Post by fairies wear boots 👢 on Nov 23, 2023 1:06:24 GMT -5
The Old North uses “Chronica Feudalis” rules. They are as follows:
Step-Die System
Various abilities and forces within the game are rated by the type of polyhedral die you roll to determine their effects. A d4 represents a fairly weak effect: the strength of a small child, the fire of a small candle flame. Each greater iteration of die type is another step forward in the power of the effect. A d6 is one step more powerful than a d4 and a d8 is one step greater yet. A d10 could represent the strength of a renowned athlete or a roaring bonfire. The d12 represents the very pinnacle of human ability and a d20 represents powers beyond even that.
d4 < d6 < d8 < d10 < d12 < d20
Characters
All characters have Skills, Tools, Aspects, Ardor points, and Vigor points.
Characters within the rules are divided into five types:
— Player Characters —
Protagonists are main characters - characters portrayed by players; see Character Creation.
— NPC’s —
Mentors train or aid protagonists; 3 skills at d10 and 3 Vigor and at least one Aspect
Antagonists challenge and work against protagonists; no skills below d4 and at least one Aspect
Agents serve protagonists and antagonists; 2 Vigor each and at least a d8 for one skill group
the Simple are common villagers and faceless crowds; 1 Vigor each and single die type (ex. d4 or d6 for villagers, d8 for pirates)
Skills
A character with a skill ranked at d4 is a novice and untrained, while a character with a skill of d6 is competent at the task and a d8 would make an expert. A character with a skill of d10 is a veteran and a skill rank of d12 represents the pinnacle of mastery in that field. No woman or man ever has a skill ranked higher than d12. The d20 is reserved only for creatures that have been blessed with some gift beyond men, such as how a horse can always outpace a human or the great lion surpasses our strength.
Protagonists start the game with all skills at d4 with 9 “advances”. See Character Creation.
See also: List of Skills below
Tools
Tools are the equipment, arms, armor, and even animals that our characters travel with on their adventures. Like skills, each is ranked with a die type ranging from d4 all the way to d20. The tool’s rank is a representation of how effective it is in aiding the tasks with which the tool was designed for.
When you wield a tool, you are using it for its designed purpose. You use a bow to fire an arrow or a hammer to pound a nail. When this is the case, you simply add the tool’s die to your dice pool. No Ardor cost is required.
If you have more than one tool for a particular job and you can use both in unison for the same task, use the higher of the two ranks. You then have the option to invoke each lesser tool as described below.
When you have a secondary tool, or you are using a tool for a purpose which the tool was not designed (such as attacking someone with a shield), you may invoke the tool as if it were an aspect. For each tool you invoke, spend an Ardor point and add the tool’s rank to your dice pool.
For ammunition and other consumable tools, roll the tool’s rank after each time you use it. If it meets or exceeds the standard target number of 4, your supply remains at the same level. If the result of your roll is less than 4, your supply has dwindled and its rank is reduced by one step. If your supply of ammunition is ranked at d4 and you roll less than a 4, you have completely run out of ammunition and may not use the tool that requires it until you are able to replenish your supply. If you are able to find a new supply of ammunition while you still have some ammunition of your own, the rank of your supply is now equal to the rank of whichever supply is higher. If the two supplies are of equal rank, they combine for a total supply ranked one step higher than either’s current rank.
Aspects
Aspects are abilities that you devise and describe for yourself. They handle all those things that the list of skills cannot. Aspects may be talents, flaws, beliefs, disfigurements, specializations, or phobias. They may serve to define your character’s occupation, social status, or religion.
Write Aspects as phrases; and these can be as simple as Attractive or as intricate as Her fair beauty is the subject of many a song across the land. The trick in all this is to write something that is both clear and inspiring.
Aspects are also ranked from d4 to d12.
Ardor
Ardor is a system of points. Characters earn these points when they are hindered in some way, usually by an aspect, but sometimes by a tool or some other condition. You spend Ardor points to invoke your Aspects in your favor or, in some cases, to gain an extra action.
