-10], Overconfidence [-5*], Sense of Duty [-2 to -20], Pacifism (Reluctant killer) [-5], Stubbornness [-5*], Trickster [-15*], Unluckiness [-10], or Workaholic [-5].

Quirks [0]:

Total Skills [60]:

Primary Skills [25]:

Social Skills [25]: Politics (A) IQ+1 [4]-14; Acting (A) IQ+1 [4]-14; Savoir-Faire (High Society) IQ+2 [4]-15; Body language (A) Per+1 [4]-14; Detect Lies (H) Body Language-4 [0]-10; Public Speaking (A) IQ+1 [4]-14; Current Affairs (Court) IQ+2 [4]-15; Cultural Familiarity (Neighboring Power) [1].

Secondary Skills [20]:

Support Skills [10]: Intelligence Analysis (Politics) (H) IQ-1 [2]-12; Strategy (Politics) (H) IQ-1 [2]-12; Psychology (H) IQ-1 [2]-12; Law (High Court) (H) IQ-1 [2]-12; History (Families) (H) IQ-1 [2]-12.

Secondary Social Skills [5]: Diplomacy (H) IQ-1 [2]-12; Interrogation (A) IQ-1 [1]-12; Intimidation (A) IQ-1 [1]-12; Merchant (A) IQ-1 [1]-12.

Taboo Skills [5]: Streetwise (A) IQ-1 [1]-12; Shadowing (A) IQ-1 [1]-12; Poison (A) IQ-1 [1]-12; Sex Appeal (A) HT-1 [1]-9.

Background Skills [15]:

Noble Background [15]: Administration (A) IQ-1 [1]-12; Literature (Folk Lore) (H) IQ-2 [1]-11; Theology (Religion) (H) IQ-2 [1]-11; History (Local) (H) IQ-2 [1]-11; Writing (A) IQ-1 [1]-12; Dancing (A) DX [2]-10; Riding (A) DX [2]-10; Games (E) IQ [1]-13; Math (Applied) (H) IQ-2 [1]-11; Carousing (A) HT-1 [1]-9; Heraldry (A) IQ-1 [1]-12; Artist (Poetry) (H) IQ-2 [1]-11; Area Knowledge (Neighboring or Capital Region) (E) IQ [1]-13.

Equipment [12.lbs]:

Worn [11lbs]: Formal Court dress (Status 3) 4lbs; Outdoor Cloak 4lbs; Belt 1lbs; Shoes 2lbs.

Carried [1.5lbs]: Fine and Balanced Small Knife 0.5; Personals 1lb; .

The Ecclesiastic Courtier

150cp (45cp left)

The Church, unfortunately, is also an avenue for power. A separate entity from the governing body their Spiritual Jurisdiction gives them dominion and legitimacy.

In the Sins of the Crusade Setting, Church has waned because of the Emperor's power as both the head of state and of the Church. Still, altered role of the church as the Banks of the Empire (through some deft legal manipulations) and still a formidable Land Owner, has put them back on top.


Attributes [60]: ST 10 [0]; DX 10 [0]; IQ 13 [60]; HT 10 [0].

Secondary Characteristics [0]: Damage 1d-2/1d BL 20 lbs.; HP 13 [0]; Will 13 [0]; Per 11 [0]; FP 10 [0]; Basic Speed 5 [0]; Basic Move 5 [0].

Advantages [50]:

Ecclesiastic [50]: Status (A Landed Ecclesiastic ) 5 [15]; Religious Rank (Patriarch, Cardinal, or High Priest of the Capital or the Most powerful Church Estate) 7 [35].

Social Background [10]: Cultural Familiarity (Native) [0]; Language (Ruling Language) (Speak and Read) (Native) [0]; Language (same alphabet) (2nd Dominant Language) (Accented) [2]; Language (same alphabet) (Religious Language) (Fluent) [3]; Cultural Familiarity (Powerful Neighbor) (Native) [1]; Language (Speak and Read) (Powerful Neighbors Language) (Accented) [4].

Disadvantages [-75]: A total of -50 points selected from Bad Temper [-10*], Callous [-5], Curious [-5*], Chummy [-5 or -10], Code of Honor (Gentleman's) [-10], Disciplines of Faith [-5], Duty [variable], Enemy (Court Rival rival) [variable], Fanaticism (Family or Religion) [-15], Flashbacks [variable], Greedy [-10*], Lecherous [-15*], Honesty [-10*], Incurious [-5*], Intolerance [variable], Jealousy [-10], Nightmares [-5*], No Sense of Humor [-10], Overconfidence [-5*], Sense of Duty [-2 to -20], Pacifism (Reluctant killer) [-5], Stubbornness [-5*], Trickster [-15*], Unluckiness [-10], or Workaholic [-5].

