Character Generation and Development.   Posted by Dumas.Group: 0
Dumas
 GM, 1 post
Thu 15 Sep 2011
at 16:28
Basic Attributes
Attributes
roll 3d6, re-roll the ones, and plug those numbers in wherever you want

Strength
Dexterity
Endurance
Wit
Charm
Luck

Choose your Height or your Build and determine the other randomly by rolling 2d6

Height: Short (2-5), Average (6-8), Tall (9-12)
Build: Thin (2-5), Average (6-8), Stocky (9-12)

Your Height and Build modifies your Attributes:

Short & Thin (+2 Dex, -1 Str)
Short & Stocky (+1 End)
Average & Thin (+1 Dex)
Average & Stocky (+1 End)
Tall & Thin (+1 Dex)
Tall & Stocky (+2 Str, +1 End, -1 Dex)

If by some fluke of luck your Attributes do not add up to at least 54 you may add points to any attribute to reach 54.

After all that you can trade points between Attributes at a 2:1 ratio (subtract 2 from Wit to add 1 to Luck)

I’ll let you know your Hit Points and Encumbrance stats based off your final Attributes.
Dumas
 GM, 2 posts
Thu 15 Sep 2011
at 16:29
Backgrounds
What you’ll need to decide first is your background.

The choices are:
Rogue
Gentleman
Soldier
Nobleman

Rogues are good for their unique assortment of skills. Cut purse (dex), Fine Manipulation (dex) and Stealth (dex) are their bonus skills (cost half as much) and they are the only characters who can have combat training in “The School of Hard Knocks”. Rogues start the game at Social Rank 2.

Gentlemen may start the game as low-level clergymen, bureaucrats or bankers. Their bonus skills are Bargaining (wit), Etiquette (charm) and Languages (wit). Gentlemen start the game at Social Rank 7 (or greater, if they are members of an order)

Soldiers have access to the widest range of combat training. They may choose their regiment and company  (if you want to start in the Cardinal’s Guard or King’s Musketeers this is how to do it). Their bonus skills are Captaincy (charm), Horsemanship (dex) and Strategy (wit). They are also issued weapons and armor base on their company type. Soldiers start the game at Social Rank 3 (or greater, depending on their military rank)

Noblemen have the advantage of status and wealth. Only Noblemen start the game with a title. Their bonus skills are Etiquette (charm), Heraldry (wit) and Horsemanship (dex). They start the game at Social Rank 8 (or greater, if they are members of an Order and depending on their title)

This should be enough for you to make an informed decision on the type of character you want to play.  We’ll work together on the details.

At any point in the character generation process you may turn the reigns completely over to me, if you dare
Dumas
 GM, 3 posts
Thu 15 Sep 2011
at 16:30
Martial Skills
Soldiers will need to choose his company type from the following options:

Footsoldiers
  Fusiliers.......Polearms, Firearms
  Artillerists....Artillery, Firearms
  Grenadiers......Grenadier, Old Style Dueling
  Arquebusiers....Old Style Dueling, Firearms, and extra training in one weapon
Cavalry
  Dragoons........Cavalry Style Dueling, Firearms, Horsemanship
  Cuirassiers.....Cavalry Style Dueling, Firearms, Horsemanship
  Carabineers.....Cavalry Style Dueling, Firearms, Horsemanship
Guards
  Guards..........French Style Dueling, Firearms, Polearms, and extra training in one weapon
  Musketeers......French Style Dueling, Firearms, one other Martial Skill, Horsemanship, and extra training      in one weapon

The choice you make gives you those Martial Skills free.

All non-soldiers choose as follows:

1. The School of Hard Knocks
   Open only to Rogues. This gives Brawling skill and may be taken in addition to a Fencing School.

2. Archery School
   Must have a Dex or Wit of 12+, gives Archery skill and may be taken in addition to a Fencing School.

3. The Academy
   Must have a Str or End of 12+. Trains character in Firearms and Polearms or Firearms and one style of         Dueling.

4. Fencing School
   No requirements may be taken in addition to The School of Hard Knocks or Archery School. Trains character     in one style of Dueling with extra training in one weapon.

