© 1994 by Scott Gray and Sharon Tripp. These pages may not be reproduced for profit. They may be copied, provided they are not altered and the authors' names remain attached.
Previous section | Next section | ContentsThere will be instances when a GM must introduce an element of chance. If the game has death visions (detailed on p. 154), the GM may have to randomly choose a healer to receive the vision. The GM will have to determine the probability of untreated wounds becoming infected. (S)he will have to determine whether or not magical rituals succeeded.
The GM may always declare an outcome regardless of die rolls, especially if particular circumstances dictate an effect on probability (one of the characters involved has the bad luck disadvantage, one of the Shan Waj gods of luck has been enslaved, etc). However, often such things will be determined randomly.
Percentile dice are used to generate a random number between one and one hundred. Choose two physically distinct ten sided dice. Declare one die the "tens" die, and the other die the "ones" die. The number rolled on the "tens" die gives the first number of the percentage, and the "ones" die gives the second half. The two numbers are put together, rather than added, to give the percentage.
Example: Alexandra rolls percentile dice. The "tens" die reads five and the "ones" die reads seven; the roll is 57.
If the first die reads "0", only read the second number. If both dice read "0" the number rolled is 100, not zero.
Percentile dice are sometimes used to generate a number on a table, as in the ritual magic flaw chart (p. 184). Sometimes they are rolled in order to determine whether a particular event, with a set probability, occurs. If there is an 80% chance of something occurring, and the GM rolls a 57, the event occurs; if an 81 or higher number is rolled, the event doesn't occur.
As GM, there will be many items to keep track of during the course of a game -- bank notes, counterfeit bank notes, teapots, etc.
In order to keep track of what is and is not ingame, the GM is advised to give each item a number. The number will be written on the phys rep at some place, on any tags for the item and, if the GM wishes to keep more careful track of the items, in a log book (any counterfeit banknotes should be kept track of by the GM, for example). Generally, the only items which the GM needs to keep special track of for his/her own information are those things which are not as they seem -- magical items, forgeries, items which are only identifiable by those with special knowledge such as botany, etc.
In some rare instances, the GM may have to give two items the same number. If, for example, a painting (or other specific item) is forged ingame, it would be a shame for the owners of the item to recognize that the item number on their card isn't the same one it used to be. In such cases, the GM may have to be sneaky and put a non-obvious distinguishing mark on the tag and keep track of the mark in his/her log book.
When creating or approving new skills, it is important to keep game balance in mind. Even if the game is only being run with a small group of people, if one person gets a magical power, combat maneuver or other skill that greatly unbalances the game, then no one is going to have any fun.
When a player with research ability is trying to craft a new spell, formula, medical technique or other skill, (s)he should tell the GM what his/her character's first assumptions are in starting the research. If the character begins the research with little or no information, the GM should make the research cost more skill points, or have limited results. The more complete and accurate the character's starting information, the simpler and more productive the research will be. If the character begins his/her research with false or misleading premises, the GM may require the expenditure of skill points but give an incomplete or incorrect formula.
If a character is researching to create something that is significantly more potent than anything which currently exists, then the research time should be increased further. Research is not guaranteed to be successful. Failed research should still expend skill points (although only a fraction of the amount that would be spent to successfully craft the skill) to discourage researching of too-powerful things.
The GM should feel free to let discoveries come from research that are unrelated to the original aims of the research. In most such cases the facts and/or formulas discovered should be less valuable than the number of points paid in research for what was sought.
Example: Helena decides she wants to craft a novel new alchemical substance. She wishes to make a gas which can chemically bond to any sort of ingested poison, so that an ingested poison may be delivered by a kind of smoke bomb. The GM asks Laurie (who plays Helena) where Helena would start looking first. If Laurie cites to the GM an example of an alchemical ingredient that Helena knows can bond with others and be used in a gas poison (such as the musk of a skunk), then the GM will likely let the research proceed quickly. If Helena has little idea where to begin, the research will take longer (cost more skill points). If Helena takes a widely different path -- perhaps seeking types of fungus and mold that attach to other organic compounds -- she might get an entirely different set of information than she was looking for, and start down the path to discovering penicillin.Of course, Alex, the GM, may decide that she doesn't want any gas poisons in the campaign, or that there is little reason for the concept of gas poisons to exist in this part of the game world at this time. She might disallow the research, or have it come up empty after several skill points have been spent.
