The Rapier v.8.0.5 (2016 01 19)

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A Roleplaying Game in the 17th Century


The Rapier

The Game ....................................................................................................................................................................................................................... 4 Character......................................................................................................................................................................................................................... 4 Character Sheet ...................................................................................................................................................................................................................................... 5 Background............................................................................................................................................................................................................................................. 9 Personality and Looks ......................................................................................................................................................................................................................... 10 The List of Life .................................................................................................................................................................................................................................... 12 Ego ........................................................................................................................................................................................................................................................ 14 Natural Abilities ................................................................................................................................................................................................................................... 15 Hard Abilities ....................................................................................................................................................................................................................................... 15 Combat Techniques............................................................................................................................................................................................................................. 16 Combat Numbers ................................................................................................................................................................................................................................ 17 Soft Abilities ......................................................................................................................................................................................................................................... 17 Soft Abilities in Action...................................................................................................................................................................................................................... 19 Search and See!..................................................................................................................................................................................................................................... 19 Social Intelligence ................................................................................................................................................................................................................................ 20 Using your Natural Abilities ............................................................................................................................................................................................................... 20 Movement (Outside Battle) ................................................................................................................................................................................................................. 21 The One and Perfect Rule .................................................................................................................................................................................................................. 24 How do I improve? ............................................................................................................................................................................................................................. 24 Starting Capital ..................................................................................................................................................................................................................................... 25 Equipment List .................................................................................................................................................................................................................................... 26 Bounty ................................................................................................................................................................................................................................................... 30 With bag (D100).............................................................................................................................................................................................................................. 30 Without bag (D100) ......................................................................................................................................................................................................................... 31 Characters you may like ...................................................................................................................................................................................................................... 32 Combat ..........................................................................................................................................................................................................................35 Prebattle ................................................................................................................................................................................................................................................ 35 The major factor ................................................................................................................................................................................................................................ 35 Interrupting and stopping actions ........................................................................................................................................................................................................ 36 Taking the Initiative .......................................................................................................................................................................................................................... 36 Stamina is a factor............................................................................................................................................................................................................................. 37 Reach and Weapon types are factors.................................................................................................................................................................................................... 37 Battle Sheet ........................................................................................................................................................................................................................................... 39 Tutorial to Combat .............................................................................................................................................................................................................................. 41 Battle ..................................................................................................................................................................................................................................................... 42 Combat Cards ...................................................................................................................................................................................................................................... 44 Attack Cards.................................................................................................................................................................................................................................... 46 Parry Cards ...................................................................................................................................................................................................................................... 47 Fatigue ................................................................................................................................................................................................................................................... 48 Basic Actions ........................................................................................................................................................................................................................................ 48 Actions - Wrestling............................................................................................................................................................................................................................ 50 Special Actions ..................................................................................................................................................................................................................................... 51 Actions from Horseback (or other moving object) ......................................................................................................................................................................... 54

