TEXT: 1
  System Reference Document
  by
  Ken Walton & Peter Cakebread
  © 2011 by Cakebread & Walton
  All material in this document except the Renaissance logo is released under an Open Gaming Licence.
  Renaissance logo designed by Gary Buckland.
  See p.138 for Open Gaming License.
  Version 1.1
  
  2
  Introduction
  This System Reference Document is available for
  download from www.cakebreadandwalton.com and
  is freely distributable under the OGL license (see end
  of document for details).
  The Renaissance system forms the rules bedrock of
  Cakebread & Walton’s historical fantasy role-playing
  game, Clockwork & Chivalry, published by Cubicle 7
  Entertainment and available from all good game
  stores.
  What is a Role-
  playing Game?
  Role-playing games are “Let’s pretend” for grown-
  ups. Players take on the roles of characters in an
  imaginary world and play out adventures. To avoid
  the old children’s arguments of “I shot you!”, “No
  you didn’t, I’m wearing bullet-proof armour!” there
  are rules, and dice are rolled to see whether (for
  instance) the shot hit, and whether the armour
  provided any protection. In overall charge of the
  game is the Games Master, who presents a story to the
  other players, adjudicates the rules, and keeps the
  game moving. You don’t need to dress up and run
  around, everything can be done around a table with a
  bunch of dice, some paper and a few pencils.
  A role-playing game can last as little as two or three
  hours, but many games involve long plots that carry
  on from week to week like a TV series, the characters
  gaining experience and new skills, defeating old
  villains, meeting new ones and generally acting like
  heroes. If you’ve only ever played computer role-
  playing, you’ll find this a whole new experience – you
  can say exactly what you want to say, attempt to do
  whatever you want to do, and the Games Master can
  tell you what happens – unrestrained by the limits of
  a computer game’s programming. You’re limited only
  by your imagination – and I don’t know about you,
  but my imagination has the best special effects ever!
  WHAT WILL I NEED TO
  PLAY?
  So, what else will you need apart from this book, a
  bunch of friends and some imagination?
  A SET OF POLYHEDRAL DICE
  These are obtained from either online suppliers or
  your local game store. As well as the familiar six-
  sided dice that come with most board games, you will
  
  3
  need dice with four, eight, ten, twelve and twenty
  sides. Dice are referred to as Dx in the rules, where x
  is the number of sides of the dice. For example, D10
  refers to a ten sided die.
  The most commonly used dice are D100, not actually
  a hundred sided die but two D10s (usually of
  different colours) that are rolled together. Before the
  dice are thrown, it is decided which will be tens and
  which will be units. E.g., if you have a green D10 and
  a red D10, you might decide that the red one is the
  tens die. If you roll 7 on the red die, and 4 on the
  green die, you would read this as 74. If you get 00,
  this counts as 100, not zero.
  Sometimes the rules will tell you to roll 2D6, or
  1D8+4, or something similar. 2D6 means roll 2 six-
  sided dice and add the results of the dice together.
  1D8+4 means roll 1 eight-sided die and add 4 to the
  result.
  PAPER
  You’ll need paper for taking notes and drawing maps
  a, or other explanatory pictures and diagrams. Each
  player will also need a character sheet – either
  photocopied
  from
  the
  back
  of
  this
  book,
  or
  downloaded from www.cakebreadandwalton.com.
  MINIATURES?
  Some people use miniature figures (or buttons, bottle
  tops, small china penguins and the like) to help keep
  track of where characters are, particularly in combat.
  Some Games Masters create elaborate battle maps for
  their fight scenes. Other players totally ignore such
  game aids and everything goes on in the imaginations
  of the players. It’s entirely up to you what suits you
  best!
  GLOSSARY
  This is a list of many of the technical terms used in the
  Renaissance rules.
  Adventure: A single story in which the Adventurers
  have a part. Rather like a single episode of a TV series.
  Adventurer: A character controlled by a player rather
  than the Games Master.
  APs: Armour Points, the measure of the protection
  provided by armour. Represented by two numbers
  (e.g. 2/1), the first number representing protection
  against most weapons, the second against guns.
  Attribute: Secondary attributes of your character,
  based on the character’s Characteristics.
  Campaign:
  A
  series
  of
  connected
  adventures
  involving the same Adventurers. Rather like an entire
  TV series.
  CHA: Charisma (Characteristic), a measure of your
  character’s attractiveness and leadership qualities.
  Characteristic: A measure of your character’s basic
  abilities: Strength, Constitution, Size, Intelligence,
  Power, Dexterity and Charisma.
  Combat Action: An action taken in a combat round,
  which usually involves attacking another character.
  Combat Round: A short period of about 5 seconds,
  during which a character in combat can perform a
  Combat Action, a Reaction and a Move Action.
  CON: Constitution (Characteristic), a measure of your
  character’s healthiness and ability to resist wounds,
  poisons, diseases and the like.
  Critical Success: A roll of one tenth of a character’s
  skill, which means that the task has been performed
  particularly well. A Critical Success during combat is
  called a Critical Hit and causes more damage than
  normal.
  DEX: Dexterity (Characteristic), a measure of your
  character’s agility, co-ordination and speed of action.
  DM: Damage Modifier (Attribute), a die roll added to
  the damage caused by Close Combat weapons.
  ENC: Encumbrance, an abstract measure of how
  difficult an item is to carry and lift.
  Faction: The religious, political or social group that
  defines a character’s beliefs and outlook on the world.
  Each character belongs to one Faction and may
  sympathize with additional Factions.
  Fumble: A skill roll of 00, which means that the
  attempted task has been performed spectacularly
  badly.
  Games Master: The player who comes up with ideas
  for
  adventures,
  runs
  the
  game,
  controls
  NPCs,
  adjudicates the rules, etc.
  Hero
  Points:
  Points
  that
  are
  used
  to
  perform
  spectacular actions, save a character from death, and
  the like.
  HPs: Hit Points (Attribute), the measure of how much
  damage a character can take before death.
  INT: Intelligence (Characteristic), a measure of your
  characters ability to think, solve problems and learn.
  Improvement Points: Points earned for taking part in
  adventures, which are spent to increase the skills and
  Characteristics of a character.
  
  4
  MAG: Magick (Attribute), a measure of the inherent
  magickal power of a practitioner of Witchcraft.
  Major Wound: A wound that does significant damage
  on top of Hit Point loss. There are two types: Serious
  Wounds, which are temporary, and Grave Wounds,
  which are permanent and can be fatal.
  Movement Action: An combat action that involves
  movement, such as walking, running, etc.
  Movement Rate: (Attribute) The distance a character
  can move in a single combat round. For most
  characters, this is 15 metres.
  MPs:
  Magick
  Points,
  a
  measure
  of
  how
  much
  magickal
  energy
  is
  stored
  in
  an
  Alchemist’s
  Philosopher’s Stone.
  MWL: Major Wound Level (Attribute), a measure of
  how much damage a character can take before taking
  a Major Wound.
  NPC: Non-Player Character, a character who is
  controlled by the Games Master rather than one of the
  players.
  POW: Power (Characteristic), a measure of your
  character’s strength of will.
  Profession: A character’s career before becoming an
  Adventurer, or current career if an NPC.
  Reaction: An action in combat, usually reacting to
  another characters actions for the purposes of defence.
  RPs: Righteousness Points, a measure of a character’s
  strength of belief in his or her chosen Faction.
  SIZ:
  Size
  (Characteristic),
  a
  measure
  of
  your
  character’s height and bulk.
  Skill: A focussed ability in a mental or physical
  discipline
  which
  can
  get
  better
  with
  practice.
  Common Skills are those every character possesses to
  some degree, Advanced Skills can only be used by
  those who have trained in them.
  Social Class: The level of society into which a
  character was born and grew up.
  STR: Strength (Characteristic), a measure of your
  character’s brawn and brute force.
  
  5
  Chapter 1: Character Creation
  Before players can begin a game of Renaissance, they
  must each (apart from the Games Master) create a
  character for themself. This should probably done as a
  group to make sure that a coherent adventuring party
  is
  generated,
  and
  that
  characters
  don’t
  have
  irreconcilable differences that would prevent them
  working together. Creating a character involves a
  number of stages:
  Characteristics: Roll dice to determine the values
  of
  your
  character’s
  main
  Characteristics
  –
  Strength (STR), Constitution (CON), Size (SIZ),
  Intelligence
  (INT),
  Power
  (POW),
  Dexterity
  (DEX), and Charisma (CHA).
  Attributes: These are secondary attributes based
  on
  your
  Characteristics.
  They
  are
  Damage
  Modifier (DM), Hit Points (HP), Major Wound
  Level (MWL) and Movement Rate (Move).
  Common Skills: This is a list of skills that
  everyone can “have a go” at. They all start at a
  level based on your character’s Characteristics,
  and can be raised later in the character generation
  process.
  Previous
  Experience:
  This
  is
  where
  your
  character really begins to take shape. First you
  must decide on your character’s Social Class:
  This will have an effect on what Profession he or
  she followed before taking to a life of adventure.
  Each of these choices will give your character new
  skills, as well as determining how much money
  the character has to spend on equipment before
  play begins. Faction determines your character’s
  political/religious beliefs and how strongly he or
  she feels about them.
  Free Skill Points: You have 250 points to spend
  on increasing your character’s existing skills and
  buying new skills.
  Connections and Events: Use the tables provided
  to create a background that links you to the other
  characters and important events which have
  shaped your character’s past.
  Finishing Touches: Decide on a name, sort out
  your starting equipment, and give your character
  Hero Points.
  Characteristics
  These are the primary building blocks of your
  character. All characters and creatures have seven
  characteristics, which give the basic information about
  
  6
  the
  character’s
  physical,
  mental
  and
  spiritual
  capabilities. As well as being useful indicators of how
  to role-play the character, they are the scores that
  skills are initially based upon.
  The Characteristics are:
  Strength (STR): Your character’s brute force, Strength
  affects the amount of damage he deals, what weapons
  he can wield effectively, how much he can lift and so
  on.
  Constitution (CON): A measure of your character’s
  health, Constitution affects how much damage he can
  sustain in combat, as well as his general resistance to
  disease and other illnesses.
  Dexterity
  (DEX):
  Your
  character’s
  agility,
  co-
  ordination and speed of reaction, Dexterity aids him
  in many physical actions, including combat.
  Size (SIZ): This is an indication of your character’s
  mass and, like Strength and Constitution, can affect
  the amount of damage a character can deal and how
  well he can absorb damage.
  Intelligence (INT): Your character’s ability to think
  around problems, analyse information and memorise
  instructions.
  Power
  (POW):
  Perhaps
  the
  most
  abstract
  Characteristic, Power is a measure of your character’s
  life force and the strength of his willpower.
  Charisma (CHA): This quantifies your character’s
  attractiveness and leadership qualities.
  GENERATING
  CHARACTERISTICS
  Roll 3D6 five times, and assign the numbers to STR,
  CON, DEX, POW, CHA as you wish.
  Roll 2D6+6 twice, and assign the numbers to INT and
  SIZ.
  Attributes
  Attributes are a set of secondary scores that define
  your character’s potential to do and take physical
  damage.
  Attributes
  are
  determined
  from
  the
  character’s Characteristic scores.
  Damage Modifier (DM):
  The Damage Modifier
  applies whenever your character uses a melee or
  thrown weapon. It is calculated by adding the
  character’s
  STR
  and
  SIZ
  together,
  since
  bigger,
  stronger, characters deal out more damage than
  smaller, weaker characters. The Damage Modifier is
  calculated by consulting the following table.
  STR + SIZ
  Damage Modifier
  1-10
  -1D6
  11-15
  -1D4
  16-25
  +0
  26-30
  +1D4
  31-45
  +1D6
  46-60
  +2D6
  61-75
  +3D6
  76-90
  +4D6
  Every additional +15
  An additional +1D6
  Hit Points (HP): These represent your character’s
  general
  health
  and
  physical
  wellbeing.
  They
  determine how much damage your character can
  sustain before he begins taking Grave Wounds and
  possibly
  dying.
  Hit
  Points
  equal
  Size
  plus
  Constitution divided by 2, rounded up. (SIZ +
  CON)/2.
  Major Wound Level: When your character takes this
  amount of damage or more in one blow, he or she
  suffers a Serious or Grave Wound (depending on
  whether current Hit Points remain above or fall below
  zero). Major Wound Level is equal to Total Hit Points
  divided by two, rounded up. HP/2.
  Movement Rate: This is the distance in metres that a
  character can move in a five second Combat Round.
  All human characters have a Movement Rate of 15
  metres.
  Magick (MAG): Those who practice Witchcraft have
  an
  extra
  attribute,
  MAG,
  which
  begins
  at
  (INT+POW)/10 (rounded up).
  Common Skills
  Your character has a number of Common Skills that
  allow him or her to perform a variety of actions with
  varying degrees of expertise. Each Common Skill is
  set by totalling two Characteristics. These are listed on
  your character sheet and below. Work out your
  character’s base values for each skill – you will be
  
  7
  given the opportunity to increase these values later in
  the character creation process. Skills and their use are
  described in the Skills chapter.
  Previous
  Experience
  Previous experience determines the skills and beliefs
  your Adventurer has gained before the game begins.
  These consist of the Adventurer's Social Class, his
  Profession (how he made his living) and his Faction
  (what belief system he subscribed to). Once play
  begins, your Adventurer is no longer restricted by
  these beginnings; all skills are open for him to learn,
  and if his political and/or religious beliefs change, he
  can move to another Faction. There are no restrictions
  on learning new skills within the mechanics of
  Renaissance. However, social pressures within the
  game world apply their own restrictions; a Peasant
  Vagabond is unlikely to gain a place at Oxford
  University to learn alchemy – or if he does, it's likely
  to be the focus of a whole series of adventures!
  Determining previous experience is a three stage
  process:
  Firstly,
  determine
  what
  Social
  Class
  your
  Adventurer comes from.
  Secondly,
  determine
  your
  Adventurer's
  Profession, how he made his living.
  Finally, determine what Faction he belongs to,
  which will determine his religious and political
  beliefs.
  It is worth noting that, while these Social Classes and
  Professions should cover most suitable Adventurers,
  if you want to play an Adventurer who doesn't fit the
  mould, it should be possible, with your Games
  Master's permission. For instance, if you want to play
  a Lord who has lost everything and fallen on hard
  times, you could create a Noble Vagabond, even
  though the rules do not permit it. They're your rules
  now, and you're allowed to break them!
  SOCIAL CLASS
  Social Class determines into what strata of society
  your Adventurer was born. In the Renaissance game
  society is in upheaval; the old certainties of the
  medieval feudal system have broken down, and a
  rising
  middle
  class
  is
  starting
  to
  overtake
  an
  increasingly impoverished upper class in terms of
  wealth. Towns are growing larger, and as the upper
  classes “improve” their land by throwing off many of
  the Peasants who have farmed it for generations, a
  new
  underclass
  of
  urban
  poor
  is
  growing,
  as
  dispossessed Peasants head for the towns looking for
  work.
  Each Social Class gives the Adventurer a number of
  skill options; choose the skills you want from those
  available and add the bonuses to your existing skill
  COMMON SKILLS
  Common Skill
  Starting level
  Athletics
  DEX+STR
  Close Combat
  INT+STR
  Culture (Own)
  INT x2
  Dance
  DEX+CHA
  Dodge
  DEX x2
  Drive
  DEX+INT
  Evaluate
  INT+CHA
  First Aid
  DEX+INT
  Gun Combat
  INT+DEX
  Influence
  CHA x2
  Insight
  INT+POW
  Lore (Regional)
  INT x2
  Perception
  INT+POW
  Persistence
  POW x2
  Ranged Combat
  INT+DEX
  Resilience
  CON x2
  Ride
  DEX+POW
  Sing
  POW+CHA
  Sleight
  DEX+CHA
  Stealth
  DEX+INT
  Unarmed Combat
  STR+DEX
  ROUNDING
  Numbers in Renaissance are usually rounded up to
  the nearest whole number.
  
  8
  bases, determined in the previous section. The Social
  Class also lists which Professions are available to your
  Adventurer if you choose that class; Professions are
  described in Chapter 2. Finally, each Social Class lists
  Starting Wealth; roll to see how many shillings you
  have with which to buy equipment at the start of the
  game. This represents readily available cash – your
  character may have more wealth, but if so it is likely to
  be tied up in house, lands, a goat, etc.
  PEASANT
  Common Skill Bonuses: Athletics +10%, Culture
  (Own) +30%, Drive +10%, Evaluate +30%, First Aid
  +10%,
  Influence
  +30%,
  Lore
  (Regional)
  +30%,
  Perception +10%, Ranged Combat +10%, Resilience
  +10%, Sing +10%, Unarmed Combat +10%
  Advanced Skills: Language (Native) +50%, Lore
  (any), Survival
  Plus choose any three from Boating, Craft (any), Lore
  (any), Play Instrument, Ranged Combat (Bows)
  Starting Cash: 1D6 x 10 shillings
  Professions
  Available:
  Agitator,
  Camp
  Follower,
  Cottager, Craftsman, Cunning Man/Wise Woman,
  Entertainer, Farmer, Mercenary, Outlaw, Physician
  (Herbalist), Preacher, Rook, Sailor, Smuggler, Soldier,
  Spy,
  Vagabond,
  Witch/Warlock,
  Witch
  Finder,
  Woodsman
  You grew up in the country. It is likely that your
  parents were tenant Farmers or Craftsmen, living in a
  small village and working for the local Lord of the
  manor.
  TOWNSMAN
  Common Skill Bonuses: Culture (Own) +30%, Drive
  +10%, Evaluate +30%, First Aid +10%, Influence
  +30%,
  Lore
  (Regional)
  +30%,
  Perception
  +10%,
  Resilience +10%
  Plus choose one from Close Combat +10%, Gun Combat
  +10%, Ranged Combat +10%, Unarmed Combat +10%
  Advanced Skills: Language (Native) +50%, Lore
  (any), Streetwise
  Plus choose three from Commerce, Close Combat
  (Polearms), Craft (any), Gambling, Influence, Play
  Instrument
  Starting Cash: 2D6 x 10 shillings
  Professions
  Available:
  Agitator,
  Camp
  Follower,
  Clerk,
  Craftsman,
  Entertainer,
  Highwayman,
  Journalist, Mercenary, Outlaw, Physician (Paracelsan),
  Preacher, Rook, Ruffian, Sailor, Smuggler, Soldier,
  Spy,
  Thief,
  Valet/Lady’s
  Maid,
  Watchman,
  Witch/Warlock, Witch Finder
  You grew up in the narrow, crowded streets of a
  rapidly growing town, among many others who have
  given up the rural life in the hope of making a living
  in an urban situation.
  MIDDLE CLASS
  Common
  Skill
  Bonuses:
  Culture
  (Own)
  +30%,
  Evaluate +30%, Influence +30%, Insight +10%, Lore
  (Regional) +30%, Persistence +10%, Ride +10%
  Plus choose one from Close Combat +10%, Gun Combat
  +10%, Ranged Combat +10%, Unarmed Combat +10%
  Advanced Skills: Art (any), Language (Native) +50%,
  Lore (any)
  Plus choose three from Commerce, Courtesy, Craft
  (any), Gambling, Play Instrument, Streetwise
  Starting Cash: 4D6 x 10 shillings
  Professions Available: Agitator, Alchemist, Clerk,
  Craftsman,
  Entertainer,
  Highwayman,
  Journalist,
  Mercenary, Merchant, Physician (Galenic), Preacher,
  Rook,
  Scholar,
  Smuggler,
  Soldier,
  Spy,
  Witch/Warlock, Witch Finder
  You are part of the growing class of people whose
  families have risen above their humble origins by dint
  of hard work and good fortune. With the breakdown
  of the old feudal order and the growth of commerce, it
  has become possible for people to be relatively well-
  off without being a member of the landed classes.
  GENTRY
  Common
  Skill
  Bonuses:
  Culture
  (Own)
  +30%,
  Evaluate +30%, Influence +30%, Insight +10%, Lore
  (Regional) +30%, Perception +10%, Persistence +10%,
  Ride +10%
  Plus choose one from Close Combat +10%, Gun Combat
  +10%, Ranged Combat +10%, Unarmed Combat +10%
  Advanced Skills: Art (any), Language (Native) +50%,
  Lore (any)
  Plus choose three from Commerce, Courtesy, Craft
  (any), Oratory, Seduction
  Starting Cash: 4D6 x 20 shillings
  Professions Available: Alchemist, Cavalier, Clerk,
  Courtier,
  Farmer,
  Highwayman,
  Mercenary,
  Physician (Galenic), Preacher, Rook, Sailor, Scholar,
  Soldier, Spy, Witch/Warlock, Witch Finder
  
  9
  You are part of the solid landowning Gentry whose
  people have ruled the country districts since time
  immemorial. Actually, that may not be true – your
  family may have gained a title in your grandfather's
  day by buying a peerage.
  NOBILITY
  Common
  Skill
  Bonuses:
  Culture
  (Own)
  +30%,
  Evaluate +30%, Influence +30%, Insight +10%, Lore
  (Regional) +30%, Perception +10%, Persistence +10%,
  Ride +10%
  Plus choose two from Close Combat +10%, Gun Combat
  +10%, Ranged Combat +10%, Unarmed Combat +10%
  Advanced Skills: Courtesy, Language (Native) +50%,
  Lore (any)
  Plus choose three from Art (any), Commerce, Craft
  (any),
  Dual
  Weapons
  (Sword
  and
  Pistol),
  Dual
  Weapons
  (Sword
  and
  Main
  Gauche),
  Oratory,
  Seduction
  Starting Cash: 6D6 x 30 shillings
  Professions Available: Alchemist, Cavalier, Courtier,
  Highwayman,
  Lord/Lady,
  Mercenary,
  Physician
  (Galenic),
  Preacher,
  Rook,
  Scholar,
  Soldier,
  Spy,
  Witch/Warlock
  You are very rich indeed. So rich, in fact, that thinking
  about money is something you almost never do – you
  have minions to think about such things for you. Your
  family can almost certainly trace its ancestry back
  hundreds of years, and you have moved in circles of
  high influence all your life.
  PROFESSION
  Your
  Adventurer's
  Profession
  defines
  how
  your
  Adventurer earned or earns his living. It may be that
  you have worked in this Profession for years, picking
  up the skills necessary to earn your trade, only to find
  yourself out of a job due to the upheavals of the war,
  or conscripted into the army. You may be travelling
  across the country, seeking to earn a living at your
  chosen Profession. Alternatively, you may have hated
  the Profession you were forced into, and relish the
  prospect of doing something new.
  Professions are described in detail in Chapter 2. Each
  Profession gives your character bonuses to some
  Common skills (add the numbers in the description to
  your existing skill levels) and allows you to open
  some Advanced skills at their base level (See the Skills
  chapter for details of Advanced skills). If you already
  have a listed Advanced skill from your Social Class,
  ADVANCED SKILLS
  Advanced Skill
  Starting level
  Alchemy
  INT+POW
  Art (type)
  POW+CHA
  Artillery
  INT+DEX
  Beliefs (Factions)
  INTx2
  Boating
  STR+CON
  Close Combat (Polearms)
  INT+STR
  Commerce
  INT+CHA
  Courtesy
  INT+CHA
  Craft (type)
  DEX+INT
  Culture (other)
  INTx2
  Disguise
  INT+CHA
  Dual Weapons (weapon &
  weapon)*
  INT+DEX
  Elemental Casting (element)
  INT+POW
  Engineering
  INTx2
  Gambling
  INT+POW
  Healing (type)
  INT+POW
  Language (native or other)
  INT+CHA
  Lore (type)
  INTx2
  Mechanisms
  DEX+INT
  Oratory
  POW+CHA
  Play Instrument (type)
  DEX+CHA
  Ranged Weapons (Bow)
  INT+DEX
  Seduction
  INT+CHA
  Shiphandling
  INT+CON
  Streetwise
  POW+CHA
  Survival
  POW+CON
  Teaching
  INT+CHA
  Track
  INT+CON
  Witchcraft
  INTx2
  * Note:
  Dual Weapons skill can never be higher than the
  lowest of the two weapons – see Skills chapter.
  
  10
  you may choose to add +10% to it.
  As your Adventurer gains experience during play, he
  may be able to increase the skills of his Profession, or
  may choose to learn new skills associated with his
  new adventuring life-style.
  FACTION
  One
  of
  the
  most
  important
  decisions
  for
  an
  Adventurer in Renaissance is your choice of Faction. In
  fact, Factions are so important that they've got a
  chapter to themselves. Have a look through the
  Factions chapter, and choose one that fits your
  Adventurer and that you feel would be fun to play.
  Add the skills from your Faction then work out your
  Righteousness Points.
  RIGHTEOUSNESS POINTS
  Righteousness Points (RPs) are a measure of the
  passion of your belief in your chosen Faction. As a
  beginning Adventurer, they are equal to your CHA +
  POW + the Zealousness of your chosen Faction. As
  your Adventurer goes through his adventures, his
  RPs will rise or fall – if they become very high, he will
  become insanely righteous and may commit acts that
  even his own Faction finds hard to swallow; if they
  fall low enough, he will become open to conversion to
  another Faction. See the Factions chapter for more
  details.
  Free Skill Points
  At this stage, your character receives 250 additional
  skill points.
  You can add these free skill points to
  your character’s skills in the following ways:
  Add to a Common skill score.
  Add to an Advanced skill score, as long as the
  character already possesses the skill.
  Purchase an Advanced skill.
  This costs 10 free
  skill points and the Advanced skill starts at its
  basic Characteristic-derived score.
  No single skill can benefit from more than 30 free skill
  points. An Advanced skill purchased with free skill
  points cannot be increased by more than 20 points.
  Magickal skills such as Alchemy and Witchcraft
  cannot be added without a very good backstory and
  the permission of the Games Master.
  Connections and
  Events
  Adventurers may come from different backgrounds
  and hold different political and religious views.
  Nevertheless, they are considered members of a
  community, and they may well have ties that go
  beyond partisan views. They may be connected as
  family members or friends. They may remain close
  and
  adventure
  together
  even
  though
  they
  are
  nominally enemies as far as the rest of the world is
  concerned. Connections between Adventurers are an
  integral part of the character creation process in the
  Renaissance universe, as they provide some of the glue
  bonding together any adventuring party.
  It is recommended that each Adventurer has just one
  less connection than the total number of other
  Adventurers in the party – so if there are six members
  in the party, each character should have connections
  with four of the other members.
  The Past Events table below gives some ideas for
  events that might have occurred in an Adventurer’s
  past, many of which refer to their relationship with
  another Adventurer. Each player should roll D100.
  The player who rolled should then get together with
  one of the other players to come up with a way in
  which both of their characters were involved in that
  event or connection. They should embellish the idea,
  working with the Adventurer they are connected with
  to refine the event or association, adding depth to the
  relationship between their Adventurers.
  There is no requirement to use the table – you might
  prefer
  to
  come
  up
  with
  your
  own
  inter-party
  associations. The party might all be siblings, or all
  have come from the same village, or all have met
  through working for the same patron.
  Whether you use the table or not, for each connection
  two
  Adventurers
  make,
  both
  characters
  should
  receive a 10% bonus in one skill, though this need not
  be the same skill for both. The skill should be tied in
  some way to the event in which the two Adventurers
  were involved.
  If you generate an event you are not happy with, or
  that you do not feel fits with the type of Adventurer
  you wish to play, simply discard the result and roll
  again (or pick another result). Connections are not
  designed to be a weight around the player’s neck, but
  
  11
  rather provide emotional and practical reasons for
  Adventurers to look after each other.
  PAST EVENTS TABLE
  D100
  Past Event
  01-02
  A secret benefactor has been aiding both Adventurers – neither knows the identity of the patron.
  03-04
  Adventurers apprenticed/raised in same household.
  05-06
  Adventurers are best friends.
  07-08
  Adventurers are in love.
  09-10
  Adventurers are related to one another (through bastardy if classes are different).
  11-12
  Adventurer believes another Adventurer holds key to great secret/treasure/knowledge.
  13-14
  Adventurer believes he or she can talk with the dead.
  15-16
  Adventurers’ families were good friends.
  17-18
  Adventurer’s family saved by a loan from another Adventurer (or their family).
  19-20
  Adventurer has made it his or her life’s work to convert another Adventurer to his or her Faction.
  21-22
  Adventurers have sworn to achieve a common goal.
  23-24
  Adventurers have sworn to work together to avenge a wrong.
  25-26
  Adventurer is in the employ of another Adventurer.
  27-28
  Adventurer is being blackmailed by another Adventurer’s Faction.
  29-30
  Adventure is infatuated with another party member.
  31-32
  Adventurers made a “blood oath” as children, promising to always be comrades.
  33-34
  Adventurers (or an Adventurer’s sibling) were childhood sweethearts.
  35-36
  Adventurer owes another Adventurer debt (of honour, monies or land, etc.).
  37-38
  Adventurers in business together.
  
  12
  39-40
  Adventurer rescued from aftermath of a battlefield by another Adventurer.
  41-42
  Adventurer saved another Adventurer’s life.
  43-44
  Adventurer secretly admires another Adventurer, seeing them as a role-model.
  45-46
  Adventurers were schooled together for a while.
  47-48
  Adventurers share a powerful common enemy.
  49-50
  Adventurer suffered great trauma, causing temporary muteness and melancholy.
  51-52
  Adventurer was adopted by another Adventurer’s family following a catastrophe.
  53-54
  Adventurer was apprenticed, or bonded in some other way, to another Adventurer’s family.
  55-56
  Adventurer was saved from being condemned for a crime by another Adventurer’s family.
  57-58
  Adventurers wish to work together to make an important discovery.
  59-60
  Adventurers witnessed a magick event – they may interpret it differently, but share the experience.
  61-62
  Blackmail - Adventurers are both being blackmailed by a third party.
  63-64
  Black sheep - Adventurer is treated, fairly or unfairly, as an outcast by his/her family/community.
  65-66
  Criminal fraternity - Adventurers share in profits from an illicit operation.
  67-68
  Disinherited.
  69-70
  Family killed by Witches.
  71-72
  Family killed by Witch Finders.
  73-74
  Foundling - abandoned at birth.
  75-76
  Guilty secret - Adventurers share a guilty secret.
  77-78
  Involved in a bitter siege until rescued/released by another Adventurer.
  79-80
  One Adventurer nursed another back to health.
  81-82
  One Adventurer secretly hates another, but will pretend not to (wishing to time any betrayal to perfection). Pick
  another connection, but remember, this secret loathing overrides the next selection.
  
  13
  83-84
  Parents had incredible good fortune when Adventurer was a child.
  85-86
  Parent is a religious fanatic. Adventurer was present at a large battle.
  87-88
  Runaway – Adventurer ran away for a time, as a child.
  89-90
  Shared discovery – Adventurers have found a treasure trove or rare item, which they share.
  91-92
  Survived/rescued from a great fire.
  93-94
  Survived Plague.
  95-96
  Turncoat – Adventurer’s family are members of an opposing Faction.
  97-98
  Tyrannical parent.
  99-00
  Twin – Adventurer has a long lost twin with whom he or she wishes to be reunited.
  Finishing Touches
  Your character is almost finished. Only a few more
  things need to be decided.
  NAME
  Choose a name that you think suits your Adventurer.
  LOOKS
  What does your character look like? What is his or her
  hair and eye colour? What is he or she like physically?
  A character with high SIZ and high STR would be big
  and muscular, whereas a high SIZ and low STR
  would tend to suggest obesity. A character with high
  CHA might be physically attractive, while one with
  high POW might dominate by force of personality. A
  character with high DEX will likely be graceful or at
  least clever with his or her hands.
  EQUIPMENT
  Your Adventurer begins play with the following
  equipment.
  A set of clothing suitable for your social class and
  profession.
  Several small items of personal value – a crucifix,
  a family Bible, a good luck charm, etc.
  One weapon suited to your character’s skills.
  The minimum tools of your Profession’s trade,
  chosen from the Equipment chapter.
  On top of this, if your character is a member of the
  Gentry or the Nobility he or she gains:
  A set of armour with a maximum of 1D6 Armour
  Points (usually men only).
  An additional weapon that has been handed
  down in the family (usually men only).
  A horse.
  A spare set of fine clothing suitable for an upper
  class ball or banquet.
  Your character also begins play with money according
  to their Social Class to spend on extra equipment.
  Remember that this money may not represent all an
  Adventurer's worldly wealth – a Nobleman may own
  a huge house and rolling acres of farmland, a Cottager
  may have a tumbledown hut and a bony cow; but
  these will not be readily convertible into cash, and
  can't be taken with you on an adventure.
  Equipment
  can
  be
  bought
  from
  the
  Equipment
  chapter.
  
  14
  ARMOUR POINTS
  Armour
  comes
  in
  five
  general
  types,
  each
  representing an overall level of protection. Armour
  only provides half the protection (rounded down – an
  exception to the usual rule of rounding up) against
  guns, unless the gun is fired beyond its normal range.
  To remind you of this, Armour Points are listed as
  two numbers separated by a slash – the full APs,
  followed by the protection against guns.
  Very Light Armour: 1/0 Armour Point(s)
  Light Armour: 2/1 Armour Point(s)
  Medium Armour: 3/1 Armour Points(s)
  Heavy Armour: 4/2 Armour Points
  Very Heavy Armour: 5/2 Armour Points
  See the Equipment chapter for more information on
  what these categories mean. A character’s full Armour
  Points are subtracted from his or her DEX and INT for
  the purposes of calculating combat order.
  HERO POINTS
  Your character begins play with 2 hero points.
  Hero points are what distinguishes your character
  from normal stay-at-home type folk.
  Spending one hero point allows your character to:
  Re-roll any failed dice roll.
  Downgrade a Grave Wound to the equivalent
  Serious Wound. Your character still takes the full
  damage they normally would to their Hit Points,
  but suffer the inconvenient effects of a Serious
  Wound, rather than the messy and often fatal
  effects of a Grave Wound.
  Downgrade a Serious Wound to a normal wound.
  Your character still takes the full damage they
  would normally to their Hit Points, but do not
  suffer
  the
  inconvenient
  effects
  of
  a
  Serious
  Wound.
  Avoid character death. A character who would
  normally die
  for whatever reason (failing a
  Resilience roll when beyond his negative Hit
  Point limit, taking too much damage in one blow,
  taking a fatal Grave Wound, etc.) will narrowly
  avoid death due to some lucky circumstance. The
  character will remain unconscious for 1D4 hours
  and will awake with 0 Hit Points.
  Once hero points are spent they are gone. The Games
  Master awards hero points at the end of the game
  session for moments of outstanding heroic play.
  Advanced
  Characters
  For
  some
  campaigns,
  at
  the
  Games
  Master’s
  discretion, it might be desirable to create characters
  who are a cut above the normal.
  Seasoned characters begin with 350 free skill points
  instead of 250. No single skill can benefit from more
  than 40 free skill points. An Advanced skill purchased
  with free skill points cannot be increased by more
  than 30 points. Additionally, 2 points can be added
  your characters’ Characteristics, distributed as you
  wish. Seasoned characters begin play with 3 hero
  points.
  Veteran characters begin with 450 free skill points
  instead of 250. No single skill can benefit from more
  than 50 free skill points. An Advanced skill purchased
  with free skill points cannot be increased by more
  than 40 points. Additionally, 3 points can be added
  your characters’ Characteristics, distributed as you
  wish. Seasoned characters begin play with 6 hero
  points.
  Master characters begin with 550 free skill points
  instead of 250. No single skill can benefit from more
  than 60 free skill points. An Advanced skill purchased
  with free skill points cannot be increased by more
  than 50 points. Additionally, 4 points can be added
  your characters’ Characteristics, distributed as you
  wish. Seasoned characters begin play with 9 hero
  points.
  
  15
  Chapter 2: Professions
  This chapter gives starting skills for the various
  Professions open to Adventurers in the world of
  Renaissance. For more information on choosing a
  Profession and buying skills for your character, see
  the Character Creation chapter.
  AGITATOR
  Social Class: Peasant, Townsman, Middle Class
  Common
  Skill
  Bonuses:
  Influence
  +15%,
  Lore
  (Regional) +15%, Persistence +15%, Unarmed Combat
  +10%
  Advanced
  Skills:
  Beliefs
  (Own),
  Beliefs
  (Other),
  Oratory, Lore (Politics)
  ALCHEMIST
  Note: This Profession uses the powerful “scientific
  alchemy” available in the Clockwork & Chivalry game
  world, and described in the Alchemy chapter; it may
  not be suitable for many Renaissance campaigns.
  Social Class: Middle Class, Gentry, Nobility
  Common Skill Bonuses: Evaluate +10%, First Aid
  +5%
  Advanced Skills: Alchemy, Elemental Casting (any),
  Elemental Casting (any other), Lore (Aristotelian
  Science), Lore (other)
  Spells: Alchemists begin play with 6 Magnitude
  worth of alchemy spells.
  CAMP FOLLOWER
  Social Class: Peasant, Townsman
  Common
  Skill
  Bonuses:
  First
  Aid
  +10%,
  Lore
  (Regional) +15%, Resilience +15%, Sing +15%
  Advanced Skills: Survival
  Plus choose one from Play Instrument, Seduction,
  Streetwise
  CAVALIER
  Social Class: Gentry, Nobility
  Common
  Skill
  Bonuses:
  Influence
  +15%,
  Lore
  (Regional) +5%, Dance +5%, Ride +20%
  Plus choose any two from Close Combat, Gun Combat,
  Ranged Combat, Unarmed Combat and add +10% to
  each
  
  16
  Advanced Skills: Courtesy
  Plus choose three from Art (Poetry), Dual Weapons
  (choose
  two
  weapons),
  Lore
  (Art),
  Lore
  (Noble
  Families), Oratory, Play Instrument
  CLERK
  Social Class: Townsman, Middle Class, Gentry
  Common Skill Bonuses: Influence +15%, Insight
  +10%, Lore (Regional +5%), Persistence +15%
  Advanced Skills: Art (Writing)
  Plus choose one from Lore (Law), Oratory, Teaching
  COTTAGER
  Social Class: Peasant
  Common
  Skill
  Bonuses:
  Athletics
  +10%,
  Lore
  (Regional) +10%, Resilience +10%
  Advanced Skills: Survival
  COURTIER
  Social Class: Gentry, Nobility
  Common
  Skill
  Bonuses:
  Influence
  +15%,
  Lore
  (Regional) +5%, Perception +5%
  Plus choose from Sleight or Dance at 5%
  Advanced Skills: Choose two from Courtesy, Lore
  (Art), Lore (Noble Families), Lore (Politics), Oratory,
  Play Instrument
  CRAFTSMAN
  Social Class: Peasant, Townsman, Middle Class
  Common Skill Bonuses: Evaluate +20%, Influence
  +5%, Persistence +5%
  Advanced Skills: Craft (any)
  Plus choose one from Craft (any other), Engineering,
  Mechanisms
  CUNNING MAN OR WISE
  WOMAN
  Social Class: Peasant
  Common Skill Bonuses: Culture (Own) +25%, First
  Aid
  +20%,
  Influence
  +10%,
  Insight
  +20%,
  Lore
  (Regional) +25%, Persistence +20%
  Advanced Skills: Craft (any two), Lore (Agriculture),
  Lore (Witchcraft), Lore (any other), Survival
  Plus choose one from Healing (Herbal) or Witchcraft
  Spells: Characters with the Witchcraft skill get the
  spell For to Give a Withering Look, and may choose
  INT-6 other Witchcraft spells.
  Magick: Cunning Men and Wise Women have an
  extra attribute, Magick (abbreviated as MAG), which
  is equal to INT+POW divided by 10, rounded up.
  ENTERTAINER
  Social Class: Peasant, Townsman, Middle Class
  Common
  Skill
  Bonuses:
  Dance
  +10%,
  Lore
  (Regional) +5%, Sing +10%
  Advanced Skills: Art (any)
  Plus choose two from Art (any other), Disguise, Play
  Instrument (any), Play Instrument (any other)
  FARMER
  Social Class: Peasant, Gentry
  Common Skill Bonuses: Athletics +10%, Driving
  +5%, Lore (Regional) +10%, Resilience +10%
  Advanced Skills: Craft (Farming)
  HIGHWAYMAN
  Social
  Class:
  Townsman,
  Middle
  Class,
  Gentry,
  Nobility
  Common Skill Bonuses: Evaluate +10%, Gun Combat
  +10%, Influence +5%, Lore (Regional) +5%, Perception
  +10%, Ride +10%, Stealth +5%,
  Advanced Skills: Courtesy, Dual Weapons (Sword
  and Pistol), Streetwise
  JOURNALIST
  Social Class: Townsman, Middle Class
  Common
  Skill
  Bonuses:
  Insight
  +10%,
  Lore
  (Regional) +15%, Persistence +15%
  Advanced Skills: Art (Writing), Lore (Politics)
  
  17
  Plus choose one from Courtesy, Craft (Printing), Lore
  (Theology), Streetwise
  LORD/LADY
  Social Class: Nobility
  Common Skill Bonuses: Influence +10%, Persistence
  +5%, Riding +5%
  Plus choose two from Close Combat +10%, Dance +10%,
  Gun Combat +10%, Riding +10%
  Advanced Skills: Choose two from Courtesy, Culture
  (other), Language (Own), Dual Weapons (Sword and
  Main Gauche), Lore (any), Play Instrument
  MERCENARY
  Social Class: Any
  Common Skill Bonuses: Close Combat +10%, Gun
  Combat +10%
  Plus choose four from Athletics +10%, Dodge +10%,
  Driving +10%, Evaluate +10%, Ranged Combat +10%,
  Resilience +10%, Riding +10%, Unarmed Combat
  +10%
  Advanced Skills: Lore (Tactics)
  Plus choose one from Artillery, Engineering, Lore
  (Siegeworks)
  And
  one
  from
  Close
  Combat
  (Polearms),
  Dual
  Weapons (choose two weapons), Ranged Combat
  (Bows)
  MERCHANT
  Social Class: Middle Class
  Common Skill Bonuses: Evaluate +20%, Influence
  +5%, Lore (Regional) +5%
  Advanced Skills: Commerce, Language (other), Lore
  (Logistics), Shiphandling
  OUTLAW
  Social Class: Peasant, Townsman
  Common
  Skill
  Bonuses:
  Athletics
  +15%,
  Lore
  (Regional) +10%, Perception +10%, Stealth +10%
  Plus choose two from Close Combat +10%, Gun Combat
  +10%, Ranged Combat +10%, Unarmed Combat +10%
  Advanced Skills: Choose two from Ranged Combat
  (Bows), Survival, Track
  PHYSICIAN
  There are three main types of Physician, each of
  which uses a different form of treatment, and likely
  caters to a different social group. The three types are
  as follows:
  GALENIC PHYSICIAN
  Social Class: Middle Class, Gentry, Nobility
  Common Skill Bonuses: Evaluate +5%, First Aid
  +20%, Lore (Regional) +5%, Perception +10%
  Advanced
  Skills:
  Alchemy,
  Courtesy,
  Elemental
  Casting (Earth), Healing (Galenic)
  Spells:
  Galenic
  Physicians
  begin
  play
  with
  3
  Magnitude worth of Alchemy spells.
  HERBALIST
  Social Class: Peasant
  Common Skill Bonuses: Evaluate +5%, First Aid
  +20%, Lore (Regional) +5%, Perception +10%
  Advanced Skills: Healing (Herbal), Lore (Plants)
  PARACELSAN PHYSICIAN
  Social Class: Townsman
  Common Skill Bonuses: Evaluate +5%, First Aid
  +20%, Lore (Regional) +5%, Perception +10%
  Advanced Skills: Healing (Paracelsan), Streetwise
  PREACHER
  Social Class: Any
  Common
  Skill
  Bonuses:
  Influence
  +15%,
  Lore
  (Regional) +5%, Persistence +10%
  Advanced Skills: Beliefs (Own), Lore (Theology),
  Oratory
  ROOK (CON-MAN)
  Social Class: Any
  Common Skill Bonuses: Influence +15%, Insight
  +15%, Sleight +15%
  Advanced
  Skills:
  Courtesy,
  Disguise,
  Gambling,
  
  18
  Streetwise
  RUFFIAN
  Social Class: Townsman
  Common
  Skill
  Bonuses:
  Athletics
  +10%,
  Close
  Combat
  +15%,
  Evaluate
  +5%,
  Perception
  +10%,
  Stealth +5%, Unarmed Combat +15%
  Advanced Skills: Streetwise
  SAILOR*
  Social Class: Peasant, Townsman, Gentry
  Common
  Skill
  Bonuses:
  Athletics
  +15%,
  Lore
  (Regional) +5%, Resilience +5%
  Advanced Skills: Select two from Boating, Culture
  (other), Language (other), Shiphandling
  SCHOLAR
  Social Class: Middle Class, Gentry, Nobility
  Common
  Skill
  Bonuses:
  Culture
  (Own)
  +10%,
  Evaluate +5%, Lore (Regional) +5%, Persistence +10%
  Advanced Skills: Lore (any)
  Plus choose one from Alchemy, Lore (other), Lore
  (Aristotelian Science)
  SMUGGLER
  Social Class: Peasant, Townsman, Middle Class
  Common Skill Bonuses: Evaluate +10%, Insight +5%,
  Lore (Regional) +15%, Perception +10%, Sleight +10%
  Advanced Skills: Commerce, Streetwise
  Plus choose two from Courtesy, Disguise, Gambling,
  Shiphandling
  SOLDIER
  Social Class: Any
  Common Skill Bonuses: Athletics +20%, Dodge +5%,
  Resilience +5%
  Plus pick two from Close Combat +10%, Gun Combat
  +10%, Ranged Combat +10%, Unarmed Combat +10%
  Advanced Skills: Lore (Tactics)
  Plus choose one from Artillery, Engineering, Lore
  (Siegeworks), Mechanisms
  And one from Close Combat (Polearms), Drive, Dual
  Weapons
  (pick
  two
  weapons),
  Ranged
  Combat
  (Bows)
  SPY
  Social Class: Any
  Common Skill Bonuses: Dodge +5%, Insight +5%,
  Lore (Regional) +5%, Perception +5%, Persistence
  +5%
  Plus choose one from Sleight +5%, Stealth +5%
  Advanced Skills: Choose two from Disguise, Beliefs
  (other), Culture (other), Language (other), Track
  THIEF
  Social Class: Townsman
  Common Skill Bonuses: Athletics +10%, Evaluate
  +10%, Perception +10%, Sleight +10%, Stealth +10%
  Advanced
  Skills:
  Choose
  one
  from
  Disguise,
  Mechanisms, Streetwise
  VAGABOND
  Social Class: Peasant
  Common
  Skill
  Bonuses:
  Lore
  (Regional)
  +10%,
  Perception +10%, Persistence +10%, Resilience +10%,
  Stealth +10%
  Advanced Skills: Streetwise, Survival
  VALET/LADY’S MAID
  Social Class: Townsman
  Common
  Skill
  Bonuses:
  Insight
  +10%,
  Lore
  (Regional) +5%, Resilience +10%
  Plus choose two from Athletics +10%, Drive +10%, First
  Aid +10%, Ride +10%, Unarmed Combat +10%
  Advanced Skills: Choose two from Art (any), Courtesy,
  Craft (any), Lore (any), Play Instrument, Track
  WATCHMAN
  Social Class: Townsman
  
  19
  Common
  Skill
  Bonuses:
  Athletics
  +15%,
  Close
  Combat
  +20%,
  Lore
  (Regional)
  +10%,
  Resilience
  +15%, Unarmed Combat +10%
  Advanced Skills: Lore (Law), Streetwise
  WITCH/WARLOCK
  Social Class: Any
  Common Skill Bonuses: First Aid +20%, Insight
  +10%, Lore (Regional) +10%, Perception +10%
  Advanced
  Skills:
  Lore
  (Plants),
  Lore
  (other),
  Witchcraft
  Plus choose one from Art (any), Craft (any), Healing
  (Herbal), Lore (any other), Survival
  Spells: Witches begin play with the spell For to Give a
  Withering Look, plus a number of Witchcraft spells
  equal to INT-3
  Magick:
  Witches
  and
  Warlocks
  have
  an
  extra
  attribute, Magick (abbreviated as MAG), which is
  equal to INT+POW divided by 10, rounded up.
  WITCH FINDER
  Social
  Class:
  Peasant
  (Searcher
  or
  Watcher),
  Townsman (Searcher or Watcher), Middle Class,
  Gentry
  Common Skill Bonuses: Influence +15%, Insight
  +10%, Lore (Regional) +10%, Perception +15%, Ride
  +15%, Sleight +15%
  Advanced Skills: Lore (Witchcraft), Oratory, Track
  WOODSMAN
  Social Class: Peasant
  Common
  Skill
  Bonuses:
  Athletics
  +10%,
  Close
  Combat +10%, Lore (Regional) +5%, Resilience +5%
  Plus choose one from Close Combat +10%, Ranged
  Combat +10%
  Advanced Skills: Lore (Forest), Ranged Combat
  (Bows), Survival
  
  20
  Chapter 3: Factions
  Each Adventurer belongs to a single Faction, and
  subscribes
  (or
  at
  least
  pays
  lip-service)
  to
  that
  Faction’s beliefs and way of life. This may be due to a
  deeply-held feeling for that Faction, or may simply be
  due to a wish to blend in with the society around him
  or her. If you want to play an Adventurer with strong
  religious or political beliefs (go on, it’s fun!), whether
  they are relatively mainstream or wildly idealistic,
  choose one of the Factions below. Alternatively, you
  can choose the Self-Interest Faction and pick one of
  the sub-categories within it.
  The Factions described in this chapter are examples
  only – Factions should be designed specifically for
  your game world.
  Righteousness
  Righteousness Points (RPs) are a measure of an
  Adventurer's passion for his chosen Faction. Each
  Faction, whether it be a religious sect or a political
  group has a Zeal statistic, which measures the extent
  of the group's fervour. An Adventurer's starting
  Righteousness
  Points
  are
  equal
  to
  POW+CHA+Faction Zeal.
  USES OF RIGHTEOUSNESS
  POINTS
  Righteousness Points can be used for a number of
  things:
  DEBATE
  In a debate between two characters from rival
  Factions, the two players make an Opposed Skill Test
  against their Righteousness Points; the Games Master
  may add a bonus or penalty to an Adventurer's roll
  for good or poor argument and/or role-playing. The
  winner of the opposed roll wins the argument; if this
  is in front of an undecided audience, they may swing
  in the winner's favour. Characters gain or lose
  Righteousness Points according to how well or badly
  they
  do
  in
  the
  debate,
  signifying
  increased
  or
  decreased
  confidence
  in
  their
  own
  opinions.
  Righteousness Points can never fall below 0, but if
  they fall that low, the character suffers a crisis of
  confidence; since his beliefs are so shaky, he is wide
  open to conversion to another cause.
  
  21
  CONVERSION
  A character with a Righteousness of 0 is wide open to
  conversion. Such a character can only use his basic
  POW in any Opposed Righteousness Tests, and if he
  loses, is converted to the opposing character's Faction.
  His Righteousness in the new Faction is equal to his
  POW+CHA+ the same amount as the opposing
  character gained in Righteousness for winning the
  test. Since RPs can never fall below 0, the character
  being converted does not lose any RPs points, even if
  the table says he should; nor does he gain any
  Righteousness Points for winning—he has resisted
  being converted, but still lacks any confidence in his
  old beliefs.
  RIGHTEOUS ACTION
  If a character is using a skill to further his Faction's
  cause, he gets a bonus to his skill roll equal to the tens
  digit of his current Righteousness Points total.
  RIGHTEOUS WILL TESTS
  Of course, there has to be a down side to all this
  Righteousness. Passionate people can get carried
  away with their beliefs and find themselves holding
  forth on them at inappropriate (or even dangerous)
  moments. If a character is in a situation in which he
  may feel the need to defend his beliefs, or verbally
  attack someone who is expressing different beliefs or
  acting in a way the character considers inappropriate,
  a Righteous Will Test must be made.
  To succeed at a Righteous Will Test, the player must
  roll above his current Righteousness Points total. If he
  succeeds, he manages to hold back and not burst forth
  into righteous ranting; if he fails, he cannot help
  himself, but will begin to spout his beliefs. This
  simulates
  the
  fact
  that
  a
  person
  with
  more
  Righteousness Points is more passionate about his
  beliefs and therefore less likely to be able to avoid
  talking about them.
  BELONGING TO MORE
  THAN ONE FACTION
  Your Faction of choice represents the cause about
  which your character feels most passionate.
  As such, your Righteousness is always measured in
  terms of your fervour for your main Faction. You may
  nominally be a member of more than one Faction, but
  your Faction benefits are always bestowed by the
  Faction that is of most importance to you.
  The amount of Righteousness Points you have reflects
  the extent of your loyalty to your Faction. High
  Righteousness
  reflects
  zeal
  and
  enthusiasm,
  low
  Righteousness, apathy and a wavering attitude.
  CHANGING FACTION
  WITHOUT BEING
  CONVERTED
  Of course, your Faction can change without radical
  conversion. These sorts of conversions need not be
  played out solely in game mechanics, but can be
  agreed upon between player and Games Master, if the
  player decides that this is the way he wants his
  character to go. Once a player has decided to change
  Factions, his character’s Righteousness Points in his
  original Faction will fall by 2D6 points each week of
  game time, until they fall below the level of the
  character’s CHA + POW, at which point the character
  changes Faction, and he joins the new Faction with
  RPs equal to CHA + POW + Zeal of the new Faction,
  in the same way as a beginning character. The player
  may role-play this as a slow change of allegiance or a
  sudden moment of revelation, as appropriate.
  FLUCTUATIONS IN
  RIGHTEOUSNESS POINTS
  Righteousness can fluctuate due to factors other than
  Opposed Righteousness rolls. Personal events might
  cause a gain or loss in RPs, and events in the world at
  large might do the same. For instance:
  Character loses fight with character from enemy
  Faction: -1D10 RPs
  Character wins fight with character from enemy
  Faction: +1D10 RPs
  Character involved in major defeat at hands of
  enemy Faction: -1D10+10 RPs
  Character involved in major triumph over a
  group of enemy Faction: +1D10+10 RPs
  Character hears of major defeat for his own
  Faction in the war: -1D10 RPs
  Character hears of major success for his own
  Faction in the war: +1D10 RPs
  
  22
  Character hears of overwhelming triumph for his
  own Faction in the war: +1D10+10
  Character hears of overwhelming defeat for his
  own Faction in the war: -1D10+10
  FURTHERING THE CAUSE
  Adventurers may also gain RPs through simple
  actions that further or reinforce their beliefs. These
  actions will vary depending on which Faction they
  belong to. For each day that the Adventurer engages
  in such an activity, he may gain 1 Righteousness Point
  if his player requests it. He can gain no more than 7
  RPs in any one month by this means, even if other
  factors cause the Adventurer’s RPs to fall. Some of
  these activities do not require more than an hour or
  two of the Adventurer’s time.
  VERY HIGH RIGHTEOUSNESS
  A character who reaches a Righteousness of 90 RPs or
  higher is considered a complete fanatic for his
  Faction’s cause – he will not let anything or anyone
  stand in his way, and will gladly sacrifice family,
  friends and allies if he thinks this will further his
  agenda. A player whose Adventurer has reached this
  point may wish to retire the character, handing him
  over to the Games Master to play as a Non-Player
  Character, and start playing a new Adventurer.
  LOW RIGHTEOUSNESS
  If a character’s Righteousness Points fall below the
  Zeal of his Faction, this means that he is insufficiently
  committed to the cause that his Faction espouses.
  Depending on what Faction he is a member of, he
  may be politely asked to leave the Faction, or forcibly
  expelled from the organisation in question.
  Factions
  The rest of this chapter is devoted to a number of
  Factions to which your character can belong. All
  follow the same format:
  Each begins with a brief list of the Faction’s most
  RIGHTEOUSNESS CONTEST TABLE
  Adventurer/Opponent
  Critical
  Success
  Failure
  Fumble
  Critical
  Highest roll wins.
  Winner gains 1D10 RPs.
  Adventurer wins.
  Adventurer gains 1D10 +10
  RPs.
  Adventurer wins.
  Adventurer gains 1D10
  RPs, Opponent loses
  1D10 RPs.
  Adventurer wins.
  Adventurer gains 1D10+10
  RPs. Opponent loses
  1D10+10 RPs.
  Success
  Opponent wins.
  Opponent gains 1D10+10
  RPs.
  Highest roll wins. Winner
  gains 1D10 RPs.
  Adventurer wins.
  Adventurer gains 1D10
  RPs, Opponent loses
  1D10 RPs.
  Adventurer wins.
  Adventurer gains 1D10 RPs.
  Opponent loses 1D10+10
  RPs.
  Failure
  Opponent wins.
  Opponent gains 1D10
  RPs. Adventurer loses
  1D10 RPs.
  Opponent wins. Opponent
  gains 1D10 RPs.
  Adventurer loses 1D10 RPs.
  Debate cannot continue
  due to outside
  interruptions.
  Debate cannot continue as
  Opponent runs out of ideas
  and loses 1D10 RPs.
  Fumble
  Opponent wins.
  Opponent gains 1D10+10
  RPs. Adventurer loses
  1D10+10 RPs.
  Opponent wins. Opponent
  gains 1D10 RPs.
  Adventurer loses 1D10+10
  RPs.
  Debate cannot continue
  as Adventurer runs out
  of ideas and loses 1D10
  RPs.
  Debate cannot continue as
  both struck speechless and
  both lose 1D10 RPs.
  INTER-PARTY DEBATE
  Righteous Will Tests should normally be used only
  for interactions between Adventurers and NPCs.
  When
  Adventurers
  debate,
  success
  should
  be
  determined by role-playing. The Games Master may
  wish to award or deduct RPs as he sees fit, based on
  the
  outcome
  of
  the
  argument.
  Awards
  and
  deductions may become less frequent as, over the
  course of play, Adventurers become immune to each
  others’
  rants.
  If
  it
  makes
  for
  a
  good
  story,
  Adventurers can be converted to another Faction by
  another Adventurer’s arguments, even if their RPs
  aren’t actually low enough to trigger a conversion
  under
  normal
  circumstances
  (although
  their
  Righteousness must be lower than that of the
  character making the conversion). Such a conversion
  will take several sessions of play.
  
