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

Monday, March 25, 2019

Charisma

An ability stat, the measure of the character’s combined physical appearance, persuasiveness and personal magnetism, ranging from a dearth of positive characteristics to an impressive range of social acumen.

Dealings with NPCs, including hirelings, followers, ordinary persons, officials and a wide variety of creatures and monsters will ultimately be resolved through an interactive mechanic composed of conflict cards.

As henchmen are considered fanatically loyal and are run by the player characters, their loyalty is not affected by their liege’s charisma.

The table shown indicates charisma’s adjustment to standard morale, as well as the maximum number of henchmen that a character can ultimately receive as they gain levels. Remember that an increase in morale is not an improvement, as it indicates the number on 2d6 that must be thrown in order for a non-player character to maintain its will to fight.

Description of Values
Measuring charisma is an effort to quantify the effects the ability stat has upon the reactions of others, their spontaneous treatment of the individual and their overall generosity to award the individual with opportunities and status. Low charisma individuals are met with revulsion and distaste, treated with disdain and usually ostracized or left out of social gatherings and organizations. High charisma individuals are met with liking and interest, are treated as desirable and often rise to positions of authority and trust within organizations.

The increase in charisma from ugly to bewitching compounds benefits that each amount of charisma above that level also enjoys (except where it is superseded by a more rewarding benefit). Creatures are capable of being particularly cruel to individuals of low charisma, whatever they might do; while often awarding those of high charisma more than they really deserve, as they often do little to earn it. 

The descriptions below only partly describe player characters. For such persons as those detailed here, it will often take years of commitment to rise through the ranks and be discovered for their charisma. Those with very high charismas, above 14, will be much less common than the dice might imaginably dictate. Some may be born with a 16 or more charisma, but a harsh life, accidents, poor health, disease and other consequences may severely diminish their potential. Only those charismatic who are born at least partly to privilege will remain so long enough to enjoy it. Players, of course, fall into this category. They, too, are unusual, even those whose fathers and mothers were common (though the character background generator adjusts their backgrounds with their charisma).

In large degree, it is suggested that a DM recognize that an extraordinarily beautiful and pleasant person moving about a late medieval or early modern world casually, as a cleric, bard, paladin or druid, would likely be seen as something of a freak. The list below is intended to effect that depiction.

Ugly (3 pts.)

Reactions to such persons will often be a mixture of repugnance and horror, as ugly persons are generally misshapen, frightful and even ghastly in appearance. Unusual color, a rank odour and outward signs that are suggestive of disease (even if no disease is present) is repellent and produces a strong aversion.

Treatment is harsh, as the ugly character tends to be manic, aggressive, needy and often unable to make themselves clearly understood, often due to the shape of their mouths and their lack of confidence, others will treat them with contempt, disrespect, abuse and verbal derision. Mockery is a common response.

Generosity is utterly lacking for such persons; it is extremely rare that they are given a place or means to make a living, unless it is in some role that is wretched or very unpleasant. They are often the victim of some person who cruelly exploits their dreadful condition. Otherwise, they are often too ugly to even beg, and are thus reduced to scavenging for food. Some are taken in and taught to be assassins ~ the only character class such persons can aspire to be, as no other profession would be moved to train them.

Ill-favoured (4 pts.)

Reactions are often a strong dislike and disinclination to interact with such persons, as the ill-favoured often appear to be physically damaged, demented or mutilated in appearance. Often deathly pale, possessed of straggling hair, off-set eyes or a strong odour, the response is usually abhorrence. However, there is a softening of the appearance occasionally, that will move another person to a sense of pity for the poor creature.

Treatment is inflexible, as the ill-favoured character cannot help their boorish mannerisms, their odd-pitched speech and their corrupt use of language; they are shuffled from place to place, living by handout, forced to feel ashamed for themselves and friendless. But there is little hate; merely callous disregard. As ever, only assassins would train such a person to level status.

