THE
GATEWAY CHRONICLE
September 1997
FROM THE BLACK DESK - August 1997
I ran a special session at Curt and Vickis place to resolve the war between Thallarin and Zurek. It is resolved but it took turns I could never have predicted. I suppose that is why I placed the future of the realm in the hands of the players instead of resolving it myself. When all is said and done I think the only ones who will be dissatisfied with the outcome are the players who hoped their characters would have a shot at becoming Regent.
Credit Where Credit Is Due
Dave Risisin Simkins helped me put together the Special Session. Thanks Dave - it was nice to have the input of someone who actually understands warfare. Thanks also to Curt and Vicki for the use of their lovely home.War and Peace
You are meeting after midnight in a manor house not far from where Blacksteels army is encamped, almost forty miles inside the Zurek border. Most of you knew this day would come, but hoped it would be delayed a few more years.On the first of the year Duke Arthon Jurel of Zurek declared his Regency. On the following day Duke Blacksteel of Thallarin gave his answer by declaring war on Zurek. The resulting confrontation was bloody, but mercifully brief. What follows is a summary of the reunification process.
Day One: Blacksteels armies arrive at the river border between Thallarin and Zurek. After a brief but vicious struggle the border garrison is defeated and the survivors are forced to pull back. The wood elf scouts and archers are instrumental in the success of the river crossing. It is obvious from the outcome of this initial confrontation that the armies of Zurek are unprepared for war.
Day Two: The Regent issues a call to arms. Levies gather and meet the regular troops at Bariks Ridge. Blacksteels armies arrive at mid day and it quickly becomes clear that Zureks troops are no match for the veteran forces of the Lord of Thallarin. Casualties mount and the Regents makeshift army is forced to abandon the ridge. Most of the Levied troops vanish into the surrounding countryside and the Zurek regulars are in no shape to maintain a defense. The battlefield is surrendered to Blacksteel.
Day Three: What remains of the Regents troops force march toward Herant, capitol of Zurek, in an effort to reinforce the city before Thallarins armies arrive. Blacksteels well-rested cavalry decimates the retreating troops. Pockets of resistance stirred up by the cavalry are casually eliminated by the main body of Blacksteels infantry.
Day Four: A fraction of the Zurek army headed for the capitol pulls ahead when Blacksteels armies are slowed by his decision to clear the countryside of any forces that could attack from his rear. It is rumored that his men have also resupplied in any town they encountered. A small army from Evangar crosses the Evangar/Thallarin border and outriders reach the lead army.The Special Session took place on the fateful fourth night of the engagement.
Blacksteel refused to bring his march to a halt just to
parley. He agreed to send representatives to meet with delegates from the other Factions
while he was camped. He told them that he intended to start moving again at dawn, which
only gave them five hours to resolve the situation. If at the end of that time he was not
presented with a satisfactory settlement he warned that he would press onto
Herant, which
at that point was less than a week away.
For five hours representatives of the various Factions
struggled to create a viable proposal that would diffuse the situation. There were some
tense moments as rivals were forced to sit down at the bargaining table with one another.
Among the NPC delegates were seven player characters;
Count Skye was there as part of the Evangar delegation, Lady Rhianna and Loremaster
Delight helped represent the beleaguered people of Zurek, Branywn spoke for the Druids,
Hunter spoke for the Elves of the Great Wood and Reman spoke for the Cabal. Captain Rhys
was asked by several Factions to act as an unaffiliated mediator.
Blacksteel arrived when he said he would and met behind
closed doors with a few delegates at a time. The warlord took elements of the two
proposals that were presented to him by the delegates and created a Treaty that was
acceptable to all.
The Treaty of Zurek
The New Dukes
When Blacksteel became King, Jurel became heir and Winterborne became High General the Dutchies of Thallarin, Zurek and Evangar faced a change in leadership.Evangar: Lord
Montrose
Morgan was always concerned about the power
of the Church of Dain, a stand that cost him the Regency. He made sure to chose a
successor who would be faithful to the traditions of the Old Kingdom but who would ensure
that Evangar would retain its independence from the Church.
House Montrose is one of the oldest and most respected in Kaleth
and has strong ties to House Winterborne. Baron Montrose was one of Morgans chief
advisors and a man who shared his moderate religious views.
Unfortunately, the new Lord of
Evangar hasnt done much to endear himself to his peers. Montrose has made it clear
that he doesnt consider Blacksteel to have a legitimate claim to the throne of
Kaleth and that he believes the only legitimate claim possible is one made by a Lord of
the Old Blood. Morgan has asked him to back off a bit but Morgan is a bit too loyal to the
Winterborne bloodline.
Thallarin:
Lady Maegara
It was important to Blacksteel to ensure
that Thallarin would continue its alliance with the Druids so he chose a Druid priestess
of noble birth as his successor. No one expected Blacksteel to choose a woman to lead his
people but the Highlords loyalty to his faith is apparently stronger than his
notorious gender bias.
Very little is
known about Lady Maegaras background. She left her family to serve as a priestess
and has only returned because her people needed her. It is rumored that she holds a high
office of some kind in the Wheel.