  23
  important beliefs.
  This is followed by a list of which other Factions
  can be considered Allies and Enemies of the
  Faction.
  After that is the Faction’s Zeal; this is a measure of
  the
  general
  level
  of
  passion
  expected
  of
  a
  character who is a member of that Faction. Newly
  created characters add this number to their CHA
  + POW to get their beginning Righteousness
  Points.
  Following Zeal is the character’s starting Skill
  Bonuses for the Faction he has chosen.
  Following Skill Bonuses is the main description of
  the Faction, which you probably only need to read
  if you are a member of that Faction.
  Example Factions
  Note: These Factions are condensed from some of
  those in the Clockwork & Chivalry Core Rulebook to
  provide examples, and may mention enemies not
  listed in the Renaissance rules.
  CATHOLIC
  Confession – You believe that if you confess your
  sins to a priest and perform the penance he gives
  you, your sins will be forgiven by God.
  Salvation through good works – You believe that
  doing
  good
  works
  (helping
  the
  unfortunate,
  giving money to charity, etc.) helps you get to
  Heaven.
  Purgatory – You believe that there is a “half-way
  house”
  between
  Heaven
  and
  Hell,
  where
  moderately sinful Catholics go when they die for
  a period of suffering before going on to Heaven.
  The period spent in Purgatory can be reduced by
  the prayers of others, or by buying an Indulgence
  from the Church.
  Wisdom of the Church Fathers – You believe that
  the
  accumulated
  wisdom
  of
  generations
  of
  Church Fathers, who have developed a deep
  knowledge of how the world works based on
  learned interpretation of the Bible, is more valid
  than the thoughts of individuals.
  Intervention of saints – You believe that if you
  pray to a saint he or she can speak to God on your
  behalf.
  Priesthood
  –
  You
  believe
  that
  there
  is
  an
  unbroken chain of blessing stretching back from
  your local Priest to Christ himself, and that only
  those officially appointed by the Catholic Church
  can perform religious ceremonies. The Pope is the
  supreme head of all true Christians.
  Transubstantiation – You believe that during the
  celebration of Mass, the bread and wine actually
  turns into the body and blood of Christ, and that
  what you are eating and drinking are truly
  molecules of God. This puts you at odds with
  Protestants, who believe the rite is symbolic.
  Allies: Laudians, Royalists
  Enemies: Parliamentarians, Presbyterians, Puritans
  Zeal: 30
  Skill Bonus: Beliefs (Catholic) +25%
  CLAN
  Act in your Clan’s interests - Support your Clan
  Chief and work for the good of your clan.
  Seek
  bloody
  revenge
  on
  those
  who
  have
  wronged your Clan - Your traditional enemies
  deserve no mercy.
  Assist your Clan allies - Auld alliances deserve
  respect.
  Allies: Allied Clans
  Enemies: Enemy Clans
  Zeal: 45
  Bonus Skills: Lore (Clan History) +25%
  GANG
  The Gang comes first – Your first loyalty is to
  your Gang and its members.
  The Law is your enemy - Gangs are engaged in
  illegal activity.
  Sometimes hard decisions must be made – It's a
  tough world. Leaders are only worth having as
  long as they bring success. Unreliable Gang
  members put everyone at risk and cannot be
  tolerated.
  Fight or die – Sometimes your Gang may ally
  with other Gangs; sometimes a Gang might be
  subservient to another, more powerful Gang. At
  the end of the day though, you have a turf (or
  
  24
  sphere of operations) and you have to defend it
  from all rivals.
  Allies: Varies
  Enemies: Guilds, Parliamentarians, Rival Gangs
  Zeal: 15
  Bonus Skills: Beliefs (Your Gang) +25%
  GUILD
  Look after your Guild and your Guild will look
  after you – Pay your dues, contribute to Guild
  activities
  and
  you
  will
  be
  rewarded
  and
  supported.
  Respect the Guild hierarchy – Respect and defer
  to your seniors within the Guild.
  Dedicate yourself to your work – Work to high
  standards and maintain a good reputation.
  Prosper – If a Craftsman, get the highest price you
  can; if a Merchant, buy low and sell high. You
  should
  not
  undermine
  your
  fellow
  Guild
  members, but work to maximise the profitability
  of your industry.
  Beware rival trades and traders – It is your town;
  make sure your Guild's markets are protected and
  woe-betide any that encroach upon them.
  Allies: Other Guilds
  Enemies: Gangs, Other Guilds
  Zeal: 15
  Skill Bonus: Beliefs (particular Guild) +25%
  PURITAN
  Independence – The individual church should be
  the highest authority. You should choose which
  church you want to attend, rather than being
  assigned a place of worship according to where
  you live.
  Religion is a matter of individual conscience –
  religious tolerance should be exercised, except
  where Papists are concerned.
  Live your life for God – and avoid `Ungodly'
  pursuits. Work hard and be thrifty.
  A strict moral code should be followed – Act
  with Godly zeal, rather than for false worldly
  pleasures.
  Predestination – God has already decided who’s
  going to Heaven and who’s going to Hell. You
  (mostly) believe that you’re one of those going to
  Heaven.
  Consubstantiation – You believe that during the
  celebration of Mass, the bread and wine is merely
  symbolic of the body and blood of Christ. This
  puts you at odds with Catholics, who believe the
  bread wine actually become molecules of God.
  Allies: New Model Army, Parliamentarians
  Enemies: Catholics, Laudians, Ranters
  Zeal: 40
  Bonus Skills: Beliefs (Puritan) +25%
  SATANIST
  Satan is the true lord of the Earth – When the
  end times come, those who follow him will reign
  at his side.
  Worship of Satan is the route to Earthly power –
  Only he can bestow powerful magick.
  What you want is more important than what
  anyone else wants – Everyone is selfish and
  corrupt, some just pretend otherwise.
  There is no such thing as sin – It is a myth put
  about by Christian clergy to keep the population
  under control.
  Allies: None
  Enemies: Everyone
  Zeal: 50
  Bonus Skills: Beliefs (Satanist) +25%
  Magick: +1 to MAG. Characters who do not already
  have the MAG Attribute gain it at INT+POW+1
  SELF-INTEREST (TYPE)
  Grand causes are seldom worth dying for – Self-
  interest
  comes
  before
  political
  and
  religious
  agendas. Such agendas are only important in so
  far as they get you what you want.
  Strive for what you want – Life is short, you may
  as well enjoy it.
  Your private concerns are paramount – Do the
  best for yourself and don't be too concerned with
  worrying about the consequences. After all, that's
  what everyone does, when it comes right down to
  
  25
  it. Isn't it?
  Allies: Varies by Type
  Enemies:Varies by Type
  Zeal: 15+4D6
  Bonus Skill: Choose a Faction to which you claim to
  be allied – you get Beliefs (Faction) +10%; Persistence
  +15%
  Where others fight for abstract beliefs, you are
  motivated by pure self-interest. You do not care for
  any grander cause, even if occasionally you have to
  pretend to do so to preserve your own interests.
  Religion and politics may have their places for others,
  or even for yourself as a stepping stone to your own
  success, but deep down you have nothing but
  contempt
  for
  the
  gullible
  who
  espouse
  such
  convictions with sincerity. You may not be completely
  anti-social, however. You might still have affection for
  those close to you and act out of love or loyalty to
  personal acquaintances. Or you may be a completely
  flawed character, prepared to step over anybody to
  have your desires satiated. Below are some examples
  of what may be your overriding motive (type).
  AMORAL
  The most purely self-interested of all, the amoral
  character cares not for right and wrong, only for
  themselves. You are not necessarily a psychopath
  (although you might be), nor need you be debauched.
  If
  you
  play
  an
  amoral
  character
  with
  high
  Righteousness, you are a true Machiavellian, using
  those you meet to your advantage, quickly dispensing
  with anyone who is of no use to you. The amoral
  character
  with
  lower
  Righteousness
  is
  merely
  apathetic, neutrally paying lip service when required
  but lacking any real principles.
  ENVY
  Why is it others always seem to acquire wealth,
  preferment and popularity with ease, while you are
  passed over? It is madness. After all, you are more
  deserving. If only others would recognise it. You may
  covet other people’s successes, or you may just
  despise the injustice of it all. You may be jealously
  fixated on one individual (perhaps a love rival or
  business competitor) or generally bitter at being held
  back by everyone who has ever had authority over
  you. However your envy manifests, it burns within
  you. The higher your Righteousness, the more you
  will work to realise what you desire.
  GLUTTONY
  After every meal, what you most desire is another
  meal. You are a glutton, obsessed with consuming
  food and drink. You have a voracious appetite, never
  feeling your thirst is slaked or your guts are full. You
  may be blessed with a metabolism that disguises the
  physical effects of your quaffing; or your bulk may
  reflect your diet. You may have spent so long half-
  starved, that you are just habitually ravenous; or you
  may always have had a life of plenty. Whatever your
  story, you have little self-control and overindulge at
  every opportunity. Surely it must be time for another
  snack?
  GREED
  You never have enough and so are never satisfied.
  Whether it's wealth or power, you want it all and you
  want it now. You may be miserly, or you might spend
  freely enough, as long as you get ever-increasing
  amounts to spend and can enjoy the shiny things you
  get for your money. You probably find it hard to
  disguise your obsession with getting more than your
  fair share, but it is of no concern. As long as you get
  what you desire, who cares what others think? You
  will have what you want and they won't.
  LUST
  You are wracked by intense sexual cravings. You
  spend most of your time planning new conquests,
  your amorous pursuits by far the most interesting
  thing in the world (at least, as far as you are
  concerned). Your lusts may be straightforward, or
  they may be more unusual. You may be a dangerous
  lecherous
  swine
  or
  a
  dashing
  and
  charming
  paramour; you may only press your suit with the
  stunningly
  handsome/beautiful,
  or
  you
  may
  be
  somewhat less choosy. You might think that the
  world would be a better place if everyone would
  surrender to wantonness, with lust replacing conflict;
  or you may be a complete hypocrite, preaching to all
  and sundry your belief in sexual morality, while
  privately being debauched.
  PERSONAL HONOUR
  You aspire to be a paragon of integrity and fairness.
  You will act to ensure that you undertake everything
  in terms of your personal code of honourable conduct.
  This may annoy allies, as you will propose a duel, or
  appeal for a champion, if you have been slighted; you
  might help the defenceless, even if they are your
  
  26
  enemies; or, you might speak out against the less
  honourable, even if it is not politically wise to do so.
  Despite the potential consequences, at least you will
  preserve your sense of honour and be able to live with
  yourself, secure in the knowledge you “did the right
  thing”.
  PRIDE
  You are vain and self-important. Puffed up with
  pride, you know you are special. You might be
  haughty, aloof and superior in your attitude; or you
  may overbearing and brashly confident. You want
  others to recognise and appreciate your greatness as
  well. Sometimes your boasting might put you in
  awkward situations. Other times you may be forced
  into confrontation in order to avoid shame. Whereas
  those with Personal Honour are content to fulfil their
  own
  ethical
  codes,
  seeking
  a
  feeling
  of
  inner
  righteousness,
  to
  you,
  outward
  appearance
  is
  everything. Privately of course you may do anything
  to further your ambitions; after all, if you succeed,
  people will have to take you seriously (or suffer the
  consequences).
  PROTECTION OF FAMILY
  Your overriding motivation is the well-being of your
  family, whom you love very much. Your family are
  more important than any silly cause; and you are
  probably bewildered by those families that have been
  torn
  apart
  by
  the
  conflict.
  Your
  family
  name,
  reputation and status might be your priority, or
  perhaps you just want to ensure they are fed and have
  a roof over their heads. You will always act in your
  family's best interests and against those who threaten
  them.
  You
  might
  dote
  on
  one
  family
  member
  particularly, possibly even at the expense of other
  relatives; or you might mobilise to aid any of your
  relations.
  PROTECTION OF LANDS
  You are driven by your desire to protect your land.
  You might be a Lord or a member of the Gentry with
  a fine estate; or perhaps you have a more humble
  freehold. You may just want to hang on to your
  entitlement to common land, where your ancestors
  have grazed their livestock for centuries. Whatever
  your situation, you will resist encroachment from
  rivals, and look to secure your land for your own
  benefit and that of future generations.
  REVENGE
  You have been wronged and you will not rest until
  you have had your revenge on the transgressor(s).
  Perhaps you are right to be angry and bitter, perhaps
  someone hurt you, or those close to you. Maybe your
  parents were murdered, your lands snatched, your
  possessions stolen and your home burnt down. Sick of
  insult or injury you will have your vengeance. On the
  other hand, maybe you just feel cheated. Whether real
  or perceived, you burn with hatred and look for every
  opportunity to retaliate against your enemies.
  SLOTH
  You might be a member of another Faction, if only
  you could be bothered. You take idleness to an
  extreme. If it needs doing, you don't want to do it.
  You may not need much sleep at all, you might just
  want to sit or lie around, or you might wish never to
  rise from your cot. You might have to be kicked
  awake, and then kicked again to encourage you to get
  dressed, and so your day progresses. Of course, if you
  are privileged enough to be able to afford a life of
  leisure, there is little you need to worry about; sweet
  apathy! However, if you are embroiled in danger or
  actually have to work to make a living, you will
  probably be miserable and on the look out for any
  excuse to loaf about or take a little nap.
  WRATH
  You are filled with an anger that never abates. Your
  ire may be targeted, or maybe you are just generally
  hot-blooded, unable to control your temper. You
  possibly shout a lot, venting your rage; you roar your
  disapproval at all and sundry. Or perhaps you seethe
  silently, acting with savage delight whenever you
  have the opportunity to verbally or physically attack
  others. Your Wrath may well be of a religious nature,
  in which case you burn with Wrathful Righteousness;
  however if Wrath is your Faction, your fury takes
  precedence over all else, pure aggression being your
  motive to espouse a belief, rather than the other way
  around.
  
  27
  Chapter 4: Skills
  While
  Characteristics
  and
  Attributes
  describe
  a
  character physically and mentally, Skills describe
  what the character can actually do; things he or she
  has
  learned,
  whether
  intellectual
  knowledge
  or
  practical skills.
  As has been said before, there are two sorts of Skills in
  Renaissance. Common Skills are those that anyone can
  “have a go” at, while Advanced skills are those that
  need some training or study.
  Skill Tests
  If an Adventurer wants to attempt something, the
  player should describe what that task is, and then roll
  dice to see whether the Adventurer succeeds. Roll
  D100 and compare this to the relevant skill’s score. If
  the dice roll is equal to or less than the skill’s score,
  the attempt is successful. If the total is greater than the
  skill’s score, then it has failed.
  The Games Master makes skill tests for NPCs, as
  required.
  It should be noted that skill tests should not be asked
  for all the time. A skilled weapon maker, who
  constructs flintlock pistols for a living all day every
  day should not be required to make a skill roll every
  time
  he
  makes
  a
  new
  weapon.
  But
  if
  he
  is
  commissioned to make a new type of gun, or an
  especially ornate pistol for the local duke, a roll would
  be required.
  DIFFICULTY & HASTE
  Sometimes, the Games Master may give bonuses or
  penalties to a skill roll, depending on circumstances.
  DIFFICULTY
  Not all tasks are equally difficult. Climbing a cliff with
  a rope on a calm day is not as difficult as climbing a
  cliff without a rope in a howling storm. If a task is
  particularly easy, the Games Master should probably
  not even bother asking for a roll. Conversely, if a task
  is
  particularly
  difficult,
  the
  Games
  Master
  may
  legitimately rule that it’s impossible and bound to fail.
  Otherwise a bonus or penalty can be applied to the
  character’s skill, using the table below as a guide.
  HASTE
  Sometimes, time is off the essence. If a character needs
  to get something done within a limited time (such as
  
  28
  setting an explosive charge below the Houses of
  Parliament before the guards make their next circuit
  of the cellars), the Games Master may apply a penalty
  to a skill roll.
  Equally, if a character has plenty of time and wishes
  to take extra care to get things right (such as the
  aforementioned weapons maker wanting to get the
  duke’s new pistol absolutely perfect), more time may
  be taken, giving a bonus to the skill roll.
  DIFFICULTY AND HASTE MODIFIERS
  Any modifiers are temporarily applied to the skill for
  the duration of the test only. A penalty will make the
  test harder while a bonus makes it easier. Where
  several modifiers can be applied to the same test, they
  will all have an effect, ‘stacking’ to make one final
  bonus or penalty.
  It must be noted that some tasks do not lend
  themselves to being performed faster or slower. In
  particular, Alchemists cannot take extra time to
  increase their chances of creating a Philosopher’s
  Stone. Alchemy is a chemical process, and trying to
  increase your skill bonus by taking ten times the
  normal time to do it would like trying to make a
  better roast chicken by roasting it for ten times as long
  – you just end up with a burnt chicken!
  Difficulty
  Time Taken
  Test
  Modifier
  Very Easy
  Ten times normal time
  +60%
  Easy
  Five times normal time
  +40%
  Simple
  Double normal time
  +20%
  Normal
  Normal time
  +0%
  Difficult
  —
  –20%
  Hard
  Half normal time
  –40%
  Very Hard
  —
  –60%
  Nearly Impossible
  Almost instantly
  –80%
  CRITICAL SUCCESSES
  Sometimes a character performs a task especially well.
  If the dice roll in a test is equal to or less than 10% of
  the modified skill, then a critical success has been
  achieved (e.g. A character with 70% in a skill would
  get a critical success on a roll of 7 or less – remember,
  always round to the nearest whole number).
  The actual result of a critical success during a test is
  largely up to the Games Master. It normally achieves
  one of the following results:
  WHEN TO CALL FOR A SKILL TEST
  When the outcome of the character’s action is in
  doubt or, as in the example of the weapon maker,
  when the character wants to push himself beyond his
  expected capacity. If it’s not clear cut that a character
  can perform a task the Games Master is well within
  his rights to call for a skill test.
  When it is dramatically appropriate and raises
  tension in the game. Think carefully before asking
  for a skill test. Skill tests should be like those
  moments in a thriller where you are on the edge of
  your seat and the story could go either way. If the
  overall result of asking for a skill test is that it will
  provide the player a success of minor import, such as
  a small scrap of information on a Lore roll, just give
  the player the success without asking for a roll. If the
  situation is more life or death, describe it as such,
  highlighting the tension, and ask for a skill test.
  Where there are definite consequences to a failed
  skill test, such as falling off a narrow window ledge if
  an Athletics skill test is failed, the player should be
  warned before the Adventurer risks taking the
  action.
  WHEN NOT TO CALL FOR A SKILL TEST
  Instead of good story telling and role-playing. If the
  game is flowing nicely as a result of the players and
  Games
  Master
  engaging
  in
  conversation
  and
  weaving a strong, exciting story that is keeping
  everyone
  happy
  and
  entertained
  through
  role-
  playing, then think twice about breaking that mood
  by asking for a skill test.
  Simply to provide drama and tension in game. The
  Games
  Master
  should
  never
  substitute
  a
  good
  description
  of
  the
  scene
  that
  the
  players
  find
  themselves in for a series of dice rolls.
  If a similar skill test has just been made. It is
  tempting to ask for a series of skill tests to simulate a
  difficult or arduous task, such as climbing an
  especially difficult cliff, or tracking an opponent
  through a dense jungle. Don’t. All this does is break
  player immersion in the game, creating frustration
  and boredom as several meaningless rolls are made.
  Instead, ask for a single skill test and modify it to
  reflect the difficulty of the task. Do not ask for
  another until the circumstances significantly change.
  
  29
  The task is completed sooner.
  The task is completed to a higher degree of
  expertise than normal.
  The task is completed with élan and style,
  generally impressing witnesses.
  The character gains additional information or
  insight into the task thanks to their brilliance.
  Special rules
  apply to Critical Successes
  during
  combat and spell-casting – see the relevant chapter for
  details.
  FUMBLES
  Nobody succeeds all the time, and very occasionally,
  things go horribly wrong. Whenever a skill test results
  in a roll of 00, the character is assumed to have
  fumbled the task.
  The actual result of a fumble is largely up to the
  Games Master to decide. It normally results in one of
  the following mishaps:
  The task takes twice as long to finish and is still a
  failure.
  The task produces a useless result, which actually
  makes further actions more difficult.
  The task is failed spectacularly, opening the
  character up to derision and scorn from witnesses.
  The character becomes impeded or even harmed
  by his failure.
  Fumbles during combat and magick can be especially
  dangerous – see the relevant chapter for details.
  AUTOMATIC SUCCESS &
  FAILURE
  No matter how unpracticed you are at a skill, and no
  matter how great the odds stacked against you are,
  there’s always the chance that you’ll get lucky.
  However low your skill, and whatever the penalties to
  your roll, any test result of 01 to 05 is an automatic
  success.
  Equally, even a master of his art can have a bad day,
  or make an error of judgment. No matter how high
  your skill, and no matter how big a bonus you have to
  the task, any test result of 96 to 00 is an automatic
  failure (and, in the case of 00, a fumble).
  OPPOSED TESTS
  Sometimes two characters are in direct competition
  with each other – whether this be two characters arm
  wrestling (Athletics vs Athletics) or a guard trying to
  spot an Adventurer who’s hiding (Perception vs
  Stealth).
  Opposed
  tests
  are
  made
  by
  both
  characters
  attempting the relevant skill test. Both characters
  make
  the
  tests
  as
  normal,
  rolling
  1D100
  and
  attempting to roll equal to or under their skill.
  ONE CHARACTER SUCCEEDS
  If one character succeeds their test and the other fails,
  the successful character has won the opposed test.
  BOTH CHARACTERS SUCCEED
  Whoever rolled the highest in their skill test wins the
  opposed test. However, if one character rolls a critical
  while the other rolls an ordinary success, then the
  character who rolled the critical, which is regarded as
  a higher level of success, wins.
  BOTH CHARACTERS FAIL
  If both characters fail, the test is a complete failure,
  with no success for either side.
  VERY HIGH SKILLS
  Characters with skills over 100% are considered
  masters of their chosen skill; they very rarely fail, and
  quite often perform tasks that many would think
  impossible. However, even a master has an off day. If
  a character’s skill is over 100%, then the normal rule
  that 95-00 is a failure does not apply – but 00 is still a
  fumble.
  VERY HIGH SKILLS AND OPPOSED TESTS
  In opposed skill tests, characters with skills of over
  100% are considered to have succeeded automatically,
  unless the person they’re up against manages to roll a
  critical success. Of course, the master may also roll a
  critical success, in which case, the highest critical
  success wins. In the case of two masters facing off
  against each other, the highest roll wins, but a critical
  success trumps a high roll.
  
  30
  ASSISTANCE
  Sometimes characters will want to help each other in a
  task, whether it be trying to pull a wagon out of the
  mud or writing a play. In such a case, one of the
  characters (usually the one with highest relevant skill)
  is the primary character, and the others are assisting
  characters. Every assisting character adds his critical
  score (10% of his skill) to the primary character’s skill,
  and the primary character then rolls to see if the
  project was successful.
  Common Skill
  Descriptions
  The following are skills in which everyone has some
  ability.
  ATHLETICS (STR+DEX)
  This broad skill covers a range of athletic activities
  useful to Adventurers, including acrobatics, climbing,
  jumping and swimming.
  Acrobatics: An Athletics test allows a character to
  perform a variety of gymnastic and balancing tasks,
  such as tumbling, walking a tightrope or keeping
  balance on a narrow or unstable ledge. The character
  can move at half his normal speed across an unstable
  surface without penalty. To move at a normal rate
  requires an Athletics test. A successful Acrobatics test
  will also halve the damage suffered from falling.
  Brute Force: Brute force is a particular application of
  Athletics that relies purely on power, with no finesse
  involved. Brute force basically involves pushing,
  lifting
  or
  dragging.
  Rather
  than
  the
  normal
  Characteristics, brute force Athletics tests rely on
  STR+SIZ rather than STR+DEX.
  Climbing: Given adequate time enough hand and
  footholds, a character can climb any surface without
  the need for a test. Under normal circumstances, a
  character can climb or descend one quarter of their
  Movement as a Combat Action. A character can
  double the rate of his climb or descent by taking a –
  20% penalty on his Athletics test.
  Jumping: In general, a successful Athletics test allows a
  character to jump up to twice his own height
  horizontally or up to half his own height vertically, if
  he has at least five metres to run first. If he is making
  a standing jump, these distances are halved. Penalties
  for jumping Athletics tests can be accrued by trying to
  jump further. A cumulative –20% penalty is bestowed
  for every extra metre the character is trying to jump.
  Swimming: Characters normally swim at half their
  usual Movement. Athletics tests are only required
  when conditions are less than ideal – swimming while
  heavily
  encumbered
  or
  in
  strong
  currents,
  for
  example.
  CLOSE COMBAT (INT+STR)
  This ability allows the use of cudgels, knives, swords
  and the like in close combat. Polearms require more
  training and are covered by the advanced skill Close
  Combat (Polearms).
  CULTURE (OWN) (INT X2)
  All characters begin with some knowledge of their
  own culture. It covers such things as polite forms of
  greeting people, things that it is not considered
  seemly to speak about, when to remove a hat in front
  of a superior, etc. Most of the time, a character will not
  need to roll this, but if in an unusual situation (a
  Peasant at a Noble’s ball, a member of the Gentry
  trying to pass herself off as a farmer’s wife, etc.) a roll
  will be required. On a failure, the character will seem
  a little odd, on a fumble the character has made a
  complete
  mess
  of
  things
  and
  either
  completely
  embarrassed himself or, worse still, caused great
  offence.
  DANCE (DEX+CHA)
  A successful test on the Dance skill will result in a
  good dance, and the audience or partner will be
  pleased by the character’s performance. If a character
  is in an unusual situation (an English nobleman
  attempting
  a
  Scottish
  reel,
  a
  German
  Peasant
  Mercenary at a court ball), penalties may be applied.
  DODGE (DEX X2)
  The Dodge skill is used to avoid incoming objects that
  are swung or thrown at the character. The Dodge skill
  is normally used when using either the dodge or dive
  Reaction in combat. See the Combat chapter for more
  information.
  
  31
  DRIVE (DEX+INT)
  The Drive ability allows control over a horse-drawn
  vehicle. If a character is driving a wagon or similar
  vehicle at not more than a walking pace across flat
  terrain, a Drive test will never be required. Tests
  become required when a character wants to do
  something out of the ordinary with a vehicle –
  traverse treacherous terrain, jump obstacles and so on.
  A character must have the Mechanisms skill to get a
  clockwork vehicle going, but once it is travelling, it is
  the Drive skill that determines whether he can control
  it.
  EVALUATE (INT+CHA)
  The Evaluate skill enables the character to determine
  the value placed on something by others, effectively
  guessing its market value. If an object is particularly
  common or obscure a bonus or penalty might be
  applied to the test. A success will allow a character to
  guess the average monetary value of the object
  (normally guessing accurately to within 10% of its
  actual value).
  FIRST AID (DEX+INT)
  This is the ability to give a character quick medical
  attention. It can help heal minor wounds, but the
  Healing skill is needed for more serious injuries. A
  character may apply First Aid to himself, though there
  is a –10% penalty.It normally takes at least 1D3
  Combat
  Rounds
  to
  administer
  First
  Aid.
  Both
  characters must remain stationary and may not use
  Combat Actions or Reactions while this occurs.
  A character who has had First Aid administered may
  not benefit from another First Aid roll unless he takes
  further damage. The use of First Aid requires suitable
  medical equipment such as bandages or salves.
  GUN COMBAT (INT+DEX)
  The Gun Combat skill gives the ability to use black
  powder weapons in combat.
  If a character has never previously used a gun, a
  successful
  Gun
  Combat
  roll
  must
  be
  made
  to
  understand how to load the gun successfully. On a
  failed roll, the gun does not fire; on a fumble, the user
  inflicts the gun’s damage on himself.
  INFLUENCE (CHA X2)
  Influence is the ability to persuade another to change
  his
  mind
  about
  something.
  Influence
  tests
  are
  normally
  opposed
  by
  Perception,
  Persistence
  or
  FIRST AID TABLE
  Injury
  Treatment
  Unconsciousness
  A successful First Aid test can revive an unconscious character, though a penalty may apply to a
  character who is drugged or intoxicated.
  Minor injury
  A successful First Aid test on minor injuries (loss of Hit Points) will heal 1D6 Hit Points.
  Serious Wound
  A successful First Aid test on a Serious Wound will heal 1D6 points, but will not remove the
  effects of the Serious Wound unless all Hit Points are restored.
  Grave Wound
  First Aid cannot remove the effects of a Grave Wound, though it will restore 1D6 Hit Points. A
  successful First Aid roll followed by 8 hours complete rest will restore a Gravely Wounded
  character to 0 Hit Points.
  A NOTE ON WEAPON SKILLS
  There
  are
  four
  Common
  combat
  skills;
  Close
  Combat,
  Gun
  Combat,
  Ranged
  Combat,
  and
  Unarmed Combat. These represent a character’s
  ability to pick up a weapon and have at least some
  chance of doing some damage to an opponent,
  though
  some
  Professions
  will
  have
  no
  actual
  experience of weapons at the beginning of play.
  Some weapons count as Advanced Skills – a
  character not trained with one of these weapons can
  still “have a go” with his or her basic weapon skill,
  but will find it Hard (-40%) to use that weapon. If
  this penalty takes their weapon skill below 0%, the
  character can only be successful on a roll of 1-5%,
  and can never have a critical success.
  The Advanced Weapon Skills are Close Combat
  (Polearms),
  Ranged
  Combat
  (Bows)
  and
  the
  specialist weapons skill Dual Weapons (weapon &
  weapon). This last skill works slightly differently to
  most skills – see the skill description.
  
  32
  another’s Influence skill and are modified by how
  much a character is trying to change an opponent’s
  mind.
  If
  a
  character
  is
  attempting
  to
  persuade
  someone
  of
  his
  Faction’s
  beliefs,
  he
  will
  use
  Righteousness instead of Influence (see the Factions
  chapter).
  INSIGHT (INT+POW)
  Insight is the ability to figure out another character’s
  motivations by listening to their voice, watching their
  body language, etc. It can be used to decide if
  someone is lying, whether they are nervous, if they’re
  not telling the whole truth and the like. This roll
  should usually be made secretly by the Games Master
  – on a failed roll, no information is forthcoming and
  on a fumble the character completely misunderstands
  the person he is trying to read.
  LORE (REGIONAL) (INT)
  All characters begin with some knowledge of the
  region in which they grew up. It covers such things as
  local geography, weather patterns, fauna and flora
  and
  the
  like.
  A
  well-travelled
  character’s
  Lore
  (Regional) will cover a much larger area than one who
  has never previously left his home village – though in
  the
  latter
  case,
  he
  may
  have
  a
  much
  deeper
  knowledge of that small area than someone who only
  passes through regularly on their way to a bigger
  town nearby. Players should take the Lore (Region)
  skill
  that
  corresponds
  with
  the
  starting
  region
  described in the character’s backstory, whether this be
  Lore (England), Lore (Lancashire), Lore (Manchester),
  or whatever.
  PERCEPTION (INT+POW)
  The Perception skill is used to represent the senses of
  the
  character
  when
  detecting
  objects
  or
  other
  characters. It covers such situations as listening for
  someone creeping about in the next room, trying to
  spot
  Soldiers
  moving
  on
  a
  distant
  hillside,
  or
  searching a house for a hidden priest hole. Sometimes
  it will be opposed by another skill, such as Stealth. A
  successful Perception roll can prevent a group of
  Adventurers being ambushed by enemy forces.
  PERSISTENCE (POW X2)
  Persistence is used whenever a character has his
  mental willpower called into question. This covers
  such things as trying to concentrate in the face of
  distractions (e.g. Trying to reload a gun when pistol
  balls are flying all around). It is also used to resist
  certain sorts of spell. A fumble on a spell resistance
  roll means that the effects of the spell are permanent
  until suitable healing is received. Persistence cannot
  rise above a character’s POW x 5.
  RANGED COMBAT (INT+DEX)
  The Ranged Combat skill is the ability to wield non-
  gunpowder ranged weapons such as throwing slings,
  knives, crossbows and the like. Long bows and short
  bows require more training and are covered by the
  Advanced skill Ranged Combat (Bows).
  RESILIENCE (CON X2)
  The higher a character’s Resilience, the more likely he
  is to handle adverse physical conditions, such as
  weathering a vicious
  sandstorm, surviving in a
  drought or overcoming the effects of poison or
  disease. Resilience cannot rise above a creature’s CON
  x 5.
  RIDE (DEX+POW)
  This skill is used for riding an animal such as a horse,
  mule, or donkey. (It can be also be used to ride more
  exotic beasts, but camels and elephants are few and
  far between in 17th century Britain). If a character is
  riding a creature with the help of saddle and stirrups,
  at not more than a walking pace across flat terrain, a
  Riding test will never be required. Tests become
  required when a character wants to do something out
  of the ordinary with a mount – traverse treacherous
  terrain, jump obstacles, ride bareback and so on.
  SING (POW+CHA)
  The ability to sing tunefully and remember the words
  of the song being performed requires the Sing skill. A
  successful test with this skill will result in the
  audience
  being
  pleased
  by
  the
  character’s
  performance.
  SLEIGHT (DEX+CHA)
  This skill is used to hide or take objects, without
  drawing undue attention. It is usually opposed by a
  Perception test, if one is trying to avoid getting
  caught.
  STEALTH (DEX+INT)
  The
  Stealth
  skill
  is
  used
  whenever
  a
  character
  attempts to personally evade detection by another
  character. This usually happens when a character
  
  33
  either tries to move quietly past an enemy, hide from
  one (or both!) Stealth tests are opposed by the
  Perception skill and are modified according to the
  situation.
  UNARMED COMBAT (STR+DEX)
  The Unarmed Combat skill covers all untrained
  unarmed combat from simple brawling to grapples to
  rude fisticuffs. Punches, kicks, head-butts and all
  other Unarmed Combat attacks do 1D3 points of
  damage. Unarmed Combat parries may only parry
  Unarmed Combat attacks.
  Advanced Skill
  Descriptions
  The following skills cannot be used by characters who
  lack the requisite training.
  ALCHEMY (INT+POW)
  This is the skill of making Philosopher’s Stones and
  potions in the laboratory. Its use is described in detail
  in the Alchemy chapter.
  ART (TYPE) (POW+CHA)
  This skill allows a character to create works of art.
  Like the Lore and Craft skills, it is actually a large
  number of skills grouped together under one heading.
  Examples include (but are not limited to):
  Calligraphy,
  landscape
  gardening,
  musical
  composition,
  painting,
  sculpture,
  stained-glass,
  topiary, poetry, prose writing.
  ARTILLERY (INT+DEX)
  This skill covers the loading, aiming and firing of
  cannon, mortars and other such non-portable black
  powder weapons. It also covers the making of
  grenades and powder bombs, and the proper storage
  and maintenance of such weapons.
  BELIEFS (FACTION) (INT X 2)
  This skill provides knowledge of the Beliefs of a
  particular
  Faction.
  It
  also
  gives
  the
  character
  information about important members of that Faction,
  important historical events in the Faction’s history,
  where to find members of that Faction when visiting
  new
  places,
  etc.
  Knowledge
  of
  each
  individual
  Faction’s
  beliefs
  and
  organisational
  structure
  constitutes a separate skill (e.g., Beliefs (Catholic) is a
  completely different skill to Beliefs (Guild), and so
  on). Adventurers begin play with the Beliefs skill
  pertaining to their own Faction, but can learn the
  Beliefs of other Factions by observation, discussion
  and research.
  A character who does not belong to a Faction can
  attempt to pass himself off as a member of that
  Faction with an opposed test of his Beliefs (Faction)
  against the Righteousness of the Faction member. A
  success means that the Faction member is fooled and
  accepts the character as a fellow member. The skill
  can also be used to make sure a character knows the
  right rituals and sayings in a church service of another
  Faction.
  BOATING (STR+CON)
  This
  covers
  small
  waterborne
  craft
  propelled
  manually by oars or sometimes paddles. Travelling
  across calm water does not usually require a test but
  adverse conditions such as currents and weather can
  bestow penalties.
  CLOSE COMBAT (POLEARMS)
  (INT+STR)
  This is the ability to use such weapons as pikes,
  pollaxes, halberds, and the like in close combat.
  Close Combat (Polearms) skill begins at the same
  level as the character’s common Close Combat skill.
  So a character with a Close Combat skill of 56% can
  buy Close Combat (Polearms) at 56%.
  COMMERCE (INT+CHA)
  This skill is primarily used when characters trade,
  barter or other wise negotiate over the sale of goods.
  Such transactions require an Opposed Test using the
  Commerce of the buyer versus the Commerce of the
  seller. If the buyer wins he or she gets a discount of
  -10% for a success and -25% for a critical. If the seller
  wins the price that they can sell the item for increases
  of +10% for a success and +25% for a critical. If a
  character fumbles their roll double the increase or
  decrease accordingly.
  
  34
  COURTESY (INT+CHA)
  With this skill, the character knows how to navigate
  the murky and treacherous waters of life amongst the
  Nobility.
  He
  understands
  the
  subtleties
  and
  extravagances of courtly behaviour, and can use them
  to his own advantage.
  CRAFT (TYPE) (DEX+INT)
  The Craft skill is actually several separate skills
  grouped under a single heading. Craft (Armourer),
  Craft (Carpenter) and Craft (Potter) are all individual
  skills. The following list is by no means exhaustive:
  Apothecary,
  armourer,
  baker,
  basketweaver,
  blacksmith, bowyer, brewer, butcher, candlemaker,
  carpenter,
  cartographer,
  cobbler,
  cooper,
  fletcher,
  joiner, leatherworker, mason, painter, potter, sculptor,
  smith, tailor, weaponsmith, weaver.
  CULTURE (OTHER) (INT X2)
  Each Culture skill is used to provide information
  about the common world view of that group of people
  (or creatures). This includes history, politics, weather
  cycles,
  geography,
  superstitions
  and
  popular
  mythology. A character who is very well-travelled
  may have Culture (France), Culture (India), etc.
  DUAL WEAPONS (WEAPON & WEAPON)
  (INT+DEX)
  This is the ability to use two weapons at the same
  time without any penalty for using the off-hand. The
  character does not get any extra attacks in the round,
  but can choose which weapon he uses in any
  particular round. If performing an All Out Attack, a
  character with one these skills can make two attacks
  without the normal penalty.
  Note: Each pair of weapons is a separate skill, and
  Dual Weapons skill can never be higher than the
  lowest of the two weapons. For instance, a character
  with Close Combat 75% and Gun Combat 62% cannot
  have Dual Weapons (Sword and Pistol) higher than
  62%. In order to raise Dual Weapons skill, he would
  first have to raise Gun Combat skill
  Common techniques include:
  Sword and Pistol: the Adventurer begins combat
  with a pistol in one hand and a sword in the other.
  The sword can be used in close combat, and the pistol
  kept as a threat or the pistol can be fired first, before
  the enemy reaches close combat range. Once the pistol
  has been fired, it is usually tucked into the belt, or just
  discarded if the fight is pressing. This technique can
  be useful when on foot and facing a mounted foe – the
  standard method is to shoot the horse and then stab
  the rider when he falls off!
  Sword and Main Gauche: If performing an All Out
  Defence, a character can parry twice without the
  normal penalty. Some Main Gauche weapons also
  allow bonuses to certain close combat actions such as
  Disarming Attack – see weapon descriptions for
  details.
  Two Pistols: A character who has loaded two guns
  before combat begins can fire both without the usual
  time out for reloading, and with this skill does not
  suffer a penalty for using a gun in his off-hand.
  DISGUISE (INT+CHA)
  This skill is used to change a character’s appearance
  and adopt a different outward persona. It is usually
  opposed by a Perception test if one is trying to avoid
  being identified.
  ELEMENTAL CASTING (ELEMENT)
  (INT+POW)
  This is the skill used for casting Alchemical spells.
  Each of the four Elements is a separate skill. See the
  Alchemy chapter for more details.
  ENGINEERING (INT X2)
  This skill is used to design, build, activate, repair,
  sabotage
  or
  disassemble
  large
  mechanisms
  or
  constructs such as siege machines, city gates and
  drawbridges, mineshafts, sailing ships and so forth.
  GAMBLING (INT+POW)
  This is the ability to take part in games of chance and
  understand the rules, the odds of winning and the
  like,
  whether
  the
  game
  be
  cards,
  cock-fighting,
  billiards or horse-racing. A successful roll will tell if
  opponents are cheating, if the horse has been nobbled,
  etc. A critical success means the character will win
  even if the opponents are cheating, while a fumble
  means the character has lost very badly indeed.
  HEALING (TYPE) (INT+POW)
  This is the skill to heal major wounds, cure diseases,
  alleviate the effects of poisons, and the like. Use of
  
  35
  this skill will always require the correct healer’s kit.
  Each use of the Healing skill generally takes 1D4+1
  minutes to perform.
  There are three types of Healing: Galenic, Herbal, and
  Paracelsan. A healer must have the correct healing kit
  for the type of healing in which he is trained. Lack of a
  healing kit imposes -25% penalty on the skill roll; use
  of a healing kit from a different Healing type imposes
  a -50% penalty on the skill roll – it's very easy to
  poison your patient if you don't know what your
  ingredients are!
  Galenic Healing: This is the “respectable” form of
  healing, as taught in universities. Galenic Physicians
  tend to administer to the upper classes and use a
  mixture of bleeding (usually with leeches), changes in
  diet to “balance the humours” and astrology.
  Herbal Healing: Herbalists use natural ingredients
  such as herbs, barks, teas, tinctures and poultices to
  perform their healing. They are usually found in
  country districts and are often accused of witchcraft.
  It may even be true!
  Paracelsan Healing: Paracelsan Physicians follow the
  teachings of the 16th century physician Paracelsus,
  who came up with a new system of medicine using
  chemicals, especially mercury, salt and sulphur. He
  was very much a “people's physician” and modern
  Paracelsans tend to be found among the lower orders,
  where they heal the poor for a much smaller fee than
  the Galenic healers.
  Curing Diseases: A successful Healing test allows a
  patient under the effect of a disease to add a bonus,
  equal to the healer’s Healing divided by 10 (the
  critical success range) to his next opposed Resilience
  versus Potency test to resist the disease.
  Curing Poisons: A successful Healing test allows a
  patient under the effect of a poison to attempt a
  second opposed Resilience versus Potency test, with
  the patient gaining a bonus to his Resilience test equal
  to the healer’s Healing divided by 10 (the critical
  success range).
  First Aid: If a character’s Healing skill is higher than
  her First Aid skill, she may use this skill instead of
  First Aid to perform the tasks that First Aid can do.
  Serious Wound: A successful Healing roll will restore
  1D6 Hit Points and remove the effects of a Serious
  Wound even if Hit Points are not up to their
  maximum.
  Grave Wound: A successful Healing roll will restore
  Hit Points to 0 and then add another 1D6 Hit Points.
  However, injuries suffered from a Grave Wound are
  permanent, and no amount of healing will restore lost
  Attributes.
  LANGUAGE (OTHER) (INT+CHA)
  The Language skill is actually several separate skills
  grouped under a single heading. Language (English),
  Language (German) and Language (French) are all
  individual skills.
  Every character with a Language skill of 50% or more
  is fluent in that language, though they will likely bear
  an accent if it is not their native language.
  A score in a Language skill of 80% or more will mean
  the character can also read and write in that language.
  LORE (TYPE) (INT X2)
  Lore is actually a number of separate skills. It
  represents theoretical knowledge of a subject, rather
  than practical ability. So Lore (Art) gives knowledge
  of the history of art, well-known painters, etc., but Art
  (Painting) skill is needed to actually create a painting.
  The Advanced range of possibilities for this skill is
  limited only by a player’s imagination but a list of
  potential areas of Lore study are listed here:
  animals,
  art,
  astronomy,
  gambling,
  geography,
  heraldry, law, logistics, military tactics, minerals,
  philosophy, poisons, plants, regional, theology.
  Some particular Lore skills have specific game effects:
  Aristotelian Science: This is knowledge of the scientific
  theories behind the workings of alchemy. On a
  successful roll, a character with this skill can use it to
  identify spells cast by Alchemists, even if he lacks the
  ability to cast spells himself.
  Research: This is the ability to find out about a
  particular topic by doing research in a library or
  collection of books, newspapers, scientific papers, etc.
  The difficulty of the task will depend on the quality of
  the library and the amount of time taken.
  MECHANISMS (DEX+INT)
  This is the ability to use and repair mechanical
  devices. It can also be used to pick locks with
  appropriate lock-picking tools.
  Picking a lock or disassembling a trap usually takes at
  least one minute (12 Combat Rounds) to perform,
  while larger devices will take longer.
  Usually, a character will simply make a Mechanisms
  test
  in
  order
  to
  succeed
  at
  assembling
  or
  disassembling a device, with appropriate bonuses or
  
  36
  penalties decided upon by the Games Master. If a
  device
  has
  been
  designed
  to
  specifically
  resist
  attempts
  at
  disassembly,
  the
  Mechanisms
  test
  becomes opposed by the Mechanisms skill of the
  character who created it.
  ORATORY (POW+CHA)
  This skill is used when addressing large groups of
  people, such as a priest addressing the faithful or a
  general exhorting his troops to victory on the eve of a
  battle. In effect, it is much like Influence, save that it
  relies more upon emotional appeal than intellectual
  stimulation and is used for larger groups of people. If
  the orator’s appeal is on behalf of his Faction,
  Righteousness
  is
  used
  instead
  (see
  the
  Factions
  chapter).
  PLAY INSTRUMENT (TYPE) (DEX+CHA)
  The Play Instrument skill is actually several separate
  skills
  grouped
  under
  a
  single
  heading.
  Play
  Instrument (Dulcimer), Play Instrument (Flute) and
  Play Instrument (Spoons) are all individual skills. A
  successful test with this skill will result in the
  audience
  being
  pleased
  by
  the
  character’s
  performance.
  RANGED COMBAT (BOWS) (INT+DEX)
  This is the ability to use longbows and short bows,
  which take more training than crossbows.
  Ranged Combat (Bows) skill begins at the same level
  as the character’s common Ranged Combat skill. So a
  character with a Ranged Combat skill of 56% can buy
  Ranged Combat (Bows) at 56%.
  SEDUCTION (INT+CHA)
  This is the ability to use a mixture of sex appeal and
  flirting in order to win over another individual and
  persuade them to do something that they might not
  otherwise
  do.
  Seduction
  is
  opposed
  either
  by
  Persistence
  or
  Righteousness,
  depending
  on
  the
  nature of the task required by the seducer and the
  Faction of the seduced. If successful, the target will
  perform one task or action. Penalties may be applied
  to the Seduction roll if the required action is against
  the best interests or morality of the character being
  seduced.
  SHIPHANDLING (INT+CON)
  This skill is used in the same way as Boating but is
  instead applied to larger waterborne craft that are
  driven by sail or rows of oars.
  STREETWISE (POW+CHA)
  Streetwise allows a character to find black markets,
  fences for stolen goods, and general information. Such
  uses of Streetwise normally require a minimum of
  1D4 hours.
  SURVIVAL (POW+CON)
  One Survival test will be required every day that a
  character lacks food, water or a safe place to sleep.
  Success indicates the character manages to find
  whatever he is lacking – failure means he will go
  without which, over several days, could result in very
  serious consequences. Survival tests are not used
  when the character is in a city or town.
  TEACHING (INT+CHA)
  This is the ability to impart new skills to, or improve
  the existing skills of, another character. For more
  information, see Adventurer Improvement.
  TRACK (INT+CON)
  With this skill a character can locate the tracks of a
  specific creature and follow them. A test must be
  made to locate the trail and then again once every ten
  minutes they are being followed. Penalties or bonuses
  may apply depending on how long it was since the
  tracks were made, what the ground is like, what the
  weather conditions have been since the tracks were
  made, etc.
  WITCHCRAFT (INT X2)
  The Witchcraft skill reflects the knowledge of all the
  spells learned by a Witch. Its use is described in detail
  in the Witchcraft chapter.
  
  37
  Chapter 5: Combat
  This chapter provides you with a straightforward and
  direct system for playing out action-packed and
  deadly combat.
  WHAT TO EXPECT IF YOU
  GET IN A FIGHT
  Adventurers that have weapon skills less than 100%
  are at the whim of the dice to determine whether or
  not they land a blow in combat. Anything you do to
  increase your Adventurer’s chances to hit, or hit first,
  will stand in your favour and make the outcome more
  certain.
  Once you are hit in combat, things start getting messy.
  Your Adventurer has a relatively low number of Hit
  Points. A solid blow (especially if your character is not
  wearing armour), can cause a Serious Wound, which
  will hamper your Adventurer’s ability to continue
  fighting. Once your Adventurer’s Hit Points drop
  below zero, he or she is suffering from shock and
  blood loss and stands a fair chance of taking a Grave
  Wound, which could well be fatal. Make sure your
  Adventurer
  can
  Dodge,
  Parry
  or
  is
  magickally
  protected. Your Adventurer is at risk of grievous and
  permanent harm every time he or she decides to use
  violence to solve a problem.
  Numbers count. If you are facing off against multiple
  opponents, even weak and unskilled ones, you are
  quickly going to run out of attacks and Reactions. In
  practical terms, this means that your Adventurer may,
  at best, reduce the number of attackers by one per
  round, while only being able to protect themselves
  against one of several incoming attacks.
  Even Adventurers who have 100% or more in their
  weapon skills can be brought low by a lucky critical
  hit, or by an opponent who has lured them into an
  ambush and stacked the odds against them through
  surprise and careful planning.
  These harsh realities mean that players tend to avoid
  combats where they do not have a very good chance
  of winning. Instead of wading into masses of weaker
  opponents, hoping that lucky dice rolls will see them
  through, they carefully plan ambushes, where they
  have the benefit of terrain and supporting soldiers
  from the local militia that will allow them to wipe out
  the majority of the enemy before the first proper
  round of combat. They will use magick to boost their
  damage, chances to hit, and armour.
  Remember too that Hero Points are your friend. They
  can be used to decrease the the effect of a Major
  
  38
  Wound – turning a Grave Wound into a Serious
  Wound, or preventing a Serious Wound, which could
  be enough to let you continue fighting with some
  chance of surviving to fight another day.
  TAKING OUT LIFE
  INSURANCE
  Since Renaissance combat can be deadly, there are a
  number of ways that you can avoid your Adventurer
  dying if things go badly wrong.
  Try to get hold of some armour. Too much can slow
  you down, but even a little helps decrease your
  chances of taking a Serious Wound.
  Realise that some foes in Renaissance are best left
  alone.
  There’s
  always
  going
  to
  be
  someone
  or
  something more powerful than your Adventurer in
  the game world. Since Renaissance is also a game of
  exploration and interaction, you might get to meet
  these
  people
  and
  creatures
  early
  on
  in
  your
  Adventurer’s career. Some foes such as a Dragon are
  always going to be beyond the capacity of the
  Adventurers to harm directly without the help of
  powerful magick. Be wise and move along quietly
  and quickly.
  Run away to fight another day. Use magick or fast feet
  to move out of combat. Heal, regroup and make a
  better plan of attack if you absolutely need to best a
  foe. Otherwise learn your lesson and avoid the
  opponent in the future.
  Surrender! Before things really get messy, throw
  down your weapons and put up your hands. Enemies
  will often take prisoners, especially upper class
  Adventurers, for ransom. If you don’t have any
  money then call in your favours from Faction, friends,
  family, clan, or guild to secure your release. Perhaps
  some of your friends ran away and can come back
  and mount a rescue attempt at a later date? But be
  careful who you surrender to. A group of ghouls may
  happily accept your surrender, but it doesn’t mean
  they’re holding you for ransom, it means they’re
  holding you for supper!
  Overview of
  Combat
  Work out encounter distance: The Games Master
  determines how far away the hostile group is to the
  A Combat Round lasts five seconds.
  Unless otherwise specified, each character gets
  one Combat Action, usually an attack, one
  Reaction, usually a defensive Reaction, and one
  Movement Action, per combat round.
  You can make a Sprint Movement Action to run
  twice your movement rate in a Combat Round,
  but then you lose your Combat Action and may
  only make a Dodge Reaction.
  To attack, you roll against your Close Combat,
  Gun Combat, Ranged Combat or Unarmed
  Combat,
  or
  an
  advanced
  combat
  skill,
  depending on the type of weapon you are using.
  When attacked you can either Parry (use the
  Close Combat or Unarmed skill) or Dodge as a
  Reaction.
  If a character successfully Dodges an attack he or
  she take no damage.
  If a character successfully Parries an attack, their
  weapon or shield reduces the damage the attack
  does.
  If a character successfully hits in Close Combat,
  their opponent takes damage to their Hit Points
  equal to Weapon Damage rolled + Damage
  Modifier – Opponent’s Armour Points.
  If a character successfully hits in Ranged or Gun
  Combat, their opponent takes damage to their
  Hit Points equal to Weapon Damage rolled –
  Opponent’s Armour Points. Note that Armour
  provides less protection against guns.
  If damage is greater than a character’s Major
  Wound Level, and their Hit Points remain above
  0, the injured party takes a Serious Wound.
  If damage is greater than a character’s Major
  Wound Level, and their Hit Points drop to 0 or
  lower, the injured party takes a Grave Wound,
  and he or she may die.
  