In addition to creating new skills within the existent framework, the GM might wish to design whole new areas of skills. A cyberpunk campaign would probably have a set of skills for the creation of cybernetics (as well as a bioengineering ability required in order to learn skills for the building of cybernetics). A high fantasy setting might have an elemental school of magic in addition to or in place of some of the schools detailed within this manual.
When creating new classes of skills, it is important to make sure that the new skills are not unbalancing. This might be done by having the point cost for the skill(s) be high, the equipment needed to use the skill be expensive or rare (such as parts for cybernetics) or ingame strictures which preclude constant or open use of the skill (such as the illegality of counterfeiting money, or a weapons check done at the gates of the military compound, etc.).
For the creation of an elemental school of magic, for example, the GM would need to determine the casting requirement. Perhaps the spells would be represented by throwing bean bags at the target of the spell, the spell taking effect only if it hits its target, as is done is several other live action games. Or it might be represented by using magic tricks appropriate to the spell (flash paper for fire spells, some sort of sparkling confetti for air, etc.), and only usable in non-combat situations.
Whatever is chosen as the requirement when designing magical skills will greatly affect the tone they have within the game. If elemental spells are useable in combat, there will likely be mages tossing off fireballs to annihilate their enemies. To balance out this power in a high fantasy setting where magery is legal, a spell of that magnitude might have a tremendous drain upon the caster; perhaps costing a large number of temporary health points, one or two permanent health points or the inability to move from that spot, even to defend him/herself, for several minutes. Or perhaps the cost would be in components which must be gathered ingame in order to cast the spell.
If none of the elemental spells have combat applications, the tone of the elementalists would be quite different; perhaps able to cause great destruction in non-combat situations with spells such as cause earthquake, but having only partial control of the forces (the summoned earthquake causing damage indiscriminately within a certain area).
Sometimes, the normal classification of skills doesn't fit a particular GM's or character's need. In such instances, the GM may choose to come up with a new way of classifying certain skills. For example, a GM may wish to allow a "research (thief)" ability. The skills which this would cover might include such disparate things as lockpick improvising, hide, breakfall, minor trap mechanisms, certain alchemical mixtures, conceal item, detect forgeries and others from various groupings of skills.
Sometimes a GM will want a skill to exist in his/her campaign, but not the prerequisite skill. In such cases, the prerequisite should be kept as a purely theoretical skill which doesn't actually work, but is necessary theory for learning the other skill. The prerequisite skill should be renamed in order to prevent confusion.
For example, a GM might not want any spells which affect a character's feelings, only ones which affect a character's actions. The GM might get rid of the charm power, and rename the skill mind control theory; this skill would still be the base for puppetmaster or pacify, but have no direct ingame use itself.
Here are some general tips for GMs.
Running a comic campaign is more difficult than running a serious campaign. Unless handled carefully, certain comic elements can grow stale very quickly. In addition, a world designed to be comic will make it difficult for any portion of the game to be serious/dramatic; though a realistic world allows for comic elements and characters.
If the world is meant to be comic, or comic elements are designed as part of the world, GMs are still strongly encouraged to keep the jokes "in game". Out of game jokes or anachronisms can snap people out of character.
If the world is meant to be serious, this does not mean that a given character can't have a sense of humor, or be an object of ridicule. However, the humor should be ingame. If it is out of game humor then, just as with a silly world, it jars other players from being able to keep in game.
Characters sometimes receive ingame rewards for their achievements. However, there is some danger to the game if such rewards come too easily, too frequently or in too great a quantity. If players are given hoards of treasure, political power, or experience points, they will quickly tire of it. Such games often degenerate, with each event trying to one-up the previous in terms of what cool items the players find or what is at stake (save the town, save the country, save the world, etc.).