Quirks [0]:

Total Skills [60]:

Primary Skills [25]:

Social Skills [25]: Politics (A) IQ+1 [4]-14; Acting (A) IQ+1 [4]-14; Theology IQ+1 [8]-14; Body language (A) Per+1 [4]-14; Detect Lies (H) Body Language-4 [0]-10; Public Speaking (A) IQ+1 [4]-14; Current Affairs (Court) IQ+2 [4]-15; Savoir-Faire (High Society) IQ+1 [1]-13.

Secondary Skills [20]:

Support Skills [10]: Intelligence Analysis (Politics) (H) IQ-1 [2]-12; Strategy (Politics) (H) IQ-1 [2]-12; Psychology (H) IQ-1 [2]-12; Law (Ecclesiastic Court) (H) IQ-1 [2]-12; History (Church) (H) IQ-1 [2]-12.

Secondary Social Skills [10]: Diplomacy (H) IQ-1 [2]-12; Interrogation (A) IQ+1 [4]-14; Intimidation (A) IQ+1 [4]-14.

Background Skills [15]:

Religous Background [15]: Administration (A) IQ+1 [4]-14; Literature (Folk Lore) (H) IQ-2 [1]-11; Religious Ritual (H) IQ [4]-13; Literature (religious Literature) (H) IQ-2 [1]-11; Writing (A) IQ-1 [1]-12; Accounting (H) IQ-1 [2]-12; Math (Applied) (H) IQ-2 [1]-11; Heraldry (A) IQ-1 [1]-12.

Equipment [12.lbs]:

Worn [11lbs]: Formal Court dress (Status 3) 4lbs; Outdoor Cloak 4lbs; Belt 1lbs; Shoes 2lbs.

Carried [1.5lbs]: Fine and Balanced Small Knife 0.5; Personals 1lb; .


The Bureaucrat Courtier

150cp (45cp left)

Those who run the affairs of the state, are privy to the power. Grand Vizirs, Queastors, Perfects, Chancelors, and Stewards of the Realm sometimes was just as powerful as the Kings or Emperors. Especially when these heads of state did not take an active role in running their domains.

In Sins of the Crusade, the Logothetes (Greek for Bureaucrats), are now beginning to match the Great Houses in Power. As the Bureaucracy has made the state run more efficiently and allowed for the state to field its own Standing Legions, common born men (eunuchs) Legionairs and the Logos now have a new avenue for power.


Attributes [60]: ST 10 [0]; DX 10 [0]; IQ 13 [60]; HT 10 [0].

Secondary Characteristics [0]: Damage 1d-2/1d BL 20 lbs.; HP 13 [0]; Will 13 [0]; Per 11 [0]; FP 10 [0]; Basic Speed 5 [0]; Basic Move 5 [0].

Advantages [50]:

Ecclesiastic [50]: Status (High Bureaucrat) 5 [15]; Bureaucrat Rank (Quaestor, Chancellor, Grand Viziers, Steward of the Realm) 7 [35].

Social Background [10]: Cultural Familiarity (Native) [0]; Language (Ruling Language) (Speak and Read) (Native) [0]; Language (same alphabet) (2nd Dominant Language) (Accented) [2]; Language (same alphabet) (Religious Language) (Fluent) [3]; Cultural Familiarity (Powerful Neighbor) (Native) [1]; Language (Speak and Read) (Powerful Neighbors Language) (Accented) [4].

Disadvantages [-75]: A total of -50 points selected from Bad Temper [-10*], Callous [-5], Curious [-5*], Chummy [-5 or -10], Code of Honor (Gentleman's) [-10], Disciplines of Faith [-5], Duty [variable], Enemy (Court Rival rival) [variable], Fanaticism (Family or Religion) [-15], Flashbacks [variable], Greedy [-10*], Lecherous [-15*], Honesty [-10*], Incurious [-5*], Intolerance [variable], Jealousy [-10], Nightmares [-5*], No Sense of Humor [-10], Overconfidence [-5*], Sense of Duty [-2 to -20], Pacifism (Reluctant killer) [-5], Stubbornness [-5*], Trickster [-15*], Unluckiness [-10], or Workaholic [-5].