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The Rapier Hit? ........................................................................................................................................................................................................................................................ 55 The One and Perfect Rule in Combat ................................................................................................................................................................................................. 56 Aiming Unarmed/One or Two Handed Weapon ............................................................................................................................................................................... 57 Aiming with firearm or other projectile ................................................................................................................................................................................................ 58 Other reductions or additions to aiming through the attacker’s perspective .............................................................................................................................................. 59 Damage ................................................................................................................................................................................................................................................. 60 Affected area: Bonuses or reductions .................................................................................................................................................................................................... 62 Effect of Force ................................................................................................................................................................................................................................... 63 List of Damage ................................................................................................................................................................................................................................. 63 Several Damages................................................................................................................................................................................................................................ 66 Table A: Permanent Effect – Thrust and Projectile ............................................................................................................................................................................. 66 Table B: Permanent Effect – Slash .................................................................................................................................................................................................... 67 Table C: Permanent Effect – Knock................................................................................................................................................................................................... 68 Other Damages and Random Tables ................................................................................................................................................................................................ 69 Fire and Water ................................................................................................................................................................................................................................. 69 Table D1: Fire.................................................................................................................................................................................................................................. 69 Table D2: Fire.................................................................................................................................................................................................................................. 69 Poison ............................................................................................................................................................................................................................................... 70 Table E1: Poison/Gas ...................................................................................................................................................................................................................... 70 Falling .............................................................................................................................................................................................................................................. 70 Table F1: Damage from Falling......................................................................................................................................................................................................... 71 Table F2: Speed additions to Attack value of Fall: ............................................................................................................................................................................. 71 Blind................................................................................................................................................................................................................................................. 71 Table G1: Blind................................................................................................................................................................................................................................ 71 Table H1: Random table ................................................................................................................................................................................................................... 72 Table H2: Random table ................................................................................................................................................................................................................... 72 Environment - and Shields and Helmets .......................................................................................................................................................................................... 73 Explosives and Artillery ...................................................................................................................................................................................................................... 75 List of Weapons .............................................................................................................................................................................................................76 Swords, daggers, axes and other dangerous items… ....................................................................................................................................................................... 76 Overview of Reach for common Weapons ...................................................................................................................................................................................... 79 Firearms and Projectiles ...................................................................................................................................................................................................................... 80 Weapon’s Quality ................................................................................................................................................................................................................................. 81 Great Weapon................................................................................................................................................................................................................................... 81 Pictures of Weapons............................................................................................................................................................................................................................ 81 Artillery and Explosives ...................................................................................................................................................................................................................... 84 List of Armour, Shields and other Parrying weapons ..................................................................................................................................................85 Armour.................................................................................................................................................................................................................................................. 85 Armour’s Quality ................................................................................................................................................................................................................................. 86 Shields and Parrying Weapons ........................................................................................................................................................................................................... 87 Shield’s Quality..................................................................................................................................................................................................................................... 87 Pictures of Armour and Shields ......................................................................................................................................................................................................... 88 Postbattle .............................................................................................................................................................................................................................................. 89 Rest, recovery and treatment................................................................................................................................................................................................................ 89 First aid is essential ........................................................................................................................................................................................................................... 89 Permanent injuries ............................................................................................................................................................................................................................. 90 Permanent effect of losing a body part .................................................................................................................................................................................................. 91 Battle the infection ............................................................................................................................................................................................................................. 91

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The Rapier Wear and Tear.................................................................................................................................................................................................................................. 92 Experience ........................................................................................................................................................................................................................................ 92 Animals ..........................................................................................................................................................................................................................93 Animal Sheet ........................................................................................................................................................................................................................................ 95 Fighting Animals .................................................................................................................................................................................................................................. 96 Firing at Riders (and missing) ............................................................................................................................................................................................................. 96 Habsburg Spain 1625 - 1635 ..........................................................................................................................................................................................97 Politics ................................................................................................................................................................................................................................................... 97 Culture................................................................................................................................................................................................................................................... 99 Fashion................................................................................................................................................................................................................................................ 100 Food .................................................................................................................................................................................................................................................... 101 Names ................................................................................................................................................................................................................................................. 101 Religion ............................................................................................................................................................................................................................................... 101 Economics .......................................................................................................................................................................................................................................... 102 The Law .............................................................................................................................................................................................................................................. 103 The Swords ......................................................................................................................................................................................................................................... 103 Men and Women and Children ........................................................................................................................................................................................................ 103 Commoners and Nobility ................................................................................................................................................................................................................. 103 Slavery ................................................................................................................................................................................................................................................. 104 Travels and Nature ............................................................................................................................................................................................................................ 104 Going to Sea ....................................................................................................................................................................................................................................... 105 Architecture ........................................................................................................................................................................................................................................ 105 Mentality ............................................................................................................................................................................................................................................. 106 List of Leaders in Europe and Northern Africa............................................................................................................................................................................. 107 List of Noble Titles in Spain............................................................................................................................................................................................................. 107 Overview of Viceroyalties (governed by a Viceroy) of the Spanish Empire............................................................................................................................... 108 Regions of Spain ................................................................................................................................................................................................................................ 109 Provinces of Spain ............................................................................................................................................................................................................................. 109 Chronology ......................................................................................................................................................................................................................................... 110 Index .............................................................................................................................................................................................................................111 Appendix...................................................................................................................................................................................................................... 112 Overview – Clothes and Customs for men .................................................................................................................................................................................... 112 Overview – Clothes and Customs for women ............................................................................................................................................................................... 116

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The Rapier

Never fear quarrels, but seek hazardous adventures. ― Alexandre Dumas, “The Three Musketeers” Welcome to a world of musketeers, corsairs, Barbary pirates, the Inquisition, religious warfare, conquistadors and one of the most exciting times in History – the early 17th Century. It’s the New World, a World of Flanders’ trenches, a world of duels, Great Empires and a world with the Rapier. It was one of Diego Alatriste's virtues that he could make friends in Hell. ― Arturo Pérez-Reverte, Captain Alatriste To play this game you need some friends, at least two, and some dices and cards. More exactly you need a hexagonal dice, 6D, and at least two with ten sides, 10D, the cards you make yourself from examples in the game and of course paper and your imagination. You start with building your character whose history really will matter, then you’ll be thrown into lethal combat and finally learn more about the settings Spain 1625 to 1635. It’s a time of change, art and war.