If the game consists of more than the steady accumulation of power and status, and includes dramatic choices and elements of serious danger for the characters, it will be easier to keep the players' interest. To keep the players' interest, concentrating on storylines and characters is more effective than concentrating on advancement or reward. Perhaps the characters are working to ensure the safety of a needed food caravan, or foreign characters must decide how to approach an offer of treaty from Eshalkian, or a legal case might surround a local character who used magic in such a manner as to save the life of a child, etc.
Part of the fun of roleplaying is developing a character. Most people recognize that more drama, and more character, comes out in times of stress or in "ordinary" circumstances than in times of plenty. The level of character development will be enhanced still further if the stress comes from ingame moral or personality differences, rather than simply from combat encounters.
If a player is unhappy because of an occurrence wherein the rules were applied fairly, tough. Don't change the rules to benefit a single player, or every other player will want (with justification) the rules to be bent for them as well. Besides, if the rules are bent to make one player happy, chances are several others will be made unhappy. (A group of fleshshapers and mages work extremely hard to gain their victim's trust, the player whines because his character was killed, and the other players lose all that work in set up and can never trick that player again.)
Follow what the players do, and let the world react to it naturally. Don't "undo" what they've done.
Encourage plots to come from the players. Part of a GM's job is to create circumstances which will encourage interaction between existing characters. If one character has an enemy, make that enemy a benefactor of another character -- who will ask favors of the beneficiary.
The GM's job is to help the players to find things to do, not to control what they do. If the players are keeping themselves busy and happy, that job is easier -- don't interfere.
One problem that arises in a live action game, because of the limited area of play, is that some of the action will invariably occur between events, or off of the site where the game is taking place.
If one PC kidnaps another, it may well make sense to hide the victim away from town, in a secret mountain base. The GM will be called upon to make a fair judgement on the likelihood of the lair being discovered away from the town. It would be unfair to the kidnapped player if there is no probability of being rescued off-screen, but unfair to the kidnappers if they are not allowed to leave the game-play area.
The GM should be certain that all players are aware of the innate risk in taking anything off-screen. The GM is free to make arbitrary decisions about what goes on off-screen, that the PCs must live by.
Some GMs may write special modules to allow players to travel to the off-screen locales. Some GMs may want to use a pen and paper game system to handle off-screen or between-event occurrences.
If a rules question or problem is caught at the time it occurs, it might be dealt with in one of three ways. The concerned players might work out something amongst themselves. The nearest referee might be called on for a clarification. Or the GM might be called on to make the decision. Referees usually only have the authority to make rulings when the event occurs; if the problem is discovered later, it is up to the GM or the players themselves to sort things out.
Sometimes the rules are not applied correctly, or players find loopholes in the rules that allow them to do things that should be impossible. This can cause problems which adversely affect one or more characters, or gameplay in general. If so, it is up to the GM to straighten things out, so that players are not punished or rewarded because of rules confusions.
Example: Samantha's character Treina used her breakfall skill. Then, in combat, Samantha forgot and used her dodge again without having had a chance to rest yet; dodging Wynn's blow which would have otherwise taken Treina out. If the GM decides to let the combat stand as it happened, this is unfair to Jessica (the player of Wynn). If the GM decides to "rewrite" history, it becomes an annoying out of game intrusion for other players whose characters knew of the incident.Perhaps the best thing to do in this instance is to design, with all the players involved, a reasonable explanation for how Treina could fall into Wynn's custody again after the fact of the battle and between events. By this means nobody needs to rewrite history, but a "win" which was earned is not simply forgotten.
Below is a second example. One possible solution is given after.
Situation: A lockbox, duct-taped to the door of a cabin, falls to the ground. A thief without any pick locks ability breaks into the cabin, since the player did not realize that there was a lock. The thief steals a poison from the cabin, using it later to poison and kill another character.
The first step in reaching a fair solution is to determine which parties are adversely affected (and which parties aren't). In the situation above, the alchemist, whose property was stolen, was adversely effected. The thief was not adversely affected, and in fact benefited from the mistake, getting the poison for free.