  39
  Adventurers, choosing whether they are at Ranged or
  Close distance.
  Drop into combat time: Combat is divided into
  rounds. A single round has a duration of five seconds
  of time, giving 12 rounds in every minute. During a
  round a character can usually perform one Combat
  Action, one Reaction and a Movement Action. Some
  Combat Actions, Reactions and Movement Actions
  impact on the ability to use other Combat Actions,
  Reactions and Movement Actions (e.g., a Sprint
  Movement Action means that a character loses their
  Combat
  Action
  and
  may
  only
  make
  a
  Dodge
  Reaction).
  Combat rounds cycle through the following steps:
  Determine order: At the start of every combat,
  check each character’s DEX, or INT if they are
  spell casting. This will determine the order in
  which every character involved acts for the
  round. A character wearing armour must subtract
  their full Armour Points from their DEX or INT
  for the purpose of combat order.
  Characters Take Actions & Reactions: In a
  combat round each character usually gets one
  Combat Action, one Movement Action and one
  Reaction. Combat Actions, such as attacks, and
  Movement Actions take place in DEX order. The
  character with the highest DEX will act first,
  followed by the character with the second-highest
  DEX, and so on until the character with the lowest
  DEX acts. Reactions, such as Parries or Dodges,
  are made during this process as they are needed.
  Characters casting spells act on their INT.
  End
  of
  Combat
  Round:
  Once
  all
  eligible
  characters have acted in the combat round, it is
  over. If there are characters still engaged in
  combat with enemies, another combat round
  begins.
  ENCOUNTER DISTANCE
  AND ENGAGING IN
  COMBAT
  Not
  all
  combats
  start
  with
  the
  two
  sides,
  the
  Adventurers and their opponents, directly facing each
  other within sword’s reach. At the beginning of a
  combat, or potential combat, the Games Master must
  determine which of the following two distances the
  encounter starts at.
  RANGED
  Characters can engage in ranged combat at any
  distance up to double the range of the missile
  weapons the characters are using. Ranged combat
  typically happens when enemies spot each other at a
  distance – while a gun can be used at close combat
  range, the slow reload time means that if a shot
  misses, the character using the gun will be open to
  close combat attacks while changing to a more
  suitable weapon.
  CLOSE
  At a range of two metres or less, characters can
  engage in either Close or Unarmed combat.
  Close Combat
  Actions
  The sequence of a normal Close Combat Attack is
  described, followed by various alternative actions that
  can be used in Close Combat.
  1. MAKING THE ATTACK
  A normal attack is made by simply rolling D100 and
  comparing it to the character’s skill in the weapon he
  is using.
  If a character rolls equal to or lower than his weapon
  skill, he has hit his target.
  If a character rolls greater than his weapon skill, he
  has missed his target.
  2. TARGET REACTION
  The target may either attempt to Dodge or Parry the
  attack, as he chooses. However, only one Reaction can
  be made to a successful attack per round.
  If the enemy has already reacted this round, or
  chooses not to react against this attack, then this
  attack is unopposed. Move straight on to damage
  resolution.
  If the attack is opposed, the defender makes a Dodge
  or Parry (see Reactions).
  
  40
  3. DAMAGE RESOLUTION
  If the attack is successful, damage is rolled. Each
  weapon has its own damage score, to which is added
  the attacker’s Damage Modifier in order to determine
  the total damage being dealt.
  If the defender is armoured then the armour will
  absorb some of this damage. Reduce the attack’s
  damage by the armour points (AP) of the defender’s
  armour. Use the figure before the slash. Armour only
  provides half protection against guns as long as they
  are fired within their normal range. In such a case use
  the figure after the slash.
  4. DAMAGE APPLICATION
  Apply any remaining damage to the defender’s Hit
  Points.
  CLOSE COMBAT
  SITUATION MODIFIERS
  Sometimes other factors effect what’s going on in
  combat.
  These
  add
  penalties
  or
  bonuses
  to
  a
  character’s dice rolls in close combat.
  Situation
  Skill Modifier
  Target is helpless.
  Automatic critical
  Target is prone or attacked from behind. +20%
  Attacking or defending while on higher
  ground or horseback.
  +20%
  Attacking or defending while prone.
  -20%
  Attacking or defending while on
  unstable ground.
  -20%
  Attacking or defending while
  underwater
  -40%
  Defending while on lower ground or
  against mounted foe.
  -20%
  Fighting in partial darkness.
  -20%
  Fighting in complete darkness.
  -40%
  OTHER ACTIONS IN CLOSE
  COMBAT
  These are other actions that a character can take as a
  Close Combat Action.
  CHARGE
  If a character can move a minimum of five metres
  towards his opponent, then he can make a charge. He
  may move a distance up to twice his Movement Rate.
  This must be in a straight line and he must end up
  adjacent to an enemy. When the move is complete, a
  close combat attack may be made against the enemy.
  If the attack is successful, the character gains a bonus
  of +1D6 damage. He loses his Reaction for the round
  that he charges on. Characters charging uphill don’t
  gain the damage bonus.
  ALL OUT ATTACK
  The attacker gives up his or her Reaction for the
  round but gains a second attack, which happens
  straight after the first attack. Both attacks are at -20%
  due to the loss of skill during this frenzied attack. This
  type of attack cannot be combined with Great Attack,
  Targeted Attack or Disarming Attack.
  ALL OUT DEFENCE
  The attacker gives up his or her attack for the round
  but gains a second Reaction, (Dodge or Parry) in the
  same round. Both Reactions are at -20%. The second
  Reaction allows the character to Dodge or Parry a
  second attack, it does not allow the character to
  attempt to Dodge or Parry the same attack twice.
  DISARMING ATTACK
  The attacker attacks at -20% to his or her weapon skill,
  with the aim of disarming his or her opponent either
  of their weapon or shield. If the attack is successful
  and the opponent fails to Parry or Dodge, the weapon
  or shield is thrown D6 metres away from the owner.
  GREAT ATTACK
  This attack is made using two-handed Close Combat
  weapons, where the attacker has enough room to
  swing the weapon for a really forceful blow. The
  attacker gains a +20% to attack and does maximum
  damage bonus but loses his or her Reaction for that
  combat round.
  TARGETED ATTACK
  The attacker chooses what part of the opponent’s
  body to attack, using the Major Wound Table. This
  has no special effect, unless a Major Wound is dealt,
  in which case the chosen body part is successfully hit
  
  41
  causing the accompanying Serious or Grave Wound.
  The attacker is at -20% to his weapon roll.
  INTIMIDATE/PERSUADE
  The character tries to get the other side to surrender or
  flee. This can either be targeted at a group of enemies
  or a single enemy (whether a member of a group or
  not). Make an opposed roll using the character’s
  Influence against the enemies’ Persistence, modified
  as listed below. Groups roll once using the Persistence
  of the group leader. If the group leader’s Influence
  skill is higher than his Persistence, then they may use
  that skill instead. Apply the following modifiers to the
  enemy’s Influence/Persistence skill depending on the
  state of the enemy.
  Note: These modifiers are not cumulative. Apply the
  one that best describes the situation. Also, it maybe
  appropriate to add further modifiers dependent on
  Faction (individuals will be less willing to surrender
  to a bitter enemy), overwhelming odds, etc. Let
  common sense prevail.
  If an enemy group is at full strength and have taken
  no wounds and they outnumber the Adventurers,
  then only a critical roll for Influence against a failed
  Persistence roll will make them surrender. A fumbled
  Persistence roll will see the enemy suddenly rout.
  When the player is attempting the roll, he must
  declare whether he is targeting the whole group or
  singling out an individual.
  Players are encouraged to say what the Adventurer is
  saying as a taunt, and the Games Master may add a
  bonus to the character’s skill for a particularly witty or
  chilling taunt.
  The character need not speak the same language as
  the opponent they are trying to Influence, but they
  must be capable of some sort of sign, gesture or body
  language
  that
  the
  opponent
  is
  capable
  of
  understanding.
  SET WEAPON
  A character can spend a Combat Action setting the
  shaft of a weapon, such as a spear or polearm, in the
  ground in anticipation of a charge from an opponent.
  When
  the
  charge
  actually
  comes
  the
  character
  automatically gets an attack at +20% before the
  charging character gets their attack. If the character
  makes any other Combat Action or Reaction before
  the charge, the weapon becomes ‘unset’.
  Unarmed Combat
  Actions
  Unarmed Combat works the same as Close Combat,
  except that one or more of the combatants is unarmed.
  An Unarmed Combat attack does 1D3 damage, plus
  the normal Damage Modifier.
  If an Unarmed Combat attack is parried by a crafted
  or natural weapon, then the attacker will immediately
  suffer the rolled damage of the Parrying natural
  weapon, with no damage modifier; if this turns out to
  be a Serious or Grave wound, it will be to the limb he
  is using to attack. This is in addition to the normal
  effect of the Parry.
  NATURAL WEAPONS
  Natural weapons such as the teeth and claws of
  monsters are counted as weapons and not unarmed
  attacks. The damage they deal is listed in the
  monster’s description. They may Parry other natural
  weapons or unarmed attacks, but not crafted weapon
  attacks.
  GRAPPLING
  A grapple attack is made in the same way as a normal
  Unarmed Combat or natural weapon attack but must
  be declared as such before any dice are rolled.
  Should the attacker hit with his grapple attack, no
  damage is initially caused. Instead, the attacker then
  opposes his Unarmed Combat skill to the target’s
  Unarmed combat skill, in a roll similar to an opposed
  skill test.
  Grapple Fails: The grapple attempt fails and the
  attack is considered to have missed.
  Grapple Succeeds: The two combatants are now
  grappling and the attacker may immediately follow
  up on this success by Throwing, Inflicting pain or
  Immobilising the target.
  GRAPPLING COMBATANTS
  Grappling combatants will remain locked together
  until one combatant breaks free or is thrown out of
  
  42
  the grapple. Grappling combatants suffer a –20%
  penalty to any tests that do not target or directly
  respond
  to
  their
  grapple
  partner.
  Grappling
  combatants may not use Reactions.
  A grappling combatant is restricted to the following
  special Combat Actions:
  BREAK FREE
  To break out of a grapple, the character makes an
  opposed grapple attempt. The characters may only
  use the Unarmed Combat skill in this case. If the
  character succeeds his roll while his opponent fails
  then the character has succeeded in breaking free and
  the combatants are no longer grappling, though they
  will be adjacent.
  IMMOBILISE
  While immobilised, enemies are considered helpless.
  Once per round the defender may attempt to break
  free, although he or she will be at -20% in the opposed
  test.
  INFLICT PAIN
  The grappler inflicts damage is 1D4 + Damage
  Modifier. Armour does not help. Once per round, the
  defender may attempt to break free or may attempt to
  turn the tables on their attacker by counter-grappling
  or attacking with a weapon or other unarmed attack.
  THROW
  The opponent is thrown 2 metres and suffers 1D4
  damage. Armour does not help. The grapple ends in
  this case.
  Ranged and Gun
  Combat Actions
  Gun Combat and Ranged Combat use the same rules,
  though different skills are needed.
  All ranged attacks are handled in the same manner as
  close combat attacks, with the following exceptions:
  Ranged attacks may not be used as part of a charge.
  LOADING RANGED WEAPONS
  Most black powder weapons take several rounds to
  reload; other ranged weapons may take less time to
  ready. See weapon descriptions in the equipment
  chapter for details.
  RANGE
  A target within the weapon’s range may be attacked
  without penalty. A target within double the weapon’s
  range may be attacked, but the attacker’s weapon skill
  is halved before other modifiers are applied. Attacks
  cannot be made at a distance beyond twice the
  weapon’s range. A gun fired beyond its range does
  not
  benefit
  from
  the
  normal
  reduced
  armour
  protection afforded to guns.
  DODGING AND PARRYING
  The target may attempt to Parry or Dodge a hand-
  thrown ranged attack (e.g. knives, etc.) but may not
  normally Dodge or Parry ranged missile weapons
  (such
  as
  gun
  or
  crossbow
  fire).
  Shield-carrying
  characters may attempt to Parry hand-thrown missile
  weapons if aware of the attack.
  DISARMING
  A character may attempt to disarm a target with a
  ranged attack, but cannot knock a shield from a
  target’s arm.
  COVER
  Cover affects both ranged and close combat attacks.
  For missile attacks the defender benefits from the best
  of the cover modifiers below.
  Partial cover -20%: For example, a low wall that
  leaves only head and torso exposed.
  Very good cover -40%: For example defender on a
  castle wall, firing from protected battlements.
  Virtually total cover -75%: For example, a castle wall
  with arrow slits for defenders to shoot through.
  RANGED COMBAT
  SITUATION MODIFIERS
  Sometimes other factors effect what’s going on in
  combat.
  These
  add
  penalties
  or
  bonuses
  to
  a
  
  43
  character’s dice rolls in ranged and gun combat.
  RANGED WEAPONS IN WET WEATHER
  In wet weather most ranged weapons are unusable.
  Only
  thrown
  weapons
  and
  slings
  are
  generally
  effective, unless some steps are taken to find cover
  from the elements or, in the case of black powder
  weapons, cover the firing mechanism of the weapon.
  FIRING INTO A CROWD
  When firing into a crowd, the Games Master will
  determine how much cover the defender has from the
  ranged attack. The ranged attack is then resolved as
  normal for a target behind cover.
  If the attack fails to hit the defender and succeeds
  against the unmodified attack skill, the firer has hit
  one of the individuals adjacent to the target. The
  accidental target may Dodge against this attack as
  normal.
  OTHER ACTIONS IN
  RANGED AND GUN
  COMBAT
  As well as the standard actions described above, other
  actions are available to those involved in Ranged
  Combat.
  AIM
  Every round spent aiming adds a +20% bonus to the
  character’s Ranged Combat or Gun Combat skill. This
  bonus only applies to the first attack the character
  makes with the aimed weapon, which must be fired at
  the
  target
  designated
  when
  aiming
  begins.
  Subsequent shots at the same target do not gain the
  aim bonus. A character can take no Combat Action,
  Movement Action or Reaction while aiming without
  losing the aim bonus.
  ALL OUT ATTACK
  In the event that a character has two readied pistols or
  carbines, they she can make an all out attack. This
  causes both weapons to discharge simultaneously and
  the firer to lose her Reaction for that round. There is
  the normal offhand penalty of -20% for one of the
  weapons unless the character has the Dual Weapons
  (Two Guns) skill.
  Situation
  Skill Modifier
  Wind1
  High wind
  -20%
  Fierce wind
  -40%
  Hurricane
  Attack
  automatically
  fails
  Target movement1
  Target has moved 10m or more since last
  combat round
  -20%
  Target has moved 30m or more since last
  combat round
  -40%
  Target Visibility1
  Target obscured by smoke, mist, or is in
  partial darkness
  -20%
  Target is obscured by thick smoke, fog, or
  is in darkness
  -40%
  Target is above SIZ 20
  +20%
  Target Condition1
  Target is helpless
  +20%
  Target is prone
  -20%
  Attacker Condition2
  Attacker is prone
  -40%
  Attacker is underwater3
  -20%
  Attacker is on unstable ground
  -20%
  Attacker is blinded
  -50%
  1
  Modifiers
  within
  these
  sections
  are
  not
  cumulative.
  However, modifiers from different sections are cumulative.
  Therefore, shooting at a target within a mist that has moved
  more than 10m since the attacker’s last Combat Action
  imparts a –40% penalty.
  2 Attacker condition modifiers are cumulative.
  3 Only thrown weapons may be used underwater. Bows and
  other projectile weapons will automatically miss if fired
  underwater, and black powder weapons will obviously not
  work at all.
  
  44
  THROW CLOSE COMBAT WEAPON
  If a close combat weapon that isn’t designed to be
  thrown is hurled at an enemy, it has a range of 8m
  and suffers a penalty to the attack equal to its ENC x
  10. The Ranged Combat skill is used.
  Movement Actions
  Unless specified, characters may make one Movement
  Action per round, without losing their Combat Action
  or Reaction. Unless specified, Move Actions may be
  taken before or after Combat Actions. So a character
  might fire and then move, or move and then fire.
  CHANGE STANCE
  The character may stand up from prone, or vice versa.
  FIGHTING RETREAT
  A character may move up to half his Movement
  directly away from an enemy he is fighting. He may
  only attack or defend but not both.
  MOVE
  The character may move a distance up to his
  Movement score once per Combat Round. This is a
  free Action and the character does not lose either their
  Action or Reaction. Most people can move 15 metres
  in a round, though this may be effected by injury or
  magick,
  and
  non-human
  creatures
  may
  have
  a
  different Movement score.
  SPRINT
  The character may move a distance up to twice his
  Movement score, forsaking his attack and only being
  able to Dodge as defensive Reaction.
  MOVING OUT OF CLOSE
  COMBAT
  If a character elects to Move away from an opponent
  that he or she is engaged in Close Combat with (rather
  than making a Fighting Retreat) then the character
  loses his or her Combat Action that round (although
  may still make one Reaction), and the opponent is
  able to use their Reaction to make an attack. If the
  character elects to Sprint out of combat then the
  character loses both his or her Combat Action and
  Reaction. Whether Moving or Sprinting this means
  that if the fleeing character is higher in the combat
  order than their opponent, the opponent is still able to
  get a blow in (their Reaction) as the character runs
  away. If the opponent is higher in the combat order
  than the character running away, then the opponent
  can attack as normal, then make a further attack
  (using their Reaction) as the character runs away.
  Reactions
  A character can make one Reaction in a combat
  round. Unlike combat Actions, Reactions are made in
  response to the successful hits of enemies.
  There are two main types of Reaction – Dodge and
  Parry.
  Parries can be made against Close Combat attacks.
  Shields can also Parry hand-thrown missile weapons.
  Dodges can only be made against Close Combat
  attacks and hand thrown missile weapons, providing
  the target is aware of the attack. A Dodge can be used
  to avoid being Grappled, although once Grappled a
  character can’t Dodge. Dodge can also be used as a
  Reaction, if still available, to avoid the damage of
  spells such Dragon’s Breath, which are projected at
  the defender. See the appropriate spell descriptions in
  the magick chapters for more detail.
  Reactions are declared after a successful attack has
  occurred but before its effects are applied.
  DODGE
  When an attacker successfully hits, the defender may
  choose to Dodge as his Reaction, in order to avoid
  damage. The defender rolls against his Dodge skill.
  If the defender succeeds then he has successfully
  avoided the attack.
  If Dodging against a critical hit, then if the defender
  rolls a critical on his Dodge, it reduces the attacker’s
  critical to a normal success. If the defender fails his
  Dodge against a Critical Hit, the attacker does
  maximum
  damage
  and
  ignores
  the
  defender’s
  armour.
  A Fumbled Dodge results in the character stumbling.
  This causes the character to forfeit his or her next
  Combat and Movement Action and make his or her
  next Reaction with a -20% penalty.
  
  45
  PARRY
  When an attacker successfully hits, the defender may
  choose to Parry with a weapon or shield as his
  Reaction to avoid damage. The defender rolls against
  his Close Combat skill.
  If the defender succeeds then, depending on the
  relative size of the weapons used, they may be able to
  reduce or remove all of the rolled damage. Weapons
  are rated in the following size categories: Small,
  Medium, Large and Huge. Weapons need to be of the
  same category or larger to block all damage. If the
  defending weapon is one category less its blocks half
  damage. If two categories less, it cannot block the
  damage.
  A critical Parry against a normal success deflects all
  the damage regardless of size category. If Parrying
  against a critical hit, the defender also rolls a critical
  on their Close Combat skill roll, then the attacker’s
  critical is reduced to a normal success.
  If a Parry is fumbled use the Close Combat Fumble
  table to determine the outcome.
  What’s the difference between Parry and Dodge? It’s
  mainly down to a matter of combat style and Parrying
  has the advantage that it is based on the same skill
  that you use to attack with, so for the purposes of skill
  advancement it is better to advance Close Combat
  skill than Close Combat skill and Dodge. Bear in mind
  though that some things (falling masonry, out of
  control Leviathans, etc.) cannot be parried, so having
  a low Dodge skill can be counter-productive!
  ATTACKING A DISENGAGING ENEMY
  As noted above, in Movement Actions, in the event
  that a character moves or sprints away from Close
  Combat, unless the withdrawing party is making a
  Fighting Retreat, the character they are moving away
  from may sacrifice his or her Reaction to make an
  extra attack on the retreating character.
  Other Actions in
  Combat
  These actions can also be used in combat, but do not
  fit any of the above categories.
  CAST SPELL
  Spells take effect when they are cast in an order
  determined by INT instead of DEX. See the Alchemy
  and Witchcraft Chapters for more on spellcasting.
  DELAY
  A character may pause to assess the tactical situation
  around him. If a delaying character merely wishes to
  act after a specific character has acted, they wait until
  that character has finished their Combat and/or
  Movement Action. If a delaying character wishes to
  interrupt a specific character’s Action as it occurs, the
  character must make an opposed test appropriate to
  his interrupting Action (a weapon skill test if the
  character wishes to attack, for instance). Whoever
  wins the test acts first.
  READY WEAPON
  Drawing a sword from its sheath, pulling a pistol
  from from one’s belt, nocking an arrow to a bow – all
  these Actions take one combat round. A single Ready
  Weapon Action can also include dropping a weapon
  currently held to the floor and then drawing a new
  one. Sheathing one weapon and drawing another
  takes two Combat Rounds, as does readying two
  weapons. Ranged weapons can be reloaded with this
  Action – this takes as many Combat Rounds as noted
  in the weapon’s description.
  SKILL USE
  The character performs one Combat Action that
  requires the use of a skill, such as opening a locked
  door with the Mechanisms skill. How long (how
  many rounds) the task takes and whether the task
  being attempted allows the character to have a
  Reaction or Movement Action is at the discretion of
  the Games Master.
  Critical Hits and
  Fumbles
  CRITICAL HITS
  Every attack skill a character possesses has a critical
  
  46
  score. A critical score is the attack skill’s score,
  divided by ten, and rounded to the nearest whole
  number. It represents a lucky and effective hit in a
  unprotected area of an opponent.
  If the D100 attack roll is not only lower than the attack
  skill, but also equal to or lower than the character’s
  critical score with that skill, then the attack is
  considered a critical hit.
  A critical hit automatically causes maximum damage
  for the weapon and maximum Damage Modifier. If
  the character has a negative damage modifier (i.e.
  -1D4 or –1D6) it is not rolled for a critical hit. Critical
  hits also ignore armour.
  A critical hit is made into a normal hit by a critical
  Parry or critical Dodge. That is, damage is rolled by
  the attacker as normal and the defender’s armour
  counts.
  FUMBLES
  Conversely, if an attacker or defender fumbles by
  rolling 00, they have put themselves at a severe
  disadvantage.
  The
  character
  should
  roll
  on
  the
  appropriate table from those over the page.
  Special Combat
  Situations
  MOUNTED COMBAT
  A mounted warrior has a +20% bonus to his attacks
  and Parries against adjacent opponents on foot; a
  character
  on
  foot
  defending
  against
  a
  mounted
  attacker suffers a –20% penalty to his Reaction skill.
  These modifiers do not apply if the target on foot is as
  tall as the mounted character is while mounted.
  A mounted character uses his mount’s Movement
  score when moving rather than his own.
  A mounted Adventurer can use no weapon at a skill
  level greater than his Riding skill score.
  When charging with a spear or lance the horse’s
  Damage Bonus is used when determining wounds.
  COMBAT RESULTS SUMMARY TABLE
  Attacker
  Defender’s Reaction
  Result
  Fumble
  No need to roll
  Attacker fumbles and rolls on appropriate fumble table.
  Failure
  No need to roll
  Attacker fails to hit defender.
  Success
  Fumble
  Attacker hits, defender takes damage rolled minus armour points and rolls on
  appropriate fumble table.
  Success
  Failure
  Attacker hits, defender takes damage rolled minus armour points.
  Success
  Success
  If Dodging, defender avoids the attack. If Parrying, then if attacker’s weapon
  smaller or equal in size to defender’s weapon, all damage avoided. If Parrying
  weapon is a rank smaller, half damage is done. If Parrying weapon two ranks
  or more smaller, no damage can be avoided.
  Success
  Critical
  Defender avoids attack and takes no damage, even if Parrying with smaller
  weapon.
  Critical
  Fumble
  Attacker does maximum damage and ignores defender’s armour. Defender
  rolls on appropriate fumble table.
  Critical
  Failure
  Attacker does maximum damage and ignores defender’s armour.
  Critical
  Success
  Attacker does maximum damage and ignores defender’s armour.
  Critical
  Critical
  Attacker hits, defender takes damage rolled minus armour points.
  
  47
  CLOSE COMBAT FUMBLES
  This table should be used when a fumble is obtained with any Close Combat skill.
  1D20
  Result
  Effect
  1-3
  Falter
  Lose next action, whether a Movement Action, a Combat Action or a Reaction.
  4-6
  Drop weapon
  Weapon falls 1D4 metres away.
  7-9
  Lose balance
  Lose next 1D3 actions, whether they be Movement Actions, Combat Actions or Reactions.
  10-12
  Stumble
  Trip and fall prone. Forfeit next Combat Action and Movement Action. All Reactions at
  -20% penalty.
  13-14
  Hit ally
  Accidentally strike a nearby companion for normal rolled damage. If no ally within
  range, hit self instead.
  15-16
  Break weapon
  The weapon strikes the ground, a wall, or similar surface capable of causing damage, and
  breaks. It must be repaired by the appropriate craftsman before it can be used again.
  17-18
  Hit self
  Inadvertently hit self for normal damage, including Damage Modifier.
  19-20
  Unlucky
  Roll twice on this table.
  GUN COMBAT FUMBLES
  This table should be used when a fumble is obtained with Gun Combat skill.
  1D20
  Result
  Effect
  1-3
  Disoriented
  Lose next action, whether a Movement Action, a Combat Action or a
  Reaction.
  4-6
  Drop weapon
  Gun falls 1D2 metres away and goes off, discharging harmlessly into the
  ground.
  7-9
  Jammed
  Mechanism jams. Requires 3 combat rounds and a Gun Combat roll to
  get it working again.
  10-12
  Hang fire
  Gun fails to fire, but will go off unexpectedly 1D3 combat rounds later.
  15-16
  Shoot ally
  Accidentally shoot a nearby companion for normal rolled damage. If no
  ally within range, shoot self instead.
  17-18
  Shoot self
  Inadvertently shoot self for normal damage.
  19-20
  Explosion
  Gun explodes, doing maximum damage to character. Gun cannot be
  repaired.
  
  48
  RANGED WEAPON FUMBLES
  This table should be used when a fumble is obtained with any Ranged Combat skill.
  1D20
  Result
  Effect
  1-3
  Disoriented
  Lose next action, whether a Movement Action, a Combat Action or a
  Reaction.
  4-6
  Drop weapon
  Weapon falls 1D2 metres away.
  7-9
  Snare weapon
  Weapon caught in your clothing. Spend a round getting it free.
  10-12
  Lose weapon
  Bow string breaks, or weapon lost (for duration of combat) when thrown.
  13-14
  Damage weapon
  Weapon breaks. It must be repaired by the appropriate craftsman before
  it can be used again.
  15-16
  Hit ally
  Accidentally hit a nearby companion for normal rolled damage. If no ally
  within range, hit self instead.
  17-18
  Misfire
  Inflict normal damage on self.
  19-20
  Unlucky
  Roll twice on this table.
  NATURAL WEAPON FUMBLES
  This table should be used when a fumble is obtained with Unarmed Combat skill, or when a creature with
  natural weapons (teeth, claws, etc.) fumbles.
  1D20
  Result
  Effect
  1-3
  Hesitate
  Lose next action, whether a Movement Action, a Combat Action or a
  Reaction.
  4-6
  Numb limb
  Limb is paralysed until a successful Resilience roll is made, starting next
  round.
  7-9
  Entangle self
  Spend a round sorting self out. Lose Combat and Movement Actions and
  Reaction.
  10-12
  Damage self
  Injure self by hitting opponent’s Parrying weapon, armour, tree,
  ground, etc. Do normal damage to self including Damage Modifier.
  13-14
  Stumble
  Trip and fall prone. Forfeit next Combat and Movement Action. All
  Reactions at -20% penalty.
  15-16
  Dislocate limb
  Do maximum damage to self.
  17-18
  Hit ally
  Accidentally hit a nearby companion for normal rolled damage. If no ally
  within range, damage self instead.
  19-20
  Unlucky
  Roll twice on this table.
  
  49
  UNTRAINED MOUNTS
  The rider of a mount unused to combat must make a
  Riding skill test at the start of each combat round.
  Failing this test will cause the horse to automatically
  use the Flee Combat Action at every opportunity for
  the remainder of the combat round. Succeeding this
  test allows the horse to be treated as a trained mount
  for the remainder of the combat round.
  TWO WEAPON USE
  A character wielding two weapons may gain either
  another normal attack or Parry in a round, but the
  second Combat Action or reaction is at -20% due to
  the weapon being in the off-hand, unless the character
  has a suitable Dual Weapons skill for the weapons
  being used.
  If the extra Action is an attack, this takes place at half
  the character’s DEX in the combat round. If a Parry, it
  can be used at any point in the round that the
  character is attacked.
  Some main gauche weapons allow special Actions to
  be performed with a Parry – see individual weapon
  descriptions for details.
  COMBAT SKILLS GREATER
  THAN 100%
  A character with over 100% can split his skill to
  perform multiple attacks and Parries or Dodges.
  For combat attacks at over 100% in the weapon skill
  the number of attacks and the allocated % of each one
  must be declared at the start of the combat round.
  Any allocation of split is allowed.
  Divide the character’s DEX by the number of attacks
  to find when attacks occur in the DEX sequence. First
  attack is at normal DEX and then subsequent attacks
  are at intervals of DEX divided by the number of
  attacks.
  Parries and Dodges do not need to be declared at the
  start of combat round but careful track must be kept
  of how many have already been used.
  Damage
  When a character successfully scores damage against
  a target, the resulting damage must be deducted from
  the target’s Hit Points. Every weapon has a damage
  rating, which is listed in its entry in the relevant
  weapon table in the Equipment chapter. This rating is
  the amount of damage when the weapon successfully
  hits a target. In Close Combat, and with a thrown
  weapon in ranged combat, the attacker’s Damage
  Modifier is added to this.
  All damage is taken away from from Hit Points.
  Losses to Hit Points represents minor cuts and
  bruises, although these can add up and become life-
  threatening if a character gets enough of them. If a
  character takes damage equal to half his starting Hit
  Points in one blow (i.e. Equal to his Serious Wound
  Level), the character takes a Major Wound (see
  Wounds, below) on top of the loss to Hit Points. Once
  a character’s Hit Points drop to a negative level equal
  to his starting Hit Points, he must make a successful
  Resilience roll every combat round or die (e.g., a
  character with 15 Hit Points to begin with must begin
  making Resilience rolls to stay alive once his Hit
  Points drop to -15).
  If a character takes double his original Hit Points in
  one blow, he or she is automatically dead (e.g., a
  character with 15 Hit Points will automatically die if
  he takes 30 damage in one blow).
  HIT POINTS
  Hit
  Points
  at
  minus
  starting
  level
  or
  below:
  Character must make a Resilience roll each round or
  die.
  Character takes double starting Hit Points in one
  blow: Automatic death.
  Death from non-combat damage: Characters can take
  Hit Point damage from things other than combat –
  poisons, disease, drowning, etc. Such damage does
  not cause a Major wound. Once a character’s Hit
  Points drop to a negative level equal to his starting
  Hit Points, he must make a successful Resilience roll
  every combat round or die. (e.g., a character with 15
  Hit Points to begin with must begin making Resilience
  rolls to stay alive once his Hit Points drop to -15).
  
  50
  ARMOUR
  A character’s Armour Points are subtracted from
  damage before it is applied to his Hit Points. But
  although Armour Points will protect against loss of
  Hit Points, they will not prevent Major Wounds. If the
  resulting damage, after armour has been subtracted, is
  at the character’s Major Wound level, or higher, then a
  Major wound has been inflicted. A character wearing
  a helmet can still get concussion if hit hard enough,
  and a character with leg armour can still suffer a
  broken leg.
  ARMOUR AND GUNS
  Armour
  only
  provides
  half
  protection
  (rounded
  MAJOR WOUNDS TABLE
  Units die of
  Attacker’s roll
  Serious Wound
  (If half original HPs lost in one blow)
  Grave Wound
  (If HPs drop below 0, or are already below 0)
  1
  Face
  You are hit in the face, and receive a permanent
  scar.
  Your have lost an eye and your face is permanently scarred. All
  perception rolls at -40%, lose 4 points of DEX and 1 point of CHA
  permanently. You are at -20% to all skill rolls due to shock, and
  must make a Resilience roll each round to stay conscious until you
  receive medical attention.
  2
  Head
  You are concussed. All skills involving mental
  processes become -20% until Hit Points back to
  full. This includes Perception, Persistence, and all
  Lore, Culture, Beliefs and Craft skills.
  Your skull is cracked, you get a bullet in the brain-pan, or your
  head is severed from your neck. You are killed instantly.
  3
  Left Leg
  Your left leg is disabled (broken or paralysed).
  Your Move is reduced to 1m until Hit Points back
  to full.
  Your left leg muscles are badly cut/mangled, your leg bone is
  shattered or your limb is severed. You fall prone, and can only
  crawl at 1m per round. Lose 2 points of DEX and 2 points of STR
  permanently. You are at -20% to all skill rolls due to shock, and
  must make a Resilience roll each round to stay conscious until you
  receive medical attention.
  4
  Right Leg
  Your right leg is disabled (broken or paralysed).
  Your Move is reduced to 1m until Hit Points back
  to full.
  Your right leg muscles are badly cut/mangled, your leg bone is
  shattered, or your limb is severed. You fall prone, and can only
  crawl at 1m per round. Lose 2 points of DEX and 2 points of STR
  permanently. You are at -20% to all skill rolls due to shock, and
  must make a Resilience roll each round to stay conscious until you
  receive medical attention.
  5
  Ribs
  You have broken some ribs. All skills are at -40%
  until Hit Points back to full due to intense pain.
  Your chest is caved in, leading to a gasping, agonising death. You
  can attempt a dying speech, but it’s likely to come out as a rasping
  gurgle.
  6
  Stomach
  You receive nasty stomach wound. Lose 1 hit
  point per round due to blood loss until medical
  attention received.
  You suffer a devastating stomach wound and die from shock and
  blood loss.
  7
  Heart
  Your heart stops in shock! You lose consciousness
  for next D10 rounds, fall prone and cannot move.
  Your Fatigue level is Wearied until you your Hit
  Points are back to full.
  Your heart stops in shock! It doesn’t start again. Your time is up.
  8
  Back
  You have suffered a back injury. All skills at -40%
  until Hit Points back to full due to intense pain.
  Your spine is broken. You are paralysed from the neck down. You
  will live, but your adventuring days are likely over. You are at
  -20% to all skill rolls due to shock, and must make a Resilience roll
  each round to stay conscious until you receive medical attention.
  9
  Left Arm
  Your left arm is disabled (broken or paralysed).
  You automatically drop any held items. Your arm
  remains useless until your Hit Points are back to
  full.
  Your left arm is badly broken or completely severed and becomes
  useless permanently. Automatically drop any held items. Lose 1
  point of DEX permanently. You are at -20% to all skill rolls due to
  shock, and must make a Resilience roll each round to stay
  conscious until you receive medical attention.
  0
  Right Arm
  Your right arm is disabled (broken or paralysed).
  You automatically drop any held items. Your arm
  remains useless until your Hit Points are back to
  full.
  Your right arm is badly broken or completely severed and
  becomes useless permanently. Automatically drop any held items.
  Lose 1 point of DEX permanently. You are at -20% to all skill rolls
  due to shock, and must make a Resilience roll each round to stay
  conscious until you receive medical attention.
  
  51
  down) against guns fired at up to their normal range,
  but full protection if fired beyond their normal range
  (see Encounter Distance).
  MAJOR WOUNDS
  If a character receives a Major Wound, he takes Hit
  Points damage as normal. On top of that, the attacker
  should take the units die of their D100 attack roll and
  look it up on the correct column of the Wound Table
  below (the Serious Wound column if the character’s
  hit points are still above 0, the Grave Wounds column
  if they drop to 0, or below) to see what type of wound
  the character has suffered. (e.g., If you roll 45 on your
  attack roll, the result on the Wounds Table will be 5, if
  you roll 20, it will be 0, etc.).
  If a character uses the Targeted Attack, the attacker
  may choose the location, rather than using the
  random method.
  MINOR NPCS: OPTIONAL
  RULE
  As written, combat in Renaissance is quite dangerous.
  Players will be reluctant to get into a fight if they
  don’t have to. For a more cinematic, swashbuckling
  game, use the following rule:
  When fighting minor NPCs, every Major Wound
  caused by the Adventurers is a Grave Wound. This
  means you can throw hordes of ghouls or blundering
  guards
  at
  the
  party
  with
  some
  hope
  of
  the
  Adventurers still winning the fight, as the enemy will
  be put out of action quite quickly. Save Serious
  Wounds for the major villains, who may live to fight
  another day – the master swordsman who beats the
  best fighter in the adventuring party and escapes; the
  mad
  Alchemist
  who
  carries
  on
  throwing
  spells
  despite being badly wounded; the mother dragon,
  whose half-grown hatchlings the Adventurers have
  hacked their way through, only to find the parent is
  an entirely different level of challenge.
  MAJOR WOUNDS
  There are two types of Major Wounds.
  Serious Wound: If damage is greater than a
  character’s Major Wound Level, and their Hit
  Points remain above 0, the injured party takes a
  Serious Wound.
  Grave Wound: If damage is greater than a
  character’s Major Wound Level, and their Hit
  Points drop to 0 or lower, the injured party takes
  a Grave Wound, and he or she may die.
  
  52
  Chapter 6: Rules and Systems
  This chapter gives the players and Games Master
  rules for a number of situations that may arise during
  a game of Renaissance, some rare, some common.
  Travel
  Adventurers in Renaissance may spend a lot of their
  time travelling, often on horseback.
  THE MAIN ROADS
  Main roads are suitable for carriages and carts. Trade
  wagons travel these roads – a friendly Merchant cart-
  owner may be persuaded to take passengers, but the
  number of Highwaymen means that a lot of traders
  will be very reluctant to take strangers, no matter how
  friendly-seeming.
  Richer people may have carriages, two- or four-
  wheeled, which are good for travelling in the streets
  of towns and on the main roads, but next to useless on
  lesser roads.
  The main roads are generally have milestones at
  regular intervals and are signposted, telling the
  distance to the nearest major towns.
  LESSER ROADS
  Most roads are all but impassable to wheeled vehicles,
  and traders on these roads tend to use pack trains of
  horses or mules when travelling. Other travellers go
  on foot or on horseback. Signposts are few and far
  between, maps are non-existent outside of town
  street-plans, and hiring a local guide is essential if you
  intend to get anywhere. The vast majority of the
  population has never been further than the nearest
  market town – on average about 11km – so guides
  will need to be changed fairly often, unless the
  Adventurers manage to find a particularly well-
  travelled one!
  DAILY TRAVEL DISTANCES
  The numbers below assume the travellers are not
  pushing themselves. They may travel 50% further in a
  day, but they (and their animals) will need to make a
  Fatigue Test at the end of the day’s travel.
  
  53
  Form of travel
  Main Road
  Lesser
  Road
  On foot
  20 km/day
  20
  km/day
  On horseback
  40 km/day
  30
  km/day
  Pack-train, or lord and
  retinue on horseback
  25 km/day
  12
  km/day
  By carriage, or trade
  wagon
  20 km/day
  8 km/day
  or less
  On horseback with
  horses changed every
  16km
  50+ km/day
  Not
  available
  HILLY TERRAIN
  Terrain will obviously have an effect on the distance
  travelled. In rural, settled country, roads and tracks
  often meander about rather than going straight from
  A to B, so a “country mile” can be considerably longer
  than a mile as the crow flies!
  Travel in hilly country will be only 80% of what is
  stated in the table, and in mountainous territory there
  are no main roads and travel time will be only 50% of
  the listed lesser road time.
  CROSS-COUNTRY TRAVEL
  Heading off the established roads can get you into all
  sorts of trouble. In more settled areas, you’re likely to
  face irate farmers as you trample crops and disturb
  livestock – or you may meet an enraged bull or savage
  guard-dog. In areas where enclosures have been built,
  you’ll have to negotiate hedgerows, fences or dry-
  stone walls.
  In wilder areas there are thick and almost unexplored
  forests full of wild boars and wolves, uncrossable
  marshes and swamps inhabited by stoorworms, and
  pathless
  moorlands
  and
  mountains.
  The
  only
  advantage to travelling cross- country is that you’re
  unlikely to be robbed by highwaymen or have your
  horses requisitioned by the army.
  Travel cross-country will be 30-60% slower than travel
  on a lesser road – and heavy wagons and carriages
  may get bogged down and make no progress at all.
  WEATHER
  1D10 Winter Weather
  Spring/Autumn Weather
  Summer Weather
  1
  Clear bright day, warm for
  the time of year.
  Crisp bright day, cold.
  Clear sky but cold for the time of
  year.
  2
  Crisp bright day, cold.
  Drizzling rain, cloudy.
  Drizzling rain with occasional
  sunshine.
  3
  Drizzling rain, cloudy.
  Drizzling rain, cloudy and cold.
  Driving continuous rain. (-20%)
  4
  Drizzling rain, cloudy and
  cold.
  Driving rain. (-20%)
  Steady rain with a few sunny spells.
  (-10%)
  5
  Steady rain, cloudy, wet and
  miserable. (-10%)
  Steady rain, cloudy, wet and miserable.
  (-10%)
  Cloudy and grey.
  6
  Steady rain, cloudy and cold.
  (-10%)
  Sunny day, gentle breezes.
  Warm and breezy.
  7
  Driving rain, very cold. (-20%) Sunny day, clear sky, no wind.
  Pleasant summer’s day.
  8
  Sleet and hailstorms. (-30%)
  Sunny and warm.
  Radiant sunshine.
  9
  Gales and storms. (-40%)
  Sunny and very hot.
  Heatwave.
  10
  Snow. (-30%)
  Gales, storms or freak snowfall. (-40%)
  Humid and stormy. (-30%)
  
  54
  TRAVEL AT NIGHT
  Don’t do it. No, seriously. There are no lights, and
  unless the sky is clear and the moon is bright, you
  won’t be able to see your hand in front of your face.
  There are wolves and ghosts and ghouls, and if
  anyone else is also out at night, they’re likely to
  assume you’re up to no good and shoot first and ask
  questions later. Only poachers and ne’er-do-wells go
  out at night, and they tend to know the local
  countryside like the back of their hand.
  Travel at night will be 20% of normal travel speed for
  the terrain, unless the night is moonlit.
  WEATHER AND TRAVEL
  Inclement weather will affect travel speeds. The
  Weather Table shows details of the penalties caused
  by different types of weather – these are added to the
  effects caused by terrain.
  Weather
  For random weather, the following table will suffice –
  roll once every three days of game time to determine
  the prevailing weather conditions (or more or less
  regularly to suit your campaign). The table gives
  adjustments for travel times – work out what the
  travel time would be for the terrain using the
  information under “Travel”, then take off the penalty
  for the weather shown in the table below. This table is
  designed for the British Isles – Games Masters may
  wish to create their own table for less inclement parts
  of the world.
  WEATHER PENALTIES
  Some of the entries have a number in brackets after
  the entry. This represents a weather related travel
  penalty.
  Travel Penalty: This is the amount by which travel
  speed is decreased due to inclement weather. Take
  this off after other penalties. So for instance, normal
  travel on a lesser road on horseback is 30 km/day. In
  hilly country, this only 80% of that listed, which is 24
  km/day. In driving rain, a further 20% is taken off the
  24
  km/day,
  meaning
  travel
  is
  reduced
  to
  19.2
  km/day.
  Note: Weather also has an effect on ranged weapons.
  See the Combat chapter.
  Light and
  Darkness
  Adventurers do not always perform their actions in
  the bright light of day. The Light and Darkness table
  gives the effects of various types of illumination and
  darkness on the characters, while the Illuminating
  Items table shows how much light certain types of
  LIGHT AND DARKNESS
  Environment
  Example
  Effects
  Brightly Illuminated.
  Blazing summer day.
  None.
  Illuminated.
  Heavily candle-lit room, overcast day,
  within radius of illuminating item.
  None.
  Partial Darkness.
  Misty day, brightly moonlit night, within
  3 x radius of illuminating item.
  -20% to vision-based Perception tests.
  Darkness.
  Foggy day, room lit only by the embers
  of a fire, within 5 x radius of illuminating
  item.
  -40% to vision-based Perception tests
  and all combat skills. Movement rate
  halved.
  Pitch Black.
  Windowless room with stone walls,
  cavern far underground.
  No sight-based Perception tests
  possible. Gun Combat and Ranged
  Combat attacks only hit on a critical
  success. Close Combat skills at -60%.
  Movement rate at one quarter of
  normal.
  
  55
  illumination give.
  NIGHT SIGHT
  Some creatures have night sight, which enables them
  to treat partial darkness as though it were illuminated,
  and darkness as though it were partial darkness. Such
  creatures suffer the normal penalties when it is pitch
  black.
  ILLUMINATING ITEMS
  Item
  Radius
  Candle or embers of a fire
  1m
  Lantern or flaming brand
  3m
  Campfire
  5m
  Bonfire
  10m
  Spell for the Illumination of
  Darkness
  10m, but unlike
  mundane light, does not
  illuminate at all beyond
  its radius.
  Fatigue
  Adventuring can be tiring. The following rules cover
  activities that cause tiredness. Games Masters should
  not
  overdo
  the
  use
  of
  these
  rules
  or
  players
  themselves may become fatigued! Keep them for
  occasions when the characters’ weariness may have a
  bearing on their ability to function in the adventure –
  when they are forced to push themselves beyond their
  normal limits in order to complete some task that
  needs doing.
  Physical activity is divided into three categories: light,
  medium and heavy. The length of time a character can
  engage in physical activity without running the risk of
  becoming Exhausted is determined by their CON.
  Once this time has elapsed, a character must begin to
  make skill tests in order to resist the effects of
  exhaustion.
  LIGHT ACTIVITY
  Characters never risk Fatigue while engaging in light
  activity.
  MEDIUM ACTIVITY
  Includes running, fighting in combat, climbing or
  swimming at a rapid rate. A character can engage in
  medium activity for a number of minutes equal to
  their CON before risking Fatigue. Once this time has
  elapsed, the player must immediately make a Simple
  (+20%) Athletics test or their character will begin
  suffering the effects of Fatigue. So long as the activity
  continues, they must make another Simple (+20%)
  Athletics test every time a number of minutes equal to
  the character’s CON elapse.
  HEAVY ACTIVITY
  Includes backbreaking manual labour, sprinting and
  climbing at a rapid rate. A character can engage in
  heavy activity for a number of Combat Rounds equal
  to their CON score before risking Fatigue. Once this
  FATIGUE LEVELS
  Level of
  Fatigue
  Effects
  Fresh
  None
  Winded
  All skill tests (including further tests to resist Fatigue) suffer a -10% penalty.
  Tired
  All skill tests (including further tests to resist Fatigue) suffer a -20% penalty. Movement suffers a -2m
  penalty. -2 to combat order.
  Wearied
  All skill tests (including further tests to resist Fatigue) suffer a -30% penalty. Movement suffers a -2m
  penalty. -2 to combat order.
  Exhausted
  All skill tests (including further tests to resist Fatigue) suffer a -40% penalty. Movement is halved. -5 to
  combat order. Character must make a Persistence test every minute or fall unconscious for 1D6 hours.
  Debilitated
  All skill tests (including further tests to resist Fatigue) suffer a -50% penalty. Movement is halved. -10 to
  combat order (if this is 0 or less, the character can only defend). Character must make a Persistence test
  every minute or fall unconscious for 1D6 x 2 hours.
  
  56
  time has elapsed, the player must immediately make a
  Normal (+0%) Athletics test or their character will
  begin suffering the effects of Fatigue. So long as the
  activity continues, they must make another Normal
  (+0%) Athletics test every time a number of Combat
  Rounds equal to the character’s CON elapse.
  EFFECTS OF FATIGUE
  If a character fails a test while engaged in medium or
  heavy activity, they will begin to show Fatigue. Every
  time a Fatigue test is failed, the character will drop
  down one level of Fatigue, as shown on the Fatigue
  Levels table
  TIME AND FATIGUE
  Once a character has been awake for 10+CON hours,
  they must make a Persistence test or drop one Fatigue
  level. This test must be repeated for every hour the
  character remains awake.
  RECOVERING FROM
  FATIGUE
  A character will move up one level of Fatigue for
  every two hours of complete rest or four hours of light
  activity. A successful First Aid or Healing test can
  raise a character by one level of Fatigue once per day,
  but cannot raise a character above Winded.
  Exposure,
  Starvation and
  Thirst
  This section covers rules for characters dealing with
  bad weather and insufficient food.
  Whenever a character is suffering from exposure,
  starvation
  or
  thirst,
  the
  Fatigue
  test
  penalty
  immediately
  doubles
  to
  –20%.
  In
  addition,
  the
  character
  will
  automatically
  suffer
  one
  point
  of
  damage to all locations every day, for every condition
  they are experiencing. Natural or magickal healing
  will not heal this damage – only sufficient shelter,
  food or water can remedy the problem and allow
  natural or magickal healing to take place.
  EXPOSURE
  A character caught out in winter weather with
  insufficient
  clothing
  will
  suffer
  exposure.
  If
  the
  weather is poor, Adventurers should make a Survival
  roll to estimate what they will need to survive; on a
  failed roll, they may suffer exposure. A character can
  normally survive for a number of hours equal to their
  CON before suffering from exposure.
  STARVATION
  A character can survive for a number of days equal to
  their CON before becoming starved, though after
  three days they will begin to suffer a –10% penalty to
  Fatigue tests.
  THIRST
  A character can survive for a number of hours equal
  to their CON x 4 before becoming chronically thirsty,
  though particularly arid environments may reduce
  this to CON x 3 or even CON x 2.
  Encumbrance
  (Optional Rule)
  Note: This is an optional rule. Some gaming groups
  like to enforce these rules, others find them tedious
  and use common sense to decide whether what they
  are carrying is too much.
  Encumbrance (ENC) is a measure of the general
  bulkiness of an item – not only its weight, but its size
  and unwieldiness too. Most items in the Equipment
  chapter have an ENC value. Clothes do not have ENC
  unless they are particularly bulky or make movement
  difficult – armour falls into this category. 1 ENC is
  roughly equal to a quarter of a SIZ point.
  Adventurers
  can
  usually
  ignore
  the
  effects
  on
  Encumbrance of lighter items, until they start to carry
  a lot of them – assume that an average of 20 such light
  items
  (those
  items
  of
  everyday
  and
  specialist
  equipment that aren’t assigned an Encumbrance
  value) will equal 1 ENC, on the basis that the
  character has a suitable means of carrying them, such
  as a sack or backpack.
  