Generosity permits very little. They may knock on a door in very poor times. Some will let them find shelter in an airy stable or behind a stoop. No employment would be given; only beggary is available. As before, such persons drift into the orbit of assassins, who look for persons like this with the other necessary characteristics to become heartless killers.

Base (5 pts.)

Reactions possess a hesitation to shun the person, but still to push them along so as to relieve themselves of the person’s unwanted presence. The base individual is vulgar in appearance, unclean, a whiff of odour, while disagreeable in face and posture. While distaste is rare, others will be sharply displeased or dismayed at the individual’s presence, urging them to move on and mind their business elsewhere. This is often said with some sympathy, supported by some small bit of charity … a copper coin or a direction to a proprietor to get the base person a bit of bread.

Treatment includes distaste and an urge to cross the street rather than meet the individual, but not everyone feels that way. There is daily humour at the expense of the person, but it is jovial, not cruel. Others treat the person as “a part” of their community, though from habit rather than warmth.

Generosity allows for open beggary, which even allows the person to be treated with momentary kindness. No other place would be given, except for a modest permission to allow them a permanent shelter, though an unpleasant one. Even now, only assassins would train the person to have a level.

Homely (6 pts.)

Reactions may be a sniff of the air and a moderate displeasure; the homely person’s face and body is off-putting, being bent over, gangly and somewhat lopsided. They will have a cheerful smile, however and are seen to be only unfortunate; if met, they’re rarely acknowledged, and even more rarely noticed. Others will usually given them little to no attention.

Treatment would consist of benign disinterest. Others would pass on the street with a slight nod, if giving any notice at all. Still, no one challenges their presence in the community. Folk sell them goods, exchange with the person, give a tacit approval and speak well of the person, somewhat.

Generosity provides a form of necessary work, as a gong collector, rat catcher, gravedigger or similar occupation, too mean for an ordinary folk. Some will be levelled; a fighter that’s gone to war; a ranger acting as a gamekeeper; an independent friar; a small-time thief or assassin; perhaps a very private monk, mage or illusionist, in this latter case most likely from far away and without any ties. Most would know nothing of their levelled ability, as they will use their skills infrequently, not wishing to bring attention and perhaps frighten others, who would see them as a threat.

Plain (7 pts.)

Reactions are lukewarm and indifferent, with a tacit approval that the individual belongs as part of the scene. A mild greeting is normal. Often passed over but usually acknowledged. Plain individuals lack any sort of distinctive feature, with a modest mix of eyes, nose and mouth, suggesting rural habits, honest intents and an artless lack of pretension. They are nodded to or quietly acknowledged as they pass.

Treatment is cooperative, sometimes helpful; persons are likely to remain alone all their lives, but might become a helpmate to a commonplace person or act as a servant in a household. They will be gruff, impatient and bitter. Most know their name; others will listen to their opinions but will put little store by them; occasionally, to gain support, another might ask a plain person to give their opinion.

Generosity includes, as said, with opportunities to be a servant. Most often, they work for family. As mages and illusionists, they may set up a tiny, unobtrusive shop, that will receive few customers. Some are morticians. A cleric will be an unpleasant deacon, managing a few pupils. A fighter will be a private guard for a single employer ~ and never part of a larger entity, where they would not get along with others. A ranger is most likely to act alone in some capacity, as hunters or private wardens. Assassins or thieves would roam as solitary criminals. Most common plain persons would have mediocre, painstaking work to do, with little to look forward to day-to-day.

Commonplace (8 pts.)

Reactions will tend to be welcoming, if muted. While not noticed as an important person by any means, commonplace persons will be granted the same initial reception as anyone else. In appearance, they’re merely people. It will be noticed by such persons, perhaps because they come closer than those with less charisma, that there are “average folks” who are friendly and gentry who tend to overlook such persons. Commonplace persons will generally find love with others of their charisma and social standing.

Treatment is an everyday acceptance, as the individual will most likely have an extended family, responsibilities, a plot of land, a secondary skill, and compatriots of about the same level of charisma.  Most others in their immediate orbit will treat them with belonging. Outsiders, particularly the gentry, will treat them with some level of disdain, as poor folks.