There was a third character affected by the events; the person who was murdered with the poison. That would certainly seem to be an example of being adversely affected, at least on the surface. However, the third character's death was only indirectly related to the OOG problem. The act of poisoning the character took some effort on the thief's part. Assuming that the poison, or one equally lethal, could be bought through logistics, there is in effect no difference in the murder of the third character.
If no poisons capable of murdering the person could be bought through logistics, it is slightly more problematic.
This might be adjudicated as follows:
There is no one right way to adjudicate the situation (though there are plenty of wrong ways). However, as long as the solution is fair to the majority of the players, and considered reasonable by the GM, it can be considered successful.
Never make a snap judgement. Take time to think through the consequences. If possible, sleep on it.
Sometimes, over the course of play, it becomes apparent that one or another type of character is too powerful in a particular campaign. There is nothing wrong with particular characters, through guile or luck, becoming powerful. But players will invariably become upset if one or other particular type of character (Urukian, army member, mage, fleshshaper, etc.) is clearly more powerful and less risky to play.
In such instances, the GM does not generally want to disrupt the flow or continuity of the campaign by changing rules mid- play. The GM can, however, use plot devices to help shift the balance of power.
For example, if high level magery is being used too frequently, rather than changing the rules for casting requirements in mid-campaign, there are other ways to limit it. Too many mages in one area might lower the effective level of spells that may be cast because of the large amount of mana being used up (or only certain schools might be affected). The GM might also make magery more dangerous; sending out demons that actively seek out practitioners of magery to dine upon.
If too many people are killing other characters, the GM might have an elite division of the army come in to deal with the rash of crime. (If it is army members who are doing the killing, the elite division would also have orders to relieve any such criminal soldiers of their duties pending a full court martial.) Or a necromancer might make use of all the extra corpses in a ritual slightly different than the normal "skeleton band" one, a ritual which allows the undead some slight memory of their past lives, and the desire to seek out their killers.
For small scale campaigns, a party of "mixed" goals is tough to GM. It can be very rewarding, but to make the game easier to GM, have the players design their characters to work together. They may still have secrets and varying goals, even opposing ones, so long as it is in their best interests to remain together so the GM doesn't have to deal with two or more groups off in different places.
On the other hand, in a large scale game, it's fine if the PCs are at each other's throats. This makes the GM have to do less work, and need fewer LCs.
It doesn't matter if a character is a PC or LC. If played often, a character always seems like the "player's". When casting a high visibility LC, be certain that the character is appropriate for the role, and that the player is a fair and good roleplayer (though not necessarily a good character). Status isn't any player's "right", even if purchased with points as a benefit -- if not being played well, it's okay to maneuver ingame events to move that character out of the spotlight. GMs might still require points to be spent for a character to be elevated to a high status position during the course of play (though this should not be as expensive as buying rank at character creation). Try to not assign a single player more than one character with much political power. Also, powerful politically should not necessarily mean powerful ability-wise.
There will be a tendency for the GM to elevate the people whom (s)he knows personally to the higher ranks. While this is not an entirely bad thing, as (s)he will be better aware of their roleplaying abilities, a GM should not be afraid to grant status to those (s)he does not know very well. Very few people are going to purposely try to sabotage a game. If the GM talks to the player a bit in advance, (s)he can get a general idea of how the player intends to play the character. In this way, the GM can discuss the broad limitations that (s)he wishes upon high visibility characters -- an important thing whether or not (s)he knows the person who'll be playing the character.
For games where the players are not under the direct observation of the GM, it is simplest to give players a standard award of experience and skill points. The suggested rate is one experience point and one skill point per week since the character was first played. A player playing a logistics-controlled character at his/her first event should have these points go to his/her primary character; players shouldn't be penalized for doing work for the game. People should probably be limited to two characters at a time advancing and gaining points. A character should stop gaining points if unplayed for six months, not gain any more until played again.
Alternately, the GM might want to award 1-2 generic points each week, letting the player choose how to divide those points up between experience and skill points.
