Summary Phrase Name Kingdom Tribe BODY LUCK Sex Age Religion MIND Speed (score) Edge (description) etc… Flaw (description) etc… Melee Weapon (cost, mass, damage, notes) etc… Ranged Weapon (cost, mass, damage, range, notes) etc… Other Equipment (cost, mass, notes) etc… Money Mass Carried (Encumbrance limit1) Description Quick Character Generation Race, profession, and then two backgrounds, one for childhood and one for early career 1 Note the characters encumbrance limit (normally Body-4) Three Stats BODY: your characters physical capabilities (speed, strength, health, agility, dexterity) MIND: your character mental capabilities (coolness, command, memory, willpower, perception, senses, problem-solving, charisma) LUCK (PC’s and major NPC’s only): your characters natural luck. The World The Dark Ages world is a distorted version of our own historical dark age Britain and Europe. The game is set in 610AD but things are not quite as they were in the real historical world. Major differences include: More towns & cities survived the departure of Rome, so there are many urban areas. Magic is much closer to the surface. The power balance between celts, picts & Saxons is much more balanced, no single power has a significant ascendancy. There is growing pressure from the continent, the Byzantine empire is not content to maintain itself but is beginning to develop an expansionist bent. The Romano-British do not rule, but their great houses occupy positions of influence within British society. Atlantis & Lemuria/Mu were real places. Atlantis and Mu were both magically powerful cultures who fought a great war. The magical remnants of this clash, tens of thousands of years ago, still reverberate through the known world. Mechanisms are far more advanced than the real-world of 610AD, much roman and greek technology has been maintained and developed, partly with the assistance of lemurian and atlantean lore. A note on rolling When a Stat is noted with a * by it this indicates a roll is made to modify the Stat before comparison with any difficulty or other Stat. Roll two six-sided dice, one is positive & one negative. Subtract the negative dice from the positive dice and add the result to the Stat (so a negative result reduces the Stat value for that particular task). As a general rule of thumb the acting side of a contest rolls dice, the resisting side does not (eg.. in combat the attacker rolls dice and modifies their Fighting edge then compares that to the targets unmodified Fighting edge). Dice are only rolled when there is a significant degree of chance involved in an action, this is quite often a GM call during play. As an example, attacks are rolled but lifting a weight would be an unrolled task. Using luck Luck can be used to increase your Stats when resisting or when actively using a Stat in conjunction with a roll (eg.. you could add LK to attack when attacking, there’s a roll involved, but couldn’t add LK to strength when trying to lift something as that doesn’t involve a roll). 1pt of LK increases a Stat by 1pt. You can spend a number of points each session equal to your LK score. Your LK score doesn’t reduce by doing this though (so a character with LK 8 could spend 8pts of LK but regardless of how much LK they spent their LK Stat would still be treated as 8). Certain flaws prevent a character spending LK on certain types of action and conversely certain edges make 1pt of LK add +2 to a Stat. Note that only Player Characters and major Non-player characters have LUCK scores, most other characters and creatures do not have a LUCK score. Format Edge*DIFF The * is optional. A * means roll (d6-d6) and add the result to the Edge score. No * means just use the Edge value unmodified. Compare the modified Edge to the DIFF. If you do not have the edge use the appropriate Stat (body or mind) -3. The DIFF may be a Edge itself combination. 7 is the human average Stat, +3 is a doubling, -3 a halving. Running Notes Easy Task: DIFF 8 Average task: DIFF 10 Hard Task: DIFF 12 Very Hard Task: DIFF 14 If you don’t have the specific edge default to the Stat at -3 (eg.. if asked for your Fighting score and you do not have Fighting your score is BODY-3). Movement Characters Run at speed 7 (15m per round). The fleet-footed edge increases this by +1 to 8 (20m per round). The slow flaw reduces it to 6 (10m per round). Speed Meters per Round 6 10m 7 15m 8 20m Walking movement rate is Speed-4 (so an average character walks at speed 1, or 1.5 meters per second). Fatigue For every four hours of significant activity (eg.. travelling, working) a character incurs a -1 penalty to all physical actions due to fatigue, this includes movement speed. Every 8 hours of rest reduces this penalty by 1pt (so if you work for 8 hours and then rest for 16hrs, a normal working day, you are fresh again for the next day). If the fatigue penalty exceeds Resist Fatigue the character collapses and cannot continue. Weather Inclement weather increases the rate of fatiguing to characters exposed to it. For every one of the conditions below increase the fatigue penalty by 1pt per four hours: Heavy Rain Strong Wind Biting Cold: winter clothing neutralises this condition. Boiling Heat: summer clothing neutralises this condition. Wearing armour neutralises any benefit from winter or summer clothing. Death by Fatigue A character who collapses from Fatigue in one of the weather conditions above is in serious danger. If not got into shelter they will die four hours later from hypothermia or hyperthermia. Alcohol Drinking alcohol gives the character Fatigue points (to represent its befuddling effects). Each pint of beer or mug of wine gives a 1pt Fatigue penalty. Fatigue from alcohol is reduced at the rate of 1pt per two hours after you stop drinking (a different rate to normal fatigue recovery). Encumbrance A character can carry BODY-4 mass units with no penalty. Greater than this and they are considered Encumbered. An encumbered character increases fatigue gain by 1pt per four hours of activity. Long Distance Travel A characters long distance travel speed is based on their walking movement rate (speed-4) modified by the terrain they are on: Road, Plains or Fields in good weather: no modifier Plains or fields in bad weather: -1 speed Woods/forests or Hills/Mountains: -1 speed Mountains/Swamps: -2 speed The table below provides a quick summary of distances travelled over different types of terrain assuming 8 hours travelling and 16 hours rest per day. Note this breaks some standard rules for Speed by effectively allowing negative speed values, this is a special case rule and it also assumes the character is not encumbered. Speed 7 Speed 8 Character Character Road, Plains or 50.4 (30 64.8km (38 Fields in good miles) miles) weather Plains or fields in 36km (21 50.4km (30 bad weather miles) miles) Woods/forests or 36km (21 50.4km (30 Hills miles) miles) Mountains/Swamps 22.1km (13 36km (21 miles) miles) Distance=(Speed+Time) Time=(Distance-Speed) Speed=(Distance-Time) 37=2-35 Throwing: +1 distance to thrown objects. Character masses 7. Large: +1 mass. Very Large: +2 mass. Huge: +3 mass. Value 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 Mass 6 9 12.5 18 25 35 50 70 100 140 200 280 400 560 Time 2 3 4 6 8 12 16 24 32 48 64 96 128 192 256 Distance 1 1.5 2 3 5 7.5 10 15 20 30 40 60 80 120 160 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 Simplify Things 1. One round, two seconds in duration. 2. Act on your INITIATIVE (you may hold your action until later). You can: Wait or Run & perform a simple action or Perform a complex action IF YOU ARE NOT ACTUALLY IN MELEE2 3. Attacking or other action ends your movement (eg.. you can move then attack, but cannot attack then move). The move-by attack has special rules to allow movement after attacks. 4. Multiple attacks are allowed. Roll once & use the multiple attack penalty but you must be able reach all your targets (this may involve a move-by attack). Wait 2 You do nothing on your turn and wait. If you wait you can perform one simple action between your INITIATIVE and your If you are fighting someone in close combat you cannot use a complex action. INITIATIVE next turn but that action is at -3 to success (treat it as trick-shot). The action can be declared at any point and is considered to be simultaneous to any other actions declared by other characters (if you wait and shoot a bow at an opponent who moves you can choose when to shoot during their movement. If someone’s attempts a move-by or charge on you, you attack when they do). Simple Action & Run Attack Say a few words Draw a readily available weapon (eg.. one sheathed or holstered) Ready a bow Evade: no attack, but +1 Defense til your next turn (can be used in response to an attack, using up your next turn in advance) Complex Action Fire & re-ready a bow Aimed Attack: +1 to attack Kill a stunned, wounded or dying opponent. Reload: a magazine, INITIATIVE/2 individual rounds into a weapon, a single arrow to a bow, one turn of reloading a crossbow Unsling a weapon or item from your back/pack (includes weapons in ankle holsters and such like) Say a complete sentence Use Legend Lore*12 to identify a single weakness a monster you are facing has. d6-d6 curve <= -5 2.7 2.7 -4 5.5 8.2 -3 8.3 16.5 -2 11.1 27.6 -1 13.9 41.5 0 16.7 58.2 +1 13.9 72.1 +2 11.1 83.2 +3 8.3 91.5 +4 5.5 97 +5 2.7 100 Attacking On a characters turn they can attack (normal attack/snapshot is a simple action, an aimed attack is a complex action and cannot be attempted whilst in close combat with someone). Attack is resolved as follows: MELEE: Fighting*Fighting OR Fighting*Dodge (+weapon damage-target armour) RANGED: Marksmanship*Dodge (+weapon damage-target armour) Damage Add the success margin of the attack (if 1+) to the weapons damage modifier then subtract the targets Armour. The result is taken by the target as Damage and the target is Stunned. Stunning A character who takes damage is Stunned and loses their next turn. Attacks against them whilst stunned are at +1. Incapacitation A character who is Incapacitated must make a Survival*9 test. On a failure the character is dead, on a success the character is dying, they have ten minutes to be stabilised which is an Healing Lore*10 task. Success on the healing task means the character does not die but roll 1d6 to determine which Stat is permanently reduced by 1pt due to the trauma; 1-3: BODY 4-6: MIND Use of Luck: luck points can be spent to negate damage points on a 1:1 basis (if you have the Hardy edge 1 LK negates 2 damage). For example, Healing A character who isn’t incapacitated reduces damage total by 1pt per day. One who is incapacitated reduces damage by 1pt per week! If attended by a character with Healing Lore (one in the same party counts as attending) recover 2pts per day, or 2pts per week. Multiple Attackers: If a character begins the round with more than one foe engaged with them their attackers get bonuses against them: Two foes: +1 Fighting each 3-4 foes: +2 Fighting each 5-8 foes set-ups: +3 Fighting each 9+ foes: +4 Fighting each Surprise: if you surprise a foe you get one free-attack on them at +1 to hit. The second and subsequent turns are resolved as normal. Move-By: move by attack lets you move to an opponent, strike them move on again. It is a trick shot (-3 attack). Charge: if you move into combat with an opponent get +1 Damage if you hit. Stunned Opponent: if an opponent is Stunned you are at +1 Attack against them. Flanking: if you are in an opponents rear 180 degrees get +1 Attack against them. Offhand: a character who attacks with their offhand is at -1 attack (ambidexterity removes this penalty). Two Weapons: you can strike with your primary hand/foot and your offhand/foot in the same turn but take a -1 to the primary attack & -2 to the offhand attack (if you have ambidexterity the penalty is -1/-1). Trick Shot: a trick shot is intended to cause a special effect of some kind. Take -3 to attack to perform a trick shot. Some examples of trick shots include: Attack with a ranged weapon whilst in melee with one or more foes. Move, attack, then continue moving or attack then move. Bouncing a thrown or missile weapon off a surface to hit a target out of LOS (you must know they are there though) Make a ranged attack against a target in melee Throw a melee weapon not designed to be thrown, Distance=STRMass. Arcing an attack over an obstacle to hit a target without LOS (you must know they are there though). Note this is the standard indirect fire attack for a grenade launcher. Pinning an opponent to a surface by their clothes. Disarm an opponent. Breaking an opponents weapon. Slicing armour or clothes off an opponent. Trample with a mount Knock an opponent unconscious without hurting them. Hitting an opponent in the leg so they are knocked down (ignoring normal damage, so you either hit & Knock them down or miss completely). Hitting an opponent for no damage but to give them -1 BODY for the rest of the battle. Multiple such blows are cumulative in effect. Hitting an opponent for no damage but to give them -1 Speed for the rest of the battle. Multiple such blows are cumulative in effect. Use an automatic weapon to make a multiple attack but skip targets in a line (you would incur the trick-shot penalty and the multiple attack penalty) Multiple Attack: a character can make a multiple attack on their turn. This is a complex action and all targets of the multiple attack must be in range of the weapon or the attacker must be able to move within reach of all of them through their movement this round (this would be a move-by attack, with an additional -3 penalty). Roll once and compare to all defenses to determine effects. Take an attack penalty based on the number of targets attacked: 2: -3 attack 3-4: -6 attack 5-8: -9 attack 9-16: -12 attack If using an automatic weapon to multiple attack you must hit all the targets in a line, you cannot skip individual targets in the line unless you use a trick-shot. A multiple attack could be a series of rapid blows as you run through a group, slamming a bench into a group of foes, a spinning kick to strike multiple adjacent foes, a knife thrown to slice through two or more targets etc… Mounted Combat When mounted use the mounts Speed and your own INITIATIVE to determine turn order. Mounted characters get +1 Fighting. Any of your edges are capped at the same level as your Ride edge when mounted (eg.. if you have Fighting+3 and Ride+2 your Fighting is capped to +2 when mounted). A Stun to a rider dismounts them immediately (alternatively a trick shot can be used to dismount a mounted opponent). Chariots A chariot is pulled by two horses and has two occupants. Use the horses movement and the characters INITIATIVE to resolve turn order as normal. A character on a chariot has +1 Fighting & Dodge (due to the advantageous position and the cover the chariot gives them). Cover A character who has something solid between themselves and the attacker gets a defense bonus based on the amount of cover (ie.. increase the Difficulty of hitting them by the bonus): ½ or less of body covered: +1 Defense (behind a low wall, lying down on open ground) ¾ or less of body covered: +2 Defense (leaning round a corner and firing, lying down in a ditch) All of body covered: +3 Defense (this assumes you are ducking in and out of cover, if you stay completely behind the cover you cannot be hit). Grapple Treat as a Fighting trick-shot (-3). On a success you have grabbed your target and pinned them. Neither of you can do anything until the grappler releases the hold. The target can try and grapple back if they wish, so you are both grappling each other. The grappler can cause Strength Feat-Body damage to their victim each round if they wish. Knock-Back Causing knock-back is a Fighting trick shot (-3 attack). If you hit the target is knocked back a distance equal to your (Mass-their Mass). If you Charged add +1 to you Mass. If you moved into combat the knock-back must be in the same direction you were moving to reach combat, otherwise it can be any direction of the attackers choice. If the target is knocked into a wall or other surface they are automatically Stunned. Poisons & Diseases A given poison or disease has an effect, delay and potency. Upon exposure a character begins to feel ill then after the delay period has passed they make a Resist Poison*X where X is the poisons potency. If you succeed (success 1+) there is no effect. If you rolled equal there is some mild nausea and the character takes a -3 fatigue penalty, but no serious effects, if you rolled less then the full effect occurs after the delay period passes again. The main difference between diseases and poisons is diseases tend to have much longer delay periods (measured in days usually). Fear In some circumstances a character can be frightened by something, this is referred to as a fear check. Whenever you encounter a creature with Fear score you must immediately make a Willpower*Fear check. If your success margin is 1+ or more you are unaffected by the fear. On a 0 or less you are effected. On a 0 you are just Stunned for a turn, on a -1 or less you are Stunned and also take the amount you failed the check by as a penalty to all actions until you leave the presence of the thing causing the fear and ten minutes has passed (eg.. if your modified Willpower was 9 and the creature or situations fear was 10 you would be at -1 to all actions until you have left the presence of the sight and ten minutes has passed). If you have fear immunity to something you are faced by you do not need to make the check. Rallying A character can try to make a Leadership roll to rally their own side from fear effect, this is a complex action. Roll Leadership and compare to your allies Willpower, if you roll greater than their Willpower they reduce any penalties from Fear by that amount (eg.. your ally is scared of a monster, -2 fear penalty & Willpower 8. You use a complex action and roll Leadership, getting a 9. This is 1pt more than their willpower so there penalty is reduced by 1pt to -1). Only one Rally attempt can be made per side, per battle. Unseen Opponent If you cannot see your target you cannot use ranged attacks on them. You can still engage them in melee combat but you are at -3 Attack & Defense against them. Weapons If a weapon has a split damage code the first number refers to one-handed use, the second to two-handed use. Class is the Weapon Focus edge relating the specific weapon (ie.. a character with Weapon Mastery: Blade +1 would get +1 attack & defense with any blade type weapon). Weapon cost includes a sheath or some other fixture to carry the weapon in/from. Unless noted otherwise Metal working edge is needed to make weapons. A Staff requires a Wood worker, although an improvised* staff can be made for free by anyone. Class Type Cost Weight Damage Notes General notes (Silver) (kg) Brawling Unarmed +0 Blade Knife 2 0.5 +1 Easily concealed (+1 to any rolls A cheap eating and tool knife, to hide it), Improvised* not designed to stand up to blows in combat Blade Dagger 10 0.5 +1 Easily concealed (+1 to any rolls A proper, high quality fighting to hide it) dagger. Blade Short Sword3 60 1 +1/+2 +1 Fighting A short stabbing sword 4 Blade Long Sword 100 1.5 +2/+3 +1 Fighting A long sword designed to cut and thrust Blade Great Sword (2h) 130 2 +4 +1 Fighting A very long (5-6ft) cutting sword +1 Fighting against mounted opponents Blunt Heavy Armour 15 1 +1 +1 damage against medium Metal gauntlets or gloves Gauntlet/Cestus armour padded with metal. Blunt Club 3 1.5 +2/+3 +1 damage against medium An improvised club, damages armour mainly through concussion so is Improvised* good against flexible medium armour 3 4 Typical short-swords are the Roman Gladius, the Saxon Saexa or the Celtic Falcata. Typical long-swords are the Roman Spatha or the Celtic long-sword Blunt Big Club (2h) 10 3 +4 Blunt Light Mace 10 1 +1 Blunt Mace 15 1.5 +2/+3 Blunt Heavy Mace (2h) 40 2.5 +4 Blunt Maul (2h) 60 3 +4 Blunt Light Spiked Mace 10 1 +1 +1 damage against medium armour +1 damage against medium armour +1 damage against medium armour +1 Fighting against mounted opponents. target -1 Fighting if used in an enclosed space +1 damage against light armour Blunt Blunt Spiked Mace Heavy Spiked Mace (2h) Spiked Maul (2h) 15 40 1.5 2.5 +2/+3 +4 +1 damage against light armour +1 damage against light armour 60 3 +4 +1 damage against light armour +1 Fighting against mounted opponents. Blunt +1 damage against medium armour Improvised* +1 damage against medium armour “ A forged heavy metal head on a shaft, damages mainly through concussion so is good against flexible medium armour “ “ A forged heavy metal head on a very long shaft, damages mainly through concussion so is good against flexible medium armour A slightly lighter head than a standard mace but with sharp spikes welded on. When it strikes these spikes easily punch through thin light armour. “ “ As a maul, but with a lighter spiked head Axe Fighting Hatchet 15 1 +1 Axe Battle Axe 20 2 +2/+3 Axe Great Axe (2h) 30 2.5 +4 Axe Hatchet 3 2 +1 Axe Felling Axe (2h) 4 2 +4 Flail Morning star 20 1.5 +2/+3 Flail Flail Net Flail (2h) Chain, 4ft length Net 30 5 5 2 1.5 2 +4 +1/+2 Polearm Short Spear (1h) 10 1 +1/+2 Polearm Spear (2h) 15 1.5 +2/+3 -1 Fighting if used in an enclosed space +1 damage against opponent with a shield +1 damage against opponent with a shield +1 damage against opponent with a shield +1 damage against opponent with a shield, Improvised* +1 damage against opponent with a shield Improvised* -1 Fighting, +2 Damage -1 Fighting, +2 Damage -1 Fighting, +2 Damage Success gives target -3 penalty to all actions until they use a complex action to remove it. It cannot be used again until that target has escaped the penalty. +1 Fighting on first round of combat with a foe +1 Fighting on first round of combat with a foe +1 Fighting against mounted opponents Good for hacking through shields Hard to handle, but the heads whip round defenses and deliver crushing blows Length advantage when opponent tries to close with you Polearm Long Spear (2h) 15 2.5 +4 Axe Pole Axe 20 3 +4 Lance Lance 5 3 +4 Polearm Staff 3 2 +2/+3 Polearm Staff - 2 +2/+3 Blunt Light Hammer 5 1 +1 Target Stunned on 0+ damage Improvised* +1 damage against heavy armour Blunt Hammer 15 2 +2/+3 +1 damage against heavy armour 5 +1 Fighting on first round of combat with a foe +1 Fighting against mounted opponents -1 Fighting if used in an enclosed space +1 Fighting against mounted opponents. +1 damage against shield equipped opponents. -1 Fighting if used in an enclosed space Mounted use only +1 Damage on Charges (additional to normal +1 damage for charges) +1 Fighting against mounted opponent. Target Stunned on 0+ damage5 If modified damage is 0+ the target is stunned (normally a target is only stunned if they take 1+ damage). Often delivers stunningly fast one/two strikes which stagger opponent. Pointed hammer head punches straight through metal plate armour. Blunt Blunt War Hammer (2h) Great Hammer (2h) Brawling Shield 20 30 3 4 +4 +4 10 1.5 +1 +1 damage against heavy armour +1 Fighting against mounted opponents. +1 damage against heavy armour -1 Fighting if used in an enclosed space Improved Knock-Back *Improvised Weapons: break on a DOUBLE ONE attack roll. Note that this only applies to use in combat, reflecting using the weapon to attack & parry with. A felling axe wouldn’t normally break if you were using it for its assigned task of cutting down a tree **Improved Disarm: a disarm trick shot with a chain is only at -2 to attack. Gae Bolga: a barbed spear sometimes used by the Celts. Healing rolls to deal with wounds from a Gae Bolga are INT* 10. Armour No Armour: +0 Armour Light Armour: leather armour (leather working) +1 Armour (50 silvers, 10kg). Medium Armour: mail armour (metal working), +2 Armour (100 silvers, 20kg). Heavy Armour: plate armour (metal working), +3 Armour (200 Silvers, 30kg). Shield (1.5kg: +1 Fighting, but must choose to use in attack or defense each turn, not both (choose on your turn). Cannot wield two weapons or a heavy weapon (1.5kg). A shield can also be used aggressively to attack with, see its entry in the weapons table. If a shield is used to successfully knock-back a target add 2 to the distance they are knocked back. Spiked Armour: +1kg to armour weight, +20 silvers to cost. Get +1 damage when crushing a foe you have grappled, +1 damage to unarmed attacks, +1 to Intimidation attempts. If you roll DOUBLE ONES on any physical action take 1 damage though as you bash into something and hurt yourself. Roman Armours Two types of Roman armour deserve a note as they are still sometimes encountered, even after the fall of the Empire: Lorica Segmentum (Medium armour, 150 silvers, 15kg): The standard armour of the Roman legionnaire comprising metal bands which protect the chest, upper abdomen and back and a skirt of studded leather strips which protects the lower abdomen and legs to the knee. It gives protection as good as a mail hauberk but at substantially reduced weight. Officers Armour (medium armour, 200 silvers, 12kg): A shaped metal breast & back-plate with upper arm protection and a skirt of studded leather which protects the lower abdomen and thighs. This was the standard armour of Roman Officers and is still sometimes encountered Ranged Weapons Readying a bow to fire is a simple action, firing can be a simple or complex action (+1 attack if a complex action). Readying a crossbow is a complex action & takes 3 or more rounds to achieve. Ranged weapons use the attack value of the character. The cost is listed in brackets with the weapon and the weight at the head of the column. The rounds rating in brackets is the number of rounds needed to reload the weapon (whilst reloading the character cannot do anything else, not even move). Attacking with a ranged weapon whilst in melee (against a meleeing foe or someone outside melee) is a Trick Shot (-3 attack). Class Type Cost Weight Damage Range Notes (Short/Long) Bow Short Bow* 20 1 +1 Distance 17 (120m) Bow Long Bow* 40 1.5 +2 Distance 18 (160m) Crossbow Light 30 1 +1 Distance 17 3rds to Crossbow** (120m) reload Crossbow Medium Crossbow** Crossbow Heavy Crossbow** Thrown Short Spear Thrown Rock 50 2 +2 Distance 17 (120m) Distance 17 (120m) BODY+4 Distance BODY Distance 70 3 +3 10 1 +1 - 1 +1 Thrown Sling 5 0.5 +1 BODY+3 Distance Thrown Hatchet 3 1 +1 BODY+2 Distance Thrown Dagger 10 1 +1 BODY+2 Distance Thrown Knife 2 1 +1 BODY+1 Distance 10rds to reload 20 rds to reload Target Stunned on 0+ damage Target Stunned on 0+ damage +1 damage against shield using opponents Easily concealed (+1 to any rolls to hide it) Easily concealed (+1 to any rolls to hide it) *Two Handed **Two Handed; but can be fired one-handed, once loaded, as a trick shot (-3 attack) 20 Sling stones (2 silvers, 0.5kg): -1 against armoured targets, for slings. 