Quirks [0]:

Total Skills [60]:

Primary Skills [25]:

Social Skills [25]: Politics (A) IQ+1 [4]-14; Acting (A) IQ+1 [4]-14; Merchant IQ+2 [8]-15; Body language (A) Per+1 [4]-14; Detect Lies (H) Body Language-4 [0]-10; Public Speaking (A) IQ+1 [4]-14; Current Affairs (Court) IQ+2 [4]-15; Savoir-Faire (High Society) IQ+1 [1]-13.

Secondary Skills [20]:

Support Skills [10]: Intelligence Analysis (Politics) (H) IQ-1 [2]-12; Strategy (Politics) (H) IQ-1 [2]-12; Psychology (H) IQ-1 [2]-12; Law (High Court) (H) IQ-1 [2]-12; History (Ruling Dynasties) (H) IQ-1 [2]-12.

Secondary Social Skills [5]: Diplomacy (H) IQ-1 [2]-12; Interrogation (A) IQ-1 [1]-12; Intimidation (A) IQ-1 [1]-12; Merchant (A) IQ-1 [1]-12.

Background Skills [15]:

Bureaucrat Background [15]: Administration (A) IQ+2 [8]-15; Literature (Folk Lore) (H) IQ-2 [1]-11; Literature (Old Empire Literature) (H) IQ-2 [1]-11; Writing (A) IQ-1 [1]-12; Accounting (H) IQ-1 [2]-12; Math (Applied) (H) IQ-2 [1]-11; Heraldry (A) IQ-1 [1]-12.

Equipment [12.lbs]:

Worn [11lbs]: Formal Court dress (Status 3) 4lbs; Outdoor Cloak 4lbs; Belt 1lbs; Shoes 2lbs.

Carried [1.5lbs]: Fine and Balanced Small Knife 0.5; Personals 1lb.








Saturday, July 18, 2009

My Template for Knights

The Warrior Class.

The Knight is a term for the mounted warrior social class. In many ancient and medieval cultures, the warrior class is part of or composes the ruling class. These warrior classes are called by different names in different cultures.


Below is an example of Norman Knight of the 11th Century. This Knight meets many of the expectations of his aggressive martial peers while able to devote some time and practice to the finer aspects of war and nobility. He may have some vices, but his virtues as a warrior more than makes up for such imperfections to most Liege Lords.


Carolingian, Persian Savaran, Arab Faris, Turkish, Byzantine Kataphrakt, Steppe Nomad Heavy cavalry (like the Mongols, Kazaks) and Imperial Chinese Heavy Cavalry are similar with the differences in culture and doctrine. The template below is one of the most common kinds of man-at-arms encountered in most eras and cultures. Most cultures have had access to mail and .

  • Replace survival (woodlands) with desert or steppe, Animal Handling (Dogs) with (Falconry).

  • Replace Discipline of Faith, Theology, languages, and cultural Familiarity appropriately.

The Man-at-Arms

200cp (35cp free)

Attributes [120]: ST12 [20]; DX12 [40]; IQ12 [40]; HT12 [20]

Secondary Characteristics [0]: Dmg 1d-1/1d+2 [0]; BL 29 (33lbs for equipment; Home-brew Equipment) [0]; HP 12; FP 12 [0]; Per 12 [0]; Will 12 [0]; Spd 6 [0]; Move 6 [0]; Dodge 10.

Advantages [50]: Combat Reflex [15]; Status 2 (Warrior Class) [5]; Wealth (Wealthy) [20]; Patron (Liege Lord) (9) [10].

Disadvantages [-75]: Duty, Hazardous (to Liege Lord) (12) [-10] Sense of Duty (Family) [-5].Choose -60 points from among the following: Callous (12) [-5]; Compulsive Behavior (12) [-5 to -15];; Discipline of Faith (Christian) [-5]; Code of Honor (Soldier) [-10]; Debt [-1 to -10]; Delusion (Mild) [-5]' Intolerance (Non-Christians) [-5]; Incurious (12) [-5]; Curious (12) [-5]; Insomniac [-10 to -15]; Enemies [-5 to -15]; Gregarious [-10]; Hidebound [-5]; Intolerance (Non-Nobles) [-5]; Impulsive (12) [-10]; Overconfident (12) [-5]; Honest (12) [-10]; Pacifism (Cannot Harm Innocents) [-10]; Greedy (12) [-15]; Lecherous (12) [-15]; Berserk (12) [-10]; Blood Lust (12) [-10]; Bad Temper (12) [-10]; Gluttonous (12) [-10]; Selfish (12) [-5]; Fanaticism (Religion or Person) [-15]; Obsession (Long-Term goal) (12) [-10]: Truthful (12) [-5].