For a short game which will only be meeting a few times, the GM may want quicker advancement. For a longer campaign, the GM may choose to have the characters advance slower.
Many games are small enough that the GM knows and sees each player, and knows the interactions each character is involved in. In such games the GM may choose to give individual awards depending on what the characters are doing ingame which might increase abilities or skills. GMs should exercise caution in using such free-form rewards, as they can sometimes cause jealousies between players. Also, outward appearances are often deceptive, the more outgoing players often reaping all the rewards of such a system.
Below are a few suggested alternatives for awarding experience or skill points. Some of them, obviously, are only viable options for small group games.
The GM may choose to disregard or modify the maximum number of ability points a human character may have, to give the game a more "heroic" feel. Alternately, the GM might choose to keep the limit, but allow characters to exceed fifty for purchasing only a subset of the available abilities -- perhaps only intellect, empathy or career abilities. The GM may allow a character to start with a benefit which would allow unlimited upper advancement -- perhaps because of demonic or divine ancestors.
Having the players write character histories for their PCs and submitting them to the GM is useful. Those that take benefits or disadvantages should be encouraged or required to do so, to explain how they acquired these benefits or disadvantages.
The GM should read or listen to character histories for several reasons. First, to be certain that the players have character histories that are consistent with the GM's world and other character histories. Second, character histories will open up plot possibilities for the GM; ideas for situations which might come back to haunt or help the characters. Third, the histories can be used to add to the available information about the GM's world; giving more specific details on the places and the people who populate them.
No matter how thoroughly the GM writes information about his or her world, there will be gaps in the world history. One of the best ways for a game world to be fleshed out is for various details of it to be supplied by players on need. As long as the GM is ready to read character histories, and discuss character and world possibilities with the players, much of the work of world creation can be left to the players.
Example: Bob writes that his character, Martin, came from a small fishing village named Brenton. Alexandra and Bob discuss the details of history in that part of Kelby, Alex cautions Bob not to describe anything too fantastical or ludicrous (no dragons ever lived in Brenton, and nothing more earth-shattering than a small block printing shop exists there); which leaves Bob free to make up stories about the inhabitants of Martin's home village when Martin is in conversation with other characters. When Samantha chooses to play a new character who also comes from Brenton, Alex can tell her to sit down and talk to Bob; Bob is ready with anecdotes and stories which Samantha's new character can start the game with. At this point, the two can flesh out some guidelines between each other for making up future stories about Brenton.
If a player wants to start with rank or title, here are suggested ways to treat such benefits. Remember that the GM has final say. Note that ranks which are earned ingame need not always fulfill these requirements.
If a player wishes to combine titles and/or rank, his/her character must meet the ability requirements for each title. The player pays the full amount for the higher costing rank and the higher costing revenue/savings. For the second and successive titles, only half the value of the rank benefit must be paid, and only half as many points must be spent on revenue and/or savings.
A player might want to have a character who holds title without having all the requisite abilities -- perhaps a squire untrained with weapons or the arts of war. A good general rule of thumb is to have the player spend half the points necessary for the abilities/benefits required to gain the rank, without gaining any abilities from it. For example, if a person wanted to play a Mentor who has taken a vow of poverty, (s)he could spend two points instead of the four points necessary for revenue, but gain no money.
All ranks within the Guiders which require the revenue benefit require it even if the character is under a vow of poverty. There are several approaches the GM might take to handling this. The first is that the player does not receive the income, and it is considered to have been donated to charity offscreen, just as the income is earned offscreen. If the character is breaking his/her vow of poverty, the player can work it out with the GM. Alternately, the player might receive the income from the revenue benefit and be expected to spend it ingame on charity (hospitals, orphanages, beggars, etc.). Lastly, the player may, as in the example in the above paragraph, choose to spend half the points necessary for revenue to have his/her character not receive income.
Laymembers or Aspirants:
No requirement.
Mentors:
2 pts: Rank (Mentor).
4 pts: Revenue benefit.
*5 pts: Any intellect or career abilities.
2 pts: 12 skill points in confirmation, marriage, funerary rites
and last rites.
