The original Blackmoor campaign is associated with the development of Dungeons & Dragons, but in time it was played with lots of different rulesets.
As I hope this campaign will be a decent Blackmoor introduction for players that don't know this setting yet, I also hope it will be a decent Advanced Fighting Fantasy introduction for players that don't know this ruleset yet.
Please note that I will not follow strictly Advanced Fighting Fantasy ruleset, but I will use simpler rules for character generation (see below) and one specific house rule in combat: while melee attacks require opposed rolls (as per standard ruleset), ranged attacks require rolls against a standard target (that is always 15), after adding or subtracting relevant bonuses or penalties. Once hit, armour will be managed as per standard ruleset.
In general, you should be able to play this campaign with no problem by using just the Quickstart Guide that is freely available here:
http://www.drivethrurpg.com/pr...src=hottest_filtered
Specific areas requiring the full ruleset (mostly spell lists and uncommon magic styles) will be highlighted below.
Character creation
Characteristics
Every novice adventurer starts with the following values in their Characteristics:
SKILL 4
STAMINA 8
LUCK 8
MAGIC 0
those starting Characteristics are then increased from a pool of 8 characteristics points, with the following caveats:
SKILL: maximum 3 points can be added
STAMINA: maximum 4 points can be added and each point added increases STAMINA by 2
LUCK: maximum 3 points can be added
MAGIC: maximum 7 points can be added
After adding up the Characteristic points as mentioned above, you can add Racial modifiers:
Humans, Halflings and Docrae: +1 LUCK
Dwarves, Gnomes and Half-Orcs: +2 STAMINA
Elves (Cumasti and Westryn) and Half-Elves: +1 MAGIC
If you would like to play other races, please contact the Director for the related modifiers.
Talents
Every character can choose ONE Talent amongst the following:
Ambidextrous: fight with two one-handed weapons (at least one must be a dagger or short sword). When hitting a single opponent, you can do two damage rolls (one for each weapon and each of them will have an armour roll) while fighting with two opponents you can do an attack roll for each of them.
Animalfriend: no natural animal will attack you unless magically controlled.
Arcane: you can choose this Talent only if you have at least one point in a Magic special skill (Excluding Magic - Sorcery and Chaos Magic, that are more difficult to control). If you roll a double 6 when casting a spell, then you can roll 1d6 and, if the result is 1-4, the spell fails but you don't need to roll for catastrophic side effects.
Armour Training: +1 to all armour and shield rolls.
Attuned: you need at least one point of Magic Lore Special Skill. You can identify the main properties of a magic item you hold in your hand. The more powerful is the item the lower is accuracy.
Blessed: you need at least one point of Magic - Priestly special skill. You can use one extra divine power per day without extra cost.
Combat reactions: you can't be ambushed successfully and you don't suffer usual penalty when outnumbered up to 3 to 1. If outnumbered 4 to 1, the enemies gain a +1, if 5 to 1 they get +2, if 6 to 1 (maximum outnumbering for similar sized creatures) they get +3
Crack Shot: +1 bonus when rolling for damage with ranged weapons
Dark Seeing: see at night and underground (monochrome and up to 20m -
not available to Humans
Familiar: hero has a normal, small animal as familiar, that can fllow simple orders
Fast Healer: recovers 2 extra STAMINA every day
Fleet Footed: hero moves 3m in battle round instead of usual 2m, +4 on escaping rolls if on foot and moves up to 50% faster than normal for his race
Focus: to get this Talent you need to be able to cast spells, but not Sorcery nor Chaos Magic. You can endow a "suitable" item (usually a gem) by permanently sacrificing up to three points of MAGIC to your spellcasting Focus and receive up to +3 bonus to all spellcasting attempts and associated rolls (including casting failures and catastrophic outcomes) when casting while using your Focus. You can progressively sacrifice more MAGIC point to get a progressively stronger Focus. Sacrificed MAGIC points can not be recovered magically, but only by getting more Experience points. Creating a Focus takes time (a tenday for each MAGIC point sacrificed) and you can have only one Focus at the time. Your Focus is personal and using somebody else’s Focus requires passing a test of LUCK or go straight to the Oops table. Foci are highly considered in Blackmoor as their use was invented by Skelfer Ard, the White Wizard, to end the Mages Wars long time ago.
