Tuesday, May 14, 2019

Progenitor

A character’s progenitor is an ancestor, direct parent or mentor who, in the process of raising the character as a child, imparted some level of skill as a legacy. This skill is determined randomly, based somewhat on the character’s statistics, and provided for the character in the background generator. It is important to remember that the professions listed below belonged to the character’s progenitor ~ and that accurately they do not describe the character.

The system in no way attempts to “balance” the results for characters. Life is unfortunate for some; extraordinarily blessed for others.

Progenitors are divided according to their primary attribute, so that a player character must have the appropriate ability stat of 11 or greater to qualify for a commensurate group of skills or training. A character with a less than average strength would not have a farmer as a father, nor would a character with a low charisma have a tavern keeper as a mother. These things are possible, of course, but are so statistically rare that the random table discounts the likelihood.

Several progenitors provide sage knowledge in a particular ability. This knowledge is equal to that of an amateur, but the character is able to count that ability (though not the sage study surrounding it) as part of their character’s skills. The sage ability does not add knowledge, but the character’s experience level accumulation may eventually surpass it.

A list of the potential progenitors follows, organized by their primary attribute.
Strength
Bounty hunter: has the scouting sage ability; gains a bonus proficiency in a hurled or fired weapon that can be used by the character’s class (see weapons list).
Farmer: has the farming sage ability; +1 to strength checks when outdoors.
Fisherman: has both the fishing and swimming sage abilities.
Gladiator: causes +1 damage when fighting mammals or mammal-like beasts.
Guardsman: +1 damage when pummelling or grappling.
Master-at-arms: gain two bonus proficiencies in any weapon (regardless of class), that is used exclusively in hand-to-hand combat.
Mercenary: gain a bonus proficiency in any weapon that can be used by the character’s class.
Outrider: has the horse handling I sage ability.
Sailor: has the sailing sage ability; +2 to dexterity checks when aboard ship.
Teamster: has the teamstering sage ability.
Intelligence
Alchemist: able to read & write; the character has an amateur knowledge of alchemy.
Architect: able to read & write; has the recognition of style sage ability.
Artillerist: has the artillerist I sage ability.
Boatman: has the steershand sage ability; +2 to dexterity checks when aboard boats.
Carpenter: has the carpenter sage ability; gains a +1 attack when acting against wooden defences.
Gamekeeper: has both the hunting and pathfinding I sage abilities.
Hermit: has both the beggary and foraging sage abilities.
Lawyer: able to read & write; the character has an amateur knowledge of law & policy.
Mason: has the mason sage ability; gains a +1 attack when acting against stone defences.
Political advisor: able to read & write; has the functionary sage ability.
Scribe: able to read & write; add 5 pts. to a chosen sage study in the character’s chosen field.
Surgeon: able to read & write; has both the binding wounds and set injury sage abilities.
Tomb robber: as a legacy, the character possesses a random magic item.
Trapper: has the set snares sage ability.
Veterinarian: has the diagnose & treat farmyard disease sage ability.
Wisdom
Curate: as a legacy, regardless of class, the character possesses a bonus 1st level cleric spell.
Herbalist: has the herbalist sage ability.
Husbandman: provides a +2 morale and saving throw for domestic animals under the character’s care.
Librarian: able to read & write; add 2 pts. to all initial in-field studies.
Medicant: able to read & write; the character has an amateur knowledge of medicine.
Mortician: +1 bonus to saving throws, to hit and damage when fighting undead.
Priest: able to read & write; has the identify manifestation sage ability.
Professor: able to read & write; add 4 pts. to all initial in-field studies.
Prospector: has the prospector sage ability; provides a +1 morale for donkeys and mules.
Sinecure: able to read & write; has a writ of passage for the realm, exempting the character from paying tolls or fees; also has the ear of the local nobility, with whom correspondence can be sent; and is permitted to dine at any of the realm's town halls at will, in the province where the character was born.
Steward: provides a +1 moral for all hirelings and followers.
Tutor: able to read & write; add 1 pt. to all sage studies, in or out of fields.
Village witch: as a legacy, regardless of class, the character possesses a bonus 1st level magic spell.
Witchhunter: +2 bonus to saving throws vs. magic.
Constitution
Alchemist's apprentice: causes +1 damage when throwing acid; receive -1 damage per die from all chemical attacks.
Armourer: has the armourer sage ability; the armour of the character and companions saves at +2.
Blacksmith: has the blacksmith sage ability; the ironmongery of the character and companions saves at +1. Character is +1 to hit with a short hammer.
Explorer: able to read & write; has both the modern history and pathfinding I sage ability.
Graverobber: gains a +1 bonus to armour class against undead.
Gypsy: gains a +1 saving throw against magic.
Labourer: reduces the nature of contracted disease by 1-4 pts. of degree.
Mine foreman: has both the assay and prospecting sage abilities.
Miner: has both the prospecting and underground mining sage abilities.
Porter: add +2 strength when calculating the character’s encumbrance limitation.
Rat catcher: gains a +1 saving throw vs. poison.
Weaponsmith: has the weaponwright sage ability. The weapons of the character and companions save at +2, or, in the case of fumble, roll to break against one die size higher than normal (d8 instead of a d6, etc.).
Dexterity
Baker: has the baker sage ability; receive -1 damage per die from all heat attacks, not including fire.
Bookbinder: able to read & write; has the bookbinder sage ability.
Brewer: has the brewing sage ability; when calculating the character’s intoxication, treat the character two grades up in weight.
Butcher: has the butcher sage ability; gains a bonus proficiency with a cleaver, regardless of class (damage 1-4).
Chandler: has the chandler sage ability; receive -1 damage per die from all heat attacks, not including fire.
Cobbler: has the cobbler sage ability; the boots and shoes of the character and companions save at +3.
Confectioner: has the confection maker sage ability; receive -1 damage per die from all heat attacks, not including fire.
Cook: has the cooking sage ability; gains a +1 to hit with dagger.
Cooper: has the cooper sage ability; the wooden containers of the character and companions save at +3.
Diemaker: has the diemaker & minting sage ability; recognize counterfeited coins and fool’s gold.
Draper: has the draper & canvasser sage ability; gain a +1 bonus to constitution checks.
Engraver: has both the assay and engraver sage abilities.