Generosity dictates their lives will revolve around work, seasonal events, births, deaths and little opportunity past their mundane lives. However, this offers a comfort, as well as knowledge that although their lives are dull, they are sound and productive. Most levels conform to their kind, performing what skills they have for the benefit of their kin. Clerics alone stand out; with this level of charisma, they are accepted as minor priests and functionaries inside the church system, though rarely do they ever become important and never do they preach to a wide congregation.

Neighbourly (9 pts.)

Reactions will be a strong salutation, followed by several interested questions before personable matters are dropped in favour of other things. A neighbour is rugged, fine to look at, with a gentle charm. No strong bond is evident, but even with strangers there’s a sense by appearance, expression and stance that this is at least a fellow countryman, individual or person of similar breeding to the norm. Some consideration is paid by the gentry to a neighbour; but a stranger among the gentry will give no notice. A neighbour might find love among others with a point more in charisma and a social standing slightly higher.

Treatment is a low-born respect, as they have excelled somewhat among their commonplace peers. They’re given the best tables at the worker’s tavern, they are respected by guards and by officials. Their weddings are usually publicly celebrated; and at festivals they are often chosen first to compete in games. To the gentry, they are treated as peaceable, but rarely are their names remembered.

Generosity permits these lower middle class persons are upstanding members of their guilds, town watchmen and minor officials. Some are farmer leaders and foremen; most are not, and at best lower level authority is all a few are offered. They do lead healthy lives, however, and can usually trace their family half a dozen generations, at least, into the past.

Friendly (10 pts.)

Reactions to such persons will be a strong hail, with others going out of their way in public places to make sure a greeting occurs. A friendly fellow smiles, is easy to talk to, will laugh at a joke and is open to what others want to talk about. They will be more sympathetic, causing others to express their like and appreciation often. Friendly persons find committed love among others up to a 12 charisma, with a fair status above their own. They may dabble in relationships with persons up to 14.

Treatment is kindness, as they pass on the street. Well spoken of, they are friendly with guards and officials, Gentry are apt to notice them and converse for a moment or two.

Generosity enables them to become relatively successful, giving them strong houses, yards, comforts for their children and contact with family in other parts. They are more in low-level positions of authority, particularly in guilds; a reeve or hayward might be friendly, as well as a head guard, a local apothecary, a kindly minister or a willing scout and guide.

Affable (11 pts.)

Reactions by others, upon greetings, will include genuine concern for the affable person’s situation, while others will certainly beg the person’s good wishes. Folk will gather as they appear at a tavern or in the market place, to share stories. These persons may find committed love from anyone, and are often courted.

Treatment often includes others that laugh at their jokes and see them as important residents in the community, or as interesting persons that are passing through. Buying a drink for an affable person is a common request.

Generosity enables them to set up independent workshops or become senior members of guilds, while they are often approached with duties for the village or local quarter. They will often agree to become toastmasters or to head a small welcoming committee. Levelled persons are celebrated for their skills and are often encouraged to send their children to distant places for training.

Warm-hearted (12 pts.)

Reactions will be to approach the individual with concerns for the person’s welfare and situation, most likely offering a good meal upon greeting if known to the area, in an attempt to share company with the person. Others will be anxious to share news, tell the latest gossip and positively remark on the warm-hearted person’s appearance and anything new they might see.

Treatment encourages these people to sit and converse, which they will do while their friends will assume their workload. Warm-hearted people provide emotional sustenance and encouragement to others, who treat them as special benefactors.

Generosity will make allowances, so that in times of hardship they are given welfare and support, both for them and their families. They are rarely evicted; someone will find a way to create work for them or pay their rent. If necessary, they will be given light duties to perform on behalf of the town. In general, however, they rise to be important leaders of guilds, associations and collectives. Many will use their personalities to ensure receiving training when they are quite young.

Social (13 pts.)