Hawkeye: +3 in all awareness checks that involve vision
Holy: you need a least a point of Priestly - Magic special skill. Once per day a priestly power has double effect
Knighted: this Talent can't be chosen by the player, but it is the consequence of attaining the knighthood after an official act of a King or Lord. Your minimum social class becomes 7 (whether or not you misbehave, but if you are stripped of your knighthood due to bad deeds typically you are back to social class 0). When elevated to knighthood, you receive any of the following, if you don't have them already: a melee weapon of good quality (often a Longsword), a Lance for mounted combat, a Chainmail Cuirass, a Large Shield and a Battle-trained Warhorse. If they are lost, they sould be replaced normally. People expects a special behavior from knights and often petition them for help against evil. If the character doesn't have enough XP when receiving knighthood, they have to go on quest secretly and come back only when they have enough experience to become full knight.
Learned: special bonus of +2 to all Knowledge tests, even if the hero has no point in the appropriare Knowledge Special Skill
Light Sleeper: never surprised when asleep
Lucky: can repeat one failed LUCK roll every day, spending a single LUCK point for both. Second roll must be accepted. -
available only to Humans
Natural Mage: you need at least one point of Magic - Wizardry or other styles of magic, apart from Magic - Sorcery or Chaos Magic, that are too difficult to control. You don't need to roll to cast a spell that has a cost lower than your points in the relevant Magic special skill.
Natural Physician: you need Healing special skill. A normal Healing roll cures 3 STAMINA, a double 1 restores 6 STAMINA and a double 6 only inflicts 1 damage.
Physical Empowerment: in one turn of meditation you can convert 2 STAMINA into 1 Magic Point.
Robust: eating a meal restores 3 STAMINA instead of 2 and sleeping restores 5 STAMINA instead of 4. Two meals and one sleep a day.
Silvertongued: all Con, Bargain, Etiquette or Leadership rolls have a +3 bonus
Solid Defence: if defensive or dodge options are chosen in combat, the hero receives an additional +2 bonus
Status: the character is part of a noble family. Minimum social status is 8 and you have a monthly allowance of 4d6 gold pieces without having no real duty apart from getting in touch with the character's family r their agent. This Talent can't be chosen by the player, but it's the consequence of a King or Lord elevating the character or a relative to a noble title. If the character doesn't have enough XP to get this Talent, the character will get the same privilege, but next advancement requiring XPs for that character must be the acquisition of this Talent. This often turns characters (especially non playing characters into lazy personalities.
Strongarm: +1 damage roll when brawling or using hand weapons
Survivor: can find food in the wild. In 2 hours can provide food, water and shelter just sufficient for one person for one day
Trapmaster: +2 bonus to all rolls when traps are involved. It is usually used in conjunction with Trap Knowledge Special Skill
Weaponmaster: can use every melee weapon without specific training. For every 3 points of the hero's best melee weapon special skill (rounded up), he can have one point in every other melee weapon special skill if he has no special skill in that
Templar: you have to be devoted to a specific deity. You can cast one (and only one) appropriate priestly spell once per day as if you had Devotion = 5. You don't need MAGIC points etc. to do this
Dark Veil: Something in your past shades your soul from the sight of demons and undead spirits, unless you take an aggresstive action towards them. A specific demon or spirit will be forever able to see you if you attack it once.