Social Background [5]: Cultural Familiarity (Norman) (Native) [0]; Language (French) (Speak and Read) (Native) [0]; Language (same alphabet) (English) (Accented) [2]; Language (same alphabet) (Latin) (Broken) [1]; Language (Speak and Read) (Greek) (Broken) [2].


Skill Total [75]

Primary Skills [40]:

Knightly Arms [18]:. A Man-at-Arms is primarily a warrior by profession, his skill at arms determines his value in the battle field and Peers. Although, his role as Heavy Cavalry stresses the value of Axe/Mace and Spear skill, his skill with the sword is important in preserving his honor from those who would question it. Broadsword (A) DX+1 [4]-14; Weapon Bond (Broadsword) Perk [1]; Style Perk [1]; Axe/Mace (A) DX [2]-12; Spear (A) DX+1 [4]-13; Cavalry Weapon (Spear) (H) Spear+0 [2]-13; Shield (E) DX+2 [4]-14; Knife (E) DX [1]-12; Wrestling (A) DX [2]-12; Brawling (E) DX [1]-12.

For Horse Archers Lens.

Horsearchery [+20]: Bow (A) DX+3 [12]-15; Horsearchery (H) Bow+0 [5]; Fast draw (arrow) (E) DX+1 [2]-14; Strongbow Perk [1].

Heavy Cavalryman [22]: As a professional warrior, there are many important disciplines beyond skill of arms that directly affect the Man-at-Arms's battle field value. Soldier (A) IQ+2 [8]-14; Riding (A) DX [2]-12; Combat Riding (H) Riding+3 [4]-15; Hands-free Riding (H) Riding+0 [4]-12; Animal handling (Horses) (A) IQ-1 [1]-11; Packing (A) IQ-1 [1]-9; Savoir-Faire (Miltiary) (E) IQ [1]-12; Tactics (Land) (H) IQ-2 [1]-10.


Secondary Skills [20]:

Command and Campaigning [9]: Those of the Warrior class are considered above those who are not of their class, and are expected to lead their peers and those who owe them or their lord their arms and loyalties. Administration (A) IQ-1 [1]-11; Strategy (Land) (H) IQ-2 [1]-10; Intelligence Analysis (Military) (H) IQ-2 [1]-10; Leadership (A) IQ-1 [1]-11; Public Speaking (A) IQ-1 [1]-11; History (War) (H) IQ-1 [2]-11; Psychology (H) IQ-2 [1]-10; Hiking (A) HT-1 [1]-11.

Hunting [11]: A very important noble past time. Hunting is not only a sport but essential in teaching the basics of tactics to young nobles and to maintain combat readiness. Tracking (A) Per-1 [1]-11; Stealth (A) DX-1 [1]-11; Survival (Woodland) (A) Per-1 [1]-11; Animal Handling (Dogs or Falconry) (A) IQ-1 [1]-11; Bow (A) DX+1 [4]-13 or Crossbow (E) DX+2 [4]-14; Running (A) HT-1 [1]-11; Climbing (A) DX-1 [1]-11; Swimming (E) HT [1]-12; .


Background Skills [15]:

Noble Background [15]: A noble's education is important in marking him as part of his peerage and alowing him to best interact with them. Without such skills, he will find himself unable to participate and find common ground with those of their class. Literature (Folk Lore) (H) IQ-2 [1]-10; Theology (Latin Church of Rome) (H) IQ-2 [1]-10; History (Family) (H) IQ-2 [1]-10; History (Local) (H) IQ-2 [1]-10; Savoir-Faire (High Society) (E) IQ [1]-12; Writing (A) IQ-1 [1]-11; Dancing (A) DX-1 [1]-11; Games (E) IQ [1]-12; Math (Applied) (H) IQ-2 [1]-10; Carousing (A) HT-1 [1]-11; Heraldry (A) IQ-1 [1]-11; Artist (Poetry) (H) IQ-2 [1]-10; Current Affairs (Politics) (E) IQ [1]-12; Diplomacy (H) IQ-2 [1]-10; Area Knowledge (Neighboring or Capital Region) (E) IQ [1]-12.