Now let us start with creating your character in The Rapier.

Abilities – all learnt abilities or your knowledge. Important are languages and social skills.

Your character's abilities are in five categories. The first and most important category is the one called EGO. The EGO is your basic skills, strengths and abilities. The second category is Natural Abilities like running, jumping and sneaking based on your EGO. The third is Hard Abilities. The Hard Abilities are your fighting abilities. All can fight, but it varies how well, but there are also other factors. You can be a good fighter, but be afraid of fighting, and you need the right techniques. The right techniques is decided from the fourth category Combat Techniques. The more experienced fighter you are the better tricks you can use. The last and fifth category is Soft

You’ll receive points for every category to be spent as you see fit – but all has consequences – good and bad. You can also transfer points between categories (except for your points on EGO and Combat Techniques), but that will cost you. With the help of a Character Sheet you’ll be able to get an overview of your strengths and weaknesses. First – what is your background? And how does it affect you?

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The Rapier

EGO

LOOKS

STRENGTH [STR] AGILITY [AGI] PHYSIQUE [PHY] SPEED [SPE] ENDURANCE [END] MENTAL STRENGTH [MEN] INTELLIGENCE [INT] EXPERIENCE [EXP] Name Age History

Mortal Sin

Eyes Hair Height/ Weight Description

Gender

Mother’s tongue

Personality

NATURAL ABILITIES RUNNING SPE + END/2 JUMPING SPE + AGI/2

CLIMBING END + AGI/2 SNEAKING INT + AGI/2

CATCHING SPE + INT/2

SOFT ABILITIES MOTHER’S TONGUE SOCIAL INTELLIGENCE

OBSERVE COOKING HORSEBACK RIDING MEDICINE SWIMMING TRACKING VALUING

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The Rapier

MONEY DOUBLOON (gold) 1=

ESCUDOS (gold) 2=

PESO DE OCHO 4= (silver)

REALES (silver) 32

MARAVEDÌ 1 reales = 34

CLOTHES and WEAPONS NAME

WEIGHT WHERE

COLOUR QUANTITY

QUALITY

COLOUR QUANTITY

QUALITY

EQUIPMENT (not weapons) NAME

WEIGHT WHERE

Total weight carried

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The Rapier

HARD ABILITIES BASIC

UNARMED FIGHTING

PRIMARY HAND [1H] SECONDARY HAND [2H] PRIMARY LEG [1L] SECONDARY LEG [2L]

SPECIALISATIONS ONE HANDED WEAPONS AND SHIELD SHIELD AXE BROADSWORD RAPIER DAGGER/SHORTSWORD TWO HANDED WEAPONS SPEAR PIKE TWO HANDED SWORD TWO HANDED AXE/HALBARD FIREARMS/PROJECTILES BOW CROSSBOW MUSKET/HARQUEBUS PISTOL THROWING KNIFE/OBJECT

FIGHTING TECHNIQUES BASIC Move, attack, parry, evade and all “Other actions”

LEVEL 1 Safe attack or parry/ evasion Daring attack or parry/ evasion Feint

LEVEL 2 Accurate attack Brutal attack Riposte/ Counterattack Double Attack

LEVEL 3 Hook Disarm Forward evasion Triple Attack Parry with kick, push or tackle

COMBAT NUMBERS INITIATIVE POINTS BATTLE STAMINA CARRING POWER – Total CARRING POWER – Arms WRESTLING STRENGTH EVASIVE MANOEUVRE

AGI + SPE + MEN + EXP (END + 1) * 20 (STR + PHY + 1) * 4 ([STR + PHY]/2 + 1) STR + AGI AGI + SPE

7

LEVEL 4 Extended reach Dirty Trick Forward evasion with backstab Quadruple attack

POINTS


The Rapier

INJURIES WHERE

WHEN

PERMANENT EFFECT

NOTES

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The Rapier

This RPG is not about earning a lot of experience to gain levels. You decide yourself how experienced you want to be by giving your character years and history. Every character’s life as an adventurer starts at the age of 15. Then you can add years and even gain and lose points for your EGO abilities. As you see below you gain and lose points, but you can't surpass the maximum (5) and an   

Ability can’t be negative in any category. If for example your childhood reduces your intelligence (INT) with one point you have to spend one point to reach zero in this category before spending points in the other categories. The abbreviations are explained in the chapter ‘Ego’. First decide which kind of childhood you had.