In her new role as Duchess of
Thallarin Maegara has proven quite competent. She has a level headed objectivity that has
served her well and she has earned the respect of many of those who expected the worst of
her.
Zurek: Lord
Legarre
Arthons only criteria for selecting a
successor was finding a good man with the strength of character to back up his
moral convictions who would be willing to commit his life to Zurek and her people.
Garit Legarre was Arthons swordmaster and an adventurer of
note. Apparently the Lion of Zurek admitted to his favorite pupil that age was
slowing him and that he was looking to retire. Legarre was made an honorary Knight
Commander of the armies of Zurek over a decade ago but never cared much for titles and
would not have accepted this latest honor if anyone else had asked it of him.
Some of the Lords of Kaleth
dont care for having an inveterate wanderer in a position of power, no matter how
good his reputation may be. The people of Zurek know Garit and love him almost as much as
young Arthon.
The Balance of Power
Reunification changed everything.Argoth (Blacksteel, The Church of
Dain)
Argoth lost its alliance with Evangar
because that alliance was based on their mutual alliance with the Church of
Dain. When
Evangar broke with the Church, Argoth broke off its alliance with Evangar.
Argoth supports the crown
because Claridge has decided to take a stand in favor of stability, even if it means
opposing the Church.
Evangar
(Dissident, Winterborne)
As Morgan hoped his successor
severed Evangars ties to the Church, but he didnt stop there.
By speaking out against the new
King he damaged his effectiveness at court but has earned himself supporters among the
dissidents who want Blacksteel to step down.
Thallarin (Blacksteel, The Druids)
When Blacksteel declared war on Zurek
without consulting Lord Vamadrexus Thallarin lost Vathos as an ally.
The old ties to the Druids are
still there but in many ways the new Duchess is on her own.
Vathos (Arthon, Zurek and the Cabal)
The alliance between Thallarin
and Vathos couldnt survive what Lord Vamadrexus considered a brutal and
unprovoked attack on a defenseless people.
Vathos chose to support Zurek
instead and has ties to Arthon, in part because of the burgeoning relationship between the
young heir and Lady Vamadrexus.
Zurek (Arthon, Vathos and the Cabal)
The loss of the Pantheists as a
faction robs Zurek of an ally but they can still rely on the Cabal and they have gained
the support of Vathos, a powerful combination.
Unfortunately, the recent war
and the loss of Arthon as a figurehead for their Faction has reduced Zureks
Influence considerably. They no longer enjoy the lead that ultimately created the new
Kingdom.
The Cabal (Vathos and
Zurek)
Nothing has really changed for the Cabal,
which makes them unique among the Factions and gives the suspicious reason to wonder how
much Influence the Cabal really has.
The Church of Dain
(Argoth, Dissident)
Reunification broke the Alliance of the
Faithful. Of all of the Factions the Church was the hardest hit by the repercussions of
the Treaty of Zurek but they lacked the Influence to stop it from being signed.
At present, their only ally at
court is Duke Claridge of Argoth who isnt as reliable as he used to be.
The Druids (Blacksteel,
Thallarin)
When the Pantheists faded from the political
scene the Druids lost an ally but they are as committed to Blacksteel and Thallarin as
ever.
Political Power
One of the first things you guys asked me when the war was decided was what happens to the political rules? At the time my response was something like a good question. To be honest, I wasnt really expecting reunification.Argoth: Characters with Mastery of Healing, Mastery of Scholar and/or the Teacher Advantage earn an extra point, Loremasters earn two extra points but Mercenary Captains earn a point less. While Argoth is in the lead all Healing Potions, Elixirs and Scrolls which bear only Healing Spells can be purchased by anyone because of increased access to the resources at Wellspring.
Evangar: Characters with Political Focus earn an extra point of experience for earning Favor with any of the five Dukes (but not with the Highlord). While Evangar is in the lead buying Plot Points for any of the other Dukes or the Highlord costs 25 gold a point (20 for characters with Strong Affiliation to their Faction) but Plot Points may be purchased for Winterborne for 15 gold a point.
Thallarin: Wood Elves and Druid Priests earn an extra point of experience but characters with noble title and/or a Strong Affiliation to one of the other Dukes or the Church of Dain earn a point less.
Vathos: When you bank your gold you only lose a quarter of what you banked instead of the half you would normally lose. Characters with the Merchant Subskill may either invest twice as much as usual or invest the normal amount with no risk. A Vathos lead also impacts the exchange of Bank Notes. Characters with Mercenary Focus earn an extra experience point for improving their Wealth.
Zurek: Pantheist Priests, Pantheist Champions, and Bards earn an extra point of experience a session while Zurek is in the lead. Characters with the Heroic focus earn an extra point of experience for acting in a heroic fashion.
The Cabal: All characters with the Lesser or Greater Gift earn an extra point because of the open exchange of arcane lore (Wizards, Magisters and members of the Cabal earn two extra points). Characters with the Blessed or Chosen Advantage earn one less point (regardless of their faith or allegiance). The cost of casting all Ritual Spells is reduced by 10% because of the availability of the required materials (members of the Cabal save 20%). Anyone can purchase minor magic items and scrolls and freelance magicians can be hired to cast spells for 20% less than their usual rate.