5. Fraternity
   No requirements. Trains character in two styles of Dueling with extra training in one weapon.

6. Guild
   No requirements. Trains character in three styles of Dueling or two styles of dueling and Polearms.

There are 5 styles of Dueling to choose from and each has benefits and drawbacks:

1. Spanish Style
Is the simplest. Relies heavily on keeping your opponent back. It uses the slash as its main attack. If you are trained in Spanish Style you fence with a rapier or longsword and get a bonus when attacking with a slash.

2. Italian Style
More complex, incorporating ideas such as presenting the smallest target and left hand technique. Characters train in this style fence with foils, rapiers and longswords. They may use simple left-hand parrying weapons (the baton, main gauche or buckler) and get a bonus when attacking with a thrust or lunge.

3. French Style
Integrates Spanish and Italian styles and while they get no extra bonus for attacks used they can use all left-hand parrying weapons including other swords or a hat or cloak. They fence with foils, rapiers and longswords.

4. Cavalry Style
Adapted from attacks and defenses primarily used on horse back. Uses longswords and sabers. There is a bonus to slash attacks.

5. Old Style
Remnants of medieval fighting techniques. Characters trained in Old Style fight with daggers, longswords, cutlasses and two-handed swords.


If you have plans for your non-soldier character to join the military during game you must eventually acquire the skills listed for that type of unit.
Dumas
 GM, 4 posts
Thu 15 Sep 2011
at 16:31
Advantages and Secrets
Anyone may spend a skill point for extra training in a weapon they know, there is no cap.

Everyone has an Advantage and a Secret.

You may choose to have only an Advantage at the cost of 2 skill points.
You may choose to only have a Secret and receive 1 extra skill point.

Advantages:

Title: Only available to Noblemen. You have inherited your father’s title. This gives you a bonus to your income and Social Rank.

Wealth: You have an extra source of income.

Land: Not available to Rogues. Increase income, provides a safe location, costs upkeep. Player chooses location.

Contact: an NPC who will aid you in times of need. May be of any Social Rank. You might know King Louis XIV but he will not be at your beck and call. Likely contacts include: ministers, spies, high nobility, military officers, various officials, magistrates etc. We’ll decide together on the exact nature of the Contact.

Favor: Like Contact but this is a one-time request that MUST be granted. Once granted the NPC is free from obligation and might even retaliate in some small way if the request was too great.

Double: A mixed blessing. This is a twin or other person of identical appearance to the character. You do not know your double at the start of the game but you may meet and make secret deals together, but the double might also attempt to “take over” the character’s life.

Gentleman’s Lackey: Not available to Rogues. This is a personal servant of indisputable loyalty with no real skills. Although inept in most combat situations, lackeys are usually overlooked by attackers as being unimportant.

Member of an Order: Only available to Noblemen and Gentlemen. You start the game as a member of a club or order. This provides a bonus to your income and a social network that may come to your aid.

Renaissance Man: All attributes must be 12 or more. Provides bonuses for using skills in which you are untrained.


Secrets:

Sworn Vengeance: You have sworn vengeance on an NPC. You will participate in adventures normally but if the opportunity presents itself you will go out of your way to get your enemy.

Duelist: You are a hot-blooded bravo looking for a fight, quick to take offense and will always accept a challenge to a duel or fight no matter the odds.

Blackmailed: You are partial controlled by an NPC who has something on you.

Compulsive Gambler: You must play games of chance regularly. You will find it difficult to turn down any wager and don’t know when to stop.

Secret Loyalty: You serve an NPC. They may send you on errands/adventures but may also extend protection if the secret would not be exposed in doing so.

Code of Honor: Not available to Rogues. You will not use Dirty Fighting Techniques and will behave with honor even if doing so would be to your detriment.

Secret Identity: You have another identity you assume sometimes for various reasons. Zorro-like highwaymen and freedom-fighters are examples. If your identity is revealed someone will want you dead.

Religious Fanatic: Not available to Rogues. Characters from 17th century France are almost surely Roman Catholic or Huguenots. Any ceremonies or comments contrary to your deeply held religious views will send you into a rage.

Don Juan: You have great difficulty resisting beautiful women. You will fight duels for women you don’t know, rescue ladies in distress no matter the odds etc. This secret may become dangerous if the character falls for the wrong woman…
Dumas
 GM, 5 posts
Thu 15 Sep 2011
at 16:31
Skills
Skills:

Skills cost 1 point if they are a bonus skill for your Background (ALL CAPS)
3 points if they are outside your Background
2 points otherwise

You must have at least an 8 in the skills governing attribute to learn it at all.