Childhood – lower classes: +1 STR, +1 AGI, –1 PHY, –1 INT. Childhood – average: No changes. Childhood – higher classes: -1 STR, +1 INT, +1 Reading and Writing.

Now decide your earlier career or careers before you became an adventurer. You can have maximum three different professions, but the same profession can be repeated several times. For example: Monk for four times and servant once. As you notice you gain years, for           

       

example as a monk five plus 6D years (for example 15 + 5 + 3 = you are 23 and then add three more periods as a monk and finally one as a servant. It could be equivalent to a total of 51 years making your character 66 years old).

Monk +5 +6D years; +1 INT +1 Reading and Writing. Priest +10 +6D years; +1 INT +2 Reading and Writing +1 Theology. Farmer +2 +6D years; +1 STR +2 Agronomy. Huntsman +1 +6D years; +1 SPE +1 Tracking. Servant +1 +6D years; +1 END or STR +2 Social Intelligence or 2 Cooking. Artisan +5 +6D years; (apprentice up to 7, journeyman 8 - 9, master 10-11 years) +1 INT +3 on your craft. Clerk +5 +6D years; +1 INT +3 Reading and Writing. Scientist +8 +6D years; +1 INT +2 Reading and Writing +2 Natural Science. Physician/Pharmacist +8 +6D years; +1 INT +2 Reading and Writing +1 Medicine or Natural Science. Trader/banker +5 +6D years; +1 Reading and Writing +1 Social Intelligence +1 Economics. Soldier or mercenary +2 +6D years; o Pikemen +1 STR +1 PHY +2 Pike +1 EXP. o Musketeers +1 SPE +2 Firearms +1 Sword or Rapier +1 EXP. o Artillery +1 STR +1 Firearms +1 Artillery +1 EXP. o Cavalry +1 AGI +2 Horseback Riding +1 Firearms or 1 Spear or Sword or Rapier +1 EXP.  Officer (in any of the four above) +3 + 6D years; extra +1 INT +1 Reading and Writing +1 Strategy. Conquistador +4 +6D years; +1 SPE +1 Tracking +1 Sword, Rapier or 1 Artillery or 1 Firearms +1 EXP. Colonist +4 +6D years; +1 STR +2 Agronomy +1 Sword/Rapier or 1 firearms +1 EXP. Thief/bandit +2 + 6D years; + 1 AGI + 1 SPE +1 Social Intelligence or 1 Pickpocket or 1 Lock-Picking +1 EXP. Inquisitor +5 + 6D years; +1 INT +1 Reading and Writing +1 Social Intelligence +1 Sword or Rapier +1 EXP. Pirate/Corsair +5 +6D years; +1 Sailing +1 AGI +1 Sword/Rapier or 1 Artillery or 1 Firearms +1 EXP. Sailor +5 + 6D years; +2 sailing +1 AGI + 1 Language +1 EXP. Poet/Writer + 4 + 6D years; +3 Reading and Writing +1 Social Intelligence +1 Art. Actor/Artist/musician +1 +6D years; +1 Social Intelligence +1 Art or Music.

Note: If you haven't reached the weapon's subspecialization (6 to 10) the points goes to the general specialization (1 to 5).

How old are you now? There are both pros and cons to be old (or young). Note the following.

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The Rapier Age: 15 – 20: 0 rolls on ‘The List of Life’; +1 AGI –2 EXP. 21 – 25: 1 roll on ‘The List of Life’; –1 EXP. 26 – 30: 2 rolls on ‘The List of Life’; +1 STR. 31 – 40: 3 rolls on ‘The List of Life’; –1 AGI –1 SPE +1 EXP. 41 – 60: 4 rolls on ‘The List of Life’; –1 STR, -1 PHY, -2 AGI, - 2 SPE, +2 EXP. 61 and up: 4 rolls on ‘The List of Life’; –2 STR, -2 PHY, -2 AGI, - 2 SPE, +2 EXP. ‘The List of Life’ is suggestions that the player and game master can make the character's history around. They can

easily be changed and adapted. ‘The List of Life’ can be found on p. 12.