20 Iron sling bullets (5 silvers, 1kg): no modifiers, for slings 20 Normal Bolts (15 silvers, 2kg): no modifiers, for crossbows. 20 Normal arrows (10 silvers, 1kg): no modifiers, for bows. 20 Flight arrows (20 silvers, 1kg): +1 Distance to weapons range. Barbed arrow (20 silvers, 1kg): Complications from a barbed arrow hit are INT*10 to heal. Broadhead arrow (20 silvers, 1kg): +1 damage against unarmoured target, -1 against armoured target. Bodkin arrow (20 silvers, 1kg): +1 damage against armoured target, -1 against unarmoured target. Character Generation Celts Throughout the game the use of the world Celt refers to Briton, Cymri & Gael characters. Character Generation Run through the following steps: 1. Choose Race (Celt (Briton, Cymri or Gael), Pict, Romano-British or Saxon) 2. Choose Kingdom 3. Tribe (if Celt or Pict) 4. Religion 5. Roll 3d6 three times, each time adding the two highest dice and note the results. 6. Allocate the three results to the three Stats (BODY, MIND & LUCK). 7. Choose Height: Tall/Normal/Short 8. Choose Weight: Heavy/Normal/Light 9. Choose Build: Fat/Normal/Lean 10. Choose Hair Colour (Saxons predominantly blonde. Cymri & Romano-British tend to Dark hair, Picts & Gaels tend to dark hair but with a fair number of red-heads) 11. Choose Eye Colour 12. Choose Loud/Normal/Quiet Voice 13. Choose Introvert/Normal/Extrovert (no effect on gameplay, just tags for the character description) 14. Choose Empathic/Normal/Cold (no effect on gameplay, just tags for the character description) 15. Choose Primary & Secondary Motivation (no effect on gameplay, just tags for the character description) 16. Choose Optional Secret Motivation (no effect on gameplay, just tags for the character description) 17. Choose Name (see cultural descriptions for sample names) 18. Choose desired starting Age 19. Spend (Desired Age) XP on Edges. Each flaw taken is worth an extra 4 XP. 20. Calculate actual age by taking the desired age and then rolling d6-d6. If this takes you over 30 refer to the aging rules, rolling once for each year past 30. This cannot reduce your characters age below 15 though. 21. Choose birthday (date) 22. Begin with 200 Silvers (if you take the Income edge add a weeks income to this, if you have a Hoard add the full value of the hoard to your starting income). Primary Motivation Positive Motivations Seeking Justice Upholding the Good Responsibility Adventurer Unwanted ability Negative Motivations Mercenary Nihilist Lust (for power, sex, wealth, influence) Psychopath Thrill Seeker Greed Envy Pride Anger Sloth Gluttony Races Celt: The term celts encompasses the Gaels, who occupy Ireland. The Cymri who occupy Wales & the Britons who occupy Cornwall and the eastern parts of England. Pict: Picts are the people of the wilds. They dominate Scotland. Romano-British: romano-british characters are urbanised to the extreme. They tend to be found throughout England, although are more concentrated in western areas. Saxons: The Saxons are the people of Northern Europe & Scandinavia and are found throughout the South East of England. The following five races are only available as NPC’s. Bretons: the Bretons are the indigenous people of Brittany. They are closely related to the Celts of Cornwall but be careful not to confuse Breton with Briton. Franks: the Franks occupy most of Gaul (roughly where modern day France lies) and Western Germany. Visigoths: the Visigoths are the dominant people of the Iberian peninsula (modern Spain), Lombards: the Lombards dominate Italy. Byzantines: the Byzantine empire stretches across much of easter Europe down into the Carpathians & Asia minor. The Byzantine empire is the remnant of the eastern roman empire and its capital lies in Constantinople. The Byzantine empire has maintained the roman way of life and business, with a large standing army and complex trading/political/social systems. Byzantines are sometimes encountered in Britain as traders. The Byzantine empire is Christian. Gazeteer of the Kingdoms Total Population of the British Isles C.600AD: 800,000 The King column shows the current kings name &, in brackets, their race. Kingdom Cymri Briton Gael Celt Pict Saxon Romano- Population King British Gwent 6 7 Powys 20,000 Gywnedd 20,000 6 7 20,000 Cynfeddw (c) Cynan Garwyn (C) Cadfan The Celts of Gwent, Powys, Gwynedd, Dyfed, Ceredigion are normally referred to as the Welsh. The Celts of Gwent, Powys, Gwynedd, Dyfed, Ceredigion are normally referred to as the Welsh. Celtic Tribes (Leader) Gwent Powys Gywnedd Pictish Tribes (Leader) Major Houses (C) Dyfed Ceredigion Cornwall & Devon Cumbria Ireland Strathclyde 8 20,000 Cadog (C) 8 9 20,000 20,000 10 11 Rhun (C) Gurvor (C) Cole (C) 12 13 40,000 120,000 40,000 Dyfed Ceredigion Dumnonia Carvetii (Northern Cumbria) Brigantes (South Cumbria) Ulster, Leinster, Connaught, Munster, Meath Rheged (southern Strathclyde), The Celts of Devon & Cornwall are normally referred to as the Cornish. The Celts of Devon & Cornwall are normally referred to as the Cornish. 10 The Celts of Cumbria, Wessex, Northumbria, Mercia, Essex and East Anglia are usually referred to as the Britons (not to be confused with the Bretons of Brittany). 11 The Celts of Cumbria, Wessex, Northumbria, Mercia, Essex and East Anglia are usually referred to as the Britons (not to be confused with the Bretons of Brittany). 12 The Celts of Ireland are usually known as the Gaels. 13 The Celts of Ireland are usually known as the Gaels. 9 Highlands 140,000 Scottish Isles Wessex 20,000 100,000 Dal Riada (northern strathclyde) Fib (SE Highlands), Fortriu (SW Highlands) Fotla (Southmid highlands), Circinn(eastmid highlands), Ce (northwestmid highlands), Fidach (north-mid highlands), Cait (north highlands) Orcs (Orkneys) Cynegils (S) Dobrunni (North West Wessex) Catuvellauni (East Northumbria Mercia Sussex Wessex) Atrebates (South Wessex) Durotriges (South West Wessex) Belgae (mid Wessex) Brigantes (all except South East) Parisi (South East) Cornovii (West Mercia) Coritani (East Mercia) 40,000 Ælfric (S) 40,000 Ceorl (C) 20,000 Æthelwold (S) Sigbert Catuvellauni (S) (Western Essex) Trinovantes (Eastern Essex) Rædwald Iceni (S) Essex 60,000 East Anglia 40,000 Kent Religions Celtic Christian Roman Christian Heathenism Pagan Wotanic Roman 20,000 Eadbald (S) Tribe: If you are a Celt or Pict you must next choose your tribe. Unless you are Aes Dana or have the Priest edge you only have legal protection within the lands of your own tribe. Again, refer to the table above to determine the tribes your character can belong to based on their Kingdom of origin. Religion: Lastly you must select a Religion. This represents the religion you hold and believe in. You may change religion, but if you do so any special abilities you have which are based on your religion are lost immediately. Choose one of the following religions. If the religion has a race name in [brackets] following it the character must be of that race to adopt that religion: Atheist: very rare. An atheist actively disbelieves in the Gods. Anyone can be an atheist. Agnostic: agnostics do not follow any specific religion but accept the existence of God(s). Like atheists agnostics are very rare in the Dark Ages world. Celtic Christian: the character is a member of the Celtic Christian church. Roman Christian: the character is a member of the Roman Christian church. Pagan [Celt]: the character is a member of the Pagan faith led by the Druids. Heathen [Pict]: the character is a heathen, a follower of the pictish ways and the shamans. Wotanic [Saxon]: the character is a worshipper of Wotan and the other Saxon gods. Roman [Romano-British]: the character worships the old Roman Gods (eg.. Jupiter, Mithras) Aetheists and agnostics are treated as having no religion for the purposes of magic etc… so very few magical items PRE work for them. Languages The following table identifies the various language groups and the map shows where they are primarily used. A character starts with their native language and gains an additional language for each point of the Language edge. A speaker of a language can make themselves understood, and understand, speakers of other languages in the same group, but can only express complex concepts to a speaker of the same language. For example, a British speaker can understand and be understood by someone speaking Scottish but could not express complex concepts to them. Indo-european (includes British, Scottish, Gaelic, Baltic & Armenian) Pictish (includes Basque) Romance (includes Latin & Dalmatian) Greek Slavic Germanic (includes Saxon, Norse, Frisian, Frankish, Gothic & Alemanian) Iranian (includes Scythian & Alanian) Turkish Improving Stats The only way to improve Stats is by taking appropriate Edges (there are a number of edges which give a one-off bonus of +1 to a specific Stat). Awarding XP Every character gets 1XP per session for participating. If they contributed to the session in some significant way they receive an additional XP. At the GM’s discretion they may award a third point for particularly good roleplay/participation, even if the character achieved nothing significant. The GM may wish to award additional XP in exceptional circumstances, but this is not recommended. Spending XP XP can be used to buy new edges, at a cost of 4XP each, or to increase Stats, at a cost of Stat+1 to increase the Stat by 1pt (eg.. to increase BODY 7 to BODY 8 costs 8XP). Edges which default to a Stat can be increased in value (eg.. Fighting +1, Fighting +2 etc…). The bonus is added to the concerned Stat to determine the edges level. The cost increases for each level: +0 4XP (starting cost) +0 to +1 +1 to +2 +2 to +3 +3 to +4 +4 to +5 8XP 16XP 32XP 64XP 128XP To buy a new edge during play the edge must not have in the Starting? Column Acquiring Flaws With the GM’s agreement you may acquire new flaws during play, you should explain to the GM how you acquired the flaw though (eg… you may survive a particular battle and decide to take a Flashback flaw relating to the specific circumstance of that battle, this would merit you +4XP immediately). Teaching & Studying A character with the Teaching edge can teach other characters. Every month spent by a student & a teacher gives the student 1XP. A teacher can teach up to MIND students at any one time. Race Bonus Edges/Flaws Certain races tend to be more likely to have certain Edges & Flaws. In the Race column there may be a letter code indicating a race. If the character taking that Edge is of that race they pay 1XP less than normal for it, if it is a Flaw they receive an additional XP. Pict Celt Saxon Romano-British P C S R Standard Tests The following edges are Standard edges which the GM may call for a roll against, roll (d6-d6) and add the result to the edge, which equals its default Stat (eg.. all BODY edges equal the BODY Stat). If you do not have the standard edge use your BODY-3 or MIND-3 (each standard edge is linked to one or the other Stat). You may also have bonuses in a standard edge which increases its score (eg… Climb +1 would mean test against BODY+1). For ease of play it is recommended you note in brackets by each edge its score (based on its default Stat, the edges bonus, if any, and any other bonuses from non-standard edges). Background Climb Disguise Dodge Entertain Endurance feat Farming lore Fighting Healing Lore Idea Initiative Intimidation Leadership Legal Lore Legend Lore Mechanical Lore Persuasion Sea Lore Seduction Sight, Smell, Hear, Touch & Taste Stealth Strength Feat Survivor Swim Trade Lore Tumble Wilderness Lore World Lore List of Edges/Flaws Flaws are in bold. A tick in the Starting? Column means the edge can only be taken during character generation. List of standard tests. Each has a relevant Stat. If you do not have the edge use the Stat-3. Edges or Flaws with a – do not have a default, you must take the Edge/Flaw to use it. Note, you only receive +1 to any edge from feats, even if you have multiple feats giving the same bonus (eg.. a character with Thug & Mercenary gets +1 Fighting, +1 Intimidation & +1 Endurance feat.. they do not get +2 Fighting). Starting Race Edge/Flaw Default Description Heir You are the eldest child of your family. When you father dies you will inherit the family holdings. Make a LK*8 roll on your characters birthday and if you fail your character must retire from the game to take over their estates. Taking this flaw during play indicates the death of elder siblings which places you as the heir. Herb lore The character is knowledgeable on the subject of herbs and their uses and can produce salves and potions. Mariner +1 Sea lore & swim Trader +1 Background & trade lore Scholar +1 to any two lores Nimble +1 Climb, Dodge, Tumble Scout +1 stealth, sight & hearing Pathfinder +1 wilderness lore, sight & hearing Ranger +1 wilderness lore & marksmanship Cook +1 taste & trade lore Inn-keeper +1 trade lore & persuasion Officer +1 Leadership & Fighting Jurist +1 legal lore & persuasion Bard14 +1 entertain & legend lore 14 The rank of Druid above initiate. Skald15 Mercenary Physician Athlete Intellectual Thief Jongleur Trickster Thug Warrior Swashbuckler Cat burglar Labourer Savage Civilised - +1 entertain & fighting +1 Fighting & Endurance feat +1 Healing lore & persuasion +1 BODY, -1 MIND +1 MIND, -1 BODY +1 stealth & mechanical lore +1 tumble & entertain +1 seduction & persuasion +1 Fighting & intimidation +1 Fighting & Marksmanship +1 Fighting & tumbling +1 mechanical lore & climb +1 Strength feat & endurance feat +1 wilderness lore & endurance feat +1 world lore & entertain Heroic Hoard - Honest - You may spend up to 4 LK points on a single action (the normal limit is 3). You have a hoard of some value. This will not be in coins but in items of value. Define what these are, and how you come to own them, when you take the edge. You may take this Edge multiple times, each time increasing the value of the hoard. Once: 50 silver Twice: 51-500 silver Three times: 501-5000 silver Four times: 5001-50,000 silver Five times: 50,001- 500,000 silver Spend a LK point to tell a blatant lie, you can omit things though without penalty. You 15 The Saxon equivalent of a Bard but more martial. Skalds would typically fight in the front ranks of combat and compose epic songs about the events. The songs of the skalds form the recorded history of the Saxon people. - Honourable Improved Aim Improved Evade Improved Peripheral Vision Income Infamous family - Deaf Dumb No sense of smell No sense of - may take this twice (for 8XP) but then you must always be totally honest, not omit anything and be scrupulous in your actions. To break your word you must spend a point of LK. You receive +2 Shooting when you use the Aimed shot complex action. +2 Dodge or Fighting when you use the Evade maneuver. Your peripheral vision is better than normal. Enemies do not get Flanking bonuses against you. Your character has a guaranteed source of income which they receive every week. This edge can only be taken during character generation or through some roleplayed activity with the GM’s agreement (eg.. finding a gold mine, being given a grant of land by the king). You may take this edge multiple times, the number of times determining the income. There are no limit to how many times you make it: 1: 50 silver per week 2: 100 silver per week 3: 200 silver per week 4: 400 silver per week 5: 800 silver per week Etc… Specify the source of income when you take this edge (eg.. it could rent from land holdings, investments in businesses, a larger investment in a bank, a trust fund, an allowance from your family or the state for some reason, such as a pension). Your family are infamous, when someone finds out your family name you are at -1 to all persuasion or seduction rolls against them. Specify why your family is infamous when you take this flaw. You always fail hearing rolls. You cannot speak. You automatically fail smell rolls. - You automatically fail taste rolls. - R taste Blind - Iron will - Jack-of-all-trades - Language - Lead by Example - Leather working Lightning Reflexes Armour mastery Literate - Long Lived Long shot Loyal - - You automatically fail sight rolls and when in combat all opponents are treated as unseen (-3 to hit them). The character has a particularly determined set of mind and is hard to sway. Every point of LK they spend to resist a seduction, persuasion or intimidation attempt gives +2 Stat. You have been around and experienced a lot of things. Every LK spent on a test involving some practical (as opposed to theoretical) activity gets +2. The character can speak an additional language. This can be taken multiples times, each time getting a new language. You can ‘get-by’ in other languages in the same group as a language you speak, but to express complex concepts you need to take the language specifically. If they have the Literate edge they can also read and write the languages they speak. If a group you are part of have to make Fear checks you make yours first. If you succeed all your allies then receive +1 to their checks due to your example. The character is skilled at working with leather. +1 to Fighting & Dodge when unarmoured +1 to Fighting & Dodge when armoured The character is literate in their own language and any other language they speak (Celts can read & write ogham, picts can read & write glyphs, Saxons can read & write the runes and Romano-British character can read & write Latin). When making Aging tests you may roll 2d6 and select which result to use. Increase the maximum range of any weapon you use by 30% (+1 Distance unit). When you take this edge define who you are loyal to and why. When protecting that person you receive +1 to relevant rolls. If someone tries to persuade you to do something which is disloyal to that person receive +1 on rolls to resist. On the down side you will take risks you would not normally consider to protect that person, -1 on any tests to resist acting in such a way. C Lusty - Magical Merciful - Metal working - Modest - Night Vision - Noble - Offhand Parry - Old - Old Wound - One eye - Outlaw - When in the presence of an attractive member of the opposite sex spend a LK point not to lustily pursue them, at the expense of everything else. Once you have this edge you may buy Magical Edges. When you are merciful to someone, and being merciful makes your job significantly harder or increases the risk to you significantly, gain an XP. The character is skilled at working with metal. Amongst Celts iron is considered to be a magical metal so those who work it are considered to be part magicians and respected as such. A character with this skill can take the Aes Dana edge. To ‘blow your own trumpet’ or say anything positive about yourself you must spend a LK point. You see well in the dark. Reduce penalties for darkness by 1pt. You cannot have this edge and the Blind flaw. Your character is a member of the noble class, +1 to persuasion, seduction and intimidation of commoners (but not other nobles) but you must maintain a life-style of at least Expensive level. If you fail to maintain such a level lose the bonus until you do so again. +1 defense when wielding a weapon in the primary hand and another in the off-hand, if you attack with the off-hand weapon do not get this defense bonus until your next turn. Taken during character creation. Add 3d6 years to your starting Age, make Aging rolls as appropriate. The character has an old wound which occasionally plays up. Any action automatically fails on a roll of DOUBLE ONE due to the wound playing up. You have lost one of your eyes. Take a -1 penalty to Shooting due to your loss of depth perception. The character is wanted for some crime and if caught the penalty is almost certain to be death. Determine in which kingdom they are an outlaw and why. You can take this edge multiple times, each time choosing a different kingdom. An outlaw is at -1 to persuade commoners, nobles & royalty if said person is aware they are an outlaw but C,S S S Passion - Pious - Poison Immunity (specific) - Poor memory Priest - Proud - Prudent - Quick Healing Rapid Reload Reckless Resist Alcohol Resist Heat - Resist Cold - are at +1 to intimidate or threaten them. There is something, somewhere or someone you are particularly passionate about, specify what when you take this edge and why you are so passionate about it. When you are involved in tasks (acting or resisting) related to that thing each point of LK spent gives +2 Stat. You are very religious. Adhering to your religions virtues in adverse circumstances gives you +1 XP. Acting against those virtues gives -2 XP (eg.. a christian sparing the life of defeated enemy, even when they are likely to try and kill you again at a later date would get +1XP. A Pious Christian who refused to give charity to a beggar would get -2XP). Each religions virtues are listed in its entry in the religion section of the rules. You may take this edge multiple times, each time you take it choose a specific poison which you are totally immune to. If you take this edge during play you must have survived poisoning by the specific poison you are choosing. You cannot spend LK on lore tasks. The character is a priest of their chosen religion. Receive +1 to Intimidate or Persuade members of your own religion. You are ridiculously proud. When mocked or taunted spend a LUCK point or confront the mocker and fight them if they do not apologise profusely. If you take some-time to carefully consider an action before attempting it (a few minutes for a physical action, hours for a mental action) receive +1 to that action. You heal 50% faster than normal. You can reload a crossbow one turn faster than normal. You may not spend LUCK points on physical actions. You only take ½ Fatigue from drinking alcohol. You only take ½ Fatigue from heat (so only ½ a point every four hours in extreme heat). You only take ½ Fatigue from cold (so only ½ a point every four hours in extreme cold). 