You Earn Ardor When…
- You suffer a penalty from enduring an aspect or tool
- One of your aspects is compelled
- An opponent invokes one of your aspects and uses it against you (in which case you receive the Ardor point directly from your opponent)
You Spend Ardor To…
- Invoke an aspect
- Invoke a tool for a secondary purpose or invoke a secondary tool
- Declare by an aspect
- Ignore having to endure an aspect or tool
- Defy the compelling of an aspect
- Perform an additional, simultaneous action on your turn in conflict
- Rewrite the description of an injury you have just received
Vigor
Vigor is another point system. It represents just how much you are able to participate in any conflict your character gets into. Every protagonist, antagonist, and mentor starts with 3 points of Vigor. Agents start with 2 points and the simple start with 1 point. Points of Vigor are lost when your enemies successfully attack you. If you run out of Vigor, you are eliminated from the conflict.
Vigor refreshes to full in each new scene, unless otherwise negated by a condition (such as a wound that will not heal).
Taking Action
Roll dice when a character does something difficult, daring, or dangerous; roll dice when characters counter or oppose each other.
1. When preparing to roll for a character, assemble a Dice Pool:
the appropriate Skill;
an appropriate Tool if any;
(1 Ardor point cost) Invoke an Aspect if it is appropriate
2. You cannot roll more dice than you have points of Vigor. Remove the smallest dice until you are within your Vigor (2 dice if 2 Vigor, for example).
3. Remove a die if there is any Penalty. A Penalty is an aspect, a tool, or some condition at play that would hamper your success; it removes the highest-ranked die from your pool that is equal to or less than the penalty’s rank. If you only have 1 die in your pool and its rank is equal to or less than the penalty’s rank, the penalty decreases that die type to a d4. Whenever you make a roll that suffers a penalty, you earn a point of Ardor. If each die in your pool is greater than the penalty’s rank, then the penalty has no effect, and you earn no Ardor. If there are multiple Penalties, then only the highest one counts.
The result is compared to a target number, usually determined by your GM, or to the result of one of your opponent’s rolls. If your primary result is greater than or equal to the target number or opposed roll, then your action is successfully performed.
Target Numbers
The standard target number is 4. This represents a stable challenge. If the GM determines that leaping over a bit of fence requires a Dash roll against a standard target number, then a 4 or higher will always be required for leaping over that fence.
For a dynamic target number, the GM rolls a die, from d4 to d20, that represents the difficulty of the task. Use this for unstable challenges such as swimming in roaring rapids or dodging falling rafters in a burning building. The result of this roll becomes the target number for the action.
If someone is trying to prevent your character from performing an action, then the target number for your character’s action is determined by a roll your opponent makes. A Sneak roll, for example, might be opposed with a Sense roll. The reacting opponent has a dice pool including skill, tool, and aspect dice, subject to any penalties, just as the acting character does. Whoever rolls the highest single die result wins. If a tie occurs, victory goes to whoever is attempting the proactive action instead of the reactive action.
If two or more rolled dice beat the target number instead of just one, then the character does the action exceedingly well.
Conditions
A Condition is a special aspect that represents a temporary effect, such as “On fire” or “Wounded in the leg”, and affects either a character or the world around them.
Actions taken by characters can often lead to the creation of Conditions, such as using a candle to light a piece of cloth on fire. A normal success in a roll creates a d6 Condition, a double success creates a d8 Condition, and a triple success creates a d10 Condition.
Once, for free, a new condition may be invoked by the character who created it or their allies if appropriate. The free invocation must be used as quickly as possible after the condition’s creation: once you have been granted a free invocation, you must use it the next time you act or the opportunity ceases. Otherwise, invoking it costs 1 ardor. Invoking a Condition for free in such a way is not subject to the Vigor limit on the dice pool.
Conditions last until someone makes a maneuver that negates them, or until the circumstances that allowed for the condition end. If someone pushed you over and you received the condition “On the ground”, the condition would last until you stood up; a roll is not really required. If, instead, your opponent wrestles you to the ground and keeps you Pinned on the ground, you will need to perform a maneuver with a Brawl roll in order to escape the hold. Generally, these rolls are made against a roll of the condition’s die or opposed by the opponent. Or, if your opponent suddenly gives up and walks away, the condition would also end.
Conflict
An opposed roll alone is often not enough to convey the drama, tension, and excitement that ensues when two or more characters—their beliefs, their duties, their desires—come into conflict with each other. Just as conflict lies at the heart of a good story, conflict is the key to this game.