Reactions will be for strangers to notice the person as they move up the street and to introduce themselves politely, even if they are strangers. Those of 8 or less charisma will hang back, intimidated. If known to the area, invitations to important events will often occur, with promises that a special table will be arranged, or a space at the head table. The gentry will view the individual as one of their own.

Treatment insists they have a special set of gifts that enable them to liaison between different customs and circles, as they are welcomed often even by those with which they share little in common. They are listened to fervently, their words are considered to be truth and rarely are they successfully questioned in public.

Generosity encourages them to set aside labour entirely and be organizers, courtiers, hosts, social reformers, political leaders and others like voices. They are very busy. They move behind doors where those with less charisma would hardly be allowed. They exist in large enough numbers that they make up the majority of the cultural hoi polloi. Those lacking skills may still move in these corridors, though less well ~ somehow, on charm, they get by.

Chivalrous (14 pts.)

Reactions of all persons, except the gentry, will be somewhat intimidated, but nevertheless very welcoming. There will be a distinct use of genuflection (show deference) from those of 10 or less charisma, while others will hail and engage in short, polite conversations. Invitations, when they occur, will occasionally arise from the middle classes and the gentry, but the lower classes will be satisfied to gaze on the person from afar. Shopkeepers will rush to please.

Treatment of these persons is a mixture of homage and appreciation for their contributions. These are especially celebrated entities whose capabilities outweigh the gentry around them. They move about in carriages, with retainers and hangers-on, with others who appeal to them for moments of their time.

Generosity enables them to become captains of the guard, respected courtiers, persons in charge of the finances and running of the area; though of course, subordinate to aristocrats with titles. Those without special knowledge or wisdom are given duties that fit their limited skills.

Fair (15 pts.)

Reactions of the non-gentry will be muted and deeply respectful, accepting company if it is given but never seeking to impose. The gentry will, if given the opportunity, seek to adopt the person, bringing them around to the house, introducing them to children of marriageable age, encouraging the person to begin in business or some other respectable activity. The gentry will, in fact, be something of a pest in this regard.

Treatment begins to reflect the relative rarity of these persons. As persons of consequence, they do not have to work so hard as their lesser peers to be heard in the halls of power. Even if they are not especially bright, they are usually found a place, as they are a pleasure to be near, for persons of great stature.

Generosity allows many who do not have skills to marry into the upper echelons. Some may obtain power through less savoury means, as gigolos and courtesans ~ but most exploit their skills while around them, they are celebrated for their personalities alone.

Beautiful (16 pts.)

Reactions will be strong and highly appreciative. Most persons, even the gentry, will tend to give space and respectfully give acknowledgement. All persons, from the shopkeeper up to and including the gentry, will show varying levels of making room, giving attention or otherwise dashing about as they serve and attend to the person. The single exception will be persons with legitimate power and title, who will view the person as a person to know and to engage with.

Treatment demonstrates that these are likely the most beautiful persons that ordinary people will ever see in person. Even at that, they are rarely viewed directly; most of the time, they will protect their appearance with privacy, not because they are truly threatened, as they usually surrounded, but rather because their beauty disturbs persons.

Generosity ensures that most of them are directly connected with court or with persons of power and title. Generally, they will escape the provinces for the comparatively comfortable life to be had in capitals. They may be enlightened persons of consequence, or they may surrender that to become manipulators behind the scenes, moving less attractive persons as puppets.

Graceful (17 pts.)

Reactions will be distant; most persons, except those with power and title, will consider themselves inadequate to hold discourse with the person. Less attractive persons will be pushed out of the person’s presence; an aura of space will expand around the person should they go anywhere. Those with power and title will suggest paths towards marriage or political power.

Treatment is hushed and reverential. It will be difficult to speak directly to lesser persons, who will describe themselves as unworthy. The degree of intimidation others feel will be very high.

Generosity will lead them to become lords and ladies through marriage, or by gifts bestowed upon them. Paladins will be profound, unusually prized members of court, as their appearance is startling and tends to strike even courtiers with astonishment.

Bewitching (18 pts.)