16 Resolute Robust - Rope work Royalty - Second Strike - Secret - Selfish - Sense of Time - Signature Weapon - Sleight of Hand Slow Slow Healing Snapshot - As Bold but the bonus applies to rolls to resist Fear and Intimidation. When rolling for complications you may roll 2d6 and choose which dice to use to determine the Stat reduced. The ability to make ropes, tie-knots etc... You have royal blood. You must be a Noble to have this edge. +1 to persuasion, seduction and intimidation rolls against nobles who know of your blood, but not against commoners16. If you Stun an opponent with a melee attack you may immediately attack them again at -3 attack. Regardless of the result of the second attack you do not get an additional attack (eg.. if you killed an opponent with the Second Strike you could not use the Cleave edge). You know a useful secret. This may be a secret over another character (PC or NPC) which can give you leverage, the location of something that is supposedly lost or hidden etc.. To give anything away you must spend a LK point, no matter who it is to or how important it is. You have an innate sense of time, knowing what time is, whether it is day or night, how much time has passed since a particular event etc… Choose a specific weapon (not type or class of weapon). That weapon never breaks or is fumbled. You should specify the weapon, its history and its relation to you when you choose this edge. You may have multiple signature weapons. If the signature weapon is destroyed this edge is lost, and no XP’s are recovered. The ability to pick pockets, palm objects etc… +1 to any such task. -1 speed for movement. Heal damage 50% slower than normal. You can evade & make a ranged attack as a trick shot (-3). You can take special moves to reduce the penalty with specific weapons. The logic applied here is that royalty are as to nobles as nobles are to commoners, but commoners do not really see a huge difference between royalty and nobles. C Salmon Leap - Sneak Attack - Special Move - Spot weakness Stigmatised - Stone working Scary Stubborn - Superior Eyesight Superior Hearing Superior Smell Superior Taste Superior Touch Suspicious Tactics - Teaching Thick Skinned - - You can evade & make a melee attack as a trick shot (-3). You can take special moves to reduce the penalty with specific weapons. If you flank your opponent get an additional +1 Fighting. If the target has Improved Peripheral Vision you lose the normal bonus but still get this +1. You have practised a specific combat maneuver which would be classed as a trick shot. When using this move you only incur a -2 penalty (the normal trick shot penalty is -3). You can take this edge multiple times, each time selecting a different special move. You receive +1 Fighting against opponents with a lower MIND than yours. The character is looked down on by everyone else in their society. When you take this flaw determine why you are stigmatised. Where appropriate this expresses itself as a -1 penalty to Persuasion, Seduction or Trading Lore rolls, but the flaw is more pervasive in that people will discriminate against you in even minor ways. The character is skilled at working with stone. You are very scary, +1 to intimidation rolls. Once you have decided on a course of action you must see it through or pay a LUCK point to change your mind. Your eyesight is better than average, +1 Sight. Your hearing is better than average, +1 Hearing. Your sense of smell is better than average, +1 Smell. Your sense of taste is better than average, +1 Taste. Your sense of touch is better than average, +1 Touch. You instinctively distrust people. To trust someone spend a LK point. If you come up with a plan everyone in your group who sticks to that plan gets +1 Initiative until they either break from the plan or the plan succeeds. This is intended for combat tactics, not for whole adventures. You can train other people. You have 1pt of natural armour. Tireless - Tracker Trusting Valorous - Wakefulness - Wary - Water Sense - Weak Willed Weather Sense - Stout-hearted Wise - Wood working Aggressive Fighting - Ally - You reduce fatigue penalties by 1pt for every six hours rest (normally 8 hours of rest are needed to do this). +1 to wilderness lore, sight or smell rolls specifically concerning tracking. You instinctively trust people. To not trust someone spend a LK point. When confronted with the opportunity to gain glory for yourself spend a LK point not to leap in without thinking about things first. You may go without sleep for Endurance Feat days without incurring any penalty. After that time you must sleep. Note that you must still rest, you just do not need to actually fall asleep. You are very hard to take by surprise. Get a +1 on Sight, Smell, Touch, Taste or Hear rolls when trying to notice a threat (eg.. an ambush or trap). You always know in what direction the nearest source of fresh water is, roughly how much there is and how far away it is. You may not use LUCK points on Willpower tests. You always know when the weather is about to change and in what way. This normally gives an hour or two’s notice before the weather shifts. +1 to Willpower checks to resist Fear You are very wise and considered in your actions. This should be roleplayed (always consider your options, don’t be hasty). To simulate this once per adventure the GM may let you change your mind concerning a decision you made, although this must be no more than a few minutes after the decision was made. The character is skilled at working with wood. On your turn you can opt to reduce Attack by 1pt and increase Defense by 1pt. This remains so until your next turn when you may choose to reset them to normal or maintain the change. You have a powerful ally. You must define who they are when you take this Edge and why they are your ally. You can call on them for assistance but apply common-sense in this matter, if you ask an ally to help you expect to be asked to help in return. Note that a powerful family could be treated as an Ally. Ambidexterity Animal Friend Area Knowledge (specify) R S - Arrogant Arrow Cutting - Avaricious - Bad Gesa - Beardless - Berserker - Blind Fighting - Blood thirsty - Ignore penalties for the off-hand You receive +1 on any action involving an animal. This does not give additional bonuses to mounted combat. You have particularly detailed knowledge about an area. This is usually a ‘county’ or shire sized area. Get +1 to any roll when dealing specifically with that area (and where local knowledge seems relevant). You can take this multiple times, each time choosing a different area. You cannot use Luck on persuasion or seduction tests. May use Fighting to defend against marksmanship attacks from bows provided you can see the attack coming. When wealth falls into your path you must spend a LUCK point or pursue it at all costs. Celts only. A Gesa is a magical compulsion or prohibition which is laid upon a character. Most Gesas are expressed in the form ‘must..’ or ‘must not..’ For more information see the Celtic culture section. You may take this flaw multiple times, each time selecting a different Gesa. Obviously for men only. You can’t grow a beard. In celtic and saxon cultures the ability to grow a beard is the sign of reaching manhood, so you are always considered to be a child or lesser man. -1 to persuade, seduce or intimidate Celts & Saxons. If a berserker rolls DOUBLE ONE on an attack they go berserk. Once berserk you receive +1 Fighting but cannot leave the battle-field until all your foes are defeated or you are (you cannot retreat). You may take this twice, in which case you may not leave the field until everyone on it is defeated (you will turn on your allies in such a case). Reduces the penalties for fighting unseen opponents by 1pt (to -2). This bonus is cumulative with the bonus from the night vision edge. Spend a LK point not to take a turn to kill an incapacitated/unconscious foe. Note that this applies in the heat of battle as well as in non-combat situations. S Boastful - Brutal Candle work Charioteer - Chaste - Cleave - Clever Cloth working - Code of behaviour - Command - Concentration - You may make a public boast at any time. A boast is a statement that you will achieve some specific goal which must be suitably challenging. Success earns you an XP, Failure costs you two. -1 Fighting, +2 damage with unarmed or melee attacks. The ability to make candles. The character is able to effectively use a chariot, without this edge you can only be a passenger on a chariot. To pursue a member of the opposite sex, or respond to their overtures, you must spend a point of LK. If you incapacitate an opponent with a melee attack you may immediately attack a second adjacent target with the same weapon. If you kill that second target you receive no additional attacks. You receive +1 to all Lore rolls. The character is skilled at working with cloth and fabrics. This is primarily used to make clothes and draperies of various kinds. Determine the key elements of your code when you take this Flaw. If you should break this code of behaviour immediately lose 1XP (if you have no XP the next one you earn is lost). Every time you break the code you suffer this loss of XP. You are in command of a body of fighting men. When you take this edge define who the body is and why you command them. This edge can be taken multiple times, the number of times it is taken determines the size of your host: Once: up to 150. Twice: 151 to 1000 men. Three Times: 1001 to 5000 men. Four Times: over 5000 men. This body of men doesn’t normally accompany you, to use them requires them to mustered etc.. It is recommended that the GM approve the taking of this Edge. You may gain +1 Fighting & Dodge against a single foe each round, but are at -1 Fighting & Dodge against all other opponents. Coward - Cruel - Cryptic Answers - Cultural Knowledge - Curious - Dark Secret - Death Wish - Deceitful - Defensive Fighting - Destiny - You are a craven coward. When confronted by physical danger or threats you must flee the situation OR spend a point of Luck. When confronted with an opportunity to be cruel to someone spend a LK point to not be cruel (eg.. if you could torture someone or just persuade them you must spend a LK point not to use torture). Never give a straight answer to a question. This is a common flaw for Druids & Shamans. If someone asked you how to get to a place you would utter some cryptic guidance, not just directions. You have a specialised knowledge of a particular races habits/taboos etc… (race would mean Saxon, Cymri, Gael, Romano-British etc..), choose which when you take this edge. When dealing with members of that race you receive a +1 to seduction, intimidation and persuasion rolls. You may take this edge multiple times, each time specifying a different culture. As Bold, but the bonus applies to Luck points spent on Sight, Smell, Hear, Touch & Taste rolls. You have a Dark Secret. Determine this when you take the Edge, it must be something which has serious implications for your character if it gets out. If this Secret ever gets out lose 4XP (if you don’t have 4 XP the next four you earn are lost) and remove this Flaw (its no longer a secret). In addition take the consequences of the secret getting out. This flaw can be bought off by spending XP and using roleplay to somehow remove the secrets edge. When confronted by a truly dangerous situation you must either spend a point of LUCK or charge into the fray. Spend a LK point to tell the truth when a lie would be believable in its place. You are always looking out to keep information to yourself and hoard it. On your turn you can opt to reduce defense by 1pt and increase attack by 1pt. This remains so until your next turn when you may choose to reset them to normal or maintain the change. The character has a great, positive, mythic, destiny (eg.. to lead their people to Direction Sense Dirty Fighting - Disease Immunity (Specify) Disfigured - Disguise MIND Drunkard - Inattentive Duty - Educated - Enemy - Energetic - Discern Intent MIND - freedom). When they are performing actions which directly relate to following that Destiny add the bonus this edge provides to any Stats. Likewise add your Destiny bonus to any rolls to stay alive etc… (fate protects you until you reach your end). This edge can only be taken with the GM’s agreement. You always know which way is north, wherever you are. If you hit with an unarmed attack you Stun your opponent unless they spend a point of LK. You may take this Edge multiple times, each time you take it choose a specific disease which you are totally immune to. If you take this after character generation you must have been exposed to the disease concerned and have survived. You have some facial disfigurement. This may be a birth defect or scar from an old injury. Either way you get +1 to Intimidation attempts but -1 to Persuasion. The character has a degree of skill in disguising their appearance and changing their mannerism. Disguise is usually opposed by sight or hearing. When you have access to alcohol you tend to drink til you drop. To resist the urge to imbibe spend a LK point, otherwise get drinking and continue until you are forced to stop by your allies or you pass out (Total Fatigue equals Endurance feat). You may not spend Luck points on sight, hearing, smell, taste or touch. When you take this edge determine what your duty is and to who. Every time you fail in your duty lose an XP. You have received a wide-ranging education. Every LK point spent on a lore roll gives a +2 bonus. You have an enemy. Determine who they are and why they are your enemy when you take this flaw. The enemy should be powerful enough to present real threat to you and your allies. As a rough guide the ally will make an appearance once every six game sessions. You are very physical and energetic. Each point of Luck you spend on a Body action (but not to resist damage) gives +2 to that value! You are able to discern another persons true intent, whether they are lying to or C,P Faerie Friend - Fair - Famous family - Fast Draw - Fate - Favour - Favoured Enemy (specify) - Favoured Environment - Favourite Weapon Fear Immunity (specify) - - deceiving you, and if they are what they are trying to conceal. When you take this determine whether it is Seelie (good) or Unseelie (evil) Faeries you are a friend to and why they are your friend. Your friends will not harm you if unprovoked (they may play jokes on you though) and they will come to your assistance if you are threatened or under very real danger in their presence. Receive a +1 bonus when trying to seduce or persuade people who find your gender attractive. Your family are famous, when someone finds out your family name you are at +1 PRE to all relations with them. Specify why your family is famous when you take this flaw. You can draw and attack with a weapon as a trick shot (-3). You can take special move(s) to further reduce this penalty with specific weapons. Fate operates in the same way as Destiny but the final outcome is negative/tragic (eg… Achilles went to Troy and was Fated to live a short but glorious life). You are owed a significant favour by someone of power (eg.. a great warrior, a king, a faerie king). You can call this favour in once then this edge is lost. When you take the edge determine who owes you the favour and why. You may take this multiple times, each time specifying a different enemy. You get +1 Fighting or Shooting when fighting that that enemy. The enemy must be a species of animal or faerie or a specific tribe or group of people. Select a specific kind of environment (eg.. fields, woods, mountains, hills, plains, forests, towns). This is usually the environment you grew up in. You receive +1 to wilderness lore, fighting & stealth rolls in that environment. Specify a particular type of weapon, you receive +1 INITIATIVE when you begin the round in combat and are wielding that weapon. You are familiar with a particular cause of ‘fear’ and are immune to its effects. You can take this edge multiple times, each time choosing a different fear. Examples include; Undead, Faeries, Gruesome Sights. If you take this edge during play you must have been exposed to whatever you are Leadership Feeble Constitution Feign Weakness MIND - Fianna - Finesse Flashback - Fleet Footed Forgivable - Gay - Generous - Good Gesa - Hard to Kill Hardy - - getting Fear Immunity to during play. You are able to lead people effectively. If you survive incapacitation lose 2pts of Stats (roll where point comes from separately, they may come off the same Stat). When in combat use a simple action on your turn to feign weakness, if your opponent attacks your next attack against them is at +1. Gaels only (Irish Celts). Fianna are warbands which have forsaken links to their native kingdoms and clans to protect Eire as a whole. Fianna swear a code of honour which they must adhere to rigourously but LK spent on any action relating to their code gives +2 Stat per point of LK spent. +1 Fighting, -2 damage with unarmed or melee attacks. You have experienced a very traumatic event in the past which occasionally comes back to haunt you. When you take this Flaw define the event. If you are presented with a situation which is relevant to the event in some way you must spend a point of LUCK or freeze, not acting until the stimulus is removed. +1 to Speed for movement. You are one of those people who can make social gaffes and just laugh them off without offending people. Treat this as the Bold edge but applied to Social situations. You are attracted to members of your own sex (this is treated as flaw because of the prevailing social climate of the period) If at the end of adventure you give away everything you have bar your basic equipment and enough money to survive modestly gain an additional XP. Giving this to your allies does not earn the XP, the stuff must go to a completely independent third party. A good Gesa is a Gesa which is beneficial to the character, again, see the Celtic culture section. You are hard to kill, +1 to the Survivor roll for the purposes of surviving incapacitation. You are tough as old boots. Treat this as the Bold edge but the bonus applies to Luck P Hatred (Specify) - Healing Touch Veteran Weapon focus: X - Tumble BODY Climb Dodge Fighting BODY BODY BODY Marksmanship Endurance Feat Resist poison/disease Riding BODY BODY BODY Stealth Strength Feat BODY BODY Swim BODY Background LUCK Survivor LUCK BODY spent to prevent damage effects. Hatred is treated like Berserk but only kicks in when confronting the thing you hate and you roll DOUBLE ONES. +1 to Healing Lore. You can use unspent XP as LK points. +1 bonus to fighting or marksmanship when using a specific class of weapon. Can be taken multiple times, each time selecting a different class of weapon. Acrobatics and gymnastics. Make a tumble roll to land on your feet, swing on chandeliers, perform stunts of derring do etc… The character is skilled at climbing. The ability to get out of the way of things. You are able to fight effectively, this may be natural ability, training, experience or a mixture of all three. You are accurate with ranged weapons. When Fatigue penalty equals Endurance feat edge collapse from exhaustion. You are better able to resist poisons & diseases. Your character can ride. When mounted all your BODY edges are capped at your Ride edge level (eg.. if you have Ride then all your other BODY edges are capped at +0, if you have Ride+1 all others are capped at +1 etc…) You are skilled at moving without being detected, and hiding from detection. Used to lift weights/gates, bend bars, kick in doors, rip telephone directories up, break chains etc… The character can swim. Like literacy swimming was by no means an automatic ability in the Dark Ages. Background reflects a characters range and depth of experience over time. A character with the background edge is more likely to have relevant contacts to a situation, know general facts about something or to have been somewhere before. When incapacitated make a Survivor*8 roll to avoid death C Entertain MIND Farming lore MIND Hear Initiative MIND MIND Intimidation MIND Legal Lore Legend Lore MIND MIND Mechanical Lore MIND Persuasive MIND S Sea lore MIND R Sight Smell Taste Touch Trade Lore MIND MIND MIND MIND MIND Wilderness Lore MIND The character is skilled at entertaining others with song, dance, story telling, playing an instrument, humour and such like. Your character has experience of farming, this includes animal husbandry and arable farming. You have good hearing. You are able to maintain a cool head when under stress (eg.. combat). This edge determines the order of characters in a round. The character is intimidating, whether by appearance or demeanour. They can exert influence over others by the fear of violence (be it physical, mental or even social violence). Intimidation also includes the use of torture. The character has an understanding and ability to practise law. Your character is familiar with the legends and myths of the world. They are able to identify artefacts, creatures and such like (including Faeries) and may know best how to defeat or deal with them. The ability to work with mechanisms. Designing and making them, dismantling them, bypassing them and repairing them. The character has a silver-tongue. They are skilled at persuading others to do what they want and/or agree with them. Your character is familiar with the sea, ships, boats etc… This includes sailing, fishing, navigation and survival at sea. You have good eyesight. You have a sensitive nose. You have sensitive taste. You have a good sense of touch. The character is knowledgable about trade, commerce and such like. Apply this bonus to any roll concerning the buying or selling of goods or other business activities. Your character is at home in the wilds, hunting, trapping fishing, surviving and navigating. Wilderness lore includes tracking and concealing ones tracks from others. Willpower MIND World Lore MIND Healing Lore MND Idea MND Seduction MND You are strong willed, used to resist Fear, Seduction, Persuasion and Intimidation attempts. Your character is familiar with the wider world of politics, history and cultural interactions and the workings of the civilised world. Your character is capable of healing others. This is most commonly used to diagnose and treat illnesses/poisoning and to treat wounds (can attend to MND characters at any one time) The character is good at coming up with solutions to problems. An idea roll is most often made when a character is completely stuck. A successful roll lets the GM give the player a clue as to how to progress. You are very attractive and able to use your looks/demeanour to seduce others. Dark Ages Rules Cost of Living The values below indicate the average cost of living for a week. A character who lives at Subsistence level for a week is at -1 BODY until they spend a week at Comfortable level. A character who cannot even afford the Subsistence level is Destitute, taking -2 BODY until they spend a week at Comfortable level. Life-Style Expenses/Week Destitute 0 Subsistence 20 Moderate 45 Comfortable 65 Expensive 100 Minimum lifestyle for nobles to avoid penalties Extravagant 150 or more Minimum lifestyle for royalty to avoid penalties Wilderness Lore, City Lore & Cost of Living A character with wilderness lore can support a number of characters equal to their level in the edge at a comfortable level indefinitely as long as they are in the wilderness. The same applies for a character with the city lore edge in an urban area. Social Status & Titles by Culture For game purposes all Nobles are considered equal in status, this reflects the reality that although some titles are of higher rank than others the holdings and political positions of the family are often more important. Saxon Celt Pict Romano-British Outlaw Outlaw Outlaw Outlaw Outlaw Commoner Ceorls- part time Freemen/Soldier Freemen/Soldier Commoners/Soldi Fighter/Farmer/Artisans Noble 17 Thegns—Full-Time warriors Ealdormen—Leaders of groups of Thegns Cyning—The kings Aethlings—Petty independent leaders who aren’t strong enough to call kings, but have no master. Warrior Flaith- leader of a group of warriors / Druid Clan Leaders Tribal Leader (King) Warrior Village Leader / Shaman Clan Leaders Tribal Leader There is no higher rank than Lord in Romano-British society. Lord17 - Royalty Prince Duke King High King & family to four generations (King) 18 Aging Once a character hits 40 they begin to suffer aging effects, this system is not exactly realistic but serves to represent the effects of age well enough for our purposes. Roll 1d6 on each birthday starting with the 41st birthday. 