A conflict is a series of opposed rolls with the intention to win stakes. When you win one of these rolls, you reduce your opponent’s Vigor. When that foe has lost all his Vigor points, he is eliminated from the conflict. When you have eliminated all of your opponents, you win the stakes as agreed upon.
See Chronica Feudalis for more explanation on Conflict.
List of Skills
The following is a list of available skills. Each listing includes a short description indicating how that skill may be used in your adventures.
Aim
Aim is used for attacks made with thrown weapons or projectile weapons such as bows or slings. Note that while slings and bows can be nocked, aimed, and fired in one action, a crossbow requires a separate action to be loaded.
Boat
Boat is used to pilot vessels, whether sailed or rowed, that travel on water.
Brawl
Brawl is used for punching, kicking, and wrestling, or for any form of combat that does not make use of weapons.
Command
Command is used to direct followers, give orders, and lead armies; it is also used to intimidate and bully.
Climb
Climb is used to scale walls, cliff sides, trees, and other vertical surfaces.
Dash
Dash is used to run and leap. It is also used to evade ranged attacks.
Deceive
Deceive is used to lie, cheat, and outwit others.
Entice
Entice is used to persuade or influence others through social maneuverings and etiquette.
Fend
Fend is used to ward off attacks of a physical nature, whether it be by parrying a blow, stepping out of the way of an assault, or taking a hit standing up. It is also used to resist disease and environmental dangers. Armor is used as the standard tool for this skill while shields and weapons that parry may be invoked, free of Ardor cost, once per round.
Heal
Heal is used to treat sickness and injury.
Hide
Hide is used to conceal yourself from the perception of others.
Hunt
Hunt is used to search for clues or evidence. It is also used to set traps.
Perform
Perform is used for entertaining and captivating an audience.
Ride
Ride is used for traveling on horseback or for piloting a vehicle pulled by a beast of burden. The skill also covers the care and handling of these animals.
Sense
Sense is used to notice interesting things or spot danger.
Sneak
Sneak is used to move quietly without arousing attention.
Steal
Steal is used to pick locks, disable traps, and pick pockets.
Strike
Strike is used to make attacks with a hand weapon such as a sword or spear.
Swim
Swim is used to propel yourself in the water and to dive under its surface.
Will
Will is used for bravery and conviction. It is used to stand against intimidation and steel yourself in social conflict.
Step-Die System
Various abilities and forces within the game are rated by the type of polyhedral die you roll to determine their effects. A d4 represents a fairly weak effect: the strength of a small child, the fire of a small candle flame. Each greater iteration of die type is another step forward in the power of the effect. A d6 is one step more powerful than a d4 and a d8 is one step greater yet. A d10 could represent the strength of a renowned athlete or a roaring bonfire. The d12 represents the very pinnacle of human ability and a d20 represents powers beyond even that.
d4 < d6 < d8 < d10 < d12 < d20
Characters
All characters have Skills, Tools, Aspects, Ardor points, and Vigor points.
Characters within the rules are divided into five types:
— Player Characters —
Protagonists are main characters - characters portrayed by players; see Character Creation.
— NPC’s —
Mentors train or aid protagonists; 3 skills at d10 and 3 Vigor and at least one Aspect
Antagonists challenge and work against protagonists; no skills below d4 and at least one Aspect
Agents serve protagonists and antagonists; 2 Vigor each and at least a d8 for one skill group
the Simple are common villagers and faceless crowds; 1 Vigor each and single die type (ex. d4 or d6 for villagers, d8 for pirates)
Skills
A character with a skill ranked at d4 is a novice and untrained, while a character with a skill of d6 is competent at the task and a d8 would make an expert. A character with a skill of d10 is a veteran and a skill rank of d12 represents the pinnacle of mastery in that field. No woman or man ever has a skill ranked higher than d12. The d20 is reserved only for creatures that have been blessed with some gift beyond men, such as how a horse can always outpace a human or the great lion surpasses our strength.
Protagonists start the game with all skills at d4 with 9 “advances”. See Character Creation.
See also: List of Skills below
Tools
Tools are the equipment, arms, armor, and even animals that our characters travel with on their adventures. Like skills, each is ranked with a die type ranging from d4 all the way to d20. The tool’s rank is a representation of how effective it is in aiding the tasks with which the tool was designed for.
When you wield a tool, you are using it for its designed purpose. You use a bow to fire an arrow or a hammer to pound a nail. When this is the case, you simply add the tool’s die to your dice pool. No Ardor cost is required.
