The rules listed on this page are due to be updated in the near future

Combat
Armour
Healing (herbal healing, churgery)
Magic

Game Play
Current Characters
Character Creation
Possible Character Names
Revelry

   

COMBAT
In combat we need to keep excitement and action balanced with the safety of the individual and the group. To achieve this the following ground rules are in use in this system.

All weapons must be inspected by a referee before the start of a game, weapons will be checked for safety with the referee having the right to store any weapon that fail safety until the event is over.

All attacks are to be pulled, full strength attacks are not permitted, blows are never to be aimed for the head, the throat or genitalia.
 
For a hit to count the weapon used must be swung the full length of the blade, in the case of stabbing weapons they must travel at least 30cm for the attack to count.
Weapons used two handed do 2 points of damage, a weapon used one handed does 1 point of damage.
 
Wooden, bone, and stone weapons do one point of damage regardless of length of weapon and how it is used. This does not apply to weapons of bizarre and unusual size requiring greater than human strength to swing.

ARMOUR
Armour adds extra hit points to the location it covers, the values for armour are shown below, different types of armour can be layered to a maximum of two layers.

Metal armours, (4 points or greater), have an added advantage, against improvised weapons, knives, sticks, tools, etc, they double their armour value. A set of chainmail will count as 8 points of armour against a man with a knife. Against weapons designed to weapons, spears, swords, axes, etc they have no specific advantage.

Armour Value
Leather armour 1 point
Thick leather (5mm minimum) 2 points
Leather with metal 2 points
Ring mail/bezainted 3 points
Chainmail 4 points
Brigadine 4 points
Plate 5 points

BLACK POWDER
A recent invention, black powder weapons are loud, messy and occasionally devastating. Caps obtained from the referee's power all black powder weapons, each powder charge or cap is individually wrapped in tin foil to keep it dry and to slow down the reloading process. Caps without such a wrapping should be considered to have been used and should be discarded.

Black powder can be obtained prior to game from the referees, or can be found/stolen/bought in game from players or from NPCs. Initially a player with an appropriate weapon starts with 10 shots.

A man portable black powder weapon does 1 point of damage and ignores all armour; it will literally kill an ordinary outright if they are shot in the chest. Even a person or creature with multiple hit points will be knocked off their feet by the impact and noise of an Aquebuse or Flintlock.

A character with at least Grade 2 in alchemy can produce shots for a weapon. They must be a member of the Alchemists Guild as its recipe is a guild secret. At grade 2 the character can make one shot per hour of work at a cost of 2 pennies per shot for raw ingredients.

At Grade 3 the greater knowledge of the alchemist allows the production of 2 shots per hour of work at a cost of 1 penny per shot for raw ingredients.

At grade 4 a character can produce 4 shots per hour of work at a cost of 1 penny per shot for raw ingredients.

Weapon Range
Derringer style weapon 5 metres
Flintlock pistol 10 metres
Arquebuse 20 metres
Cannon 50 metres (see referee for damage)
Bombard Siege ranges (see referee for damage)

HEALING
Wounds and injuries are the unavoidable consequence of combat. Healing unassisted is a slow perilous business, wounds take months to knit, bones may heal crooked, and more commonly death follows from the wound going bad resulting in blood poisoning. For these reason healing with assistance is the path of choice for most characters.

Herbal Healing
The most common form of healing is that practised by the herbalist, every community has someone who has some knowledge of the healing properties of plants. By applying herbs to a wound and bandaging the affected body part the natural process of healing can be accelerated.

Game mechanics: The character healer applies herbs to the characters wound, the healing time of the wound is dependent on the level of the herbalist skill:

Grade Healing Ability
Grade 1 herbalist Can heal 1 point wounds, (those inflicted by a one handed weapon). Healing time is one day.
Grade 2 herbalist Can heal 2 point wounds, (those inflicted by a two handed weapon). Healing time is half a day, ( if you are wounded in the morning the wound will be healed by the evening, twelve hours).
Grade 3 herbalist Can heal any wound. Healing times are 2 hours per point of wound, e.g. A four point wound to a limb will take eight hours to heal.
Grade 4 herbalist Has the same advantages as a grade 3 herbalist. Healing times are 1 hour per point of wound.

Herb quickly lose their potency after gathering, herbs used for healing that are more than a day old cause the herbalist to be treated as a rank lower in the skill than they actually are.

Churgery
Herbs, although amazingly useful in the healing process cannot set bones, or remove a fragment of an arrow from deep within a lung, to achieve these and other miracles of healing, the new science of Churgery must be used. Taught in Medical schools and the newly founded Universities, this is the scientific approach to healing, or wounding someone more in order to heal them.

Grade Healing Ability
Grade 1 churgeon Cannot restore wounds but can prevent further loss of wounds by stitching up cuts, or bleeding the patient.
Grade 2 churgeon Allows bones to be set and dislocated limbs mended.
Grade 3 churgeon Allows the extraction safely of musket balls and other foreign objects from the limbs and chest.
Grade 4 churgeon Allows the attempt to heal wounds to the head and delicate wounds to the body.

MAGIC
All magic in the game world has its origins in Evil.

To practice magic all that is required is knowledge of the ritual and a familiarity with the words and gestures required to active the spell. A spell requires no magic points, it could be cast thousands of times per day with no loss of power. Instead whenever a spell is cast, the caster draws a bead from the Magic Bag, (in the possession of the referee), depending upon the colour of the bead drawn is the effect on the caster. Some beads will have no effect, others might result in temporary nausea or similar detrimental effect, a few may lead to permanent changes in the character, mutations altering appearance or behaviour.

Once drawn the effects of the bead are immediate with the exception of physical alterations which require the use of prosthetics or props, these can be assumed to have taken effect by the next game.

None of the magic in the game is instantaneous, it relies instead on gathering energies and the correct performance of ritual. Once you have decided to perform a spell either inform a referee who will advise you as to the results, (and provide the Magic bead bag), or failing the presence of a referee, perform the ritual and advise a referee at the soonest possible convenience.

Please note that magic isn't a precise science, on some days the energies flow easier than on others, a certain colour of bead drawn on one day could have a better or worse interpretation the following day.

See also Skills and Talents on Character Creation page

Game Play
Current Characters
Character Creation
Possible Character Names
Revelry

 

 

 
Home | About Us | About Algandy | Game Play | Getting Organised | Getting In Touch

 

page hit counter