1-3 No reduction this year. 4-5 Lose 1pt from BODY or MIND. Determine which randomly. 6 Lose one point from BODY and one from MIND. When BODY is reduced to 0 the character dies of old age, when MIND is reduced to 0 the character has become totally senile and can do nothing. An average character (BODY & MIND 7) will live to around 60. OPTION: Young Characters A player may wish to begin with a character of less than 15 years age. In this case subtract 1 from BODY for each year below 15 to a minimum 1. Take a -3 to all persuasion, seduction or intimidation rolls as well. A character below 15 may only select a single edge to begin play with. Cultures Cultures The Picts Tattooed, blue woad daubed Pagans from north of Hadrian's wall. Nobody likes them, and they return the sentiment. Even the Saxons hate them. Matrilinear, Bloodlines, and thus inheritance, passed through the mother. There are no urban areas north of the border Don’t wear much clothing. Illiterate Clans consists of a group of related families, multiple clans form a tribe. Revere totem animal spirits, each clan has its own totem spirit. More than one clan can have the same totem spirit. Talk to Faeries sometimes. Sneaky, like to do ambushes Communal ownership of land 18 There is no higher status in pictish society than King. At any given time there are only normally two Kings, the leader of the strongest highland tribe and the leader of the strongest lowland (Strathclyde) tribe. See themselves as caretakers of the Earth Mother. The picts are a wild people closely in tune with their environment. They are spread across Scotia from the relatively benign lowlands through to the windswept highlands and north into the isles. Scotia is divided into several small kingdoms, each dominated by a single tribe. These tribes comprise a multitude of warring clans who are so busy fighting each other they have never made any serious incursion across the border into Northumberland & Strathclyde. Pictish names are usually organised in one of the following ways {given name} mac {father's name} {given name} map {father's name} Common names include: Elpin, Artbranan, BlieBlituth, Brude, Caeltigern, Cal, Canaul, Canutulachama, Carvorst, Cimoiod, Cinid, Cint, Denbecan, Deoardivois, Deocilunon, Deoord, Deototreic, Deo, Diu, Drust, Drost, Drosten, Emcat, Edarnan, Fecir, Fet, Galam, Galanan,Gant, Gart, Gartnait, Gede, Gust, Gest, Gilgidi, Gnith, Grit, Leo, Morleo, Mund, Nechtan, Pant, Ru, Talorc, Talorcan, Taran, Udrost, Uuen, Uuidid, Uip, Vipog, Uirolec, Ongust, Uurat, Uuradec, Uurcich, Uurgust, Uroican, Usconbuts, Uust Pictish Law is very similar to Celtic law. The following map shows the major Pictish tribes and their approximate locations. The Pictii are organised into Tribes, each tribe having a king. Each tribe consists of several clans (extended families) and each clan has several villages. The Pictish tribes do not have a High King, the various tribes co-exist in a continuous weaving of wars and alliances. The Celts The Semi-Romanized Celts, conquered by the Romans in the first century AD. Their old tribal structures are collapsing, and many of the tribes are now controlled by a Romanized aristocracy. Many live in feudal villages, while the rest are organized into small clans based in a few villages with a clan chief, owing allegiance to the tribal King/Duke/whatever. Many are Pagan, but Christianity is spreading among them. The Celts of what PRE become England are commonly referred to as the Britons, those of Wales as the Cymri and the Celts of Ireland are usually called Gaels. Respectful of Faeries and Druids. First loyalty is given to local leaders Law is based on tradition and custom Organized into clans, which them clump into tribes. A clan is a group of families. Clans spend a considerable amount of time feuding with one another, as do their respective tribes. Each Tribe is headed by a King or Duke (called a Ri in Gael). Alliances between tribes and clans are mainly made through marriage and/or fostering, where one or more children are sent to be raised by an allied clan/tribe, acting as hostages in addition to forging strong links. The Ri’s elect a high king who rules the high kingdom. The King or High King is primarily a war leader, they have little or no ability to change the law The economy was based entirely on barter, although use of Roman coinage was common Fond of music and song. Respectful of Bards They like to Grab contests of singing, music, and dancing Usually illiterate, but knowing a lot of stories and songs. Conduct Trials by Ordeal Sexual equality is the norm in Celtic tribes. The women fight alongside the men and have an equal standing in society. Some examples of female Gael names include: Abigail, Aghna, Aideen, Aileen, Ailís, Áine, Aisling, Aithne, Alana, Alyson, Ana, Anne, Badb, Blayne, Breena, Brenda, Brenna, Briana, Brid, Brigid, Cait, Caitlin, Caitriona, Ciara, Clare, Cliona, Colleen, Creidne, Dana, Deirdre, Edana, Eileen, Eithne, Erin, Evelyn, Finola, Fiona , Gwen, Gweneth, Hilde, Íde, Isabel, Islene, Keavy, Keeley, Mab, Maeve, Marta, Medb, Moyna, Moira, Mona, Morgan, Moya, Muirin, Naomh, Niamh, Nuala, Orla, Riona, Ros, Rowena, Sarah, Seana, Shannon, Sheelah, Sheena, Sinéad, Siobhán, Tara Some examples of Male Gael names include: Aed, Aidan, Angus, Ardal, Blaine, Blair, Brady, Bram, Bran, Brendan, Bryon, Brogan, Caleb, Calhoun, Cassidy, Cavan, Cian, Kieran, Colm, Conall, Connor, Conway, Cormac, Culann, Dáire, Declan, Delaney, Devin, Devlin, Dolan, Dóna, Donovan, Doyle, Eóin, Evan, Fergus, Fergal, Finbar, Flynn, Galen,Garett, Glen, Hagan, Hogan, Kane, Kearney, Kelvin, Kieran, Kilian, Liam, Lir, Logan, Miles, Morgan, Murphy, Nevan, Niall, Owain, Padraig, Quinn, Reilly, Riordan, Roarke, Rogan, Rónán, Rory, Ross, Seamus, Seán, Shane, Sloane, Vaughn, Wynn. Gael Surnames: Mc, Mac = son of O = can signify either grandson, or earlier ancestor Fitz, from French fils = son of Ní = girl's use before her father's name Ban = wife's use before her married name Brennan, Conroy, Devine, Doherty, Donoghue, Dowling, Doyle, Duffy, Dunne, Egan, Fahy, Flanagan, Flynn, O'Loinn, O'Lynn, Gallagher, Garvey, Geraghty, Hennessey, Hogan, Kavanagh, O'Cahan, MacCloskey, Kelly, Lee, Lynch, McAuley, MacAuliffe, MacBride, MacCabe, MacCann, MacCarthy, MacCormack, MacDermott, McDermmot, Kermode, MacElroy, MacEvoy, MacGee, MacGovern, MacGrath, MacHugh, MacInerney, MacKenna, MacLoughlin, O'Loghlen, MacMahon, Mohan, Vaughn, MacManus, MacNally, MacNamara, MacNulty, MacQuaid, McQuillan, MacSweeney, McGinn, Madden, Maguire, Mallaghan, Malone, Maloy, Monaghan, Moore, Mulcahy, Mulligan, Murphy, Nolan, O'Brien, O'Byrne, O'Callaghan, O'Casey, O'Connell, O'Connor, O'Dea, O'Donnell, O'Donovan, O'Dowd, O'Driscoll, O'Dwyer, O'Farrell, O'Flaherty, O'Flanagan, O'Grady, O'Hagan, O'Leary, O'Malley, O'Meara, O'Neill, O'Reilly, O'Rourke, O'Shaughnessy, O'Toole, Quinlan, Quinn, Regan, Ryan, Mulryan, Scanlan, Sheridan, Walsh Some examples of Female Cyrmic Names: Angharad, Annwyn, Ariana, Arionrhod, Blodwyn, Branwen, Bronwen, Caron, Cate, Catrin, Dee, Derwen, Deirdre, Elen, Essyllt, Ffion, Gaenor, Glenna, Gwen, Gweneth, Hywela, Idelle, Iola, Jenifer, Linette, Lowri, Mab, Megan, Meriel, Mona, Morgan, Morgana, Myfanwy, Nia, Nimue, Olwen, Rhiamon, Rhian, Rhianwen, Rhonwen, Rhosyn, Rowena, Sian, Tegan, Torri, Vivian Some common names for Cymri Males: Aedd, Alawn, Alun, Alwyn, Anir, Arian, Barri, Bedwyr, Berwyn, Beven, Blair, Blaise, Bors, Bowen, Bradwen, Bran, Brice, Bryn, Brys, Cadell, Cadfael, Cadman, Cadoc, Cadwr, Cai, Caradoc, Cas, Cerwyn, Cian, Colwyn, Conwy, Dafydd, Dillan, Drew, Dylan, Einion, Emrys, Eoin, Ermid, Evan, Gareth, Gavin, Gawain, Geraint, GiBert, Glendower, Glew, Govan, Govannon, Griffin, Gwalchmei, Gwydion, Gwyn, Huw, Hywel, Iago, Iestyn, Ieuan, Kevyn, Kim, Lleu, Lludd, Llyr, Lot, Madoc, Mael, Menw, Merlin, Mordred, Morgan, Morvran, Neued, Olwydd, Oswallt, Owain, Pellinore, Peredur, Puw, Pwyll, Rhodri, Rhys, Selwyn, Steffan, Tad, Tarrant, Tor, Tremayne, Trent, Tristan, Tristram, Urien, Vaughn, Weyland, Wyn Common Cymric Surnames Adda, ABan, Anwyl, Awbrey, Bach, Bebb, Belth, Bevan, Beynon, Blaeny, Bythell, Caddock, Cadogan, Cadwalader, Cardigan, Carew, Connah, Cwnic, Eynon, Gadarn, Gethin, Gruffydd, Gwalchmai, Gwilt, Gwynne, Gwythur, Heilyn, Iudhael, Landeg, Llewelyn, Llywarch, Mabe, Mostyn, Owen, Parry, Puggh, Rees, Rhys, Rhydderch, Roch, Trahaearn, Trewent, Vaughan, Wynne, Iorwerth Celts have five social classes: 1. Royalty: the Ri and his immediate family to four generations. 2. Nobility (the Flaith): the warrior aristocracy, clan chieftains and war leaders and their immediate families and relations. 3. Professional (Aes Dana): the Aes Dana are the professionals of Celtic society. They are well respected by all and membership of this class is by merit and training not by birth. It includes druids, bards, seers, jurists, physicians and master craftsmen. Members of the Aes Dana are protected by Celtic law and allowed free passage anywhere in celtic land regardless of their clan & tribe. In return Aes Dana are expected to behave in a neutral fashion, in relation to inter-clan/tribal politics. 4. Freemen: freemen form the bulk of society. In peace they are the small farmers, hunters, herdsmen, shepherds, fishermen and journeymen or apprentice craftsmen. In war they provided the bulk of the military serving as infantry. 5. Slave: the slaves were usually captives taken in battle and provided labour for the nobility. They were the albsolute property of their owners. Celtic Code of Honour All Celts are expected to abide by three rules: Truthfulness; if you make a promise keep it. Don’t lie to people, always tell the letter, if not the spirit, of the truth. Hospitality; if someone arrives at your door make them welcome, feed them etc… even if it is your sworn enemy. Don’t ask them who they are or what they are doing. On the other hand if you accept such hospitality you are bound to do no harm to your host and it is only polite to tell them who you are and what you are doing. Revenge; if someone kills one of your clan kill them in return. Don’t be subtle, open combat is the way to go. Single combat is honourable, do not interfere with it. Fir Fer (The Fair Fight) Celtic honour demands that a character who is challenged to single combat should fight alone with their foe. It is dishonourable to interfere with a single combat. Before a single combat begins both characters agree the rules (eg.. armed or unarmed, first blood or to the death). If one or other fighter breaks the rules the Fir Fer rule is abrogated and usually both sides PRE pile in to break up the battle. The Fianna Gesa A Gesa is a magical compulsion or prohibition which is laid upon a character. Gesas are generally either Good (edges) or Bad (flaws). Most Bad Gesas are expressed in the form ‘must..’ or ‘must not..’ and prohibit a certain action until some condition is fulfilled. When the condition has been fulfilled the Gesa flaw is removed for free. The condition must be reasonably onerous or appropriate to the prohibition. For a condition which is very hard to fulfil the GM may allow the Gesa to be treated as two Flaws (8XP). Breaking a Gesa is very bad. Calamity is certain to follow. The GM should decide a suitable punishment for the breaking of the Gesa and introduce it during play. Note that the calamity need not necessarily be directed against the character themselves, but may be against their allies/clan/friends/lovers…. Any character with the Bad Gesa edge can lay a Bad Gesa on another Celt, but it costs a point of LK (which is not recovered). A good Gesa is an inborn Edge (not given). A good gesa sets how a character can die, this is the only way they can die. They can be wounded still and suffer complications, but they cannot die in any way except that laid out in the Gesa. Good Gesas have a level and the level reflects the rarity of the condition for death, the less often the character is exposed to the risk the higher the level of the Gesa. Some examples follow to indicate power level: 1 Can only be killed out of doors 2 Can only be killed on a doorstep 3 Can only be killed by a door (not the ambiguous use of by.. this can mean near a door, or actually by a door) 4 Can only be killed by a door whilst wearing green armour 5 Can only be killed by an earless green boar Obviously it is unlikely a player character PRE have more than a Gesa 3 due to the XP cost and requirement to take the edge during character generation. Celtic Law The rights and obligations of each freeman within a clan were clearly defined and largely enforced by custom. Parties in legal disputes usually submitted to a professional Jurist who had memorised the law and precedents and rendered judgement. The power of custom and tradition was largely sufficient to enforce such judgements. In extreme cases the Druids could excommunicate someone who then became outlaw, their life then become forfeit to anyone who could slay them and they could not participate in society. Blood relations formed the heart of Celtic law, where kindred was considered to extend over four generations. Kindred were expected to support each other completely, if one committed a crime they bought shame on their kin and any fine would be expected to be shared by the whole kin. Imprisonment is unknown and the usual punishment is fines, paid to the offended party, or a vendetta. Levels of fines were based on precedent and handled by the Jurists and the fine is referred to as the Honour Price for the crime. In the event of Vendetta the kin of the offended party simply go to war with the kin of the offender and try to kill/steal property sufficient to compensate them. Within a tribe vendetta would be very rare, with offenders bowing to the judgement or being outlawed. Between tribes vendetta becomes more common. Legal protection only extends to members of the tribe or Aes Dana, any foreigner takes their chances. If they are hurt etc.. they have no legal status and would have to seek a Blood feud. The Aes Dana Aes Dana are Celts who are protected by local law regardless of their native tribe or kingdom. The possession of certain edges grants automatic Aes Dana status to Celtic characters: Druidic Order Any lore edge Metal work Wise Entertain Fasting A traditional way of expressing a grievance against another Celt is the Fast. The character sits outside the other persons home and refuses to eat. The other character is required, by honour, to also fast. This continues until one or other character breaks and eats, in which case they are required by hospitality to feed the character who is expressing a grievance, and by so doing admit their guilt. A fasting character can drink water as normal. They take 1 damage per day they fast. If damage equals TGH they pass out and will die in a day unless someone helps them. Romano-British Highly Romanized Celts. They have latin names, are literate, live in cities, and try to cling to the old Latin culture. Most are now Christian although the old roman religion still holds sway with many. Areas with a strong Romano-British presence tend to follow Romano-British customs rather than Celtic customs, so everyone has the right to a fair trial. The Romano-British organise themselves into Major Houses. A Major House comprises a single powerful noble family with associated lesser noble and commoner families. The lesser families are sometimes referred to as Minor Houses themselves and may also have associated commoner families. Generally speaking characters with Noble 1-3 are members of a minor House (in this case determine your own minor house and the major house you are allied to). Those with Noble 4-5 come from a Major House. The relative position of houses is mainly built on their wealth (and holdings), military power, and their degree of influence over political matters. Members of a house answer to the local king/ruler like other citizens but their house enables them to exert influence over actions. For example, the leader of a Major house in a given Celtic kingdom may technically be outranked by any Celtic warrior but in fact would likely be present at court often and their opinions listened to and acted upon by the king. Use of Latin and Written Documents extensively. Use of Latin names Romano-British characters do not come from Wild areas Ownership of Books Urban life Practice of Oratory and Public Speaking as a fine art Formal Education by Tutors when possible. They BATHE Attendance of Public Baths. Use of Formal Judicial procedures and Roman Law, Jurists serve both for prosecution and defense and act as magistrates and judges. The Roman Calendar The Romans do not count the days of the month from 1 through 30. Instead, three days in every month had names: the Kalends fell on the 1st the Nones on the 5th or 7th, according to the rhyme the Ides on the 13th or 15th. When a Roman wants to say "March the 14th" they would say: "the day before the Ides of March". March the 6th would be: "The day before the None of March." (you do not count after, always before). April fool's day fell 'On the Kalends of April." After the Ides (the 13th or 15th, according to the month) you counted the days to the Kalends of the next month. March the 16th was "17 days before the Kalends of April." (with March 16 and April 1 in ancient fashion counting as full days). Common Names for the Romano-British Romano British characters use the old naming conventions of the Empire. Men: Praenomen, Nomen, Cognomen Women: Praenomen, Nomen Cognomen ex virtute Men with two or three names could be officially awarded an additional cognomen, an “honorific” which they bore for life but did not pass down to their descendants (e.g., Gnaeus Pompeius Magnus (“the Great”), Publius Cornelius Scipio Africanus (“conqueror of Africa”); both these cognomina were awarded by senatorial decree. Sometimes this additional cognomen was a nickname that stuck (e.g., Publius Cornelius Sulla Felix (“the Lucky”). Male Praenomen Amulius, Appius, Augustus, Aulus, Caius, Cassius, Decius, Flavius, Gaius, Caius, Galerius, Gallio, Julianus, Kaeso, Lucius, Manius, Marcus, Numerius, Oppius, Placus, Publius, Quintus, Secundus, Servius, Sextus, Tertius, Tiberius, Titus, Vibius Female Praenomen Aelia, Aemilia, Agrippina, Aurelia, Antonia, Aquilia, Aurelia, Caecilia, Claudia, Cornelia, Domitia, Lucilla, Drusilla, Euphemia, Fabia, Flavia, Fulvia, Helena, Helvia, Honoria, Julia, Justina, Livia, Marcella, Marcia, Octavia, Paulina, Pompeia, Sabina, Porcia, Prisca, Titiana, Valeria, Verina Nomen These are male surnames, for women change the ‘ius’ ending to ‘a’ or ‘illa’. Abanus, Antius, Antonius, Arminus, Attius, Augustus, Aulus, Aurelius, Calidius, Calpurnius, Clovius, Cominius, Cornelius, Dexius, Dionysius, Drusus, Duronius, Fabius, Flavius, Galenus, Gallus, Germanicus, Gratus, Helvetius, Hortensius, Julius, Justis, Liburnius, Livius, Longinus, Lucius, Mallius, Manilius, Maximus, Mercurius, Novius, Otacilius, Peltrasius, Pinarus, Placidus, Quintilius, Rusonius, Salonius, Scipio, Sempronius, Septimus, Tertinius, Valerius, Varius, Velius, Victricius Cognomen Adventus, Agricola, ABinius, Aloysius, Ambrosius, Amor, Amphion, Anatolius, Andronicus, Antius, Aquila, Aquilius, Armiger, Artistus, Audens, Augustus, Aurelius, Auspex, Barbatus, Belenus, Belisarius, Bellus, Brutus, Caesar, Caligula, Calpurnis, Calvinus, Capito, Carnifex, Cato, Celsus, Censorius, Christianus, Cicero, Clement, Cogitatus, Commidius, Commidus, Commius, Commodus, Constantius, Corvinus, Crassus, Cremutius, Dacien, Dannicus, Dardanus, Diocletianus, Drusillus, Drusus, Durus, Emeritus, Epolonius, Eudoxius, Falco, Falconius, Faustus, Felix, Festus, Fidelis, Fimbria, Flavian, Flavinus, Florens, Fortunatus, Furius, Gaius, Galarius, Gallus, Gavrus, Gladius, Gordianus, Gracchus, Hadrianus, Helvius, Herculius, Honoratus, Horatius, Ignatius, Julian, Justin, Justinus, Justus, Laevinus, Leon, Liberalis, Lucianus, Lucretius, Lupis, Macro, Magnus, Major, Marcellus, Maritimus, Marius, Martial, Martinus, Maximian, Maximus, Mercurialis, Moderatus, Nero, Nerva, Nonius, Octavian, Olympicus, Pelagius, Photius, Primanus, Quintilianus, Quintilius, Quintillius, Reginus, Rex, Romanus, Sabellius, Sabinus, Salvius, Sanctus, Scipio, Secundas, Sevtonius, Sparticus, Sylla, Sylvian, Sylvius, Tacitus, Tertius, Tiberinus, Titianus, Tranquillus, Tyranus, Ursus, Valens, Valentinian, Valerian, Varro, Varus, Velius, Velus, Venatio, Viator, Victor, Victricius, Vitalis Saxons Germanic Invaders. Actually a mix of Jutes, Saxons, Angles, Frisians, and Franks. Notable for berserker warriors, worshipping Wotan, actually knowing how to make decent boats. Organized into Kingdoms, lead by the warrior class of Thegns. The Saxon Social Structure(Highest to Lowest) Cyning—The kings Aethlings—Petty independent leaders who aren’t strong enough to call kings, but have no master Ealdormen—Leaders of groups of Thegns Thegns—Full-Time warriors Ceorls—Part-time warriors/part-time farmers or artisans Thrall -Slaves Some Saxon Customs: Saxons are often Large Making Boasts before Combat (I won’t shave until I kill 50 Cymru. I PRE fight with no shield, etc) Wild, drunken parties Rune Magic Sacrificing really intransigent enemies to Wotan. If they win, they destroy everything and take no plunder. A Judicial system based on getting people to swear oaths that you are innocent. Vengeance and Weregild System of Heathweru sworn to die in battle if the King dies, his bosom companions and faithful bodyguards, plus looser bands of warriors lead by Thegns form the army. Common Saxon first names include: Alrik, Ari, Arngrim, Arnulf, Asa(F), Astrid(F), Beowulf, Bjarni, Bjorn, Brynhild(F), Buri, Ceolwolf, Elsa(F), Erick, Erika(F), Einar, Erling, Fjolnir, Freydis(F), Gerloc(F), Godfred, Gorm, Gudren(F), Gunnar, Guthrum, Gyda(F), Haki, Hakon, Halfdan, Hall, Hallfred, Harald, Helga(F), Helgi, Hemming, Hengist, Herjolf, Horick, Hrothgar, Hrolf, Horsa, Hygelac, Ingjald, Knut, Knute, Leif, Olaf, Ottar, Magnus, Ragnar, Ragnhild(F), Rognvald, Rollo, Rorik, Rurik, Saemund, Sigred, Sighvat, Sigmund, Sigrid, Sigtrygg, Siglinde(F), Sigvaldi, Skapti, Snorri, Sokki, Sturla, Stryborn, Sven, Rhora(F), Thorfinn, Fhorgeir, Thorir, Thorkell, Rholeif, Thormod, Thorolf, Rhorvald, Thyri(F), Tosti(g), Tovi(F), Tryggvi, Ubbi, Ulf, Uni, Volund, Yrsa(F), Sigrid(F), Ursa(F) Surnames are usually either a descriptive, such as Erik Bloodaxe, or the fathers name with –son or –sson prefixed to it. Such as Bjorn Einarsson, which means Bjorn, son of Einar. Weregeld & Blood Feud If someone is killed in a Saxon family the killer is required to pay Weregeld to the family of the deceased. Failure to do so likely results in the declaration of a Blood feud, an eye for an eye and a tooth for a tooth. A characters weregeld value is based on their social status. Thrall: 