Reactions will be something like fear. It will be generally held belief that a person cannot be so charismatic without having some special powers, to charm, beguile or fascinate persons out of all safety. In some quarters among the gentry, there will be an unspoken, strong resentment, that may be problematic in the right circumstances. Lower establishments will refuse to serve, considering themselves unworthy. An ordinary life is possible only through disguise.

Treatment is exceptional and mystifying. Such persons are probably never ordinarily seen by even gentry; their incongruous presence is eerie and unnatural. Even kings and queens are made humble by their appearance and their personalities. Because of this, persons of this appearance are vulnerable. They will often wear a mask or covering of some type, to minimize their outward effect.

Generosity of their charisma enables them to become master manipulators behind the scenes. A few become usurpers. Each is an entity onto themselves, defying categorization.

See Player Characters


Saturday, March 23, 2019

Aging

When a character has completed their training, it is necessary to establish the character’s age. With player characters in my game, this is calculated with the character background generator. However, to ensure that players understand the source of those numbers, as the table shows.


My game does not recognize the extended lifespan of demi-humans, but supposes that most humanoids fit the human model. The range of ages means to reflect that different races learn their class skills at different rates. Note that this means that all dwarven and gnomish clerics will be quite old.

Characters who are multi-classed should add all modifiers to the base score of the eldest class age shown, +1d6. For example, a human fighter/cleric would start with 20 (from the cleric), then add 2d4 & 1d6 to that number. A half-elven fighter/mage would start with 23, adding 1d4 & 3d6 total (two dice from the half-elf and one multi-classed die).

Once the character’s age is established, adjustments for the character’s age must be applied to the character’s ability stats. The table indicates the five age categories, with a column for when the character is first created, or initiated into the campaign, with a second column showing the adjustment when the character ages up to that category.


Characters who choose race/class combinations should be aware of the sacrifices that come with old age, as well as the bonuses. A dwarven cleric gains the benefit of wisdom and intelligence in exchange for physical benefits. It is always possible for a character to exceed 18 with their ability stats through aging.

As the table indicates, age must be kept track of from year to year of the campaign. Game time years are added and characters are able to move upwards into elder categories.

Death Due to Age

As player characters are presumed to be exceptional compared to other characters, for game purposes player characters are exempt from death by natural causes, except by disease, until they reach the age of 61. Once a character reaches that age, a roll is made, starting with the top line of the chart shown. A note is made that this roll of 5d12, or 5-60, has been made. This will indicate the number of months that will pass, added to the character’s 61st birthday, before a “fate check” will be made. Once the month of the check is calculated, a d30 is added to that date for the specific future day of the fate check.

For example, a character, John, turns 61 years old on March 11th, 1651. He rolls 5d12, gaining a result of 28. Adding this number of months, the calculation gives us July 11th, 1653. Rolling a d30 produces a result of 14. Therefore, on July 25th, 1653, John will make his fate check to see if he was fated to die of old age on that day. A note is then made that John has made his 1st progressive old age check.

The success of the fate check is calculated by adding the character’s present constitution to 80. This produces a two-digit number that is the percentage that must be rolled by John in order to survive.

If John’s constitution is 14, then his fate survival chance is 94%. If John rolls above that, then John is dead of old age.

Success is followed by moving to the next line of the progressive age check, where 5d10 is rolled (5-50). Again the number of months is added to the date of the last fate check, plus 1d30 days, at which time another fate check must be made. A note is made that the 2nd roll has been used. This process then continues until the character dies.

A character that has died of old age may be restored by raise dead ~ however, a note should be made that the next progressive check is skipped, and the one below that is used.

In the example given above, if John dies on the 25th of July, 1653, and is raised, his NEXT roll would not be 5d10, but 4d12, the 3rd line shown on the chart. Each time a character dies of old age and is either raised or resurrected, a line on the progressive old age table is skipped.

If the character should survive until they have reached the line on the chart that indicates 1d4 months (plus 1d30 days), will pass before their next fate check, then from that time forward this line on the chart will be used until the character passes away.

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