Fishmonger: has the fishing sage ability; gains a +3 saving throw against nausea and odour-based attacks.
Fuller: has the fuller sage ability; gains a +2 bonus to strength checks.
Furniture maker: has the furniture maker sage ability; the furniture of the character and companions saves at +3.
Furrier: has the furrier sage ability; the fur goods of the character and companions saves at +3.
Gambler: has the gambling sage ability.
Glassmaker: has the glassmaking sage ability; the glassware of the character and companions saves at +2, or breaks with a +2 chance if desired. Receive -1 damage per die from all heat attacks, not including fire.
Glazier: has both the break & enter and glazier sage abilities.
Instrument maker: has the instrument maker’s sage ability; instruments of the character and companions save at +2. The character is able to play a musical instrument of choice.
Jeweller: has both the appraisal I and jewellery-making sage abilities.
Juggler: has the juggling sage ability; gains a +2 bonus to hit with a sling or thrown dart.
Lapidary: has both the appraisal I and gemcutting sage ability.
Leather worker: has the leather worker sage ability; the leather goods of the character and companions saves at +2.
Metallurgist: has the metallurgy sage ability; receives -2 damage per die from all heat attacks, not including fire.
Monk: gains a +1 bonus to the character's natural armour class.
Papermaker: has the papermaking sage ability; reduces the nature of contracted disease by 1-4 pts. of degree.
Potter: has the pottery making sage ability; the pottery ware of the character and companions saves at +3, or breaks with a +3 chance if desired.
Puddler: has the puddling sage ability; receives -2 damage per die from all heat attacks, not including fire.
Sculptor: has the sculpting sage ability, with the appraisal II sage ability with regards to sculpture & statuary.
Shipwright: has the shipwright sage ability; gains a +2 bonus to rolls when keeping a ship from sinking.
Stonecutter: has the stonecutter sage ability; gain a +3 bonus to strength checks.
Tailor: has the tailor sage ability; clothing of the character and companions saves at +2.
Tanner: has the tanning sage ability; the leather goods of the character and companions saves at +2.
Tobacconist: has the plantation culture sage ability; gains a +3 saving throw against nausea and odour-based attacks.
Toll keeper: has the bribery sage ability; gains a +1 to ability checks in the outdoors.
Toolmaker: has both the toolmaker sage ability; the tools of the character and companions saves at +1. Character is +1 to hit with a short hammer.
Vintner: has the winemaking sage ability; when calculating the character’s intoxication, treat the character two grades up in weight.
Wagoneer: has both the teamstering and wagonwright sage ability.
Weaver: has the weaving sage ability; clothing and cloth goods of the character and companions saves at +2.
Woodcutter: has the woodcutting sage ability; gains a +1 to hit when using a short axe.
Charisma
Artist: has the make art sage ability.
Banker: able to read & write; has a writ of passage for the realm, exempting the character from paying tolls or fees. The character also has access to credit, the limit determined by the progenitor’s bequest.
Buccaneer: has both the sailing and swimming sage abilities; and will have, as a promissory writ or in fact, a sailing vessel of some kind.
Crusader: the character is entitled to use the title “Sir” or “Lady,” and is a member of a Knight-Order or similar cabal, allowing an introduction of self to the Grand Wizard of that organization, allowing correspondence and reasonable requests to be made. The character’s name also provides a +2 morale with men-at-arms.
Dispossessed noble: able to read & write. Though lacking feudal possessions or responsibility, the character is entitled to use the title “Sir” or “Lady” when referring to self. Gains a +2 morale with any hireling in the character’s realm.
Fence: possesses a determined amount of stolen goods, the nature of which is randomly determined from a variety of possible artisan’s materials and goods. These goods are safely hidden, so that only the character knows where they are, and may be sold safely once it has been smuggled into another realm.
Guildmaster: the guild being determined randomly, the character has the appropriate sage ability (see above). Able to read & write; gains a +1 morale with artisan hirelings, +3 within the guild’s profession.
Guildmaster thief: able to read & write; enjoys the recognition of the criminal faction in one's own realm, with freedom from infringement by all but ignorant wrongdoers. Reasonable requests can be made, with give & take expected. Provides a +2 morale with criminals.
Innkeeper: owns a three-story merchant’s house and yard, in a various state of repair, with kitchen, hall, a 2nd floor common room and three private rooms on the top floor. The monthly income and yearly taxes are specified.
Killer: has an amateur knowledge of backstabbing.
Landed knight: the character is entitled to use the title “Sir” or “Lady,” and owns land as a bequest. The area is specified in acres, with the number of tenants, income from the land and yearly taxes. The character’s name gains a +1 morale with comrades and men-at-arms.
Landlord: owns land inside a small town near their place of birth. The lot is specified in size and purpose, the income listed and the yearly taxes.
Lesser noble: describes a baron/baroness; family relations dictate the character’s status as inheritor, a mere sibling or an outcast. The character may possess a barony, an estate or nothing. If land exists, the area is specified in acres, with the number or tenants, income from the land and yearly taxes. The character may, or may not, be able to read & write.
Marshal: able to read & write; owns land as a bequest. The area is specified in acres, with the number of tenants, income from the land and yearly taxes. The character’s name gains a +2 morale with comrades and men-at-arms.
Middle noble: describes a count/countess, prince/princess or a duke/duchess; family relations dictate the character’s status as inheritor, a mere sibling or an outcast. The character may possess a province, an estate or nothing. If land exists, the area is specified in acres, with the number of tenants, income from the land and yearly taxes. The character may, or may not, be able to read & write.
Royalty: describes a king/queen; family relations dictate the character’s status as inheritor, a mere sibling or an outcast. The character may possess a realm, an estate or nothing. If land exists, the area is specified in acres, with the number of tenants, income from the land and yearly taxes. The character may, or may not, be able to read & write.
Singer: has the performance sage ability.
Squire: owns land as a bequest, with timber-frame hall-house; the area is specified in acres, with the number of tenants, income and yearly taxes.
Tavern keeper: owns a public house that is a tavern or roadhouse, in the country, a village, a town or a city; details vary. Income and yearly taxes specified.
Usurer: able to read & write; character has access to credit, the limit determined by the progenitor’s bequest.