100 Freeman: 1000 Gentry: 5000 Aristocrat: 10,000 Noble: 50,000 Minor Royal: 100,000 Major Royal: 500,000 If a guest is killed then a Blood feud PRE almost certainly be declared and the host faces a massive loss of honour. The Weregeld for a woman or child is ½ the sum owing for their husband/father. Saxon priests have a were-geld of that for their social class plus another 20,000 Silvers. Byzantine Empire- Emperors 582-602AD MAURICE 602-610AD PHOCAS 610-641AD HERACLIUS Equipment & Encumbrance Manufacturing Each item has an edge noted with it. A character who possesses that edge can make that item given suitable materials and time. Unless noted otherwise a character with the appropriate edge can manufacture 60 silvers worth of equipment per day, but must pay out 1/3rd the cost of the items to buy materials etc.. (for example, a character could make 10 6 silver razors per day, at a cost of 20 silvers, leaving them with a profit of 40 silvers per day for their work). When you make an item roll 2d6, if you roll DOUBLES and the DOUBLE numbers are less than or equal to your Work edges level you have produced a master-crafted item (eg.. a character with Metal Working +5 produces master-crafted items on a DOUBLE ONE, TWO, THREE, FOUR or FIVE). Master Crafted Items Master-crafted items give an additional +1 bonus to the task they are designed for and usually cost 10 times more than a standard item. In the case of weapons the Master Craft bonus is for Attack & Defense, but not for damage. Improvised materials It may be possible to gather materials from the environment or dissemble other items to get the required components to manufacture something. The GM should rule on this but generally speaking an item produced in this way will be at -1 to any task it is used for & will fail/break on a roll of DOUBLE ONES when it used. Item Encumbrance Work Winter Clothing Cost (Silvers) 20 10kg Cw Normal Clothes 10 5kg Cw Summer Clothing 15 2kg Cw Expensive x10 - Cw Includes thick cloak, furs, breeches, boats, hat, belt, belt pouch Includes cloak, tunic, breeches, boats, hat, belt, belt pouch Includes light robes, hat, belt pouch As the Clothes Travelling Kit 20 8kg - Blacksmiths Tools20 Anvil Forge Cloth workers Tools Leather workers tools Apothecaries Tools Healers Tools Carpenters Tools Musical Instrument 100 15kg Mw 400 400 30 75kg Not portable 3kg Mw Mw Mw 50 5kg Mw 100 3kg Mw 100 100 30 3kg 5kg 2kg Mw Mw Ww Meal plus drinks Days rations Pint of beer Mug of wine Pony Palfrey Draft horse Faster Horse Stronger Horse Quicker Horse 1 1 ¼ ¼ 300 600 500 +100 +100 +100 0.5kg - - 19 - standard type of clothing above but ten times the price and gives +1 PRE Waterskin, 30m weak rope, basic clothes, hatchet, hammer, tarpaulin, fish hooks, fishing line, sack, bandages, cooking things, flint, whetstone19 & steel, bedroll, torch etc.. Required for metal working For example, lute, pipes, harp +1 Speed +1 STR +1 INITIATIVE If an edged weapon is used in battle and not honed with a whetstone it causes 1 less damage than normal until honed (which takes about ten minutes) 20 Excluding an anvil & forge Tougher Horse Braver Horse Tack for one horse +100 +100 50 10kg Lw Backpack Crowbar Holy Symbol 8ft Ladder Wagon Courtesans services Accommodation, 1 night in dormitory Accommodation, 1 night in private room Contract Court Appearance Deed Will 15 9 15 6 220 12+ 5kg (empty) 7kg 0.5kg 20kg - Lw Mw Mw Ww Ww - 1 - 6 - Mercenary, light armour Mercenary, medium armour Mercenary, heavy armour Veteran mercenary Elite mercenary Prostitute Rope, 6ft Sagely knowledge21 +1 TGH +1 PRE Includes bridle, blanket, saddle, spurs, reins etc… per evening Can sleep four comfortably in a room 12 20 - Legal Lore Legal Lore 18 24 - Legal Lore Legal Lore 15 - - 35 - - 60 - - +10 - - +20 2 1 varies - - - Appropriate Lore Per day Per night Supports 500lb Uncommon knowledge: 25 (identification of plants, summary of political situations, recent history) Rare knowledge: 75 (reading dead languages, descriptions of foreign lands, old history) Very rare knowledge: 200 (reading ancient dead languages, descriptions of the farthest reaches of the known world, ancient history) Dangerous/illicit knowledge: 500+ (reading magical texts, descriptions of poisons, heretical theological speculation) Slave, labourer Slave, pleasure Slave, gladiator Small Tent Big Tent Very Big Tent Huge Tent 200 300 500 50 100 200 500 10kg 20kg 50kg 100kg Cw Cw Cw Cw Sleeps 2 Sleeps 4 Sleeps 8 Sleeps 16 Herbal Preparations A character with the Herb lore edge can attempt to produce preparations from herbs. To make a given preparation requires INT*(Herb Lore):DIFF. The table below lists the various preparations that can be made/ obtained and the Difficulty for each one. The amount the DIFF is beaten by indicates the number of preparations produced in the batch. Cost: the cost of one batch, the number of doses produced depends on the result of the INT test. Notes: the effect of the preparation. Unless noted otherwise the effects of a preparation last around 6 hours (eg… a morning, afternoon, evening or night) Wait: the period the preparation must stand for, after successful preparation, before it can be used. Season: the season the herb required for the preparation grows in. If out of season the base material cost is doubled. Sp- spring Su- summer Au- autumn Wi- winter Availability: the availability of the herb determines the base cost per ounce (1oz is needed to make one batch of a preparation). If the herb is out of season double this base cost. C U R ER Herbs – common - per oz 2 Silvers Herbs – uncommon - per oz 25 Silvers Herbs - rare - per oz 60 Silvers Herbs - extremely rare - per oz 100 Silvers Multiple Doses Application of multiple doses of certain preparations increases the effect by +1 for each additional dose administered. Preparations where this applies are named in bold. Weight: A preparation weighs ½lb unless noted otherwise (it consists of 1 oz of herbs plus 7oz of mixed solvents etc… They PRE never give free hints to expensive secrets, and (especially with dangerous or illicit knowledge) may not give any answers at all. The prices quoted above are, of course, a very rough guide. Preparation Aconite Adingantida All Heale Amaranth Anenome Arsenic Base mullein Bastard Daffodil 22 Cost Notes (Silvers) RESIST POISON*10 10m after exposure, failure results in death 10m later. RESIST POISON*11 1hr after exposure, failure results in death 1hr later. Any day this preparation is taken counts as two days for the purposes of healing any wounds the character is suffering from. If administered to a diseased character they receive +1 on their roll to resist it. For 8 hours the character travels at +1mph when moving overland on foot RESIST POISON*12 a day after exposure, failure results in death a day later. If applied to a wound caused by a burn that wound is fully healed within a day. Administration of this preparation, DIFF Wait 2w Season22 Avail. Au U None Sp, Su, Au, Wi C 2w R Wi, Sp If you wish to produce a preparation and the herb is out of season the base materials cost 60% of retail rather than the normal 30%. Bay Laurel Bdellium Belladonna Betony Bindweed Bishops Weed Black Poppy 23 23 within 12 hours, to a character who has lost INITIATIVE due to wounds restores the lost INITIATIVE points. If ingested before attempting any kind of divination it gives visions, the GM should be clearer in their answer to the question posed. Immunity to disease when resin is eaten. This effect lasts for a day, so a character who eats treated bdellium resin every day is immune to diseases. +1 to seduction or related acts for 6hrs. +1 to STR for 6hrs, but -2 to STR for 12 hours after that. RESIST POISON*10 one round after exposure, failure results in paralysis for an hour. +2 to rolls to resist Diseases. A dose lasts a day. Death trance, the character appears dead for 3w During a major outbreak of disease double this price. Su R Bull-Rush Cat’s tail Chimedon Colewort Cow Parsnip Cow-wheat Darnell the duration RESIST POISON*11 one round after exposure, failure results in unconsciousness one round later for an hour. If taken every day for a month it restores on point of INITIATIVE lost to permanent complications. Imbiber speaks in their sleep, useful for spies. Gives +3 to rolls to resist the effects of drugs and alcohol. One dose lasts for around 6 hours. Used to treat madness and amnesia. Take +2 on rolls to resist such effects. RESIST POISON*12 Ten minutes after taking this, failure results in being rendered immobile and useless for a whole day, after a further 15 mins passes, through splitting head pains. If you must act all actions are at -3. Causes dimness of Sight, -2 to all rolls where eyesight is important 3d Sp, Su, Au, Wi R 1w Su U none Sp. Su U 6w Sp, Su, Au, Wi R 1w Su R 2w Au R Deadly Nightshade Dittany Elder English Galingale Fever Few French Marigold Garden Flax Goats Rue RESIST POISON*14 10 mins after being poisoned to not be put to sleep. If your modified RESIST POISON is 8 or less you die an hour later. If applied to a wound by a within an hour or so of it occurring the Healer gets +1 on their Physician roll to prevent permanent complications. Anyone inhaling the fumes of burning elder become easier to suggest and are at -2 to resist persuasion or suggestion. Enlivens the senses giving +1 Initiative for 6 hours, but -2 Initiative for 12 hours after that. ? RESIST POISON*13 15m after exposure, failure results in death 15m later. Powerful pain killer, gives a character +1 Toughness for ten minutes. If administered to a character who has been poisoned they receive +2 to their roll to resist 1w Su U 2w Su, Au R 1w Sp, Su ER 3w 8w Su Sp, Su U R 2w Sp, Su R 2w Su R Hawk weed Hazel Hemlock Henbane Horehound Houseleek Jacinth Land caltrops Larks Heel the effects of the poison +1 to notice type rolls for half an hour after taking this preparation +1 Intelligence for six hours RESIST POISON*12 one round after exposure, failure results in unconsciousness one round later for an hour. Henbane is used to treat painful wounds. A daily dose negates 1pt of temporary complication reduction. A dose of horehound induces copious vomiting and purging. If given to a poisoned character they get +2 on their roll to resist the poisons effects. The drinker gets 1pt of natural armour against Fire, Cold & Electrical Damage for an hour. +2 to rolls to resist illusions and glamours If administered to someone who has been bitten by a snake they get +4 to resist the poison If the preparation 2w Sp, Su, Au, Wi U 1w Su, Au C 4w Su C 2w Su R 2w Su R Leopards Bane Makebate Mandrake Marjerome Mede Saffron is scattered on the floor (covers an area 6ft long by 1ft wide) no venomous creature PRE cross it. RESIST POISON*14 one round after being exposed or die 10 minutes later. It has no effect on humans or faeries. If administered to someone who has been stung by a scorpion they get +4 to resist the poison RESIST POISON*16 a minute later or fall asleep for 5 hours. They cannot be awoken whilst asleep. If administered to someone who has been poisoned with hemlock it neutralises the poison completely (no roll is necessary). This works even if the person has failed their RESIST POISON roll and is about to die. A character who is exposed to mede saffron begins to choke immediately. RESIST none Su ER 2w Sp, Su, Au, Wi R 4w Sp R 4w Sp, Su, Au, Wi R 1w Sp, Su U Mevais Mistletoe Moonwort Pearl-wort Mountain Garlick Mugwort Palma Christi POISON*12 5 minutes or choke to death after a further 5 minutes. RESIST POISON*14 2hrs after exposure, failure results in death 2hrs later. The drinker gains +2 Damage against Faeries & Spirits for 6 hours +2 to resist Curses A Faerie who ingests pearlwort (it is usually made into a potion and mixed with food) can do no harm to humans until the next full moon. Once the preparation is exposed to air any evil spirit must make a PRE*9 or be repelled from it. They must make this roll each round to stay near the herb. A character who takes Mugwort can ignore the next Daze or Stun within an hour. The effect lasts one hour and if they are not incapacitated in that time the benefit is lost. A dose of palma Christi lasts for a day and gives +3 RESIST POISON 1d Sp, Su, Au, Wi ER 2w Su R 3w Sp, Su, Au, Wi C Plantain Rosemary Rowan Sap Saffron Saracen’s Confound Shepherds Purse vs. weather effects such a heat, cold, rain, wind etc... If administered to a poisoned character they gain +1 on their resist roll. If mixed with poisoned food or drink neutralises the poison Sap from the rowan tree prepared and smeared on a weapon and that weapon can strike faeries, spirits and any creature which is immune to normal weapons. Saffron is a powerful Stimulant. For one hour the character gets +1 to all physical action rolls. At the RESIST POISON of the hour they must make a DIFF 13 Stamina roll of pass out for 6 hours. Stops bleeding. If applied to a character who is dying from a Kill result (made their LK roll) they last for an hour, rather than the normal ten minutes. 5w Wi R 1w Au, Wi R 11w Su C 1w Sp, Su, Au, Wi C Spiderwort St. Johns Wort Stinking Trefoile Tamarindes Throw-Waxe Willow-Herb Winter Woofesbane Witch hazel WolvesBane If administered to someone who has been bitten by a spider they get +4 to resist the poison A character who takes St.Johns Wort gets +1 against fear effects for a day. If applied to a poisoned wound (ie.. if the character is hit with a blade venom) this gives +3 on any roll to resist the poison. If taken in hot weather it gives +1 bonus to resist the ill effects of the heat If taken daily for a year it removes all of a characters scars. Burning this preparation creates a safe area where snakes PRE not enter for a day, this PRE drive away any snakes in the immediate area RESIST POISON*11 15 minutes after being exposed or die after a further 15 minutes. +2 to any magics involving spirits Shapeshifters must make a PRE*10 roll to 2w Sp, Su R 1w Su C 2w Su, Au ER 4w Sp, Su, Au, Wi C 7w Sp, Su R none Su U 3w Wi ER approach within 10ft of WolvesBane. They must roll every round. Magic & Religion Religion Within the game most characters PRE be a member of one religion or another, this grants no specific advantage or disadvantages. If you take the Priest edge you are automatically a priest of your own religion, you cannot be a priest of another religion. Characters can add the level of the Priest Edge to their PRE when interacting with followers of their own religion, which represents the respect accorded to them. Magic To gain magical abilities first take the Magical edge, then you can buy magical edges from the list presented after the religion section. Note that you do not have take the Priest edge to gain such abilities, and not all Priests have magical abilities. The Religions In a dark ages game there are 5 possible religions, in addition characters can be aetheists or agnostics, but these choices are rare in the extreme: 1. Christianity (split into Roman & Celtic Christianity) 2. Paganism 3. Heathenism 4. Wotanism 5. The Old Roman Religion Christians "Christianity believes in a single God who created the world and everything in it. Adam and Eve were the first human beings, and because they sinned, all of the world became corrupted. Death was loosed upon humanity, and evil became stronger than good” During the Roman times, God incarnated himself as a human being, and after a short life on Earth, allowed Himself to be killed by being tortured and nailed to a cross. He was buried, and after three days, he rose from the dead and ascended into heaven. He did this to fix the wrongs done by Adam and Eve and to return sanctity to the world. This sacrifice by God allowed humans to obtain eternal salvation, and after death, to join God in Heaven." There are two main branches of Christianity in the british isles, Roman (or Augustinian) christianity and Celtic christianity. Celtic Christianity can best be summarised as ‘Do as I do, not as I say’ and is very earthy. Many celtic Christian prayers are intended to be spoken when performing day to day chores, for example a prayer may have a rhythmn the same as milking a cow. Celtic Christianity is very non-hierarchical with a minimal formal priesthood where respect is earnt not given as a virtue of position. Roman Christianity is quite the opposite of Celtic Christianity, it can be summarised as ‘Do as I say, not as I do’. It has a very strong hierarchical structure where individuals are expected to defer to those of higher rank just because they are of higher rank and not because of any personal qualities. Christian Virtues Chaste Modest Forgiving Merciful Temperate The Holy Days Christmas—This celebrates Christ’s birth. December 25. A day of Joyful Celebration marked by the exchange of gifts, attendance of Mass, and much feasting. Lent—The forty day period of albstinence before Lent. Fasting is common, and no meat is eaten on Fridays, except fish. Typically, most do their yearly confession during this period Good Friday—The Friday before Easter. Commemorates Christ’s death. Easter—Celebrates Christ’s Resurrection. Falls sometime in March or April. Everyone goes to Mass and has a big feast afterwards. No Easter Eggs, yet. Pentecost—40 days after Easter. Another holy day of obligation. Commemorates the coming of the Holy Spirit to the Apostles. Saint’s days—Vary by location, dedicated to local saints. The Sacraments Baptism—Initiates you into the faith, often performed on infants. First Communion/Communion—First receipt of Communion, around age eight. You have to confess all mortal sins before you go to Communion. Many people take it once a year, at Easter. Bread and Wine. Confession—Confess your sins to a priest. You must go to confession once a year, at least, during Lent. Confirmation—Marks your adulthood entrance into full membership in the church Marriage—What God has joined, let no man put asunder. Holy Orders—On entrance into the priesthood Extreme Unction/Sacrament of the sick—Anointing of the sick for recovery and/or to prepare them for death. Saints The following is not a full list of all the Christian Saints, there are thousands. This list focuses on Saints who are patrons of subjects relevant to the average adventurer. Roman & Celtic Christians choose from the same list of Saints because at this time (early 7th Century) few, if any, Celtic Saints are patrons of relevant subjects. Name Patron Feast Day St. Brigid Academics January 21 St. Genesius Actors August 25 St. Vitus Elements (earth, air, fire, water) June 15 St. Medard Weather June 8 St. Pancras Lies & Truth May 12 St. Barbara Lightning December 4 St. Blaise Animals February 3 St. Raphael Healers September 29 St. George Fighters April 23 St. Nicholas of Myra Thieves December 6 St. Guntramnus Murder March 28 St. Benedict Disease & Poison July 11 St. Jude Lost Causes October 28 St. Christopher Travellers & Natural Disasters July 25 St. Valentine Love February 14 St. Dymphna Madness May 15 St. Expeditus Merchants & Trade April 19 St. Justin Oration, Philosophy June 1 St. Elmo Protection at Sea June 2 St. Lucian Possession by Spirits October 26 St. Sebastian Enemies of the Church January 20 St. Aggripina Evil spirits June 23 St. Servatus Success May 13 St. Marciana Wounds January 9 Christian Priests are either priests, monks, friars or nuns. For game purposes most characters should be friars as these are the only group who can freely move around and adventure. The others are not suited to adventuring as they must spend most of their time based in their assigned community tending to their flock. Roman Christian Priest The character is an ordained Roman Christian priest of the Church of Rome (also known as the Augustinian church). They are well educated in theological matters and are able to perform all the rites and rituals of the Church. Priests are well respected and listened to. Roman Christian Priests tend to be concerned with spiritual matters and rarely dirty their hands with manual labour. A Roman Christian priest usually has a congregation of around Priest level squared x100 parishioners (eg.. a character with Priest +3 would typically have around 900 parishioners). All their living costs are taken care of by the church and parish. Celtic Christian Priest A Celtic Christian priest is an ordained priest of the celtic Christian church. They have a similar role to the Roman Christian priest but tend to be in more touch with the day to day lives of their parishioners. The celtic Christian church is like the Church of Wotan in as much as it has little formal organisation. A Celtic Christian priest has a similar number of parishioners to a Roman priest of equal rank. Monk or Nun Monks are treated much as Christian priests, they can be Celtic or Roman Christians. Monks live in monasteries & Nuns in abbeys. Roman Christian Monks have a separate hierarchy to Priests and their abbots answer to the Pope and not local religious figures, Celtic Christians do not have such a formal hierarchy. A monk, nun or friar can either be from a specific monastery or a member of the Benedictine order, there is no significant difference. Friar A friar is a monk who wanders from place to place teaching, helping the sick and needy and generally being a good Christian whilst preaching the word of God wherever they go. Most PC’s with the Priest edge PRE be Friars. In the Dark Ages world Friars can be male or female. Select the order the character is a member of from the monk/nun list. Hermits Hermits are Christians who have retired from the world and live in seclusion, contemplating the nature of life the universe and everything. Hermits are not priests but are noted here for reference. Bans and Excommunication The most powerful threat Christian priests have is that of excommunication or bans. A ban is a temporary measure whereby the target of the ban is declared anathema to all Christians. All Christians must shun such a person and drive them from their presence, a priest may ban a character and set them a task which they must achieve to have the ban lifted. Excommunication is a permanent version of a ban. The GM should decide if a banned or excommunicated characters loses any edges related to their religious, a gross sin or similar would cause the abilities to be lost, a politically motivated ban would not (God decides who receives his grace, regardless of what the church would like to think). A ban or excommunication can be lifted by a priest of higher rank and such are only used under the most extreme of circumstances (the target of the ban must have committed to gross sacrilege against the church). Pagans There are an almost endless array of local gods and local cults. Most of them have part-time priesthoods, or are connected to covens of enchantresses, druids, etc. They preach a fairly simple morality. Don’t kill your neighbour, don’t rob him blind, cooperate with each other, love the land, etc. You do your duty to the gods through respecting their servants and holy sites and observing the appropriate rites on holy days. Pagan Virtues Generous Energetic Honest Proud Lustful Holy Days Beltaine (May 1st): Celebrating the start of Summer, a great festival. Associated with gorse. Imbolc (February 1st): A fertility festival celebrating the new year. Associated with silver fir. Lughnasa (August 1st): Celebrating the beginning of the autumn harvesting. Markets and celebrations often started mid July and continued through until mid August. Associated with heather. Samhain Eve & Samhain (October 31st & November 1st): Appeasing the spirits of the dead. Ritual fires are lit, animals which PRE not survive the winter are killed and eaten or salted for storage. Associated with aspen. The gods of the Celtic mythos are all served by Druids. Druids do not generally mingle with others, and may only take a mate from among the worshippers of their god. Bards are those of a more social nature who serve their Gods through song and music. Bards are welcome through pagan lands as bringers of news and entertainment. Celtic gods are very tolerant of their priests’ and worshippers’ actions, as long as