Cavalry Load-Out:

Basic Load-Out: This is the basic load out of a Man-at-Arms without his full combat dress. Arming Clothes (Body and Limbs) $60 6lbs; Military Belt $10 1lbs; Clothes (Tabbard with Heraldry or Miltiary Cloak) (Status 2) $600 2lbs; Underclothes $10 0.5lbs; Good Broadsword and Scabbard $600 3lbs; Large Knife $20 0.5lb; Pouch of Personals $5 1lbs; Boots $80 3lbs. Total $775 17lbs.

Heavy Cavalry Combat Load-Out: This is the full compliment of a knights kit. Bracers and Mail Gloves $240 3.5lbs; Mail Sleeved Hauberk $650 17.5lbs; Greeves $180 4lbs; Heavy Norman Helm and Mail Coif $200 7lbs; Mail Sabbatons $100 2lbs; Axe $50, 4lbs; Small Shield (Horseman's Shield) $40 8lbs; Fine Balanced Longspear $420 5lbs. Total $1,880 51lbs (Medium Encumbrance).

Total Combat Load: 68lbs (Light)

Horse-Archer Load-out: (add to Heavy Cavalry Load-out) Composite Bow $900 4lbs; x2 Quivers 60 Fine Arrows $380 10lbs; Total $1,040 +14lbs

Total Combat Load: 66.5lbs (Light).

Dodge: 9 (10 with shield)

Move: 4

DR: Face 4/2/3*, Skull 10/8/9, Neck 4/2/3*, Hands 4/2/3*, Feet 6/4/5*, Torso 4/2/3*, Groin 4/2/3*, ,Arms (Lower roll 1-2 in a d6) 4/ (Upper roll 3-5 in a d6) 4/2/3*, Legs (Lower roll 1-3 in a d6) 4/ (Upper roll 4-6 in a d6) 4/2/3*.

Horses: 2 Riding Light Horse $2,000; Light Warhorse $4000; Riding Gear $100 15lbs; Combat Riding Gear $350 45lbs. Total $6450.

Combat Feats

  • Regular Attack: Broadsword-14, parry-11, dmg 1d+1 imp/ 1d+3 cut

  • Shield: Shield-14, 1d-1cr, Block-11.

  • Heavy Charge (requires a minimum move 7) with Fine Balanced Spear: Spear-14 (All-out-Attack: Strong) 2d+2 imp.

  • Mounted Archery at 30 yrds: Bow-14 (terminal aim and All-out-Attack: Dedicated) 2d or 1d+4; imp or (2)pi.

  • Slam, Trample and Overrun (move of 7) : Slam-12 1d+2 cr


The Sergeant

Sergeants are soldier servants who are usually drawn from the class below the nobles and serve them in combat. What makes sergeants special, is the matter that they are full filing the role of a Noble man, but at a lower expense to the employer. A sergeant's training is similar to that of a squire, observing and being personally taught by the professional warrior the trade, but unlike the noble only extreme acts of duty will promote them to that of peer.

150cp (35cp free)

Attributes [100]: ST12 [20]; DX12 [40]; IQ11 [20]; HT12 [20]

Secondary Characteristics [0]: Dmg 1d-1/1d+1 [0]; BL 29 [0] (33lbs for equipment; Home-brew Equipment); HP 12; FP 12 [0]; Per 11 [0]; Will 11 [0]; Spd 6 [0]; Move 6 [0]; Dodge 10.

Advantages [30]: Combat Reflex [15]; Status 1 (Cavalry Retainer) [5]; Wealth (Comfortable) [10].

Disadvantages [-75]: Duty, Hazardous (to Master) (12) [-10].Choose -65 points from among the following: Callous (12) [-5]; Discipline of Faith (Christian) [-5]; Sense of Duty (Family) [-5]; Compulsive Behavior (12) [-5 to -15]; Code of Honor (Soldier) [-10]; Debt [-1 to -10]; Delusion (Mild) [-5]' Intolerance (Non-Christians) [-5]; Incurious (12) [-5]; Curious (12) [-5]; Insomniac [-10 to -15]; Enemies [-5 to -15]; Gregarious [-10]; Hidebound [-5]; Intolerance (Non-Nobles) [-5]; Impulsive (12) [-10]; Overconfident (12) [-5]; Honest (12) [-10]; Pacifism (Cannot Harm Innocents) [-10]; Greedy (12) [-15]; Lecherous (12) [-15]; Berserk (12) [-10]; Blood Lust (12) [-10]; Bad Temper (12) [-10]; Gluttonous (12) [-10]; Selfish (12) [-5]; Fanaticism (Religion or Person) [-15]; Obsession (Long-Term goal) (12) [-10]: Truthful (12) [-5].