  57
  A character can carry equipment whose total ENC is
  less than or equal to their STR+SIZ without penalty.
  OVERLOADING
  A character carrying total ENC greater than their
  STR+SIZ is Overloaded.
  Overloaded characters suffer a –20% penalty to all
  tests that require physical actions, including Combat
  skill tests and most tests that have DEX or STR as a
  Characteristic.
  Overloaded characters have their Movement halved.
  They also suffer a –20% penalty to all Fatigue tests.
  A character cannot carry more than twice their
  STR+SIZ in ENC.
  Falling
  A character that takes damage from a fall ends up
  prone. Armour points do not reduce falling damage.
  A character takes 1D6 damage per 1m fallen after the
  first metre.
  As long as the character was not surprised, they may
  attempt an Athletics test to mitigate falling damage. A
  successful test allows the character to treat the fall as
  if it were two metres shorter than it actually is. In
  addition, as long as this test is a success and the
  character is not reduced to 0 Hit Points due to the fall,
  the character lands safely and is not prone. If the roll
  is a critical, the character lands in a stylish and
  impressive manner. If the roll is a fumble, the
  maximum possible damage is taken.
  Characters falling onto soft surfaces may have the
  distance they fall effectively halved for the purposes
  of damage.
  Suffocation
  While underwater or moving through a poison gas
  cloud, a character can hold their breath for a number
  of Combat Rounds equal to their CON.
  Once a character has surpassed the time for which
  they can hold their breath, they must make a
  Resilience test every round with a cumulative –10%
  penalty. On a failure, they automatically start inhaling
  the suffocating substance. Different substances cause
  different amounts of damage per round, as follows:
  Water, Vacuum: 2D6 Hit Points per round.
  Thick Smoke: 1D6 Hit Points per round.
  Poison Gas: Character is exposed to the effects of the
  poison. If the poison gas is a thick smoke, the
  character will also suffer 1D6 Hit Points of damage on
  top of the effects of the poison.
  Fire and Heat
  The amount of damage per combat round suffered
  from fire or heat will depend on its intensity, as
  shown on the Fire and Heat table. Metal armour, such
  as plate or chain mail, does not subtract from the
  rolled damage.
  In the unfortunate event that one of the Adventurers
  (or someone they’re trying to rescue) is burnt at the
  stake,
  damage
  will
  increase
  every
  1D4
  rounds,
  starting at the top of the table, and moving down level
  by level. High winds may make the speed of increase
  higher (up to an increase every round), while heavy
  rain will damp down the speed at which the damage
  increases to every D10 rounds.
  FIRE AND HEAT
  Damage
  source
  Example
  Damage per
  combat
  round
  Flame
  Candle
  1
  Large flame
  Flaming brand
  1D4
  Small fire
  Camp fire, cooking fire
  1D6
  Large fire
  Scalding steam, large
  bonfire, burning room
  2D6
  Inferno
  Inside a blast furnace
  3D6
  Poisons
  Poisons have been employed to kill since ancient
  times.
  ADMINISTERING POISONS
  The following steps should be considered when
  poisons are administered.
  Where warranted (usually if the subject suspects
  
  58
  poison,
  or
  if
  the
  poison
  is
  particularly
  malodorous) allow a Perception Roll. If the victim
  is an Adventurer, the Games Master might wish
  to elect to make such a roll on the character’s
  behalf, so as not to alert the player that poison has
  been used.
  In every case, make an opposed Resilience roll
  against the Potency of the substance to find out
  whether the poison works.
  Check the effects of the substance administered.
  Where warranted/requested, allow a First Aid,
  Healing,
  Alchemy,
  Witchcraft
  or
  Craft
  (Apothecary)
  roll
  to
  ascertain
  the
  precise
  substance used.
  Where
  warranted/requested/available
  allow
  delivery of an Antidote (magickal or otherwise),
  or a For to Cure a Disease or Counteract a Poison
  potion or spell, and determine its effects.
  After the poison has run its course, assuming the
  victim is still alive, where warranted allow further
  attempts to heal damage inflicted by the poison.
  MAKING THE OPPOSED
  RESILIENCE TEST
  POISON SUCCEEDS, CHARACTER FAILS
  If the poison succeeds its Potency test and the
  character fails their Resilience test, the poison has its
  full effect.
  CHARACTER SUCCEEDS, POISON FAILS
  If the character succeeds their Resilience test and the
  poison fails its Potency test, the poison has only a
  partial or no effect.
  BOTH POISON AND CHARACTER
  SUCCEED
  The highest roll wins.
  BOTH POISON AND CHARACTER FAIL
  The lowest roll wins.
  LIST OF POISONS
  The following is a list of some of the poisons that
  might be encountered or made by Adventurers in
  Renaissance. Every type of poison has the following
  information detailed:
  Name: The poison’s name.
  Type: Lists the method of delivery – whether the
  poison is ingested, used on a weapon, inhaled, or
  works on contact.
  Delay: The time between the poison’s introduction to
  a character to the time its effect takes hold.
  Potency: The natural strength of a poison of a scale of
  10 to 100. Some magickal poisons, such as basilisk
  venom, have Potencies even higher than 100! A
  character must make an opposed Resilience test
  versus the poison’s Potency test in order to avoid or
  mitigate the damage of the poison.
  Effect: Usually Hit Point damage, though this is not
  universal. Some poisons cause a character to sleep for
  a period of time. More exotic poisons may cause
  hallucinogenic effects, paralysis or a combination of
  effects. These take place after the delay noted above.
  Effects are sometimes split into mild and heavy doses,
  although it should be noted that some poisons only
  produce one of these possible effects. Mild doses are
  often used when attempting to poison someone using
  multiple doses over an extended period of time.
  Duration: How long the poison, if effective, will affect
  the victim. The effects of the poison cannot be
  removed or healed until the poison itself has been
  neutralised or has dissipated in the victim’s system.
  Hit Point damage caused by poison will not return
  naturally – it must be healed by First Aid, Healing or
  magick. If a character’s Hit Points reach a minus
  number equal to starting Hit Points, the character will
  die.
  Notes:
  Any
  particular
  special
  rules
  or
  effects
  particular
  to
  the
  individual
  substance,
  such
  as
  whether the poison is more easily detectable (allowing
  a Perception test, with a modifier where appropriate),
  and any modifiers to the difficulty of treating the
  poisoning.
  ARSENIC
  Name: Arsenic
  Type: Contact, Ingestion, Inhalation
  Delay: 20+1D20 minutes
  Potency: 80
  Effect:
  Mild Dose: Sore throat, faintness,
  nausea, melancholy, vomiting. The
  
  59
  victim
  will
  feel
  Exhausted
  (see
  Fatigue) for 1D3 days and take 1D2
  hit points damage per day.
  Heavy Dose: After 20+1D20 minutes:
  Sore
  throat,
  faintness,
  nausea,
  melancholy, vomiting. Then within
  12-18 hours the victim collapses into
  a
  waking
  coma.
  After
  1D3
  days
  seizure
  (during
  which
  the
  victim
  suffers 1D6 HP damage per day) and
  shock accompanies death from liver
  and kidney failure.
  Duration:
  1D3 Days
  Notes: Arsenic is virtually tasteless, so no Perception
  roll is routinely allowed. Prolonged contact and
  accidental inhalation will usually only result in the
  symptoms of a mild dose, ingestion can be of a mild
  or heavy dose.
  If a heavy dose is delivered and the opposed
  Resilience roll is failed, death will occur if not cured
  through an antidote or Magick.
  As the symptoms of mild arsenic poisoning resemble
  those of known diseases (such as the flux) often a
  poisoner will deliver small doses to the victim so that
  it might appear that they have died from natural
  causes.
  BELLADONNA
  Name:
  Belladonna/Deadly
  Nightshade/Dwale/Naughty Man’s Cherries
  Type: Ingestion
  Delay: 3D60 Hours
  Potency: 80
  Effect:
  Mild Dose: Symptoms, such as thirst,
  loss
  of
  voice,
  stomach
  cramps,
  blurred
  vision,
  vomiting,
  and
  hallucinations, can last up to 1D3
  days. The victim takes 1D4 damage
  per
  day
  and
  will
  be
  considered
  Debilitated (see Fatigue) until the
  poison has been treated or run its
  course.
  Heavy Dose: The same symptoms as
  experienced
  when
  taking
  a
  mild
  dose,
  followed
  by
  coma
  and
  convulsions,
  and
  resulting
  in
  the
  victim’s death.
  Duration:
  1D3 days.
  Notes: Perception roll to detect the poison will be
  Hard (-40%) as long as reasonable attempts have been
  made to disguise the substance (such as mixing it with
  wine).
  Every part of the plant is dangerous, the roots most
  toxic of all. Accidental poisoning is fairly frequent;
  children are especially vulnerable as they often eat the
  sweet-tasting berries.
  CYANIDE/LAUREL
  Name: Cyanide/Laurel
  Type: Ingestion, Inhalation
  Delay: Mild Dose: 1D6 Hours
  Heavy Dose: 1d10 Minutes
  Potency: 80
  Effect:
  Mild Dose: Initial duration symptoms
  include
  palpitations
  and
  weakness
  (Exhaustion, see Fatigue); sleepiness,
  dizziness and confusion will persist
  for 1D6 hours.
  Heavy
  Dose:
  After
  the
  initial
  duration, if the opposed Resilience
  roll
  has
  been
  failed,
  within
  1D4
  minutes the heart will stop or the
  brain fail (leading to a coma), and
  then death.
  Duration:
  Mild
  Dose:
  1d6
  Hours
  before
  recovery.
  Heavy
  Dose:
  1D4
  Minutes
  before
  death.
  Notes:
  Cyanide
  has
  a
  bitter
  almond
  taste.
  A
  Perception roll can be made to detect the poison,
  unless it has been placed in an almond dish, or full-
  bodied wine, etc., in which case the Perception roll
  will be Hard (-40%). There is no specific cyanide
  antidote, although a lesser emergency antidote might
  be prepared (see below).
  Thankfully
  cyanide
  is
  a
  lesser
  known
  poison,
  although
  in
  the
  Far
  and
  Middle
  East
  poisons
  containing
  the
  substance
  are
  manufactured
  by
  Apothecaries. The substance occurs in several plants
  (e.g., cherry stones, laurel, apple pips) but few, if any,
  people in England know the secret of its distillation.
  HEMLOCK
  Name: Hemlock
  Type: Contact, Ingestion, Inhalation
  
  60
  Delay: 10+1D20 minutes
  Potency: 80
  Effect:
  Mild
  Dose:
  Loss
  of
  speech,
  stumbling, temporary paralysis, 1D4
  Hit Points damage per hour for 1-3
  hours. The victim is Debilitated until
  the poison has been treated or run its
  course.
  Heavy Dose: Same as for a mild
  dose, but loss of speech and paralysis
  are followed by respiratory failure
  and death from suffocation.
  Duration:
  Mild Dose: 1-3 Hours
  Heavy Dose: If the initial opposed
  Resilience roll is failed, death occurs
  after 2-3 hours, unless the poison is
  neutralised
  with
  an
  antidote
  or
  magick.
  Notes: Hemlock has a musty smell, which means
  anyone given the substance may make an Easy
  Perception
  (+40%)
  test
  to
  detect
  its
  presence.
  Inhalation only has the effect of a Mild Dose.
  The entire Hemlock plant is poisonous, the seeds the
  deadliest of all. Hemlock is usually avoided due to its
  smell, so there are rarely cases of accidental hemlock
  poisoning. Hemlock poisoning causes the victim to
  remain conscious, though paralysed, throughout their
  demise. There are a range of specific antidotes
  (manufactured from commonly available substances,
  such as tea, coffee and mustard).
  MERCURY
  Name: Mercury
  Type: Ingestion, Inhalation
  Delay: 1D20 days
  Potency: 50
  Effect:
  Mild
  Dose:
  Itching,
  swelling,
  soreness,
  redness,
  rashes,
  loss
  of
  teeth, mood swings. The victim will
  feel Tired (see Fatigue) for 1D3 days
  and take 1D2 hit points damage per
  day.
  Heavy Dose: Same as for a mild
  dose, along with sensory impairment,
  a lack of co-ordination, and failure of
  the
  brain,
  kidneys
  and
  lungs,
  resulting in death within a 1D20
  days.
  Duration: 1D20 days
  Notes: Usually a heavy dose occurs when the victim
  is exposed to a concentration of Mercury vapour.
  Used in many medicines and domestic processes,
  Mercury poisoning over long periods of time is a
  hazard for many. The mild dose listed above is most
  commonly
  a
  result
  of
  regular
  consumption
  of
  medicines containing Mercury, the heavy dose from
  an inhalation of a concentration of Mercury vapour.
  MONKSHOOD
  Name: Monkshood/Wolfsbane/Witchbane
  Type: Contact, Ingestion
  Delay: 1D10 minutes
  Potency: 100
  Effect:
  Mild Dose: Irritation, dizziness and
  nausea.
  Heavy Dose: Symptoms start with
  numbness of tongue and mouth, the
  sensation of crawling insects over the
  body,
  an
  agonising
  burning
  sensation,
  nausea,
  vomiting,
  giddiness,
  staggering,
  falling,
  diminished sight and hearing, and
  finally death from respiratory failure.
  1D8 hit points damage per hour.
  Duration: 10+2D100 minutes
  Notes:
  When
  used
  to
  intentionally
  poison,
  monkshood is usually reduced to a white powder and
  added to wine, but its foul smell and taste means that
  the intended victim may make a Perception test to
  discover the substance.
  Monkshood is highly toxic, the deadliest poison of the
  age. Contact with Monkshood only causes a mild
  dose. Ingestion usually results in the effects of a heavy
  dose.
  OPIUM
  Name: Opium
  Type: Ingestion, Inhalation
  Delay: 5+1D6 minutes (Inhalation), 15+1D10 minutes
  (Ingested)
  Potency: 80
  Effect:
  Mild
  Dose:
  1D4
  moments
  of
  euphoria, Resilience test to avoid
  nausea on first use, 2-6 hours of
  
  61
  sedation
  (Further
  Resilience
  test
  needed to prevent Wearied level of
  Fatigue).
  Heavy Dose: Resilience test or fall
  into coma-like state and death from respiratory
  failure.
  Duration:
  Mild Dose: 2-6 hours.
  Heavy Dose: 2D6 hours before death
  from respiratory failure.
  Notes: Opiates give a distinctive sweet smell that is
  easily detectable (Perception roll at +40%), although
  not necessarily recognisable to the uninitiated.
  Championed by Paracelsus as a miracle medicine, as
  well as an increasingly popular addition to smoking
  mixtures, the sedative effects from opium provide
  unparalleled pain relief. One hazard is addiction. To
  avoid this, the victim must pass a Persistence test at
  +40%, followed by further, increasingly difficult,
  Persistence tests (dropping by -10% each time, so the
  second test is at +30%, the third at +20%, etc.), to be
  made after each consecutive consumption. Death
  from opium use is rare but, in the event of a heavy
  dose being taken, a failed Resilience test will result in
  death from asphyxiation unless neutralised with an
  antidote or magick.
  SLEEPING DRAUGHT
  Name: Sleeping Draught
  Type: Ingestion
  Delay: 1D20 minutes
  Potency: 65
  Effect:
  Mild
  Dose:
  Sleepiness
  (Exhausted
  level of Fatigue).
  Heavy Dose: Falls into a heavy sleep.
  Duration:
  Mild Dose: Sleepiness lasting 1D6
  hours.
  Heavy Dose: Fall into a deep sleep
  lasting 2D4 hours.
  Notes: Usually a mix of opiates and possibly an
  alcohol base, if administered to an unwilling recipient
  any Perception roll to detect the draught will be Hard
  (-40%) as long as reasonable attempts have been made
  to disguise the substance (such as mixing it with
  wine).
  Freely dispensed by apothecaries, these concoctions
  can be dangerous in quantity. Once an initial heavy
  dose has been administered, if another similar dose is
  given before the effects of the first have worn off, then
  the patient/victim will suffer poisoning effects similar
  to a heavy dose of opium (se above).
  VENINUM LUPINUM
  Name: Veninum Lupinum
  Type: Ingestion
  Delay: 1D10 minutes
  Potency: 65
  Effect:
  Mild Dose: Symptoms include a sore
  throat, vomiting and violent stomach
  cramps.
  The
  victim
  will
  feel
  Exhausted for 1D20 hours and take
  1D6 hit points damage.
  Heavy Dose: The symptoms will be
  as above, and additionally the victim
  will collapse into a waking coma,
  have seizures, suffer from shock, and
  then die from liver failure, kidney
  failure and respiratory collapse.
  Duration:
  1D3 Days
  Notes:
  Although
  specifically
  designed
  to
  surreptitiously poison people, the poison is fairly
  detectable (even in a full-bodied wine the substance is
  unmistakably crunchy and bitter) so a Perception
  check may be made (a normal test if the substance is
  well disguised in wine or highly flavoured food, an
  Easy test [+40%] otherwise).
  Veninum Lupinum is an example of an intentionally
  created cocktail of poisonous substances designed to
  kill. In this case the recipe includes monkshood, yew
  berries, caustic lime, arsenic, bitter almonds and
  powdered glass mixed with honey. The resulting
  walnut-sized pill is usually mixed into a victim’s
  wine.
  MAKING POISONS
  Characters with the following skills can use their
  expertise
  to
  make
  poisons:
  Alchemy,
  Craft
  (Apothecary), Craft (Poisons), Healing (any) and
  Witchcraft. Craft (Apothecary) and Craft (Poisons)
  allows
  an attempt with no modifiers,
  all other
  relevant skills allow an attempt at -20%. Most healers
  would consider using their healing arts to kill people
  anathema, but they do have the knowledge.
  
  62
  To create a single dose of a poison requires either 2
  shillings-worth of ingredients or a successful Lore
  (Regional) or Lore (Herbs) roll and 1D4 hours spent
  searching for plants in the wild. Once this has been
  done, a successful roll against the necessary poison-
  making skill (see above) will create a single dose of
  poison in 1 hour. The character manufacturing the
  poison can decide on whether they wish to create a
  mild or heavy dose. On a failed roll the poison is not
  made and the ingredients are lost. On a fumble, the
  maker of the poison accidentally poisons him or
  herself. On a critical success, the poison maker makes
  two doses of poison.
  If an Adventurer wishes to create a poison not listed
  above, the Games Master should work with the player
  to decide on the exact properties of the proposed
  poison and be the final arbiter of how such properties
  are applied in terms of rules.
  ANTIDOTES
  Once
  a
  Resilience
  roll
  has
  been
  failed,
  unless
  otherwise noted, the only treatment that can be given
  before the poison has run its course (other than
  certain magickal spells) is an antidote. There are two
  types of antidote: those that have been specifically
  designed to counteract a specific poisonous substance,
  e.g., arsenic antidote, and non-specific antidotes that
  are hastily prepared in an emergency.
  Specifically designed antidotes are made in a similar
  manner to the poisons themselves. Characters with
  the following skills can use their expertise to make an
  antidote to a specific poisonous substance: Alchemy,
  Craft (Apothecary), Craft (Poisons), Healing (any) and
  Witchcraft. Craft (Apothecary) and Craft (Poisons)
  allows
  an attempt with no modifiers, all other
  relevant skills allow an attempt at -20%.
  To create a single dose of antidote requires either 2
  shillings-worth of ingredients or a successful Lore
  (Regional) or Lore (Herbs) roll and 1D4 hours spent
  searching for plants in the wild. Once this has been
  done, a successful roll against the necessary skill (see
  above) will create a single dose of antidote in 1 hour.
  On a failed roll the antidote is not made and the
  ingredients are lost. On a fumble, the maker of the
  antidote
  accidentally
  and
  unknowingly
  creates
  another poison (Games Master’s choice). On a critical
  success, the poison maker makes two doses of
  antidote. The good news is that the consumption of a
  poison-specific antidote immediately neutralises the
  poison in the victims system, although it won’t heal
  any damage already delivered. A separate First Aid,
  Healing or spell will be required to mend such
  damage.
  (Note: The spell For to Cure a Disease or Counteract a
  Poison potion both neutralises poison and heals any
  damage caused by the substance).
  Antidotes prepared in an emergency are often little
  more than an emetic (something that causes the victim
  to
  vomit,
  hopefully
  expelling
  the
  poison).
  Such
  antidotes are prepared using the First Aid or Healing
  (any) skills and only take a minute or two to prepare
  (at worst being comprised of a couple of grubby
  fingers and something suitably unappealing from the
  healers pack). On a successful First Aid or Healing
  (any) roll the victim is allowed an extra Resilience roll
  against the Potency of the poison. On a critical success
  the victim may make the further Resilience roll at
  +30%. On a Fumble the victim receives an extra 1D4
  damage.
  Illness and Disease
  In the Renaissance universe it is assumed that most
  illnesses are caused by ‘Miasmas’, ‘Hellish Forces’ or
  an ‘Imbalance of the Humours’. At least that will be
  the diagnosis if a Physician is consulted – most people
  haven’t any real idea what causes illness.
  Do not attempt to attribute 21st Century medical
  knowledge to Renaissance illnesses. Unless something
  has an obvious cause – such as rabies following a dog
  bite or a broken leg following a fall, the cause is
  assumed to be as listed (so don’t expect plague to
  have been caused by a flea-bite – it was the ‘miasmas’,
  we tell you!). Even where there is an obvious cause, a
  baleful influence, such as the gaze of a witch, might be
  suspected to have really prompted the misfortune.
  There are such a huge variety of terms used to
  describe a torrent of different nasty conditions that
  there is not the space to list more than a few in this
  book – if you are feeling particularly sadistic, feel free
  to expand these lists to your heart’s content!
  First Aid will be of no use in curing illnesses or
  diseases, so the Physician will need Healing (Type).
  Different types of Healing have better or worse effects
  on different diseases. Of course, “quack physicians”
  will often offer cures that provide the victim with the
  added complication of having been poisoned.
  
  63
  MIASMAS
  A Miasma is carried in polluted air. Such air contains
  a bad smell that assaults the senses, infecting the
  individual concerned. Diseased people can give off
  miasmas too, which is how such diseases may spread.
  As such it is hard to be sure how to be safe from
  miasmas, because most towns and cities smell pretty
  bad!
  Every type of miasma has the following information
  detailed:
  Delay: The time from the miasma’s introduction to a
  character to the time its effect takes hold. After disease
  contraction, the victim will also be forced to make
  further follow-up miasma tests at intervals equal to
  the Delay.
  Potency: The strength of a miasma of a scale of 10 to
  100. A character must make an opposed Resilience
  test versus the miasma’s Potency test in order to avoid
  or mitigate the damage of the miasma.
  Effect: Usually Hit Point damage, though this is not
  universal. Many diseases caused by miasmas will
  apply a penalty to characteristics or skills. More exotic
  miasmas may cause hallucinogenic effects, paralysis
  or a combination of effects. These take place after the
  delay noted above. If a character’s Hit Points reach a
  minus number equal to starting Hit Points, the
  character will die.
  Antidote/Cure: What needs to be done to cure the
  patient.
  MIASMA SUCCEEDS, CHARACTER FAILS
  If the miasma succeeds its Potency test and the
  character fails their Resilience test, the disease has its
  full effect.
  CHARACTER SUCCEEDS, MIASMA FAILS
  If the character succeeds their Resilience test and the
  miasma fails its Potency test, the disease has no effect.
  BOTH MIASMA AND CHARACTER
  SUCCEED
  The highest roll wins.
  BOTH MIASMA AND CHARACTER FAIL
  The lowest roll wins.
  Unlike a poison, diseases will progress if a character
  does not resist its effects. Once the victim fails the first
  opposed miasma test, they will have to make an
  additional opposed test (after an amount of time
  determined by the miasma’s delay statistic).
  If the victim succeeds this second opposed test, they
  have overcome the worst of the disease and after a
  while will no longer suffer its effects, other than
  remaining hit point damage. Use the miasma’s delay
  statistic to determine how long this takes.
  If the victim fails this second opposed test, they fall
  deeper into the disease. Apply all of the miasma’s
  effects again to the character. Once the delay period
  has elapsed once more, the victim will have to make a
  third opposed miasma test, and so on.
  All these miasmas can be dispelled using the spell For
  to Dispel a Pestilential Miasma.
  AGUE
  The victim of an ague suffers a raging fever. The
  victim feels that they are either burning up or very
  cold, sweating or shivering, in turn. The victim is also
  overcome with bouts of nausea.
  Delay: 1D20 Hours
  Potency: 50
  Effect: All skills are halved. Every time the character
  attempts
  a
  physical
  action,
  they
  must
  make
  a
  successful
  Resilience
  roll
  or
  their
  character
  be
  completely overcome by nausea for 1D3 minutes.
  Antidote/Cure: Healing – use of Healing (Herbal)
  gives a +20% bonus. Magick - potion or spell For to
  Cure a Disease or Counteract a Poison.
  BLACK DEATH
  Characterised by haemorrhages under the skin (which
  cause darkened patches to appear on the body) and
  swollen
  lymph
  glands
  which
  form
  buboes;
  pneumonia then develops, which may cause death.
  Delay: 1D6 days
  Potency: 80
  Effect: All skills are halved. Every time the character
  attempts
  a
  physical
  action,
  they
  must
  make
  a
  successful Resilience roll or be completely overcome
  by nausea for 1D3 minutes. The character loses 1 Hit
  Point per hour from internal bleeding. A character
  that fails the follow-up Resilience test immediately
  dies.
  
  64
  Antidote/Cure: Healing – use of Healing (Galenic)
  gives a 20% bonus; a successful roll will allow the
  patient to make an immediate bonus Resistance roll.
  Magick - potion or spell For to Cure a Disease or
  Counteract a Poison.
  FLUX OR BLOODY FLUX
  Victims suffer chronic diarrhoea and abdominal pain.
  Delay: 1D4 days
  Potency: 55
  Effect: All skills are halved. Every time the character
  attempts
  a
  physical
  action,
  they
  must
  make
  a
  successful Resilience roll or be completely overcome
  by nausea for 1D3 minutes. The character is overcome
  with chronic diarrhoea ever 1D6 hours.
  Antidote/Cure: Healing - with a -20% penalty for
  Healing (Paracelsan), which is more likely to make the
  patient feel worse! Magick - potion or spell For to Cure
  a Disease or Counteract a Poison.
  GAOL FEVER
  Victims first develop a fever, or sometimes a rash, and
  then delirium sets in.
  Delay: 1D8+6 days
  Potency: 70
  Effect: All skills are halved, and the character suffers
  one level of Fatigue on top of any already in effect.
  Every time the character attempts a physical action,
  they must make a successful Resistance roll or be
  completely overcome by nausea for 1D3 minutes. The
  victim suffers hallucinations and is unable to tell the
  difference between real and imaginary experiences;
  they often become paranoid, and sometimes violent.
  A character who fails the follow-up Resistance test
  immediately dies.
  Antidote/Cure: Healing - with Herbal medicine, the
  duration is just as long but the patient will recover at
  the end of that time; with Galenic and Paracelsan
  medicine, the duration is halved, but the patient needs
  to make Resilience rolls as usual; with Paracelsan
  medicine, the patient must make a final Resilience roll
  to see if the cure kills him instead! Magick - potion or
  spell For to Cure a Disease or Counteract a Poison.
  THE SMALL POX
  The victim suffers a variety of symptoms including
  fever, excruciating aches, and blistering pockmarks.
  Delay: 1D10+6 days
  Potency: 50
  Effect: The victim develops a rash at the end of the
  onset time. The body is racked with pain, and the
  victim can do nothing but lie around, moaning and
  screaming with pain. If the follow-up Resistance roll
  is not passed, the condition will result in death.
  Survivors will often (75%) be left with pockmarks for
  life.
  Antidote/Cure: Healing - a successful roll will allow
  all further Resilience rolls to be made with a +25%
  bonus. Magick - potion or spell For to Cure a Disease or
  Counteract a Poison.
  HELLISH FORCES
  Hellish Forces are considered to be invoked by a curse
  or other act of maleficium by Satan or one of his
  human agents, Witches. These conditions are also
  sometimes attributed to astrological influences. Of
  course, in addition, Hellish Forces are considered able
  to cause illnesses that might otherwise be attributed to
  a Miasma or an Imbalance of the Humours. Indeed, a
  Physician trying to treat a Miasma may decide that
  their inability to help their patient is due to Hellish
  Forces at work.
  These illnesses can all be caused by the spell For to
  Cause (Hellish Force), and the Potency of the disease is
  the Magnitude of spell x 10. These ailments can only
  be cured with a potion or spell For to Cure a Disease or
  Counteract a Poison.
  DROPSY
  The victim displays a build up of fluid in the affected
  region.
  Delay: 1D6 hours
  Potency: For to Cause Dropsy Magnitude x 10
  Effect: The severity will be determined by where the
  dropsy strikes and to what extent, e.g., ‘mild dropsy
  of the eye’ will likely be far less alarming than ‘severe
  dropsy of the brain’. If the victim fails the opposed
  Resilience test, roll 1D6 and reduce the victim’s 1 –
  STR, 2 – CON, 3 – INT, 4 – DEX, or 5 – CHA, by 1D3
  points. If a 6 is rolled, and the victim fails a second
  Resilience roll, then the dropsy is bad enough to kill
  the victim within a further 1D20 days if left untreated.
  On a success the victim is completely unaffected by
  the condition. If a 6 is not rolled on the first Resilience
  test and a second Resilience roll is passed, then the
  victim will recover the characteristic points they lost
  
  65
  in 1D20 days.
  Antidote/Cure: A potion or spell For to Cure a Disease
  or Counteract a Poison.
  FALLING SICKNESS
  The victim suffers from seizures, which may be minor
  and only noticeable through close observation, or may
  cause shaking, paralysis, and even death.
  Delay: 1D6 hours
  Potency: For to Cause Falling Sickness Magnitude x 10
  Effect: The severity will be determined by the
  Magnitude of the spell cast. A 1 Magnitude spell
  causes a brief seizure, lasting 1D6 minutes, which
  leaves the victim tired for 1D20 minutes. A
  3
  Magnitude spell causes a longer seizure, lasting 2D20
  minutes, and leaving the victim debilitated for 1D6
  hours. If the second Resilience roll is failed then the
  tiredness or debilitation lasts twice as long.
  A 5 Magnitude spell causes the victim to have a
  seizure lasting 1D20 minutes, at the end of which (if
  they have not been successfully Healed) they must
  succeed on a second Resilience roll or they will die.
  Antidote/Cure: A potion or spell For to Cure a Disease
  or Counteract a Poison.
  KING'S EVIL
  A skin condition that can sometimes kill. A monarch’s
  touch is the best cure.
  Delay: 1D6 weeks.
  Potency: For to Cause King’s Evil Magnitude x 10
  Effect: Causes a rash and large swelling in the neck
  lasting 1D6 weeks (-3 CHA till treated). If a further
  Resilience roll is failed then, if not treated, the victim
  will die in a further 1D6 weeks.
  Antidote/Cure: A potion or spell For to Cure a Disease
  or Counteract a Poison or the touch of the King.
  PALSY
  Victims find that the affected area stops working and
  loses all motion. If an organ necessary to life itself is
  affected then the victim is in real trouble, otherwise
  the
  affected
  part
  becomes
  disabled,
  possibly
  permanently.
  Delay: 1D20 minutes
  Potency: For to Cause Palsy Magnitude x 10
  Effect: The severity will be determined by where the
  palsy strikes, and to what extent. If the victim fails the
  opposed Resilience test, roll 1D6 and reduce the
  victim’s 1 – STR, 2 – CON, 3 – INT, 4 – DEX, or 5 –
  CHA, by 1D6 points. If a 6 is rolled, and the victim
  fails a second Resilience roll, then the palsy is of the
  brain, and bad enough to kill the victim within an
  additional 1D6 hours, if left untreated. On a success
  the victim is completely unaffected by the condition.
  If a 6 wasn’t rolled on the first Resilience test and a
  second Resilience roll is passed, then after 1D20 days
  the victim will recover 1D6 of the characteristic points
  they lost.
  Antidote/Cure: A potion or spell For to Cure a Disease
  or Counteract a Poison.
  ST. ANTHONY’S FIRE
  The victim suffers hallucinations and terrible burning
  sensations. The pain-crazed victim will possibly strip
  and go berserk, running amok, before possible death.
  Delay: 1D6 hours
  Potency: For to Cause St Anthony’s Fire Magnitude x 10
  Effect: Only powerful Witches can cast such a spell –
  the effect is to infect a whole community with an
  agonising curse. The stripping off and running amok
  carries on for 1D6 hours (victims can do nothing else),
  after which a second Resilience roll must be made.
  Success means the pain subsides and the victim
  recovers, failure that they immediately die. The
  minimum Magnitude of this spell is 10, which affects
  20 individuals. Every extra point of Magnitude affects
  another two victims.
  Antidote/Cure: A potion or spell For to Cure a Disease
  or Counteract a Poison.
  IMBALANCES OF THE
  HUMOURS
  For the purposes of Renaissance, an Imbalance of the
  Humours will be blamed for a variety of conditions
  that are listed below. Indeed, some Physicians argue
  all conditions are a result of an Imbalance of the
  Humours, even if the original cause was a miasma or
  curse. Here however, such illnesses tend to be long-
  term conditions and confined to the individual, rather
  than something an Adventurer is liable to catch.
  Victims will often be healthy between bouts of such
  conditions, although their personality is considered
  tied to their health. For example, someone who
  produces too much black bile will have a tendency to
  
  66
  be
  despondent
  or
  irritable,
  and
  may
  become
  ‘melancholic’. A brief list of such conditions is listed
  along with some of the symptoms.
  It is assumed that Games Masters will not inflict many
  of
  the
  following
  conditions
  upon
  their
  players’
  characters, unless they are feeling particularly mean!
  However,
  it
  is
  possible,
  indeed
  probable,
  that
  Adventurers will meet characters along the way that
  suffer from one or more of the following Imbalances
  of the Humours. Who knows, with the correct skills
  the Adventurers may even be able to help.
  All these ailments can be cured with a potion or spell
  For to Cure a Disease or Counteract a Poison. Healing
  rolls (with a +20% for Galenic Healing) will alleviate
  the symptoms for a week, but the disease may return
  without further attention, at the Games Master’s
  discretion.
  APOPLEXY
  Sometimes caused by over-excitement or a raised
  temper, apoplexy causes the victim to suffer from
  internal bleeding, a sudden loss of consciousness and
  possibly death.
  BAD BLOOD OR JAUNDICE
  The victim’s blood has become toxic and the body
  shows symptoms of being poisoned. The victim’s skin
  probably takes on a yellowish hue. If severe or
  untreated it can result in death.
  BILIOUSNESS
  The victim is producing far too much bile, causing
  severe sickness and diarrhoea.
  IMMODERATE PISSING
  The victim has a frequent need to urinate, an
  unquenchable thirst and occasional unexpected bouts
  of weariness.
  MELANCHOLY
  The victim feels as if they carry a great burden and
  cannot cope with life.
  PHLEGMATIC OR CONSUMPTIVE
  The victim has a chest condition. A mild version may
  cause an abundance of phlegm; more severe versions
  cause the coughing up of blood, filling of the lungs
  with fluid, and possibly even death.
  STOPPING
  The victim suffers from constipation. Stomachache
  and flatulence are among the symptoms.
  OTHER CONDITIONS
  Of course, there are some illnesses which only effect
  certain groups, e.g., Childbed Fever, which only
  affects
  women
  who
  have
  just
  given
  birth;
  Decrepitude, which afflicts the elderly; and both the
  Great Pox and Pregnancy, which only affect the
  sexually active and may be seen as divine punishment
  for
  licentious
  behaviour.
  Other
  conditions
  predominantly affect only certain groups, but can
  effect anyone, e.g., Colic with children, although
  anyone with stomach pain might be described as
  having Colic. There are also illnesses like Measles
  which are commonly fatal, sometimes called the same
  thing as in the modern age, but far too numerous to
  all be listed here.
  Healing
  Healing can be performed in one of four ways – using
  the First Aid skill, the Healing skill, a magickal spell,
  or through natural healing, resting while the injuries
  heal themselves.
  NATURAL HEALING
  Negative Hit Points represent shock and blood loss.
  A character who spends time resting completely (no
  moving about!) will have their Hit Points return at the
  rate of 1 per hour, until they reach 1, at which point
  recovery becomes slower.
  Hit Points of 1 or more: Once a character’s Hit Points
  are 1 or more, they regain CON/4 (round down) hit
  points per 24 hours, as long as the character does not
  engage in anything more than light activity.
  Serious Wounds usually cease to have an effect once
  Hit Points return to their full level. See the Major
  Wounds table for details of each individual wound.
  Grave Wounds can never be healed through natural
  healing – they remain even after all Hit Points have
  been restored to full.
  
  67
  FIRST AID AND HEALING
  First Aid can restore Hit Points, but cannot remove
  the effects of Serious or Grave Wounds.
  Healing can restore Hit Points and remove the effects
  of Serious Wounds, but cannot remove the effects of
  Grave Wounds.
  MAGICKAL HEALING
  However magickal healing is achieved, whether from
  a spell or potion, it has an instantaneous effect. Unless
  the spell states otherwise, it cannot mend a Serious or
  Grave Wound.
  Adventurer
  Improvement
  As
  Adventurers
  experience
  life,
  they
  grow
  and
  change, improving their skills and characteristics and
  learning new things. This is measured in the game by
  the use of Improvement Points and Hero Points,
  which are awarded by the Games Master at the end of
  each session of play.
  These are a measure of how the character grows with
  experience. The more experiences that the character
  has during an adventure the more improvement
  points they will earn by the end of the session.
  Improvement points are spent by players to increase
  and
  add
  new
  skills
  and
  spells
  (see
  Improving
  Characters below).
  Improvement points should generally be awarded
  equally to everyone in the group.
  For each session in which the character played: 1
  point.
  For achieving a minor but important goal (e.g.
  sneaking into the besieged town, impressing Lord
  Derby, discovering the identity of the murderer):
  1 point.
  For achieving a major goal (e.g. ending the siege
  of the town, saving the life of Lord Derby,
  catching the murderer): 2 points
  For achieving a massive end-of-campaign goal
  (e.g. killing the dragon oppressing the town,
  getting Lord Derby crowned king, fighting past
  the murderer’s minions and killing him in his
  hidden lair): 3 or more points.
  HERO POINTS
  Hero points should be awarded to individual players
  at the end of a session in which they acted heroically.
  Generally, two points should be awarded, though no
  points may be awarded if a character did nothing
  heroic, and up to three for a character whose actions
  were particularly impressive. Characters can get
  through Hero Points quite quickly in combat. If
  they’re using them to perform heroic actions in
  pursuit
  of
  their
  goals,
  they
  should
  be
  suitably
  rewarded by ending up with having at least the same
  number of hero points at the end of a session as they
  started with.
  Not all heroic actions are combat oriented. It can be
  just as heroic to spend the evening being charming to
  the slobbering, odorous Lord Letch as to lead an
  attack on the enemy Leviathan.
  Hero Points can also be spent by Alchemists to design
  new spells. Note that this is to design a never-before-
  seen spell, not to learn an existing spell.
  SPENDING IMPROVEMENT
  POINTS
  Improvement Points can be spent at the end of a game
  session
  to
  improve
  existing
  skills,
  learn
  new
  Advanced Skills, and improve Characteristics. They
  can
  also
  be
  used
  by
  Alchemists,
  Wise
  Women/Cunning Men, and Witches/Warlocks to
  learn new spells.
  Players need not spend all their Improvement Points
  at once, but can save them up for later – for instance,
  an Alchemist who is travelling may wish to save
  Improvement Points so that he can learn spells once
  he gets to a suitable library.
  IMPROVING SKILLS
  A player can choose to spend one Improvement Point
  to attempt to increase one known skill. Skills to be
  improved should have some connection to things the
  Adventurer has done or experienced in an adventure
  – a character that has spent the last month riding a
  horse through the Midlands cannot suddenly increase
  their Shiphandling skill!
  Select the skill to be increased and roll 1D100.
  If this 1D100 result is greater than the skill’s
  
  68
  current score, the skill increases by 1D4+1 points.
  If this 1D100 result is equal to or less than the skill’s
  current score, the skill only increases by one
  point.
  There is no limit to the score a skill can reach.
  PRACTISE & RESEARCH
  Skills that an Adventurer has not had much chance to
  use during an adventure can be increased through
  practice or research. This may take place between
  adventures, or a player may say that their Adventurer
  is spending spare time practising or researching. They
  must have the right equipment to practice with, or the
  correct books from which to research. Practising or
  researching a skill generally takes one day (but no
  more than 8 hours per day) per 10% the character
  already
  possesses
  in
  the
  skill.
  If
  practising
  or
  researching
  during
  an
  adventure
  (for
  instance,
  disappearing to their room to study a pile of books in
  the evening while the rest of the group carouse at an
  alehouse), the player should keep a rough tally of the
  number of hours spent practising or studying. At the
  end
  of
  that
  time,
  the
  player
  makes
  a
  skill
  improvement roll, as described above.
  TEACHERS
  An Adventurer can learn more quickly if they have a
  teacher – whether this be a grizzled mercenary
  teaching
  combat
  skills
  or
  a
  professor
  teaching
  theology. The teacher must have at least 20% more in
  the skill being taught than the person learning the
  skill. At the end of a teaching session (which can be no
  more than 8 hours) the teacher should make a
  Teaching roll.
  On a success, the teaching is equivalent to double
  the amount of time spent studying; so an eight
  hour teaching session will count as 16 hours
  towards the learner’s target hours for the skill in
  question (see above).
  On a critical success, the teaching is equivalent to
  two-and-a-half
  times
  the
  amount
  of
  hours
  studied; an eight hour teaching session will count
  as 20 hours towards the learner’s target hours.
  On a failure, the pupil still learns, but doesn’t get
  any more benefit than if they had studied or
  practised alone; an eight hour teaching session
  will only count as eight hours towards the
  learner’s target hours.
  On a critical failure, the pupil only learns half as
  much as would be expected, due to boredom,
  misunderstandings and the like; an eight hour
  teaching session will only count as four hours
  towards the learner’s target hours.
  Teachers usually charge between 6d and 1 shilling per
  hour for their services, depending on the subject being
  taught, though highly skilled teachers with a good
  reputation could ask five times this amount.
  LEARNING NEW
  ADVANCED SKILLS
  In order to learn a new Advanced skill, the character
  must either be able to research it or must be taught it
  by a teacher.
  It costs two Improvement Rolls and eight hours
  learning to attempt to gain a new Advanced skill (see
  “Practice and Research” and “Teachers” above). After
  the
  study
  period,
  the
  character
  gains
  the
  new
  Advanced skill at the base score determined by the
  appropriate Characteristics. The character may now
  increase
  the
  skill
  normally
  through
  practice
  or
  research.
  IMPROVING
  CHARACTERISTICS
  A player can choose to spend 3 Improvement Points
  to attempt to increase one Characteristic by one point.
  Multiply the Characteristic to be increased by five.
  Then roll 1D100.
  If
  this
  1D100
  result
  is
  greater
  than
  the
  Characteristic x 5, the Characteristic increases by
  one point.
  If this 1D100 result is equal to or less than the
  Characteristic x 5, the Characteristic does not
  increase. However, one skill that the character
  already possesses is increased by one point
  instead. One of this skill’s derived Characteristics
  must be the same as the Characteristic that was
  not improved.
  A roll of 96 to 00 on this roll always results in the
  Characteristic increasing.
  Note: SIZ may never be increased using improvement
  rolls.
  The maximum to which a character can increase a
  Characteristic is 21.
  
  69
  Aging
  (Optional Rule)
  Many Games Masters will not want to bother with the
  effects of aging on Adventurers. They are heroes, after
  all. Depending on constitution, diet and exercise,
  some older characters (if they avoid disease, infection,
  being worked to death or killed in combat) may retain
  a robust vitality, in contrast to younger, sickly types.
  But, the hard fact is that as we age it is harder to retain
  muscle mass, and at some point physical and mental
  faculties will become eroded. Furthermore, some
  Games Masters might like to run campaigns that pick
  up the exploits of an adventuring party in between
  long periods of downtime.
  For those wanting to simulate the effects of aging, the
  following optional rules can be applied:
  At age 40, and then again after every 5 years, a
  Resilience roll should be made. If the roll is failed then
  the Adventurer loses 1D2 points from a physical
  Characteristic. Roll 1D4 to determine which: 1-STR, 2-
  CON, 3-SIZ or 4-DEX.
  In addition, at age 50, and then again after every 5
  years, a Persistence roll should also be made for the
  remaining Characteristics. If the roll is failed the
  Adventurer loses 1D2 points from INT, POW or CHA.
  Roll 1D3 to determine which: 1-INT, 2-POW or 3-
  CHA.
  Adventurers may still restore or raise Characteristics
  that have suffered the effects of aging, in the usual
  way, by spending Improvement Points.
  
  70
  Chapter 7: Equipment and Services
  Currency
  All prices are given in shillings or pennies.
  12 Pennies = 1 Shilling
  20 Shillings = 1 Pound
  Players of other D100 games should note that for
  conversion purposes, a shilling is equivalent to a
  standard silver piece (SP).
  The symbol for a penny is “d”. So the currency
  symbols are:
  £ = Pounds
  s = shillings
  d = pennies
  Typical Incomes
  and Wages
  Profession
  Income Per Year
  Income/Wage Per
  Week
  Noble
  8000s-16000s
  150s-300s
  Landholding
  Gentry
  3000s-6000s
  60s-120s
  Preacher
  600s-1600s
  12s-30s
  Farmer
  (Freehold)
  1000s-1800s
  20s-35s
  Farmer
  (Tenant)
  400s-1000s
  8s-20s
  Artisan
  400s-1000s
  8s-20s
  Sailor
  300s-600s
  6s-12s
  Labourer
  200s-400s
  4s-8s
  Cottager
  0-200s
  0-4s
  Lady’s Maid
  0-100s
  0-2s
  Common
  Soldier
  240s
  4s 6d
  Sergeant
  350s
  7s
  Lieutenant
  1500s
  30s
  Captain
  4400s
  85s
  Chirurgeon
  1500s
  30s
  Colonel
  9000s
  175s
  
  71
  AN IMPORTANT NOTE ON PRICES
  When purchasing any of the items from the extensive
  list below, it is worth remembering that, in nearly
  every case, the prices given are for a standard item of
  the type listed. It is usually possible, in a large enough
  population centre, to buy a more expensive version.
  Generally, the more expensive the item, the more time
  spent on its manufacture or the greater the skill of the
  person crafting it. Higher quality purchases are also
  often
  available
  when
  buying
  livestock
  or
  commissioning a service.
  TYPICAL DRESS
  Flamboyant
  Costume,
  Female:
  A
  low-cut
  dress
  (probably of satin or velvet, the more expensive
  outfits in silk) with full skirts, hitched up slightly to
  reveal lacy petticoats, long gloves and delicate shoes.
  The wearer would keep her hair tied behind, allowing
  her ringlets to fall forward, and courtly women (or
  those pretending to be courtly) wear masks when out
  in public. Cost: 50s
  Flamboyant Costume, Male: Loose fitting coat, a
  doublet and frilly shirt with large laced collars and
  cuffs, full breeches, decorated stockings, and full wide
  boots. Everything is adorned with trimmings and
  braiding. The wearer likely wears his hair long and
  curled into ringlets, and possibly wears make-up and
  ear-rings. Cost: 50s
  Impoverished Costume: Anything from a collection
  of rags to the plainest peasant smock. If anything is
  worn on the feet, it is probably a pair of dilapidated
  hand-me-downs or homemade shoes of wood and
  dirty rags. This attire marks out the wearer as
  poverty-stricken. Cost: 0-10d
  Respectable Costume, Female: An unadorned dress,
  cut simply and of sombre hue, a plain collar and cuffs,
  a large white apron, a plain head-covering and/or
  hat, and sensible shoes. Cost: 30s
  Respectable Costume, Male: A plain hat, a coat and
  breeches in sombre colours, a shirt with a plain collar
  and cuffs, and sensible shoes. Cost: 30s
  Rugged Costume: A hard-wearing jacket (possibly of
  soft leather) and jerkin, shirt, trousers, boots and
  warm socks. This outfit is usually chosen through
  necessity, rather than as a fashion statement. Cost: 30s
  TYPICAL CLOTHING PRICES
  Boot, plain: Ordinary boots, suitable for work. Cost:
  9s
  Boot, wide: Ordinary boots aping the style of the
  wealthy. Cost: 12s
  Breeches, full: Wide, although unpadded, breeches.
  Cost: 10s
  Breeches, plain: Plain and respectable breeches. Cost:
  5s
  Cap, beaver: A rare New World import. Cost: 100s
  Cap, woollen: To keep the noggin warm. Cost: 1s 10d
  Cloak: A warm cloak. Cost: 8s
  Coat, lined: A well-made warm winter coat with a fox
  fur lining. Cost: 80s
  Coat, long: Ordinary winter coat. Cost: 16s
  Collar band, lacy: A lacy collar. Cost: 2s
  Collar band, plain: Plain collar band. Cost: 5d
  Doublet, buck leather: A fancy jacket made from soft
  buck-skin. Cost: 60s
  Doublet, plain: A plain and functional jacket. Cost: 5s
  Dress, lacy: A very decorative (although using cheap
  adornments) dress. Cost: 30s
  Dress, respectable: Unadorned and plain dress. Cost:
  10s
  Gloves, buckskin: Quality gloves made from soft
  buck-skin. Cost: 15s
  Gloves, long: Long, lacy gloves. Cost: 4s
  Gloves, plain: Plain hand coverings. Cost: 2s
  Gloves, silk: Imported fine silk gloves. Cost: 25s
  Handkerchief: Lacy handkerchief. Cost: 4d
  Hat, plain: Simple town hat. Cost: 3s
  Jerkin, Leather: Similar in appearance to a doublet,
  but without the sleeves, this version is in a hard
  wearing leather. Cost: 15s
  Mask,
  plain:
  Simple
  mask,
  unadorned
  with
  decoration. Cost: 5s
  Mask, bejewelled: Courtly mask adorned with semi-
  precious stones. Cost: 200s
  Petticoat: Cheap but frilly petticoat. Cost: 8s
  Ruff: Quickly fading out of fashion, and these days
  
  72
  tending to the small side, these wide, round collars
  are nevertheless still a common enough sight. Cost: 6s
  Shirt: Basic shirt designed for everyday wear. Cost: 2s
  6d
  Shoes, plain: Basic shoes, hard-wearing and plain.
  Cost: 1s 6d
  Shoes, delicate: Dainty shoes, unsuitable for manual
  labour. Cost: 3s
  Smock: A simple Peasant smock that’s as cheap (and
  attractive) as a sack. Cost: 10d
  Stockings,
  plain:
  Ordinary
  looking
  and
  basic
  stockings. Cost: 4s
  Stockings, silk: Imported stockings made from fine
  silk. Cost: 28s
  Stockings, worsted: Well knitted winter stockings.
  Cost: 8s
  Suit, expertly tailored: Matching shirt, doublet and
  breeches, all with silver lace trims: Cost: 140s
  Suit, flamboyant: A very decorative shirt (although
  using cheap adornments), with matching doublet and
  breeches. Cost: 25s
  Suit, respectable: Conservative shirt and matching
  breeches. Cost: 15s
  EVERYDAY ITEMS
  Backpack: From a simple cloth knapsack to a large
  leather pack with straps, every Adventurer needs
  something to lug his or her kit around in. ENC: 1,
  Cost: 5s
  Bedroll: A blanket and pad, usually tightly rolled and
  tied when carried. Without a bedroll, sleeping on the
  ground will be hard. ENC: 1, Cost: 1s
  Bible: A well bound copy of the Bible. ENC: 2, Cost:
  6s
  Bottle: A glass bottle. ENC: -, Cost: 6d
  Candle: A tallow or wax candle, which can provide
  illumination over a radius of about one metre for up
  to six hours. ENC: -, Cost: Tallow 1d/Wax 2d
  Crowbar: Adds +10% to Athletics tests to lever open
  doors, etc. If used as a weapon it is considered a club
  (wielded with a -10% penalty). ENC: 1, Cost: 10d
  Cooking Kit: Portable(ish) cooking set, including
  kettle, pans, mortar, pestle and small spit. ENC: 5,
  Cost: 20s
  Deck of cards: A deck of playing cards. ENC: -, Cost:
  6d
  Flint and Tinder: Flint and tinder used to start fires.
  ENC: -, Cost: 1d
  Hammer: Basic construction tool. If used as a weapon,
  it is considered a club (wielded with a -10% penalty).
  ENC: 1, Cost: 1s
  Lantern: Lanterns provide illumination in a three
  metre radius. Requires a flask of oil or candle (not
  interchangeable). ENC: 1, Cost: 1s 6d
  Mining Pick: Basic tool used in mining. If used as a
  weapon it is considered a military pick (wielded with
  a -10% penalty). ENC: 1, Cost: 1s 6d
  Oil, Flask: Enough animal or vegetable oil to fuel a
  lantern for two hours. ENC: 1, Cost: 6d
  Pamphlet: A cheap printed news-sheet, full of a
  Faction’s propaganda, news of the war, or lurid tales
  of criminality or witchery. ENC: -, Cost: 1d
  Pipe, clay: A cheaply made clay tobacco pipe, which
  will need replacing soon. ENC: -, Cost: 1d
  Pitchfork: Basic pronged agricultural tool. If used as a
  weapon it is considered a partisan (wielded with a
  -10% penalty). ENC: 3 Cost: 1s, 4d
  Rope: 10 metres of strong rope. ENC: 2, Cost: 5s
  Sack (Large): Cloth or leather sack capable of holding
  10 encumbrance of equipment. ENC: 1, Cost: 10d
  Sack (Small): Cloth or leather sack capable of holding
  5 encumbrance of equipment. ENC: -, Cost: 4d
  Scythe: Tool used for harvesting. If used as a weapon
  it is considered a jeddart staff (wielded with a -50%
  penalty). ENC: 3, Cost: 1s 8d
  Shovel: Basic tool used for digging. If used as a
  weapon it is considered a club (wielded with a -10%
  penalty). ENC: 1, Cost: 1s 6d
  Tent: A simple two-person canvas wedge tent. ENC:
  3, Cost: 16s
  Tobacco: An ounce of smoking tobacco from the New
  World. ENC: -, Cost: 8d
  Torch: A stick that has had one end treated to make it
  flammable (usually wrapped with cloth and dipped in
  pitch). The flaming brand will burn for an hour,
  providing illumination in a three metre radius. If used
  as a weapon it is considered a club (wielded with a
  -10% penalty), although rather than causing normal
  damage it inflicts 1D4 fire damage (and on a fumble it
  is extinguished). ENC: -, Cost: 3d
  Travel Rations: Enough food for one day’s travel.
  