The Church of Dain: Priests of Dain, Crusaders and Lightbringers earn an extra point of experience (Bishops and Saints earn two extra points). Nonhuman characters, Priests of other faiths and Pantheist Champions earn one less point. While the Church of Dain is in the lead no one may purchase minor magic items or scrolls from NPC magicians in between sessions.
The Druids: The only effect is that Druids earn two extra points. While the Druids are in the lead use the rules for the second place Faction unless it is the Church of Dain.
Current Events
What's Going On In The Realm
There was this war and a new King and stuff.
Within a month of the signing of the Treaty of Zurek the
Inquisition was publicly disbanded. The Church of Dain announced that the demise of
the Legion of the Damned has put and end to the need for an active Inquisition. All
of the facilities used by the Inquisition have been closed down and the Inquisitors have
been recalled to Argoth where it is rumored that they will be retrained.
It seems as though the Church is right about the Legion
of the Damned. For years now the Order of the White Rose and heroes such as Captain Gregor
Rhys have been hunting the surviving Legionnaires. One of Blacksteels first acts as
King of Kaleth was commanding High General Winterborne take his newly formed Kaleth Guard
into the field to ensure the extermination of the Legion.
Duke Claridge is not well. The aging Patriarch of Argoth
failed to attend the coronation of Highlord Blacksteel despite his intention to swear
fealty to the new King in person. It is rumored that he is dying and that there is nothing
more that the healers of Wellspring can do. It is also suspected that the recent changes
in the politics of Argoth have a lot to do with the increased influence of Devins
heir over his fading grandfather.
Dana Vamadrexus of Zurek is said to have moved into the
Highlords Palace to allow her to spend more time with Arthon. While Blacksteel was a
rival suitor her relationship with Arthon had to be discrete for political reasons. Since
the coronation they have continued their courtship in public with the Highlords
blessing. It is expected that they will announce an engagement within the year.
The efforts of Vathos to forge new bonds with the Kingdom
of Kellar have been going quite well. Ambassadors from Kellar have been negotiating
treaties and trade agreements with Governor Reese, who has been empowered by the Highlord
to speak for Kaleth in these matters.
There are rumors of a phantom ship raiding
the Vathos coast that Governor Reese has denied but he has also hired mercenaries to
protect his ports and all of the ships traveling to and from Kellar. Tales of a phantom
ship arent new to the area. During the days of the Old Kingdom there was a folktale
about a ship crewed by the unquiet dead has been haunting Vathos for generations. If the
legends speak truly and this is the same ship it isnt certain why it has chosen this
time to return after so long an absence.
Word is the vineyards of Evangar have had an excellent
year and the people of Kellar have gone wild for Evangar wine. There are a few merchants
who have already grown quite wealthy off of this fortuitous synchronicity of events.
A Dwarven hero has returned from his quest to find one of
the lost dwarven hoards and has been spending gold in heroic amounts, cutting an economic
swath through the Kingdom. It seems safe to assume that he was successful. He has been
throwing around so much money that his riches are actually causing trouble for the bank of
Vathos.
EPILOGUE
The Final Tally For Session Six
There was no Experience given out for the Special Session
(it wouldnt have been fair to those of you who werent there) so there was no
Players Choice Award.
No one really has a clear picture of where the influence
is in this new environment so Im not going to list the leaders and we arent
going to use the Political Power rules during Session Seven but they will be in effect for
Session Eight.
A Work In Progress
Additions, Revisions and Updates to
the Core Rules
CLARIFICATION: Counterblow and
Flurry
These Advantages may only be used a number
of times equal to their level each battle (a character with Flurry 2 can only use Flurry
twice per battle). I will make sure that this is cleared up with clearer descriptions and
examples.
Remember that you can Flurry
after a successful Counterblow, which in my opinion is one of the most dangerous
combinations in the game.
Clarification: Rogue Mage
A magician with the Rogue Mage Limitation
cannot benefit from the Teacher Advantage. This includes Mentors, which are NPCs with the
Teacher Advantage.
The descriptions of the Rogue
Mage and Mentor Advantage will be changed to reflect this fact.
Revision: Mercenary Captain
In the wake of Reunification, Mercenary
Units arent as valuable a political tool as they once were.
A contract for a standard Mercenary Unit is worth 1 Plot Point to
any Faction (it used to be worth 2 pts to the Dukes because of the role Mercenaries played
in the struggle for reunification). A contract for an elite Mercenary Unit is worth 2 Plot
Points to any Faction.
From now on there will be more
contracts available for nonpolitical purposes than in previous sessions to make sure your
units are still a useful resource.
Revision: Two Weapon Style
I have added whip as an alternative to
dagger as the second weapon in a two-weapon combination. Whips arent very effective
but your character will look awesome.
When
you are using the Two Weapon Style Subskill to fight with two weapons you cant use
the Mastery Advantage with either weapon unless you have Mastered both and have also
Mastered Two Weapon Style.
I realize that this is very
expensive but anything that allows you multiple attacks is very powerful so it is still
well worth the investment and if you are also willing to invest in Ambidexterity
(described later in this issue) your character can become extremely effective with this
combination of weapons and advantages.