Natural Leader: hirelings under hero's sight make +4 morale checks and out of hero's sight but still under his direct command a +2
Magic Resistance: you are completely unaffected by all magic costing one point, whether good or bad
Clearsight: recognize illusions unless they are coming from deities
Entrepreneur: when running a business for profit (may it be a shop or a mecenary band) you get +2 on profit rolls
Packhorse: Hero can carry 20 normal items instead of 10, with +2 more for each point of Strength
Master Tactician: instinctive understanding of military tactics (+2 to related rolls)
Lighting Strike: in any combat where the hero is not surprised, his opponent does not cause damage if he wins the first round (normal rolls, but no damage is done by the opponent on the first round). This applies to the very first round of a combat, not the first round against an individual opponent, and only one opponent is affected
Special Skills
You can choose one Special Skill at (2) and two Special Skills at (1). Special Skills can increase up to (6), but can never be more than half the related main characteristic, rounded down (for example, if your SKILL is 9, a related Special Skill can be at most (4)). A Special Skill at (1) indicates a basic training, at (2) is full training, at (3) you are an expert, at (4) a master and higher scores indicate higher mastership levels.
You can pick amongst the following (they are mostly self explanatory):
Combat Special Skills:
Armour: allows you to wear heavier armour without penalites (see armour section below) but it does
not improve your Armour rolls
Axes
Bows
Brawling
Clubs
Igneolite (Firepowder) Hand Weapons (pistol can be carried pre-charged with a lead ball and can target one person, bunderbuss can not be carried pre-charged as it rains pellets onup to three persons staying within a couple of meters from each other - loading takes one full round if not under attack or three round if under attack)
Mounted Combat
Polearms
Staves
Strength: helps in strength feats like knocking down doors, bending metal bars, etc.
Swords
Thrown: throwing daggers and the like
Battle Tactics
Siege Weapons
Movement Special Skills
Acrobatics
Climb
Jump
Ride
Swim
Dodge: out of combat you can dodge failing rocks, traps or runawy horses.
Stealth Special Skills
Awareness: helps spotting enemies, traps, secret doors etc. it does not only apply to sight, but also hearing, tasting, touching and smelling
Disguise: use of clothing, make up and other props to appear who you are not. It includes acting.
Locks
Sleight of Hand: pick pockets, steal small items in plain view, secrete small items etc.
Sneaking: used to avoid being seen and heard
Trap Knowledge: identification and disactivation of traps
Knowledge Special Skills
Animal Lore
Bargain
Con: persuading people
Combat Whistles: it is a secret code that is communicated by whistling and is battle oriented.
It is traditionally tought only to Afridhi.
Crafting: choose a specific craft
Etiquette: behave´properly in all echelons of society
Evaluate
Fishing
Terrain Lore: a specific environment has to be chosen (Forest Lore, Desert Lore, Mountain Lore, Sea Lore, Underground Lore, etc.)
Healing: patch up wounds, treat diseases and poisons. A successful healing roll cures 2 STAMINA, a double 1 restores 4 STAMINA and a double 6 inflicts 2 damages (due to a medical mistake...)
Hunting
Law
Leadership: it only applies if those commanded have a reason to obey the hero, it boosts morale
Secret Signs: use of a secret code of used by underground societies. It can be talked, communicated with body signs, handshakes or marks.
It is normally shared between Sorcerers and Chaos Wizards, but occasionally also theives and assassin can access it.
Smoke Signals: use of a secret code of distance communication through smoke puffs.
It is traditionally tought only to Peswah.
Religion Lore: you need at least one point of Magic - Priestly Special Skill. Only available for the specific deity venerated.
Engineering: used to design buildings, plan earthworks, undermine castle walls, design siege engines, build emergency bridges, cranes and the like
Navigation: can be used to travel effciently from one place to another
Stewardship: effectively run an organization / business
Other appropriate and specific Knowledge Special Skills / Lores can be generated by the Director after a discussion with the Player.
Please note that Knowledge Special Skills related to specific local knowledge (specific lands, cities, people, religions, etc.) are not available, as all your Chracter knows at the beginning of the game is written in the Setting information section and can be expanded only by first-hand exploration.