  73
  Consisting of strips of dried meat, together with
  bread, hard biscuits and the like. ENC: 1, Cost: 3d
  Waterskin: A waterskin can hold enough water to
  comfortably sustain an Adventurer for 3 days. ENC:
  1, Cost: 1s
  Writing Kit: Quills, ink and paper set. ENC: 1, Cost:
  8s
  TYPICAL FOOD PRICES
  Ale, Common: A pint of regular beer. Cost: 1/4d
  Ale, Best: A pint of well-brewed beer. Cost: 1/2d
  Bread: A loaf of bread. Cost: 1d
  Cheese: A pound of cheese. Cost: 4d
  Chicken, cooked: A whole chicken, ready roasted.
  Cost: 4d
  Eggs: A dozen hen’s eggs. Cost: 4d
  Goose: A fat goose, ready for roasting. Cost: 1s
  Meal
  Out:
  A
  meal
  out,
  probably
  plain
  and
  uninspiring, purchased from a town or country inn.
  Cost: 4-6d
  Pease Pudding: A slice of pease pudding. Cost: 1/4d
  Pie: Maybe not that nutritious, but probably filling.
  The cheaper pastries might be a dangerous concoction
  of mystery meat and grease, but the more expensive
  and better-made pies are tempting savoury treats.
  Cost: 1-3d
  Pig: A whole pig, uncooked. Cost: 1-2s
  Pizzle, pickled: A jar of pickled porcine pizzle set in a
  rich jelly. Cost: 2d
  Pottage: A bland stew of meat (possibly), oats and
  vegetables. Cost: 1/2d
  Sugar: A pound of sugar. Cost: 1s
  Travel Rations: Enough food for one day’s travel.
  Consisting of strips of dried meat, together with
  bread, hard biscuits and the like. ENC: 1 Cost: 3d
  Wine: A pint of average quality wine. Cost: 2d
  EATING (AND SLEEPING)
  OUT
  Alehouse: Often known as “tippling houses”, they
  sell ale, beer, cider, perry, mead and aqua vitae
  (whisky), but are prohibited from selling wine. It is
  worth noting that they do not provide food or a place
  to sleep.
  Coaching Inn: Caters to people travelling by coach
  and moving on in the morning – it will provide an
  evening meal, a room for the night and breakfast, all
  for 4-6 shillings, but patrons are expected to vacate the
  premises during the day.
  Coffee House: The latest fashion in London, serves
  coffee, tea and hot chocolate, and provides a place of
  convivial
  conversation
  for
  merchants
  and
  intellectuals. Does not provide food or a place to
  sleep. Virtually non-existent outside London.
  Lodging-house: The most common form of overnight
  accommodation for visitors to London and other
  larger settlements, providing a room for the night but
  no food. They range from flea-ridden slum-dwellings
  at 1 penny a night to clean and respectable premises
  at 5 shillings a night. Patrons are expected to eat out
  (in a nearby tavern, or from a pie shop or street
  vendor).
  Ordinary: An eating house frequented by upper class
  gentlemen. Serves high quality food and drink and
  provides a place for gambling games, particularly
  cards and dice. A good meal will cost 3-4 shillings.
  Pie Shop: In the larger settlements, many Townsmen
  do not have their own cooking facilities at home, and
  rely on local pie shops for hot food. Pies usually
  consisting of meat or fruit in pastry, although some
  pies are topped with mashed potato. A pie will
  usually cost 1-3 pence. Pie shops also allow people to
  use their ovens to bake their own bread from dough
  made at home, for a small fee.
  Street Vendor: In larger settlements, street vendors
  will sell food to passers-by, or wander the streets
  calling out for custom from locals in their homes. This
  includes such varied food as muffins, oranges, pies,
  roast pigeon, and eels. Such food will rarely cost more
  than a penny.
  Taverns: Cater to a better class of patron, providing
  good rooms (with room service) and good food for 5-7
  shillings per night.
  ACCOMMODATION PRICES
  It is unlikely that Adventurers will trouble themselves
  with renting property, but as a guide typical housing
  costs are:
  Apartment, Cheap: A two- or three-bedroom rented
  town apartment. Likely rundown and in a slum area.
  Cost: 40s-60s per year
  
  74
  House: A tiny one-bedroom rented house. Cost: 80-
  100s per year
  Cottage: A tumbledown rented cottage. Cost: 10s per
  year
  30-acre leasehold: A decent farm tenancy. Cost: 400s
  per year
  ENTERTAINMENT
  Prostitute:
  The
  services
  of
  a
  cheap,
  and
  not
  necessarily cheerful, prostitute. Cost: 6d
  Theatre: A performance of a popular or newly written
  play. Cost: 2d
  SPECIALIST EQUIPMENT
  Bandoleer: Musketeers and dragoons alike are almost
  invariably equipped with ammunition bandoleers,
  leather baldrics from which small wooden, pottery, or
  tin containers are suspended, used for containing pre-
  measured charges of black powder. 8-15 containers
  may be found on a bandoleer, but the most common
  number is 12, nicknamed the “Twelve Apostles”.
  They are also used to carry Alchemical Potions, ready
  for quick use. ENC: 1, Cost: 4s (not inclusive of
  gunpowder or potions)
  Beak Mask: These peculiar masks, which resemble
  nothing so much as the head of a bird with a long,
  downward-curving beak, are worn by Physicians who
  fear disease miasmas. They provide a +20% to
  Resilience rolls to resist inhaled disease miasmas, and
  cause a -40% penalty to Perception. ENC: 1, Cost 100s
  Climbing Kit: Consists of a leather harness, several
  short lengths of rope, pitons and other climbing tools.
  Gives a +20% bonus to Athletics skill tests made for
  climbing. ENC: 1, Cost: 20s
  Clock: A large clock, suitable for telling the time and
  an extravagant home furnishing ENC: 3, Cost: 100s
  Compass: A magnetic compass, housed in a wooden,
  ivory
  or
  brass
  fitting.
  A
  lodestone
  is
  used
  to
  magnetize the piece. ENC: -, Cost: 40s
  Craft Tools: A satchel containing a set of portable
  tools specifically useful to carrying out a trade (e.g.,
  butchery, carpentry, masonry, etc.). These tools are
  the bare minimum needed to craft an item with no
  skill penalty. ENC: 2, Cost: 20-50s
  Fishing Kit: Consisting of several hooks, lures, a long
  rod and twined horse hair lines. Gives a +20% bonus
  to Survival skill when trying to catch fish. ENC: 2,
  Cost: 8s
  Gunner’s Kit: All the necessities for a user of guns.
  Consists of a powder horn or set of six small powder
  flasks for keeping gunpowder in, plus a lead block
  and bullet mould for making bullets over a fire. ENC:
  1, Cost: 12s
  Healer’s Kit: There are three separate kits, one for
  each of the three different types of Healing:
  Galenic Healer’s Kit: Contains urine sample
  jar, leeches and tools necessary for drawing up
  an astrological chart, as well as the usual
  bandages and surgical tools. ENC: 1, Cost: 50s
  Herbal Healer’s Kit: Contains dried and fresh
  herbs, jars of ointment and poultice, and pestle
  and mortar for grinding and crushing herbs, as
  well as the usual bandages and surgical tools.
  ENC: 1, Cost: 30s
  Paracelsan Healer’s Kit: Contains numerous
  chemical
  compounds
  (particularly
  mercury,
  sulphur and salt), pestle and mortar, and flasks
  and
  alembics
  suitable
  for
  purifying
  and
  extracting chemical substances, as well as the
  usual bandages and surgical tools. ENC: 1,
  Cost: 100s.
  Jack: This is a small bottle used for storing alchemical
  potions.
  They
  come
  in
  earthenware
  and
  glass
  versions. Both cost the same price and hold the same
  amount of potion, but the glass jacks are more fragile
  and can be used for making alchemical “grenades”.
  ENC: -, Cost: 1s
  Jack Box: This is a sturdy wooden box with a
  shoulder strap. Inside it is padded and has separate
  compartments for sixteen Alchemist’s potion jacks.
  ENC: 2, Cost: 10s
  Lockpick
  Set:
  Needed
  to
  pick
  locks
  using
  the
  Mechanisms skill. Includes picks and skeleton keys.
  ENC: -, Cost: 20s
  Matchcord: Four metres of slow-burning matchcord.
  Assume for simplicity that burning a matchcord
  consumes half a metre for every hour of appropriate
  readiness or 4m per day, on average, in battle or on
  guard duty. ENC: 1, Cost: 1d
  Musical Instruments: A variety of instruments are
  available, including the cornetto (ENC: 1, Cost: 12s),
  the recorder (ENC: -, Cost: 2s), the lute (ENC: 2, Cost:
  15s) and the bagpipes (ENC: 1, Cost: 10s).
  Portable Laboratory: A Portable Laboratory is only
  “portable” in the sense that it is more movable than a
  normal laboratory – it is a cart filled with alchemical
  
  75
  equipment including an oven, laboratory equipment
  and benches, and a tent in which to set it all up. Used
  by Alchemists to create potions and Philosopher’s
  Stones while away from their home laboratory, it
  needs a horse or mule to pull it (not included in the
  price!). ENC: N/A, Cost: 300s
  Printing Press: This large item is not very portable,
  but can be dismantled and carried on a cart. It can be
  used for printing books, political pamphlets, religious
  tracts and the like. ENC: 15, Cost: 150s
  TRANSPORTATION
  HITCHING A RIDE
  The following transport options might be available at
  various points during a party’s travels.
  Barge: Slow moving, but often quicker than a cart, the
  main problem is that few rivers have been improved
  enough to make barge travel an option. Where a barge
  is available, a cheap lift can often be negotiated, but
  there will likely be little room for Adventurers and
  their possessions if the barge has a cargo. Cost: 3d per
  day
  Ferryboat: Most large rivers will have points where
  ferryboats carry travellers across, for a small feee.
  Sometimes this will just be a ride in a small rowing
  boat,
  other
  times
  it
  will
  entail
  a
  larger
  vessel
  (particularly if there are no decent bridges within the
  vicinity). Sometimes the journey will be straight
  across the river, at other times the most suitable
  landing point on the opposite bank might be some
  way up or down river. Costs vary according to
  distance and whether the journey is with or against
  the flow of the river. Cost: 1d-1s
  Large Carriage: Carriages can be hired in the larger
  towns, but the state of the roads and risk of robbery
  means that most operators prefer not to allow their
  carriages to travel through the countryside. Even in
  the towns, the journey will be bumpy and, if the
  streets are crowded, torturously slow. The price
  includes a driver. Cost: 10s per day
  Cart, Farmer’s: A Farmer might allow travellers to
  ride aboard his cart. Often the journey will take longer
  than if they had walked, and if moving a casualty (one
  of the few reasons it might be necessary to hitch such
  a ride) it will not be the gentlest of journeys. Cost: 0-
  1d per journey
  Sea Passage: Cost: 10s-200s (depending on length of
  voyage and quality of accommodation)
  Sedan Chair: In towns and cities the wealthy can hire
  four burly porters to carry them around on a sedan
  chair., which offers one of the smoothest rides
  available. Cost: 10s per day
  A HORSE, A HORSE...
  The
  following
  prices
  are
  for
  those
  wanting
  to
  purchase their own mount.
  Horse, Draft: Mainly used to work the land and pull
  carts. Bred for strength, not speed. Cost: 60s
  Horse, Riding cob: Smallish sized, but a good all-
  rounder. Cost: 100s
  Horse, Riding: Speedy and larger than the cob. Cost:
  200s
  Horse, War: A larger horse trained for battle. Cost:
  300s
  Mule: Hardy, intelligent and stubborn, the mule can
  be ridden, used to pull freight or as a pack animal.
  Cost: 50s
  Ox: Sturdy and docile, oxen are sometimes used to
  pull ploughs and carts, the advantage being that they
  are strong, cheap, and make good eating when their
  working life is over. Cost: 40s
  Pony: A smaller horse that can be ridden, used to pull
  freight or used as a pack animal. Cost: 60s
  OTHER COSTS
  Cart: A large, but simple cart. Can be pulled by oxen,
  ponies, horses, or mules. Covered wagons cost more.
  Cost: 20s-100s
  Fodder: Enough fodder to feed a mount for one day.
  Cost: 2d
  Carriage: Only the very wealthy will be able to
  purchase one of these large and relatively luxurious
  coaches. Because of the state of the roads, these are
  often for show rather than being of much benefit
  when travelling long distances. Cost: 800s
  Cavalry saddle and tack: Harness, bridle, reins,
  saddle and all the tack suitable for a war horse (not
  including armour). Cost: 25s
  Riding saddle and tack: Harness, bridle, reins, saddle
  and all the tack suitable for a riding horse. Cost: 15s
  Stabling: Overnight stabling costs including fodder.
  Brushing, cleaning and next-day preparation possibly
  included through negotiation with stable boy (Extra
  cost: Clip around the ear-2d). Cost: 1s
  
  76
  Close Combat
  Weapons
  Weapons
  like
  the
  cudgel
  are
  among
  the
  most
  prevalent of all. Pollaxes (or poleaxes) and Halberds
  might be used by regimental officers or sergeants, and
  many other weapons may seem anachronistic, but can
  still be used in a pinch if available. Wealthier civilians
  carry and fight with rapiers rather than the more
  military mortuary sword described below.
  RULES
  All close combat weapons use the Close Combat skill.
  Each close combat weapon is characterised by the
  following qualities:
  Damage Dice: The damage the weapon deals on a
  successful attack. The character’s Damage Modifier is
  added or subtracted to this.
  STR/DEX: The minimum STR and DEX scores needed
  to
  easily
  wield
  this
  weapon.
  If
  either
  of
  the
  Characteristics are below these minimums, a –20%
  penalty is applied to a character’s skill when attacking
  and parrying with this weapon.
  Size:
  Weapons
  are
  rated
  in
  the
  following
  size
  categories: Small, Medium, Large and Huge. Weapons
  need to be of the same category or larger to block all
  damage. If the defending weapon is one category less
  they block half damage. If two categories less they
  cannot block the damage.
  ENC: The weapon’s Encumbrance. The weight and
  bulk of the weapon.
  Special: Any special rules that apply to the weapon.
  For example:
  Flex: This weapon can be used two-handed. When
  used in two hands, it does extra damage (as
  listed) and can be used by someone with a STR 2
  less than that listed.
  Set: This weapon may be set against a charge.
  Thrown: Can also be used as a thrown weapon
  without penalty.
  2-handed:
  This
  weapon
  must
  be
  used
  two-
  handed.
  Cost: The cost in shillings to purchase this weapon.
  AXES
  Axes are common on the battlefields of Europe but
  are used far more as tools than as actual weapons.
  Hatchet: A small, one-handed axe, often used for
  chopping
  wood.
  Hatchets
  are
  peasant
  weapons,
  employed because of their common use as tools, but
  are not specifically crafted or intended for use in
  combat. Only the Hungarian Hajduks, the standard
  arquebus-armed infantry employed by the Polish-
  Lithuanian Commonwealth, routinely carry a hatchet,
  albeit for use as a tool. ENC: 1, Cost: 2s 6d
  Horseman’s
  Axe:
  Like
  the
  military
  pick,
  the
  horseman’s
  axe,
  sometimes
  confusingly
  called
  a
  Pollaxe,
  is
  swiftly
  falling
  from
  use,
  now
  only
  employed by a few cuirassiers and harquebusiers. It
  consists of a modest axehead mounted on a wooden
  or metal shaft and, also like the military pick, features
  a rearward-facing pick. ENC: 3 Cost: 18s
  BLUDGEONS
  With extensive plate armour rapidly disappearing
  from the battlefield, bludgeons are no longer common
  battlefield weapons in most of Europe.
  Cosh: Often consisting of a small bag of sand, or
  something equally small and heavy, this easily-
  concealable weapon is most often used by thieves and
  vagabonds wishing to knock someone out. ENC: 1,
  Cost: 6d
  Cudgel: Sometimes called a Club, the cudgel mostly
  sees use among the likes of watchmen, ruffians, the
  peasantry, and the most lamentably equipped of
  soldiers. ENC: 1, Cost: 1s
  Mace: The mace consists of a heavy metal head, often
  flanged or knobbed, set on a wooden haft. Something
  of an antique oddity in the armies of western Europe,
  the mace is still used in Poland-Lithuania as a
  weapon, but primarily serves as a badge of rank.
  ENC: 1, Cost: 10s
  Military Pick: A heavy combination hammer and
  pick on a wooden haft, the weapon is rapidly
  disappearing from the battlefield. In most of Europe
  the military pick is only used by a few harquebusiers
  and cuirassiers. ENC: 3, Cost: 18s
  Quarterstaff: Basically a stout stick or pole about 2m
  long, the quarterstaff is not used as a weapon of war,
  but – as it is easily improvised – is a common peasant
  weapon in times of trouble, and can double as a
  
  77
  walking staff. ENC: 2, Cost: 2s
  KNIVES
  Knives of all varieties see use on the battlefields of
  Europe, including a motley assortment of hunting and
  skinning knives, butcher’s knives, and common utility
  knives among poorer troops. These are represented by
  Knife and Dagger, below. Some knives, however, are
  of generally better quality, or are specifically intended
  for conflict.
  Dagger: A blade with a short handle, a dagger is often
  used in the off-hand, and is easily concealable. Can be
  used as a throwing weapon. ENC: -, Cost: 3s
  Dirk: A Scottish Highlander development of the
  dudgeon, the dirk has a wide blade around 30cm in
  length, and a short handle carved from dark wood
  that still resembles that of the dudgeon in most cases.
  In the Highlander fighting style it is held in the off-
  hand (shield-hand). ENC: -, Cost: 5s
  Dudgeon:
  So-called
  because
  its
  handle
  is
  most
  frequently made of dudgeon (boxwood), this double-
  edged dagger is also called a Bollock Knife because of
  the distinctive shape of its shaft and the two oval
  swellings that form its guard. It has been in common
  use in England, Scotland, and the Dutch Republic for
  several hundred years. Use statistics for Dagger. ENC:
  -, Cost: 5s
  Knife: A small knife usually used for eating (forks are
  a recent affection of the rich, which have not really
  caught on yet), whittling wood, and other general
  cutting purposes, it can also be used as a weapon in a
  pinch. Most travellers will generally have one about
  their person somewhere. ENC: -, Cost: 1s
  Main Gauche: Although it originated in France, the
  main gauche parrying dagger is the off-hand weapon
  of choice for many fencers throughout Western
  Europe. A long, double-edged dagger, it has a guard
  ring and long quillons for superior parrying, which
  are either straight, S-shaped, or down-curved. ENC: -,
  Cost: 18s
  Sword
  Breaker:
  This
  broad-bladed,
  single-edged
  parrying dagger has long straight quillons and a ring
  guard. It is immediately recognisable because the
  back of the blade is serrated with around a dozen
  teeth designed to catch and hold the attacking blades.
  With a critical hit on a parry, against a normal success
  or failure on the part of the opponent, the opponent’s
  weapon is broken. Use statistics for Main Gauche.
  ENC: -, Cost: 22s
  Trident Dagger: At first glance a normal main
  gauche, the trident dagger is cunningly wrought so
  that, with the press of a button, the edges of the blade
  spring out to form a wide trident-like array ideal for
  parrying and catching enemy blades. On a successful
  parry, the opponent’s blade is partially held, and the
  opponent suffers a 20% penalty to his next attack with
  that weapon. ENC: -, Cost: 22s
  POLEARMS
  Beyond the commonplace pike used in European
  formations, many other polearms are in use, some as
  symbols of rank, others as the battlefield weaponry of
  the common soldiery.
  Bardiche: Used by Cossacks in the Polish-Lithuanian
  Commonwealth and the Russian Streltsy, the bardiche
  has a long, cleaver-like axehead (typically around 25-
  90cm long) attached to a stout wooden pole, 1.2-1.5m
  in length. It is regarded as a brutal weapon, and the
  Streltsy are known to use it as a musket rest as well as
  a weapon. ENC: 3, Cost: 20s
  Brandistock: A rare polearm primarily used in Italy
  but found elsewhere too, the brandistock consists of a
  1.5m long metal tube covered in leather or a wooden
  veneer, and is used by well-to-do civilians and off-
  duty officers as a walking stick. It does, however,
  conceal a more lethal armament. With a sturdy jerk
  downwards of the stick, three blades emerge and lock
  in place. The central thrusting blade is usually around
  30-45cm and the two side blades are much shorter at
  around 10-15cm. It is sometimes called a Feather Staff.
  Extending the blades requires a combat round. ENC:
  2, Cost: 20s
  Glaive: A wooden shaft 1.8-2.1m in length and
  topped with a 45cm singled-edged blade, at the base
  of which is a tassel. Like halberds, partisans, and
  pollaxes, it is used as a symbol of authority by
  sergeants and some officers, as well as by military
  bodyguards, albeit far more rarely than the halberd or
  partisan. Those of officers and bodyguards are likely
  to be engraved or otherwise decorated. ENC: 3, Cost:
  10s
  Halberd: Halberdiers are employed by the infantry of
  Habsburg
  Germany
  and
  Spain,
  supporting
  bucklermen and guarding key positions, ensigns, and
  supply wagons. Outside of the Holy Roman Empire
  and the guards of various palaces, halberds are
  generally only used by sergeants as symbols of rank,
  and by the bodyguards of high-ranking officers. Like
  all halberds, it has a long wooden shaft topped by a
  steel axehead, thrusting spike, and rearward hook, the
  base of the head decorated with a tassel. ENC: 3, Cost:
  
  78
  25s
  Half-Pike: The half-pike is found in most European
  armies, but is much less common than the full-length
  pike. It is, however, more versatile due to its length of
  only 2.4-2.7m and sees use on the battlefield and in
  shipboard actions. Irish soldiers make much use of
  half-pikes with bodkin-style spearheads. ENC: 2,
  Cost: 3s
  Jeddart Staff: Originating in Jedburgh, Scotland, this
  Highland polearm is a 1.8-2.1m long pole mounting a
  1.2m long blade. The blade is singled-edged, slim,
  very slightly curved, and suitable for cutting or
  thrusting. ENC: 3, Cost: 25s
  Lance: Lancers have largely fallen out of favour in
  most of Europe, with the main exception being the
  cavalry of Poland-Lithuania, Husaria and Tatars alike.
  These use a lance called a Kopia, a hollowed-out 5m
  wooden lance with a ball-shaped handguard and light
  silk pennant. Due to its hollowed out nature it is a
  one-use weapon, nearly always shattering after the
  first solid strike, at which point it is discarded and the
  horsemen’s swords are brought to bear. In the British
  Isles, only the Scots currently make any real use of the
  lance, a high proportion of their few cavalry using a
  simple spear-like lance 2.4-2.7m in length. ENC: 3,
  Cost: 15s
  Leading Staff: A symbol of officer rank, sometimes
  used instead of a more sturdy polearm such as a
  partisan or pollaxe, it is a flimsy device, of little use as
  an actual weapon.The leading staff is a 1.2-1.5m
  wooden shaft topped with an intricate spearhead-
  shaped decoration. ENC: 2, Cost: 10s
  Lochaber Axe: Another Highlander invention, the
  Lochaber axe features a 1.5-1.8m shaft and broad,
  cleaver-like axe blade averaging 45cm length. A
  sturdy backward-facing hook (cleek) is attached to the
  top of the shaft or back of the blade, useful for
  hooking opponents, especially cavalry of whom the
  Highlanders have few. The butt end of the shaft
  features a crude metal thrusting tip, increasing the
  weapon’s versatility. ENC: 3, Cost: 25s
  Partisan:
  Issued
  to
  infantry
  officers
  and
  the
  bodyguards of commanders throughout Europe as a
  symbol of rank, though few use it as a weapon,
  preferring to use their swords and pistols instead. It
  features a sturdy wooden shaft, typically around 1.8m
  in
  length,
  topped
  with
  a
  long,
  broad,
  tapering
  spearhead with two curved flukes at its base. Tassels
  adorn the base of the spearhead and it is sometimes
  engraved and otherwise artfully crafted. ENC: 3, Cost:
  15s
  Pike: Essentially a long wooden pole with a sharp
  steel tip. Regulations recommend that the pike should
  be sixteen feet (4.8 metres) long. However, many
  soldiers deliberately shorten their pikes, in order to
  increase their manoeuvrability and make them easier
  to carry – a risky policy if fighting a group of enemies
  who have not done the same! The pike is a weapon
  designed to be used by a mass of infantry, and as such
  acts as a deterrent, when deployed in numbers, rather
  than as an offensive weapon – cavalry think twice
  before assaulting a readied block of pike-men. While
  not necessarily the most logical choice of weapon for
  an Adventurer (rather cumbersome and impossible to
  conceal), for many Townsmen it is the only weapon
  they will have actually drilled and trained with. The
  pike is widely used by nearly every army in Europe.
  Although
  pikemen
  were
  equal
  in
  numbers
  to
  musketeers only a handful of years ago, the increasing
  use and effectiveness of muskets means that the
  number of pikemen is falling to as few as 20%-30% of
  the infantry now fielded, where resources allow. ENC:
  3, Cost: 4s
  Pollaxe: Occasionally used by infantry officers instead
  of a partisan or leading staff, the pollaxe has a sturdy
  wooden shaft, 1.2-2.1m in length topped with a
  hammerhead, backward-facing pick, and thrusting
  spike. ENC: 2, Cost: 15s
  Swinefeather: Until recently extensively used by the
  forces of the late Gustav II Adolf, King of Sweden, the
  swinefeather is a wooden stake, 1.5-1.8m long, with a
  spearhead at the top and iron spike at the base. Also
  called a Swedish Feather, it is used by some musketeers
  in Western Europe as a guarding device, thrust into
  the ground in front of the musketeer and angled
  forward so as to be set against any cavalry charges
  that might come. ENC: 2, Cost: 2s
  SHIELDS
  The days of the shield seeing common use have long
  since passed, and even the buckler seldom sees use
  any more in civilian hands or in battle.
  Buckler: Also called a Targe or Rondache, the Buckler
  is a small shield, handheld or bound to the forearm.
  Its main use is among the Scottish Highlanders who
  use a studded, wooden buckler in combination with a
  dirk and basket-hilted Claidheamh Mòr broadsword
  (see below). Bucklermen saw battlefield use until
  recent years in the armies of Spain as front rank
  infantry, though they were something of a failed
  experiment. They were armoured with helmet and
  breastplate, but armed with a steel buckler, side-
  sword, and sometimes a matchlock pistol or two. ENC
  
  79
  2, Cost: 5s
  SWORDS
  Swords are the personal melee weapons of choice on
  and off the battlefield and come in several varieties.
  Basket-Hilted
  Broadsword:
  The
  basket-hilted
  broadsword is the standard military sword of cavalry
  in nations throughout Europe. All such swords
  feature straight cut-and-thrust blades, nearly always
  double-edged,
  though
  some
  singled-edged
  backswords existed. In England, the Mortuary Sword
  sports an intricate half-basket hilt, while in the Dutch
  Republic, the Walloon Sword is favoured, with two
  large shell-guards (often decoratively pierced) and a
  knucklebow. The elegant Italian Schiavona has a cat’s-
  head pommel and cage-like hilt whereas the Polish
  Palasz
  usually
  has
  a
  simpler
  basket-hilt
  or
  knucklebow. Scottish Highlanders able to afford one
  use the basket-hilted Claidheamh Mòr (Claymore) as
  their
  primary
  weapon
  of
  choice,
  usually
  in
  conjunction with a targe (buckler) shield strapped to
  their other arm and dirk held in the shield hand. Use
  statistics for a Mortuary Sword. ENC: 2, Cost: 20s
  Great Sword: With the days of the Landsknechts long
  past, the great sword has all but vanished from use in
  Europe. The only notable exception is the Scottish
  Claidheamh dà Làimh, sometimes confusingly called a
  “Claymore”, a straight-bladed, double-edged great
  sword
  averaging
  1.4m
  in
  length,
  with
  a
  long
  downswept cross hilt. It is far less common among
  Highlanders than the basket-hilted Claidheamh Mòr.
  ENC: 4, Cost: 30s
  Hanger: The Hanger is a hunting sword, a short blade
  (typically
  45-60cm),
  nearly
  always
  single-edged,
  sometimes slightly curved, with a knucklebow to
  protect the hand. Frequently well made, and often
  decorated by wealthier owners, it is used to kill
  injured or otherwise immobilised prey but also makes
  a handy defensive weapon. It is a popular weapon
  throughout
  Europe,
  and
  is
  coming
  to
  be
  used
  frequently aboard ship. ENC: 1, Cost: 15s
  Koncerz: This unusual sword is used exclusively by
  the famed Polish Husaria (hussars), and features an
  unedged,
  slender
  blade
  around
  1.4m
  in
  length,
  designed to thrust only, and effectively pierce mail
  armour. The grip is protected by a simple but sturdy
  knucklebow. ENC: 2, Cost: 20s
  Mortuary
  Sword:
  Double-edged,
  basket-hilted,
  a
  meter long and straight; the mortuary sword is the
  sword of choice for most cavalry soldiers. ENC: 2,
  Cost: 20s
  Rapier: The civilian weapon of the gentleman, the
  rapier is commonplace among those able to afford it,
  and can be found throughout Western Europe. Many
  rapiers feature elaborate swept hilts, but cage hilts,
  Pappenheimer hilts (elegant combinations of swept
  hilt and pierced shell guards), and cup hilt rapier
  styles are also popular, the latter especially in Spain.
  The blade is designed more for thrusting than
  slashing. ENC: 2, Cost: 20s
  Sabre: The Szabla, the sabre beloved of Polish-
  Lithuanian cavalry has a curved single-edged blade
  and knucklebow. Scottish Highlanders also use a rare
  sabre-like
  sword,
  the
  Turcael,
  though
  this
  more
  resembles
  a
  basket-hilted
  Claidheamh
  Mòr
  broadsword, albeit single-edged and curved. ENC: 1,
  Cost: 22s 6d
  Schweizersäbel: A rare weapon originating in the
  Swiss Confederacy, the schweizersäbel (Swiss Sabre)
  has a slightly curved, single-edged blade around 1m
  in length, and two-handed grip protected by a swept-
  style hilt. Like many longswords of the past, it can be
  wielded in one hand or two, and despite its name, it is
  not a cavalry weapon. ENC: 2, Cost: 20s
  Side-Sword: Ubiquitous on the battlefields of Europe
  as the standard sword of many infantrymen, the side-
  sword is a straight-bladed, double-edged cut-and-
  thrust sword with S-shaped or straight quillons and
  often a simple knucklebow. ENC: 2, Cost: 17s 6d
  RANGED WEAPONS
  Daggers and Hatchets (see Close Combat Weapons,
  above) may be thrown, a rare few peasants still make
  use of a Sling or Short Bow, and a few other militia or
  irregular combatants still bear bows -- but the modern
  battlefield unquestionably belongs to the firearm.
  Black powder weapons can pack quite a punch,
  though
  they
  are
  difficult
  to
  load,
  heavy,
  and
  dangerous to use.
  MATCHLOCKS, WHEELLOCKS, AND
  FLINTLOCKS
  Essentially, most black powder firearms are loaded
  the same way. The powder is poured down the barrel
  and packed into place with a stick known as a
  ramrod; then the lead bullet (or larger missile in the
  case of artillery) is inserted, followed by some
  wadding (which is also packed down) to hold it in
  place. They also have a pan, which needs to be filled
  with powder. In the case of the flintlock, when the
  
  80
  trigger is released, a flint strikes a spark to ignite the
  powder. In the case of a matchlock, a lit piece of
  match (flax) is released by the trigger and ignites the
  powder in the pan. In the case of a wheellock, pulling
  the trigger spins a spring-loaded steel wheel against a
  piece of pyrite, striking sparks to ignite the powder.
  Matchlock muskets are by far the most common
  muskets throughout Europe, and feature robust,
  simple
  mechanisms
  that
  are
  relatively
  cheap
  to
  produce. Unfortunately, the matchcord (a length of
  flax) is a serious downside to the weapon. For the
  weapon to fire, the slow-burning matchcord must
  have been lit, and so many musketeers spend a great
  deal of time, effort, and attention keeping their
  CLOSE COMBAT WEAPONS
  Weapon
  Damage
  STR/DEX
  SIZE
  ENC
  Special
  Cost
  Bardiche
  2D6
  7/7
  L
  3
  2-handed
  20s
  Brandistock
  1D8
  7/7
  M
  2
  2-handed, Set
  20s
  Buckler
  1D4
  -/5
  M
  1
  -
  5s
  Cosh
  1D4
  -/-
  L
  1
  6d
  Cudgel
  1D6 (1-handed)
  1D6+1 (2-handed)
  5/9
  L
  1
  Flex
  2s
  Dagger
  1D4+1
  -/-
  S
  -
  Thrown
  3s
  Dirk
  1D3+2
  -/-
  S
  -
  5s
  Glaive
  1D8+1
  7/9
  M
  3
  -
  10s
  Great Sword
  2D8
  13/11
  H
  4
  2-handed
  30s
  Halberd
  1D8+2
  7/7
  L
  3
  2-handed, Set
  25s
  Half-Pike
  1D8+1
  5/5
  L
  2
  2-handed, Set
  3s
  Hatchet
  1D6
  -/9
  S
  1
  Thrown
  2s 6d
  Horseman’s
  Axe
  1D6+1
  11/9
  M
  3
  18s
  Hanger
  1D6
  6/7
  M
  1
  15s
  Jeddart Staff
  1D8+2
  7/9
  L
  3
  2-handed, Set
  25s
  Knife
  1D3
  -/-
  S
  -
  Thrown
  1s
  Koncerz
  1D8
  7/11
  M
  2
  20s
  Lance
  1D10+2
  9/9
  H
  3
  Set
  15s
  Leading Staff
  1D6
  7/7
  M
  2
  2-handed
  10s
  Lochaber Axe
  2D6
  7/7
  L
  3
  2-handed
  25s
  Longsword
  1D8 (1-handed)
  1D10 (2-handed)
  13/7
  L
  2
  Flex
  25s
  Mace
  1D8
  7/7
  M
  1
  -
  10s
  Main Gauche
  1D4
  -/11
  S
  -
  -
  18s
  Military Pick
  1D6+1
  13/11
  S
  3
  -
  18s
  Mortuary
  Sword
  1D8
  9/7
  M
  2
  20s
  Partisan
  1D8+1
  5/5
  L
  3
  2-handed, Set
  15s
  Pike
  1D8+1
  5/5
  L
  3
  2-handed, Set
  4s
  Pollaxe
  1D8+2
  11/9
  L
  2
  2-handed
  15s
  Quarterstaff
  1D8
  7/7
  M
  2
  2-handed
  2s
  Rapier
  1D8
  7/13
  M
  1
  10s
  Sabre
  1D6+1
  7/7
  M
  1
  22s 6d
  Schweizersäbel
  1D6+1 (1-handed)
  1D6+2 (2-handed)
  7/7
  M
  2
  Flex
  20s
  Side-Sword
  1D8
  9/7
  M
  2
  17s 6d
  Swinefeather
  1D8
  7/-
  M
  2
  Set
  2s
  Unarmed
  1D3
  -/-
  S
  -
  -
  -
  
  81
  matchcord burning. At least one or two musketeers in
  a given band always maintain a burning matchcord to
  rapidly light their fellows’ when necessity dictates.
  This means that the amount of matchcord needed can
  be a burden in terms of supply and weight; it is not
  unusual for a musketeer to burn through several
  metres a day. Furthermore, matchcord is notoriously
  susceptible to the weather and will not light if damp
  or wet, so keeping it dry is also a constant concern
  and effort. Even strong winds have an impact, making
  it more difficult to light and maintain. Finally, the
  ember glow of lit matchcord is highly visible in
  darkness or at night, and has ruined many an
  audacious plan.
  Compared to the matchlock, the wheellock is far less
  problematic; it will spark regardless of damp and
  does not require matchcord supplies. Its downside is
  that it is a very complex and expensive mechanism to
  craft and requires frequent maintenance. Despite this,
  it is the most common mechanism in carbines and
  pistols at present.
  The flintlock mechanism has all of the benefits of the
  wheellock, but is also a simpler mechanism to
  produce, making it ultimately cheaper and easier to
  manufacture and far less prone to malfunction and
  cheaper
  to
  repair.
  The
  most
  common
  flintlock
  mechanisms in England and the Dutch Republic at
  this moment are the English Lock and the Doglock, a
  flintlock
  featuring
  an
  external
  safety
  catch
  that
  prevents the mechanism going off half-cocked.
  Because guns are so slow to load, an Adventurer may
  only get off a single shot before closing with the
  enemy. In such situations it is normal to turn the gun
  round and use it as a club.
  RULES
  All black powder weapons (guns) use the Gun
  Combat skill when being fired and the Close Combat
  skill when being wielded as a club. Other non-black
  powder ranged weapons use the Ranged Weapons
  skill. Artillery rules are dealt with separately. Each
  gun and ranged weapon is characterised by the
  following qualities:
  Damage Dice: The damage the weapon deals on a
  successful
  attack.
  In
  the
  case
  of
  black
  powder
  weapons there are two figures given, damage as gun
  and damage as club (depending whether the weapon
  is being fired or used as a club). The character’s
  Damage Modifier is not added to the damage caused
  by the ranged weapon, unless it is being used as a
  club.
  Range: The effective range of the weapon when fired.
  A target within the weapon’s range may be attacked
  without penalty. A target within double the weapon’s
  range may be attacked, but the attacker’s weapon skill
  is halved before other modifiers are applied. Attacks
  cannot be made at a distance beyond twice the
  weapon’s range. A gun fired beyond its range does
  not
  benefit
  from
  the
  normal
  reduced
  armour
  protection afforded to guns.
  Load: The amount of combat rounds it takes to reload
  the weapon. If the weapon has been loaded and
  primed prior to combat, the following rules apply for
  firing the first shot:
  Matchlocks require a combat round to light the
  flax above the trigger before they can be used. If
  the matchcord is not already lit, lighting that also
  requires a combat round. If neither is lit, that
  means two combat rounds are needed before the
  gun can be fired.
  Wheellocks require a combat round to tension the
  mainspring ready for firing, using a special
  spanner to engage it, but this can be done outside
  of combat, making the wheellock ready to fire
  when needed.
  Flintlocks do not require extra combat rounds to
  make ready.
  The statistics on the black powder weapons table
  below
  assume
  that
  when
  reloading
  matchlock
  weapons that the firer already has matchcord lit. If at
  any point the matchcord has gone out, then an extra
  combat round will be required to relight it.
  STR/DEX: The minimum STR and DEX scores needed
  to
  easily
  wield
  this
  weapon.
  If
  either
  of
  the
  Characteristics are below these minimums, a –20%
  penalty is applied to a character’s skill when attacking
  and parrying with this weapon.
  Size: When used as a club, black powder weapons are
  rated in the following size categories: Small, Medium,
  Large and Huge.
  ENC: The weapon’s Encumbrance. The weight and
  bulk of the weapon.
  Cost: The cost in shillings to purchase this weapon.
  BLACK POWDER WEAPONS
  Arquebus,
  Matchlock:
  A
  weapon
  now
  almost
  completely abandoned by European armies in favour
  of the musket, the arquebus is still used by some
  irregular forces in mainland Europe, such as the
  Hungarian Hajduks. Lightweight, simple, and short
  
  82
  compared to a matchlock musket, it doesn’t require a
  rest but is comparatively low-powered and lacking in
  range. ENC: 2, Cost: 7s 6d
  Donderbus,
  Flintlock:
  The
  “Thundergun”
  was
  invented in the German states, but was quickly
  adopted by gunsmiths in the Dutch Republic where it
  became far better known and appreciated. Available
  in matchlock and flintlock versions, this short, brass-
  barrelled musket has a distinctive flared muzzle, and
  fires 12-15 musket balls in a single shot. This sprays a
  target at close range, making it a devastating weapon,
  and the flared barrel makes it easier to load. A few
  harquebusiers carry donderbuses instead of carbines,
  but
  it
  remains
  a
  very
  rare
  battlefield
  weapon.
  Although it can fire assorted scrap in an emergency,
  doing so can quickly and easily damage or shred the
  barrel. ENC: 2, Cost: 40s
  Donderbus,
  Matchlock:
  Identical
  to
  flintlock
  donderbus, save for mechanism and cost. ENC: 2,
  Cost: 20s
  Donderbus,
  Wheellock:
  Identical
  to
  flintlock
  donderbus, save for mechanism and cost. ENC: 2,
  Cost: 30s
  Duelling Pistol, Flintlock: Very much a weapon of
  the nobility, the duelling pistol is finely crafted and
  balanced,
  with
  a
  long
  barrel
  and
  appropriate
  decorative embellishments. ENC: 1, Cost: 25
  Duelling pistol, Matchlock: Identical to flintlock
  duelling pistol, save for mechanism and cost. ENC: 1,
  Cost: 15
  Duelling Pistol, Wheellock: Identical to flintlock
  duelling pistol, save for mechanism, cost and being
  more frequently encountered. ENC: 1, Cost: 20s
  Carbine, Flintlock: Lacking the range of the musket,
  the carbine can still cause serious damage in close
  combat. Its shorter length makes it suitable for firing
  either mounted or dismounted. Flintlock carbines are
  more common among Parliamentary cavalry than
  Royalist ones, but remain scarce compared to the
  more commonplace wheellock carbine. ENC: 2, Cost:
  20s
  Carbine, Matchlock: Far less common than the
  wheellock carbine, the matchlock carbine is now only
  commonly found in use by Royalist dragoons. ENC: 2,
  Cost: 10s
  Carbine, Wheellock: The wheellock carbine is the
  standard musket of harquebusier cavalry throughout
  Europe, and has an average barrel length of 76cm.
  ENC: 2, Cost: 15s
  Grenado: Very rare weapons, grenados are hollow
  iron spheres big enough to sit comfortably in the
  hand, filled with gunpowder and fitted with a short
  piece of matchcord. In decades to come they will be
  renamed Grenades. ENC: 1, Cost: 3s
  Musket, Flintlock: With a longer range than the pistol
  or carbine, but still distrusted by traditionalists who
  prefer the matchlock, the flintlock musket is too
  expensive to be widely available. Seldom encountered
  outside of a few Royalist units, flintlock muskets are
  most often used by artillery guards because the
  mechanism is much safer near quantities of black
  powder than matchlocks are. ENC: 3, Cost: 20s
  Musket, Matchlock: By far the most common musket.
  Many of the older ones are so heavy that they require
  the use of a firing stand. Nevertheless the range and
  damage
  they
  deliver
  make
  them
  a
  devastating
  weapon when fired en masse. The standard weapon
  of the musketeer throughout Europe, the matchlock
  musket dominates the battlefield despite its relative
  shortcomings.
  Although
  many
  models
  are
  cumbersome and have overlong barrels requiring
  rests to fire accurately, recent matchlock muskets are
  lighter and shorter, removing any necessity for a rest
  to be carried. Enc: 3, Cost: 10
  Musket, Wheellock: Although more common than
  the flintlock musket, the wheellock musket is still a
  distant second to the matchlock musket in terms of
  widespread use. It is most commonly issued to
  dragoons,
  especially
  on
  the
  Parliamentary
  side,
  mounted
  infantry
  who
  would
  otherwise
  find
  a
  matchlock musket impossible to deal with in the
  saddle. Unfortunately, Royalist dragoons have had
  incredible difficulty procuring wheellock muskets,
  and most have to make do with matchlock carbines
  instead. ENC: 3, Cost: 15s
  Petard: A Petard is essentially an explosive charge
  that can be attached to a target (often locked doors
  etc.) and then exploded. A petard consists of a
  wooden backplate, a metal container with a hole for a
  fuse and a few pounds of gunpowder. The petardier’s
  assistant is expected to run through the enemy’s fire
  (which is often horrendous) and attach the thing (by
  screwing in a hook to the surface to be blown, then
  suspending the petard), light a fuse (with a slow
  match lit at both ends), and, if still alive, retire to a
  safe distance. The petardier himself is not expected to
  make the dash; as a gunpowder expert, he is far too
  valuable. Any would-be petard setter should note that
  it is better to run back to one’s own lines in a zig-zag
  to avoid the path of the metal canister, which tends to
  rocket backwards as the gunpowder (hopefully) takes
  its toll in the opposite direction.
  
  83
  Rules: The fuse of a petard takes 1D3+3 Combat
  Rounds to burn (secret Games Master roll). Anything
  to which the petard is attached will take 8D8 damage.
  The canister shoots out of the back with a range of 5m;
  anyone within range must make a successful Dodge
  roll (+20% if a player has already stated their intention
  to zig-zag). Anyone hit by the canister takes 2D6
  damage. If the petard was not successfully attached,
  anyone and anything within 10m takes 3D6 damage.
  ENC: 5, Cost 8s
  Pistol, Flintlock: Only useful at short ranges, the
  flintlock pistol is often carried by the wealthy for
  personal protection, or for duelling in defence of one’s
  honour. Like its musket counterpart, the flintlock
  pistol is not altogether common yet, but is likely to
  eclipse the wheellock pistol in use within a few years.
  ENC: 1, Cost: 13s
  Pistol,
  Matchlock:
  A
  cheaper
  and
  more
  time-
  consuming predecessor to the flintlock pistol. The
  matchlock pistol is exceptionally rare simply due to
  the fact that it was never very popular anyway, and
  has all but completely been replaced by wheellock
  and flintlock pistols. ENC: 1, Cost: 7s 6d
  Pistol,
  Wheellock:
  Carried
  in
  pairs
  by
  most
  cuirassiers and harquebusiers, the wheellock pistol is
  by far the most common pistol on the battlefield and
  in use throughout Europe. ENC: 1, Cost: 10s
  WEAPON MODIFICATIONS
  Inventive manufacturers have come up with various
  adaptations to conventional weapons.
  Combination Melee Weapon and Pistol: Since viable
  alternatives to matchlocks began to surface, inventive
  craftsmen have combined the mechanisms of flintlock
  and wheellock pistols with various melee weapons.
  Their grossly inaccuracy and cost have not prevented
  such combination weapons from becoming popular
  with
  well-heeled
  individuals;
  in
  particular
  the
  combination of wheellock or flintlock pistol and
  hanger sword are in vogue for hunting. Due to the
  imbalance inherent in such a combination weapon,
  BLACK POWDER WEAPONS
  Weapon
  Damage as
  gun
  Damage as
  club
  Range
  Load
  STR/DEX
  Size1
  ENC
  Cost
  Arquebus, Matchlock
  2D6
  1D6-1
  10m
  6
  10/9
  M
  2
  7s 6d
  Donderbus, Flintlock
  4D6
  1D6-1
  5m
  3
  10/9
  M
  2
  40s
  Donderbus, Matchlock
  4D6
  1D6-1
  5m
  4
  10/10
  M
  2
  20s
  Donderbus, Wheellock
  4D6
  1D6-1
  5m
  3
  10/9
  M
  2
  30s
  Duelling Pistol, Flintlock
  2D4+1
  1D4-1
  10m
  2
  9/9
  S
  1
  25s
  Duelling Pistol, Matchlock
  2D4+1
  1D4-1
  10m
  3
  9/10
  S
  1
  15s
  Duelling Pistol, Wheellock
  2D4+1
  1D4-1
  10m
  2
  9/9
  S
  1
  20s
  Carbine, Flintlock
  2D6+1
  1D6-1
  12m
  3
  10/8
  M
  2
  20s
  Carbine, Matchlock
  2D6+1
  1D6-1
  12m
  4
  10/9
  M
  2
  10s
  Carbine, Wheellock
  2D6+1
  1D6-1
  12m
  3
  10/8
  M
  2
  15s
  Grenado
  3D6
  -
  5m
  2
  11/9
  -
  1
  3s
  Musket, Flintlock
  2D8+1
  1D6
  30m
  4
  11/9
  L
  3
  20s
  Musket, Matchlock
  2D8+1
  1D6
  30m
  5
  11/10
  L
  3
  10s
  Musket, Wheellock
  2D8+1
  1D6
  30m
  4
  11/9
  L
  3
  15s
  Petard
  See text
  -
  -
  -
  -
  -
  5
  8s
  Pistol, Flintlock
  1D6+2
  1D4-1
  5m
  3
  9/7
  S
  1
  13s
  Pistol, Matchlock
  1D6+2
  1D4-1
  5m
  4
  9/8
  S
  1
  7s 6d
  Pistol, Wheellock
  1D6+2
  1D4-1
  5m
  3
  9/7
  S
  1
  10s
  1. Size when used as a club
  
  84
  use of the pistol suffers a –10% penalty. Cost:
  Combine the cost of the melee weapon and desired
  pistol, then increase the final cost by 50%.
  Hidden Knife: Some melee weapons, particularly
  swords such as rapiers, have the ends of their handles
  hollowed out so as to fit a knife within (use knife
  statistics from the close combat weapons table). This
  concealed knife usually has the pommel of the sword
  as part of its own handle, and takes a combat round to
  remove. It is almost impossible to spot or discover,
  short of someone actively checking the pommel and
  handle. ENC: -, Cost: 5s
  Rifling: Some muskets and pistols are rifled, but these
  are rare, expensive weapons, not favoured in warfare
  due to how readily black powder fouls a rifled barrel
  that is not meticulously and frequently cleaned. Of the
  few rifled arms available, the most common is the
  rifled
  wheellock
  musket,
  though
  rifled
  flintlock
  muskets are also being produced. These rifles are
  commonly called Fowling Pieces, and are primarily
  used by hunters and gamekeepers. Such individuals
  are sometimes employed by Parliamentarian and
  Royalist forces as marksmen in siege situations,
  tasked with picking off officers and artillery crew at
  range. Rifling cannot be applied to a donderbus. The
  range of rifled guns is increased by 50%. Cost: +50%.
  OTHER RANGED WEAPONS
  The Crossbow and Sling require little training (though
  some practice), and can be used with the Ranged
  Combat skill. Long Bows, Recurve Bows and Short
  Bows, however, require a certain amount of training
  and require the Advanced skill, Ranged Combat
  (Bows).
  Crossbow: Crossbows were superseded by black
  powder weapons by English forces a century ago, but
  remain in use as hunting weapons. ENC: 1, Cost: 20s
  Long Bow: A large bow (about 2m long, hence its
  name) that cannot be used from horseback. Despite its
  antiquity, the yew long bow still sees some use in
  battle, primarily among some Royalist troops and
  Highlander mercenaries. ENC: 1, Cost: 20s
  Recurve Bow: The recurve bow is almost only ever
  found in the hands of Eastern European irregular
  troops such as mounted Tatars and Croats, making it
  almost unknown within the British Isles. ENC: 1, Cost:
  20s
  Short Bow: Short bows have not been used as a
  weapon of war in England for centuries, but remain in
  use by hunters. ENC: 1, Cost: 15s
  Sling: A strip of cloth or leather used to throw a stone
  or other projectile at the target. Although not a
  common weapon of war, peasants who have taught
  themselves
  to
  use
  a
  sling
  for
  hunting
  can
  be
  surprisingly deadly in combat. ENC: - , Cost: 2d
  ARTILLERY
  RULES
  All
  artillery
  weapons
  use
  the
  Artillery
  skill
  of
  whoever is in command of the gun when being fired.
  Fumbles on an Artillery roll will cause the weapon to
  be put out of action until repaired (which will take
  days), or represent a crack to the barrel that renders
  the gun irreparable, or, if the Games Master is feeling
  particularly cruel, cause everybody in the immediate
  vicinity to be blown to smithereens. Each artillery
  piece is characterised by the following qualities:
  Damage:
  The
  damage
  the
  weapon
  deals
  on
  a
  successful attack.
  Range: The effective range of the artillery piece when
  fired. A target within the weapon’s range may be
  attacked without penalty. A target within double the
  weapon’s range may be attacked, but the attacker’s
  Artillery
  skill
  is
  halved
  before other modifiers are
  applied. Attacks cannot be
  made at a distance beyond
  twice the weapon’s range.
  A
  gun
  fired
  beyond
  its
  range does not benefit from
  the
  normal
  reduced
  armour protection afforded
  to guns.
  Load:
  The
  amount
  of
  combat rounds it takes to
  RANGED WEAPONS
  Weapon
  Damage
  Range
  Load
  STR/DEX
  ENC
  Cost
  Crossbow
  1D10
  130m
  2
  5/9
  1
  20s
  Long Bow
  1D10
  150m
  1
  13/9
  1
  20s
  Recurve Bow
  1D8
  125m
  1
  9/13
  1
  20s
  Short Bow
  1D8
  75m
  1
  9/9
  1
  15s
  Sling (one handed)
  1D6
  50m
  1
  -/9
  -
  2d
  
  85
  load the artillery.
  Number of horses to pull: The number of horses
  required to pull the artillery piece when limbered.
  Number of men to haul: The number of men required
  to pull the artillery piece when limbered or to safely
  shift the weapon onto its limber.
  Crew required: The number of people required to
  operate the weapon.
  Cost: The cost in shillings to purchase this weapon.
  TYPES OF ARTILLERY
  Cannon and Siege Cannon: Siege guns and other
  large cannon strike fear into the heart of enemy
  troops. However, they are very heavy, loading time is
  lengthy, and they are extremely inaccurate and
  require a lot of maintenance. A large team of horses
  (4-16 depending on the exact size of the cannon) are
  required to move them at all and once set up they
  cannot easily be shifted. Being deployed in a static
  position beforehand, they are therefore of limited use
  in battle. When used in siege warfare, their slow rate
  of fire, tendency to break, and the scarcity of suitable
  ammunition (although some can fire heavy stones in a
  pinch) mean that they are used as much to wear down
  defenders’ morale as to cause casualties or a serious
  breach in the defences. Cost: 2000-4,000s
  Light Artillery: Some lighter artillery does exist.
  Scottish armies, for example, sometimes use it as
  heavier
  weapons
  are
  almost
  impossible
  to
  shift
  through rough mountain territory. Such weapons
  might be carried on pack animals before assembly.
  Cost: 600s
  Siege Mortar: Needing a smaller crew (one person
  can fire a mortar although it isn’t easy - triple load
  time) and being easier to manoeuvre than large
  cannon, the mortar fires an explosive shell into the air.
  If it lands on target it can be devastating, but such
  pieces are difficult to aim and ammunition is scarce.
  Cost: 1,500s
  Heavy Arquebus: Sometimes fired from a cart, this
  heavier Matchlock weapon requires a crew of two and
  fires a much larger lead ball than the standard
  musket. Cost: 100s
  TYPICAL ARMOUR OUTFITS
  For rules purposes, individuals are considered to have
  Armour
  Points
  that
  correspond
  to
  the
  overall
  protection that the armour they are wearing confers.
  This means that two individuals can be wearing
  different variations of armour, but have the same
  Armour Points. For ease, players might want to
  choose the armour their Adventurer is playing from
  one of the typical armour outfit sets below. If the
  player
  wishes
  to
  assemble
  their
  own
  set
  from
  individual pieces then the category of armour a
  character is considered to be wearing is at the
  discretion of the Games Master, who should choose
  the closest of the following options.
  Very Light Armour: Representing just one or two
  items of protection. Typically very light armour might
  be comprised of a secrete and soft leather jacket. ENC:
  1, Cost: 25s, Armour Points: 1/0
  Light Armour: Typically little more than a helmet and
  soft leather jerkin and trousers, or no helmet with just
  a buff coat. ENC: 4, Cost: 30s, Armour Points: 2/1
  Medium Armour: Pretty much the standard for a
  well-armoured character. Typically a buff coat, breast-
  and back-plate, decent boots and a lobster pot helm.
  ENC: 10, Cost: 85s, Armour Points: 3/1
  Heavy
  Armour:
  Representing
  extremely
  well
  armoured infantry, more usually worn by members of
  heavy
  cavalry
  regiments.
  Typically
  high
  cavalry
  boots, backplate, breastplate and short tassets, lobster
  pot helmet and buff coat. ENC: 15, Cost: 105s, Armour
  Points: 4/2
  ARTILLERY
  Weapon
  Damage
  Range
  Load
  Number of horses to pull
  Number of men to haul
  Crew Required
  Cost
  Cannon
  4D8
  80m
  10 mins
  8
  40
  4
  2,000s
  Heavy
  Arquebus
  4D6
  40m
  5 mins
  1
  4
  2
  100s
  Light Artillery
  4D6
  100m
  5 mins
  2
  8
  2
  600s
  Siege Mortar
  4D10
  60m
  30 mins
  10
  50
  1
  1,500s
  Siege Cannon
  6D20
  120m
  1 hour
  16
  90
  6
  4,000s
  
  86
  Very Heavy Armour: Full plate armour, the typically
  outfit
  of
  a
  cuirrassiers,
  including
  breastplate,
  backplate, long tassets, gauntlets, closed helmet and
  vambrace. ENC: 26, Cost: 185s, Armour Points: 5/2
  ITEMS OF ARMOUR
  Boots, cavalry: The thick thigh-length boots worn by
  many cavalry, especially harquebusiers, and some
  dragoons, provide some protection to the legs but are
  commonly turned down outside of combat. ENC: 2,
  Cost: 15s
  Breastplate & Backplate: Also called a Cuirass or
  Corslet,
  this
  armour
  is
  worn
  by
  harquebusiers,
  cuirassiers,
  husaria
  (Polish
  hussars),
  pikemen,
  halberdiers, bucklermen, and siege engineers alike.
  The breastplate is often sold as being bulletproof,
  though this is seldom the case, and many supposed
  test bullet dents are actually made with the end of a
  ball-tipped hammer. Husaria have their breastplates
  polished and decorated with brass fittings. Many
  cavalrymen, especially cuirassiers, and nearly all
  infantrymen of the types mentioned above, have
  breastplates with tassets attached (see below), though
  the tassets are frequently discarded in the case of most
  infantrymen, except siege engineers. ENC: 3, Cost: 20s
  Bridle Gauntlet: An articulated cavalry gauntlet that
  covers the hand and entire forearm up to the elbow,
  the bridle gauntlet is worn on the left arm of a few
  harquebusiers, leaving the right hand unimpeded for
  easier pistol use. Polish husaria wear a pair of similar
  gauntlets on both arms called Karvash. ENC: 3, Cost:
  20s
  Buff Coat, Sleeved: A treated leather coat, skirted and
  most often sleeved too. It is durable and provides
  some
  protection,
  but
  most
  importantly
  provides
  freedom
  of
  movement.
  All
  harquebusiers
  are
  equipped
  with
  sleeved
  buff
  coats.
  The
  biggest
  drawback of the buff coat is the fact that it quickly
  soaks up water and rain and can take days to dry out.
  Buff is short for Buffalo, though the coat is made from
  cowhide. ENC: 4, Cost: 30s
  Buff Coat, Sleeveless: A rare few infantry officers
  and musketeer units have sleeveless buff coats,
  principally the Trained Bands of London. ENC: 2,
  Cost: 15s
  Helmet: Helmets of many types can be found among
  the soldiery of Europe. Harquebusiers, Polish husaria,
  siege engineers, and some cuirassiers make use of
  Capeline
  helmets,
  frequently
  called
  Lobster
  Pots
  (Zischägge in German and Szyszak in Polish). This is a
  pot
  helmet
  with
  a
  fixed
  peak,
  cheek
  guards,
  articulated aventail, and nasal bar or tri-bar visor,
  with the latter being especially common in England.
  Cuirassiers also make use of Close Helms, knightly
  helms that fully enclose the head and feature hinged
  visors. Pikemen, halberdiers, bucklermen, and the
  musketeers of the Trained London Bands, are most
  commonly equipped with Morion helmets, a style of
  helmet widely used by the Spanish conquistadors and
  distinguished by its front and rear pointed peaks and
  reinforcing top comb. Other helmets frequently used
  by Pikemen include the Cabasett, a tall-crowned
  helmet with a narrow brim, Birnhelm, almost identical
  to the Morion but with a smaller comb and narrower
  brim, and Burgonet, a domed helmet with fitted peak,
  tail,
  reinforcing
  crest,
  and
  cheek
  guards.
  Some
  cuirassiers also make use of the burgonet, usually
  with a falling buffe visor. The rarest, and certainly
  most distinctive, helmet is the Metal Hat, literally a
  wide-brimmed civilian hat, but crafted from metal
  plate and fitted with a sliding nasal guard. This
  strange helmet is exclusively the domain of the noble
  and wealthy, as can be testified by the fact that the
  late
  King
  Charles
  had
  one.
  ENC:
  3,
  Cost:
  20s
  (Cabasett, Morion), 22s (Burgonet), 30s (Close Helm),
  40s (Metal Hat)
  Secrete:
  The
  only
  dedicated
  type
  of
  armour
  encountered in use among the otherwise unarmoured
  musketeers
  and
  dragoons,
  the
  secrete
  is
  still
  uncommon, a metal skullcap that can be easily worn
  unnoticed beneath a hat or cap. It provides little
  serious protection as it is so form-fitting, light, and
  only covers the top of the head, but is favoured by
  those soldiers and officers who want to remain
  unencumbered,
  or
  simply
  prefer
  the
  appeal
  of
  wearing a fashionable hat rather than a helmet. ENC:
  1, Cost: 15s
  Tassets, short: Essentially plate skirts attached to the
  front of many breastplates with hinges to protect the
  abdomen and groin; they can’t be worn without a
  supporting breastplate. ENC: 3, Cost: 20s
  Tassets, long: Worn by cuirassiers and attach the
  same way as short tassets, but are articulated pieces
  that extend from the waist down the front of each leg
  to the knee where they are secured, giving protection
  to both the abdomen and both legs; they can’t be worn
  without a supporting breastplate. ENC: 9, Cost: 60s
  Vambrace: Now only worn by cuirassiers, a vambrace
  is an articulated plate sleeve formed of a combination
  of pauldron, rerebrace, couter, and vambrace. ENC: 6,
  Cost: 40s
  
  87
  Chapter 8: Alchemy
  Note: The following magick system was designed for
  the Clockwork & Chivalry game world, and is a much
  more powerful “high magick” system than would be
  available in most game worlds. Games Masters
  should decide whether this system would unbalance
  their
  game
  world
  before
  allowing
  Alchemist
  Adventurers.
  More information on this form of “scientific alchemy”
  and its theoretical background can be found in
  Clockwork & Chivalry Core Rulebook 2nd Edition.
  The Great Work
  The first job of any Alchemist, before he can think
  about casting spells or brewing potions, is the creation
  of a Philosopher’s Stone. A Philosopher’s Stone
  concentrates the natural powers of the universe into a
  form that can be tapped by the Alchemist.
  To create a Philosopher’s Stone, an Alchemist must
  have access to a properly equipped laboratory, and
  must have all the necessary ingredients to hand. Most
  Alchemists will have access to extensive laboratories,
  or their own private laboratory, but some may have
  what is known as a “portable laboratory”, which can
  be set up in a large tent and can be disassembled to fit
  into a small horse-drawn cart.
  GALENIC PHYSICIANS AND MAGICK
  Galenic Physicians are trained in the healing arts,
  among which is numbered alchemy. While they can
  create Philosopher’s Stones and Potions, and cast
  spells, they are, at start of play, limited to using the
  Elemental Casting (Earth) skill and can only learn
  certain spells (see below). However, there is nothing
  to stop a Galenic Healer, with the right contacts and
  training, from becoming a fully-fledged Alchemist.
  Since a Galenic Physician will have taken the
  Hippocratic Oath to preserve life, he is unlikely to
  learn offensive combat spells, though it is not
  beyond the bounds of possibility if the Physician has
  wandered far from his original aims in life.
  A Galenic Physician begins play with 3 Magnitude
  Points worth of spells, chosen from the following
  list: For to Bring the Touch of Healing, For to Create a
  Healing Bouquet, For to Cure a Disease or Counteract a
  Poison, For to Dispel a Pestilential Miasma, For to
  Enhance to Hands of Healing.
  