WHAT IS THE LAW?
New Subskills, Advantages and Disadvantages
Ambidexterity
5, 10
or 15 pts
Advantage
This Advantage makes fighting with two weapons more
effective by allowing your character to ignore some or all of the usual penalties for
fighting with Two-Weapon Style.
For 5 pts your character will be able to resolve Attack
Tests with the secondary weapon normally. For at total of 10 pts he will also be able to
inflict full damage with his primary weapon and for a total of 15 pts he will also be able
to inflict full damage with his secondary weapon.
Cleave
10
pts / lvl
Weapon Master Advantage
Restricted: Battle-Axe, Greatsword, Thret and Waraxe
When you make a Cleaving attack your character will
attack at the end of the round, regardless of his speed.
If the attack hits and inflicts 2 or more points of
damage your opponent takes 2 wounds. If you are also a Grandmaster of the weapon you are
using and your attack scores 3 or more points of damage your opponent takes 3 wounds.
The only Weapon Master
Advantages that can be used in combination with Cleave are Charge and Crushing Blow. You
cant Cleave two rounds in a row unless you have a second level of this Advantage in
which case your character can Cleave every round if he wants to.
Mercenary Commander
10 pts / lvl
Warrior Advantage
Prerequisites: Mercenary Captain,
Famous, Master Tactician, Veteran
A Mercenary Commander leads more than one Mercenary Unit. For every level he leads an additional unit which will raise the value of his contract by 1 Plot Point (a character with Mercenary Commander 2 commands 3 units with a total value of 4 Plot Points). These units must fight together so a contract with the Commander must involve all of the units in his Command. All of the units are considered elite but maintenance costs are 10 gold a session for the first unit and 5 gold for each additional unit (2 units cost 15 gold, 3 units cost 20 gold and 4 units cost 25 gold).
The Art of War
In the wake of the Thallarin/Zurek engagement it has become obvious that warfare will play a part in our campaign. At present I have no mechanism for allowing the players to play a part in these battles but with several Mercenary Captains in the game it seems like there should be some way for them to participate in the wargames.Unit Types and Sizes
A basic Mercenary Unit is a
Light Infantry Unit of roughly 75 trained fighters. The following table shows the four
most common types of units and how many warriors each type of unit is expected to contain.
For game purposes unit type is
determined by armor. Light Infantry and Light Cavalry units are those that only have 1 pt
of armor. Heavy units are those that have 2 pts of armor. Unarmored units are considered
Light Units and those few with 3 pts of armor are considered Heavy Units.
Light Infantry | average 75 | small 50 | large 100 |
Heavy Infantry | average 60 | small 40 | large 80 |
Light Cavalry | average 40 | small 30 | large 50 |
Heavy Cavalry | average 20 | small 15 | large 25 |
Resolving Large Scale Battles
Military engagements are
resolved the same way we resolve conflicts between characters. Each unit in the engagement
is treated as though it were a character.
The
default Light Infantry Unit has a Wound Capacity of 3, Average Speed, 1 pt of armor and a
weapon with which they may attack once a round for 3 pts of damage.
Approach Phase: The Approach Phase is just as important in military engagements as it is man to man combat, if not more so. Special units such as cavalry and archers and units with scouts have special abilities that allow them to exploit the Approach Phase.
Attack Tests: Military Units can only be led by characters with the Tactician Subskill of Warrior. When a unit attacks its leader uses his Warrior Skill Rank to resolve the Attack Test. An Uncontested Failure can be retested if the leader is a Master Tactician.
Defense: The rules for Default Defense, Encumbrance, Parries and Shield Blocks are ignored. When a units Attack Test scores a Contested result the Skill Ranks of the leaders are compared to determine if the attack is successful
Speed: The speed of a unit is determined by what type of unit it is. Armor slows a unit down (Light Infantry units are Average, Heavy Infantry units are Slow). Cavalry units are more agile and responsive in battle so are one step faster than their Infantry counterparts (Light Calvary units are Fast, Heavy Cavalry units are Average).Healing: Most of the time a unit will heal between sessions so if it is wounded during a Between Time engagement following Session Five it would be at full strength for another engagement following Session Six. There is a Healing Archmagic that will heal an entire army during battle, a rare and wonderful thing.
Defeat and Death: A unit that takes wounds that equal or exceed its Wound Capacity is defeated. A defeated unit cannot be used during the following session because the wounded are resting and you are still recruiting new fighters to replace the fallen. From time to time your unit may engage an enemy willing to Killing Combat, which is effectively a fight to the death that can kill your unit.
Building a Better Unit
When your character becomes a Mercenary
Captain he is assumed to command a basic Light Infantry unit. An Elite Unit is
distinguished by buying special advantages with unit points. An Elite Unit
gets a number of unit points equal to the leaders Warrior Skill Rank.
If your character has a Warrior Skill Rank of 6 or better he can
buy additional unit points with character points at a cost of 2 character points per unit
point. The maximum number of additional unit points you can buy is equal to the his
Warrior Skill rank minus 5 (a Captain with Warrior 7 could buy 2 more unit points for 4
character points).