Languages: all civilized beings in Blackmoor speak the same common language (Thonian) and they get this Special Skill "for free" at (4) on top of the others (you don't even need to add it to the character sheet as it is implicit for everybody), but other intelligent races (such as Elves, Dwarves, Halflings, Docrae, Gnomes, etc.) have a unique language as well (half races, such as half-elves or half-orcs of course don't have a specific language but can choose Elvish or Orcish etc.) and this can be chosen instead of one of the two Special Skill (1) at character creation to attain the native language at (4). After this point, characters are assumed to be learning the language from scratch and would have to purchase this language Special Skill as if it was a normal Special Skill with XP. Peshwah, Skandaharians and Afridhi have their own languages, but if they hail from Blackmoor their "standard" language is the common (Thonian) and, if they want to speak also their specific languages they have to acquire the associated Special Skill in the aforementioned manner. It is recommended that Elves choose Elvish language, Gnomes choose Gnomish language etc. but it is not mandatory and this can be justified in the character background.
Magic Special Skills
All magic users in Blackmoor are supposed to get registered at the Wizards Cabal, although the Cabal never achieved 100% registrations and several magic users are therefore illegal, including the characters at the beginning of the game.
Please note that most detail related to these special skills (including spell lists etc.) can be found in the full rulesets. The Quickstart Rules, however, cover sufficiently Magic - Wizardry, that is actually the most practical magic style for new players. For other magic styles or more wizardry spells beyond the ones in the QuickStart Guide
you will need the published ruleset.
Magic - Minor: the number of cantrips initially known is equal to three times your initial Magic Minor Special Skill points.
Magic - Priestly: choose a deity from the Setting information section and then contact the Director to get the related priestly powers
Magic - Sorcery: due to the unstable nature of magic in Blackmoor, sorcerers are very feared. They do not learn how to harness the magical energies that flow through the world, but are instead born to such energies. From an early age, these men and women exhibit signs of their ill-fated heritage (it is therefore impossible learning from scratch Magic-Sorcery if it isn't chosen at character creation, but of course Magic-Sorcery special skill level can be improved by spending experience points). Some have marks on their bodies in the shape of powerful beasts or dragons; others are born with pupil-less white eyes that still see. When a sorcerer reaches early adolescence, a great explosion of power manifests around her. Rumours tell that such manifestations can easily destroy entire villages. Moreover, the sorcery spell ZED (7) is said to have even worse effects on the very fabric of reality. Because of this unpredictable power, sorcerers are feared and hunted, even by their own families and friends. Sorcerers don't choose their condition and they are not necessarily evil (although the majority are or become evil due to their persecution), but when they fail to cast a spell, they have to pass a LUCK test to avoid becoming Chaos Wizards, cause a disastrous release of energy and inevitably turn evil (if their attempt is a critical failure, Oops table can be used directly before progressing to Chaos Magic, with no LUCK roll). For these reasons, choosing this Special Skill for a playing character can be very challenging.
Magic Lore: you can identify a spell being cast (all magic styles), a magical potion and even a creature of magical origin. Penalties can vary depending on how common that magic is.
Second Sight: you can see magic, magical effects and magical creatures (including spirits, ghosts etc.)
Magic - Mask Magic: uncommon style
Magic - Conjuration: relatively uncommon style
Magic - Tattooing: uncommon style
Magic - Battle Magic: uncommon style
Magic - Enchanting: relatively uncommon style
Magic - Naval Sorcery: uncommon style, more popular among Skandaharians and their descendants. See Magic - Sorcery for side effects
Magic - Wizardry: this is the only magic style easily accessible in practice to players using only the Quickstart Guide.
The initial total number of spell levels known at the beginning (where the level of a spell is considered the standard number of MAGIC POINTS required to cast it) is equal to MAGIC characteristic score and, if you don't have the full ruleset, you can chose among the spells described at page 16 of the Quickstart Guide. In case of doubt contact the Director.
Your MAGIC POINTS are equal to twice your MAGIC characteristic + Magic Wizardry Special Skill score.
Spell casting is quite like any characteristic test only using your MAGIC score instead of your SKILL and in general will use a daily reserve of MAGIC POINTS.
Hector casts a Fire-Bolt (a spell that he previously learnt) at a GOBLIN. Hector has a MAGIC score of 8 and Magic-Wizardry of 2 meaning he has to roll 10 or under on a roll of 2d6 to successfully cast his spell. He rolls a 4 and a 5, so he makes it. It also means that he has a daily reserve of 20 MAGIC POINTS.