  88
  Creation
  of
  a
  Philosopher’s
  Stone
  requires
  the
  Alchemy skill. In game terms, the amount of power
  stored in a given Philosopher’s Stone is measured in
  Magick Points (MPs). Once Magick Points are stored
  in a Stone, they can be used for the creation of potions
  or the casting of spells; as the Magick Points are used
  up, the Philosopher’s Stone shrinks and crumbles
  away until, when the Magick Points reach 0, there is
  nothing left of the Stone but a handful of useless dust.
  Creating a Philosopher’s Stone has a number of
  phases:
  1. GATHERING INGREDIENTS
  Pre-prepared
  ingredients
  needed
  to
  create
  a
  Philosopher’s
  Stone
  are
  usually
  available
  in
  a
  university or can be bought from any apothecary’s
  shop in a large town. It costs 5 shillings per Magick
  Point for pre-prepared ingredients.
  If the Alchemist cannot find pre-prepared ingredients,
  he or she can scavenge for his or her own, using
  natural substances (wild herbs, chemicals, animal
  dung, etc.). Any settlement from a small farm to a
  large city can provide the ingredients, though it
  requires a successful Alchemy roll, and takes 1D4
  hours to gain 1D6 Magick Points worth of ingredients,
  plus another hour per 5 Magick Points in the
  laboratory
  to
  prepare
  the
  ingredients
  for
  use.
  Alchemists may also need to explain to the locals why
  they are rooting about in the dung heap!
  2. SETTING UP THE EQUIPMENT
  Before
  an
  Alchemist
  can
  begin
  creating
  a
  Philosopher’s
  Stone,
  he
  must
  first
  set
  up
  the
  equipment and fire up the furnace. This takes an hour
  for a normal laboratory, or two hours for a portable
  laboratory, which must be unpacked and assembled.
  This time is fixed, no matter how large or small the
  Philosopher’s Stone to be produced.
  3. CREATING THE PHILOSOPHER’S
  STONE
  Creating a Philosopher’s Stone can be a hazardous
  process – the bigger the Stone and the less skilled the
  Alchemist, the more chance there is of a serious
  mishap.
  Philosopher’s Stones are created in 2 Magick Point
  increments; each 2 Magick Points takes 1 hour of
  work. For each hour that the Alchemist works, he
  must make an Alchemy roll, with a -5% penalty to his
  skill for every hour after the first, due to the difficulty
  of controlling the forces necessary to create a large
  PHILOSOPHER’S STONE MISHAPS
  Roll failed by
  Mishap
  1-15
  Leak of dizzying miasmas. Make a Resilience roll. On a failure, you fall unconscious for 1D6 hours. On a
  Fumble, the effects last for 1D12 hours.
  16-30
  Minor leak of noxious vapours. Make a Resilience roll. On a failure, you are at -25% to all skills for 1D6
  days, due to poisonous effects. On a Fumble, the effects last 1D12 days.
  31-45
  Minor explosion. You take 1D6 burns damage and a Serious Wound to one of your arms (roll randomly to
  see which arm).
  46-60
  You accidentally summon a Medium-sized Elemental. Roll 1D4: 1-Earth, 2-Air, 3-Fire, 4-Water. The
  Elemental, if not controlled, will behave in the manner appropriate to its type (see pp.XX-XX).
  61-75
  Major leak of noxious vapours. Make a Resilience roll. On a success, treat as a minor leak (see 16-30
  above). On a failure, you lose 1D4 CON permanently (remember that this amount will also be lost from all
  CON-based skills and Hit Points may go down). On a Fumble, you lose 1D6 CON permanently. Anyone
  else who is in your laboratory must make the same Resilience test too.
  76-99
  Distracted by thinking about what you will be doing with this Stone, you accidentally set off one of your
  own spells. Choose a spell from your list at random; this spell is cast at maximum effect on yourself, using
  up all the Magick Points in the Stone you are creating.
  00 Fumble
  Major explosion! You and anyone else within 10m of the furnace take the number of MPs in the Stone you
  are creating +1D4 in damage; or 1/2 the number of MPs in the Stone +1D2 if you make a successful
  Dodge roll. Those effected will take a Serious or Grave Wound if the damage is enough. All the laboratory
  equipment and the Philosopher’s Stone you were creating are destroyed.
  
  89
  and powerful Stone.
  The Alchemist must make a roll every hour to keep
  adding MPs to the Stone. If a roll fails, no more
  Magick Points can be added to that particular Stone,
  though a new one could be created. On a failed roll,
  the player must check the Mishaps Table (see below) –
  the bigger the failure, the worse the catastrophe.
  It is worth noting that the more Magick Points an
  Alchemist attempts to store in a Stone, the more likely
  it is that there will be a catastrophic failure. Beginning
  Alchemists get around this problem by creating many
  small Stones with only a few MPs in them, rather than
  one big one. The disadvantage of this method is that
  such Stones cannot be used together – a less powerful
  Stone can only be used to cast a less powerful spell.
  An Alchemist who sees the need to cast powerful
  spells must take the risk of creating a powerful
  Philosopher’s Stone.
  Fatigue: For every 8 hours of work (not including the
  setting up of the equipment), the Alchemist must
  make a Resilience test or drop down one level of
  Fatigue, due to the heat and noxious fumes in the
  laboratory. (See Fatigue Levels Table).
  MISHAPS
  If an Alchemist fails an Alchemy roll while creating a
  Philosopher’s Stone, there is often some sort of
  mishap. The severity of the mishap is based on the
  amount by which the roll was failed. Subtract the
  amount needed to get the roll from the actual dice
  roll, and look up the result on the table.
  Alchemists’ Spells
  Most spells are linked in particular to one of the four
  elements, and many scholars specialise in just one
  element, in order to increase their mastery of a
  particular set of spells. However, it often pays for the
  diligent Alchemist to have at least some knowledge of
  one or two other elements, in order to broaden his
  repertoire.
  In rules terms, these areas of study are measured by
  the Elemental Casting (Element) skill. Each of the four
  elements is a separate skill, so characters may have,
  for
  instance,
  Elemental
  Casting
  (Air)
  at
  70%,
  Elemental Casting (Earth) at 25%, and no skill at all in
  Elemental
  Casting
  (Fire)
  or
  Elemental
  Casting
  (Water).
  Theoretically, there is a fifth skill, Elemental Casting
  (Aether), but since the element of Aether does not
  exist beneath the orbit of the Moon, it would take an
  expedition to the Lunar sphere to confirm whether
  spells can actually be performed with the fifth
  element.
  LEARNING SPELLS
  Newly created Alchemist characters begin play with
  six points of Magnitude worth of spells.
  Characters can spend Improvement Points on gaining
  new spells; for those with access to a library, a
  particular academic paper written by a scholar, or
  membership
  of
  an
  alchemy
  college,
  each
  Improvement Point gains the Alchemist 1 Magnitude
  worth of spells. It takes 2D6 hours per point of
  Magnitude to learn a new spell. For those without
  these advantages, costs are doubled – it costs 2
  Improvement Points per point of Magnitude and 4D6
  hours to learn spells from other grimoires and
  sources. These figures apply to the base Magnitude
  level of the spell being learned; an Alchemist can
  always cast a spell at a higher Magnitude assuming
  his Philosopher’s Stone has enough Magick Points.
  Alchemists may need to pay to learn spells – this will
  vary according to the game world.
  CASTING SPELLS
  The casting of a spell requires knowledge of that spell,
  a Philosopher’s Stone containing enough Magick
  Points, and the correct Elemental Casting skill for the
  spell in question.
  In order to cast a spell, the Alchemist must be
  touching the Philosopher’s Stone he is using; he must
  also make certain ritual gestures and chant certain
  mnemonics (usually in Latin) to get his mind into the
  correct frame of reference to channel the elemental
  forces
  he
  is
  attempting
  to
  command.
  The
  Philosopher’s Stone he is using must contain enough
  Magick Points for the spell in question – an Alchemist
  cannot combine the Magick Points of several small
  Stones in order to cast a powerful spell.
  Important Note: An Alchemist can only cast a spell
  with a Philosopher’s Stone that he has created
  himself. Each Stone is attuned to its creator and is a
  mere inert lump of rock to anyone else, even another
  Alchemist.
  It is possible to attempt to cast a spell without the
  ritual
  gestures
  and
  mnemonics,
  so
  long
  as
  the
  Alchemist is touching the Philosopher’s Stone, but
  
  90
  there is a penalty of -25% for each missing action, so
  that an Alchemist attempting to cast a spell with
  neither gestures nor spoken mnemonics would be at
  -50% to casting the spell.
  If all the above conditions are met, the Alchemist casts
  the spell by making a roll against the requisite
  Elemental Casting skill. If the roll is a success, the
  spell takes effect and a number of Magick Points
  equal to the Magnitude of the spells are removed
  from the Philosopher’s Stone; if this takes the MPs of
  the Stone to 0, it crumbles to dust and cannot be used
  again.
  If the casting test is failed, the spell does not take
  effect, and the Philosopher’s Stone loses 1 Magick
  Point.
  CRITICAL SUCCESS
  If the caster scores a Critical Success on the casting
  roll, the Alchemist has been able to control the flow of
  elemental power particularly well. The Philosopher’s
  Stone loses only 1 Magick Point instead of the normal
  total for that spell.
  FUMBLE
  If the Alchemist fumbles the Elemental Casting roll,
  he has completely lost control of the elemental forces
  he is trying to control. The caster should make
  another
  Elemental
  Casting
  roll
  using
  the
  same
  penalties as the previous roll and look up the result on
  the table.
  CASTING TIME
  No other action may be taken while casting a spell,
  though the Alchemist may walk slowly up to half
  their Movement while casting a spell.
  Spells take a number of Combat Rounds to cast equal
  to half their Magnitude (rounded up). The more
  powerful a spell, the longer it takes for the Alchemist
  to reach the correct frame of mind to cast it.
  Distractions, or attacks on the Alchemist as he casts,
  will automatically ruin the spells unless the caster
  passes
  a
  Persistence
  test,
  thereby
  maintaining
  concentration on the spell.
  SPELL CASTING FUMBLES
  Dice roll
  Result
  Success
  The Philosopher’s Stone grows too hot to touch. You lose 1D6 Hit Points and take a Serious Wound to the
  hand that was holding the Stone. The Stone takes 1D6 combat rounds to cool sufficient for you to pick it up
  again.
  Failed by
  1-20%
  Result as Success, above, plus the Philosopher’s Stone loses twice the number of Magick Points it would have
  done had the spell been cast successfully. If MPs are reduced to 0, the Stone is destroyed.
  Failed by
  21-40%
  Result as Success, above, plus the spell has the opposite of the intended effect. Weapon spells may be cast on
  the nearest enemy’s weapon or decrease an ally’s weapon damage, Healing spells cause wounds, etc. Be
  creative, but the GM’s decision is final. The Philosopher’s Stone loses the number of Magick Points it would
  have done had the spell acted normally.
  Failed by
  41-60%
  Result as Success, above, plus you cast the wrong spell. Choose one at random from the spells you know, or
  pick the one that would be most embarassing/disastrous/unexpectedly impressive in the current situation.
  Your Philosopher’s Stone loses the number of Magick Points it would have lost if the spell had been cast
  correctly.
  Failed by
  61-80%
  Result as Success, above, plus, you accidentally summon a Medium-sized Elemental, of the same type as the
  Elemental Casting you were attempting. The Elemental, if not controlled, will behave in the manner
  appropriate to its type. Your Philosopher’s Stone loses the number of Magick Points it would have lost if the
  spell had been cast correctly.
  Failed by
  81%+
  Your Philosopher’s Stone explodes! You and anyone else within 10m of you take the number of MPs in the
  Stone you are creating +1D4 in damage to the hand holding the Stone (or a random hit location for
  bystanders); or half the number of MPs in the Stone +1D2 if you make a successful Dodge roll. Those effected
  will take a Serious or Grave Wound if the damage is enough.
  Fumble
  (99-00/
  00)
  Your Philosopher’s Stone explodes, setting off a chain reaction, which destroys other nearby Stones. Result as
  for the entry above, but the same also happens to every other Philosopher’s Stone within 10m of the caster.
  
  91
  DISMISSING SPELLS
  In a single Combat Round, an Alchemist can dismiss
  any Permanent spell(s) he has cast as a free action.
  Ceasing to cast a Concentration spell is immediate
  and not an action.
  Spell List
  Spells are listed by Element. Some spells have variant
  versions that are similar enough to be described only
  once – these are listed under Common Spells, see
  below.
  SPELL TRAITS AND DESCRIPTIONS
  Alchemy spells all have some or all of the following
  traits:
  Area (X): The spell affects all targets within a radius
  specified in metres.
  Concentration: The spell’s effects will remain in place
  so long as the character continues to concentrate on it.
  Concentrating on a spell is functionally identical to
  casting the spell, requiring the caster to continue to
  chant and ignore distractions.
  Duration (X): The spell’s effects will stay in place for
  the number of minutes indicated.
  Instant: The spell’s effects take place instantly. The
  spell itself then disappears.
  Magnitude (X): The strength and power of the spell.
  Also the minimum number of Magick Points required
  to cast it.
  Progressive: This indicates that a spell can be learned
  at its lowest Magnitude, but can be cast at any
  Magnitude, as long as the Alchemist has a single
  Philosopher’s Stone with enough Magick Points in it.
  Ranged: Ranged spells may be cast upon targets up to
  a maximum distance of the character’s POW x 5 in
  metres.
  Resist
  (Dodge/Persistence/Resilience):
  The
  spell’s
  intended effects do not succeed automatically. The
  target may make a Dodge, Persistence or Resilience
  test (as specified by the spell) in order to avoid the
  effect of the spell entirely. Note that Resist (Dodge)
  spells require the target to be able to use Reactions in
  order to Dodge. In the case of Area spells, the Resist
  (Dodge) trait requires the target to dive in order to
  mitigate the spell’s effect.
  Touch: Touch spells require the character to actually
  touch his target for the spell to take effect, using an
  Unarmed Combat skill test to make contact if the
  target is not willing. The caster must remain in
  physical contact with the target for the entire casting.
  A Touch spell can be cast on the caster who is, by
  definition, in contact with himself.
  Trigger: The spell will lie dormant until an event
  stated in the description takes place. The spell then
  takes effect and is expended. The Duration of such a
  spell does not begin until the spell is triggered.
  COMMON SPELLS
  These spells may have different versions for each of
  the four elements, but share common mechanics, so
  are not repeated four times.
  Spells marked Element: any are exactly the same for all
  the four elements and can be cast using any of the
  Elemental Casting skills.
  Spells marked Element: varies have a different version
  for each element. For example, although a spell such
  as For the Summoning of a Salamander works the same
  as For the Summoning of an Undine, it must be learned
  separately for each element. A character with For the
  Summoning of a Salamander can not summon an
  Undine unless he or she possesses that spell too.
  FOR TO DISCOVER (X)
  Concentration, Magnitude 1, Ranged, Resist (Special)
  Element: any
  This covers a family of spells that all operate in a
  similar fashion, allowing the caster to locate the
  closest target of the spell within its range. This effect
  is stopped by a thick substance such as metal, earth or
  stone that is at least one metre thick. The separate
  spells For to Discover are listed below and must be
  learned separately to use them.
  For to Discover an Enemy: Gives the location of the
  nearest creatures, of a number equal to the Magnitude
  of the spell, that intend to harm the caster.
  For to Discover Magick: Gives the location and
  identity of the nearest Philosopher’s Stone, magickal
  potion, or active spell, including Witchcraft. In the
  case of a Philosopher’s Stone, it will tell the caster
  how many Magick Points it contains.
  For to Discover a (Species): Each For to Discover a
  (Species) spell will give the location of the nearest
  creature of the specified species. Examples of this
  
  92
  spell include For to Discover a Wolf, For to Discover a
  Horse and For to Discover a Sparrow.
  For to Discover (Substance): Each spell For to Discover
  (Substance) will give the location of the nearest
  substance of the specified type. Examples of this spell
  include For to Discover Coal, For to Discover Gold and
  For to Discover Wood.
  FOR THE DOMINATION OF A FAMILIAR
  (SPECIES)
  Concentration,
  Magnitude
  1,
  Progressive,
  Resist
  (Persistence)
  Element: any
  This spell gives the caster control over a specific type
  of non-human creature for the purposes of using it as
  a Familiar (see the Familiar rules later in this chapter).
  Each species is a different spell, so For the Domination
  of a Familiar Dog must be learned separately from For
  the Domination of a Familiar Cat.
  The caster may attempt to dominate a target of up to 3
  INT per 1 Magnitude. If the target fails to Resist, it
  must obey the caster while the spell lasts.
  The controlled Familiar shares a limited telepathic
  link with the caster by which it can receive orders; it is
  completely in thrall to the wishes of the caster and can
  even be made to take its own life if the caster so
  wishes. If the Familiar is currently carrying a spell, the
  spell can be cast with a simple mental command.
  The caster cannot use the senses of the Familiar, so
  must be able to see the creature if he wants to be sure
  what it is doing.
  Due to the degree of control exerted on the creature,
  many Alchemists consider this spell unethical – it
  treats
  an
  animal
  as
  an
  unfeeling
  mechanism,
  something more common among the Mechanical
  Philosophers
  of
  the
  Parliamentarian
  cause
  than
  anything the average Royalist would espouse.
  FOR THE DISMISSAL OF (AN ELEMENTAL
  TYPE)
  Instant,
  Touch,
  Magnitude
  1,
  Progressive,
  Resist
  (Resilience)
  Element: Varies
  This spell may be cast against an Elemental of the
  correct type. It affects an Elemental of up to 1 cubic
  metre in size per point of Magnitude. Failure to Resist
  means that the Elemental disperses. It is often difficult
  to get close to an Elemental in order to dismiss it with
  this Touch spell. Some solutions to this are discussed
  in “Elementals and Their Summoning” later in this
  chapter.
  FOR THE SHAPING OF (AN ELEMENTAL
  TYPE)
  Instant, Magnitude 1, Ranged
  Element: Varies
  This spell allows the caster to shape the form of a
  previously summoned Elemental into any shape he
  wishes. The Elemental must be controlled within a
  circle
  of
  powdered
  Philosopher’s
  Stone
  (see
  “Elementals and Their Summoning” later in this
  chapter for details). The shape can be anything the
  caster can imagine, but can never be greater in size
  than the size in cubic metres of the Elemental
  summoned. The shaper must be within 5 metres of
  the Elemental when casting the spell.
  FOR THE SUMMONING OF (AN
  ELEMENTAL TYPE)
  Duration 15, Magnitude 1, Progressive
  Element: Varies
  This spell must be learned separately for each of the
  four types of Elementals described in the Bestiary. The
  spell summons forth an Elemental of one cubic metre
  per point of Magnitude, which will manifest after 1D3
  combat rounds. There must be enough of the element
  in question within five metres of the caster when the
  spell is cast; so a Gnome must be summoned close to
  Earth (an easy one unless the caster is several stories
  up in a building or is flying for some reason), a
  Salamander must be summoned close to a fire big
  enough to hold its mass, a Sylph must be summoned
  close to Air (almost anywhere except under water!)
  and an Undine close to a body of water big enough to
  hold its mass.
  Note that an Elemental is uncontrolled unless it has
  been
  summoned
  within
  a
  circle
  of
  powdered
  Philosopher’s Stone – see “Elementals and Their
  Summoning” later in this chapter for details.
  FIRE SPELLS
  These spells can only be cast with the Elemental
  Casting (Fire) skill.
  
  93
  FOR THE BEFUDDLEMENT OF THE MIND
  Duration 5, Magnitude 2, Ranged, Resist (Persistence)
  Element: Fire
  The affected target may not cast spells and may only
  take non-offensive actions. The target may run if it so
  chooses and may Dodge and Parry normally in
  combat, though it may not make any attacks. If the
  target is directly attacked, the spell is cancelled and
  the target is free to retaliate.
  FOR TO BREATHE LIKE UNTO A
  DRAGON
  Instant, Magnitude 1, Ranged, Resist (Dodge)
  Element: Fire
  With this spell, the caster spits a stream of fire at his
  target. If the fire is not Dodged, it inflicts 1D8 points
  of heat damage. Armour Points are effective against
  this damage and it counts as both magickal and fire
  damage.
  FOR TO CAUSE THE CONFLAGRATION OF
  A BLADE
  Duration 5, Magnitude 4, Touch
  Element: Fire
  For the Duration, the target weapon will deal 1D10
  magickal fire damage on top of its normal damage. A
  weapon
  under
  the
  effects
  of
  For
  to
  Cause
  the
  Conflagration of a Blade cannot benefit from For to
  Sharpen a Blade.
  FOR TO CAUSE THE CONFLAGRATION OF
  A HURTLING MISSILE
  Duration 1, Magnitude 2, Touch, Trigger
  Element: Fire
  Casting this spell on a missile weapon, arrow,
  crossbow bolt, pistol/musket ball or cannonball will
  cause it to burst into flame when it strikes a target.
  When it hits a target, the missile will deal 1D10 points
  of magickal fire damage on top of its normal damage.
  A missile under the effects of For to Cause the
  Conflagration of a Hurtling Missile cannot benefit from
  For to Multiply a Hurtling Missile or For to Speed a
  Hurtling Missile.
  FOR THE CONFUSION OF THE TONGUE
  Duration 5, Magnitude 1, Ranged, Resist (Persistence)
  Element: Fire
  If this spell is successful, it garbles the language of the
  affected person. The target can still think and, for the
  most part, act normally, but anything it says comes
  out as gibberish.
  FOR TO CONJURE A BOLT FROM THE
  BLUE
  Instant, Magnitude 3, Ranged, Resist (Dodge)
  Element: Fire
  The caster can summon a lightning bolt from the
  heavens regardless of the weather. The bolt must
  strike a target outdoors in plain view. For to Conjure a
  Bolt from the Blue inflicts 3D6 points of damage,
  ignoring any Armour Points.
  FOR TO COUNT MANY THINGS
  Instant, Magnitude 1
  Element: Fire
  This allows the caster to accurately count a great
  number of similar things that are together in a mass –
  sacks of grain, muskets in an armoury, pikemen in an
  army. The caster must be able to see what is being
  counted and very precisely say what he is counting,
  otherwise the result may not be accurate. For instance,
  asking for “the number of people in the enemy camp”
  would include all the camp-followers, servants, etc.,
  while asking for “the number of soldier in the enemy
  camp” would include any prisoners-of-war, and so
  on.
  FOR TO DISCOVER (X)
  See Common Spells.
  FOR THE DISMISSAL OF A SALAMANDER
  See For the Dismissal of an (an Elemental Type),
  Common Spells.
  FOR THE DOMINATION OF A FAMILIAR
  (SPECIES)
  See Common Spells.
  
  94
  FOR THE ENCOURAGEMENT OF A
  FANATICAL MIND
  Duration 5, Magnitude 1, Ranged
  Element: Fire
  The target of this spell will have all Close Combat
  skills increased by +20%, but may not attempt to
  Parry or cast spells. The target will also have its
  Dodge skill halved. The effects of this spell are
  automatically cancelled by the spell For the Invocation
  of Fear, and vice versa.
  FOR THE IGNITION OF A CONSUMING
  FLAME
  Instant, Magnitude 1, Ranged
  Element: Fire
  This spell will set fire to anything readily flammable
  within range. Skin or flesh cannot be ignited, and if
  the target is attached to a living being (such as hair,
  fur
  or
  clothes)
  then
  the
  spell
  gains
  the
  Resist
  (Resilience) trait.
  FOR THE IGNITION OF THE FIRES OF
  PASSION
  Instant, Touch, Magnitude 1, Progressive, Trigger
  Element: Fire
  Gives the target the Seduction skill, or adds to the skill
  if the target already has it, for one single Seduction
  attempt. At Magnitude 1,
  this spell gives the target
  the Seduction skill at base level (INT+CHA), or adds
  +10% to an existing skill; each increase in Magnitude
  adds another 10% to the skill. It cannot be stacked
  with any other spell effect bonuses.
  FOR THE ILLUMINATION OF THE
  DARKNESS
  Duration 10, Magnitude 1, Ranged
  Element: Fire
  Cast on a physical object (including living material),
  this spell causes the object to shed light across a 10
  metre area of effect. The area is then considered to be
  illuminated. Note that only a 10 metre area around
  the target object is illuminated – everything outside
  the area of effect is not. This spell creates raw light,
  not a flame.
  FOR THE INVOCATION OF FEAR
  Duration 5, Magnitude 2, Ranged, Resist (Persistence)
  Element: Fire
  The target of this spell has all combat skills halved
  and may not cast offensive spells. If this spell takes
  effect before combat begins, the target will try to
  avoid fighting and will either run or surrender. The
  effects of this spell are automatically cancelled by the
  spell for the Encouragement of a Fanatical Mind and
  vice versa.
  FOR THE SHAPING OF A SALAMANDER
  See For the Shaping of (an Elemental Type), Common
  Spells.
  FOR TO SPEAK UNTO THE MIND OF
  ANOTHER
  Duration 10, Magnitude 1, Progressive, Ranged
  Element: Fire
  This spell can affect one target for every point of
  Magnitude. It allows telepathy between the caster and
  any target, though targets will not have telepathy
  with one another. The words transmitted by telepathy
  must be whispered and will be heard directly in the
  head of the recipient(s), in the same language in
  which they were spoken.
  FOR THE SUMMONING OF A
  SALAMANDER
  See For the Summoning of (an Elemental Type), Common
  Spells.
  FOR TO UNDERSTAND ANOTHER
  Duration 5, Magnitude 1, Progressive, Touch
  For every point of Magnitude, this spell gives the
  target +10% to any Language skill he already knows.
  FOR THE WARMING OF THE MORTAL
  FRAME
  Duration 10, Magnitude 1, Progressive, Touch
  Element: Fire
  The target suffers no penalties to Fatigue tests from a
  
  95
  cold environment while this spell is functioning. Each
  increase in Magnitude increases the Duration by 10
  minutes. The spell also protects the target from one
  point of cold damage (magickal or mundane) for
  every point of Magnitude.
  AIR SPELLS
  These spells can only be cast with the Elemental
  Casting (Air) skill.
  FOR TO CALL THE CREATIVE MUSE
  Instant, Magnitude 1, Progressive, Touch, Trigger
  Element: Earth
  This spell gives the target a +10% bonus per point of
  Magnitude to his or her next Art skill roll. It cannot
  stack with any other spell-effect bonuses.
  FOR TO CAST A GLAMOUR
  Duration 5, Magnitude 1, Progressive, Touch
  Element: Air
  For every point of Magnitude, this spell increases the
  target’s CHA score by +2. A target cannot have its
  CHA increased in this way to more than twice its
  original CHA score.
  FOR TO CAUSE A PERSON TO SPEAK
  WITH AUTHORITY
  Duration 10, Magnitude 1, Progressive, Touch
  Element: Air
  For every point of Magnitude of this spell, the target
  will have +10% added to his Influence skill. The
  target’s voice may also be heard at up to the spell’s
  Magnitude x 100 in metres.
  FOR TO CREATE A WEAPON AGAINST
  GHOSTS
  Duration 10, Magnitude 3, Touch
  Element: Air
  Cast on an item (normally a gun, missile weapon or
  close
  combat
  weapon),
  this
  spell
  allows
  it
  to
  temporarily exist both in the real world and the spirit
  world. As such, the item can affect ghosts. Damage
  done to a ghost is taken off its POW; once it’s POW
  reaches zero, the ghost vanishes – whether it has been
  “killed” or has gone to Heaven or Hell is a question
  best left to theologians.
  FOR THE CREATION OF A PESTILENTIAL
  MIASMA
  Duration 24, Magnitude 2, Progressive
  Element: Air
  This spell creates a disease-causing miasma. The
  diameter of the miasma is equal to 10 metres per point
  of Magnitude. Anyone within the miasma must make
  an opposed Resilience test against the Potency of the
  disease or immediately contract it (this includes the
  caster!). Each disease is a different spell, which must
  be learned separately. See Rules and Systems for more
  details on disease miasmas.
  FOR TO DISCOVER X
  See Common Spells.
  FOR THE DISMISSAL OF A SYLPH
  See For the Dismissal of (an Elemental Type), Common
  Spells.
  FOR TO DISPEL A PESTILENTIAL
  MIASMA
  Instant, Magnitude 2, Progressive
  Element: Air
  This spell dispels a disease miasma, whether natural
  or created with the spell For to Create a Pestilential
  Miasma. The diameter of miasma dispelled is equal to
  10 metres per point of Magnitude. If the area dispelled
  is less than the total area of the miasma, the miasma
  will contract over the next 1D4 hours, flowing toward
  its centre so that it remains a continuous area. See
  Rules and Systems for more details on disease
  miasmas.
  FOR THE DOMINATION OF A FAMILIAR
  (SPECIES)
  See Common Spells.
  FOR TO DRIVE A HARD BARGAIN
  Duration 10, Magnitude 1, Progressive, Touch
  Element: Air
  
  96
  The target gains a +10% bonus to any Evaluate or
  Influence test used when evaluating, buying or selling
  goods or equipment.
  FOR TO FLING FAR THE HURTLING
  MISSILE
  Duration 1, Magnitude 3, Touch
  Element: Air
  Cast on a gun, cannon or other ranged weapon, this
  spell doubles the Range of the weapon for the
  Duration.
  FOR TO IMPART GOOD FORTUNE
  Instant, Magnitude 2, Touch, Trigger
  Element: Air
  This spell allows the target to re-roll their next failed
  skill test. The target can then choose which of the two
  rolls to use – so if the target does even worse on the
  second roll (for instance, getting a fumble where the
  previous roll was merely a failure) they may choose to
  keep the first roll. The target can only benefit from
  one casting of this spell at a time.
  FOR THE INVOCATION OF A GREAT
  DARKNESS
  Area 5, Duration 5, Magnitude 2, Ranged
  Element: Air
  Light sources within this Area shed no light and
  normal sight ceases to function. Other senses such as a
  bat’s sonar function normally.
  FOR TO MEDDLE WITH THE FATE OF
  ANOTHER
  Instant,
  Magnitude
  1,
  Progressive,
  Touch,
  Resist
  (Persistence)
  Element: Air
  This spell allows the caster to influence fate, either for
  the good or ill of the target. The caster can increase or
  decrease the target’s next skill test by 10% for each
  point of Magnitude. Only the next skill test made after
  the spell’s casting is affected.
  FOR TO PART THE CLOUDS
  Duration 15, Magnitude 1, Progressive, Touch
  Element: Air
  This spell makes a break in any cloud cover, allowing
  the sun or moon and stars to shine through. It does
  not alter the temperature. The diameter of the clear
  sky is equal to 10 metres per point of Magnitude. Any
  rain, snow, fog, etc. is negated by the spell. The spell
  effect is centred on the target, and moves with him as
  he travels. The spell cannot alter magickally-created
  weather effects of greater Magnitude.
  FOR TO REVEAL THE SECRETS OF THE
  HEART
  Instant, Magnitude 1, Resist (Persistence), Touch
  Element: Air
  Allows the caster to know which Faction the target
  belongs to, and gives a measure of the target’s
  Righteousness Points to the nearest 10 RPs (rounded
  up from the actual figure).
  FOR TO SEE THROUGH THE EYES OF
  ANOTHER
  Duration 5, Magnitude 1, Progressive, Touch, Resisted
  (Persistence)
  Element: Air
  Cast on a living creature (human or animal), this spell
  allows the caster to see through the eyes of that
  creature for 5 minutes per point of Magnitude. The
  caster has no control over what the target looks at, but
  if the creature has Night Sight, he gains that ability
  through the eyes of the creature. While this spell is in
  effect, the caster is blind to anything his own eyes
  would normally see, but can hear, smell, taste and feel
  as normal, and can dismiss the spell instantly if he
  feels the need to see. A target who wants the caster to
  see through his eyes need not Resist. Familiars that
  have been calmed with the Lore (Animal) skill or the
  Dominate Familiar spell will not Resist either.
  FOR THE SHAPING OF A SYLPH
  See For the Shaping of (an Elemental Type), Common
  Spells.
  FOR TO SOOTHE THE RESTLESS
  Instant, Magnitude 1, Touch
  Element: Air
  This spell allows the target to sleep for 10 hours
  
  97
  without being disturbed by bad dreams, annoying
  noises, the pain of wounds, gentle movement and so
  on. He or she can still be woken by vigorous shaking
  or a loud noise. The spell does not actually put the
  target to sleep, merely allows uninterrupted sleep. It
  is especially useful to help the healing of characters
  whose Hit Points are currently less than 0.
  FOR TO STEADY THE HANDS OF A
  MARKSMAN
  Instant, Touch, Magnitude 2, Trigger
  Element: Air
  This spell doubles the target’s aim bonus the next time
  they spend (or attempt to spend) at least one round
  aiming a gun or other ranged weapon, so that aiming
  for one round will give a +40% bonus, aiming for two
  rounds will give a +80% bonus, etc. However, if the
  marksman’s aim is interrupted before the shot is fired,
  the spell’s effect is lost.
  FOR THE SUMMONING OF A SYLPH
  See For the Summoning of (an Elemental Type), Common
  Spells.
  FOR TO SUMMON UP A MIGHTY WIND
  Concentration, Magnitude 2, Progressive
  Element: Air
  This spell creates a wind that blows out ahead of the
  caster for as long as he Concentrates on the spell. The
  wind affects everything within an area 10 metres wide
  and
  20
  metres
  long,
  in
  front
  of
  the
  caster’s
  outstretched hand. The wind has increasing effects
  based on the Magnitude as follows:
  Magnitude
  Effect
  2
  Candles are blown out.
  3
  Ranged attacks at -10%
  4
  Birds have trouble flying. Ranged
  attacks at -20%
  5
  Those affected must make an Opposed
  Athletics roll against the wind’s Blowing
  skill of 50% or fall prone. Ranged attacks
  at -50%
  6
  As above, but the wind’s Blowing skill is
  70%. Ranged attacks impossible.
  Perception at -25% due to flying debris.
  7
  Anyone or thing with SIZ less than 21
  automatically blown over. Perception at
  -50% due to flying debris.
  8
  Anyone with SIZ less than 50 flung into
  the air and suffers 2D6 damage.
  WATER SPELLS
  These spells can only be cast with the Elemental
  Casting (Water) skill.
  FOR TO BREATHE UNDERWATER
  Duration 5, Magnitude 1, Progressive, Touch
  Element: Water
  This spell allows the target to breathe water for the
  Duration of the effect. For every point of Magnitude,
  one additional person can be included in the spell. For
  to Breathe Underwater has no effect on the target’s
  ability to breathe air.
  FOR TO CAUSE A GREAT DOWNPOUR
  Duration 5, Magnitude 1, Progressive
  Element: Water
  This spell causes clouds to boil up out of a clear sky
  and a heavy rain to fall. The diameter of the area
  caught in the downpour is equal to 10 metres per
  point of Magnitude. The rain is very heavy; it can
  cause localised flooding, and turn open ground to
  slippery mud, reducing Movement Rate by a quarter
  and bogging down carts and heavy machinery.
  Anyone not wearing waterproof clothing will be
  soaked to the skin. Any guns or cannon will fail to fire
  while the downpour lasts, unless they are under
  cover. All Perception skills are halved within the area
  of the spell. The rain is centred on the caster and
  
  98
  moves with him when he travels. The spell cannot
  alter magickally-created weather effects of greater
  Magnitude.
  An Alchemist within a downpour caused by this spell
  can use the spell For the Summoning of an Undine spell
  to summon an Undine even if there are no large
  bodies of water nearby.
  If the temperature is below freezing, the rain will still
  fall as rain, but will freeze as soon as the spell ends,
  coating everything in a thick layer of ice and reducing
  Movement Rate in that area by three quarters until the
  ice is cleared or the weather turns warmer.
  FOR TO CAUSE SLOWNESS
  Magnitude 1, Progressive, Ranged, Resist (Resilience)
  Element: Water
  For every point of Magnitude of this spell, the target’s
  Movement score will be decreased by one metre. A
  target’s Movement may not be reduced to below one
  metre through use of this spell.
  FOR TO COOL AN OBJECT
  Instant, Magnitude 1, Touch
  Element: Water
  This spell can be used to cool down an object –
  whether that be a recently made potion, a tray of
  drinks in a tavern, etc. The spell cannot be used to
  actually freeze anything, and it is not possible to cause
  physical harm. The Games Master should adjudicate
  what can and cannot be done with this spell in any
  given situation.
  FOR TO DISCOVER X
  See Common Spells.
  FOR THE DISMISSAL OF AN UNDINE
  See For the Dismissal of (an Elemental Type), Common
  Spells.
  FOR THE DOMINATION OF A FAMILIAR
  (SPECIES)
  See Common Spells.
  FOR TO EXTINGUISH A CONFLAGRATION
  Instant, Magnitude 1, Progressive, Ranged
  Element: Water
  This spell instantly puts out fires. At Magnitude 1, it
  can extinguish a Flame, Magnitude 2 a Small Fire,
  Magnitude 3 a Large Fire and Magnitude 4 will put
  out an Inferno. (See Rules and Systems for the
  definition of these different sorts of fires).
  FOR TO IMPART STEALTH
  Instant, Touch, Magnitude 1, Progressive, Trigger
  Element: Water
  This spell gives the target +10% to their next Stealth
  skill test involving hiding, lurking, following, etc. It
  cannot be stacked with any other spell-effect bonuses.
  FOR TO INCREASE ALACRITY
  Duration 5, Magnitude 1, Progressive, Ranged
  Element: Water
  For every point of Magnitude of this spell, the target’s
  Movement score will be increased by one metre.
  FOR TO INCREASE CO-ORDINATION
  Duration 5, Magnitude 1, Progressive, Touch
  Element: Water
  For every point of Magnitude of this spell, the target’s
  DEX score increases by +2. A target’s DEX cannot be
  increased in this way to more than twice the original
  DEX score.
  FOR TO INFLICT FROSTBITE
  Instant, Magnitude 3, Ranged, Resist (Resilience)
  Element: Water
  This attack spell allows the caster to freeze his target,
  dealing 1D6+3 point of damage, ignoring any Armour
  Points,
  and
  possibly
  causing
  a
  Major
  Wound.
  Magickal effects that protect against cold damage can
  block this effect, but mundane items are ineffective.
  FOR TO RAISE A GREAT FOG
  Duration 15, Magnitude 1, Progressive
  Element: Water
  This spell creates a thick fog that obscures all vision
  and muffles hearing. The diameter of the fog is equal
  to 10 metres per point of Magnitude. Anyone in the
  fog (including the caster!) has their Perception skill
  
  99
  reduced by half. The fog is centred on the caster, and
  moves with him as he travels. The spell cannot alter
  magickally-created
  weather
  effects
  of
  greater
  Magnitude.
  Because the fog is made of elemental water, it cannot
  be dispersed by a normal wind, no matter how strong,
  but only by an elemental wind of greater Magnitude,
  caused by the spell For to Create a Mighty Wind. An
  Alchemist within an elemental fog can use the spell
  For the Summoning of an Undine to summon an Undine
  even if there are no large bodies of water nearby.
  FOR THE SHAPING OF AN UNDINE
  See For the Shaping of (an Elemental Type), Common
  Spells.
  FOR TO SPEED A HURTLING MISSILE
  Magnitude 1, Progressive, Touch, Trigger
  Element: Water
  Cast on a missile weapon, this spell is triggered when
  it is fired. Attempts to Parry or Dodge the missile
  suffer a –10% penalty per Magnitude and damage is
  increased by one point per Magnitude. A missile
  under the effects of the spell For to Speed a Hurtling
  Missile cannot benefit from the spells For to Cause the
  Conflagration of a Hurtling Missile or For to Multiply a
  Hurtling Missile.
  FOR THE SUMMONING OF AN UNDINE
  See For the Summoning of (Elemental Type), Common
  Spells.
  FOR TO ENHANCE THE PERFORMANCE
  OF AN ENTERTAINER
  Instant, Touch, Magnitude 1, Progressive, Trigger
  Element: Water
  This spell gives the target a +10% bonus to their next
  skill test involving Dance, Sing or Play Instrument in
  a social situation in which they are performing for
  others. It cannot stack with any other spell effect
  bonuses.
  FOR TO INCREASE THE DEFENCES OF
  THE BELEAGUERED WARRIOR
  Duration 5, Magnitude 1, Progressive, Touch
  Element: Water
  Cast on a Close Combat weapon, this spell adds +10%
  to the weapon-bearer’s Close Combat skill when
  parrying with that weapon. Each point of Magnitude
  adds +10% to the fighter’s parry.
  EARTH SPELLS
  These spells can only be cast with the Elemental
  Casting (Earth) skill.
  FOR TO BOND TOGETHER DISPARATE
  THINGS
  Duration 24, Magnitude 1, Progressive, Resist (Resilience)
  Element: Earth
  This spell causes an object of up to 3 SIZ per 1
  Magnitude to merge with a contacting surface for 24
  hours or until the spell is dismissed. The binding is
  unbreakable
  by
  normal
  means,
  save
  for
  the
  destruction of the target or the surface it is bonded to.
  The spell can be used on inanimate or living targets;
  however, if the caster attempts to bond a living being,
  or anything it is holding or wearing, the spell may be
  Resisted with the Resilience skill.
  FOR TO BRING THE TOUCH OF DEATH
  Duration 1, Magnitude 5, Resist (Resilience), Touch,
  Trigger
  Element: Earth
  The caster’s hand is charged with the touch of death
  for the Duration, after which the spell simply expires.
  Once the effect has been unleashed, the wielder’s
  hand is no longer charged.
  Touching an unsuspecting target, or succeeding at an
  Unarmed
  Combat
  attack
  against
  a
  wary
  target,
  releases the spell’s effect. If the Resilience test to Resist
  the
  effect
  is
  failed,
  the
  hit
  location
  touched
  immediately suffers a number of Hit Points equal to
  the target’s Major Wound Level. (If the target is
  already on 0 or less Hit Points, the Major Wound will
  be a Grave Wound). If the Resilience test is a success,
  the target only loses a single hit point. Armour Points
  do not protect against this damage.
  FOR TO BRING THE TOUCH OF HEALING
  Instant, Magnitude 1, Progressive, Touch
  Element: Earth
  For every point of Magnitude of this spell, the caster
  
  100
  can repair one Hit Point of damage to either himself
  or another target.
  A Magnitude 6 or higher spell for to Bring the Touch
  of Healing will also negate the effects of a Major
  Wound (Serious or Grave) as long as the target is still
  alive, reattaching severed limbs and the like, as long
  as it is performed within 6 combat rounds of the
  wound being taken. It will not resurrect a character,
  whether they have been killed by a fatal Grave
  Wound or a fatal loss of Hit Points, nor will it regrow
  lost limbs.
  A Magnitude 8 or higher Heal spell will also cure any
  single poison or disease affecting the target.
  FOR TO CLEAR A PATH THROUGH A
  TANGLED THICKET
  Duration 10, Magnitude 1, Progressive, Touch
  Element: Earth
  This spell allows the caster to move through even the
  most tangled, thorny brush as if he were on an open
  road. For each additional point of Magnitude, he may
  bring one person with him.
  FOR TO CREATE A HEALING BOUQUET
  Duration 24, Magnitude 1, Progressive
  Element: Earth
  This spell creates a pleasant, flowery aroma that
  facilitates healing. The diameter of the aroma is equal
  to 10 metres per point of Magnitude. Anyone within
  the cloud of aroma gains a +25% to their Resilience for
  the purposes of regaining Hit Points from Natural
  Healing and for making Resilience rolls to Resist
  against ongoing poisons and diseases. A spell For to
  Create a Healing Bouquet cast within a disease miasma
  does not dispel the miasma, but does add +25% to
  Resilience tests to avoid contracting the disease.
  FOR TO CURE A DISEASE OR
  COUNTERACT A POISON
  Instant, Magnitude 3, Touch
  Element: Earth
  This spell cures the effects of any mundane disease or
  poison affecting the target; it also cures magickal
  ailments whose Potency is less than the Elemental
  Casting skill of the caster.
  FOR TO DECREASE THE POTENCY OF A
  WEAPON
  Duration 10, Magnitude 1, Progressive, Ranged
  Element: Earth
  This spell can be cast on any crafted weapon, but will
  not affect unarmed attacks or natural weaponry. For
  every point of Magnitude, it reduces the damage dealt
  by the target weapon by one.
  FOR TO DISCOVER X
  See Common Spells.
  FOR THE DISMISSAL OF A GNOME
  See For the Dismissal of (an Elemental Type), Common
  Spells.
  FOR TO DISRUPT THE BODY
  Instant, Magnitude 1, Ranged, Resist (Resilience)
  Element: Earth
  This spell literally pulls a target’s body apart. The
  target will suffer 1D6 points of damage, ignoring any
  Armour Points, and may receive a Major Wound to a
  random hit location.
  FOR THE DOMINATION OF A FAMILIAR
  (SPECIES)
  See Common Spells.
  FOR TO ENHANCE THE HANDS OF
  HEALING
  Instant, Magnitude 1, Progressive, Trigger
  Element: Earth
  This spell grants the caster a +10% bonus per point of
  Magnitude to his or her next First Aid or Healing roll.
  It is a common spell among Galenic Healers.
  FOR TO FIGHT LIKE UNTO A WILD
  BEAST
  Duration 10, Magnitude 1, Progressive, Touch
  Element: Earth
  The target’s Unarmed Combat attacks are considered
  natural weapons and for every point of Magnitude, it
  
  101
  increases the chance to hit with the target’s natural
  weapons by +10% and deals one point of extra
  damage. This extra damage is magickal and will affect
  creatures that can only be hurt by magick. The base
  natural weapon damage remains non-magickal.
  FOR TO IMPART GREAT MIGHT
  Casting Time 2, Duration 5, Magnitude 1, Progressive,
  Touch
  Element: Earth
  For every point of Magnitude, the target’s STR score
  increases by +2. A target cannot have its STR
  increased in this way to more than twice its original
  STR score.
  FOR TO IMPART VIGOUR
  Duration 5, Magnitude 1, Progressive, Touch
  Element: Earth
  For every point of Magnitude, the target’s CON score
  increases by +2. A target cannot have its CON
  increased in this way to more than twice its original
  CON score.
  FOR TO INSPIRE THE HANDS OF
  CRAFTSMANSHIP
  Instant, Magnitude 1, Progressive, Touch, Trigger
  Element: Earth
  This spell gives the target a +10% bonus per point of
  Magnitude to his or her next Craft skill test. It cannot
  stack with any other spell-effect bonuses.
  FOR TO MAKE A CLUB MIGHTY
  Casting Time 2, Duration 10, Magnitude 1, Progressive,
  Touch
  Element: Earth
  This spell can be cast on any crushing or smashing
  weapon, such as a club. For every point of Magnitude,
  it increases the chance to hit with the weapon by
  +10% and deals one point of extra damage. This extra
  damage is magickal and will affect creatures that can
  only be hurt by magick. The weapon’s base damage
  remains non-magickal.
  FOR TO MEND A BROKEN BODY
  Instant, Magnitude 3, Touch
  Element: Earth
  This spell will instantly heal a number of Hit Points
  equal to the target’s Serious Wound Level. It will also
  negate the effects of one Serious or Grave Wound, as
  long as the target is still alive, reattaching severed
  limbs and the like, if the spell is cast within an hour of
  the wound being taken. The spell will not regrow lost
  limbs.
  FOR TO MULTIPLY A HURTLING MISSILE
  Duration 1, Magnitude 1, Progressive, Touch, Trigger
  Element: Earth
  This spell is cast on a missile, such as a musket ball,
  cannonball, arrow, throwing knife, or spear; it is not
  cast on ranged weapon itself (the gun, bow, etc.). The
  missile remains ‘charged’ for the Duration, after
  which the spell expires, whether or not it has been
  triggered yet.. A missile under the effects of the spell
  For to Multiply a Hurtling Missile cannot benefit from
  the spells For to Cause the Conflagration of a Hurtling
  Missile or For to Speed a Hurtling Missile.
  When the enchanted missile is fired/thrown, one
  additional magickal missile is created for every point
  of Magnitude. Each magickal missile’s attack is rolled
  for separately and each does the same damage as the
  original (though they will not benefit from the
  character’s
  damage
  modifier).
  Magickal
  missiles
  created through this spell will not cause critical hits,
  though
  the
  original
  missile
  can.
  Such
  magickal
  missiles will affect creatures that can only be hurt by
  magick.
  FOR TO THE PIERCE THE ARMOUR OF A
  FOE
  Duration 5, Magnitude 1, Progressive, Touch
  Element: Earth
  This spell can be cast on any weapon with a blade or
  point. For every point of Magnitude, it ignores one
  Armour Point when it strikes an armoured location.
  The spell can bypass magickal armour as easily as
  normal armour.
  FOR TO PROTECT AGAINST THE BLOWS
  OF THE ENEMY
  Duration 10, Magnitude 1, Progressive, Ranged
  Element: Earth
  For every point of Magnitude, this spell adds one
  
  102
  Armour Point to the target. This stacks with any
  existing armour and is treated in the same way.
  FOR TO REPAIR A BROKEN OBJECT
  Instant, Magnitude 1, Progressive, Touch
  Element: Earth
  For every point of Magnitude, this spell repairs one
  hit point of damage to any one non-living target. The
  marks
  of
  repair
  will
  remain
  visible,
  unless
  an
  appropriate Craft test is made at the time of casting.
  FOR THE SHAPING OF A GNOME
  See For the Shaping of (an Elemental Type), Common
  Spells.
  FOR TO SHARPEN A BLADE
  Duration 10, Magnitude 1, Progressive, Touch
  Element: Earth
  This spell can be cast on any weapon with a blade. For
  every point of Magnitude, it increases the chance to
  hit with the weapon by +10% and deals one point of
  extra damage. This extra damage is magickal and will
  affect creatures that can only be hurt by magick. The
  weapon’s base damage remains non-magickal. A
  weapon under the effects of the spell For to Sharpen a
  Blade cannot benefit from the spell For to to Cause the
  Conflagration of a Blade.
  FOR TO SUMMON A NEARBY BEAST
  Instant, Magnitude 2, Ranged, Resist (Resilience)
  Element: Earth
  This spell can be used to summon any creature (wild
  or tame) within range, which the caster knows to be
  present. It will effect any non-humanoid creature with
  INT of 7 or less, and the creature will be naturally
  drawn to the place where the spell is cast – as soon as
  that spot is reached, the spell terminates. (Note that if
  the caster moves from the point where he or she cast
  the spell, the focus of the spell remains on the spot
  where the summoning took place). Anything that
  would interrupt the spell (a barrier, the call of a dog’s
  master, the command of a horse’s rider, etc.) will
  cause the spell to be broken. This spell can be useful
  when hunting, or when seeking a Familiar.
  FOR THE SUMMONING OF A GNOME
  See For the Summoning of (Elemental Type), Common
  Spells.
  FOR TO UPLIFT THE WEARY
  Instant, Magnitude 1, Progressive, Touch, Trigger
  Element: Earth
  For every point of Magnitude, this spell will restore
  one level of Fatigue the target is currently suffering
  from.
  Creating New
  Spells
  Games
  Masters
  and
  players
  are
  encouraged
  to
  occasionally create new spells for their campaigns. A
  player who has come up with an idea for a spell must
  run it by the Games Master, who should compare it to
  existing spells – if it seems too powerful for its base
  Magnitude, he may insist on the Magnitude being
  raised or the spell effect being weakened.
  In game terms, an Adventurer must spend 180 hours
  researching and working on the spell and spend a
  Hero Point. The Games Master should then make a
  secret Alchemy roll on the character’s behalf. On a
  successful roll the spell is created and written up in a
  form that other Alchemists can understand. On a
  failure, the spell does not quite work; the Hero Point
  is not lost, but the Alchemist must put in a further 30
  hours of research and then try again. On a fumble the
  Hero Point is spent and the spell appears to be written
  up correctly, but will always cause a fumble when cast,
  requiring a roll on the Spell Fumble Table. On a
  critical success, the spell is created correctly and the
  Hero Point need not be spent.
  