Normally, a standard Mercenary Unit doesnt get any
unit points but they can take disadvantages or the Captain can spend character points to
buy some (as long as he has the prerequisite Warrior Skill Rank of 6 or better).
The unit advantages are as follows;
Cavalry (3 pts) - A Cavalry Unit is one step faster than the Speed dictated by its armor. A cavalry unit can Charge into combat, allowing it to make a close combat attack in the Approach Phase. A Cavalry unit with Scouts has the equivalent of the Outrider Advantage, which will allow the unit an additional Approach Phase unless the enemy also has Outriders. Cavalry units cost more 5 gold a session to maintain than Infantry units.
Heavy Armor (2pts) - This advantage gives a unit 2 pts of armor but reduces the units Speed to Slow which can be a serious disadvantage in and of itself.
Heavy Weapons (2 pts) - Units with this advantage use large weapons such as battleaxes, spears, polearms or pikes that do 4 pts of damage. You cant give a cavalry unit heavy weapons but you can use this advantage to give them lances, which will give the unit a damage value of 5 any time they are able to Charge into battle (they will still do 3 pts of damage on subsequent rounds).
Large Unit (1 pt) - A unit with this advantage is larger than normal, which gives it an extra point of Wound Capacity (this is cumulative with bonuses from the Tough and Veteran advantages, if any). A large unit costs an extra 5 gold to maintain each session (a large elite cavalry unit costs 20 gold a session to maintain).
Loyal (2 pts) - Most units will abandon you if you fail to pay them for several sessions in a row. A loyal unit will never abandon its leader. They wont fight when their maintenance cost isnt paid but they will never disband, no matter how long it has been since their last payday.
Retainer (up to 10 pts) - A unit with this advantage has an ongoing contract that you can use any time you dont have a better assignment for your unit. The value of the contract is 3 gold for every 2 unit points spent on the retainer (with a maximum value of 15 gold a session). If your character is a Commander with two or more units this contract is for all of the units in his command but it is worth 2 gold pieces for every unit point spent (for a maximum of 20 gold).
Scouts (3 pts) - A unit with scouts can prepare and spot ambushes for all of the units in your command. If your unit had time to prepare and was in a position to set up an ambush there isnt an Approach Phase and during the first round of combat your opponent doesnt get an attack unless one of your enemys units also has Scouts and the enemy leaders Warrior Skill Rank is higher than yours. In this case there still isnt an Approach Phase but the first round is resolved normally (the enemy spots the ambush before your men are able to spring the trap).
Spartan (up to 5 pts) - For every unit point spent on this advantage the cost to maintain the unit is reduced by 1 gold a session. You cant reduce your maintenance costs by more than 5 gold but if you command more than one unit you can buy this advantage for each of them. It is possible to reduce the maintenance cost of a standard Mercenary Unit to 0, but you would need to come up with 5 unit pts to do it.
Support Weapons (2 pts) - A unit with this advantage can make an attack during the Approach Phase with a support weapon chosen from the following list; bow, crossbow or throwing spear. Regardless of which weapon you choose the support weapon does 1 pt of damage.
Tough (2 pts) - The unit has an extra point of Wound Capacity, giving it a Wound Capacity of 4. If the unit also has the Large advantage it has a total Wound Capacity of 5.
Trusted Lieutenant - Normally, using the Mercenary Captain (or Commander) Advantage requires a Between Time commitment. Units with a Trusted Lieutenant can be sent out on their own, which frees up your character to do other things. The Warrior Skill Rank of the lieutenant is equal to the number of unit points assigned to this advantage (it has to be at least 3 but it cannot exceed the Warrior Skill Rank of the units leader).
Veteran (3 pts) - This advantage may only be taken for Elite Units. A Veteran unit has an extra point of Wound Capacity. They also have a reputation that can get them better contracts. A Veteran unit with the Retainer advantage gets 5 gold for every 2 unit points (which gives you a maximum contract worth 25 gold). If your character is a Mercenary Commander and all of the units in your command are Veterans your Retainer is worth 3 gold per point (with a maximum value of 30 gold).
It is possible to buy Advantages that arent on this
list for your unit but they will cost you unit points and character points. These
Advantages will usually come from the weapon Master Advantages list. A 5 pt Advantage
costs 2 unit points and 1 character point, a 10 pt
Advantage costs 4 unit points and 3 character points and
a 15 pt Advantage costs 6 unit points and 6 character points.
You can earn extra unit points by taking one or more
disadvantages from the following list.
These disadvantages are the easiest way for a Mercenary Captain who isnt a Veteran to create an exceptional unit.
Light Weapons (1 pt) - This unit carries ? This is often taken by units with Support Weapons Advantage (archers often have little more than daggers as ?).
Mercenary (1 pt) - A unit with the Mercenary Disadvantage has very little loyalty to its Captain or Commander and will abandon him unless they are paid every session. For obvious reasons this Disadvantage cannot be taken for units with the Loyalty Advantage.