See Also,
Character Creation
Player Characters


Wednesday, March 27, 2019

Forced Activity Checks

Also known as forced march, this page describes checks made against exhaustion. Depending upon the character’s constitution, there is a point when further activity is impossible. The activity checks chart shown indicates where this limit begins for humanoids, depending on their constitution.

The columns under Hours of Activity without a Check describes how long the individual can perform that activity before they must check to see if fatigue denies them the ability to continue:
Travel includes movement on foot or when mounted. Persons carried along in carts, wagons and carriages are considered to be resting.
Hard physical labour describes work that consistently strains the muscles and produces sweat. This includes the carrying of gear that reduces movement by 2 actions points or more (see encumbrance). This also includes driving a vehicle.
Light physical labour describes work that can be performed without straining the muscles or producing sweat. This includes any carrying of gear that reduces movement by 1 action point. This also includes controlling an animal mount.
Mental labour describes work that can be done with no more than a writing implement and mental thought. This includes learning spells.

The maximum combat rounds per day is subject to rules on combat fatigue, limiting the total number of combat rounds that can be performed in sequence before rest must be taken. Otherwise, it describes the total number of combat rounds that can be fought without experiencing fatigue.

Once a character has travelled, worked or fought to their maximum potential in hours or rounds, they must make a constitution check to determine if they are able to press on for another hour, or for another 1-8 combat rounds (roll in advance and let the player know). If the character succeeds, they’re constitution is temporarily reduced by 1 point.

When the hour has passed, or they have momentarily rested from combat according to the combat fatigue rules, they may again make a constitution check, with their adjusted constitution. Another success will mean another loss of 1 point, and continued action for another similar period of time. This may continue until the constitution check fails.

Once a check has failed, the character is considered “half-spent.” They can no longer move under their own power, nor defend themselves (see helpless defenders). However, if they can be helped along by any other whose weight is at least 80% of the half-spent person’s weight, half-spent persons are able to continue on. Half-spent persons make no further checks; however, any supporter who then fails their check becomes half-spent and can no longer provide aid.

Once any half-spent person has had ten minutes to be still and stiffen up, they will become fully spent. At this point, they can be carried or dragged, but they can no longer be induced to move under their own power. Nor can they defend themselves. If collapsed, they must make a constitution check every half-hour, or lose consciousness. Efforts to move or defend themselves will similarly reduce them to unconsciousness.


Tuesday, March 26, 2019

College (bardic)

Fellowship organizations composed of multiple structures collectively known as campuses, offering training in the arts. A college will also act as a social and professional community for bards, usually local but potentially international. Colleges may be independent, or they may possess satellites scattered in multiple kingdoms. Some are more prestigious than others.

The most influential are those whose focus is the higher arts, related to music, painting, lyrics and poetry, or sculpture. Lesser colleges provide training in dance, physical arts like juggling, acting and drama, and many physical arts, such as art pottery or printing. Bards will often train in more than one form of art, in order to round out their desire to express unique and lasting works.

Colleges will teach any who can provide the tuition, but colleges will also support adequately proficient bards by offering them a monthly or yearly stipend. To receive this, the bard must audition.

Colleges will usually be found in cities that have upwards of 16,000 persons. Musical and dramatic colleges are often called, “conservatories.” Physical arts, such as dance, are usually practiced at “academies.”

See Also,
Player Characters
Pragmatism

Saturday, March 16, 2019

Sinking

A ship is considered in danger of sinking once all of its hull points have been destroyed (see damage to hull and rigging). At that point, the ship can no longer be sailed or its weapons fired. All crew and persons aboard are considered to be acting to keep the ship afloat. The minimum number of persons necessary to keep the ship afloat under these circumstances is equal to the number of unprotected hull points.

Further ship’s weapons hits on the ship at this time will not increase the chance of the ship sinking. If the ship is rammed, that would be sufficient to scuttle it.

If the ship is scuttled, or the persons keeping the ship afloat are removed, or physically kept from preserving the ship, the ship will sink. To determine how long this takes, roll a d20 to determine a total of 5 to 100 rounds; this number is then divided by the wind speed, so that it be calculated in seconds.


Saving the Ship

With sufficient time and depending on the quality of the crew, the materials aboard ship can be repurposed to provide a sinking ship with effectively 1 hull point. When calculating the chance of success, rules for wind change are suspended, based on the presumption that while the wind may change critically over the course of a battle, the pre-existing wind is presumed to remain consistent over a long period.

After each hour of steady work, the crew is entitled to a roll to save the ship from drowning. A d20 is rolled. The base chance for success is 12 or better. The wind speed is then added to this number, from 0 to 12. The crew quality then provides a modifier: poor (-2), green (0), average (+1), crack (+3) and elite (+4).

Success indicates that a turning point has been reached and that the ship will be kept entirely from sinking once three more hours of labour are invested. Even if the crew are very tired at this point, they will be able to sleep in shifts and yet save the ship.