  103
  Elementals and
  Their Summoning
  Elementals are described in the Bestiary.
  SUMMONING ELEMENTALS
  In order to gain the co-operation of an Elemental, an
  Alchemist must summon it within a circle made from
  powdered Philosopher’s Stone. The Stone to be
  powdered must have as many Magick Points as the
  cubic metres of the Elemental to be summoned (see
  the spell For the Summoning of (an Elemental Type)); any
  less, and the Elemental will simply go about its
  business, ignoring the summoner.
  Creating powdered Philosopher’s Stone requires the
  use of a pestle and mortar and takes one minute of
  grinding per Magick Point of the Stone. Alchemists
  who regularly summon Elementals tend to carry a bag
  of pre-powdered Stone with them. This substance can
  only be used in the summoning of Elementals, and
  cannot be used in place of a normal Philosopher’s
  Stone.
  The summoned Elemental will be sufficiently cowed
  by being summoned in the middle of a circle of
  powdered Philosopher’s Stone that it will be very
  grateful to be released, and will follow the orders of
  the first person to break the circle and free it from its
  imprisonment – it is therefore in the best interests of
  the summoning Alchemist not to be close to hostile
  people who could break the circle and control the
  Elemental
  before
  he
  does.
  Elementals
  are
  not
  terrifically bright and do not associate the person
  summoning them with the person freeing them, even
  if he is the same person.
  Once an Elemental has been released from the circle, it
  will follow the orders of its releaser to the best of its
  ability for 15 minutes, the Duration of the spell For the
  Summoning of (an Elemental Type).
  Because Elementals are afraid of Philosopher’s Stones,
  it is possible to summon an Elemental within a ring of
  Stones, as long as each Stone contains enough Magick
  Points to control the Elemental to be summoned. The
  Stones should be no more than 2 metres apart, and
  can be placed on the ground or held by assistants
  (who need no magickal ability).
  DISMISSING ELEMENTALS
  Dismissing a summoned Elemental is easy for the
  person who summoned it; it is as easy as dismissing
  any other spell, and takes a single Combat Round.
  Dismissing an Elemental summoned by someone else
  is more difficult. It requires use of the spell For the
  Dismissal of (an Elemental Type) spell. Since this is a
  Touch spell, getting close to an Elemental that does
  not wish to be dismissed can be difficult. In fact,
  getting close to a large Salamander in order to Dismiss
  it with a touch can be quite hazardous! It may be
  possible to lure an Elemental into a partially complete
  summoning circle and then close it, thereby keeping
  the Elemental trapped while the dismissal spell is cast.
  Another method is to use a number of people with
  Philosopher’s Stones (as described above) to “corral”
  the Elemental in the manner of a group of sheepdogs.
  THE DISSIPATION OF AN ELEMENTAL
  When the summoning spell runs out of time, or if the
  Elemental is successfully dismissed with the spell For
  the Dismissal of (an Elemental Type), it will dissipate –
  Gnomes sink into the Earth, Salamanders rush into
  the sky in a shower of sparks, Sylphs subside to a
  gentle breeze and blow away, and Undines trickle
  away as water to the lowest point in the area.
  SHAPING ELEMENTALS
  It is to be noted that the default form of an Elemental
  is that of a sexless humanoid made of its constituent
  element. If an Alchemist wants to make an Elemental
  in a different form (a Salamander in the form of a
  dragon, for instance, or an Undine made to look like
  the Roman sea-god Neptune) he must cast the spell
  For the Shaping of (an Elemental Type) on the Elemental
  before releasing it from the summoning circle.
  Potions
  A potion is, in effect, a bottled spell. Potions are
  created in the laboratory and then stored in small
  flasks. The spell stored within the flask is activated by
  drinking the potion, applying the potion to the skin or
  breaking the flask, depending on the spell involved.
  Anyone can use a potion, though they can only be
  created by an Alchemist.
  
  104
  CREATING A POTION
  In order to create a potion, an Alchemist must know
  the spell he wishes to imbue in the potion, and must
  have a Philosopher’s Stone with enough Magick
  Points in it to cast the spell in question. He must also
  have the correct ingredients for the potion and a
  suitable flask in which to store it. Creating a potion
  has a number of phases:
  1. GATHERING THE INGREDIENTS
  Pre-prepared ingredients needed to create a potion
  are usually available at Oxford University or through
  the Invisible College, but can be bought from any
  apothecary’s shop in a large town (at least in Royalist-
  held territories – Alchemists should be wary about
  asking for such ingredients in Parliamentarian lands).
  It
  costs
  1
  shilling
  per
  potion
  for
  pre-prepared
  ingredients.
  If the Alchemist cannot find pre-prepared ingredients,
  he or she can scavenge for his or her own, using
  natural
  substances
  (spring
  water,
  wild
  herbs,
  chemicals, etc.). Any settlement from a small farm to a
  large city can provide the ingredients, though it
  requires a successful Alchemy roll, and takes 1D4
  hours to gain 1D6 potions-worth of ingredients.
  2. SETTING UP THE EQUIPMENT
  Assuming the Alchemist has access to a laboratory,
  there is no prior set-up time needed before creating a
  potion. If the Alchemist is using a portable laboratory
  that
  is not already set up, it takes half an hour to
  prepare it for the production of potions.
  3. CREATING THE POTION SUBSTRATE
  The Alchemist must first create what is known as the
  “potion substrate.” This is a liquid capable of holding
  the magickal power of the spell within it. It takes an
  hour to create enough substrate for five potions, and
  needs a successful Alchemy roll. It is impractical to
  create substrate in smaller amounts than this, though
  the raw substrate can be stored for later use if the
  Alchemist does not wish to create five potions at the
  same time. A failed roll means that the ingredients are
  wasted. A fumble means a minor leak of noxious
  vapours; the Alchemist is at -25% to all skills for 1D6
  days, due to poisonous effects. Once the substrate is
  created, it can be used for any spell potion – the
  ingredients are the same whatever the potion to be
  manufactured.
  4. CASTING THE SPELL ON THE
  SUBSTRATE
  Once the substrate has been successfully created, it is
  divided into measured amounts for single potions. A
  single potion measure has been standardised as a jack,
  which is 2 fluid ounces (approx. 47ml in metric, in
  case it matters!). Most apothecaries’ shops will sell
  standard 1 jack potion flasks, usually made
  of
  earthenware with a cork stopper, though some are
  made of glass (see Equipment chapter for prices).
  They are also available at Oxford University to
  Alchemy students and staff and to members of the
  Invisible College. The name of the measure has come
  to refer also to the flask itself, so that Alchemists will
  talk about a “jack” when referring to a bottle of
  alchemical potion.
  Glass jacks are best for potions that are to be thrown
  (see below), as earthenware jacks have a 20% chance
  of failing to break; but glass jacks are fragile and must
  be carefully protected to prevent them breaking and
  setting off spells at inopportune moments. Many
  Alchemists possess padded wooden jack-boxes with
  individual compartments for each potion to protect
  their glass containers from harm.
  In order to imbue a measure of potion substrate with
  magickal properties, the Alchemist has simply to cast
  the spell at the required Magnitude upon the potion
  substrate. If the spell is a success, the potion takes on
  the properties of the spell and can be decanted into a
  flask ready for use later. The top of the flask is usually
  sealed with wax to prevent leakage. If the spell roll
  was a failure, the Magick Points are lost as usual from
  the Philosopher’s Stone, and that particular jack of
  substrate is wasted.
  Bonuses and penalties for critical success and fumble
  are as normal for casting a spell. If the result is a
  Fumble, and the subsequent roll on the Spell Fumble
  Table gives a result of casting the wrong spell, the
  potion will have the wrong spell in it, but the
  Alchemist will not know this!
  Once a potion is made, it must be kept in an airtight
  container or will lose its efficacy at the rate of one
  point of Magnitude per week.
  It takes ten minutes to create and bottle a single
  potion, once the substrate has been created in the
  previous phase.
  
  105
  USING POTIONS
  Once a potion has been created, it can be used by
  anyone, even with no magickal training. There are
  several ways to use a potion:
  Drink it: This is the standard method for potions
  containing spells that have effects upon a person.
  It takes one combat action to drink a single
  potion. Most potions taste nasty, so you wouldn’t
  want to spend any longer getting them down!
  Rub it on: Any potion containing a Touch spell
  can be activated by rubbing the potion on the bare
  skin of the target. It takes one combat action to
  rub on a single potion.
  Throw it: This works for Area spells, those
  requiring Touch, or any spell where the user of
  the potion doesn’t want to be near the epicentre of
  the spell effect. A successful Ranged Combat roll
  is needed for the flask to land where the thrower
  intended. Failure may result in the potion hitting
  the wrong target or being wasted. Glass jacks are
  best for this task – earthenware jacks have a 20%
  chance of failing to break.
  Pour it on an inanimate object: This works for
  spells that could be cast on missiles such as
  bullets, cannonballs, arrows, etc. A single potion
  will normally affect one missile, but in the case of
  musket and pistol balls, five balls can be treated
  with one jack of potion – useful for spells such as
  Multimissile. Spells such as For to Cause a Great
  Downpour could also be poured on an object – the
  effect would begin as soon as the spell was
  poured, but would travel with the item, making it
  possible to fire a cannonball to send a rainstorm
  into an enemy encampment! It is impossible to
  come up with a rule to adjudicate every situation,
  so use common sense and remember that the
  Games Master’s decision is final. (Unless he’s
  wrong!) Note that this method does not work on
  living creatures; hence the need for Familiars.
  Familiars
  Some Alchemists are known to use a Familiar in their
  magickal work. An Alchemist’s Familiar is basically a
  walking (or flying, or swimming) spell delivery
  system. In the same way that a spell can be put into a
  potion for later casting, a spell can be put into a living
  creature and triggered at a later time. Once put into
  the
  creature,
  however,
  the
  spell
  is
  out
  of
  the
  Alchemist’s control, which is why a well-trained (or
  well-coerced) creature is necessary.
  It is worth noting that this process does not seem to
  work on humans, though no-one quite knows why.
  CREATING A FAMILIAR
  A Familiar is simply a natural animal, bird, fish, etc.,
  which has had a spell cast upon it that will be
  triggered at the appropriate time. Once the spell has
  been cast, the animal returns to being a normal
  creature. The creation of a Familiar has several
  phases:
  1. PREPARING THE FAMILIAR
  The creature to be turned into a Familiar must first be
  made calm and receptive to the spell-casting process.
  There are three ways of doing this:
  Using Lore (Animal): The Alchemist must first make
  a Lore (Animal) roll to gain the co-operation of the
  creature in question. This is a normal roll for a trained
  creature that the Alchemist already knows. A -25%
  penalty applies for any creature not used to magick,
  any creature not familiar with the Alchemist in
  question, and for any wild creatures.
  These penalties are cumulative, so a wild creature
  unfamiliar with magick and the Alchemist would
  impose a -75% penalty on the Alchemist’s Lore
  (Animal) skill; whereas a wild creature unfamiliar
  with the Alchemist, but familiar with magick would
  impose only a -50% penalty.
  An Alchemist wishing to avoid such penalties will
  need to first tame a creature, using the Lore (Animal)
  skill, and then acclimate it to magick.
  Using the spell For the Domination of a Familiar:
  Some Alchemists get around the problem of not
  having a trained creature by use of the spell For the
  Domination of a Familiar. This allows them to use any
  creature they wish as a Familiar; but once the spell
  wears off, the creature is unlikely to be anything but
  terrified of the Alchemist, and will do it’s best to
  escape and get as far from the spell-caster as possible.
  Alchemists using this approach are limited in what
  species they can dominate by the spells available, as
  the spell must be learned afresh for each species.
  Using Both: The ideal for the best control over a
  Familiar is to use both approaches. A trained Familiar,
  if successfully calmed using Lore (Animal), does not
  make a Persistence test to Resist the casting of For the
  
  106
  Domination of a Familiar. This gives the Alchemist the
  advantage of having a telepathic link with the
  Familiar, though some dislike the idea of coercing a
  well-loved creature in such a way. The trained
  creature will not attempt to escape the Alchemist once
  the Dominate Familiar spell wears off.
  2. CASTING THE SPELL ON THE
  FAMILIAR
  Once the Familiar has been calmed, the Alchemist can
  cast a spell on it that will be activated at a later time.
  The Alchemist must be holding his Philosopher’s
  Stone in one hand, and touching the Familiar with the
  other. The spell is then cast in the normal way with an
  Elemental Casting roll. If the roll is a failure, the spell
  does not take effect, and the Alchemist will need to go
  back to phase one and calm the animal again before a
  second attempt, unless the creature is still under the
  influence of a Dominate (Species) spell.
  Bonuses and penalties for critical success and fumble
  are as normal for casting a spell. If the result is a
  Fumble, and the subsequent roll on the Spell Fumble
  Table gives a result of casting the wrong spell, the
  Familiar will be carrying the wrong spell, but the
  Alchemist will not know this!
  A Familiar can only carry or be affected by one spell
  at a time. Any attempt to cast a spell on a creature that
  already carries a spell will result in automatic failure.
  3. USING A FAMILIAR
  Once the Familiar has a spell stored within it, the
  Alchemist must be able to persuade the creature to
  deliver the spell to the required place. If the creature
  is not under the influence of a spell For the Domination
  of a Familiar, this will require another successful Lore
  (Animal) roll, using the same penalties as in the first
  phase, above. The commands that can be given must
  be simple – players and GMs must remember that
  Familiars are normal non-magickal creatures and are
  no more able to understand complex commands than
  a similar creature in the real world. Most animals are
  more likely to perform if there is the prospect of a
  reward – usually in the form of food. Use common
  sense!
  Creatures under the influence of the spell For the
  Domination of a Familiar are not given commands, they
  merely follow the will of the spell caster as long as
  they are physically capable of doing so.
  For every ten minutes after the last command was
  given to the Familiar, the GM should make a
  Persistence roll for the Familiar; on a failed roll, the
  creature has forgotten what it was supposed to be
  doing – it will attempt either to return to its master if
  tame, or to its usual habitation if wild.
  Even with a spell For the Domination of a Familiar in
  place, the Alchemist cannot see through the eyes of
  the Familiar, unless he has cast the spell For to See
  Through the Eyes of Another on the creature, in which
  case the Familiar can be used for spying at a distance,
  but cannot carry any other spell.
  Once the Familiar reaches the place or person that is
  the target of the spell, the creature will automatically
  trigger it. However, unless in the thrall of the spell For
  the Domination of a Familiar, it will be too fearful to
  endanger its own life (despite loyalty to its master),
  unless it succeeds at a Persistence roll. The Familiar
  will hang around, attempting to reach its target until
  it either succeeds or fails one of its ten minute
  Persistence rolls described above. A creature that is
  commanded by the spell For the Domination of a
  Familiar can have its own self-preservation overridden
  by the caster – but only if the caster can see the
  Familiar and knows it is in danger.
  Once
  the
  spell
  has
  been
  successfully
  cast,
  and
  assuming the Familiar survives, a trained animal will
  attempt to return to its master, and a wild animal to
  its usual habitation.
  
  107
  Chapter 9: Witchcraft
  Witchcraft and
  Witches
  There are three types of Witches in the Renaissance
  game. It is unlikely that anyone other than Witches
  themselves would make such distinctions; certainly a
  Witch Finder would not distinguish, and would find
  all
  equally
  guilty
  and
  all
  likely
  candidates
  for
  hanging. Cunning Men and Wise Women are also
  often accused of witchcraft by Witch Finders, though
  many have no magickal abilities at all; these are
  covered as a separate Profession.
  In game terms, the three Witch types are as follows:
  UNALIGNED
  WITCH/WARLOCK
  An unaligned Witch (female) or Warlock (male) is one
  who knows some Witchcraft, but has not sworn an
  oath to renounce God and worship Satan. They will
  have a number of simple spells, and will likely be
  known to neighbours for their magickal charms. The
  difference between a Witch and a Herbalist is often
  minor,
  the
  main
  difference
  being
  whether
  the
  character knows any spells or not. Many Unaligned
  Witches and Warlocks use no harmful spells and are
  entirely
  benign;
  others
  will
  use
  a
  mixture
  of
  benevolent and malevolent spells, and will often be
  tolerated by their neighbours so long as they do no
  serious harm; a third group are likely to be entirely
  malevolent and will often be feared and shunned by
  the local community.
  Unaligned Witches and Warlocks could belong to
  almost any Faction (with the exception of Puritans)
  but are more likely to gravitate toward the more
  offbeat Factions such as Diggers and Ranters, or to be
  Self-interested. Their spells will often take on the
  trappings of their Faction, with spells done by
  Catholic-leaning Witches invoking the names of saints
  and the Virgin Mary, while those of Protestants
  invoke the name of God more directly. Those with
  some education in academic magick (often at second
  or third hand) might call on the names of Angels.
  The differences between a Witch/Warlock and a Wise
  Woman/Cunning Man are subtle, and have more to
  do with the person’s intent and standing within the
  
  108
  community than with any real differences in abilities.
  Unaligned Witches/Warlocks have the Witchcraft
  skill but cannot develop their MAG beyond its base
  without teaching, which is only done by the Satanist
  Faction. Witches of this sort will belong to the
  Witch/Warlock Profession.
  SATANIC CULTIST
  Satanic Cultists are not really Witches at all, though
  they are likely to be found guilty of witchcraft if
  exposed. These are people who have renounced Jesus
  Christ and sworn loyalty to Satan, becoming a
  member of the Satanist Faction. As part of joining this
  Faction, they learn to increase their MAG; this will
  allow them to help Satanic Witches to cast group
  spells at Sabbats, but gives them no magickal ability
  of their own. Satanic Cultists are members of a local
  Coven, which will meet regularly (often in remote
  spots in the open air) to partake in extravagant and
  often perverse rituals, and to help in the casting of
  spells to gain power over other members of the
  community.
  Some Coven members are willing participants, drawn
  to the Satanist Faction by their perverse lusts or desire
  for
  power.
  But
  others
  are
  reluctant
  members;
  sometimes a person, in dire need, will turn to a Witch
  for magickal help, not realising that the Witch is
  actually a Satanist, and will be forced to swear
  allegiance to Satan in order to gain the aid they seek.
  Once
  a
  person
  has
  joined
  a
  Coven,
  however
  reluctantly, they are more or less blackmailed into
  attending their Sabbats, because if it becomes known
  that they are a member they will immediately be
  charged with witchcraft and likely hung.
  Satanic Cultists have the MAG attribute but not the
  Witchcraft skill. Satanic Cultists come from all walks
  of
  life,
  so
  can
  be
  of
  any
  Profession
  except
  Witch/Warlock.
  SATANIC WITCH
  There is only one route to real power for an
  Unaligned Witch, and that is through Satanism. Many
  Unaligned Witches are basically good, and have no
  desire to increase their magickal abilities. But those
  who lust for greater magickal power must increase
  their MAG, and the only way to do that is to swear
  allegiance to Satan and join a Coven. Most Covens
  have thirteen members, consisting of both Satanic
  Cultists (willing or unwilling), and Satanic Witches;
  the latter, who have both the Witchcraft skill and a
  high level MAG, can cast more powerful spells than a
  non-aligned Witch and will tend to be the head of the
  Coven, leading the other members in the casting of
  powerful spells at Sabbats.
  Satanic Witches have the Witchcraft skill and have
  developed their MAG to a higher level.
  Covens
  Most Covens consist of thirteen members. The Coven
  will
  be
  ruled
  by
  three
  powerful
  Witches,
  one
  relatively young, one middle-aged and the other old
  (the Maiden, the Mother and the Crone). The rest of
  the Coven is likely to consist of Cultists with no
  magickal skills, though the most promising members
  may be taught a few spells if they are being groomed
  for leadership, and some Unaligned Witches may join
  already knowing some spells.
  The Crone of any Coven is likely to be very old – due
  to their magickal powers, they can sometimes extend
  WITCHES AS ADVENTURERS
  Satanic Witches and Warlocks are unlikely to be
  suitable as a member of an adventuring party, unless
  the players all wish to be of an evil disposition. A
  Cunning Man or Wise Woman would fit in better,
  though it would be difficult if one of the other
  members of the party were a Witch Hunter or
  particularly pious religious character. A party made
  up mostly of lower class characters would be more
  likely to admit a Cunning Man or Wise Woman,
  since they are more used to seeing such people as
  beneficial members of society.
  A Wise Woman Adventurer who starts off good but
  sells her soul to Satan for greater power would make
  for an interesting story arc – at some point the
  Games Master may want to take over such a
  character
  as
  a
  villain
  (with
  the
  player’s
  prior
  agreement). Such an enemy for the party makes for
  great role-playing opportunities – if there’s one thing
  worse than an evil Witch trying to take over your
  home county, it’s an evil Witch who used to be a
  friend of yours trying to take over your home
  county.
  
  109
  their lives to as much as 200 years, if not longer. They
  have to be constantly on their guard against younger
  members of the Coven who covet their power and
  will kill them if they can. When this happens, the
  Mother becomes the Crone, the Maiden becomes the
  Mother, and a new Maiden is chosen from among the
  lower members. These titles are purely ceremonial; it
  is quite possible that the Mother has no children, and
  the Maiden is very unlikely to be a maiden at all in the
  technical sense.
  There are no Covens ruled by Warlocks; the highest
  position a man is likely to attain is that of donning
  horns and taking the symbolic role of Satan in the
  Coven’s rituals.
  Covens
  generally
  gather
  once
  a
  lunar
  month
  (generally on the dark of the moon) in a Sabbat, when
  they
  worship
  Satan,
  participate
  in
  blasphemous
  rituals, and cast powerful spells as a group.
  Sometimes
  larger
  groups
  of
  Witches
  gather
  for
  especially large spell-casting sessions. It is claimed
  that a “Coven of Covens” (169 Witches) came together
  off Land’s End in 1588 to create the storm that
  wrecked the Spanish Armada – the Witches knew that
  they were less persecuted in Protestant England than
  they would be in an England ruled by Catholic Spain.
  How Witchcraft
  Works
  Note: The following rules apply to Witches, Warlocks,
  Wise Women and Cunning Men, but the term
  “Witch”
  is
  used
  throughout
  for
  ease
  of
  understanding.
  A Witch works magick through the skill of Witchcraft,
  but the power of her spells is limited by her MAG.
  Unlike an Alchemist, a Witch does not require a
  Philosopher’s Stone, but most of the spells, while
  potentially extremely powerful, require ingredients
  that may be difficult to find, or long involved rituals
  that must be performed in out-of-the-way places to
  avoid detection.
  WITCHCRAFT (INTX2)
  The Witchcraft skill is a measure of the knowledge of
  all the spells learned by a Witch. It is this skill that a
  Witch rolls against to see if she casts a spell correctly.
  Spells usually have a physical component, which may
  also need to be obtained or made before the spell can
  be cast successfully.
  Witches do not write down their spells, which have as
  much to do with emotions, mental images, symbolic
  connections and the like as with words; they must
  remember them. Witches can only learn a number of
  spells equal to their INT. If they wish to lean another
  spell, they must sacrifice one of the spells they already
  know. If they ever lose INT, they will lose a number of
  spells equal to this loss, and the spells will not come
  back if INT is regained later. The Witch can choose
  which spells are lost.
  (A very old Satanic Witch may have lost INT due to
  age, and may therefore only have a small repertoire of
  spells; but this will likely be balanced by a very high
  MAG, which is why the Maiden/Mother/Crone team
  works so well – the younger Witches benefit from the
  raw power of the Crone’s high MAG, while the Crone
  benefits from the larger spell pool of the younger
  Witches).
  MAGICK (MAG)
  MAG is a measure of the power a Witch can bring to
  bear in casting spells. It begins at a level equal to the
  Witch’s INT plus POW divided by ten, rounded up
  (e.g. A Witch with POW 11 and INT 15 would have a
  MAG of 3).
  MAG places limits on the power of spells cast, and the
  power of spells that a Witch can learn. A spell’s Range
  is limited by the Witch’s MAG, as is its maximum
  Magnitude. A Witch can never learn a spell with a
  minimum Magnitude higher than her MAG.
  OPTIONAL RULE: WITCHCRAFT
  TRADITIONS
  Games Masters and players may wish to create
  “Traditions”,
  groups
  of
  spells
  that
  are
  learned
  together and form separate skills. If this is done,
  Witchcraft (Cumberland) would be a different skill,
  with
  a
  different
  spell
  list,
  than
  Witchcraft
  (Lancashire).
  Alternatively,
  Traditions
  may
  be
  handed
  down
  in
  families,
  so
  that
  Witchcraft
  (Demdike) would be a different skill from Witchcraft
  (Chattox). However, unless the entire adventuring
  party are playing Witches, this is unlikely to be a
  problem; learning new spells is already difficult for a
  Witch/Wise Woman, so adding new rules that make
  it even harder is probably not desirable.
  
  110
  Alchemists do not need a MAG attribute, as their
  spells rely entirely on scientific method.
  INCREASING MAG
  MAG can be increased, but the techniques involved
  are only taught by the Satanist Faction; a character
  must be a member of one of those Factions in order to
  put up MAG. Increasing MAG in a Satanic cult
  involves dark rituals (sometimes involving human
  sacrifice) on the dark of the moon with others of the
  Faction.
  A player can choose to attempt to increase MAG by
  spending 3 Improvement Points.
  Roll D100 and try to get equal to or lower than
  your character’s Righteousness Points.
  If the roll is a success, MAG increases by 1.
  If the roll is a failure, MAG does not increase, but
  the character gains 1D4+1 Righteousness Points.
  If the roll is a fumble (00), MAG does not increase,
  and the character loses 1D4+1 Righteousness
  Points, due to being freaked out by the nature of
  the things expected of him or her at the ritual.
  Casting
  Witchcraft Spells
  The casting of a spell requires knowledge of that spell,
  the
  correct
  ingredients
  (if
  necessary),
  and
  the
  Witchcraft skill. The caster must make a Witchcraft
  roll to cast the spell. In order to cast the spell, the
  Witch must have all the correct ingredients. In some
  cases these are included in the ritual needed to cast
  the spell, in other cases, the spell is cast on an item,
  which is then given to the person on whom the
  magick is to do its work. The casting time is one
  combat round plus the time it takes to prepare the
  ingredients and any rituals required (as described in
  the spell). At the end of the ritual/preparation period,
  the Witch makes a Witchcraft roll to cast the spell.
  CASTING RESULTS
  Casting Success: The spell works as written, and the
  caster loses one level of Fatigue.
  Casting Critical Success: The spell can be cast as
  though the caster’s MAG is 1 higher than is actually is
  the case. This is not compulsory – if the caster wishes
  for a lower effect, this can be done, but no alternative
  benefits will accrue if that is the case. The caster loses
  no Fatigue.
  Casting
  Failure:
  If
  the
  spell
  roll
  fails,
  nothing
  happens, but the Witch loses one level of Fatigue. As
  long as the ingredients are intact, the spell can be cast
  again, but if ingredients are used up in the casting of
  the spell, new ingredients must be gathered and the
  rituals begun again.
  Casting Fumble: If the caster fumbles the Witchcraft
  roll when casting the spell, she loses two levels of
  Fatigue and the spell fails. As long as the ingredients
  are
  intact,
  the
  spell
  can
  be
  cast
  again,
  but
  if
  ingredients are used up in the casting of the spell, new
  ingredients must be gathered and the rituals begun
  again. There are no other penalties for a fumble –
  most Witchcraft spells either work or they don’t.
  “THE EVIL EYE”
  Some spells can be cast Eye Contact. This is commonly
  known as “The Evil Eye,” as Witches have been
  known to use the method to put curses on people.
  However, it can be used by Wise Women and
  Cunning Men to cast harmless spells too.
  FOR TO GIVE A WITHERING LOOK
  All characters with the Witchcraft skill have the spell
  For to Give a Withering Look. Although it is not a
  “good” spell, it is a spell which even a good character
  might cast in a moment of anger – a “withering look”
  that actually does wither the person looked at.
  Although this is best role-played, a Games Master
  may wish to have a character make a Persistence test,
  or
  a
  Righteousness
  test
  (depending
  on
  circumstances), to avoid casting this spell when
  severely provoked.
  
  111
  Acquiring
  Witchcraft
  Many Witches and Warlocks learn their first spells
  from other family members, with mothers often
  passing on useful spells to their daughters, and
  fathers to their sons. Such magick was much more
  prevalent in centuries gone by, but many spells have
  failed to be passed on, or are now only known to a
  few isolated Witches in remote areas. Many Witches
  never learn any more spells than the ones they
  learned from their family, unless they join a Coven.
  To
  represent
  this
  in
  rules
  terms,
  Witches
  and
  Warlocks begin play with a relatively large number of
  spells, but finding spells in play is likely to be very
  difficult.
  BEGINNING WITCHCRAFT SPELLS
  All characters with the Witchcraft skill get the spell
  For to Give a Withering Look plus a number of other
  spells as follows:
  Profession
  Spells
  Cunning Man or
  Wise Woman
  INT - 6 spells, chosen from
  those marked with an *.
  Witch or Warlock
  INT - 3 spells, chosen from all
  those listed.
  DUAL SPELLS
  Some spells are in effect opposite sides of the same
  coin, so if a character has one spell, she will have its
  opposite too (e.g. For to Wither the Strength and For to
  Enhance the Strength). Where this is the case, it is noted
  in the spell description. This means that some Wise
  Women and Cunning Men have access to harmful
  spells – see their Profession description for the effects
  of casting harmful spells. These dual spells count as
  one for the purposes of the maximum number of
  spells known.
  LEARNING SPELLS OUTSIDE A COVEN
  An Unaligned Witch/Warlock can only learn a new
  spell if they can find someone to teach them. This will
  require the Witch to find a fellow Witch from whom
  to learn – many Witches are naturally reluctant to
  admit to their magickal powers unless they are sure
  the other is trustworthy. Unless the other Witch is
  being open about their profession, it will take a
  successful
  Insight
  roll
  on
  the
  part
  of
  a
  Witch
  Adventurer to spot that a character is a Witch.
  Note to Games Masters: If a group of Adventurers
  includes a Witch/Warlock character, it is important
  that
  the
  Games
  Master
  occasionally
  introduces
  characters into their campaign from whom the Witch
  Adventurer can learn new spells, or the player may
  feel they are not progressing and wish they had never
  chosen that particular Profession. In a game that is set
  in a small area, this could be one particular “patron”
  character; in a travelling campaign, Adventurers
  should get the opportunity to meet a Witch NPC from
  time to time. It is possible that a Cunning Man or
  Wise Woman would be protected by their community
  from contact with strangers, in which case a bit of
  detective work on the part of the Witch Adventurer
  may be needed.
  Once a potential teacher has been found, the Witch
  must persuade them that she is trustworthy. This will
  require
  a
  successful
  Influence
  roll
  against
  the
  Persistence of the potential teacher – Games Masters
  should
  give
  bonuses
  for
  good
  roleplaying
  and
  persuasive arguments. There will be an automatic
  -20% to this roll if trying to persuade a member of the
  opposite sex to teach spells, as many spells are passed
  down through the male or female line, and teaching a
  spell to the opposite sex may break a long family
  tradition. In such cases, a Seduction roll may help!
  Once a teacher has been persuaded to help, the
  character must spend a week with them, learning the
  new spell – its ingredients, incantations, mental
  disciplines and the like. At the end of that week, the
  spell can be learnt by spending one Improvement
  Point.
  See the Witchcraft skill, above, for limits on the
  number of spells that can be learnt.
  LEARNING SPELLS IN A COVEN
  Satanic Witches (see above) have a much easier time
  learning spells than Unaligned Witches, as they are
  part of a Coven and therefore have the necessary
  contacts to learn spells. Assumably Satanic Witches
  
  112
  will
  be
  Games
  Master
  characters
  rather
  than
  Adventurers, but just in case a player’s character is
  foolish enough to swear allegiance to Satan, the rules
  for learning spells are as follows:
  Before learning a spell from a Satanic Witch, the
  Adventurer must impress the Crone of that Witches’
  Coven. They must make a successful Influence roll
  against the Persistence of the Crone; if the roll is
  unsuccessful, the Crone will give the supplicant a task
  –
  almost
  certainly
  of
  an
  evil
  nature
  (cursing
  prominent local worthies, collecting ingredients from
  graves, killing babies and the like) – before the Crone
  allows the spell to be learned.
  Once the Crone is satisfied with the supplicant, the
  Witch can learn a spell from any member of the
  Coven, simply by attending a Sabbat and spending
  one Improvement Point.
  See the Witchcraft skill, above, for limits on the
  number of spells that can be learnt.
  Coven Magick
  When performing ceremonial magick at a Sabbat,
  some Satanic Witches can call upon the MAG of their
  followers
  to
  boost
  their
  own
  magickal
  powers,
  creating very powerful spells. In order to do this, a
  Witch must know the spell For to Concentrate Great
  Power – see the spell description for details.
  Spells and
  Ingredients
  Not all spells are suitable for “good Witches”; spells
  that are suitable for a Cunning Man or Wise Woman
  are marked with an asterisk (*).
  Some spells require ingredients to be prepared, or an
  object
  made,
  before
  the
  spell
  is
  activated.
  The
  Witchcraft roll to cast the spell is not made until the
  spell is activated (even though the Witch may not be
  present at the time), as it will not be known until that
  point whether the spell was performed correctly. If
  the roll was a failure, the item in question will not
  work; there are usually no extra penalties for a
  Fumble – Witchcraft spells either work or they don’t,
  although there are a few exceptions to this, as noted in
  individual spell descriptions.
  Ingredients are generally not consumed in the casting
  of the spell (except such things as ointment, etc). So,
  for instance, a Witch only needs one cat skin to use For
  the Domination of a Cat; she does not need to kill
  another cat every time she casts the spell!
  It will be seen that casting Witchcraft is often not a
  quick process, and frequently requires a fair amount
  of
  preparation.
  This
  gives
  ample
  role-playing
  opportunities; how does the Witch get hold of a lock
  of hair from her intended victim? What if she is
  caught while performing some strange ceremony by
  the light of the moon? It is also worth bearing in mind
  that
  the
  magick
  items
  created
  are
  themselves
  incriminating; Adventurers carrying Witch’s charms
  (no matter how benign) may well be accused of
  witchcraft themselves.
  SPELL TRAITS
  Witchcraft spells have some or all of the following
  traits:
  Area (X): The spell affects all targets within a radius
  specified in metres.
  Charm: To have an effect, the spell requires the target
  to wear or carry some sort of charm created by the
  Witch.
  Concentration: The spell’s effects will remain in place
  so long as the character continues to concentrate on it.
  Concentrating on a spell is functionally identical to
  casting the spell, requiring the Witch to mutter
  incantations and ignore distractions.
  Distant: The spell can be cast no matter how far away
  the target is, as long as the Witch has the necessary
  ingredient, which is usually some item which once
  had some physical association with the target (hair,
  fingernails, etc.) as described in the ingredients for the
  spell.
  Distant
  spells
  are
  always
  resisted,
  either
  Persistence
  or
  Resilience,
  and
  a
  target
  who
  successfully resists will feel an uncanny shiver down
  the spine.
  Duration (X): The spell’s effects will stay in place for
  the time indicated.
  Eye Contact: The spell can be cast by making eye
  contact with the target. The Witch must be within 10
  metres of the target, and must make a successful
  opposed
  roll
  of
  Witchcraft
  versus
  the
  target’s
  Persistence. If the caster wins the contest, the spell is
  cast. If the test is failed, the target manages to avoid
  the Witch’s gaze and the spell fails. An attempt at
  
  113
  making Eye Contact is at -40% if the target is in
  combat with someone else when the attempt is made.
  Many (though not all) Eye Contact spells can also be
  cast by Touch.
  Instant: The spell’s effects take place instantly. The
  spell itself then disappears.
  Magnitude (X): The strength and power of the spell.
  A Witch cannot learn a spell that has a greater
  Magnitude than her MAG. A spell can be cast at any
  Magnitude up to the MAG of the caster.
  Progressive: This indicates that a spell can be learned
  at its lowest Magnitude, but can be cast at any
  Magnitude up to the MAG of the Witch.
  Ranged: Ranged spells may be cast upon targets up to
  a maximum distance of the character’s MAG x 5 in
  metres.
  Resist
  (Dodge/Persistence/Resilience):
  The
  spell’s
  intended effects do not succeed automatically. The
  target may make a Dodge, Persistence or Resilience
  test (as specified by the spell) in order to avoid the
  effect of the spell entirely. Note that Resist (Dodge)
  spells require the target to be able to use Reactions in
  order to dodge. In the case of Area spells, the Resist
  (Dodge) trait requires the target to dive in order to
  mitigate the spell’s effect.
  Touch: Touch spells require the Witch to actually
  touch her target for the spell to take effect, using an
  Unarmed Combat skill test to make contact if the
  target is not willing. The caster must remain in
  physical contact with the target for the entire casting.
  The Witch is by definition in contact with herself, and
  can self-cast any Touch spell. Many (though not all)
  Touch spells can also be cast by Eye Contact.
  Trigger: The spell will lie dormant until an event
  stated in the description takes place. The spell then
  takes effect and is expended.
  FOR THE ABJURATION OF
  (SUBSTANCE/PROCESS)*
  Charm, Duration MAGx5 hours, Magnitude 1
  There are many Abjuration spells, covering different
  substances and processes, each of which must be
  learned separately. Substances and processes include
  air, water, sleep, food, etc. Once the spell is cast, the
  target will be able to manage without or ignore the
  substance/process in question for the Duration of the
  spell.
  Ingredients: A small clay bottle worn around the neck
  that contains the substance to be abjured and, if the
  spell is not for the Witch herself, a lock of hair from
  the target. More abstract processes (such as sleep,
  dreams, pain, etc.) might require more creative ideas
  for ingredients, at the Games Master’s discretion. (For
  instance, in the case of sleep, it might be the crusty
  stuff you wipe from your eyes in the morning!)
  FOR TO ATTRACT THE CURSE OF THE
  HURTLING MISSILE
  Distant, Eye Contact, Magnitude 1, Progressive, Touch
  This spell puts a curse on the target so that the next
  use of ranged weapon fire (using Ranged Combat or
  Gun Combat) that is within range of the target will
  automatically hit him or her rather than the person
  aimed at. Each increase in Magnitude will increase the
  number of shots that will effect the target – so if the
  spell is cast at Magnitude 3, the next three uses of
  ranged weapon fire within range of the target will hit
  the target. This even applies to shots fired by the
  target of the spell, which will turn round and hit the
  firer.
  Ingredients: A lock of hair or a fingernail of the
  intended victim.
  FOR TO BANISH A GHOST*
  Instant, Magnitude 1, Ranged
  This spell can be used to banish ghosts back to
  whence they came. As the spell is cast, the caster must
  throw holy water at the ghost (requiring a successful
  Ranged Combat test). If both the Witchcraft test and
  the Ranged Combat test are successful, the ghost will
  disappear. It cannot reappear for 24 hours.
  Ingredients:
  Holy
  water
  taken
  (legitimately
  or
  otherwise) from a church which uses it (e.g. Anglican,
  or Catholic, but not Puritan).
  FOR TO BLESS CROPS*
  Area MAG hectares, Duration MAG days, Magnitude 1,
  Progressive
  This spell will ensure that crops are free of blight,
  pests, and other such problems. If cast in the days
  immediately prior to harvest, it guarantees that what
  is harvested will be good and wholesome, though if
  the crops have been suffering from blight for some
  time, the yield may be low.
  This spell can also negate the effect of a spell For to
  Blight Crops of the same Magnitude or lower.
  Ingredients: The skin of a rabbit wrapped round a
  
  114
  dried frog, buried in the ground where the crops are
  planted.
  Note: Characters with this spell automatically gain the
  spell For to Blight Crops.
  FOR TO BLESS LIVESTOCK*
  Duration MAG days, Magnitude 1, Progressive
  This spell will ensure that livestock (cattle, sheep,
  pigs, poultry, etc.) are healthy, and give good yields of
  milk, wool, meat, eggs or whatever. Each point of
  Magnitude blesses one animal in the herd/flock.
  Creatures so blessed will not become ill or give low
  yields, though this will not prevent death from
  physical attack or old age.
  This spell can also negate the effect of a spell For to
  Blight Livestock of the same Magnitude or lower.
  Ingredients: The blood of a bull painted on the
  forehead of one of the animals in the flock.
  Note: Characters with this spell automatically gain the
  spell For to Blight Livestock.
  FOR TO BLIGHT CROPS
  Area MAG hectares, Duration MAG days, Magnitude 1,
  Progressive
  This spell will cause crops to fail and wither, or
  become infested with pests and other such problems.
  Each point of Magnitude blights 1 square metre of
  crops.
  If
  cast
  at
  its
  lowest
  level
  in
  the
  days
  immediately prior to harvest, it guarantees that what
  is harvested will be of poor quality and will rot
  quickly,
  though
  if
  the
  crops
  have
  been
  well-
  maintained up to that point, the yield may be high.
  This spell can also negate the effect of a spell For to
  Bless Crops of the same Magnitude or lower.
  Ingredients: The skin of a poisonous snake (usually
  an adder in England) wrapped around a rotten apple
  and buried in the land on which the crops are
  growing.
  Note: Characters with this spell automatically gain the
  spell For to Bless Crops.
  FOR TO BLIGHT LIVESTOCK
  Area
  MAG
  square
  metres,
  Duration
  MAG
  days,
  Magnitude 1, Progressive
  This spell will cause livestock (cattle, sheep, pigs,
  poultry, etc.) to grow sickly and give low yields of
  milk, wool, meat, eggs or whatever. Each point of
  Magnitude blights one animal in the herd/flock.
  Creatures so blighted will not die, but will become ill
  and sickly-looking; milk yields will be small and sour,
  meat will be tough and stringy, and eggs sulphurous
  and stinky.
  This spell can also negate the effect of a spell For to
  Bless Livestock of the same Magnitude or lower.
  Ingredients: The heart of a bull stuck with pins, to be
  buried on the land on which the animals live.
  Note: Characters with this spell automatically gain the
  spell For to Bless Livestock.
  FOR TO BRING DOWN THE CURSE OF
  THE MOON
  Eye Contact, Instant, Magnitude 1, Progressive, Resist
  (Persistence)
  This spell causes the target to lose contact with reality
  and become a gibbering loon. Once eye contact has
  been made, the target must make a Persistence roll, at
  a -10% penalty for every point of Magnitude of the
  spell. The spell has no effect on unconscious targets,
  targets without an INT attribute, or targets that are
  currently under the effect of a Fear spell.
  Results of
  Persistence Test
  Effect
  Target fumbles
  Target instantly loses 1D4 INT
  permanently and lapses into a catatonic
  state for a number of minutes equal to
  20 minus the target’s POW (minimum
  of one combat round).
  Target fails
  Target gibbers and raves uncontrollably
  for a number of minutes equal to 20
  minus the target’s POW. Target may
  become paranoid, see visions, become
  insanely fanatical about their Faction,
  become suicidally depressed, etc. Role-
  play it!
  Target succeeds
  Target becomes shaken, distressed and
  twitchy, and is at -20% to all skill rolls
  for a number of minutes equal to 20
  minus the target’s POW.
  Target critically
  succeeds
  Target is unaffected by the spell, and
  becomes immune to any further spells
  For to Bring Down the Curse of the Moon
  for a number of minutes equal to 20
  minus the target’s POW.
  Ingredients: None.
  
  115
  FOR TO BRING THE TOUCH OF
  HEALING*
  Instant, Magnitude 1, Progressive, Touch
  For every point of Magnitude of this spell, the Witch
  can repair one Hit Point of damage to either herself or
  another target.
  A Magnitude 6 or higher spell for to Bring the Touch of
  Healing will also negate the effects of a Major Wound
  (Serious or Grave) as long as the target is still alive,
  reattaching severed limbs and the like, as long as it is
  performed within 6 combat rounds of the wound
  being
  taken.
  It
  will
  not
  resurrect
  a
  character,
  regardless of whether they have been killed by a fatal
  Grave Wound or a fatal loss of Hit Points, nor will it
  regrow lost limbs.
  A Magnitude 8 or higher Touch of Healing spell will
  also cure any single poison or disease affecting the
  target.
  Ingredients: A poultice made from assorted herbs,
  which require 1 hour and a successful Lore (Plants)
  roll in a rural area to find.
  FOR TO CALL ON THE POWER OF A
  COVEN
  Special
  This ceremonial spell is used by Satanic covens to
  focus the magick of a whole group into one powerful
  spell. The spell allows the Witch to combine the MAG
  of all people present in the ceremony to add to
  another spell, which then becomes more powerful.
  The spell requires ten minutes of dancing and
  chanting for every person involved in the ceremony; if
  the ceremony is interrupted and 10% of those taking
  part (round down to nearest whole number!) are
  prevented from chanting, it must be begun again from
  the beginning. (If the caster of the spell is interrupted,
  the ceremony must be restarted even if all the others
  are still taking part). In such a situation, the MAG of
  those removed from the ceremony will be lost. While
  the ceremony is taking place, the Witch who is casting
  the spell must add the ingredients to a cauldron in the
  centre of the circle of dancers. At the end of the
  ceremony, the spell roll is made, and if successful, the
  Witch can then cast any spell she wishes, adding the
  MAG of all those present to boost its power. See the
  text box “A Ritual for to Call on the Power of a
  Coven” for the incantation that is chanted while the
  ceremony is going on.
  E.g. Mother Demdike gathers her coven together to cast the
  spell For to Cause a Great Downpour. She has twelve
  other Witches with her, who have MAGs of 6, 4, 2, 5, 4, 5,
  8, 7, 3, 4, 5 and 6. Her own MAG is 8. This gives her a
  total of 6+4+2+5+4+5+8+7+3+4+5+6+8=67 MAG to add
  to the spell. This means she can summon up a torrential
  downpour covering a diameter of 670m that lasts for five
  and a half hours – enough to cause major and disastrous
  flooding which, if the spell is unleashed near a river, could
  cause bridges to be washed away and houses destroyed far
  downstream.
  Ingredients: A monkey’s head, a cat’s brain, a
  weasel’s eye, a rat’s tail, mugwort, mastic, myrrh,
  foam from a mad dog’s lips gathered during an
  eclipse of the moon, ashes from the shroud of a
  plague victim, three eels, the bones of a toad, a seal’s
  liver, flesh from a pig which has eaten its own
  offspring, a wolf’s tooth, a hare’s foot, the blood of a
  weasel, an ape’s skull, a baboon’s skull, a leopard’s
  skull,
  three
  Eagle
  Owl
  feathers,
  three
  Jackdaw
  feathers, three Magpie feathers, three feathers from
  any other carrion bird or bird of prey, a fig, and a seed
  from a cypress tree. Stir together in a cauldron and
  simmer for 10 x the number of participants in
  A RITUAL FOR TO CALL ON THE
  POWER OF A COVEN
  Head of monkey, brain of cat,
  Eye of weasel, tail of rat,
  Juice of mugwort, mastic, myrrh –
  All within the pot I stir.
  Here is foam from a mad dog's lips,
  Gather'd beneath the moon's eclipse,
  Ashes of a shroud consumed,
  And with deadly vapour fumed.
  These within the mess I cast –
  Stir the cauldron – stir it fast!
  Here are snakes from out the river,
  Bones of toad and sea-calf's liver;
  Swine's flesh fatten'd on her brood,
  Wolf's tooth, hare's foot, weasel's blood.
  Skull of ape and fierce baboon,
  And panther spotted like the moon;
  Feathers of the horned owl,
  Daw, pie, and other fatal fowl.
  Fruit from fig-tree never sown,
  Seed from cypress never grown.
  All within the mess I cast,
  Stir the cauldron – stir it fast!
  – Harrison Ainsworth,
  The Lancashire Witches, 1849
  
  116
  minutes. Leave to cool. Not to be taken internally.
  FOR TO CATCH THE WIND*
  Charm,
  Duration
  MAG
  minutes,
  Magnitude
  2,
  Progressive, Range MAG x 10 metres
  This spell must be cast outdoors, on a windy day. The
  Witch ties a knot in a piece of string, trapping a wind
  within it, which can be released later by untying the
  knot. The strength of the wind is determined by the
  Magnitude of the spell, not the strength of the wind
  on the day the spell was cast. The Duration of the
  spell determines for how long the wind blows once
  the knot is untied. The Range of the spell effects the
  distance the wind will blow ahead of the person
  untying the knot.
  Once the wind has been stored in the string, it can be
  released by anyone, simply by untying the knot. This
  takes a single combat action. The person with the
  string must face in the direction in which he or she
  wishes the wind to blow – the wind will blow from
  the point at which the holder of the string released it,
  even if that person moves away; it will carry on
  blowing for the Duration which was set when the
  spell was cast on the string. The wind affects
  everything within an area 10 metres wide and (Range)
  metres long, in front of the caster’s outstretched hand.
  The
  wind
  has
  increasing
  effects
  based
  on
  the
  Magnitude of the spell as follows:
  Magnitude
  Effect
  2
  Candles are blown out.
  3
  Ranged attacks at -10%
  4
  Birds have trouble flying. Ranged
  attacks at -20%
  5
  Those affected must make an opposed
  Athletics roll against the wind’s Blowing
  skill of 50% or fall prone. Ranged attacks
  at -50%
  6
  As above, but the wind’s Blowing skill is
  70%. Ranged attacks impossible.
  Perception at -25% due to flying debris.
  7
  Anyone or thing with SIZ less than 21
  automatically blown over. Perception at
  -50% due to flying debris.
  8
  Anyone with SIZ less than 50 flung into
  the air and suffers 2D6 damage.
  Ingredients: A piece of knotted string. It takes 30
  seconds to tie a knot, and the spell is then cast by
  untying the knot again. The piece of string can be of
  any length, and a knot can be tied every 1cm, but each
  knot is a separate casting of the spell.
  Note: Witches commonly create strings with winds in
  the knots to sell to sailors.
  FOR TO CAUSE A GREAT DOWNPOUR*
  Charm, Duration 5 x MAG minutes, Magnitude 1,
  Progressive
  This spell causes clouds to boil up out of a clear sky
  and a heavy rain to fall. The diameter of the area
  caught in the downpour is equal to 10 metres per
  point of Magnitude of the spell. The rain is very
  heavy; it can cause localised flooding, and turn open
  ground to slippery mud, reducing Movement Rate by
  a
  quarter
  and
  bogging
  down
  carts
  and
  heavy
  machinery. Anyone not wearing waterproof clothing
  will be soaked to the skin. Any guns or cannon will
  fail to fire while the downpour lasts, unless they are
  under cover. All Perception skills are halved within
  the area of the spell. The rain is centred on the person
  who activates the spell, and moves with them as they
  travel.
  The
  spell
  cannot
  alter
  magickally-created
  weather effects of greater Magnitude.
  If the temperature is below freezing, the rain will still
  fall as rain, but will freeze as soon as the spell ends,
  coating everything in a thick layer of ice and reducing
  Movement Rate in that area by three quarters until the
  ice is cleared or the weather turns warmer.
  Ingredients: The spell must be cast on a willow twig
  (at least 10cm long) outdoors on a rainy day. This
  takes 10 seconds. The spell can then be activated by
  anyone, simply by snapping the twig.
  FOR TO CAUSE GREAT FEAR
  Eye Contact, Instant, Magnitude 1, Progressive, Resist
  (Persistence)
  This spell causes the target to be gripped with
  overwhelming fear. Once eye contact has been made,
  the target must make a Persistence roll, at a -10%
  penalty for every point of Magnitude of the spell. The
  spell has no effect on unconscious targets, targets
  without an INT Characteristic or targets that are
  already under the effect of this spell.
  
  117
  Results of Persistence Test
  Effect
  Target fumbles
  Target suffers a heart attack
  and dies. (Equivalent to
  result number 7 on the
  Grave Wounds table).
  Target fails
  Target flees screaming in
  terror for a number of
  Combat Rounds equal to 20
  minus the target’s POW
  (minimum 1 combat round).
  Target will not engage in
  combat unless forced to, and
  will use the Sprint
  movement action whenever
  possible.
  Target succeeds
  Target is shaken and
  disturbed, suffering a -20%
  penalty to all skill tests for a
  number combat rounds
  equal to 20 minus the
  target’s POW (minimum of
  1 combat round).
  Target critically succeeds
  Target is unaffected by the
  spell and cannot be affected
  by further spells For to Cause
  Great Fear for a number of
  combat rounds equal to the
  target’s POW (minimum of
  1 combat round).
  Ingredients: None.
  FOR TO CAUSE SPONTANEOUS
  COMBUSTION
  Distant, Instant, Magnitude 1, Resist (Resilience)
  Causes a living being to burst into flame. Each point
  of Magnitude causes 1D6 points of fire damage per
  combat round, until the duration of the spell is
  complete, or the fire is put out (smothered, drenched
  with water, etc). If enough damage is done in a single
  round to kill a person, they will, in effect, explode in a
  fireball,
  probably
  setting
  fire
  to
  anything
  else
  flammable within 5m.
  Ingredients: The ash from a burnt hank of hair of the
  target, which is scattered in the air as the spell is cast.
  FOR TO CREATE A CHARM OF
  PROTECTION AGAINST MAGICK*
  Charm, Duration MAG x 1 week, Magnitude 1, Progressive
  This
  spell
  matches
  its
  Magnitude
  against
  the
  Magnitude of any incoming spell. If For to Create a
  Charm of Protection against Magick’s Magnitude is
  greater than the incoming spell’s, then the incoming
  spell has no effect. If the incoming spell’s Magnitude
  is equal to or greater than the Magnitude of the spell
  For to Create a Charm of Protection against Magic, then
  the incoming spell affects the target normally.
  Unlike many protective spells, For to Create a Charm of
  Protection against Magic remains in place for the
  entirety of its Duration – spells that successfully
  breach the spell do not dispel it. However, it does not
  discriminate between incoming spells – a comrade
  attempting to magically heal the carrier of a Charm of
  Protection against Magick must overcome that spell in
  order to successfully use a healing spell.
  Ingredients: The charm is created around an amulet
  (usually of wood or stone) carved with an eye, which
  must be worn by the spell’s target. Making the amulet
  requires half an hour and a suitable Craft skill roll.
  FOR TO CREATE A PHANTASM*
  Charm, Duration 15 minutes, Magnitude 3, Progressive,
  Ranged, Special
  This spell creates an illusion that effects all five senses.
  The phantasm will seem real and solid unless the
  person looking at it succeeds in a Perception test,
  which is subject to a modifier based on the Magnitude
  of the spell.
  If the viewer succeeds in a Perception test and the
  phantasm could usually cause damage if believed in,
  it can no longer cause damage to that character. As
  soon as a viewer disbelieves the illusion it becomes
  insubstantial and ghost-like to him.
  The Size of the illusion is also governed by the
  Magnitude. A Magnitude 1 illusion can quite happily
  create small household items, say a fake table and
  chair, but would not be able to create an illusion of a
  fire breathing dragon.
  