Social Background [0]: Cultural Familiarity (Norman) (Native) [0]; Language (French) (Speak but illiterate) (Native) [-3]; Language (English) (Accented) [2]; Language (French Dialect) (Accented) [1].


Skill Total [60]

Primary Skills [27]:

Heavy Cavalryman [30]: A sergeants most valuable contribution to his employer is his obedience. Primarily he is a servant-soldier and must be capable of take orders and not flinch from enduring or executing them. Soldier (A) IQ+3 [12]-14; Teamwork Perk [1]; Riding (A) DX [2]-12; Combat Riding (H) Riding+2 [3]-14; Hands-free Riding (H) Riding+0 [4]-12; Animal Handling (Horses) (A) IQ-1 [1]-10; Packing (A) IQ-1 [1]-10; Savoir-Faire (Servant) (E) IQ [1]-11; Tactics (Land) (H) IQ-2 [1]-9; Hiking (A) HT+1 [4]-13.


Secondary Skills [20]:

Warriors Arms [20]: Second to his value to take orders, is the Sergeant's Combat Skill. Choose a Primary Weapon from Broadsword, Axe/Mace, or Spear (default is Spear) (A) DX+1 [4]-14; Cavalry Weapon (Spear) (H) Spear+0 [2]-12; Choose a Secondary Weapon and a Backup Weapon from Broadsword, Shortsword, Axe/Mace, or Spear (A) DX [2]-12; Shield (E) DX+2 [4]-14; Knife (E) DX [1]-12; Wrestling (A) DX [2]-12; Throwing Spear or Axe/Mace (E) DX [1]-12; Weapon bond (Default Primary Weapon) [1]; Style Perk [1].

For Horse Archers Lens. Horsearchery [+20]: Bow (A) DX+3 [12]-15; Horsearchery (H) Bow+0 [5]; Fast draw (arrow) (E) DX+1 [2]-14; Strongbow Perk [1].


Background Skills [10]:

Yeoman Background [10]: A Yeoman background are made up of skills that make him self-sustaining and ready in the face of hardships. Literature (Folk Lore) (H) IQ-2 [1]-9; Savoir-Faire (Servant) (E) IQ [1]-11; Games (E) IQ [1]-11; Tracking (A) Per-1 [1]-10; Stealth (A) DX-1 [1]-11; Survival (Woodland) (A) Per-1 [1]-10; Animal Handling (Farm Animals) (A) IQ-1 [1]-11; Farming (A) IQ-1 [0]-10; Navigation (Land) (A) IQ-1 [1]-10; Running (A) HT-1 [1]-11; Swimming (E) HT [1]-12.


Cavalry Load-Out:

Basic Load-Out: This is the basic load out of a Man-at-Arms without his full combat dress. Arming Clothes (Body and Limbs) $60 6lbs; Military Belt $10 1lbs; Clothes (Tabbard with Heraldry or Miltiary Cloak) (Status 1) $120 2lbs; Underclothes $10 0.5lbs; Cheap Broadsword and Scabbard $360 3lbs; Large Knife $20 0.5lb; Pouch of Personals $5 1lbs; Boots $80 3lbs. Total $665 17lbs.

Heavy Cavalry Combat Load-Out: This is the full combat kit. Cheap Bracers and Mail Gloves $135 3.5lbs; Cheap Mail Sleeved Cavalryman Hauberk $325 17.5lbs; Cheap Greeves $90 4lbs; Medium Norman Helm and Light Mail Coif $110 5lbs; Axe $50 4lbs; Small Shield (Horseman's Shield) $40 8lbs; Balanced Longspear $300 5lbs. Total $890 47lbs (Light Encumbrance).

Total Combat Load: 64lbs (Light)

Horse-Archer Load-out: (add to Heavy Cavalry Load-out) Composite Bow $900 4lbs; x2 Quivers 60 Fine Arrows $380 10lbs; Total $1,040 +14lbs

Total Combat Load: 66lbs (Light).

