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.


Monday, March 30, 2009

Project Outline

Game Setting.
(2 hours) House Komena: Resources, Families, Family Tree, Vassals, Resources, Army, and Territories.
(2 hours) House Osman: (same)
(2 hours) House Baldwin: (same)
(2 hours) House Ad'Din: (same)
(2 hours) House Flor: (same)
(2 hours) Setting key Persona Relationship Tree.
(2 hours) Pressing threats of the empire (by priority)
(2 hours) Edit Setting Map

Character Creation.
(2 hours) Wealth, Status and Economic Roles.
(2 hours) Characterization: Default Disadvantages.
(2 hours) Backgrounds.
(5 hours) Professions and Dramatic Roles.

Total Time: 28 hours.
Target number of hours per week. 4 hour slots.















Monday, February 23, 2009

Its about time

Well i have time now. Anyway, I'm working on a 11C Crusades Dark Fantasy Campaign Setting, that I plan to run this march. It is called "Sins of the Crusade".

The Concept of the setting story is based on the premise "What if Alexius was Successful?". This alternate timeline explores the historical implications of a successful cooperation between the Byzantine Emperor and the Crusaders after Antioch. It Imagines a Reborn Roman Empire and the cost such a Rebirth would mean to the rest of the world. It's fantasy slant comes from the sinister repurcussions, of blending Norman Expansionist Appetite with Byzantine Perpetuating Oligarchies.

The result is a more complicated Byzantine Political Structure that perpetuates suffering and regresses technology while maintaining the Imperial Status Quo for Centuries.

The Fantasy Elements is in the Perpetual Dark Irony and Suffering the Rulers of the Empire live. Each generation suffering darker and darker tragedies. The Pain of the decendants of the Conquerors is drawn out over centuries. It culminates to a point that dark powers further extend the suffering with curses of undeath, immortality, and monsters. The land also suffers these dark curse as the world suffers cycles of famine that last years, nights that last weeks, mists that shroud the east, storms that wall western sea, ferocious jungles in the south and the winter of the north.

Its Byzantium in Perpetua at a cost that cannot be paid.



Sunday, December 21, 2008

Equipment Lists

This is filler until the real Low Tech comes around. It is mostly based on the discussion on the forums. It has a simplification of the shield discussion, the bow accuracy discussion, the armors are basedon Dan's articles and the horse discussions.

They are in PDF form since I use open office.

GURPS 4e Low Tech Equipment 1st Crusades Era.pdf
for Armors Shields and Bows.

GURPS 4e Horses v2.pdf

  • to download without much hassle: just scroll down the page and choose the basic service. Its under the flashy red sign.
Note on Horses: I didn't bother improving the ST to Wt. ratio as per suggested in the horse threads since it was a very tricky matter because I wouldn't know the ST ranges of different breeds.

If you have any changes to suggest please post it here to alert anyone who is interested in the Hand out.

Notes on the way the information is organized. Seeing such a list of equipment will typically delay game start time. Ideally this information is already organized into Outfits which can be customized or taken as is.

Organizing Outfits and Primary Horses into cards would speed up character creation. Players selecting from the cultural and combat role packages could easily narrow down their choices from their own needs.

11C Outfit Cards are still in the works






Thursday, October 30, 2008

Some Basic Equipment

Squadron or Deckarchy Equipment. (p. 138)
1st. Footman:
1) Thick Tunic which extends down over the knees.
2) Heavy Hiking Sandals.
Note: boots are discouraged for hiking.
3) Short Cloaks.