Small Unit (2 pts) - Some units are smaller than others of the same kind, which will reduce their Wound Capacity by a point. Small Units can be Tough, which will ? The only reason to make this tradeoff is for effect (in a lot of ways a small, tough unit is cooler).
Unarmored (1 pt) - Units with the Toughness Advantage can go into battle without armor. This will make them vulnerable but it will make them Fast. Archers, Scouts and some Barbarian units go into battle unarmored but this Disadvantage us rare.
Marcus is a Mercenary Commander with two units and a
Warrior Skill Rank of 6. He gets 14 unit points to spend on his units and can buy two more
points for a point each.
He decides that one of his units will be heavy
infantry and the other an archery unit that can do scouting and support. Marcus assigns
the Heavy Armor, Heavy Weapons and Large Unit advantages to the first unit, a combination
that costs him 5 pts. He assigns the Scouts and Support Weapons advantages to the second
unit, which costs him 4 more points. He looks over the disadvantages and decides that the
archery unit has Light Weapons, Small Unit and Unarmored, which gives him 4 more points to
spend.
Marcus is an adventurer and needs his Between Time so
he decides to buy a Trusted Lieutenant to lead them in his absence. He has 9 pts so he
gives the Lieutenant a Warrior Skill Rank of 6, the best he is allowed. With 3 pts unspent
Marcus takes another pass through the advantages and decides that his heavy infantry unit
is Loyal.
Commander Marcus will have to cough up a total
maintenance cost of 25 gold a session (2 elite units at 10 gold each plus 5 gold for a
large unit) but in return for the expense he has the following forces at his disposal;
Stormshound Dragoons - Speed: Slow, 2 pts of Armor, Wound Capacity 4, Polearms (Damage 4) Loyal
Stormshound Archers - Speed: Fast, Wound Capacity 2, Bows (Damage 1), Daggers (Damage 2) - Scouts
The Grand Grimore
New Spells and Adept Advantages
This section was a lot longer but I had to cut some stuff because the newsletter was more than 20 pages long.Wizards
Having half a dozen of you ask about Wizards in the space of a week seems to suggest you would like a look at the rules necessary to play one. Since I promised to give you whatever material you asked for I sat myself down and churned this stuff out. I hope you like it.
Wizard
10
pts
Prerequisite: Magicians with the Greater Gift who have
Mastered at least 3 Magic Skills
To qualify for this Advantage a magician needs to be the
Master of at least three Magic Skills.
A Wizard gains access to the Restricted schools of
Chronomancy, Metamagic and Translocation. Wizards who are Grandmasters of one or more
Magic Skills may also learn the Archmagics for those schools. Archmagics are unusually
powerful spells that cost 10 points apiece.
NOTE: I intend to introduce the first of the Archmagics
after I have given you the spells for all three Restricted Schools so expect some of these
spells in Chronicle 8.
There are several special Advantages that are restricted
to Wizard characters that give them additional abilities. These Advantages include
Apprentice, Familiar, Immunity, Manna and Sanctum.
Apprentice
5 pts
Adept Advantage / Wizards and Magisters Only
Prerequisites: the Teacher Advantage and the Thaumaturgy Subskill of Scholar
Wizards are expected to pass along what they have learned
and most are comfortable assuming the role of Mentor at least once in their career. Some
find the experience so rewarding that they become Mentor to a succession of gifted pupils.
The Apprentice Advantage is the flip side of the Mentor
Advantage. A Wizard with an Apprentice can spend his Between Time teaching his non player
character student, for which he receives 2 pts of experience.
By the time a Wizard has spent 5 Sessions in this way the
apprentice is ready to strike out on his own and the Advantage is lost but it can be
purchased again.
If you want to play out the Apprentice/Mentor
relationship between two player characters dont bother taking this Advantage. The
Wizard should take the Teacher Advantage and his PC apprentice should be Indentured or
Obligated to him. Both characters gain a point of experience if they spend their Between
Time together.
Familiar
5,
10 or 15 pts
Adept Advantage / Wizards Only
Wizards are able to form a special bond with certain
creatures that allows them to use the creature as a conduit for the magical energies they
manipulate to cast spells.
If the Wizard fails to cast a spell and would normally
take a wound from the default Backfire his Familiar will channel away the excess energy,
diffusing the Backfire. Having a Familiar is like having a permanent Backfire Ward but the
Familiar wont be able to diffuse special Backfires specified by many of the more
powerful spells.
5 pt Familiars are small creatures such as cats, ravens,
ferrets or black squirrels that have a Defense of 3, a Wound Capacity of 1 and are useless
in combat.
10 pt Familiars are larger creatures which have the same
abilities as 5 pt Animal Companions (see the Outdoorsman Advantage of the same name for
details). 15 pt Familiars have the same abilities as 10 pt Animal Companions.
All Familiars have the ability to make themselves
Invisible, which has the same effects as the Illusionist spell of the same name but it
doesnt have to be maintained so it has an unlimited duration and wont limit
the Familiars actions. When a Wizard with a Familiar comes to the Inn he will
usually insist that the creature keep itself hidden.
If you really feel your character should have a Familiar
that other characters can see and interact with you should use a puppet of some kind. Live
animals cant be taught our ground rules so they arent welcome at our events
(unless of course you have a talking dog or something but if you do you have better things
to do than play our game).