Rogue Skills
Acrobatics (dex)
Bargaining (wit)
Bribery (wit)
Carousing (end)
CUT PURSE (dex)
Disguise (wit)
FINE MANIPULATION (dex)
Forgery (wit)
Gambling (luck)
LITERACY (none) : not really a bonus skill but only costs 1 point
STEALTH (dex)
Tracking (wit)


Gentleman Skills
Acrobatics (dex)
Banking (wit)
BARGAINING (wit)
Bureaucratics (wit)
Carousing (end)
Chemist (wit)
Disguise (wit)
Espionage (wit)
ETIQUETTE (charm)
Fine Manipulation (dex)
History (wit)
Horsemanship (dex)
LANGUAGES (wit)
Magistracy (wit)
Oratory (charm)
Seduction (charm)
Theology (wit)
Tracking (wit)

Soldier Skills
Acrobatics (dex)
Bargaining (wit)
CAPTAINCY (charm)
Carousing (end)
Espionage (wit)
Gambling (luck)
HORSEMANSHIP (dex) this is free if included with your company's martial skills
Stealth (dex)
STRATEGY (wit)
Tracking (wit)

Nobleman Skills
Bribery (wit)
Captaincy (charm)
ETIQUETTE (charm)
Gambling (luck)
HERALDRY (wit)
History (Wit)
HORSEMANSHIP (dex)
Languages (wit)
Magistracy (wit)
Oratory (charm)
Seduction (charm)


Skills are used on a d20 roll modified by difficulty. You need only spend points on a skill once. You must have the advantage Renaissance Man to use non-combat skills you are not trained in.

Career Counseling:

Most of our play will be adventures, but the game provides some interesting mechanics for Careers. We’ll use these during down time between adventures. Eventually characters can rise through the ranks of their chosen careers gain wealth, power and fame. Rogues are at the greatest disadvantage here and Gentlemen have the most options.

Military Career:
Only Soldiers start in the military.

To be an Officer in the military you must have the Captaincy skill. The Strategy Skill is needed for Regimental Officers. If you ever hope to become a Martial Magistrate and preside over court-martials, you must (eventually) obtain the Magistracy skill.

Remember you must also have the Martial Skills listed above for the type of Company if you plan on joining the military.

Members of the military check for the possibility of promotion each year, more if there is a campaign that year.

The Clergy:
Gentlemen with the required skills may start the game as Students of Theology. They spend 3 to 4 years as such before becoming a Priest.

You must have the Theology & Languages: Latin skills

Members of the Clergy check for promotion yearly after becoming Priests.

The Royal Bureaucracy:
Gentlemen may start as either a Bureaucrat if they have the Bureaucratics skill or a Student of Law if they choose Magistracy and Latin.

It takes 6 years for the Student of Law to become a Lawyer. They then check yearly for promotion.

A bureaucrat works 3 years before becoming a Minor Official and checks for promotion yearly afterwards.

Banking:
A gentleman with the Banking skill may start as a clerk.

A clerk becomes a Banker after 3 years.


Clubs and Orders:
If you hope to become Treasurer of a Club or Order you will need the Banking skill.

You must have Captaincy skill to rise above the rank of Chevalier in a Royal or Noble Order.
Dumas
 GM, 6 posts
Thu 15 Sep 2011
at 16:32
Outfitting
Outfitting
In addition to the characters’ first-year allowance, at the beginning of the game all characters begin with some basic clothing and equipment, depending on background. Characters may use their starting allowance to purchase additional equipment.

Rogues
Rogues begin the game with a suit of ordinary clothing, worn and often patched, consisting of a floppy felt hat, a linen shirt and undyed woollen doublet, wool breeches with a leather belt, linen hose, and leather shoes or wooden clogs. A small knife is tucked in the belt or a sleeve.

Soldiers and Marines
Enlisted soldiers begin the game with a suit of ordinary clothing, worn and often crudely patched, consisting of a broad-brimmed felt hat or woollen cap, a linen shirt and undyed woollen doublet, woollen breeches with a leather belt, linen hose and leather boots. A large sack containing a tinderbox, a pewter tankard and cutlery, and a blanket is carried over a shoulder. French soldiers wear a white linen sash as a distinguishing emblem for quick identification on the battefield.