they do not damage nature. Human sacrifices, usually of condemned criminals, are made four times a year. Services are held in specially prepared groves, planted with mistletoe and holly, and guarded by wild boars. The druids wear torcs, ornamental neck rings the value of which reflects the druid’s level; and every druid has his own cauldron. The Gods Dagda the Dozen King is ruler of this loose pantheon. He and his worshippers share the neutrality which characterizes the pantheon generally. His worshippers adhering to the druidic neutrality in at least one dimension. Arawn, as The Dark One, God of the Dead is evil and he is worshipped by all who worship death. Brigit is Goddess of Fire and Poetry. Diancecht, Physician of the Gods, is worshipped by healers. He heals without regard to alignment, friendship, or other status, and can restore to life any creature who has not lost its head. Dunatis, God of the Mountains and Peaks, is a lesser god. He has been known to raise or flatten mountains in an instant, usually related to the presence of a fortress. Goibhnie (the “bh” is pronounced almost as “v”) is the Metal worker of the Gods, and as such is worshipped by those working in metal. He is known to make weapons which never miss and amulets which protect albsolutely against a particular spell. Lugh, Long-handed, is the God of Generalities. He is said to understand druidism better than any other being. Manannan Mac Lir, God of the Sea, is a greater god. Those who use the sea worship him. Morrigan as Goddess of War is a lesser goddess, but she is worshipped by all who live by war. She is served by the demi-goddesses of war Fen, Neman, Badb, and Macha, who are very like her. Ceridwen, the hag, goddess of wisdom and knowledge. Blodwyn, the maiden and goddess of healing. Nuada is also a God of War, God of the Silver Hand. He is worshipped by warriors of all types. Oghma, God of Intelligence, is The Binder, Patron of All Bards. He sometimes rewards those who have created beautiful songs, poems, or stories. Silvanus, God of the Forests and Nature. He is worshipped by forest dwellers and, of course, druids. Holy Places Pagan holy places can be almost anywhere. They are places where the hairs on the back of ones nape stand up. Often they are gates to the otherworld or places where great events. Such places are venerated but is considered unwise to linger, so they are usually shunned. Holy Wells Running water has great magical significance to the Celts and is always venerated and respected. Some older wells are magical and any wound washed in such a well heals cleanly (complications are only ever temporary if the wound is washed in such a well). The Priesthood There are four ranks of ‘Druid’, although non-Druids rarely know of these ranks and just consider all Druids to be Druids. Characters with the Priest edge must choose which rank they are. It is recommended that most player characters should be Bards, as they are able to freely wander and adventure whereas Ovates & Druids are generally restricted to a given area where the community they serve is, except for specific purposes. Initiate For the first seven years of association with the priesthood the character is an Initiate. After seven years they undergo and ordeal, success sees them promoted to Bard status. Bard (minimum age 22) The Bard is the lowest ranking member of the Druidic order (Initiates are not members of the order). They are trained in poetry and folklore. Bards are entitled to wear seven colours in their clothing, teach children and may act as judges if they so choose. To be a bard take the Bard edge. Ovate (minimum age 29) After a further seven years as bard a character can undergo another ordeal, success leads them to become an Ovate. Ovates act as priests to their community and are capable of divination. Many ovates specialise in one of the following fields; Religion, judging, divination, learning about nature or teaching. An ovate approaches any study as seeking the answer to a puzzle. To be an Ovate or Druid take the Priest edge. Druid (minimum age 36) Periodically all ovates and druids gather together to compare knowledges and things they have learnt in the form of poems. Those ovates judges particularly worthy would be promoted to the rank of Druid. It was considered unworthy to strive to become a druid, it is an honour bestowed upon an ovate by his peers to reflect his skill and ability. Outside the order the differentiation between initiates, bards & ovates/druids is known, but only those within the order know the differentiation between Ovates & Druids. Outsiders accord respect to Ovates & Druids on the grounds of age, so a 60 year old Ovate may be accorded more respect by outsiders than a 40 year old Druid, but within the Order the Ovate would accord more respect to the Druid. Enchanters/Enchantresses Enchanters and Enchantresses are not part of the Druidic order. Most have the magic edge and various powers, mixed in with healing lore, persuasion etc… Enchanters are male, Enchantresses are female. They are respected and a little feared by the Celtic peoples. They commonly traffic with the Faerie for favours and services. Heathens This is the Pictish faith. Each Pictish Clan has a totem animal spirit which the members of that clan revere. During religious ceremonies it is common for worshippers to don masks which represent their totem spirit. Heathen Priests are Shaman. Heathen Virtues Vengeful Honest Proud Arbitrary Wordly The Spirits Goat, the goat is irascible and tremendously hardy. Eagle, the eagle is considered the noblest of animals and is Lawful Good in nature. Dove, the deer represents peace and healing and is Neutral Good in nature. Stag, the stag represents authority, nobility and strength and is Lawful Neutral in nature. Hawk, the hawk considered the free flying rebel and is Chaotic Good in nature. Bear, the bear is considered the symbol of strength and balance. It is True Neutral in nature. Otter, the otter is considered playful and entertaining, he is Chaotic Neutral in nature. Wolf, the bear represents cunning and the need to dominate. It is Lawful Evil in nature. Boar, the boar represents laziness but deadliness only interested in getting what it wants and is Neutral Evil in nature. Cat, the wild cat represents viciousness and torture, it is considered Chaotic Evil in nature. Bull Boar Lion Horse Stag Wolf Eagle Salmon Serpent Bear Goose Cat Shaman Shaman are the Priests of the Picts and other pagans. They tend to live as hermits outside their clans and are approached by petitioners on an ‘as needed’ basis. Each Pictish clan has a totem spirit. Like Priests of Wotan the shamen have no formal structure to their religion so characters cannot buy Religious Status. Generally speaking a Pictish Shaman is attached to their Clan and is considered, socially, to be on a par with the Clan Chieftain (approximately the same as an aristocrat). Some shaman stay with a specific tribe, others wander freely, wherever they go Shaman are respected by Picts. Wotanic This is the traditional saxon faith. We live in Midgard, the middle world, one of many connected to Yggsdrasil, the world tree. The gods live in Asgard, one of the worlds above, and war against the giants of Jotunheim. Below us is Niflheim, land of the dead. One day, the worlds PRE all be destroyed in the war known as Ragnarok, but until that day, we must live valorously so that we PRE be fit to reside in Valhalla on our deaths and fight by the side of the gods on that day. That we PRE lose is no matter; the question is only whether you have the bravery to fight even if you PRE not win. The Gods care little for mortals, but it is not wise to anger them either. Be Generous to your friends, and crush your enemies. Show them your courage so that they PRE not send you to Niflheim to suffer endless cold and hunger and boredom forever. Do not die in bed…Seek out your enemies with your last strength and take them with you. Make a proud boast then carry it out to gain the respect of your peers and Gods. There are temples, run by professional priests, but most worship is conducted by war-leaders and other ‘civilians’. Sacrifices often are made to seek success in war, voyages, hunting, and trade. Wotanic Virtues Generous Proud Worldly Indulgent Reckless The Gods Wotan is Supreme Ruler of the Gods. He is worshipped by all who are not evil. He cannot raise the dead, and PRE not heal mortals, but is a potent warrior god. Frigga is the wife of Odin, Goddess of the Atmosphere, and a greater goddess. She is worshipped by housewives and those seeking marriage in addition to those who share her temperament. She also controls the weather. On rare occasions she saves worshippers who call on her when in mortal danger. Aegir is God of Storms and the Sea. He swamps ships that have not sacrificed to him, but calms storms for his friends. Forseti, the Peacemaker, is God of Justice. He is the son of Balder. He never lies. Freya is the twin sister of Frey, Goddess of Love and Fertility and leader of the Valkyries. She is also worshipped by lovers. Idun is Goddess of Spring and Eternal Youth. She is worshipped by farmers. Sigurd is Goddess of Excellence and Skill in Battle, a lesser goddess. She occasionally blesses young warriors dedicated to her when they enter battle. Wayland: the smith of the Saxon Gods. Thunor is God of Thunder, a greater god. He is worshipped by all, especially warriors, those wishing specific weather, and those wanting fair play. He is the god of the common man. Fenris, the great wolf which is currently in chains but which is destined to escape and bring Ragnarok. It is Evil in nature. Loki, the trickster. Priest of Wotan A priest of Wotan is the Priest of a Saxon community, a given priest normally serves a congregation of about 75 warriors. Most Priests of Wotan are also war leaders and have some significant fighting abilities. The church of Wotan is not formally organised so the priests are, in fact, lay priests. Socially speaking a Priest of Wotan lies somewhere between a member of the Gentry & the Aristocracy (ie.. below a Thegn, but above an Aethling). Priests of Wotan get the Bonus to Intelligence rolls related to providing rituals and rites of their Church. A priest of Wotan has all their living costs taken care of. Roman Cults Not many people worship the Roman Gods any more, but some of the cities still follow the old Gods of Rome and Greece. Basically, the Roman Gods want: Sacrifices to keep their arass Humility—The greatest Sin is Hubris, excessive pride. Duty—Your duty is to serve the state/your ‘polis’—city. The Religious Virtues are: Lustful Energetic Honest Just Modest Holy days vary by diety. For example, you sacrifice to Mars before going off to war Priest of Mithras: the character is a priest of the mystery cult of Mithras, able to perform all the associated rites and rituals. This gives you at least aristocratic status within romano-british culture. Mystery cults tend to comprise small tightly woven groups. Mithras is a fighters God, so most Mithras worshippers PRE be warriors of some kind or other. the Bonus to Intelligenced rolls related theology & mystery cults and the Bonus Influence rolls to those who revere holy persons. Augur: augurs are roman seers, also known as soothsayers. Most augurs possess the Divination ability, divining the future from the entrails of sacrificed animals or omens in the world around them. The soothsayer who told Caesar to ‘beware the ides of march’ was likely an augur. Augurs tend to be well respected, usually accorded the respect due to one of noble rank. Priest of Isis: the character is a priest of the mystery cult of Isis, able to perform all the associated rites and rituals. This gives you at least aristocratic status within romano-british culture. Priest of Dionysos: the character is a priest of the mystery cult of Dionysos,able to perform all the associated rites and rituals. This gives you at least aristocratic status within romano-british culture. Priesthoods The following priesthoods are groups to which an ordained PC would belong, and some notes on any limitations which should be applied are mentioned. Ordained PC Romans can be Numina or Clerics of a Mystery Cult. The Numina: The general definition of a priest in Rome, this covers any sort of priest who is of scholarly and aristocratic pursuit, dedicated to the state religion. If you wish to have a somewhat unfettered cleric who can travel or has enough standing to be important, but not enough to really matter in such a way that he is sucked in to political affairs all the the time, try this type. Clerics of the Mystery Cults: The most important mystery cults in the Roman World are the cult of the Egyptian goddess Isis, the cult of the Greek god Dionysos (often identified with his Roman counterpart Bacchus) and the Persian Mithras cult. Mystery cults differ from the religion of the Numina by only worshipping a single God, most Romans revere the whole pantheon of Gods. Mithraism: Mithraism is a soldier’s mystery cult that spun off from Zorastrianism. It believes in a cosmic war between Ahriman, the God of Evil and Ahura-Mazda, the God of Good, who PRE eventually triumph. Mithras is one of Ahura-Mazda’s chief servants. It is a mystery cult, with secret rites, ranks of initiation, and secret cult wisdom. It tended to be a soldier’s cult, as its members believed they were preparing for the last battle. The Augurs: Women were often of this role, using their divination to forecast good or ill omens. Augurs are sought after for divination by many roman nobles, and are not always just priests and priestesses. The Gods Jupiter is Ruler of the Gods. God of the Air. His rule is not albsolute, and the other gods PRE argue with him. He sometimes gives select worshippers a giant white eagle similar to the one which accompanies him. Venus is Goddess of Love, Beauty, and Passion. Doves, works of art, and jewelry are the common sacrifices. She is vain and jealous, and frequently takes vengeance on those who claim to be more beautiful than she. Apollo, God of the Sun, Prophecy, Music, and Archery, is a greater god. His worshippers extend beyond to those who love music or worship the sun. He sometimes aids his worshippers in several different ways, including lending archery skill, giving magic arrows, healing, and granting prophetic advice. He and his clerics are often harassed by Pan, from whom the position of God of Music was taken. Mars, God of War, is worshipped by those of evil and morally neutral alignments. God of War, he is a greater god. He is opposed to Athena, who represents a very different aspect of war. Ares’ province is battle lust and the love of killing. Diana is a lesser goddess, Goddess of the Hunt. She is associated strongly with the moon. She never hunts for sport, but only for fwood. Minerva is the Goddess of Wisdom and Combat. She represents the love of style and the art of battle, and as such is opposed to Ares. To her lawful good worshippers are added fighters; her clerics promote her worship aggressively, and have contempt for clerics of other gods. Ceres, a lesser goddess, is the Goddess of Agriculture, especially associated with the growth of grains. All farmers are among her worshippers, in addition to many others of her alignment. Mithras, Mithraism was a soldier’s cult that spun off from Zorastrianism. It believes in a cosmic war between Ahriman, the God of Evil and Ahura-Mazda, the God of Good, who PRE eventually triumph. Mithras is one of AhuraMazda’s chief servants. It is a mystery cult, with secret rites, ranks of initiation, and secret cult wisdom. It tended to be a soldier’s cult, as its members believed they were preparing for the last battle. Mithras is lawful good. Bacchus is God of Wine. He represents the fact that wine induces both happiness and madness, and so is associated with joy, pleasure, and camaraderie, but also with savage Bloodthirsty senseless violence. Pluto, The God of the Underworld and Death. He has complete power over the element of earth and most things made from it. Vulcan is the God of Blacksmiths. As such, he is worshipped by all metalworkers, including dwarfs. A number of fire creatures are known to serve this lesser god in his forge within a volcano, including fire elementals, efreet, and lesser demons. Juno is the wife of Jupiter, Goddess of Marriage and Intrigue. This greater goddess is worshipped by wives and intriguers and has been known to curse errant huBands in response to the prayers of worshippers. She and her clerics are known for their connection to revenge. Mercury is God of Thieves, Liars, Gamblers, and Arbitrators. Many of his worshippers are thieves. He is known for his speed, and his clerics must all be able to run long distances. They are also noted arbitrators. Although he is the messenger of the gods, he is a greater god himself. Pan, a lesser god, is the God of Nature and Wild Passion. His worshippers follow his alignment. He represents both the fertility of nature and its destructive power. Although associated with music, he is at odds with Apollo, who took that province from him, and Pan delights in playing practical jokes against the sun god. Their clerics are also often at odds. Neptune is indeed a greater god. As God of Seas, Oceans, Streams, and Earthquakes. He is worshipped by all who depend on the sea in addition to those of his own alignment. He is also creator of the horse, and PRE sometimes reward his clerics with paladin-quality horses. Other responses to their prayers usually involve providing water, including rain, springs, and flwoods. Vesta is the goddess of the hearth and home. Isis is Goddess of Magic and Fertility. Special Edges Religion indicates the religion required to take the edge (if any). R= Roman, C=christian, P=pagan, H=heathen The edges column indicates the edges required to take the edge: P= priest, M= magic, B=bard A tick in the priest column indicates the priest edge is needed, a tick in the magic column indicates the magic edge is needed. A tick in the invoke column means a complex action is required to activate the edge and its effect lasts for ten minutes unless noted otherwise. Taking an Edge multiple times A character can take an edge more than once. Multiple edges of the same type do not stack (so if you took the Aesir Blood edge twice you would still only have +1 Intimidation, NOT +2). The only reason to do this concerns the Craft Enchantment, Craft Talisman & Benediction edges. Each time you use one of those edges you lose the use of one of your instances of the edge given away (so a character who took Protection three times could, for example, place two of the Protections in talismans and still have one of them innate). Religion S Edges M Aesir Blood R, C M R, C M R P Aquarius Ascendant Aries Ascendant Augury P, H, W M Bad Gesa H C, P, W M P or M Bear Totem Bless You have a touch of the Blood of the Aesir gods, the more warlike of the Gods and have inherited some of their tremendous majesty and presence. Receive a one-off +1 bonus to Intimidation. +1 to lore edges. +1 to Fighting. A half hour ritual, sacrificing a goat and reading its entrails. Before starting the augury the character describes their intended course of action (eg.. to attack at dawn). The augury then tells them whether the omens are good for that course of action, or bad, no more detail than that though. An augury can only be performed once per day. You may curse someone, laying a Bad Gesa on them but this permanently reduces your LK by 1pt (see the description of gesas in the section on Pagan religion). One off-bonus of +1 Strength Feat. You can bless a character of your own religion and they will receive +1 on the very next roll they have to make. You Any P Benediction P M Blessing of the Ceridwen W M Blessing of Aegir P M Blessing of Arawn R M P M Blessing of Bacchus Blessing of Brigit R M Blessing of Ceres R M P M Blessing of Diana Blessing of Dunatis W P Blessing of Forseti W M W M Blessing of Freya Blessing of Frigga can only bless a given person once per week. You can bless any number of people simultaneously (blessing a group of people is usually done by celebrating mass). If the blessed character behaves in a blatantly ungodly manner before using the bonus they lose it. You can pass on the benefit of any magical (but not priestly) edge you have to another character with a complex action. You effectively give them your blessing for ten minutes, you cannot use it again yourself until that time has elapsed unless you have taken the blessing multiple times. The blessed of the Ceridwen receive unpredictable flashes of foresight at random times. The GM may give a character with this edge the occasional clue or direction during an adventure. You cannot die at sea.. even in the worst storm you will somehow survive and be carried to land by the wind and waves. Those favoured by Arawn (Death) are cloaked with an aura of fear and unease. You radiate Fear 5. You may always become instantly sober no matter how drunk you are. The favoured of Brigid (song, enchantment & music), receive a one-off bonus of +1 to the Entertain edge. When defending a blood relative (either physically or intellectually) gain +1 to BODY & MIND. Receive a one-off bonus of +1 to the Wilderness Lore edge. The favoured of Dunatis take on some of the resilience of the rock he is the God of, +1 Natural Armour. When attempting any action to right a wrong, to bring justice to someone/something gain +1 to BODY & MIND. +1 to seduction & persuasion You are able to touch the weather, causing it to change in your local vicinity. For every ten minutes you concentrate P M Blessing of Goibhnie W M Blessing of Idun R M R M Blessing of Isis Blessing of Janus R M Blessing of Juno R M W M P M Blessing of Jupiter Blessing of Loki Blessing of Lugh P M R M R M R M R M 24 Blessing of Manannan Mac Lir Blessing of Mars Blessing of Mercury Blessing of Minerva Blessing of the weather changes ‘up’ or ‘down’ one step24. It stays changed for a few hours then gradually reverts back to normal. The change covers an area of a few square miles (a typical hamlet and surrounding fields). The smith of the Gods. The character knows the secret words and rituals to bring out the magic in iron. A roll of DOUBLE ONE when making an item gives it a +2 bonus (normal mastercrafted items only get a +1 bonus). The blessed of Idun may role an additional dice when making Aging checks and choose which of all the dice rolled to use for the purposes of aging. +3 to resist possession or spiritual attacks of any kind. Those favoured by Janus have power over portals of all kinds. They receive +2 to force or pick locks or disarm any trap or alarm. +1 to Fighting & Marksmanship when you are fighting to defend your state/culture (so if you were a soldier fighting an enemy of the state you would get this bonus, but if fighting bandits you would not. The enemy must pose a real threat to the state). The King of the Gods. Receive a one-off bonus of +1 to Persuasion & Intimidation. +1 to Disguise & Persuasion. Lugh is famed for his prowess with a spear, one of his epithets being ‘Lugh of the Long Arm’. You can throw a spear +1 distance. The favoured of Manannan Mac Lir have a supernatural affinity for the sea. +1 to Swim & Sea lore. Mars is the God of War. Receive a oneoff bonus of +1 to Fighting. Receive a one-off bonus of +1 to INITIATIVE. Receive a one-off bonus of +1 to all Lore edges EXCEPT Wilderness Lore. Mithras fights the forces of Evil. When Still, Gentle breeze, Mild breeze, Strong breeze, Light rain, Mild rain, Heavy rain, Storm, Terrible Storm, Hurricane Mithras R M Blessing of Neptune Blessing of Nuada P M P M Blessing of Oghma R M R M Blessing of Pan Blessing of Pluto W M Blessing of Sigurd P M Blessing of Silvanus C M H M Blessing of St. Benedict Healing Trance C M Blessing of St. Blaise fighting Faerie or Undead foes you get +1 Fighting. It is up to the GM to determine if a foe is evil. Receive a one-off bonus of +1 to the sea lore & swim edges. Nuada has a silver arm. His blessed gain tremendous resilience in one of their arms