A spell whether successfully cast or not drains Magic Points from the caster equal to the value of the spell (in the case of Fire-Bolt, 1 Magic Point, so the current total of MAGIC POINTS would go down to 19).
Spell casting rolls that come up double 6 mean something has gone seriously wrong; the spell fails and the wizard rolls 3d6 on the Oops Spell Failure table (it can go DRAMATICALLY wrong...).
The roll can be improved by preparing and concentrating for few rounds before casting (+2 per each round), if the surrounding is quiet (+3), but can be penalized if the caster is target of a melee attack (-2) or even just by a ranged attack (-1).
If the wizard wears an armour, then additional MAGIC POINTS must be expended for each spell cast. For example a leather cuirass will require an extra MAGIC POINT and heavier armour will require progressively more and more.
If you have chosen Magic - Wizardry, you can start with a spell point for each MAGIC (main characteristic) point. For example, "Breathe" will cost you two spell points in this calculation.
Weapons
You start the game with ONE weapon of your choice, appropriate for your character and related Special Skills.
You can choose among the following:
Weapon: | 1 | 2 | 3 | 4 | 5 | 6 | 7+ |
---|
Arrow - Longbow : | 2 | 3 | 3 | 3 | 3 | 4 | 5 |
Arrow - Shortbow : | 1 | 2 | 2 | 3 | 3 | 3 | 4 |
Battleaxe : | 3 | 3 | 3 | 3 | 4 | 4 | 5 |
Crossbow Bolt : | 2 | 2 | 3 | 3 | 4 | 4 | 5 |
Dagger : | 1 | 1 | 2 | 2 | 2 | 2 | 3 |
Club : | 1 | 2 | 2 | 2 | 3 | 3 | 4 |
Greatsword : | 2 | 3 | 3 | 4 | 4 | 5 | 6 |
Handaxe : | 2 | 2 | 2 | 3 | 3 | 3 | 4 |
Javelin : | 2 | 3 | 3 | 3 | 3 | 4 | 5 |
Lance : | 2 | 2 | 3 | 3 | 4 | 4 | 5 |
Mace : | 2 | 3 | 3 | 3 | 3 | 3 | 4 |
Morning Star : | 1 | 2 | 2 | 3 | 4 | 4 | 5 |
Polearm : | 2 | 3 | 3 | 3 | 4 | 4 | 5 |
Quarterstaff : | 1 | 2 | 3 | 3 | 3 | 3 | 4 |
Short Sword : | 1 | 2 | 2 | 3 | 3 | 3 | 4 |
Sling : | 1 | 1 | 2 | 2 | 2 | 3 | 4 |
Spear : | 2 | 2 | 3 | 3 | 3 | 4 | 5 |
Sword : | 2 | 3 | 3 | 3 | 3 | 4 | 5 |
Throwing Dagger : | 1 | 1 | 1 | 2 | 2 | 2 | 3 |
Warhammer : | 2 | 3 | 3 | 3 | 3 | 3 | 4 |
| | | | | | | |
Pistol : | 1 | 2 | 2 | 3 | 3 | 4 | 5 |
Bunderbuss : | 1 | 1 | 2 | 2 | 3 | 3 | 4 |
| | | | | | | |
Improvised Weapon : | 1 | 1 | 1 | 2 | 2 | 2 | 3 |
Unarmed (human sized) : | 1 | 1 | 1 | 1 | 1 | 2 | 3 |
Unarmed (large sized) : | 2 | 2 | 2 | 2 | 3 | 4 | 5 |
| | | | | | | |
Bite/claw - Small : | 2 | 2 | 3 | 3 | 3 | 3 | 4 |
Bite/claw - Medium : | 2 | 3 | 3 | 3 | 4 | 4 | 5 |
Bite/claw - Large : | 3 | 3 | 4 | 4 | 5 | 6 | 7 |
Armour
Armour is essential for many adventurers, protecting against arrows, swords, claws and other hazards. Armour is heavy and cumbersome, can be difficult to use and can interfere with the effectiveness of some magic, although most heroes will wear the best armour they can use and afford.