If you have more than one tool for a particular job and you can use both in unison for the same task, use the higher of the two ranks. You then have the option to invoke each lesser tool as described below.
When you have a secondary tool, or you are using a tool for a purpose which the tool was not designed (such as attacking someone with a shield), you may invoke the tool as if it were an aspect. For each tool you invoke, spend an Ardor point and add the tool’s rank to your dice pool.
For ammunition and other consumable tools, roll the tool’s rank after each time you use it. If it meets or exceeds the standard target number of 4, your supply remains at the same level. If the result of your roll is less than 4, your supply has dwindled and its rank is reduced by one step. If your supply of ammunition is ranked at d4 and you roll less than a 4, you have completely run out of ammunition and may not use the tool that requires it until you are able to replenish your supply. If you are able to find a new supply of ammunition while you still have some ammunition of your own, the rank of your supply is now equal to the rank of whichever supply is higher. If the two supplies are of equal rank, they combine for a total supply ranked one step higher than either’s current rank.
Aspects
Aspects are abilities that you devise and describe for yourself. They handle all those things that the list of skills cannot. Aspects may be talents, flaws, beliefs, disfigurements, specializations, or phobias. They may serve to define your character’s occupation, social status, or religion.
Write Aspects as phrases; and these can be as simple as Attractive or as intricate as Her fair beauty is the subject of many a song across the land. The trick in all this is to write something that is both clear and inspiring.
Aspects are also ranked from d4 to d12.
Ardor
Ardor is a system of points. Characters earn these points when they are hindered in some way, usually by an aspect, but sometimes by a tool or some other condition. You spend Ardor points to invoke your Aspects in your favor or, in some cases, to gain an extra action.
You Earn Ardor When…
- You suffer a penalty from enduring an aspect or tool
- One of your aspects is compelled
- An opponent invokes one of your aspects and uses it against you (in which case you receive the Ardor point directly from your opponent)
You Spend Ardor To…
- Invoke an aspect
- Invoke a tool for a secondary purpose or invoke a secondary tool
- Declare by an aspect
- Ignore having to endure an aspect or tool
- Defy the compelling of an aspect
- Perform an additional, simultaneous action on your turn in conflict
- Rewrite the description of an injury you have just received
Vigor
Vigor is another point system. It represents just how much you are able to participate in any conflict your character gets into. Every protagonist, antagonist, and mentor starts with 3 points of Vigor. Agents start with 2 points and the simple start with 1 point. Points of Vigor are lost when your enemies successfully attack you. If you run out of Vigor, you are eliminated from the conflict.
Vigor refreshes to full in each new scene, unless otherwise negated by a condition (such as a wound that will not heal).
Taking Action
Roll dice when a character does something difficult, daring, or dangerous; roll dice when characters counter or oppose each other.
1. When preparing to roll for a character, assemble a Dice Pool:
the appropriate Skill;
an appropriate Tool if any;
(1 Ardor point cost) Invoke an Aspect if it is appropriate
2. You cannot roll more dice than you have points of Vigor. Remove the smallest dice until you are within your Vigor (2 dice if 2 Vigor, for example).
3. Remove a die if there is any Penalty. A Penalty is an aspect, a tool, or some condition at play that would hamper your success; it removes the highest-ranked die from your pool that is equal to or less than the penalty’s rank. If you only have 1 die in your pool and its rank is equal to or less than the penalty’s rank, the penalty decreases that die type to a d4. Whenever you make a roll that suffers a penalty, you earn a point of Ardor. If each die in your pool is greater than the penalty’s rank, then the penalty has no effect, and you earn no Ardor. If there are multiple Penalties, then only the highest one counts.
The result is compared to a target number, usually determined by your GM, or to the result of one of your opponent’s rolls. If your primary result is greater than or equal to the target number or opposed roll, then your action is successfully performed.
Target Numbers
The standard target number is 4. This represents a stable challenge. If the GM determines that leaping over a bit of fence requires a Dash roll against a standard target number, then a 4 or higher will always be required for leaping over that fence.
For a dynamic target number, the GM rolls a die, from d4 to d20, that represents the difficulty of the task. Use this for unstable challenges such as swimming in roaring rapids or dodging falling rafters in a burning building. The result of this roll becomes the target number for the action.