Failure, however, will mean that another hour must be spent before there is again a chance of success. Each hour is counted towards the crew’s hours total activity for that day, including the number of hours before the naval battle occurred. If, by the 10th hour, the ship hasn’t been saved, each hour afterwards imposes a cumulative -1 penalty against success. When success ceases to be possible, the crew collapses and the ship will sink in 5 to 100 rounds.

If the full effort to save the ship was employed, so that the crew forced their labour past 10 hours, then no one will be able to swim; they must find a means of staying afloat that does not require physical exertion, or they will drown.

If the ship is saved, it is considered to have 1 hull point. If it retains at least one mast, it can be sailed with a yare of E. If the masts are destroyed, and there is no stored rigging aboard the ship, it can only drift. This permits at least a chance that those aboard will be rescued.

See Naval Combat

Damage to Hull & Rigging

Ship strength is an expression of its hull points and rigging points, as described under ship types. These points are illustrated as a series of squares, which are then crossed off as damage is caused to the ship.

Total hull points are divided into “exterior” (EH) and “unprotected” (UH) hulls, in a ratio of 2:1. The caravel, for example, has a total of 30 hull points. Two thirds of these, a total of 20, are assigned to the exterior hull. The remaining 10 are assigned to the endangered hull. Where a fraction occurs, always assign the extra hull point to the exterior hull.

Rigging points are divided into blocks of 4 squares, with the remainder making up a block of 1 to 3 squares. Each block is a mast. These should be labelled, in order of presence, the main-mast, mizzen-mast, or fore mast; if there is a fourth mast, this is the jigger mast.
Caravel total strength points in hull (30 pts) and rigging (8 pts).

A caravel has 8 rigging points, which are divided into two masts, the main-mast and the mizzen-mast.

The layout of squares for a caravel would appear as shown in the image, with four blocks of squares, two representing the hull and two representing the mast.

Assigning Damage

All hull damage is assigned to the EH, or exterior hull, until that part of the hull is completely destroyed. Thereafter, further damage is recorded against the UH, or unprotected hull. When the EH is gone, the ship’s condition in the water has begun to sag; the ship’s yare is reduced by one degree (from A to B, from B to C, and so on).

When the UH is gone, the ship is considered in such danger of sinking that it cannot be sailed or the weapons fired.   All crew and persons aboard are considered to be acting to keep the ship afloat. If these persons are removed, the ship will sink completely in 5 to 100 rounds, a number that is divided by the wind speed and may be calculated in seconds.

When a hit succeeds against the rigging within a ship’s hex, the mast nearest that hex is affected (therefore, all the ship’s hexes in a ship’s design should be designated to a particular mast). When a mast is completely destroyed, the ship’s yare is reduced by one degree. This happens each time a mast is destroyed. The ship’s yare cannot be reduced below a yare of E. When all rigging is destroyed, the ship can take no actions except to drift.

When assigning half a point of damage to either the rigging or the hull, draw a single line through a box, as shown. When assigning a full damage to a hull box, draw a cross inside the box to show that strength point is completely destroyed.

See Naval Combat

Arc of Fire

Describes the area which can be fired upon by a siege engine, determined by the position it is facing. Because a ship’s weapon cannot easily be rotated, there is little time during the loading phase that the weapon can be even incrementally adjusted. This limits the arc of fire to only 30-degrees, as shown below.

Weapons placed on hardpoints located at the fore and aft corners of the ship’s configuration can be adjusted to one of three facings, as shown: directed forward, forward and to the side (as shown in the image), or rearward and to the side. When a weapon is ready to fire, whatever the facing may happen to be when the weapons is loaded, the crew must wait until the desired target moves into the arc of fire, or otherwise fires at whatever happens to be within that arc.

This vastly limits the use of weapons as an attack form … which is INTENTIONAL for game purposes. It is noted that the arcs of fire for the positions of the ship’s weapon are NOT interlocking. While not a simulation of reality, it does control the variables for resolving combat in a game space with a minimum or conflicts when determining the arc of fire that can be hit. Interlocking arcs of fire can be created by allowing the ship’s weapon to turn half-hex increments, if the DM prefers.

If the hardpoint is located on the side of the ship, then the facing of the weapon is limited to either towards the forward or towards the rear, as shown. Again, half-hex increments will allow the weapon to be turned so that it fires perpendicular to the ship.

The time needed to change the facing of a siege weapon 60-degrees is equivalent to the time needed to load the weapon. The weapon must be unloaded before it can be turned.

See Naval Combat

Hardpoints

Strengthened, open places upon the deck of a ship, providing space for ship’s weapons. Hardpoints are fitted along the port or starboard sides of the ship, enabling fire to be directed outward. Weapons placed on hardpoints can be shifted towards different hex faces, using a system of pulleys connected to rings set into the deck.   Each facing allows a 30-degree arc of fire in the direction the artillerist crew desires.

Placed weapons are measured against their hardpoint cost, as shown on the table. Though any ballista or catapult may be placed on any hardpoint, the total hardpoint cost for all weapons that are placed cannot exceed the tonnage of the ship. Therefore, an 70-ton vessel could not mount four light catapults, but it could mount three light catapults and a light ballista (total 68). The same vessel could also mount four heavy ballistas (total 60).

There is no rule for the dispersal of weapons between forward, aft or amidships, nor between port and starboard.

Hardpoints located on the port side cannot be used to fire missiles across the deck towards starboard, and vice versa.

See Naval Combat

Tuesday, March 12, 2019

Ship's Weapons

As explained on the ship types page, different makes and models of ships are fitted with hardpoints. These are strengthened, open places upon the deck of a ship. These weapons can be used to attack other ships at a distance during the ship battle, destroying hulls, rigging, crew or other hardpoints.