Dodge: 9 (10 with shield)

Move: 4

DR: Face 4/2/2*, Skull 8/6/6, Neck 4/2/2*, Hands 4/2/3*, Arms (Lower roll 1-2 in a d6) 3/ (Upper roll 3-5 in a d6) 4/2/2*, Feet 6/4/4*, Torso 4/2/2*, Groin 4/2/2*, Arms (Lower 1-3) 4/ (upper 4-6) 4/2/2*, Legs (Lower roll 1-3 in a d6) 3/ (Upper roll 4-6 in a d6) 4/2/2*.

Horses: 2 Riding Pony $1,500; War Pony $3000; Riding Gear $100 15lbs; Combat Riding Gear $350 45lbs. Total $4950.

Combat Feats

  • Regular Attack: Axe-12, parry-11U, Dmg 1d+3 cut

  • Shield: Shield-14, 1d-1cr, Block-11.

  • Heavy Charge (requires a minimum move 7) with Fine Balanced Spear: Spear-13 (All-out-Attack: Strong) 1d+3 imp.

  • Mounted Archery at 30 yrds: Bow-14 (terminal aim and All-out-Attack: Dedicated) 2d or 1d+4; imp or (2)pi.

  • Slam, Trample and Overrun (move of 7) : Slam-12 1d+2 cr



The Freeman

The freeman have always made up most of the fighting force in armies. Freemen have a special status, related to their right to bear arms and their significantly better chances to rise in station. Roman Citizens, Yeomen, Persian Azadan, Vikings, etc were considered their civilization's freemen.

120cp (35cp free)

Attributes [90]: ST11 [10]; DX12 [40]; IQ11 [20]; HT12 [20]

Secondary Characteristics [0]: Dmg 1d-1/1d+1 [0]; BL 29 [0] (33lbs for equipment; Home-brew Equipment); HP 11; FP 12 [0]; Per 11 [0]; Will 11 [0]; Spd 6 [0]; Move 6 [0]; Dodge 10.

Advantages [15]: Combat Reflex [15].

Disadvantages [-75]: Duty, Hazardous (to Master) (12) [-10].Choose -65 points from among the following: Callous (12) [-5]; Discipline of Faith (Christian) [-5]; Sense of Duty (Family) [-5]; Compulsive Behavior (12) [-5 to -15]; Code of Honor (Soldier) [-10]; Debt [-1 to -10]; Delusion (Mild) [-5]' Intolerance (Non-Christians) [-5]; Incurious (12) [-5]; Curious (12) [-5]; Insomniac [-10 to -15]; Enemies [-5 to -15]; Gregarious [-10]; Hidebound [-5]; Intolerance (Non-Nobles) [-5]; Impulsive (12) [-10]; Overconfident (12) [-5]; Honest (12) [-10]; Pacifism (Cannot Harm Innocents) [-10]; Greedy (12) [-15]; Lecherous (12) [-15]; Berserk (12) [-10]; Blood Lust (12) [-10]; Bad Temper (12) [-10]; Gluttonous (12) [-10]; Selfish (12) [-5]; Fanaticism (Religion or Person) [-15]; Obsession (Long-Term goal) (12) [-10]: Truthful (12) [-5].

Social Background [0]: Cultural Familiarity (Norman) (Native) [0]; Language (French) (Speak but illiterate) (Native) [-3]; Language (English) (Accented) [2]; Language (French Dialect) (Accented) [1].

Skill Total [55]

Primary Skills [27]:

Professional Soldier [27]: Freemen are the backbone of a State's army. Their's the most difficult task and requires the strictest discipline to survive . Soldier (A) IQ+3 [12]-14; Riding (A) DX [2]-12; Animal Handling (Pack Animal) (A) IQ-1 [1]-10; Packing (A) IQ-1 [1]-10; Team work Perk or Shield-Wall Training Perk [1]; Savoir-Faire (Servant) (E) IQ [1]-11; Tactics (Land) (H) IQ-2 [1]-9; Hiking (A) HT+2 [8]-14.


Secondary Skills [18]:

Soldier Arms [18]: Choose a Primary Weapon from Broadsword, Axe/Mace, or Spear (default is Spear) (A) DX+1 [4]-14; Choose a Secondary Weapon and a Backup Weapon from Broadsword, Shortsword, Axe/Mace, or Spear (A) DX [2]-12; Shield (E) DX+2 [4]-14; Knife (E) DX [1]-12; Wrestling (A) DX [2]-12; Throwing Spear or Axe/Mace (E) DX [1]-12; Weapon bond (Default Primary Weapon) [1]; Style Perk [1].