If someone is trying to prevent your character from performing an action, then the target number for your character’s action is determined by a roll your opponent makes. A Sneak roll, for example, might be opposed with a Sense roll. The reacting opponent has a dice pool including skill, tool, and aspect dice, subject to any penalties, just as the acting character does. Whoever rolls the highest single die result wins. If a tie occurs, victory goes to whoever is attempting the proactive action instead of the reactive action.
If two or more rolled dice beat the target number instead of just one, then the character does the action exceedingly well.
Conditions
A Condition is a special aspect that represents a temporary effect, such as “On fire” or “Wounded in the leg”, and affects either a character or the world around them.
Actions taken by characters can often lead to the creation of Conditions, such as using a candle to light a piece of cloth on fire. A normal success in a roll creates a d6 Condition, a double success creates a d8 Condition, and a triple success creates a d10 Condition.
Once, for free, a new condition may be invoked by the character who created it or their allies if appropriate. The free invocation must be used as quickly as possible after the condition’s creation: once you have been granted a free invocation, you must use it the next time you act or the opportunity ceases. Otherwise, invoking it costs 1 ardor. Invoking a Condition for free in such a way is not subject to the Vigor limit on the dice pool.
Conditions last until someone makes a maneuver that negates them, or until the circumstances that allowed for the condition end. If someone pushed you over and you received the condition “On the ground”, the condition would last until you stood up; a roll is not really required. If, instead, your opponent wrestles you to the ground and keeps you Pinned on the ground, you will need to perform a maneuver with a Brawl roll in order to escape the hold. Generally, these rolls are made against a roll of the condition’s die or opposed by the opponent. Or, if your opponent suddenly gives up and walks away, the condition would also end.
Conflict
An opposed roll alone is often not enough to convey the drama, tension, and excitement that ensues when two or more characters—their beliefs, their duties, their desires—come into conflict with each other. Just as conflict lies at the heart of a good story, conflict is the key to this game.
A conflict is a series of opposed rolls with the intention to win stakes. When you win one of these rolls, you reduce your opponent’s Vigor. When that foe has lost all his Vigor points, he is eliminated from the conflict. When you have eliminated all of your opponents, you win the stakes as agreed upon.
See Chronica Feudalis for more explanation on Conflict.
List of Skills
The following is a list of available skills. Each listing includes a short description indicating how that skill may be used in your adventures.
Aim
Aim is used for attacks made with thrown weapons or projectile weapons such as bows or slings. Note that while slings and bows can be nocked, aimed, and fired in one action, a crossbow requires a separate action to be loaded.
Boat
Boat is used to pilot vessels, whether sailed or rowed, that travel on water.
Brawl
Brawl is used for punching, kicking, and wrestling, or for any form of combat that does not make use of weapons.
Command
Command is used to direct followers, give orders, and lead armies; it is also used to intimidate and bully.
Climb
Climb is used to scale walls, cliff sides, trees, and other vertical surfaces.
Dash
Dash is used to run and leap. It is also used to evade ranged attacks.
Deceive
Deceive is used to lie, cheat, and outwit others.
Entice
Entice is used to persuade or influence others through social maneuverings and etiquette.
Fend
Fend is used to ward off attacks of a physical nature, whether it be by parrying a blow, stepping out of the way of an assault, or taking a hit standing up. It is also used to resist disease and environmental dangers. Armor is used as the standard tool for this skill while shields and weapons that parry may be invoked, free of Ardor cost, once per round.
Heal
Heal is used to treat sickness and injury.
Hide
Hide is used to conceal yourself from the perception of others.
Hunt
Hunt is used to search for clues or evidence. It is also used to set traps.
Perform
Perform is used for entertaining and captivating an audience.
Ride
Ride is used for traveling on horseback or for piloting a vehicle pulled by a beast of burden. The skill also covers the care and handling of these animals.
Sense
Sense is used to notice interesting things or spot danger.
Sneak
Sneak is used to move quietly without arousing attention.
Steal
Steal is used to pick locks, disable traps, and pick pockets.
Strike
Strike is used to make attacks with a hand weapon such as a sword or spear.
Swim
Swim is used to propel yourself in the water and to dive under its surface.
Will
Will is used for bravery and conviction. It is used to stand against intimidation and steel yourself in social conflict.