The table below identifies the level of protection provided by each type of armour, however the hero must be trained in wearing the armour, or will suffer penalties. The hero should compare his Armour Special Skill total (Armour Special Skill + SKILL characteristic) to the listed values:
Total | Armour that can be effectively worn |
---|
6 or less | Small Shield |
7 | Leather Cuirass / Large Shield |
8 | Leather Hauberk |
9 | Chainmail Cuirass or Breastplate |
10 | Chainmail Hauberk |
11 | Plate Armour |
If a hero has an insufficient total to comfortably wear that armour, but decides to wear it anyway, then the difference between the required total and that hero's actual total is deducted from all physical SKILL tests, including combat.
If a shield is used, then the protection provided for that particular result should be added to that provided to the armour worn. Only one armour roll is done whether a shield is used or not.
Armour: | 1 | 2 | 3 | 4 | 5 | 6 | 7+ |
---|
Leather Cuirass : | - | - | - | - | 1 | 1 | 2 |
Leather Hauberk : | - | 1 | 1 | 1 | 1 | 1 | 2 |
Chainmail Cuirass : | - | - | - | 1 | 2 | 2 | 3 |
Chainmail Hauberk : | - | 1 | 2 | 2 | 2 | 2 | 3 |
Breastplate : | - | - | - | 1 | 2 | 3 | 4 |
Plate Armour : | 1 | 1 | 2 | 2 | 3 | 3 | 4 |
Small Shield: | - | - | - | - | 1 | 1 | 2 |
Large Shield: | - | - | - | 1 | 1 | 1 | 2 |
| | | | | | | |
Monster Light Armour: | 0 | 0 | 0 | 1 | 1 | 1 | 2 |
Monster Medium Armour: | 0 | 0 | 1 | 1 | 2 | 2 | 3 |
Monster Heavy Armour: | 0 | 1 | 2 | 2 | 3 | 3 | 4 |
If you want it, you start the game with the best armour that you can wear with no penalties, but only an armour OR a shield can be selected.
Pocket money and other equipment
You weren't sent adventuring out in the outside world without due equipment: you carry with you a substantial amount of gold (50 GP, so you won't need to fight to death for a blanket or a glass of warm milk), suitably comfortable clothes, a backpack and a bedroll. You start the game with enough food for three meals and a waterskin to refill at the wells on the road.
This is a handsome equipment and lots of money for the standards of your village. The gold in particular comes from the village treasure and you know you are expected to return at least twice as much when you will be back, so that younger adventurers after your times will be able to leave the village without fear of starvation on the way.
You have also the map of Blackmoor that you can see in the Game Map tab.
Make sure you note all this in your Character Sheet.
Your backpack can contain up to ten "bulky" objects (for example, scrolls, rings and similar small objects do not count towards the ten objects. The bag that you use for keeping your coins can contain up to 50 coins and do count towards the ten objects (for this reason it is considered that an adventurer can carry up to 500 coins). You can carry over ten "bulky" objects only if you have the Packhorse Special Skill (described above).
When you get out of your village you have nothing else with you: this may seem too basic an equipment for a young adventurer, but that's the traditional equipment in Blackmoor and it worked for many young adventurers before you. If you want to buy something else you need to find an IC opportunity to do it or you can wait for the end of your first adventure, when you will have a fair chance of accessing a market.
Spending Experience Points
The experience points earnt adventuring can be "invested" in the following improvements (time and teachers will be required to turn experience in personal improvements).
Increase SKILL
Costs 20x new score in experience points
Increase MAGIC or LUCK
Costs 15x new score in experience points
Increase STAMINA
Costs 5x new score in experience points
Increase Special Skill
Costs 10x new score in experience points
Increase Magic Points
Costs 5x new score in experience points, Magic Points can not exceed (MAGIC + Magic, Wizardry) x 2
Learn new Special Skill
Costs 20 experience points
To learn a new Special Skill requires a teacher with at least 3 points in that Special Skill
Acquire new Spell
Costs 20x Magical Point cost
To learn a new Spell requires a teacher who knows it
Gain new Talent
Costs 200 experience points
Subject to Director's approval
One Hero may not have more than 12 SKILL, MAGIC or LUCK and STAMINA may not exceed 24, regardless of race. Special Skills may not exceed level (6) and may not be higher than half the characteristic ther refer to (rounded down), but there is no limit to the number of additional Special Skills that can be learnt, apart from the XPs required.