* Diegan Mentors require six points of intellect abilities.
Instructors:
4 pts: Rank (Instructor).
5 pts: Revenue benefit.
5 pts: Any intellect or career abilities.
1 pt: 6 skill points of religious skills.
Note that, depending upon the particular sect that a Guider belongs to, (s)he may have to take certain vows. This usually does not apply to aspirants or laymembers, however.
Priests:
2 pts: Rank (Priest).
10 pts: At least 60 skill points spent on at least four
different skills.
2 pts: 12 skill points in funerary rites, last rites and oath
giving.
A temple will often have multiple priests, trained in different areas of knowledge.
Esquire:
4 pts: Rank (Aristocratic family).
5 pts: Revenue benefit.
10 pts: Trail, melee, missile/firearm and/or missile/firearm
support abilities (proficiencies, etc.), wear force 2/3 armor, or
disarm (fencing -- non-damaging swordplay).
Non-inheriting child of Esquire:
1 pts: Rank (Aristocratic family).
4 pts: Revenue and/or savings benefit.
5 pts: Trail, melee, missile/firearm and/or missile/firearm
support abilities (proficiencies, etc.), wear force 2/3 armor, or
disarm (fencing -- non-damaging swordplay).
Inheriting child of Esquire:
2 pts: Rank (Aristocratic family).
5 pts: Revenue benefit.
10 pts: Trail, melee, missile/firearm and/or missile/firearm
support abilities (proficiencies, etc.), wear force 2/3 armor, or
disarm (fencing -- non-damaging swordplay).
Knight:
6 pts: Rank (Aristocratic family).
5 pts: Revenue benefit.
10 pts: Trail, melee, missile/firearm and/or missile/firearm
support abilities (proficiencies, etc.), wear force 2/3 armor, or
disarm (fencing -- non-damaging swordplay).
Non-inheriting child of Knight:
2 pts: Rank (Aristocratic family).
4 pts: Revenue and/or savings benefit.
5 pts: Trail, melee, missile/firearm and/or missile/firearm
support abilities (proficiencies, etc.), wear force 2/3 armor, or
disarm (fencing -- non-damaging swordplay).
Inheriting child of Knight:
4 pts: Rank (Aristocratic family).
5 pts: Revenue benefit.
10 pts: Trail, melee, missile/firearm and/or missile/firearm
support abilities (proficiencies, etc.), wear force 2/3 armor, or
disarm (fencing -- non-damaging swordplay).
Lord/Lady:
8 pts: Rank (Aristocratic family).
7 pts: Revenue benefit.
Non-inheriting child of Lord or Lady:
4 pts: Rank (Aristocratic family).
5 pts: Revenue and/or savings benefit.
Inheriting child of Lord or Lady:
6 pts: Rank (Aristocratic family).
7 pts: Revenue benefit.
Baronet:
12 pts: Rank (Aristocratic family).
7 pts: Revenue benefit.
8 pts: Trail, melee, missile/firearm and/or missile/firearm
support abilities (proficiencies, etc.), wear force 2/3 armor, or
disarm (fencing -- non-damaging swordplay).
6 pts: Intellect abilities and/or rumormonger.
Non-inheriting child of Baronet:
6 pts: Rank (Aristocratic family).
5 pts: Revenue and/or savings benefit.
4 pts: Trail, melee, missile/firearm and/or missile/firearm
support abilities (proficiencies, etc.), wear force 2/3 armor, or
disarm (fencing -- non-damaging swordplay).
3 pts: Intellect abilities and/or rumormonger.
Inheriting child of Baronet:
8 pts: Rank (Aristocratic family).
7 pts: Revenue benefit.
8 pts: Trail, melee, missile/firearm and/or missile/firearm
support abilities (proficiencies, etc.), wear force 2/3 armor, or
disarm (fencing -- non-damaging swordplay).
6 pts: Intellect abilities and/or rumormonger.
Baron(ess) (Not available to PCs):
14 pts: Rank (Aristocratic family).
8 pts: Revenue benefit.