For Archers Lens. Archer [+20]: Bow (A) DX+2 [8]-15; Special Exercise (Arm Strength) Perk x2 [2]; Arm Strength +2 [6]; Fast draw (arrow) (E) DX+1 [2]-14; Strongbow Perk [1]; Weapon Bond (Bow) [1].


Background Skills [10]:

Yeoman Background [10]: A Yeoman background are made up of skills that make him self-sustaining and ready in the face of hardships. Literature (Folk Lore) (H) IQ-2 [1]-9; Savoir-Faire (Servant) (E) IQ [1]-11; Games (E) IQ [1]-11; Tracking (A) Per-1 [1]-10; Stealth (A) DX-1 [1]-11; Survival (Woodland) (A) Per-1 [1]-10; Animal Handling (Farm Animals) (A) IQ-1 [1]-11; Farming (A) IQ-1 [0]-10; Navigation (Land) (A) IQ-1 [1]-10; Running (A) HT-1 [1]-11; Swimming (E) HT [1]-12.


Infantry Load-Out:

Basic Load-Out: . Arming Clothes (Body) $30 4lbs; Military Belt $10 1lbs; Clothes (Tabbard with Heraldry or Military Cloak) (Status 0) $60 2lbs; Underclothes $10 0.5lbs; Cheap Shortsword and Scabbard $240 2lbs; Large Knife $20 0.5lb; Pouch of Personals $5 1lbs; Shoes $40 2lbs. Total $415 13lbs.

Heavy Infantry Combat Load-Out: This is the full combat kit. Cheap Bracers and Leather Gloves $80 1.5lbs; Cheap Light Mail Haubergeon (Body) $200 10lbs; Cheap Legionnaire Helm $75 5lbs; Medium Shield (Footman's Shield) $60 15lbs; Balanced Spear $200 4lbs; Waterskin $20 (2 liters) 5lbs. Total $635 40.5lbs (Light Encumbrance).

Total Combat Load: 53.5lbs (Light)

Archer Load-out: War Bow $200 4lbs; x2 Quivers 60 Fine Arrows $380 10lbs; Total $880 +14lbs

Total Combat Load: 66lbs (Light).

Dodge: 9 (10 with shield)

Move: 4

DR: Head 5, Hands 2*, Feet 1*, Torso 4/2/2*, Groin 4/2/2*, Arms (lower 1-2) 3/ (upper 3-6) none, Legs none.

Horses: Riding Pony $750; Sumpter Horse $500; Riding Gear $100 15lbs; Total $1350.

Combat Feats

  • Regular Attack: Spear-15, parry-11U, Dmg 1d+2 imp

  • Shield: Shield-14, 1d-1cr, Block-11.

  • Archery at 30 yrds: Bow-14 (terminal aim and All-out-Attack: Dedicated) 2d+1 or 1d+5; imp or (2)pi.

  • Slam, Trample and Overrun (move of 7) : Slam-12 1d+2 cr


Home Brew Rule:

Efficient Encumbrance: Use Lifting ST +1 when LBE or Equipment weight is distributed efficiently.

Soldiering Skill: Add Skill modifier to BL.

Changes: Fixed Equipment (again!). Made the Non-vitals more modular, as to the preferences in my readings and the sense it made to do so. In many occasions and battle field conditions, flexibility is far more important.



Wednesday, April 1, 2009

The Imperial Line


Constantine XIII, won the throne almost 10 years ago. Alliances always shift, this is current one in 366th year of the New Roman Calendar (1463 in the Gregorian Calendar). Constantine XIII, the unlikely emperor, was a son of a vassal line. Important Vassals married into the main line and can be eligible of the name in this manner. This was a common practice since incest was forbidden by the Church and having a capable male heir was challenging.

Constantine was the 7th in line to the Baldwin house and 6 before him fell in the war and treachery. He was both fortunate, cunning and insightful. His early supporters in the Osman House, was what changed the tide during House Baldwin's wavering hour against House Flor and Komena. House Ad'Din remained neutral, because of their strong family ties with House Osman and the Flor knifes at their throat and the Flor fleets at their gates.

As emperor, he brought justice to the long grievances the Osmans had suffered under Flor and Komena rule. He had settled the legions north to guard Osman's borders and made their city great. He had established the Easter Legions in Bagdad, to ward against the Barbarians of the east. He had brought stability and his reign was marked by the longest summer, 8 years.