Once you have sufficient Experience Points, improving your characteristics will take approx a tenday for each point improved, three tendays for getting a Talent. Please double check this with the Director every time you spend your XPs on improvements as times may change or you may need to find (or hire) a teacher, especially when you approach higher levels or you choos to learn e a rare discipline.
Social scale and living "out of the limelight"
Being an adventurer in Blackmoor is the most powerful, although risky, social mobility opportunity.
At the beginning of your career, like all young adventurers, are at social scale level 1 and at the end of each adventure, you may (or may not) be "promoted" by the Director to an upped social class, depending on your achievements and how your fame is rising. This will be more and more relevant if and when you will start thinking about joining the ranks of nobility. Be careful anyway that you may also go down in the social scale, depending on the situation and on your decisions.
Social scale | Example positions |
0 | Beggar, mercenary or criminal |
1 | Peasant or soldier - novice adventurers (XP=0) are assumed to start at this social level |
2 | Farmer or watchman - low-experienced adventurers (XP=1-300) are typically at this social level or above |
3 | Craftsman, sergeant, merchant or monk |
4 | Clerk or witch - mid-experienced adventurers (XP=301-1000) are typically at this social level or above |
5 | Master craftsman or physician |
6 | Town mayor, captain, priest or head of a minor guild - high-experienced adventurers (XP=1001-5000) are typically at this social level or above |
7 | Knight, senior priest or head of a major guild |
8 | Lord or high priest |
9 | Baron or Prince - living myth adventurers (XP=over 5000) are typically at this social level |
10 | King |
Please note that your time is in part "under the limelight", i.e. in the thick of the adventure, that can last few minutes, few hours or few days, and in part "out of the limelight", for example, as most adventures last a fixed tenday time unit, all the days that are needed to make up the tenday after you completed the adventure.
These days are assumed to be days of travelling or resting, sometimes in civilized areas, some other times in the wilderness.
If you decide you want to pass these days in (reasonably safe) wilderness, you don't need to spend any money for your upkeep, but either you bought enough food for two square meals a day before going in the wilderness, either you have the Survivor Talent (or Hunting Lore Special Skill, etc. as appropriate). If you pass your time “out of the limelight” in the wilderness, you normally can’t make any social progression.
If you instead decide that you want to pass your time "out of the limelight" in a civilized area, you need to pay for your food, accommodation, etc. in a socially acceptable way (for example, if the high priest wants to save money by begging and shoplifting, this will definitely tarnish his reputation, while for a peasant or a criminal this won’t be further detrimental).
In order to keep things simple and straightforward, your "standard" upkeep will be one gold piece per day for each step in the social scale (all other expenses, from mounts to clothing, from dominion upkeeps to weapons, are on top of this). If you fail to pay for your "social upkeep" in full, you fall to the social level associated to the amount that you pay. If you want to re-gain your previous social rank, you have to pay to the level of the rank above you for double the time you passed at a social level beneath you.
You can also
pretend that you are at a social level above you by spending more money. In this case test for LUCK, adding all relevant social modifiers that you can persuade the Director to accept on that specific circumstance (Etiquette, Con, Silvertongued, Heraldry Lore, etc.) and subtracting the number of extra social steps you are trying to "climb", and, if the roll passes, everybody around you will believe that you come from a higher social class than you effectively are, otherwise they will laugh at you. This is because if you spend money, it doesn't mean that you have the good taste to spend them appropriately as a higher social status person would do it. Anyway, whatever the result of the roll for that tenday you will play with a point of LUCK missing, due to the LUCK roll.
You can find the same contents also here: http://www.chimerae.it/download/CHBLW0en.zip
This message was last edited by the GM at 22:39, Mon 17 Oct 2022.