8 pts: Trail, melee, missile/firearm and/or missile/firearm
support abilities (proficiencies, etc.), wear force 2/3 armor, or
disarm (fencing -- non-damaging swordplay).
6 pts: Intellect abilities and/or rumormonger.
Non-inheriting child of Baron(ess):
8 pts: Rank (Aristocratic family).
6 pts: Revenue and/or savings benefit.
4 pts: Trail, melee, missile/firearm and/or missile/firearm
support abilities (proficiencies, etc.), wear force 2/3 armor, or
disarm (fencing -- non-damaging swordplay).
3 pts: Intellect abilities and/or rumormonger.
Inheriting child of Baron(ess):
10 pts: Rank (Aristocratic family).
8 pts: Revenue benefit.
8 pts: Trail, melee, missile/firearm and/or missile/firearm
support abilities (proficiencies, etc.), wear force 2/3 armor, or
disarm (fencing -- non-damaging swordplay).
6 pts: Intellect abilities and/or rumormonger.
Note that feudal rank does not hold as much weight while crusading in Uruk.
Private:
No requirement.
Any military rank other than private must have at least one ability which the army deems useful; usually a weapon ability of some sort other than weaponless combat (melee or missile being the preferred), though some other abilities are also adequate, such as first aid/chirurgeon/healing, or tracking (trail ability) for a scout, etc.
Corporal:
1 pt: Rank (Corporal).
Sergeant:
2 pts: Rank (Sergeant).
To start game with the rank of lieutenant or higher requires high birth of some sort (rich family, minor noble title, etc.), or the character having proven him/herself in the field. The player may choose to spend 2 ability points to start game with his/her character having done some heroic deed -- saving an officer from certain death at great risk, etc. Or, by spending 1 ability point, (s)he may have gotten the position without feudal rank or heroic action, merely dumb luck.
Remember that a if a second rank or title is purchased, the player need only pay full cost for the more expensive rank and finances; the other may be purchased at half cost (see p. 159).
Example: Dale is a lieutenant, as well as being of high birth. Rank of lieutenant is 3 points, and rank of a non- inheriting child of an esquire is 1 point. Roslyn pays full cost for rank of lieutenant, since it is the higher costing of the two. The cost of the other title is halved; however, since it was only one point to begin with, it is rounded back up to 1 point.Dale must meet the ability requirements for each title -- she has melee weapon ability, which fulfills both the requirement for rank of lieutenant and 4 out of the 5 points of required abilities for a non-inheriting child of an esquire. She also gets trail skill, which puts her well over the 5 points necessary.
The monetary requirements of the two ranks are 4 points and 2 points of revenue or savings. Dale must pay the full point cost of the higher, and half the cost of the lesser; that means 4 points, and an additional 1 point. Roslyn decides to sink all five points into revenue benefit.
Higher ranks must be very skilled at something else if they do not possess weapon ability. For instance, one would not become a captain on the basis of knowing first aid, but a chirurgeon might be granted the title as a honorarium (useable to relieve lower ranks of command if not mentally or physically fit for duty), but not given a unit to lead.
Lieutenant:
3 pts: Rank (Lieutenant).
2 pts: Revenue or savings.
Noble title, heroic deed or dumb luck.
Weapon ability or other appropriate ability.
Captain:
4 pts: Rank (Captain).
4 pts: Revenue.
Noble title, heroic deed or dumb luck.
Weapon ability or other appropriate ability.
Major:
6 pts: Rank (Major).
6 pts: Revenue.
Noble title, heroic deed or dumb luck.
Weapon ability or other appropriate ability.
Military rank holds the most real power (other than perhaps the Guiders) in the occupied city of Isseter.
Diseases lower maximum health points each ingame day. Until a disease is treated or has run its course, these points may not be healed, but maximum health will be restored to its regular value after the disease has passed. If a victim of a disease reaches zero maximum health points, the disease will have "run its course" and will probably scar the character if the character survives. The GM randomly determines the effects of the disease.
