Toni Sihvonen (order #92780) 62.142.248.1
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.