Officers begin the game with a uniform consisting of a linen shirt and worsted wool doublet under a worsted jerkin, silk ruff or collar, worsted breeches with a leather belt under a white cloth sash,linen hose, and leather boots with a low wooden heel. Officers are also provided with a Fair quality horse and tack.

Members of a Guard company provide their own clothing.

Soldiers also begin the game with armor and weapons according to their company type as shown on page 12 of the core rules or the following table.

Company Type  Armor  Weapons
Piquiers Helmet, cuirass, leather jerkin, gauntlets, tassets, padded breeches, boots  Pike or halberd, longsword
Arquebusier Marksman  Leather jerkin, gauntlets, padded breeches, boots  Wheelock arquebus, longsword

Note: Piquiers Sergeants and Sergeants-Major carry halberds.

Gentlemen
Gentlemen begin the game with a suit of sturdy ordinary clothing consisting of a broad-brimmed wool felt hat, linen shirt and worsted wool doublet under a worsted jerkin or open sleeveless linen gown, worsted breeches, silk hose and soft leather shoes. A Gentleman’s hat, doublet, jerkin, and breeches are often dyed to match, either the same or contrasting colors.

Gentlemen may begin the game as students of theology or law, clerks or moneylenders, bureaucrats, or members of club or order. Each position includes additional starting equipment for the Gentleman character.

•Student of theology or law: Student gown and hat, pen, paper, and ink, 1D6 wax candles, 1D6 textbooks, bottle of inexpensive wine, set of dice and cards (if Gambling skill)
•Clerk: Pen, paper, and ink, 1D6 ledgers, weights and scales
•Moneylender: Pen, paper, and ink, a ledger, 10-60 shaved livres
•Bureaucrat: Pen, paper, and ink, book of royal edicts
•Member of a Club: Pin with emblem of club
•Member of an Order: Silk sash or collar with device of the order
Noblemen
Noblemen begin the game with a suit of fine dress consisting of a broad-brimmed silk hat with a matching plume, linen shirt and silk embroidered doublet under a matching jerkin and lace cuffs, a silk ruff or lace collar, silk breeches with a leather belt and silk sash, silk hose and ribboned garters, and heeled leather boots or shoes. A Nobleman also wears 10-60 livres worth of jewelry on his person. A dagger is worn in the sash or in a boot and a _mouchoir _ – a perfumed handkerchief – tucked in a sleeve.

Sailors and Pirates
Sailors and Pirates begin the game with a suit of ordinary clothing consisting of a close-fitting woollen cap, linen shirt and woollen doublet, woollen breeches with a leather belt or linen sash, linen hose and soft leather shoes. Pirates’ clothing is typical mismatched, consisting of pieces from different outfits worn together. Sailors and Pirates have small knives on their persons at all times. A Sailor or Pirate may also begin the game with a small pet such as a parrot or monkey.

Sailors and Pirates may begin as part of the sail crew, gunnery crew, or pilots. Each includes additional starting equipment for the beginning Sailor or Pirate.

•Sail Crew: Marlin spike, bottle of cheap spirits
•Gunnery Crew: Artillerists’ charts and tables
•Pilot: Two lanterns, navigators’ instuments (cross-staff, astrolabe, tables and charts)
Item  Price  Weight
Clothing and Armor
Buff Coat  40 £  2½
Mail Shirt  70 £  6
Cavalry Boots  x £  x
Lantern Shield  66 £  3½
Secrete (small helmet)  16 £  ½
Weapons and Accessories
War Hammer  24 £  2½
Blunderbuss  54 £/62 £/ 100 £  1½
Dragon  32 £ / 48 £ / 72 £  1
Hand Mortar  120 £  3

What  does 1 L buy?