There are two forms of siege engine that can be mounted on a ship’s hardpoint: the ballista and the catapult. These each have a heavy and a light configuration. All configurations require one hardpoint when emplaced, but the number of heavy emplacements may be limited by the ship’s cargo capacity.

Each hardpoint allows the weapon to be turned using a system of pulleys connected to rings set into the deck.  Each position allows only a 30° arc of fire, the specifics of which depend upon the design of the ship, its length and distribution of its hardpoints. Prior to firing, line of sight must be established. If an enemy ship passes into the siege weapon’s arc of fire and the weapon has line of sight on that target, and presuming the target is in range, the weapon is free to fire.

Range is determined by counting counting the number of combat hexes ~ or where convenient, the number of ship hexes and then multiplying by four.

Firing

Prior to throwing a die, the artillerist MUST specify whether the shot is aimed at the enemy ship’s hull or rigging. If neither is specified, the default target will always be the ship’s hull. The artillerist MUST also specific the specific ship hex being targeted. If this hex is not specified, the default target will be the nearest ship hex occupied.

When firing, the artillerist in charge of the crew rolls to hit with a d20, according to their THAC0 but not including dexterity bonuses. Treat the enemy ship’s hull as AC 3; treat its rigging as AC 0.

The artillerist receives penalties and bonuses as follows: when firing against an enemy’s broadside (+1); when the firing ship is at anchor (+2); strong breeze (-2); near gale (-3); gale (-5); medium range (-2); long range (-5). Ship’s weapons cannot be effectively loaded or fired if the wind force is greater than 8.

Treat all rolled 1s as a misfire, with no other results except the weapon will need to be reloaded from scratch. A natural 20 indicates a critical hit (see below).

When a successful hit is made whether against the hull or the rigging, consult the correct table, either Hits Targeting the Hull or Hits Targeting the Rigging.



These tables are then adjusted according to the type of siege engine being fired, according to the Ship’s Weapon Table:



Resolution
For non-critical hits, roll a d20 on the Standard Hit Table upon either the hull or rigging chart. Standard hits are resolved as follows:
Hull or rigging hits. Record damage to hull & rigging on the ship’s damage sheet, kept by ship’s captain. See critical hits, below.
Crew. Causes h.p. damage to a random combatant/crew/passenger located in the targeted ship hex or above it. Determine skipping or shrapnel damage as applicable.
Hardpoint. Result automatically wrecks, damages, impairs or offsets the enemy ship’s weapons according to the fired weapon’s effect as listed on the Ship’s Weapons Table.

For critical hits, roll on both the Standard Hit Table AND the Critical Hit Table upon either the hull or rigging chart. Critical hits are resolved as follows:
Anchor winch destroyed. Causes no additional damage, but the anchor cannot be used. If the anchor is lowered when the winch is hit, this cuts the anchor cable, releasing the ship. See rules under anchor.
Calculate crew falling. Crews hit on the rigging table give priority to hit crew working in the rigging. Hits that stun lock require a dexterity check. Failure indicates the crew member has fallen and addition damage needs to be calculated.
Double hit damage. Describes damage done to the hull or rigging. Apply adjustment from weapon to damage before multiplying. For example, if a light ballista rolled ½ standard damage, the ½ would be subtracted before doubling, so that no damage was caused. However, if the same standard damage was done by a heavy catapult ball, +½ would be added to the damage and the result would be doubled for a total of 2 damage.
Escalate hardpoint effect. Increase the effect against hardpoints normally done by the weapon, from offset to impair, damage, wreck and ultimately to destroy (indicating the weapon cannot be rebuilt)
Fallen rigging. Coils and ropes snarls hardpoints in the section of the ship associated with the targeted ship hex: the fore, stern or amidships. No ship’s weapon in the affected section may load or fire for 2 to 5 rounds as the weapons are clear.
Hits player character, officer or captain. Assumes said person is located in the targeted hex.  Randomly determine if necessary.
Mast is hit and falls. If the ship still has a mast standing, reduce the yare of the ship by one degree. If the ship has no mast remaining, the ship is set adrift.
Punches through deck. Missile penetrates to crew quarters, galley or captain’s quarters, skipping within space or scattering shrapnel. Roll item saving throws for delicate items vs. normal blow.
Roll morale checks. All crew members in the targeted ship’s hex make a combat check. Sympathetic checks may spread to other ship’s hexes according to the rules on the morale page. Individuals will freeze or move to the safest places aboard ship (never below!) and cannot participate in combat, loading or firing weapons or acting as crew members. See “restoring fails” on the morale page.
Shrapnel to artillerist crew. All members of the artillerist crew actively loading the weapon or waiting to fire suffer 2-8 damage.
Starts fire. Lamp or other combustable material, either above or below decks (see punches through deck) causes a fire to start. Assign 2 to 3 persons (rolled) to fight fighter. Once the fire is reached and a full round of movement has been committed by the needed persons, roll a d6: fire put out (1-3); fire destroys point of hull (4-5); fire out of control (6). If the fire begins to burn out of control, it will consume one hull point per round thereafter unless doused by spell or other comprehensive means.
Steering damaged. The ship cannot be turned to a different heading with respect to the wind for 3-6 rounds; crack and elite crews reduce this trouble by -1 and -2 rounds respectively. Time needed is predictable and can be provided for the captain when the damage occurs.
Waterline damage. The ship’s hull has been hit near enough the water line that 2 to 5 crew members (rolled) must be assigned to keep the ship from sinking. Failure to provide the full complement of crew required will reduce the ship’s yare by one degree every 4 rounds, while the ship will be reduced to drifting in 16 rounds. Waterline damage hits are culmulative.