Disease may be treated before it reaches the critical stage (i.e., before health is reduced to zero or negatives) by advanced chirurgical techniques and/or elixirs. If successfully treated before health drops to zero or below, there are no lingering effects from disease.
Once a disease brings a character to zero or negative health points, the maximum health is restored to normal, and so any character with first aid or empathic healing can restore the diseased character's health. However, the patient must be under periodic care (either checked up on regularly, or constantly in the presence of someone who can fetch the chirurgeon) during the final stages of the disease or the character will die.
This disease lowers maximum health points by 3 each ingame day. Though each strain of the pestilence may differ in details and probabilities of various effects, we suggest the following possibilities. Please note that these effects are cumulative and the GM should roll separately for each effect.
Scar 60% Permanent health loss 50% If this effect is indicated, the character loses one permanent health point and the GM rolls this probability again to determine if a second point is lost. If the probability is rolled a second time, the GM should roll a third time, etc. (Remember that if permanent health is brought to zero, the character is dead.) Permanent fatigue loss 50% If this effect is indicated, the character loses one permanent fatigue point and the GM rolls this probability again to determine if a second point is lost. If the probability is rolled a second time, the GM should roll a third time, etc. If permanent fatigue is brought to zero, the character lapses into a coma. Loss of one or more limbs 10% If this effect is indicated, the character loses one limb and the GM rolls this probability again to determine if a second limb is lost. If the probability is rolled a second time, the GM should roll a third time, etc. Other disability (mute, deaf, blind, etc.) 20% If this effect is indicated, the character suffers one of these disabilities and the GM rolls this probability again to determine if a second disability is acquired. If the probability is rolled a second time, the GM should roll a third time, etc.
Each day that a character is infected (each day after the infection has been contracted), the GM should determine what effects it has on the character. Unlike with diseases, for which the lasting effects are determined once the disease has run its course, the progression of an infection is determined on a daily basis (the probabilities are rolled each day). For as long as the character has an infection, (s)he may not receive any overnight healing.
The infection, and any scarring which is caused thereby, takes the form of dozens of small pocks and pits in the character's flesh. Though each strain of the boring infection may differ in details and probabilities of various effects, we suggest the following possibilities. Please note that these effects are cumulative and the GM should roll separately for each effect.
Scar 5% Health loss (temporary) 55% If this effect is indicated, the character loses one health point and the GM rolls this probability again to determine if a second point is lost. If the probability is rolled a second time, the GM should roll a third time, etc. Health loss (permanent) 10% If this effect is indicated, the character loses one permanent health point and the GM rolls this probability again to determine if a second point is lost. If the probability is rolled a second time, the GM should roll a third time, etc. Permanent fatigue loss 5% If this effect is indicated, the character loses one permanent fatigue point and the GM rolls this probability again to determine if a second point is lost. If the probability is rolled a second time, the GM should roll a third time, etc. Second infection sets in 10% Other disability (mute, deaf, blind, etc.) 2% If this effect is indicated, the character suffers one of these disabilities and the GM rolls this probability again to determine if a second disability is acquired. If the probability is rolled a second time, the GM should roll a third time, etc. Fever 25% The length and severity of the fever is determined by the GM. A chirurgeon might help to make the fever pass more quickly. The effects of fever are detailed below.
After determining what effects are accumulated that evening, the GM should roll the probability that the character shakes the infection. The probability that the infection passes is 5% per health point character that character has (temporary health points, after any modifications from that evening's bout with the infection). A character at 1 health has only a 5% chance of the infection passing, but a character at 15 health has a 75% chance of the infection passing. A chirurgeon with the treat infection skill can help increase the odds of the infection passing.
When a character gets a fever, the fever will worsen each day until it reaches its worst, and the fever passes. Each day that the character has the fever, roll the probability of each of the symptoms, until either the fever is treated or the character is under the effects of all symptoms for one full game day (at which point the fever will break naturally).
Minor hallucination/intoxication effects 25% Sleep is not terribly restful 50% Overnight healing is limited to one point. Overly warm 75% Uncomfortable wearing too much clothing. Unable to wear armor. Fatigue becomes zero 25%