  118
  Magni-
  tude
  Modifier
  to
  Percep-
  tion test
  Type of illusion possible
  3
  +40%
  Not capable of motion or
  causing damage. Slightly fuzzy
  and unreal around the edges.
  Limit of SIZ 2.
  4
  +20%
  Some minor discrepancies
  from reality. Capable of
  motion but not of damage.
  Limit of SIZ 4.
  5
  0
  Capable of motion and causing
  damage. Limit of SIZ 6.
  6
  -20%
  Capable of motion and causing
  damage. Limit of SIZ 8.
  7
  -40
  Almost indistinguishable from
  the real thing. Capable of
  motion and damage. Limit of
  SIZ 10.
  8
  -40%
  +10 SIZ per point of
  Magnitude.
  Ingredients: Before the Witch can cast this spell for
  the
  first
  time,
  she
  must
  make
  a
  small
  charm
  resembling the creature or thing she or wishes to
  create an illusion of. The model need not be accurate
  and
  detailed,
  but
  must
  bear
  some
  recognisable
  similarity to the illusion required. This requires eight
  hours and a successful Craft skill, appropriate to the
  material used (clay, wood, stone, weaving, etc). If the
  Craft skill test is failed, the model is useless, and the
  spell
  need
  not
  be
  cast.
  If
  the
  model
  is
  made
  successfully, the Witch may cast the spell at whatever
  Magnitude she requires, and it will be imbued in the
  object. Once this charm is made, she can create the
  illusion simply by touching the object and making a
  Witchcraft test. The Magnitude of the illusion can
  never be higher than the Magnitude of the spell cast
  when the charm was made. If the Witch fumbles
  while casting the spell, the charm breaks and cannot
  be used again. The charm can only be used by the
  Witch who made it.
  FOR TO CREATE A POTION OF MYSTIC
  VISION*
  Duration MAG hours, Magnitude 1, Special
  This spell allows the target to see magickal energies.
  Someone who has drunk the potion will be able to
  determine
  the
  number
  of
  Magick
  Points
  in
  a
  Philosopher’s Stone, detect the MAG attribute of a
  character (if any), determine what sort of spell is in a
  potion, or enchanted object, etc.
  Ingredients: The Witch must make a broth containing
  mandrake root and hellebore (plus seasoning to taste).
  Finding the ingredients requires a successful Lore
  (Plants) roll and 1D4 hours in a rural place. Making
  the potion itself takes 30 minutes. The spell is
  activated when the broth is drunk. A Fumble on the
  Witchcraft roll has the effect of a Sleeping Draught
  and the target has vivid dreams which seem to be
  memories of seeing magickal things, but all such
  visions are false.
  FOR TO CURE A DISEASE OR
  COUNTERACT A POISON*
  Instant, Magnitude 3, Touch
  This spell cures the effects of any mundane disease or
  poison affecting the target; it also cures magickal
  ailments whose Potency is less than the Witchcraft
  skill of the caster.
  Ingredients: A number of herbs and other substances,
  burned in a small bowl close to the head of the target
  so that they breathe in the fumes. These substances
  will take 1D3 and a Lore (Plants) test in a rural area to
  find, but may be prepared in advance.
  FOR TO CURSE WITH (HELLISH FORCE)
  Distant, Eye Contact, Magnitude 1, Progressive, Resist
  (Persistence/Resilience), Special, Touch
  This is a group of spells, one for each of the Hellish
  Forces discussed in Rules and Systems. The Hellish
  Forces are: Dropsy, Falling Sickness, King’s Evil,
  Palsy, and St. Anthony’s Fire. Each must be learned
  separately.
  At its lowest level (Magnitude 1) it can be cast by
  making eye contact – a normal opposed eye contact
  roll is made; if the caster succeeds, the target must
  make a Resilience roll to resist the Hellish Force’s
  potency.
  At higher levels, ingredients are needed (see below),
  and it then becomes a Distant spell. Some Hellish
  Forces have a higher Magnitude than 1; this is noted
  in the description of the Hellish Forces.
  Ingredients: At levels above Magnitude 1, a small
  figure representing the target must be made from
  mud, and embedded with the hair or fingernails of
  
  119
  the victim. The figure is then boiled in hot water for
  thirty minutes, causing the illness to rise in the target.
  FOR THE DOMINATION OF A (SPECIES)*
  Duration MAG minutes, Eye Contact, Magnitude 1,
  Progressive, Range MAG kilometres, Touch
  This spell allows the caster to gain control over a
  creature belonging to a specific animal species. If the
  target fails to resist the spell, it must obey the
  commands of the caster for the duration of the spell.
  The controlled creature shares a telepathic link with
  the Witch by which it can receive its orders. If the
  Witch and the creature dominated do not share a
  common language, the Witch can order it about by
  forming a mental image of the actions she wishes the
  dominated creature to perform.
  The maximum range at which mental control can be
  exercised is MAG kilometres.
  This spell does not work on humans.
  Ingredients: The caster must have the skin from the
  type of creature to be controlled, though it need not be
  exactly the same species (e.g. a Witch wishing to
  dominate a wolf could use the skin of a small dog).
  The caster must touch the skin while casting the spell.
  FOR TO DRAIN (CHARACTERISTIC)
  Distant, Magnitude 6, Progressive, Special
  There are actually seven For to Drain spells, one for
  each Characteristic. These devastating spells allow the
  Witch to permanently strip a target of Characteristic
  points, temporarily increasing her
  MAG
  by the
  amount drained.
  The spell drains 1 point of the Characteristic per point
  of Magnitude of the spell.
  Characteristic
  points
  lost
  to
  the
  spell
  are
  lost
  permanently, though the victim can raise them again
  through normal means of increasing a Characteristic.
  Characteristics may be drained to 0 which usually
  involves the death of the victim, with the exception of
  Charisma.
  For each Characteristic point the Witch drains, she
  will gain one point of MAG. This extra MAG will
  decrease by one point each day (at dawn) until it has
  returned to its level before the spell was cast.
  Ingredients: A small poppet (a little doll)
  representing the victim must be made, containing a
  lock of hair, some fingernails, or a small piece of
  clothing which has been worn by the victim. This
  takes 30 minutes. Pins are then stuck in the poppet
  while the spell is cast.
  FOR TO ENHANCE THE
  (CHARACTERISTIC)*
  Duration MAG hours, Magnitude 1, Progressive, Resist
  (Persistence or Resilience), Touch
  There are actually seven spells For to Enhance, one for
  each Characteristic. Essentially the reverse of the spell
  For to Wither, For to Enhance allows the Witch to
  temporarily
  apply
  a
  bonus
  to
  the
  specified
  Characteristic equal to the Magnitude of the spell. A
  creature must have the Characteristic in question to be
  affected by this spell.
  Ingredients: This spell requires no ingredients, but
  the caster must touch the target over the heart for 30
  seconds (this cannot be done with eye contact).
  Note: Characters with this spell automatically gain the
  equivalent For to Wither (Characteristic) spell.
  FOR TO FLING BACK A SPELL IN THE
  FACE OF THE CASTER*
  Instant, Magnitude 1, Progressive
  This protective spell shields the Witch from hostile
  magick and has a chance of sending it back to the
  attacking spellcaster. It affects both witchcraft and
  alchemy spells. It only works on spells that have an
  immediate effect and have the Resist trait. If not
  resisted successfully, such a spell will affect the
  protected character normally, but if it is resisted, the
  incoming spell is launched back at the person who
  cast it, as long as its Magnitude is not greater than the
  Magnitude of the spell For to Fling Back a Spell in the
  Face of the Caster. Unlike most spells, this one can be
  cast instantly and used as a Defensive Reaction
  against an attacking spell.
  Ingredients: This does not require ingredients, but the
  caster
  must
  make
  the
  gesture
  of
  blocking
  the
  incoming spell with an open hand; if the caster has no
  hands free, the spell cannot be cast.
  
  120
  FOR TO FLY THROUGH THE AIR*
  Duration, Magnitude 3, Progressive, Touch, Special
  This spell allows the Witch, or her target, to fly
  through the air. At its lowest Magnitude (3), it allows
  only the caster to fly, for ten minutes per point of
  Magnitude. Every extra point of Magnitude can either
  increase the time by ten minutes, or allow an extra
  person to be carried (or a combination of the two).
  Anyone who flies with the caster must also be rubbed
  with the ointment noted in the ingredients, and must
  remain touching the caster for the duration of the
  flight, or they will fall. Flight speed is at a Move of 60,
  or 43.2 km per hour.
  Ingredients: An ointment containing various herbs,
  plus body parts from at least two flying creatures
  (flies, birds, bats, etc). This takes an hour to prepare
  for each person who is to fly, then the ointment is
  rubbed on the person who wishes to fly which causes
  the spell to activate.
  Note: A Witch with MAG of 6 or higher can cast this
  spell permanently on an object such as a besom
  (broomstick), a tree branch, or even a goat! This
  requires the above ingredients, plus a two hour ritual
  outdoors on a full-moon night. The Witchcraft roll is
  made at the end of this ritual, and if successful, the
  object gains the power of flight with whatever range
  and duration the caster chose. It can be activated with
  a simple command, but only works for the Witch who
  created it. If the object is broken (or dies!) the spell
  effect is lost, and will not return even if the object is
  mended. Witches often ride to sabbats on besoms,
  though some have been known to fly on animals.
  FOR TO GIVE A WITHERING LOOK*
  Duration
  MAG
  days,
  Eye
  Contact,
  Magnitude
  1,
  Progressive
  The target loses -1 to STR and -1 to DEX on one side of
  the body only (caster chooses left or right) for every
  point of Magnitude of the spell. The caster is at -10%
  to their Witchcraft skill test for every point of
  Magnitude they choose to put into the spell. If the
  target suffers a Fumble on their Persistence test, the
  duration is MAG months, instead of days.
  Ingredients: None.
  Note: Everyone with the Witchcraft skill has this spell,
  whether they choose to use it or not. Even a Cunning
  Man or Wise Woman known for their good works
  might accidentally cast this spell in a moment of
  anger. (See boxed text).
  FOR TO INCREASE THE DEADLINESS OF A
  WEAPON
  Duration MAG minutes, Magnitude 2, Touch, Progressive
  This spell increases the damage done by a weapon.
  For each point of MAG of the caster, the 1D4 of extra
  damage is rolled each time the weapon is used.
  Ingredients: Three drops of blood of the last person
  the weapon injured, rubbed on the weapon as the
  spell is cast.
  FOR TO INCREASE THE LONGEVITY OF A
  SPELL*
  Magnitude 5, Special
  This spell takes a fair amount of preparation, but
  greatly increases the amount of time a spell lasts. It
  can only be used on spells which have ingredients,
  and in which the ingredients are not used directly on
  the caster or target. The spell causes the duration of
  the spell to be increased by a time unit; a spell whose
  duration is in minutes will last that number of hours
  instead; a spell that should last hours lasts days; a
  spell that should last days lasts months.
  Ingredients: The caster must first hunt down and kill
  a swan. (Note that this is a hanging offence in
  England, where all swans officially belong to the
  monarch, though the current lack of a monarch may
  make it difficult to press charges!). Once the swan is
  killed, it must be skinned. The skin is then used to line
  a pit, which is sealed with a flat stone. All these things
  must be done by the caster; if the swan is killed or
  skinned by anyone else, the spell will not work. Any
  spell ingredient put into this pit after the spell is cast
  (poppet,
  fingernails,
  etc.)
  will
  last
  longer
  than
  otherwise.
  FOR TO INSCRIBE A CIRCLE OF
  PROTECTION*
  Duration MAG hours, Magnitude 1, Progressive
  This spell creates a circle of protection with a radius in
  metres equal to the Magnitude of the spell. If cast on
  the ground, the spell is immovable; if cast on a
  moving object such as a cart, it will move with the
  object. Once the spell has been cast, the Witch may
  choose whether the spell protects against magickal or
  physical attack by casting either For to Neutralise a
  Magick Spell or For to Protect Against Weapons (without
  ingredients) within the circle. All those within the
  
  121
  circle are then protect, as if by that spell, although
  characters already within the circle when the spell is
  cast are not protected against each other, only against
  attacks from outside the circle. The caster must spend
  2 minutes inscribing the circle with the necessary
  arcane symbols. Once the circle is drawn and the spell
  has been cast, the spell cannot be broken by scuffing
  away the marks, though people and animals can step
  over it in either direction.
  Ingredients: Some sort of implement capable of
  making marks on the ground (chalk, a stick if the
  ground is muddy, etc.).
  FOR TO INTUIT THE EMOTIONS OF
  ANOTHER*
  Eye Contact, Instant, Magnitude 1
  The caster can intuit the emotions and motivations of
  a single target with whom she makes successful eye
  contact. Thoughts cannot be read, but the Witch will
  be able to detect the target’s emotional state (fearful,
  angry, besotted, etc.).
  Ingredients: No ingredients are needed, but the Witch
  must make eye contact with the target.
  FOR TO MAKE AN OBJECT GLOW*
  Duration MAG minutes, Magnitude 1, Progressive, Touch
  This spell causes a glowing point of light to appear on
  a solid substance. At its lowest Magnitude, the spell
  creates an area of light one metre in radius, giving off
  the same illumination as a candle. Each additional
  point of Magnitude increases the radius of effect by
  one metre. At Magnitude 3, the brightness of the spell
  increases to that of a flaming brand at its centre. At
  Magnitude 5, it increases to that of a campfire and at
  Magnitude 10 to that of a bonfire.
  Ingredients: A pinch of powdered firefly, scattered in
  the air when the spell is cast.
  FOR TO MOVE LIKE UNTO A SLUG
  Distance, Duration MAG, Magnitude 1, Progressive,
  Resist (Resilience)
  The target’s Move is decreased by -5m for every point
  of Magnitude put into the spell. If Move is reduced to
  0, the target’s legs become weak and unable to
  support his or her weight for the Duration.
  Ingredients: A lock of hair of the target must be
  wrapped round a live slug. When the Witch wishes
  the spell to be cast, they must pour salt on the slug,
  killing it. The spell is activated when the slug dies.
  (This takes about 30 seconds).
  Note: Characters with this spell automatically gain the
  equivalent Haste spell.
  FOR TO NEUTRALISE A MAGICK SPELL*
  Eye Contact, Magnitude 1, Progressive, Touch
  This spell will dismiss one spell cast on the target. The
  spell
  cannot
  dismiss
  a
  spell
  that
  has
  a
  higher
  Magnitude than the Magnitude of the spell. If the
  neutralised spell is in a charm, the charm will stop
  working permanently. If the target is subject to a
  number of spells, the most powerful spell that can be
  neutralised will stop working. If the Witch wants to
  neutralise a particular spell other than the most
  powerful, she must first have drunk a potion made
  with For to Create a Potion of Mystic Vision to identify
  the spells present.
  This spell works on alchemical spells as well as
  witchcraft.
  Ingredients: This requires no ingredients, merely a
  short invocation.
  FOR THE PROJECTION OF (SENSE)*
  Concentration, Magnitude 1, Progressive, Ranged
  Each spell For the Projection of is a separate spell. These
  spells encompass the five senses; sight, hearing, smell,
  taste, touch.
  This spell allows the caster to project one of her senses
  anywhere within the spell’s Range, which is equal to
  MAG x 10 metres. The spell forms an invisible and
  intangible sensor, some ten centimetres across, which
  receives the specified type of sensory input and
  transmits it to the caster. At the Witch’s direction, the
  sensor can move a number of metres per Combat
  Round equal to the spell’s Magnitude, which allows
  her to use her Perception skill through the sensor.
  Spells can be cast through the sensor of some
  Projection spells. For instance, ranged spells require
  Sight Projection, while touch spells require Touch
  Projection (and likely Sight Projection too, simply so
  the Witch can find her target efficiently).
  Characters using For to Create a Potion of Mystic Vision
  can see the sensor and attack it if they wish, though it
  is only vulnerable to magick. Magickal weapons and
  spells employed against the sensor will not destroy it
  but will instead transfer their damage directly to the
  caster.
  
  122
  Ingredients: A dried and mummified sense organ of
  the type required (eye for sight, ear for hearing, etc.).
  It will work with animal body parts, but the caster
  will be at -20% to all Perception tests in such a case,
  and also at -20% to casting any piggy-backed spell;
  human organs work best!
  FOR TO PROTECT AGAINST WEAPONS*
  Charm,
  Duration
  MAG
  minutes,
  Magnitude
  1,
  Progressive.
  Provides invisible protection for the wearer of the
  charm (see below), which adds 1/1 Armour Point per
  MAG of the caster. This adds to any existing armour
  the target has, or provides armour where none exists.
  Unlike normal armour, this provides full protection
  against gunfire. E.g. If a character already has AP 2/1,
  casting this spell with a MAG of 2 will increase the
  character’s armour to 4/3.
  Ingredients: A lock of the target’s hair is tied round a
  reflective object (often a small mirror, though a
  polished spoon or something similar would do);
  preparation takes 30 seconds. The target then carries
  the object on their person. When they wish to activate
  the spell, they hold the object for a whole combat
  round and say the words “May my god protect me.”;
  the spell will activate at the beginning of the next
  round.
  FOR TO RESTORE BLIGHTED HEALTH*
  Magnitude 3, Progressive, Touch
  This spell can heal damage to a Characteristic caused
  by Grave Wounds, Hellish Forces and the spell For to
  Drain the (Characteristic). The spell can restore 1 point
  of a Characteristic for every 3 points of Magnitude. A
  Characteristic can never be raised to higher than it
  was before it was damaged.
  Ingredients: A poultice, made from assorted herbs,
  that requires 1 hour and a successful Lore (Plants) roll
  to prepare.
  FOR TO RUN LIKE UNTO A HARE*
  Duration MAG, Magnitude 1, Progressive, Trigger
  The target’s Move is increased by +5m for every point
  of Magnitude put into the spell.
  Ingredients: A lock of the target’s hair must be
  wrapped around the back leg-bone of a hare. The
  target then carries the object on their person. When
  they wish to activate the spell, they touch the object
  and say the words “May my God give me the speed
  of a hare.” This takes one Combat Round.
  Note: Witches with this spell automatically gain the
  equivalent spell For to Move Like unto a Slug.
  FOR TO SEEK OUT (OBJECT OR
  SUBSTANCE)*
  Charm, Magnitude 1, Progressive, Ranged
  These are a number of separate spells, one for each
  substance to be found. The range is 100 metres per
  point of Magnitude of the spell (but see ingredients
  below). The substance to be found cannot be detected
  through a thickness of more than the Magnitude of
  the spell in metres. (So, for instance, if the spell is cast
  at Magnitude 4, it can detect a substance 400 metres
  away, as long as it is not more than 4 metres under the
  ground).
  Each spell is a separate substance, and the substance
  types are quite wide: for instance, flesh and bone,
  metal, weapon, liquid, etc.
  Ingredients: A piece of material, painted with a
  pentagram and other arcane symbols, on which the
  spell is cast in a 30 second ritual. The material is then
  tied to a cockerel, which will walk until it finds the
  substance and then peck and scratch at the substance
  in question. Obviously, if the spell is a failure, the
  cockerel may well just find a tasty piece of food and
  peck and scratch there instead. The range of the spell
  is limited by the walking ability of a cockerel, which is
  about 1km, after which it will be too tired to continue.
  FOR TO SEE VISIONS IN A SCRYING
  BOWL*
  Charm, Concentration, Magnitude 1, Progressive, Ranged
  This spell allows the Witch to see a distant place or
  person by looking into a bowl of water. The range is
  1km per point of Magnitude. The person to be
  watched must have been seen by the caster at least
  once in the past, or the place to be watched must have
  been visited by the caster at least once. The caster
  chooses the target while casting the spell, and then
  must continue concentrating to keep the target in
  sight. No other senses are detected by this spell, so
  while the caster can see the target’s lips move, no
  voices can be heard.
  Ingredients: A special metal scrying bowl must be
  prepared by casting the For to See Visions in a Scrying
  Bowl spell on a metal bowl, outdoors under a full
  moon. Once enchanted in this way, the bowl can be
  used for scrying, but if it ever gets used for another
  
  123
  purpose (e.g. soup!) it must be rededicated with
  another For to See Visions in a Scrying Bowl spell under
  the full moon before it will work again.
  FOR TO SMOTHER THE GASPING VICTIM
  Distant, Concentration, Magnitude 3, Resist (Resilience)
  This spell neutralises the air surrounding the target,
  making each breath stale and worthless, depriving
  them of oxygen. The Witch must concentrate each
  round in order to keep the spell operating. For the
  duration of the spell, the target will be unable to
  breathe, essentially drowning on dry land.
  When the spell begins, the target’s Resilience test
  determines whether they are able to gasp in one last
  breath before Smother cuts off the surrounding oxygen
  supply. If the target succeeds, they may hold their
  breath as normal. If they fail, they will start drowning
  in the next Combat Round.
  Ingredients:
  A
  small
  poppet
  (a
  little
  doll)
  representing the victim must be made, containing a
  lock of hair, some fingernails, or a small piece of
  clothing which has been worn by the victim. This
  takes 30 minutes. The poppet is then held underwater,
  and the victim suffers the effects of drowning.
  FOR TO STOKE THE FIRES OF
  FANATICISM
  Distant, Duration (see text), Magnitude 1, Progressive,
  Resist (Persistence)
  This spell increases the target’s Righteousness Points
  in their chosen Faction. The target’s Righteousness
  progressively increases by +10 per day for a number
  of days equal to the spell’s Magnitude, reaching its
  maximum strength on the final day. The effects of the
  spell will remain at the maximum for 1D4 days, then
  reduce by -10 each day until they are back to what
  they were before the spell was cast. If the target’s RPs
  go over 100, the target is effectively insanely fanatical
  and will obsessively relate everything to the beliefs of
  his or her chosen Faction.
  Ingredients: A lock of the target’s hair, together with
  a small object related to the target’s Faction (a page of
  a Bible, a symbol of the Faction, a piece of a political
  pamphlet, etc.). These must be burned together over a
  fire while the spell is cast, which will take 1 minute.
  FOR TO TAKE THE FORM OF A
  (SPECIES)*
  Charm, Duration Magnitude x 10 hours, Eye Contact,
  Magnitude 1, Progressive, Resist (Persistence), Touch
  Each spell For to Take the Form is a separate spell. Of
  all spells with multiple variations, the spell For to Take
  the Form has the most versions, with a new spell for
  almost every creature imaginable. The spell can only
  transform the shape of living beings – the dead or
  inanimate cannot be shapechanged, and the target
  cannot take the form of an inanimate object. The
  caster’s clothing and equipment are not shapechanged
  when the caster transforms.
  The spell can be cast on the Witch or another human
  target; if the target is unwilling, they get to make a
  resistance roll.
  The Magnitude of the spell must be equal to or greater
  than the SIZ of the specified species. Thus changing
  the target into a sparrow (SIZ 1) is Magnitude 1.
  Changing the target into a Wolf (SIZ 10) is Magnitude
  10.
  If the spell is successful, the target will be biologically
  changed, gaining the STR, DEX, CON and SIZ of its
  new form. Its INT, POW and CHA are unchanged and
  the target retains its memories and abilities (though it
  may be unable to use some of those abilities in its new
  form). The target will remain in beast form for a
  length of time in hours decided by the caster, up to
  the spell’s Magnitude in hours, although a Witch who
  has cast the spell on herself can change back at a time
  of her choosing before the Duration of the spell is up.
  If the Witch fumbles this spell, the target becomes
  stuck in animal form for a number of days equal to
  the Magnitude, and must then make a Persistence roll
  each morning at dawn to see if they can change back,
  with a penalty of -10% for each day already spent in
  animal form, as the bestial side of their nature takes
  over.
  Ingredients: The Witch must have a skin of the
  creature into which the target is to be shapechanged.
  This is not used up in the casting.
  FOR TO TAP THE POWER OF THE
  EARTH*
  Magnitude 1, Special, Trigger
  There is power inherent in the ground of Cornwall
  that can be tapped by those with the knowledge of
  how to do it. Casting this spell means that the Witch
  
  124
  can add her POW to her MAG for the next spell she
  casts. She must be standing barefoot on naked rock, or
  touching a standing stone, for the spell to take effect,
  and have either been born in Cornwall or have lived
  in Cornwall for at least five years without a break.
  Ingredients: None.
  Note: This spell only works in Cornwall, though there
  may be variations of this spell for other counties, at
  the Games Master’s discretion.
  FOR TO TREAT WOUNDS*
  Concentration, Instant, Magnitude 1, Progressive, Touch
  This
  spell
  is
  cast
  upon
  a
  wounded
  target
  to
  dramatically accelerate their natural healing rate. For
  every point of Magnitude of this spell, the target will
  repair one hit point per Combat Round the spell is
  applied. For to Treat Wounds cannot reattach or regrow
  a severed limb and will not work on any Major
  Wound.
  Ingredients: A poultice is made from assorted herbs;
  this requires 1 hour and a successful Lore (Plants) roll
  to gather and prepare. The poultice can be made in
  advance, but will only last for 1D3 days.
  FOR TO WITHER THE (CHARACTERISTIC)
  Distant, Duration MAG hours, Magnitude 1, Progressive,
  Resist (Persistence or Resilience)
  There are actually seven spells For to Wither, one for
  each Characteristic. The spell will temporarily apply a
  penalty to the specified Characteristic, equal to the
  Magnitude of the spell. The penalty applied by this
  spell may not reduce a Characteristic below one and
  the target must have the Characteristic in question to
  be affected by this spell.
  When affecting STR, DEX, CON or SIZ, the spell can
  be resisted with Resilience. For INT, POW or CHA,
  the spell can be resisted with Persistence.
  Ingredients:
  A
  small
  poppet
  (a
  little
  doll)
  representing the victim must be made, containing a
  lock of hair, some fingernails, or a small piece of
  clothing which has been worn by the victim. This
  takes 30 minutes. Pins are then stuck in the poppet
  while the spell is cast.
  Note: Characters with this spell automatically gain the
  equivalent spell For to Enhance the (Characteristic).
  Familiars
  Witches often use Familiars, which tend to be an
  animal or bird that lives with them as a household
  pet. The rules for Familiars work exactly the same as
  those in the Alchemy chapter, except that Witches use
  the spell For the Domination of a (Species) in place of the
  spell For the Domination of a Familiar (Species). Witch
  Finders claim that Familiars are actually imps or evil
  spirits sent from Satan that suckle on secret hidden
  nipples, which are usually to be found in unusual
  places where nipples ought not to be. This has no
  basis in truth, but Witch Finders will often use the
  discovery of a mole, scar or birthmark as evidence of
  the “Devil’s Mark”, the place where the familiar has
  been suckling.
  
  125
  Chapter 10: Bestiary
  CREATURE CHARACTERISTICS
  Creatures have Characteristics much as any other
  characters. If for any reason a creature is missing a
  characteristic, the effect of this is noted. Two scores
  are given for each Characteristic. The first is the dice
  range that can be rolled to randomly determine an
  individual’s Characteristics. The second, in brackets,
  is the score of an average individual of that species.
  This average score is used to calculate the rest of the
  attributes (HP, MWL, etc.), so that creatures can be
  used quickly. If randomly rolling Characteristics, the
  creature’s
  Attributes
  will
  need
  to
  be
  adjusted
  accordingly, using the standard rules in the Character
  Creation chapter.
  A creature with a randomly determined INT is
  considered sentient – it is a rational creation capable
  of logical thought and self-determination. A creature
  with a fixed INT (any INT listed as a single number,
  rather than a die roll) is not sentient. Fixed INT
  creatures operate solely on instinct rather than logic or
  intuition.
  Some creatures have natural armour, which is listed.
  This does not provide any penalty to DEX for combat
  order, unless the description states otherwise.
  CREATURE SKILLS
  Like other characters, Creatures have skills. Combat
  skills have the damage listed, including any damage
  modifiers and details for the attack used, in brackets
  next to the attack’s name. Unless otherwise noted, a
  creature with multiple attack forms will only get to
  make one attack per combat round.
  Creatures and
  Major Wounds
  Non-humanoid creatures suffer Major Wounds in
  much the same way as humans. If a creature is
  humanoid in form (e.g. a ghoul) use the standard
  Major Wounds Table. For other creatures, use the
  following rule instead.
  Serious Wound: If the creature takes a Serious
  Wound, its Move rate is reduced to 1, and all skills
  suffer a -20% penalty. Flying creatures lose the ability
  to fly. Further Serious Wounds after the first cause
  further cumulative -20% penalties to skill levels (i.e.
  -40%, -60%, etc.).
  Grave Wound: If the creature takes a Grave Wound, it
  must make an immediate Resilience roll or die. If it
  succeeds, it suffers the effects of a Serious Wound and
  must make another Resilience roll at the beginning of
  
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  each subsequent combat round or die.
  Creatures die automatically when their Hit Points
  reach a negative figure equal to their starting Hit
  Points, as with other characters.
  Note:
  Alternative
  rules
  for
  dealing
  with
  Major
  Wounds for minor creature encounters can be found
  in the Combat chapter.
  Creatures
  BASILISK
  STR 2D3 (4)
  CON 2D6+6 (13)
  DEX 2D6 (7)
  SIZ 1D3 (2)
  INT 3 (3)
  POW 1D6+12 (15)
  CHA 3 (3)
  DM -1D6
  HP 8 MWL 4
  Move 16
  Gaze
  100% (Death)
  Bite
  30% (1D6-1D6+poison)
  Armour: Scales 2/1
  Skills: Athletics 60%, Dodge 30%, Persistence 60%, Resilience 70%, Stealth 40%, Survival 40%
  The Basilisk’s blood and bite are poisonous.
  BASILISK VENOM
  Type: Ingested or Contact
  Delay: Instant
  Potency: 65
  Effect: 1D4 damage, applies -6 penalty to victim’s CON
  Duration: 6D10 minutes
  The basilisk is about the size of a large cockerel, with scales like a snake and a mane of greasy black feathers
  along its spine. Its head resembles that of a cockerel with a sharp beak (capable of injecting venom) and a crest
  and wattles. Apart from that, they are remarkably varied. Some have four legs ending in the claws of a cockerel,
  others have two legs, some are more snake-like and have no legs at all. Some have bat-like wings and some
  have bird-like wings, though all are believed to be flightless.
  Any close combat weapon hitting a basilisk loses one point of effectiveness for every point it inflicts on the
  creature. (e.g.. a sword that normally causes D8 damage will, after inflicting 3 points of damage to a basilisk,
  only be able to do D8-3 damage). If the weapon’s damage reaches 0, it is destroyed. However, magical damage
  from a weapon (e.g. a sword with the spell For to Sharpen a Blade on it) will cause damage to the basilisk
  without being reflected, though the normal damage of the weapon will be. Ranged weapons are obviously not
  affected by this, though arrows, crossbow bolts and musket balls will be damaged in this way.
  The basilisk’s poison and corrosive blood are magickal in nature, and lose their potency 1D3 minutes after
  leaving its body. Some Alchemists have tried to find a way of “fixing” the poison, but so far with no success.
  
  127
  A basilisk can kill with a single glance, once per round. This requires an Opposed Test of the basilisk’s
  Persistence against the target’s Resilience. If the target loses, death is instantaneous.
  BOAR
  STR 3D6+6 (20) CON 2D6+9 (15)
  DEX 3D6 (10)
  SIZ 2D6+3 (10)
  INT 5 (5)
  POW 3D6 (10)
  CHA 5 (5)
  DM +1D2
  HP 13 MWL 7 Move 16
  Tusk
  45% (1D6+1D2)
  Armour: Hide 2/1
  Skills: Athletics 25%, Dodge 55%, Perception 50%, Resilience 40%, Stealth 55%, Survival 50%, Track 25%
  Boars are wild pigs which live in small groups (usually comprising of 2-12 individuals), and feed on roots and
  berries. Though shy, retiring creatures, who mainly come out at dusk to forage, the males can be fierce defenders
  of their territory.
  BROWN BEAR
  STR 3D6+15 (25)
  CON 2D6+6 (13)
  DEX 3D6 (10)
  SIZ 3D6+15 (25)
  INT 5 (5)
  POW 3D6 (10)
  CHA 5 (5)
  DM +2D6
  HP 19 MWL 10
  Move 16
  Bite
  60% (1D8+2D6)
  Claw
  50% (1D6+2D6)
  Armour: Tough Hide 3/1
  Skills: Athletics 25%, Dodge 30%, Perception 50%, Resilience 45%, Stealth 15%, Survival 60%, Track 25%
  There are no bears left in the wild in the British Isles, but bear-baiting is a common sport in England. It normally
  takes place in a “bear garden” – a high, round fenced area surrounded by tiers of seating. A bear is chained to a
  post at one edge of the pit, and a number of trained dogs are set upon it. The fighting is bloody, often fatal to
  many of the dogs, and inevitably fatal to the bear. Sometimes the bear is let loose into the crowd to chase people
  and animals, which causes much amusement and occasionally serious injury.
  CAT
  STR 1D4+1 (3)
  CON 2D6 (7)
  DEX 3D6+6 (16)
  SIZ 1D4 (2)
  INT 5 (5)
  POW 3D6 (10)
  CHA 5 (5)
  DM -1D6
  HP 5 MWL 3
  Move 20
  Bite
  40% (1D4-1D6)
  
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  Claw
  60% (1D4-1D6)
  Armour: None
  Skills: Athletics 75%, Dodge 60%, Perception 75%, Resilience 30%, Stealth 55%, Survival 40%
  Domestic cats are often seen as sinister creatures, associated with witchcraft and sorcery. The vast majority of
  cats in England in this period are in fact working cats, at best semi-domesticated, which live in barns, farm
  outbuildings, warehouses and the like in order to keep down rodents and other pests. Cats have night sight.
  Cats do get used as familiars, mostly by Alchemists. Their ability to climb and get into difficult spots makes them
  ideal spies – if a cat is sitting and staring in your direction, there may well be an Alchemist using the spell For to
  See Through the Eyes of Another looking at you.
  DOG
  STR 1D6+1 (4)
  CON 2D6+2 (9)
  DEX 2D6+6 (13)
  SIZ 1D6 (3)
  INT 5 (5)
  POW 3D6 (10)
  CHA 5 (5)
  DM -1D6
  HP 6 MWL 3
  Move 20
  Bite
  40% (1D6-1D6)
  Armour: None
  Skills: Athletics 60%, Dodge 30%, Perception 55%, Resilience 30%, Stealth 45%, Survival 30%, Track 75%
  Dogs come in all shapes and sizes, from the smallest lapdog to the largest hunting dog. They are used for
  everything from rounding up sheep to guarding homes from intruders. Dogs have night sight. They are also
  used as familiars by Alchemists. Breeds of dogs come as small as STR 1D3 and SIZ 1D3, or as large as STR
  2D6+3 and SIZ 2D6+3; adjust other statistics (Damage Modifier, HPs etc) accordingly.
  DRAGON
  STR 20D6 (70)
  CON 10D6 (35)
  DEX 4D6 (14)
  SIZ 10D6+30 (65)
  INT 6D6 (21)
  POW 4D6+12 (26)
  CHA 6D6 (21)
  DM +7D6
  HP 50 MWL 25
  Move 12/30 (on land/in the air)
  Bite
  125%
  (1D10+7D6)
  Claw
  95%
  (1D8+7D6)
  Tail
  90%
  (1D20+7D6 )
  Armour: Dragon Scales 12/12
  Skills: Athletics 120%, Dodge 30%, Lore (varies) 100%, Influence 150%, Perception 110%, Persistence 180%,
  Resilience 120%, Unarmed Combat 125%
  If engaging in close combat, a dragon can make either a single tail attack, or two claw attacks, or one bite attack
  in a Combat Round.
  Breathe Flame: The Dragon may breathe flame over an area as a Combat Action. The flame will cover a cone in
  front of the Dragon, which stretches for its POW in metres. At its furthest extent, the cone is equal to the
  
  129
  creature’s POW in width. Any creature caught in the flame suffers 4D6 fire damage, though APs count as
  normal and on a successful Dodge roll a character may dive for cover to halve this damage. The Dragon may
  only breathe flame once per hour. Further attempts to breathe flame within this time period require the creature
  to make a Resilience test, with a cumulative –25% penalty for every attempt.
  Magick: Dragons do not need a Philosopher’s Stone to cast spells, but have Elemental Casting (Fire) at 68%, an
  assortment of Fire spells at their disposal, and 26 Magic Points to spend on them; a Dragon regains MPs equal to
  its POW every 12 hours of rest.
  These giant reptilian creatures fly through the air using the thermals and can create their own thermals as
  needed, using their fiery breath. Dragons are very individual in their temperament. Some are evil cruel beasts.
  Others are solitary hoarding creatures. Some use their high intelligence to lord it over other lesser races.
  Some Alchemists claim that a Dragon’s heart is in itself a Philosopher’s Stone that recharges itself rather than
  crumbling away. If a Dragon could be found, many Alchemists would pay dearly for its heart.
  ELEMENTAL
  ELEMENTAL TABLE
  MPs to
  summon
  SIZ
  Hit Points
  =SIZ
  MWL
  =HP/2
  Engulf %
  =SIZx5
  Area of
  attack =SIZ/3
  Damage Move
  Dodge % Persistence Resilience
  Small Elemental
  1
  1
  1
  1
  1
  1 sq m
  1D6
  15m
  120
  30
  100
  2
  2
  2
  1
  10
  1 sq m
  1D6
  15m
  120
  30
  100
  3
  3
  3
  2
  15
  1 sq m
  1D6
  15m
  120
  30
  100
  4
  4
  4
  2
  20
  2 sq m
  1D6
  15m
  120
  30
  100
  5
  5
  5
  3
  25
  2 sq m
  1D6
  15m
  120
  30
  100
  6
  6
  6
  3
  30
  2 sq m
  1D6
  15m
  120
  30
  100
  7
  7
  7
  4
  35
  3 sq m
  1D6
  15m
  120
  30
  100
  8
  8
  8
  4
  40
  3 sq m
  1D6
  15m
  120
  30
  100
  Medium Elemental
  9-20
  9-20
  9-20
  5-10
  45-100
  3-7 sq m
  2D6
  23m
  90
  60
  100
  Large Elemental
  21-49
  21-49
  21-49
  11-25
  105-245
  7-17 sq m
  3D6
  30m
  60
  90
  100
  Huge Elemental
  50-99
  50-99
  50-99
  25-50
  250%
  17-33 sq m
  4D6
  45m
  30
  120
  100
  DEX 2D6 (6)
  Elementals are magical beings of raw elemental power. Elementals do not occur naturally, but are frequently
  summoned by Alchemists to do their bidding. As noted in the Alchemy chapter, elementals normally take
  humanoid form, but can be shaped to represent any creature the summoner can imagine. See the Alchemy
  chapter for more details about elementals and their summoning.
  An elemental’s characteristics (aside from DEX), derived attributes, and skills are based on its SIZ, which in turn
  is based on the number of Magick Points the Alchemist puts into summoning the elemental. When summoning
  an elemental, look up the number of Magick Points put into the spell (on the Elemental Table) and calculate the
  rest of the elemental’s attributes accordingly. Elementals have no STR, CON, INT, POW or CHA. DEX is always
  
  130
  2D6, whatever the elemental’s SIZ. The statistics for smaller elementals, which are the most likely to be
  summoned by Adventurers, are already calculated in the tables; larger elementals will require a little simple
  arithmetic.
  All elementals are immune to disease and poison.
  Elementals attack by engulfing their enemies. All opponents within the area of attack are potential targets.
  Elementals use their Engulf skill, which is equal to their size times five, to hit the target, who then resists using
  Resilience.
  Elementals have magical senses that allow them to ‘see’ invisible creatures such as immaterial spirits. They also
  gain +50% when detecting hidden characters.
  Elementals themselves are almost invisible if they are within a larger body of their own element (e.g., a fire
  elemental in a bonfire or a water elemental in a lake). All elementals have the equivalent of a 90% Stealth when
  lying next to an environment of the same element as themselves.
  GNOME
  Gnomes are earth elementals. They are made up of soil, pebbles, sand and the like, depending on the local
  conditions – a gnome summoned on wild moorlands might be peaty with tufts of reeds for hair, while one
  summoned in farmland might be made of rich crumbly soil oozing with worms.
  A gnome can carry objects or people through loose soil or sand, as long as the total SIZ of those carried is equal
  to or less than the gnome’s SIZ. The gnome cannot, however, provide air for a person, and unless the person
  being carried has some magical means of breathing, he may suffocate during the trip. A gnome can only carry an
  unresisting passenger in this manner. A gnome cannot travel through solid rock.
  Gnomes often use their Engulf attack by burrowing through the ground and opening a pit beneath their
  intended victim. They can be used to dig tunnels to get troops into enemy strongholds or cause the collapse of
  enemy defensive walls.
  SYLPH
  Sylphs are air elementals. They are often barely visible, unless their blustery mass of human-shaped wind picks
  up dust or autumn leaves, in which they will be easily seen.
  A sylph can carry objects or people through the air, as long as the total SIZ of those carried is equal to or less
  than the sylph’s SIZ. Sylphs are often used by those commanding them as a cheap and safe means of flight, and
  for dropping potion jacks and the like on enemy troops.
  A sylph may also create a breeze or small whirlwind. Once per summoning, a sylph can cast the spell For to
  Summon Up a Mighty Wind, with a Magnitude equal to its SIZ (to a maximum of 8). This has no Magick Point
  cost.
  SALAMANDER
  Salamanders are fire elementals. They take the form of a mass of flame in a vaguely humanoid shape.
  A salamander will ignite any flammable object it touches. It will heat (and eventually melt) metal, bake stone, set
  fires and, naturally, burn people. A salamander can be used to douse natural fires, so long as it has a cubic metre
  of SIZ equal to or greater than that of the fire. A salamander cannot douse other salamanders, nor can it
  extinguish any magickal flame. The salamander simply enters the fire and sucks it into itself. A salamander must
  touch an object to ignite it.
  Salamanders can float through the air at the same rate as they move on the ground.
  
  131
  UNDINE
  Undines are water elementals. They take the form of a translucent mass of water in humanoid form, roiling and
  dripping as they move.
  An undine can carry objects or beings through water, as long as the total SIZ of those carried is equal to or less
  than the undine’s SIZ. It can carry things either underwater, to any depth, or along the surface for creatures who
  need air to breathe. Alchemists capable of summoning and commanding undines sometimes use them in the
  place of ships, sitting serenely atop the creature as it rushes through the water.
  FERRET
  STR 1D4+1 (3)
  CON 2D6+3 (9)
  DEX 2D6+6 (13)
  SIZ 1D4 (2)
  INT 5 (5)
  POW 3D6 (10)
  CHA 5 (5)
  DM -1D6
  HP 6 MWL 3
  Move 20
  Bite
  50% (1D6-1D6)
  Armour: None
  Skills: Athletics 40%, Dodge 60%, Perception 50%, Resilience 30%, Stealth 45%, Survival 30%, Track 50%
  These members of the weasel family are frequently used by the lower classes for hunting rabbits, and by upper
  class ladies as fashion accessories – they are trained to lie draped around a lady’s neck, where they eat lice from
  her hair. They are also used as familiars by Alchemists.
  GHOST
  STR
  -
  CON
  -
  DEX
  -
  SIZ
  -
  INT 3D6 (10)
  POW 3D6 (10)
  CHA 3D6 (10)
  DM 0
  HP - MWL -
  Move 20
  Throw 50% (1D6)
  Armour: -
  Skills: Persistence 60% (plus any non-physical skills the person had in life at -20%)
  Ghosts are usually tied to a particular place where a troubled death has occurred. Some battlefields are said to
  be haunted by entire ghostly armies that appear to march and fight again quite regularly. Scenes of murder are
  often haunted by their victims, and people who have died with an important task left undone (particularly a
  task tied to the needs of their Faction in life) will often haunt the place of their death.
  Some ghosts appear to be harmless, merely repeating their last actions, or walking the same path over and over,
  accompanied by a chill in the air. But some ghosts can be more dangerous. Many can exhibit poltergeist activity,
  throwing objects at people nearby with sometimes lethal force. They can also make themselves visible or
  invisible at will, and when visible manifest as translucent figures.
  Ghosts are tied to the place of their death, and cannot move more than 10 x POW metres away from the spot.
  Ghosts can lift and throw objects equal to their POW x 2, and their Damage Modifier is also based on POW x 2.
  
  132
  A ghost cannot be affected physically, but can be dismissed temporarily by someone with sufficient religious
  Righteousness. Any character who is a member of a suitable religious Faction may make an Opposed test of
  Righteousness against the ghost’s Persistence while invoking God. This is a full-round action. On one level of
  Success, the ghost is dismissed for 3D6 days and cannot manifest again in that time. On two levels of Success,
  the ghost is dismissed permanently and will never manifest again. On a Failure, the ghost remains. On two
  levels of Failure, the character loses 2D6 Righteousness Points and is terrified for 3D6 Combat Rounds – he may
  try to get as far away from the ghost as possible, or curl up into a gibbering ball; if in combat, he may still defend
  himself, but cannot attack.
  The presence of a ghost can be detected with a successful Perception roll, even if the ghost is currently invisible –
  the character making the roll will feel a distinct chill and a feeling between the shoulder-blades that there is a
  presence nearby, though it will be impossible to tell exactly where. Someone who has never previously
  encountered a ghost will only feel spooked, whereas anyone who has previously encountered a ghost will
  recognise the presence immediately.
  A ghost who was an Alchemist or Witch before death can cast the spells it knew in life. Instead of spending
  Magic Points from a Philosopher’s Stone, a ghostly Alchemist casting spells temporarily drains its POW. This
  POW is regained at 1 point per day for every day spent not manifesting. If POW reaches 0 the Ghost ceases to
  manifest, and cannot do so again until a point of POW has been regained (i.e. 24 hours later).
  Becoming invisible is a free action and is instantaneous. Because the ghost is incorporeal, it is undetectable when
  invisible, except by the “creepy” feeling given by a successful Perception roll.
  Ghosts are often confused and befuddled by their deaths. Consequently, although they retain any non-physical
  skills they had in life, they are at a -20% penalty to them. They can speak (in a ghostly whisper, usually, though
  sometimes in an eerie moan) but tend to be obsessive about their death and the reason for it – trying to have a
  rational conversation with a ghost is usually a waste of time.
  GHOUL
  STR 4D6 (14)
  CON 2D6+3 (9)
  DEX 3D6 (10)
  SIZ 2D6+6 (13)
  INT 3D6 (10)
  POW 3D6 (10)
  CHA 1D6 (3)
  DM -1D6
  HP 6 MWL 3
  Move 15
  Bite
  50% (1D6+poison)
  Claw
  70% (1D4)
  Armour: None
  Skills: Athletics 40%, Dodge 40%, Persistence 30%, Resilience 50%, Stealth 60%
  All ghouls have a poisonous bite.
  GHOUL VENOM
  Type: Ingested or Contact
  Delay: 1D3 Combat Rounds
  Potency: 22
  Effect: The victim is completely paralysed for the duration of the poison being in their system.
  Duration: 1D10 hours or until healing is administered that restores at least one hit point.
  Ghouls are sinister creatures which feed on the bodies of the dead. They are often found on battlefields in the
  
  133
  wake of a conflict. Some say they are people possessed by evil spirits, others that they are Camp Followers
  warped by too much contact with Alchemy. A third opinion has it that they are merely desperate people driven
  mad by hunger.
  Ghouls are normally shy and nervous creatures who hide in holes and caves away from normal people but, if
  disturbed while feeding on the dead, they will fight frenziedly to prevent the loss of their meal. Their finger-
  nails have become sharp and jagged talons, and their bite causes a wound to fester, causing paralysis in the
  manner of a poison.
  Ghouls give out a blood-curdling howl when attacking. Everyone within a Ghoul’s POW in metres is affected as
  if by the spell For to Cause a Great Fear, unless they can make a successful opposed test of Resilience against the
  Ghoul’s Persistence. Those who successfully resist must do so every round for five more successive combat
  rounds, after which they are immune to a Ghoul’s howling effects for a week.
  HORSE
  STR 2D6+18 (25)
  CON 3D6+6 (16)
  DEX 2D6+3 (10)
  SIZ 2D6+18 (25)
  INT 5 (5)
  POW 3D6 (10)
  CHA 5 (5)
  DM +2D6
  HP 21 MWL 12
  Move 24
  Kick
  40% (Trained warhorse 80%) (1D6+2D6)
  Armour: None
  Skills: Athletics 75%, Dodge 40%, Perception 40%, Resilience 40%, Survival 20%
  Horses are very common, and are the main beast of burden and form of transport. Most decent horses have been
  requisitioned by the various armies, so mules (a donkey/horse cross-breed) tend to be used for riding, pulling
  carts and carrying heavy loads. The attributes above are applicable for most horses – warhorses will tend to have
  higher than average STR and SIZ, cobs lower than average STR and SIZ, ponies minimum STR and SIZ, and
  Mules minimum SIZ.
  RAVEN
  STR 1D3 (2)
  CON 2D3 (4)
  DEX 3D6+6 (16)
  SIZ 1D4 (2)
  INT 6 (6)
  POW 3D6 (10)
  CHA 3 (3)
  DM -1D6
  HP 3 MWL 2
  Move 2/24 (on land/in the air)
  Claw
  40%
  1D6-1D6
  Bite
  30%
  1D4-1D6
  Armour: None
  Skills: Dodge 50%, Perception 60%, Sleight 40%, Stealth 50%
  Large black carrion birds, they are often seen as birds of ill-omen as they gather on battlefields and around
  gibbets to pick the bones of the dead. They are generally harmless to humans, but are sometimes used as
  Familiars by Alchemists, since they are relatively intelligent.
  
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  SEA SERPENT
  HATCHLING
  STR 2D6+6 (11)
  CON 1D6+3 (6)
  DEX 6D6 (21)
  SIZ 1D6+3 (6)
  INT 3 (3)
  POW 2D6 (7)
  CHA 3 (3)
  DM -1D6
  HP 6 MWL 3
  Move 24
  Bite
  30%
  1D4
  Armour: None
  Skills: Athletics 50%, Stealth 35%
  ADULT
  STR 8D6+30 (54)
  CON 4D6+21 (33)
  DEX 2D6 (7)
  SIZ 6D6+15 (33)
  INT 3 (3)
  POW 6D6 (21)
  CHA 3 (3)
  DM +4D6
  HP 33 MWL 17 Move 24
  Bite
  60%
  1D6+4D6
  Armour: Scales 5/2
  Skills: Athletics 50%, Stealth 35%
  LEVIATHAN
  STR 12D6+50 (86)
  CON 6D6+36 (54)
  DEX 2D6 (7)
  SIZ 10D6+39 (69)
  INT 3 (3)
  POW 6D6 (21)
  CHA 3 (3)
  DM +8D6
  HP 62 MWL 31
  Move 24
  Bite
  60%
  1D6+8D6
  Armour: Scales 8/4
  Skills: Athletics 65%, Stealth 15%
  A metre in length when first hatched, Sea Serpents grow at the rate of one metre every five years, up to a
  maximum length of 40 metres. The statistics above show a Sea Serpent at three stages of its life; as a hatchling, as
  a medium-sized serpent, and as a leviathan of the deep, a 40-metre creature.
  
  135
  SPARROW
  STR 1D2 (1)
  CON 1D3 (2)
  DEX 3D6+6 (16)
  SIZ 1D2 (1)
  INT 2 (2)
  POW 1D6 (3)
  CHA 5 (5)
  DM -1D6
  HP 2 MWL 1
  Move 1/20 (on land/in the air)
  Claw
  20%
  1D2-1D6
  Armour: None
  Skills: Dodge 50%, Perception 50%, Stealth 50%
  These tiny brown birds (not much larger than a mouse) are mostly harmless. They are a common sight in town
  and countryside, hopping about and eating seeds and small insects, and flocks of them can be a pest in
  croplands. They have no song beyond a boring “cheep cheep” and are so ubiquitous and innocuous that few
  people pay them any attention at all. This makes them ideal Familiars for Alchemists, as they very unlikely to be
  suspected of anything arcane. Their low INT makes them very hard to train however, so the requisite spell For
  the Domination of... is needed to make use them.
  STOORWORM
  STR 12D6 (42)
  CON 3D6+12 (22)
  DEX 2D6 (7)
  SIZ 12D6 (42)
  INT 9 (9)
  POW 1D6+12 (15)
  CHA 3 (3)
  DM +4D6
  HP 32 MWL 16 Move 15
  Bite
  55%
  1D10+4D6
  Breath 100%
  Poison
  Armour: Scales 7/3
  Skills: Athletics 30%, Persistence 40%, Resilience 25%, Stealth 35%
  Stoorworm breath is poisonous.
  STOORWORM BREATH
  Type: Inhaled
  Delay: Immediate
  Duration: 1 Combat Round
  Potency: 72
  Effect: 1D6 damage and -1 penalty to victim’s CON. The CON penalty is removed when the HP damage is
  healed.
  Regeneration: A stoorworm regenerates two hit points per Combat Round in every damaged location.
  Regeneration will cease if the stoorworm dies.
  A stoorworm is a large, limbless reptile, remotely related to dragons. Unlike dragons, stoorworms have no fiery
  
  136
  breath, but can exhale a cloud of poison, and are very hard to kill as their flesh regenerates very quickly from
  wounds.
  Stoorworms live in remote, marshy places in the wilder parts of the land, such as boggy moorlands, where they
  burrowed in the peaty soil and prey on sheep and the occasional unwary traveller.
  Stoorworms look like gigantic snakes, twenty metres long, with crested heads like dragons; they are black or
  dark brown and usually covered with dark peaty soil. They smell of sulphurous pond water and their eyes are a
  virulent scum-green.
  A stoorworm can emit a cloud of poisonous gas once per round. The cloud remains for one round before losing
  its effectiveness.
  WOLF
  STR 3D6 (10)
  CON 3D6+3 (13)
  DEX 3D6+3 (13)
  SIZ 2D6+3 (10)
  INT 5 (5)
  POW 3D6 (10)
  CHA 5 (5)
  DM 0
  HP 12 MWL 6
  Move 20
  Bite
  60% (1D8)
  Claw
  30% (1D4)
  Armour: Tough Hide 3/1
  Skills: Athletics 25%, Dodge 30%, Perception 50%, Resilience 45%, Stealth 15%, Survival 60%, Track 25%
  Wolves are extinct in more settled places. There are still small packs roaming wilderness areas, though they
  rarely attack humans, preying mostly on deer or domestic sheep.
  
  137
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  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
  Modern System Reference Document Copyright 2002, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based on
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  RuneQuest System Reference Document Copyright 2006, Mongoose Publishing; Author Matthew Sprange, based on original material by Greg Stafford.
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  OpenQuest Copyright 2009, D101 Games ;Author Newt Newport.
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  Stafford, Matthew Sprange, Greg Lynch et al., and Newt Newport.
  
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SOURCE: textdata/thevault/Runequest and Glorantha (d100)/RuneQuest (d100) [multi]/Renaissance/Renaissance - SRD.pdf