See Naval Combat

Monday, March 11, 2019

Ballista

Similar to a giant crossbow, the weapon relies upon two levers with torsion springs consisting of several loops of twisted skeins. The parts of the bow which form the ends bend towards one another by means of a short rope fastened between them; a shaft is placed into a groove, which is about one half the length of the missile fired, but four times as wide. As the missile is discharged from the shaft, wooden fletching produces a controlled ballistic; the missile hits objects with great force, commonly killing an ordinary person outright on a clean hit, even through armour.

Ballista can be mounted atop walls and on ships. Small ballista of special design, called carroballista, can be emplaced on large wagons.

Ballista bolts will split into dangerous splinters when hitting hard surfaces (applies only to missed shots), which creates shrapnel.

Heavy Ballista 

Weight: 500 lbs.
Minimum crew: 4
Range: 305 feet; short (4-14); medium (15-28); long (29-61)
Projectile weight: 7 lbs
Damage vs. h.p.: 3-24
Rounds to load: 4
Hardpoint cost: 15 tons

Light Ballista

Weight: 250 lbs.
Minimum crew: 3
Range: 350 feet; short (2-15); medium (16-32); long (33-70)
Projectile weight: 4½ lbs
Damage vs. h.p.: 3-18
Rounds to load: 3
Hardpoint cost: 8 tons

See Also,
Combat
Hardpoints
Naval Combat
Siege Engines

Catapult

Also called an onager, a ballistic device used to launch a projectile consisting of a large frame with a lifted crossbar. A vertical spoke, or arm, passes one end through a rope or sinew bundle that, once under tension, produces a springing effect that hurls the projectile. The arm is pulled down by winches until it locks, so that it can be loaded. When the lock is released, the arm springs forward, strikes the lifted crossbar and the projectile continues outward. The crossbar was usually padded with unshorn sheepskin.

The arm generally includes a cup for loading stones or other projectiles, including the heads of caught spies, dung or small diseased animals. Catapults do not have the strength to throw even a child; if the projectile is too heavy, the arm will not swing forward.

Catapults can be mounted atop walls and on ships.

Stone and iron projectiles fired by catapults will “skip” when they hit a flat hard surface without penetrating, so that they may cause damage to more than one combatant when fired into a group of creatures. Catapult shots comprised of broken stone and low-grade masonry will shatter when hitting a hard object, creating shrapnel.

Heavy Catapult

Weight: 1,500 lbs.
Minimum crew: 3
Range: 320 feet; short (9-16); medium (17-30); long (31-64)
Projectile weight: 14 lbs
Damage vs. h.p.: 3-36
Rounds to load: 5
Hardpoint cost: 40 tons

Light Catapult

Weight: 600 lbs.
Minimum crew: 2
Range: 260 feet; short (6-13); medium (14-24); long (25-52)
Projectile weight: 10 lbs
Damage vs. h.p.: 3-30
Rounds to load: 4
Hardpoint cost: 20 tons

See Also,
Combat
Hardpoints
Naval Combat
Siege Engines

Friday, March 8, 2019

Mangonel

Also called the traction trebuchet, a siege engine used throughout Eurasia, particularly in backward regions bereft of the development of the trebuchet, which replaces it. The mangonel operates on manual force pulling cords attached to a lever and sling to launch projectiles. Less complex than the torsion-powered catapult, it was simpler and required less competence to build, while providing comparable range and power.

Weight: 800 to 1400 lbs
Minimum crew: 8
Range: 280 feet; short (12-15); medium (16-30); long (31-56)
Projectile weight: 11 lbs
Damage: similar to light catapult

Thursday, March 7, 2019

Ship Types

There are two classifications of ships: sailing ships and oar-driven vessels.

Sailing ships are classed according to how easily they can be handled and how quickly the ship responds to the helm. This is their “yare.” There are five types of ship, ranging from yare A to yare E. Light ships with lateen sails are more likely to be classed as yare A, whereas very heavy square-sailed ships are likely to be classed as yare E. This is not always the case, as draft, beam to length ratio and the number of masts can make ships more or less yare.

Oar-driven ships are classed according to their purpose, and described as ramships, merchant ships and barges. These are further classed as “heavy” or “light.” Heavy ships reflect yare D & E vessels with respect to drifting. Light ships reflect yare C vessels. Some oar-driven vessels can be sailed.

The following ships are available for purchase and use in my game world; the list is subject to expansion at a later date.

Barge: river vessels of varying sizes designed to haul goods up and down stream.
Bireme: light galley designed for battle, beached at night.
Caravel: ocean-going, manoeuvrable 2-masted sailing ship.
Carrack: heavy ocean-going trade ship designed for long voyages.
Coaster: light coastal vessel based on the cog, used as a local service boat.
Cog: broad, single-masted vessel, primitive in design but still working in parts of the world.
Dekares: immense cataphracted oared galley designed to transport infantry and marines.
Dogger: two-masted, sturdy, seagoing fishing vessel.
Holk: ponderous sea-going vessel that is highly fortified.
Junk: sailing ship favored by merchants, with river-going and sea-going forms, replete with isolated compartments.
Ketch: two-masted, large maneuverable ocean-going fishing vessel.
Knarr: light ship built for sea journeys but dangerous in heavy weather.
Yawl: light two-masted vessel used for lake fishing and communications.

The compiled list below allows comparison between these ships.


Strength indicates the number of defensive squares the ship has when attacked by ship’s weapons. Hardpoints describe the number of possible emplacements of ship’s weapons that the ship can carry. Draft is the depth of water the ship can move through without striking the bottom or running aground.

Quarters are enclosed rooms, usually large enough to provide comfortable space for two beds, or uncomfortable space for four. If there are more than two quarters on a ship, a captain’s quarters is usually included, which will be a space large enough for a full bed, desk, chair, map bureau and weapons locker. Berths are enclosed areas large enough for 8-12 persons each, depending on comfort. Additional crew are forced to find sleep where they can, noting that during bad weather most crew are working, while day-and-night ships allow beds to be shared among two to three crewmen.

