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Toni Sihvonen (order #92780) 62.142.248.1

Toni Sihvonen (order #92780) 62.142.248.1

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<strong>Toni</strong> <strong>Sihvonen</strong> (<strong>order</strong> <strong>#92780</strong>) 6<br />

Passions<br />

Players often request Passion rolls before a round of battle.<br />

A Passion persists until the round ends, or another<br />

Passion overrides it. For example, heorthgeneats Inspired<br />

by Hate: (Welsh) may switch to Loyalty: (Lord) when<br />

their lord dies, at the gamemaster’s discretion. This would<br />

compel them to avenge their lord rather than pursue<br />

beaten Welshmen, and would allow them to Inspire a different<br />

skill if they so choose.<br />

Skills<br />

Awareness - Can you spot the ambush in the forest? Do<br />

you see the hole in the opposing line?<br />

Battle - Roll Battle to put your followers into scildburh,<br />

wecg, or any other special formation. Single characters<br />

may need Battle to know whether they are safe in their<br />

own lines or deep among the enemy.<br />

Boating- Can the Saxon warband launch its boat and outrange<br />

the enemy archers?<br />

Heraldry and Recognize - Can you identify the unit<br />

opposing your troops? Can you find your<br />

sworn enemy in the melee? Will you attack men from<br />

your own side?<br />

Orate - Use it to inspire troops before a battle, and to<br />

rally them during one. If you lead a large force, you may<br />

need to make the same speech several times, riding up<br />

and down the line so that each section hears you.<br />

Skirmish Modifiers<br />

Modify the first Battle roll of a skirmish by the modifiers<br />

already obtained for that Battle Round, plus the following<br />

modifiers for local conditions (which may be decisive, in a<br />

skirmish), as determined by the GM:<br />

BetterNorse Troops: +/- 1 (ceorls vs. peasants) to 5<br />

(ceorls vs. knights)<br />

BetterNorse Ground: +/- 1 (defending a slight rise) to 10<br />

(defending a castle wall)<br />

Outnumbering/outnumbered at least 5-1: +/- 10<br />

Outnumbering/outnumbered at least 4-1: +/- 9<br />

Outnumbering/outnumbered at least 3-1: +/- 7<br />

Outnumbering/outnumbered at least 2-1: +/- 5<br />

Outnumbering/outnumbered at least 3-2: +/- 3<br />

Random Element: Roll +2d6 and -2d6 to represent fluke<br />

events, like a stampede of riderless horses or a plume of<br />

imoke blanketing the melee, that could benefit either side.<br />

Rescue!<br />

Situation: You fight near your lord, who has pushed<br />

ahead of you against the weak but numerous enemy footmen.<br />

Suddenly, enemies surround your lord, who has just<br />

one bodyguard. (Modifiers: Outnumbered 3-2: -3; Better<br />

Troops: +2; Total Modifier: -1.)<br />

Round 1: Fight a round of combat against the current<br />

foe.<br />

Round 2: [Awareness: Succeed = You notice the lord’s<br />

peril and can charge to his rescue, arriving after a oneround<br />

delay (on Round Four, in this instance). Fail = keep<br />

fighting current foes.]<br />

If you remain fighting the foes you started with, keep<br />

track of the numbers you cut down and subtract these<br />

from the Round 5 reinforcements.<br />

Round 3: As above. Your lord and his bodyguard<br />

valiantly hold their attackers at bay.<br />

Round 4 Your lord screams for help as his bodyguard<br />

drops. You can join the rescue, as above, without passing<br />

Awareness.<br />

Characters who noticed their lord’s distress in Round 2<br />

arrive. Whoever arrives first (resolve ties by Energetic<br />

rolls) must test Loyalty (Lord) for Inspiration, then Battle,<br />

both for his first-round skirmish modifier and to intervene<br />

between his liege and the foe.<br />

Rescue Battle Result<br />

Critical: Reduce odds by one level (from 3-2 to 1-1)<br />

Success: Odds stay the same<br />

Failure: Increase odds by one level (from 3-2 to 2-1)<br />

Fumble: Increase odds by two levels (from 3-2 to 3-1)<br />

The second and third characters to arrive also roll on this<br />

chart, which means that the odds, which affect all players<br />

helping their lord, can change up to three times. No<br />

Battle roll will improve the odds beyond 1-1. Odds apply<br />

to the number of player characters in the rescue area: if<br />

you arrive there when the odds are 2-1, two enemies<br />

automatically join the fight to counter you. You cannot<br />

flee from the rescue area.<br />

Round 5:<br />

Characters who started in Round 3 arrive.

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