Some sample expenses:

Ordinary Clothing (doublet, breeches, hose, shoes, hat, etc.) 8 L
Fine Dress (silk clothing, velvet linings, powdered wig, etc.) 24 L

Longsword 28 L
Saber 24 L

Flintlock Pistol 50 L
Power & Shot (20 rounds) 6 L

Monthly Expenses (food, shelter, etc.) 3 L x Social Rank

Yearly Taxes (5 L x Social Rank) + (5% of yearly income) + (2% of value of Property)

Yearly Tithes 10 L x Social Rank

Small Country Estate 12,000 L purchase price, 720 L/year upkeep

A common laborer is paid 48 L per year
A coachman earns 96 L per year


Ordinary Clothing (doublet, breeches, hose, shoes, hat etc.) 8 L
Fine Dress (silk clothing, velvet linings, powdered wig, etc.) 24 L
Mouchoir (scented handkerchief) 1 L
Cloak 3 L
Helmet 20 L
Padded Doublet 18 L
Leather Jerkin 26 L
Cuirass (breastplate & backplate) 60 L
Padded Sleeves 6 L
Gauntlets 8 L
Epaulettes (shoulder & upper arm guards) 16 L
Buckler (small shield) 8 L
Padded Breeches 12 L
Boots 5 L
Tassets (waist and thigh guards) 18 L
Iron Codpiece 4 L

Foil 18 L
Rapier 24 L
Longsword 28 L
Saber 24 L
Cutlass 18 L
Main Gauche (left hand dagger) 16 L
Swordbreaker (a Main Gauche design to break a sword when used to parry) 25 L
Baton 4 L
Dagger 8 L
Throwing Daggers 16 L
Leather Brace (holds 4 daggers) 3 L
Two Handed Sword 30 L
Scabbard 2 L
Sheath 1 L
Pike 20 L
Halberd 24 L
Poleaxe 32 L
Balestrin (hand crossbow) 24 L
Crossbow 32 L
16 bolts 1 L
Bow 26 L
24 arrows 1 L
Quiver 2 L
Bowstring 1 L

Mazzagatto (tiny pistol) 100 L
Pistol 36 L (matchlock), 50 L (flintlock), and 72 L (wheellock)
Dueling Pistol 48 L / 62 L / 90 L
Carbine 54 L / 70 L / 100 L
Musket 60 L / 84 L / 124 L
Arquebus 72 L / 94 L / 148 L
Hand Cannon 112 L
Powder horn (holds 60 shots) 2 L
Powder (20 shots) 5 L
Shot (20 shots) 1 L
Pole-brace (used to steady aim) 3 L

Hidden Weapons (sword in cane, dagger in cross, etc.) 2x normal cost

Pen, Paper & Ink 2 L
Wax Candle 1 L
Lantern 6 L
Spyglass 10 L
Makeup & assortment of Wigs 10 L
Watchmaker’s Tools 32 L
Set of Dice & Cards 2 L
Good Rooster (for cockfighting) 24 L
Set of Maps (one country, or area) 8 L
Assortment of Chemicals 24 L
Rope (30 feet) 1 L
Grappling Hook 4 L
Bottle of Good Wine 12 L
Pocket Watch 12 L
Watch Chain 3 L
Bandages 1 L
Large Sack 1 L

Monthly Expenses (food, shelter, etc.) 3 L x Social Rank
Travel Rations (one week) 4 L
Stay in a roadside Inn 1-3 L/night

Townhouse 2,500 L + 240 L/yr. upkeep
Suburban Villa 4,500 L + 480 L/yr.
Small Country Estate 12,000 L + 720 L/yr.
Large Country Estate 20,000 L + 1080 L/yr.
Chateau 35,000 L + 1440 L/yr.

Pasture Land (must be connected to Estate or Chateau) 200 L/Hectare (provides 2 L/yr. per Hectare income)
Farmland (must be connected to Estate or Chateau) 300 L/Hectare (provides 4 L/yr. per Hectare income)
Orchards (must be connected to Villa, Estate or Chateau) 350 L/Hectare (provides 4 L/yr. per Hectare income)
Vineyards (must be connected to Estate or Chateau) 600 L/Hectare (provides 4 L/yr. per Hectare income, income doubles every 2 yrs. up to 32 L/yr.)

At the end of each year most characters must pay Taxes and Tithes.

Officers in the Military and Bishops are exempt from taxes.
Court Ministers and Nobility pay only ½ taxes

All Clergymen and Huguenots (French Protestants, a persecuted group at the time) are exempt from tithes.

Taxes = (5 L x Social Rank) + (5% of the year’s income) + (2% of the value of the character’s land & property)

Tithes = (10 L x Social Rank)

This message was last edited by the GM at 15:16, Fri 16 Sept 2011.