Cargo describes all weight carried, including the weight of the crew, equipment, tools, furnishings and stores, in addition to weight carried for transport. Crew includes officers and ratings. Oarsmen are commanded by the crew. Construction time requires a full yard and two shipwrights per 8 hull or part thereof. Adding laborers will not improve construction time (as each part of the ship must be built by a controlled number of wrights before the next job can be initiated.

See Naval Combat

Tuesday, March 5, 2019

Yawl

Sleek, light two-masted vessel, very manoeuvrable and fast, used for lake and sea fishing, messages, envoys and communication. Despite the draft, the ship is commonly used for river travel. Similar to the ketch, with important distinctive design differences.

Yare: A
Dimensions: length (35 ft.); beam (9½ ft.); keel to prow (18 ft.)
Strength: hull (14 pts.); rigging (4 pts.)
Hardpoints: amidships (1)
Draft: 4 ft.
Staterooms: quarters (1); decks (1½)
Cargo: 9 tons
Crew: 7
Construction Time: 4 months

Dogger

Couldn't quite find an attractive picture of a 17th century
dogger; something like this but larger.
A development of the ketch, a two-masted gaff-rigged vessel carrying a lug sail on the mizzen, with two jibs on a long bowsprit. Short and wide-beamed, these are employed primarily as fishing vessels (giving their name to “dogger bank.”). Sturdy, scores were sometimes grouped together and used in war defensive naval battles against much bigger ships.

Features a single forward cabin with hardpoint on the bow.

Yare: C
Dimensions: length (45 ft.); beam (18 ft.); keel to cabin roof (17 ft.)
Strength: hull (15 pts.); rigging (8 pts.)
Hardpoints: forward (1)
Draft: 2 ft.
Staterooms: quarters (1); decks (1½)
Cargo: 20 tons
Crew: 11
Construction Time: 1 month

See Also,
Hardpoints
Naval Combat
Ship Types
Wind Effects on Movement

Ketch

Includes the crayer and similar to the yawl, a two-masted ocean-going fishing boat with a large fore-and-aft sail on the mainmast, which is taller than the mizzen. To assist going windward, a ketch will usually carry at least one foresail such as a jib or genoa. Some ketches will give a +1 movement bonus when reaching or running with the wind.

Yare: B
Dimensions: length (75 ft.); beam (18 ft.); keel to poop (38 ft.)
Strength: hull (30 pts.); rigging (8 pts.)
Hardpoints: amidships (4)
Draft: 8 ft.
Staterooms: quarters (2); berths (2); decks (3)
Cargo: 77 tons
Crew: 14
Construction Time: 7 months

Knarr

Also called the snaika, a ship built for long sea voyages. Wider, deeper and shorter than a Viking longship, these supplanted old ships as trade became more important to Scandinavia than raiding. Popular in northern Europe. Though dangerous, these ships are used to carry stores to Iceland, Greenland and Vinland, as well as trading goods with the British Isles and the Mediterranean.

The boat is covered with heavy skins stretched over a deep hull where cargo is stored. In heavy weather, waves will break over the top of the ship while it remains seaworthy.

Yare: C
Dimensions: length (50 ft.); beam (15 ft.); keel to prow (12 ft.)
Strength: hull (17 pts.); rigging (4 pts.)
Hardpoints: none
Draft: 2 ft.
Staterooms: quarters (1); decks (1)
Cargo: 13 tons
Crew: 8
Construction Time: 3 weeks

See Also,
Naval Combat
Ship Types
Wind Effects on Movement

Junk

Describes the most common type of junk used by independent merchants in Eastern Asia. This sailing ship employs fully battened sails and has been continuously in use since ancient times. Built of teak from Guangdong, the multiple internal compartments and bulkheads are accessed by separate hatches and ladders, reminiscent of the internal structure of bamboo.

The hull has a horseshoe-shaped stern supporting a high poop deck. Seagoing junks incorporate a keel for sea travel (it is unreliable as an ocean-going vessel), but the river junk has no keel and relies on a daggerboard, leeboard or very large rudder to prevent the boat from slipping sideways in the water.

Junks employ stern mounted rudders; this allows height adjustment of the rudder to the depth of the water and reduces damage should the junk ground. The rudder is fenestrated with large diamond-shaped holes, adopted to lessen the force needed to direct the steering of the rudder. It is usually made of elm.

River Junk
Yare: B
Dimensions: length (70 ft.); beam (19 ft.); keel to poop (22 ft.)
Strength: hull (23 pts.); rigging (11 pts.)
Hardpoints: forward (2); stern (2); amidships (1)
Draft: 1½ ft.
Staterooms: quarters (1); decks (2)
Cargo: 19 tons
Crew: 16
Construction Time: 33 days

Sea-going Junk
Yare: C
Dimensions: length (75 ft.); beam (20 ft.); keel to poop (34 ft.)
Strength: hull (25 pts.); rigging (12 pts.)
Hardpoints: forward (2); stern (2); amidships (2)
Draft: 4 ft.
Staterooms: quarters (1); decks (3)
Cargo: 35 tons
Crew: 17
Construction Time: 2 months

See Also,
Hardpoints
Naval Combat
Ship Types
Wind Effects on Movement

Carrack

A tall three-masted ocean-going ship developed from the cog, large enough to be stable in heavy seas, for a large cargo and for the provisions needed for very long voyages. Carracks are square-rigged on the foremast and mainmast, while being lateen-rigged on the mizzenmast.

They have a high rounded stern with large stern castle, with a slightly shorter forecastle. The stern castle is often stepped, with a lower fore and a higher aft. The height of the ship is part of its superiority, as it is difficult to board once grappled.

The Indian Carrack describes ships used by the English, French, Dutch and Portuguese to round the Horn of Africa to trade with the Far East.