Immunity
5,
10 or 15 pts
Adept Advantage / Wizards Only
A Wizard can buy this Advantage to make himself Immune to
one of the spells he knows. Immunity to a 2 pt spell costs 5 pts, Immunity to a 4 pt spell
costs 10 pts, and Immunity to a 6 pt spell costs 15 pts.
There are some restrictions on this Immunity. First off,
it only works against spells cast by magicians (a Wizards Immunity Advantage
wont do him any good against a miracle cast by a priest, even if the miracle is a
spell of the same name as the magician spell his is Immune).
Second, the Immunity is only as strong as the Wizards
Skill Rank with the Magic Skill he would use to a cast the spell in question. A magician
with a higher Skill Rank will be able to overcome the Immunity.
Manna
5 pts
/ lvl
Adept Advantage / Wizards Only
A Wizards Manna points can be used in place of
Wound Capacity when casting Strenuous spells or Major Magic. Manna Points are only
recovered between sessions (the character starts each session with all of his Manna
points).
A Wizard is limited to a number of Manna points equal to
the number of Magic Skills he has Mastered and/or Grandmastered (a character who is a
Master Alchemist, Grandmaster Enchanter, Master Incanter and a Master Metamagician can
have up to 4 Manna points).
Sanctum
5
pts
Adept Advantage / Wizards and Magisters Only
Prerequisite: a Wealth of 20 or better and the Thaumaturgy Subskill of Scholar
By the time a most magicians becomes a Wizard they will
have reached a plateau where adventuring wont do them as much good as time spent
lost in study, perusing ancient tomes for fragments of forgotten lore.
When a Wizard establishes a Sanctum his Wealth is reduced
by 10 pts. The materials a Wizard needs to further his studies are very expensive. He also
acquires the Slow Learner Disadvantage and receives no points for it. If he already a Slow
Learner he earns 2 less points a session instead of the usual 1 pt penalty.
The advantage to having a Sanctum is that it allows a
Wizard character who isnt played to earn 5 experience points for the session. In
addition, if you Judge or play a GM character you can assign your special award to your
Wizard, giving him a total of 10 pts for sitting out.
Metamagic
This is the second of the three schools of magic which
are restricted to mages with the Wizard Advantage. The first, Translocation, was described
in Chronicle Four and the last, Chronomancy, will be described next month.
Metamagic deals with spells that manipulate magic itself.
Some of these spells make Wizards what they are. Wizards with Metamagic are the only
characters in the game who have the ability to Disenchant, to Memorize their spells or to
cast Counterspells to foul the spells of others.
Counterspell
I
2 pts / Difficulty (special)
Any time the mage sees another magician successfully cast a 2 pt spell (on himself or another) he may abort his next action to cast a Counterspell (aborting an action works the same way it does for aborting to a Dodge). The Difficulty of the Counterspell is the same as the Difficulty of the spell the mage is trying to counter.
Counterspell
II
4 pts / Difficulty (special)
Prerequisite: Counterspell I
An advanced Counterspell which affects 4 pt spells.
Counterspell
III
6 pts / Difficulty (special)
Prerequisite: Counterspell II
Restricted: Magisters and Specialists Only
An advanced Counterspell which affects 6 pt spells.
Disenchant
6 pts / Difficulty 8
Strenuous
Knowledge of Metamagic can be used to unravel
enchantments. Once a Wizard learns how to pull on the threads of magic it is
much easier to to undo a spell than a novice would expect. The danger is pulling on the
wrong thread which causes the power invested in the enchantment to feed
back on the Wizard, causing a Backfire that will rob him of his spellcasting ability
for the rest of the session.
Disenchant can be cast as Ritual Magic in between
sessions as a safeguard against the debilitating effect of the spells Backfire.
Backfire Wards are also an effective preventative. Few mages will Disenchant without one.
Disenchant can be used to destroy just about any
enchantment in the game, including those on magical items and those that animate magically
created beings such as zombies and golems. If used in combat Disenchant has a Difficulty
of (+ 6). You cant use Disenchant to destroy magic weapons in combat but you can
destroy the enchantments on magic armor and shields.
Drain Orb
4 pts / Difficulty 6
Prerequisite: Tap Orb
Cannot be learned by Cabalists
Ritual Magic: cast during Setup / Major Magic
This spell is used to drain an Orb of Power of all of the
magical energy it contains, all at once. The Orb is destroyed but the mage gains more
experience points than he would by Tapping it. These points can only be used to buy magic
skills, spells or adept advantages.
The first time this spell is used the mage gains 10
experience points. Each time after the first the mage earns 2 pts less (8 pts for the
second Orb, 6 pts the third and so on). Once a mage has Drained an Orb he no longer gains
anything from Tapping them which means he is limiting himself to Draining 5 Orbs for a
total of 30 pts.
Cabalists cannot learn this spell because they are
dedicated to finding and preserving relics of this kind and are ethically opposed to
destroying them.