and can use it to block blows. LK points spent to reduce damage block 1 extra point than normal (so 2pts normally, 3pts if you have the Hardy edge as well). Oghma gave the Celts the gift of writing. The blessed of Oghma can read any script, although they still have difficulty with foreign or alien concepts even though they understand the words. Receive a one-off bonus of +1 to the Entertain & Seduction edges. You may attempt to command the undead. Make a Willpower* roll and compare to the targets Willpower. If your Willpower is higher the undeads Willpower it will obey a single command from you. You can issue the same command to multiple undead in one complex action as a multiple attack (take the appropriate penalty). If you beat their Willpower by 4 or more they will permanently stay with, and obey, you. Sigurd favours the skilled in battle. Whenever you slay a worthy adversary in combat receive one XP (it is up to the GM to decide if a given adversary is worthy and killing a downed foe does not gain the bonus). The favoured of Silvanus are gifted with the ability to speak the tongue of beasts. They can converse with animals. +1 to resist poison/disease. You can heal damage to yourself at a cost of 1 Fatigue per 2 damage removed. Each point of damage removed requires ten minutes in the healing trance, during which time you can do nothing else. Patron saint of beasts. The character has been blessed with the ‘The Gentle Touch’ and gets +1 on all rolls relating to C M Blessing of St. Brigid C M Blessing of St. Christopher C M C M C M C M Blessing of St. Dymphna Blessing of St. Expeditus Blessing of St. Genesius Blessing of St. George C M Blessing of St. Guntramnus C M Blessing of St. Jude C M C M C M C M C M C M C M Blessing of St. Justin Blessing of St. Nicholas of Myra Blessing of St. Pancras Blessing of St. Raphael Blessing of St. Sebastian Blessing of St. Sebastian Blessing of St. animals and beasts. Patron saint of academics. +2 to rolls to unearth information from academic/library sources. You are always know precisely where you are and how to get to the nearest path. This basically prevents a character becoming lost, but it may not always be effective against Faerie Glamours (the GM decides whether it works or not in such circumstances). +1 to resist Fear checks. +1 to trade lore & persuasion rolls involving trade. Patron saint of actors. +1 to disguise and entertain. Patron saint of England. The character is considered a Holy warrior. The characters attacks are supernaturally empowered against evil forces (eg.. spirits, undead & faeries). You can strike any such target, even if they are normally immune to normal attacks. Patron saint of murder. You cause an additional +1 Damage from Flank attacks. Invoked in a hopeless situation (eg.. you are caught in a well with on way out). All remaining LK points are used up and then something miraculously lucky happens to get you out of the situation. The GM may rule that the prayer fails if it would be extremely disruptive to an adventure. +1 to Persuasion or Intimidation when orating/ public speaking. Patron saint of thieves. +1 to Stealth & Climb. Patron saint of justice. +1 to Discern Intent. Patron saint of healing. +1 Healing Lore. Patron saint of defending the church. +1 Fighting when fighting non-christians. Patron saint of the dead. +1 natural Armour against attacks from the undead. +1 to seduction and persuasion rolls. Valentine Blessing of St. Vitus C M C M P M P M Blessing of the Dagda P M Blessing of the Morrigan W M Blessing of Thunor R M Blessing of Venus R M R M Blessing of Vesta Blessing of Vulcan W M Blessing of St.Elmo Blessing of the Blodwyn Blessing of Weyland Patron saint of storms. You cannot be killed by fire, lightning, cold or heat damage. Protection at Sea. You cannot drown. The character can heal others, every point of damage they remove from another character adds 1pt of Fatigue to you though. The favoured of the Dagda promote fertility wherever they settle. If a favoured of the Dagda stays in a place for a month or more the next harvest it has will be +50% in size and women are 50% more likely to conceive children than normal. The favoured of the morrigan have a touch of her gift of death. If they incapacitate a target the target automatically fails their LK roll, death is instant. To avoid this the character can use a Trick shot (-3) to not make the kill automatic. Those favoured by Thunor are capable of entering a berserk fury at will. The character has been touched by Berserk, the Saxon war god and may fly into a fury when fighting. At any time they may opt to enter a berserk rage. Whilst berserk they must attack, or move toward, the nearest target in their forward 90 degrees, friend or foe. Whilst berserk they get +1 BODY. The berserk ends when there is no target in their forward arc. A berserk character is also immune to mind effects such as unnerve, terrify, paralysis or other type effects. Venus is the Goddess of love. Receive a +2 bonus to Seduction & Persuasion tasks. +1 to Fighting when you are defending your home. Vulcan is the smith of the Gods. A roll of DOUBLE ONE when making an item gives it a +2 bonus (normal mastercrafted items only get a +1 bonus). Those favoured by Weyland are able to use the runes in their crafting of items. The character knows the secret words and rituals to weave runes into things W M Blessing of Wotan H H R, C M M M R, C M H P M P Boar Totem Bull Totem Cancer Ascendant Capricorn Ascendant Cat Totem Raise Spirit P P Divination H M Dove Totem S M H M Dwergar (Dwarvish) Blood Eagle Totem P, H M Feather foot P, H M Gentle tread S M Elves Blood they make. A roll of DOUBLE ONE when making an item gives it a +2 bonus (normal master-crafted items only get a +1 bonus). The character may divine the future by casting the runes. Once per game session you may divine the future. Ask the GM a simple question and they PRE answer it honestly, perhaps with a simple Yes or No or with a simple or even cryptic vision. A casting takes around an hour to perform. +1 Endurance feat. +1 Strength feat. ?work related +1 to trade lore. +1 Stealth You may speak with the dead on a night of the full moon. To do this you must either be at the place the desired one died, where their body is buried, or at a place where they spent most of their time. The spirit is summoned and will answer 3 questions truthfully then fade away back to the lands of the dead and can never be summoned again. You may sacrifice an animal and read its entrails to try and predict the future or divine the past. Once per game session you may ask the GM a simple question and they will answer it honestly, perhaps with a simple Yes or No or with a simple or even cryptic vision. The ritual takes around an hour to perform. You may use your LK points to protect another character within line of sight. You have a touch of the Blood of the Dwarves and a powerful affinity with the earth, +1 Endurance feat. If you rally your allies from fear each point you beat their Willpower by reduces their Fear penalty by 2pts. You may ignore any penalties for rough, uneven or unstable footing when moving. You feet make no sound when they touch the ground. You have a touch of the Blood of the Any P or M P P P B or M P M Craft Enchantment elves about you giving you a portion of their tremendous grace and agility. Receive a one-off +1 bonus to INITIATIVE. This operates in the same way as the Benediction ability but you must draw or inscribe a mark onto the recipient of the benediction (be it a person or object). The gifted edge stays with that person/object until the mark is erased, the character giving it away cannot recover the edge in any other way. Pagans write the mark on Ogham, Christians in Latin, Heathens in glyphs and Wotanists in Runes. Once the edge has been gifted you cannot use it again until the mark is destroyed. Marks can be drawn in a few seconds, Inscribing them depends on the material, from a few minutes in wood, tens of minutes in metal to an hour for rock. They can be tattooed into characters. You may place as many runes on something as you wish. If the creator of a rune dies the rune still works. The recipient of the rune need not have the Priest or Magic edges and need not be of the correct religion for the power to work for them. Craft Talisman Operates like the Craft enchantment edge, but the edge is placed into an object, the talisman, and whoever is holding or wearing the talisman has the power. If the talisman changes hand the power goes with the talisman. Destruction of the talisman returns the power to the creator. Ensorcel You are able to ensorcel others with the power and beauty of your voice. You can make suggestions through song and story lasting at least 5 minutes. All who hear must make a Willpower* roll against the Persuasion of the character. If they fail they will tend to follow the suggestion. If the suggestion is not subtle, or goes against a characters nature they may receive a Bonus of +1 to +3 to resist it (GM’s call). Faerie Pact Go to a holy place, a faerie mound or R, C M P, W M H H P, H M M P or M H M S M P P P M R, C M R, C M P P P P Gemini Ascendant Good luck similar and perform a brief ritual (33 minutes). At the end of that time the Faerie you wished to summon will appear to speak to you. At this time you have thirty three minutes to conclude a bargain with the Faerie. +1 to seduction & persuasion. Once per day you may re-roll a single dice. Hawk Totem +1 Sight. Rabbit Totem +1 Hearing. Healing charm The character can heal others, every point of damage they remove from another character add 1pt of Fatigue to you and takes 1 minute to heal. Horse Totem You can carry STR-3 before becoming encumbered. Jotuns You have a touch of the Blood of the (Giants) Blood Giants and have inherited a touch of their great strength. Receive a one-off +1 bonus to Strength feat Joy charm You know the secrets of joy. If you speak uninterrupted to someone for ten minutes you can lighten their heart however depressed or sad they are. The happiness is a passing flight, persisting only for an hour. If you can repeat this process every day for a month the effect becomes permanent. Language You can write a message in such a way that only the intended recipient can read it, no one else. Leo +1 to Leadership Ascendant Libra +1 to any activity related to the law and Ascendant finding out the truth, for example investigation. Love spell Does not need to be activated. The character knows the words that can bind anothers heart. They receive +1 to Seduction & Persuasion rolls. Madness & You know the secrets of madness. If you Joy speak uninterrupted to someone for ten minutes you can drive them temporarily mad (your choice of the madness). The madness is a passing flight, persisting only for an hour. If you can repeat this process every day for a month the effect becomes permanent. P M Mending charm H M Otter Totem H M Owl Totem P P Passion spell R, C M P M Pisces Ascendant Armour enchantment P, H, W P or M Protection charm P, C P or M Protection from magic You can repair a broken item provided you have all the component parts of it. If any are missing you cannot repair it. One-off +1 bonus to Entertain & Swim edges. You may imbibe a bitter potion (which can be quickly made from the common plants of the woodland) and the resultant visions can be used to divine the past or future, with the guidance of your totem Owl spirit. Once per game session you may divine the future. Ask the GM a simple question and they will answer it honestly, perhaps with a simple Yes or No or with a simple or even cryptic vision. The act of gathering the herbs (which must be fresh) brewing the potion, drinking it and going into the vision trance takes around an hour and the character takes a -3 fatigue penalty at the end of the rite. When this edge is used the character using it is overwhelmed by a passion or madness and has no self-control in the matter. Passion is usually used in conjunction with a talisman, whoever puts the talisman on is possessed by the passion. +1 to any activity involving research and/or creativity. Requires a complex action to invoke the spell, then you have +1 Armour for the next hour. You know the secret words which will cause things not to harm you. Every time you take this edge choose one thing you are protected from. That thing cannot harm you (examples would be: swords, fire, maces, lightning, water, spears, arrows). Note that is not the wielder of a weapon you are protected from, but what actually strikes you to cause damage. You may spend a point of LK to negate any magical effect on you, the negation lasts for one minute (for example, if you were being effected by a glamour a point of LK negates the glamour for one minute). This only negates the magic which is directly effecting you. This spell does not tell you if magic is being used. R P R P W P R, C M C M H C M P or M R, C M H M 25 Rite of Isis You may bless a dead body and a body so blessed cannot be raised as an undead or possessed by spirits. You can only bless one body per hour in this way (the rites take about an hour to perform) Rite of Mithras The rite takes an hour to perform, but all who participate in it receive +1 Fighting until the next sunrise. The rite can only be performed once per day and can effect no more people than your LUCK score. Sacred Oath You have the power to enforce a sacred oath. When two parties are in dispute they swear to speak the truth on an oath ring in your presence. They can then be questioned ‘under oath’ by anyone present and if they tell a lie they are cursed with ill-fortune. Such a curse manifests as a -3 penalty to all actions until they admit their lie and accept their guilt. Needless to say lying under oath will usually result in outlawing and/or excommunication. Sagittarius +1 to Teaching. Ascendant Saintly You are truly holy and radiate a palpable aura which repels ungodly creatures (Faeries, Undead & Spirits). Such creatures have a -3 penalty to all actions when in your presence. Salmon Totem +1 Swim & Dodge. Sanctify You are able to make something ‘holy’ imparting a tiny part of Gods power to it. Such things are anathema to ungodly creatures (eg.. spirits, undead & faeries) who cannot bear the presence of them and PRE seek to flee from. Being in the presence of a Sanctified object gives a 3 penalty to any actions by said creatures. If such an item actually touches such a creature it causes an automatic Wound but the object becomes defiled in the process and must be resanctified25. Scorpio +1 to Stealth & Hearing. Ascendant Serpent +2 to all rolls which involve deception. Most Holy Artefacts are treated as Sanctified but they are not defiled by contact with ungodly creatures. Totem Shape-shift P, H, W M or P H M Stag Totem R, C M P, W, H P Taurus Ascendant Truthsaying S M Vanir Blood R, C M C P or M Virgo Ascendant Warding You can change form. Note how your BODY varies from the normal score of 7. When you shape-shift your animal forms BODY varies in the same way. For example, a character has BODY 8, which is +1 from the norm. They transform into a wolf BODY 6. This characters wolf form has a BODY of 7 (the wolfs normal BODY plus their modifiers from the norm). A shapeshifted character has no change to MIND or LUCK but there is always a risk of their animal instincts exerting themselves. If you roll DOUBLES when shape-shifted your animal side has exerted itself and you must behave in a fashion appropriate to that animal in that circumstance. If the animal possess edges you do not you gain there use as long as you are transformed. One-off bonus of +1 Fighting & Willpower. +1 to Farming lore & trading lore. You are able to discern when someone is lying to you. Receive a +1 bonus to resist deception or deceit. You have a touch of the Blood of the Vanir, the Gods who are more in tune with the land and fertility and are considered wise. Receive a one-off +1 World lore. +1 to Healing lore. You have power over the spirits of the dead, faeries, demons and other ungodly forces. You can attempt to ward such creatures, driving them from your presence or even destroying them. To use this power you must pray and rebuke the creature(s) as a Complex action. If using this against multiple creatures treat it as a multiple attack, reducing your Willpower based on the number of creatures. Roll d6-d6 and add to your Willpower then compare to the target creature(s) Willpower. -1 or less: no effect and you cannot use this power again until you have spent P, W, H, C, R P or M Warning charm P M Water words H M Wild-hearted H M Wolf Totem three hours praying and meditating. 0: no effect 1: creature may not attack 2: Creature must retreat from your presence but can return to the location when you have gone. 3: Creature must retreat from your presence can cannot return to this location ever again. 4+: Creature destroyed When this edge is taken choose something. You will instinctively know when that thing is close by to you (GM’s decision on how close is close in any given circumstance) you are alerted to the threat, but not to its direction. Note that the warning can apply to abstracts such as lies, anger etc… things, events, locations or people. You know the secret words which command water to avoid you. You can walk through rain or even swim without becoming damp, if submerged you will not drown but will die through asphyxiation. You must have a totem edge. The characters link with their totem is very strong. If they roll DOUBLES ONES at any time the totem spirits nature momentarily overwhelms them and they must act in a fashion appropriate to their totem. If you have multiple totems the GM should choose which one effects you depending on the circumstances. +1 to Smell & Wilderness lore. Sidhe Blood (Celt or Pict) The character has faerie Blood in their lineage. They can buy the sidhe edges listed below. Religion Priest Magic Diseases of the Dark Ages Flu: influenze, mostly non-fatal but can be lethal to those in a weakened condition. Impetigo: Any kind of skin disease causing pustules to erupt on the epidermus. The Arab practice is to lance the boils. The Church instead only bleeds the patient (which only weakens him). Leprosy: A horrid disease that corrodes the epidermis of the body. Medieval mortals fear this disease like no other. Accordingly, lepers are the subjects of strict laws passed by the clergy in an effort to prevent the disease's spread. Lepers are required to wear identifying clothing: a tall scarlet hat and a black robe embroidered with white patches. Additionally, lepers must signal their approach by clicking a pair of castanets. Though lepers are ostracized by society, leper colonies do exist. Some mortals show compassion for these poor souls, clothing and feeding them when the opportunity arises. Other towns, however, have hanged or burned lepers, even those found miles outside of the town gates. Pneumonia: This disease takes its highest toll during the winter. The symptoms are fever and difficulty in breathing. Scabies: A parasitic mite is the cause of this contagious disease. The mite burrows into the skin of its victim, where it lays eggs. The result is a terrible itching sensation. Scurvy: Fresh fruits are scarce in Europe. What little can be harvested rests in the hands of the nobles and clergy, so most people are restricted to a diet of meats, breads, and vegetables, which are usually rank or stale. The result of this scorbutic eating habit is scurvy. Bleeding gums are some of the symptoms of this disease. Smallpox: A great killer on all levels of feudal society. Smallpox is a highly contagious viral disease that sweeps through entire families and small villages, killing all within months of its onset. Smallpox victims suffer from prolonged vomitting and fever. Additionally, red, fluid-filled pustules appear on the surface of the skin. These pustules often burst, leaving the sufferer prone to infection with additional diseases. St. Anthony's Fire: This is the name given for any skin disease that causes fever and skin inflammation. The ailment stems from the consumption of bread grains tainted with a poisonous fungus. St. Vitus' Dance: This colorful title denotes a peculiar collective mental disorder. Those stricken with this disease dance hand-in-hand foaming at the mouth, until they fall unconscious from exhaustion. St Vitus sufferers are treated with relative care and compassion, but are forbidden treatment from doctors and hospitals unless they are potentially dangerous to others. At times they are bound to the rood screen in a church, the idea being that by attending mass, their affliction PRE, by the grace of God, be albsolved. Exorcism is believed to be the only cure for the Dance, as the clergy believes victims of this malady to be possessed. The sign of the cross is commonly shaved into the sufferers' hair. St Vitus' Dance is not contagious. Typhoid: This deadly disease stems from the consumption of food or water contaminated with fecal matter. This contagion is customarily suffered by those who live within the city walls, and is swiftly spread by the poor sewer systems and general unsanitary conditions endemic of 12th-century cities. Symptoms of typhoid include intestinal disorders and dysntery. The Three Realms There are three realms which are parallel but separate The mortal realm The land of faerie The land of the dead The mortal realm The mortal realm is the realm of man. The land of faerie The land of faerie is inhabited by faeries and other strange creatures. It can be reached through gateways which are scattered throughout the land, usually in wild places such as deep woods, desolate hilltops, mountainous valleys etc… Most gateways have been marked by the ancients with stone circles, menhirs and such like. Some gateways are always open, some are one-way only, some only open at certain times of the year, some can be opened by those blessed in certain ways. Faerie creatures sometimes wander through gates and may be encountered in the area around the gate.. where they will tend to stay in the hope of returning home. The divide between the three realms also tends to be weak where gates are located, so the dead may also appear. Time and distance in faerie do not have a constant relationship with time and distance in the mortal realm. Time spent in faerie, or a journey through Faerie can have little relationship to time and distance travelled in the mortal realm. So a character could step through a gate.. walk a few miles to another gate and return to the mortal realm to find only a few seconds had passed, or if they took a slightly different path decades may have passed.. and the gates might be only a few miles apart in Faerie but could hundreds of miles apart in the mortal realm.. or only a few yards apart. The land of the dead When a mortal dies their spirit goes to the land of the dead.. a ghostly realm of shades and darkness. Such spirits are usually not consciously aware and their ‘personality’ rapidly fades. Where the barriers between realms is weak the spirits of the dead may manifest in the mortal realm, often they pose no threat to the living.. although some (Wraiths) may hunger for the heat and light of the living and pose a threat. Ghosts are a form of undead which occur when a mortal dies with some major business unfinished, the ghost will tend to manifest in places which the mortal had strong links to and will haunt such places until the business is resolved. The spirits of great warriors buried in mounds may sometimes stay linked to the mounds to protect them, manifesting as semi-corporeal wights. Mortals given a Christian burial do not go to the land of the dead… their spirits transmigrate to ‘heaven’ a place which cannot be accessed from the mortal realm. Artefacts The great wars between Mu (Lemuria) and Atlantis scattered many potent magic artefacts through the world. There creation is a lost art but these items still appear from time to time. Some examples; Lemurian Mist Sword; a long-sword which has a blade which appears to be comprised of shaped mist. Treat it as a normal long-sword but it can strike incorporeal creatures. On the open market such a weapon is worth around 1000 silvers. Atlantean Golem The Golem is an atlantean fighting machine, constructed and powered by a magical mechanical heart. The one is this adventure is crafted into the armoured form of an atlantean warrior. 