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.
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.