Memorize I
2 pts / Difficulty (special)
Ritual Magic: cast during Setup
This Ritual allows a mage to store one or
more 2 pt spells during Setup for use at any time during the session. The Difficulty of
storing a spell is equal to the Difficulty of the spell in question but like most Ritual
Magic no Casting Test is required - if your characters Metamagic Skill Rank is equal
to or greater than the Difficulty of the spell it is automatically stored successfully.
Stored spells can be cast in any Phase and no Casting
Test is required to cast them (but they still take an action to cast). When a stored spell
is used it is no longer stored but you can store the same spell more than once and having
a spell stored has no effect on casting it normally.
Mages with this spell have a Metamagic Ritual limit just
like Alchemists and Enchanters. They can store a number of points worth of spells equal to
their Metamagic Skill Rank (a character with a Metamagic Skill Rank of 6 can store three 2
pt spells). All three Memorize spells count against the same Ritual limit (a character
with a Metamagic Skill Rank of 6, Memorize I and Memorize II could store three 2 pt spells
or a 2 pt spell and a 4 pt spell).
Memorize II
4 pts / Difficulty (special)
Prerequisite: Memorize I / Ritual Magic: cast during
Setup
The second of the Memorization spells allows the mage to store 4 pt spells.
Memorize III
6 pts / Difficulty (special)
Memorize II / Ritual Magic: cast during
Setup
Restricted: Magisters and Specialists Only
The third and final Memorization spell allows the mage to store 6 pt spells.
Redirect I
2 pts / Difficulty (special)
Prerequisite: Counterspell I / Strenuous
Any time a Metamagician sees another magician
successfully cast a 2 pt spell (on himself or another) he may abort his next action to
cast Redirect.
The Difficulty of the Redirection attempt is 2 points
higher than the Difficulty of the spell the mage is trying to Redirect. If the Redirection
is successful the Metamagician may choose another target for the spell, even if the
distance from the original caster to the new target would violate the range restrictions
of the redirected spell.
For example an Elemental Armor spell could be Redirected
to protect one of the Wizards companions, even though Elemental Armor is a
caster only spell that cant normally limited to affecting the caster.
Redirect II
4 pts / Difficulty (special)
Prerequisites: Counterspell II, Redirect I / Strenuous
An advanced Redirection that affects 4 pt spells.
Redirect III
6 pts / Difficulty (special)
Prerequisites: Counterspell III, Redirect II /
Restricted: Magisters and Specialists Only / Strenuous
An advanced Redirection that affects 6 pt spells.
Tap Orb
2 pts / Difficulty 3
Ritual Magic: Requires Between Time to cast
Major
Magic (causes the temporary loss of a point of Wound Capacity)
The Orbs of Power are artifacts so ancient that no
legends remain which would give some insight to who created them, or why. It is known to
those who study such things that similar devices were constructed by the Magister Kings of
U? to store the energies they drew from other dimensions but the Orbs are more efficient
and are capable of gathering magical power on their own.
Tapping one or more Orbs is a time consuming process that
requires the magicians Between Time. The mage gets a number of experience points
equal to the number of Orbs in his possession when the spell is cast (if he has 3 Orbs he
gets 3 points). These points can only be used to buy magic skills, spells or advantages
restricted to magicians.
An Orb of Power is a self renewing power source and will
never run out of magical energy unless the Drain Orb spell is used to draw power out of it
at a rate that consumes the Orb.
Onward and Upward
Session Seven will be held on September 27th at Kurt Turan and Vicki Hunter Martins house. Dawn tells me that we are all set for Judges but we may need a couple of GM characters. As usual, we are looking for new players, one of whom will likely play Gaelen.Help Wanted: Costumer
On several occasions I have ended up putting
new players into costumes. I dont mind doing it but it seems like having a resource
as a group for this kind of thing would be a good idea, especially if we continue to
recruit players who may not have access to fantasy garb.
I have a trunk full of costume pieces I would be willing to
contribute. We need someone to look after this stuff, collect more and bring it to games.
If we had a decent collection
of basic costume pieces we could tell newcomers not to sweat a costume and hook them up
onsite.
Assuming we are able to find
someone willing to keep a costume trunk and haul it back and forth they will
need help filling out the motley selection of scraps that have gathered in my attic over
the years.
Help Wanted: Armorer
Players who dont have garb are
unlikely to have a weapon to go with it so we will also need someone to gather a selection
of weapons we can loan the curious. I seem to recall a couple of places we could acquire
simple blades very inexpensively. It might be a good idea to get a few wooden weapons as
well. These weapons could be made available to anyone who needs them.
The armorer should also keep a
list of players with weapons in their personal collection that they are willing to loan
out. .
Our armorer will need to know how
to take care of weapons properly . If you have never oiled a blade this probably
isnt the job for you. .
SET IN STONE: A SOLEMN OATH
The rules have been in a state of protean evolution for about a year now. Im just guessing here but you folks might be ready for some stability. Fortunately, Im very pleased with the current incarnation of the rules and Im just about ready to call it a night. At the end of the current 4 game cycle I will stop making changes and will restrict my tinkering to expansions and source material. If I feel any changes need to be made to existing rules they will be made in March, between the November/February Cycle and the April/July Cycle.