13/7/Fear 7 Strength Feat 12 Heavily Armoured (counts as wearing heavy armour, +6 armour) Iron Fists (+4 damage) Mechanical Heart (a trick shot with a ranged weapon or by the character being attacked this round dislodges the cover. A Second trick-shot under the same conditions destroys the heart and the Golem stops) Oil of life (a trick shot with a ranged weapon or by the character being attacked this round to the golems belly button knocks the plug out, it takes 1 damage per round until all the oil has drained away when it locks solid) When confronted by a golem make a LK(Legend Lore)*11 roll to know about the two weaknesses above. Notes: the Golem does not have the Fighting edge, so it attacks & defends at only 10. It’s Body 13 lets it take 13 damage before being incapacitated but it has +6 Armour! Its massive iron fists cause +5 damage though). Denizens of the World Animals The damage column is the damage modifier for the animals natural attack, if any. Animal Stats Speed Damage Notes STR/INITIATIVE/TGH/INT/PRE/LK Wolf 7/10/7/1/7/8 10 Hawk 1/16/4/1/8/5 Wildboar Bear 12/20 in a dive 10 15/7/10/1/5/11 10 Bull 17/5/9/1/5/4 11 Cow 16/5/9/1/5/4 10 Pony 12/8/8/1/7/7 9 Palfrey 14/8/10/1/7/7 11 Draft horse 16/8/11/1/7/7 9 Dog 5/9/7/1/6/6 12 Cat 11 Wildcat 11 Red Deer Doe Red Deer Stag Fallow Deer Fallow Stag +1 (teeth) +1 (talons) +1 (tusks) +1 (claws and fangs) +2 (horns) +1 (hooves) +1 Mainly (hooves) for carrying loads +1 A riding (hooves) horse +1 A horse (hooves) bred to pull heavy loads +1 (teeth) +1 (claws) +1 (claws) +0 7/11/6/1/5/6 11 8/11/7/1/5/7 11 +1 (antlers) 5/11/5/1/5/3 10 +0 6/11/6/1/5/4 10 +1 (antlers) 8 +0 HUMANS Average 777777 Human Poor 8/8/8/7/7/7 Fighter Fighter 8/8/8/7/7/7 8 8 Weapon Veteran Fighter 9/9/9/7/7/7 8 Elite Fighter 9/9/9/7/7/7 8 mastery: one weapon +1 Weapon mastery: one weapon +1 Weapon mastery: one weapon +2 Faeries Faeries are considered to be Ungodly by Christians. Different faeries fall into 4 groupings; Hobs, Bogeys, Folk & Spirits. Hobs: hobs are the most common type of faeries. They come in a bewildering array of shapes and sizes but are generally helpful, although prone to causing mischief. Bogeys: bogeys are the more dangerous forms of faeries. Most are illtempered and hostile to those with human blood. Their moods tend to swing from mischievously malicious to outright dangerous. Folk: the folk are the most ancient, powerful and regal Faeries. They are cultured and form the aristocracy of the faerie world. In addition the pets and livestock of the folk are classed in this group. Most Faeries are sensitive to one of more of the following things; the detailed description of each type of Faerie notes its vulnerabilities. Fire Silver Rowan Cold Iron Turn clothes inside out (a glove turned inside out and tossed into a faerie ring will disperse the revellers) Bells Iron o A knife in the doorway o a nail in the pocket o open scissors hung above a baby's cot Carry the Bible Running Water Bread Rowan and red thread (in the case of the scots, a red ribbon attached over the front door or tied to the tails of cattle -this was to discourage witches. Elsewhere a red cloth was sometimes tied round children's chests as protection against the little people) Salt Ancient churchyard mold Daisy chains Stones with a hole through it Horseshoes (moon symbol and iron combined) A sock under the bed A knife under the pillow A twig of broom St. John's wort The burning of thorns on top of a faerie hill will release captive children Shoes placed with toes facing away from the bed If you walk nine times around a fairy rath at the full of the moon you will find the entrance to the Sifra; but if you enter beware of eating fairy food or drinking fairy wine. On Fridays the fairies have special power over all things and chiefly on that day they select and carry off young mortal girls as brides for the fairy chiefs. Fairies are passionately fond of music; it is therefore dangerous for a young girl to sing all alone by the lake, for the spirits will draw her down to them to sing to them in the fairy palace under the waves, and her people will see her no more. In Connaught, the people have many strange superstitions of great antiquity. If a child spills its tin of milk on the ground, the mother says: "That is to the fairies, leave it to them and welcome" and the child is never scolded, lest that might bring ill luck. For the fairies hate everything that is mean being of themselves of a bright, free, joyous nature; except, indeed the Banshee, who is the spirit of sorrow and doom. The fairies like people who are kind and considerate, and who leave food on the dresser and fire in the grate at night for when they hold their councils; yet not too much fire, for they dislike smoke, and the good woman of the house must never throw out water after dark, without saying: "Take care of the water", for the fairies are very nice in their ways, and resent any such chance as might spoil their pretty gay caps and feathers. They greatly desire human aid and are very clever and acute in obtaining it. The fairy doctors are generally females. Old women, especially, are considered to have peculiar mystic and supernatural power. They cure chiefly by charms and incantations, transmitted by tradition through many generations; and by herbs, of which they have a surprising knowledge. Place a small bit of iron near or around your bed to protect from faerie intrusions. Faeries love to look at their reflections in pools of water but hate mirrors, hanging up mirrors near the entrance to your home will ward of fae folk. One of the best things to see a faerie with is a small stone or shell that has a hole worn through it from water rushing over it. Peek through and you shall see the entrance to Faerie Land. Tie up a bundle of twigs from the oak, ash and thorn, this will generally protect against faeries. The sound of bells is thought to frighten faeries away also. Fairies love milk but if you lace the milk with mothan (also called pearl-wort) it will render the fairy powerless against humans. Tossing a hot coal into the butterchurn will keep fae folk from stealing the butter. Beltane and Mid Summer are two occasions when one is more apt to see fae folk. Faerie music is very beautiful, even the popular song Londonderry Air was thought to be a gift from the fairies. Fairies are attracted to pretty rocks and stones. Most notably, staurolite (also known as faery cross), fluorite, peridot, jade, and their favorite, the emerald. Ankou: Sometimes called the King of the Dead. He collects souls upon their death and escorts them to the land of the dead. Traveling with his own subjects he is a feared fairy that is mainly seen on November Eve. Asrai: An ancient water fairy in female or male form that lives in the sea. They are rarely seen and only at night. They are sometimes called sea ghosts because of their extremely pale, translucent skin. Legend states that they must not be exposed to the sun lest they dissolve into a pool of water. Banshee [Conceal, Reveal, Divination]: Sometimes called the "washer woman" because she sits on the banks of streams and rivers frantically washing Bloodstains from a white shirt. She is similar to the Bean:Sidhe in that she also foretells death. Bean Fionn: Also called Jenny Greentooth, she is a malevolent fairy who lives underwater in streams and lakes. She can be either beautiful or hideous and is known to reach up from her watery depths and drag young children under the water with her. Bean Tighe: Sometimes called the "King of the Dead". He is similar to the Ankou in that he collects souls upon their death and escorts them to the land of the dead. Traveling his own familiar paths in black with a black cart he is mainly seen on November Eve. Bogey: actually a whole family of small spirits which inhabit different places. If well treated they will help out around the place at night when everyone else is asleep. Boggart [Compel, Conceal, Curse, Transform]: the Boggart is a Browine turned bad. Where the Brownie is shy and helpful the Boggart is cruel and mischevious, playing tricks on the house-hold it is in. Brag: an evil shape-shifting faerie full of evil tricks who takes great delight in causing grievous harm to mortals. Brag Evil shape-shifting Faerie. 888586 Formless (A Brag can freely swap its STR, INITIATIVE & TGH Stats round on its turn, they then stay in their new form until its next turn) Deadly Claws (+2 damage) Regeneration (A Brag heals 1pt of damage per round, except damage from fire or acid which heals normally) Brownie [Conceal, curse, heal, reveal]: A scruffy small brown male fairy who wears dirty, torn clothing and likes to live with humans. They like to help with chores but also like to be left alone. They expect small rewards and will abandon a home when there is no extra milk and cakes left for them. The Brownie is generally helpful unless they are crossed then they become mean and ill:tempered. Buttery Sprites [Compel, Delude]: Buttery Sprites are from England and no one has ever seen one, but they are known because of missing fwood and the revenge they seek against humans who have cheated others. They live in the abbeys and inns of England, which is where they have revenge on humans they believe cheat others or are hypocrites. The Buttery Sprites like to torment unscrupulous priests and abbots. They get their name because fresh butter is their favorite fwood which they feel free to steal. Cailleac Bhuer: Also called the Blue Hag or Stone Woman. She originates in Scotland and is an old woman of human size who walks by night with a walking stick made of holly with the carved head of a crow on top. A large carrion crow sits on her left shoulder and a touch from her magical staff means instant death to a human. If her staff is found unattended it will give its owner the power of enchantment. Changeling: Some fairies love beautiful human babies and will steal them and leave an old, near:death fairy in their place. Humans have been known to place iron bars on or in their baby cradles to protect them from such thefts. Corrigan: These female fairies are enchanted to forever roam the earth as beautiful blonde women by day and repulsive old hags by night. Legend states that if a mortal man loves the old hag and beautiful woman equally the enchantment is lifted. Duergarrs: A male dwarf fairy approximately 2 feet tall. They are unfriendly to humans and guard fairy paths and hills. Elves: Elves are small and thin with pointed ears and sinewy bodies. Despite their small stature they are very intelligent and industrious and play a major part in the land of fairy. Erdluitle: These faeries have webbed feet which they try to keep hidden so they won't be embarrassed. They can't swim and they wear hwoods, smocks, and long cloaks that drape over their feet. These faeries were helpful to farmers, but now dislike humans. They are from Switzerland, Northern Italy and Western Austria. Fenoderee: Fenoderees are from the Isle of Man and are solitary faeries that help farmers. They aren't very bright or attractive because they are nude with patches of coarse brown hair. Gancanagh: A legendary beautiful male fairy who enjoys seducing mortal women to fall in love with him and then disappearing only to leave them to search for him until their deaths. Ghillie Dhu: These are tree fairies who disguise themselves as leaves and love to play pranks on human travelers who unknowingly have ventured into their forest. Glastig: An infamous fairy who is believed to no longer exist. A beautiful woman fairy of human size who attempts to lure mortal human males to be her companion and is friendly until they notice her goat hooves. Then she either drowns them or drains them of their blood. Gnomes or Dwarves: Earth fairies who age very quickly. They seem to have been born old and they live for hundreds of years. They are very intelligent and they make their homes in hollowed out trees or partly underground. They vary in personalities and temperament. Gwragedd Annwn: A beautiful blond fairy of human size who is helpful and kind to humans. She lives near lakes. They often take human husbands. Gwyllions: Either male or female they live in the mountains and tend goats but also have a disturbing habit of sitting on rocks above roads and staring eerily at passing travellers. Goblins and Hobgoblins: A name given by humans to the mean, mischievous elves who sometimes haunt their homes. Hamadryadniks: These faeries are tree spirits and appear as living foliage. But these faeries hate humans, unlike the dryads and Hamadryads. Unlike other spirits of trees, the Hamadryadnik emerges from his perch during the day instead of at night to get for fwood and secure its domain. When humans appear they can freeze and blend into the background. They detest people who so ruthlessly continue to destroy the forest land and would like to do us harm, but they don't seem to be able to figure out how to accomplish this. They are from Yugoslavia and Czechoslovakia. Knockers: Dwarf fairies who live underground and are expert miners. Leanan Sidhe (lan-awn-shee): the Fairy Mistress similar to the Lhiannan:Shee, except she is given a more benevolent description by Lady Wilde in Ancient Legends of Ireland: 'The Leanan:Sidhe, or the spirit of life, was supposed to be the inspirer of the poet and singer, as the Ban:Sidhe was the spirit of death, the foreteller of doom.' Her inspiration comes at a price, in that poets and artists fueled by her die an early death. A character who is taken as a lover by a Leana:Sidhe loses 1 Stamina per month, when they have dropped to 1 Stamina they begin to lose Body points and when they reach 0 Body they die, prematurely aged. Whilst the lover of such a being though the character gets +8 to all rolls of an artistic nature! Nucklavee: a truly terrifying creature. It looks like a malformed centaur with the skin flayed from its body. The Nucklavee curses crops around it and actively humans which it considers a delicacy. It is only found in coastal areas and cannot cross fresh water. Ogre: giant man-eating savages, once common throughout the land but now thankfully driven deep into the wilderness. Although some can be find on the fringes of settlements, the edges of blasted moors, deep caves etc.. They are tall, stupid, ugly and phenomenally strong. Ogres suffer no averse effects from cold iron. Leprechauns: A solitary male fairy with the cunning ability to steal or find treasure. He loves riddles and dares others to find the treasure that he has hidden, sometimes so well that he himself cannot find it. Red Cap: a cruel faerie which looks like a short stunted man. They live in ruined towers and actively hunt those who come curiously to such places, dying their caps in the Blood of their victims, hence their name. Despite their small size they are tremendously strong. Lhiannan-Shee: A beautiful vampiric fairy who has been said to either drain her victims of Blood or collects it in a cauldron where she performs spells and rituals to keep herself youthful and beautiful. Lunantisidhe: An extremely thin, wiry old hairless man with pointed ears, long teeth, arms and fingers. He travels in a group that climb and lives in the Blackthorn trees. They despise humans and will go to great lengths to harm them if their beloved trees are trodden upon. Masseriol: These faeries dress in red, are always male, has a big laugh and an elderly face. Masseriols can be very helpful, but they have a high opinion of themselves. Their name means "little farmer" and they occasionally help out on farms as long as they don't get dirty. These faeries also fancy themselves as a ladies man and especially likes young girls. Masseriols are from Northern Italy and Iberian Peninsula. Mermaids: Also called the merpeople, mermen, merrows. A generally gentle fairy who lives in the sea with a human torso and fish tail. They sometimes travel upstream and have been known to take human lovers to their underwater kingdoms. Puck: This male fairy looks like a satyr with a boys head and the body of a goat. He is playful and loves to play his pipes throughout the forests which entices all the animals and fairies alike to follow his melodious music. Selkies: Selkies appear as seals but are able to shed their sealskins and walk on land in female or male form. Spriggans: A fairy monster who is able to inflate himself and float along the countryside. They sometimes appears as rocks or stones and create havoc on those who cross their paths. Tuatha Dé Danann: Also called the Gentry. They are the earliest fairies. Their goddess was Dana. They are the origin of the fairy race. Firbolg: man-sized creatures, ugly and evil. The firbolg used to rule Ireland before they were driven into the hidden corners of the world by the Tuatha. The Firbolg often lower themselves to consort with men to overthrow the despised tuatha. Fomorians: the Fomorians are monstrous giants who hate everything that lives aside from themselves. They barely tolerate the Firbolg and hate the Tuatha. Fomorians are incredibly strong, are skilled magicians and terrible carnivores, eating beasts and men with equal gusto. Fachan: a monstrous creature which has one great leg, a single eye and single great arm that protrudes from his chest below his eye. Fachans tend to evil and usually carry a great iron club wrapped with chains and metal ‘apples’. Ellyon: the tiny thimble sized fairies of childrens books which haunt the country side. Gwyllon: the antithesis of the Gwragedd Annwn. The creatures are withered old crones which frequent the high mountains and eat travellers. They often shapeshift into the form of goat to wait a chance to slay someone. Joint Eater: a horrible, usually invisible, formless spirit which attaches itself to a person. Any meals the person eats have no nutritional value and eventually they will waste away and die regardless of how much they eat. They only way to avert this fate is to drive away the spirit. Trolls: trolls are large rubbery beasts which traditionally like to live under bridges or in caves. They shun the sun and consider humans to be good eating. Most trolls can regenerate damage (not fire though) very rapidly. Will o'the Wisp: Also called Fairy Lights, Elf:fire, Hobbedy's Lantern or Night Whispers. Small winged fairies whose glowing lights can be seen at dusk in the meadows and grassy hills The Undead The undead are ungodly creatures which seem to plague the living for one reason or another. Skeletons: Zombies: Wights: wights are malign creatures which tend to inhabit the places where the dead have long been buried. They feed off the light and warmth of living souls and their touch conveys a terrible chilling cold. If a wight is able to slay a living person that person will rise again as a wight in due course. Wraiths: a wraith is much like a wight but has no physical form. It is a creature of mist and shade. Ghosts: ghosts are not the souls of the dead, they are a manifestation of intense emotion at the moment of death. When a person dies in a state of great emotion a ghost will likely form. The ghosts entire reason to exist is to resolve that emotional state. Once the issue which caused that emotional state has been resolved the ghost will dissipate naturally and vanish. The Other World The other-world is the realm of Faerie. It is divided into a multitude of different lands, each with unique characteristics. Normally earth and the otherworld do not interact but sometimes gates can open between the worlds, or the barriers can weaken. In the case of gate the denizens of the worlds can intermingle and pass through. A weakening of the veil is more subtle in nature, with strange events occurring in the real world, though no overt presence of the Faeries. Holy places often have a weaker veil than normal places, and in such places strange things happen more often, and it is easier for gates to open, or be opened. The Sidhe The inhabitants of the otherworld are called the Sidhe. There are many forms of Sidhe. The most humanlike are the Tuatha de Danan who came to our world some time ago. The Tuatha defeated the firbolg,primitive tribesmen, then defeated the Fomorians, a race of creatures of similar power to the Tuatha but hideously ugly, where the Tuatha were radiantly beautiful. The Tuatha are rarely encountered in the dark ages time period, having largely retired ‘below the hill’. Most humans encounter the lesser Faeries and occasionally the Fomori or Tuatha. Faeries The following items have power of Faeries: Cold Iron, Salt, Rohan Wood, Ash & Holy Symbols. If the GM permits you to create a faerie character of the one of the races below the +/- entry in brackets after a Stat indicates the modifier to be applied to that Stat during character generation. Animal Stats Secondary Stats Notes STR/INITIATIVE/TGH/INT/LUC/PRE INITIATIVE /MOV/ATT/DEF/RATT/PRE FAERIES 8(+1)79(+2)777 6(-1)8(+1)79(+2)77 K7I577 Earthsense26 Regeneration27 Ghost F6A568 UNDEAD -8879C Ghouls 9(+2)77 Dwarves Elves Giant (6m tall) Troll Skeleton 777149 Zombie A5B13A The Silent Death (Faerie) The silent death is a jet-black man-sized creature which loves to feast on human flesh. Enchanters/resses sometimes conclude Faerie pacts with these creatures to assassinate people. The Silent Death demands a death for its services, if it kills the target that is adequate, if not it will come looking for the person it has the pact with and try to slay them. 26 Earthsense is the ability to detect features and other living things in total darkness by sensing the movement of air, heat patterns etc… This only works in enclosed spaces, such as caves, and negates any penalties for the lack of light. 27 Regeneration: trolls regenerate quickly from wounds cause by anything except fire or acid. They heal 1pt of END per round, fire or acid damage heals at normal rates. 28 Incorporeal creatures can only be struck by magical or blessed weapons. 29 Possession: a ghost must make a successful melee attack to touch their target. If they succeed they compare PRE* to the targets PRE. A success margin of 1 means the ghost temporarily possesses the target and is now in control of the targets body for ten minutes. On a 4+ result it has possessed the target and is there until some measure is used to drive it out, it does not leave after a set time duration. 30 Fear: the creature causes fear in living things. Any character seeing it must roll (d6-d6) and add to Willpower (their choice). If their modified PRE is greater than or equal to the creatures Fear they are okay, otherwise all Stats are reduced by the amount creatures Fear exceeds their modified PRE. This penalty remains until they have left the sight of the creature and ten minutes have passed. 31 Paralysing Bite: Ghouls get +1 attack against opponents who are not immune to poisons, due to their paralysing venomous bite. Incorporeal28 Possession29 Fear 1030 Fear 8 Paralysing Bite31 Fear 9 +1 defense against spears, arrows/bolts & swords Fear 8 11/9/Fear 9 Fighting Claws (+1 damage) Fire Walk (the silent death can use any flame as a gate to Faerie, but it cannot create a flame, the flame must already be there) Silence (anyone within 5m of the silent death cannot communicate or hear anything) INITIATIVE 10 ATT 12 DEF 12 DMG 14 TGH 11 MOV 8 (15m/round) The silent death may attempt to grab and throw an opponent, this is a trick shot (-3 attack) but if successful it picks them up and then throws them, on its next turn, a distance equal to its STR-their STR. If it throws them into a wall they are Stunned, if it throws them into another character they are both Stunned but this requires a normal attack to hit the other character! If the Silent Death realises it is in danger of defeat it will try to escape. The Undead Skeleton, Zombie, Wraith, Wight, Ghost, Liche