Dumas
 GM, 7 posts
Thu 15 Sep 2011
at 16:34
Positions, Promotions and Retirement
Your yearly income is your starting cash to by equipment. Roll d6 to determine starting income.

Money talks. Soldiers can buy military rank, for 200 L you can buy the rank of Subaltern, the lowest ranking officer in the company (remember Officers are exempt from taxes!)

A Sergeant is housed in the military barracks with no need to pay for monthly expenses but must spend 6 months out of the year discharging his military duties. Plus an additional 6 months if called to war on campaign. This will happen between adventures and may involve going on a campaign.

Characters without a position will have down time that we'll account for but like I said before most of our play will be adventure based. There will be in game opportunities to gain positions for non-military character. Also, military characters may "muster out" receiving retirement pay and possibly a yearly pension depending on rank (you must reach the rank of at least Colonel for the yearly pension.


Re-Roll: Mine or yours...
Anyone may request at this point to have me re-roll any attribute roll or other die roll asked for so far. This is a one time offer and you'll be stuck with my result.
Dumas
 GM, 8 posts
Thu 15 Sep 2011
at 16:35
Experience
Advancement:

Normal Skills:
 You may become a Master in as many skills as you like, but a Master Superior in only one.

Each adventure you might receive a “*” in a skill that you have used, normal only 3 or 4 skills will receive a “*” when a skill has 3 or more “*” and the base attribute has at least a 16 you are considered a Master in that skill. If a Master gets 3 “*” and has a 19 or more in the base attribute he may choose to become a Master Superior

A Master needs to make skill checks less often and gets a +3 when doing so, a <gree>Master Superior</green> rolls even less and get a +6 under those few circumstances.

You may learn ONE new skill after each adventure, this is as easy as finding a Master is that skill and paying them to teach you.  The time involved is 1 month per skill point the skill would have originally cost you. Cost is 20 L to 50 L per month. PCs may train other PCs and work out any payment between them.

You may only learn 3 new skills until you increase your Wit, then you may learn 1 more skill per point of Wit you’ve increased.

Martial Skills:
Artillery and Grenadier are learned as Normal Skills after initial character generations.

Each weapon within a Martial skill increases in Expertise in a similar manner to Normal Skills. Each adventure you might get a “*” in a weapon, only one “*” per weapon per adventure. Your Expertise in that weapon increase on the following scale:

1-8 needs *
9-11 needs **
12-17 needs ***
18 or more ****

You may not advance in non-dueling weapons if your Expertise is more than 2 x Dex.

A character on Campaign with the Royal Army gets a “*” in any 3 weapons.

You can learn a new Martial skill after an adventure instead of a Normal skill.

Attribute:
Work like weapon Expertise. You’ll usually get a “*” in one or two Attributes.

1-8 *
9-11 **
12-15 ***
16-17 ****
18+ *****


Hit Points:
You’ll get a “*” after every adventure. 3 “*” gets you +1 Hit Points. Hit Points max out at 20!

Practice
You can (and should) practice with your weapons during down time. You can get a “*” in a weapon each month you practice but the “*” that earns the increase in Expertise must be earned on an adventure.

You must receive at least one “*” in your favorite weapons per year or you will loose Expertise. You will never drop below your starting values.


Note: I have at my finger tips 14 published adventures and plan to intersperse those with some of my own design. So if our interests hold there is plenty of opportunity for advancement.
Dumas
 GM, 11 posts
Fri 16 Sep 2011
at 15:15
New Skills
GENTLEMAN SKILLS

NATURALIST WIT
The skill represents knowledge of the natural world. Characters with the Naturalist skill may be able to identify plants, animals, landforms, weather, and the motions of the sun, moon, planets and stars. A character with both the Naturalist and Chemist skill may be presumed to be an herbalist.

PHYSICIAN WIT
This skill represents skill in the diagnosis and treatment of internal illnesses. A character with the Physician skill is trained in techniques as bloodletting, fire cupping, and administering emetics. A physician may heal general damage only, as per section 4.8; a surgeon is required to heal wounds to specific locations.

SURGERY WIT
This skill represents skill in the diagnosis and treatment of wounds and injuries. A character with the Surgery skill is trained in setting broken bones, suturing, and excising damaged or diseased tissue. A surgeon may heal wounds in accordance with section 4.8.