Common Carrack

Yare: C
Dimensions: length (115 ft.); beam (27 ft.); keel to stern castle (49 ft.)
Strength: hull (45 pts.); rigging (12 pts.)
Hardpoints: forward (4); stern (6); amidships (2)
Draft: 9 ft.
Staterooms: captain (1); quarters (3); berths (3); decks (4½)
Cargo: 360 tons
Crew: 21
Construction Time: 13 months

Indian Carrack

Yare: C
Dimensions: length (196 ft.); beam (46 ft.); keel to stern castle (83 ft.)
Strength: hull (77 pts.); rigging (20 pts.)
Hardpoints: forward (6); stern (10); amidships (4)
Draft: 16 ft.
Staterooms: captain (1); quarters (8); berths (21); decks (7½)
Cargo: 1,763 tons
Crew: 63
Construction Time: 3½ years

See Also,
Hardpoints
Naval Combat
Ship Types
Wind Effects on Movement

Monday, March 4, 2019

Dekares

An immense cataphracted galley primarily designed to deliver a contingent of marines into a battle, as space for hundreds of marines is available upon the uppermost deck as well as below. The hardpoints amidships are often used for siege towers up to 20 feet high, allowing bowmen to rain fire on enemy decks while defended. The bow and stern are further defended by castles.

Type: heavy galley
Dimensions: length (150 ft.); beam (40 ft.); keel upper deck (43 ft.)
Strength: hull (135 pts.); rigging (8)
Hardpoints: forward (5); stern (5); amidships (14)
Draft: 6 ft.
Staterooms: captain (1); officer quarters (7); berths (13); decks (3½)
Cargo: 318 tons
Crew: crew (22); oarsmen (176)
Construction Time: 2 years

See Also,
Hardpoints
Naval Combat
Ship Types
Wind Effects on Movement

Cog

A broad, single-masted vessel with square rigging, high sides and a relatively flat bottom, stable enough to be sea-going but not safe for ocean journeys. The ship has a small castle both fore and aft. These ships are common in the Baltic Sea, where sufficient but controlled winds enable good navigation, while the hull is strengthened against sea ice. They are less practical in the Mediterranean, where the winds are not as strong much of the year or against the heavy winter seas.

Small Cog

Yare: D
Dimensions: length (75 ft.); beam (25 ft.); keel to forecastle (33 ft.)
Strength: hull (35 pts.); rigging (4 pts.)
Hardpoints: forward (2); stern (2); amidships (1)
Draft: 4 ft.
Staterooms: captain (1); quarters (1); berths (2); decks (3)
Cargo: 96 tons
Crew: 11
Construction Time: 2½ months

Large Cog

Yare: E
Dimensions: length (93 ft.); beam (31 ft.); keel to forecastle (40 ft.)
Strength: hull (43 pts.); rigging (5 pts.)
Hardpoints: forward (2); stern (3); amidships (4)
Draft: 5½ ft.
Staterooms: captain (1); quarters (3); berths (3); decks (4)
Cargo: 183 tons
Crew: 14
Construction Time: 5 months

See Also,
Hardpoints
Naval Combat
Ship Types
Wind Effects on Movement

Coaster

A light coastal vessel based on the cog, commonly designed to deliver goods around a single island or along a coast, poorly-designed for sea travel and impractical as an ocean-going ship.

Coasters are common ships in the Mediterranean but are rarely seen elsewhere.

Yare: D
Dimensions: length (50 ft.); beam (15 ft.); keel to forecastle (27 ft.)
Strength: hull (23 pts.); rigging (6 pts.)
Hardpoints: forward (1)
Draft: 4 ft.
Staterooms: captain (1); berths (1); decks (3)
Cargo: 49 tons
Crew: 11
Construction Time: 34 days

See Also,
Hardpoints
Naval Combat
Ship Types
Wind Effects on Movement

Caravel

A small, highly manoeuvrable ocean-going ship, able to outdistance many larger vessels. The lateen sail gave it speed and the capacity for beating to windward, and are most popular with Portuguese and Castilians for the oceanic journey across the Atlantic. Typically they are fitted with two masts.

Having a shallow keel and being smaller than many cargo vessels, the caravel can sail upriver in shallow coastal waters. Its economy, speed, agility and power makes it esteemed as one of the best sailing vessels. It will outdistance pirates in heavier ships. The limited capacity for cargo and crew (many of whom have to sleep on deck) is its main drawback.

Yare: B
Dimensions: length (76 ft.); beam (20 ft.); keel to forecastle (35 ft.)
Strength: hull (30 pts.); rigging (8 pts.)
Hardpoints: forward (2); stern (1); amidships (2)
Draft: 5 ft.
Staterooms: captain (1); quarters (1); berths (2); decks (3)
Cargo: 105 tons
Crew: 14
Construction Time: 2½ months

Bireme

An oared galley with two decks of oars, with high speed and a shallow draft. These were equipped with a single masted fore-and-aft rigged square sail, to supplement the oarsmen in favourable winds. Because it can be beached, there was no need for a ship’s launch. The principal value in a galley is that the ship itself is the weapon, as it can be used to ram.

The bireme is not cataphracted, which means it does not have an upper deck. Covering in weather is provided by framing and canvas; the boat is beached at night for resting.

Type: light galley
Dimensions: length (80 ft.); beam (15 ft.); keel to upper deck (23 ft.)
Strength: hull (36 pts.); rigging (4)
Hardpoints: forward (2); stern (2); amidships (7)
Draft: 2 ft.
Staterooms: captain (1); officer berth (1); decks (3)
Cargo: 43 tons
Crew: crew (12); oarsmen (88)
Construction Time: 6½ months.

See Also,
Hardpoints
Naval Combat
Ship Types
Wind Effects on Movement