In this RPG you can decide your appearance together with the game master. You can also use the tables below. Your personality will be essential to how you handle yourself in this game. It will also affect how well or bad you can interact with others. Personality is split in four classic groups with different characteristics. See also ‘Social

Intelligence’, a Soft Ability that will be important in how you deal with others. You can decide which kind of personality, appearance and birthplace your character has with a 10D and the tables below:

Personality 1 - 2: Phlegmatic: Kind, content, slow and calm: Dominated by the phlegm. 3 - 6: Sanguine: Charismatic, impulsive, fast and fun-seeking: Dominated by the blood. 7 - 8: Choleric: Aggressive, energy and easily offended: Dominated by the yellow bile. 9 - 10: Melancholic: Thoughtful, independent, dark world view and the worrying kind: Dominated by the black bile. Your mortal Sin 1: Lust 2 – 3: Greed 4: Sloth 5: Gluttony 6 – 7: Wrath 8: Envy 9 – 10: Pride Length (women -1 on roll) 0 – 1 150 + 10D 2 – 4 160 + 10D 5 – 9 170 + 10D 9 180 + 10D 10 190 + 10D Weight (women -1 on roll) 0 – 1 50 + 10D 2 – 4 60 + 10D 5 – 8 70 + 10D 9 80 + 10D 10 90 + 10 Looks – general (10D) 1 Ugly (-1 Social Intelligence) 2 – 3 Charming (+1 when using Charm) 4 – 6 Moderate 7 – 8 Scary (+1 when using Threats) 9 – 10 Good looking (+1 Social Intelligence) Primary Hand (10D) 1 – 9 Right

10

Left

Hair (10D) 1 – 4 Brown 5 Red 6 Black 7 Grey 8 White 9 Partly Grey (roll once more for non-grey hair colour) 10 Blond

8 9 10

Green Blue Eyes have different colours (roll twice more for eye-colours)

Eyesight (10D) 1 Bad. -1 Tracking. 2 – 8 Normal 9 One eye missing (patch); –2 AGI and –1 INT. 10 Great. +1 Tracking.

Hairstyle (10D) 1 – 4 Short 5 – 7 Long 8 Totally bald 9 Partly bald (roll once more for the colour of the hair left) 10 Tonsure

Nose (10D) 1 – 3 Roman 4 – 5 Hawk 6 – 7 Straight 8 Turn-up 9 Stubby 10 Broken

Ears (10D) 1 Small 2 – 7 Normal 8 – 9 Large 10 D2 ears missing.

Chin (10D) 1 – 4 Strong 5 – 8 Normal 9 – 10 Weak

Hearing (10D) 1 Bad. –1 Tracking. 2 – 9 Normal 10 Great. +1 Tracking. Eyes (10D) 1 – 6 Brown 7 Grey

10

Beard (10D) 1 – 4 No beard 5 Stubble 6 A van-dyke-beard 7 Full beard 8 Only beard 9 Only sideburns 10 Moustache


The Rapier Mouth (10D) 1 – 3 Thin 4 – 8 Normal 9 – 10 Wide Teeth (10D) 1 – 2 Perfect (+1 Social Intelligence) 3 – 5 Crooked 6 – 8 Brown 9 – 10 Really bad, -6D teeth (-1 Social Intelligence)

Attributes (10D) 1 - 3 None 4 Peculiar voice 5 Birth marks 6 Tattoo 7 Acne 8 Scar 9 Earring 10 Freckles

Where are you from? (10D) 1 American Colonies 2 Flanders 3 Italy 4 – 5 Catalonia 6 – 7 Castile 8 Andalusia 9 Aragon 10 Spain – other regions than stated above.

See how your length and height affect your EGO in the tables below. Number 1 in table below: -1 SPE, -1 AGI (overweight) Number 2 in table below: -2 SPE, -2 AGI (fat) Number 3 in table below: -3 SPE, -3 AGI (obese) Number 4 in table below: -1 STR. -1 PHY (slim) Number 5 in table below: -2 STR. -2 PHY (thin) Number 6 in table below: -3 STR. -3 PHY (starving) The table below shows if the character falls within any of the values. The value 50 is 50 to 53 kg; the value 150 is 150 to 151 cm and so on.

150 152 154 156 158 160 162 164 166 168 170 172 174 176 178 180 182 184 186 188 190 192 194 196 198 200

50

54

58

62

66

70 1 1 1

74 1 1 1

4 4 4 5 5 5 6 6 6

4 4 4 5 5 5 5 5 5

4 4 4 5 5 5 5 5 5

4 4 4 5 5 5

4 4 4 4 4 4

4 4 4 4 4 4

4 4 4

78 1 1 1

82 2 2 2 1 1 1

86 2 2 2 1 1 1 1 1 1

90 2 2 2 1 1 1 1 1 1 1 1 1 1

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94 3 3 3 2 2 2 1 1 1 1 1 1 1 1 1 1 1

98 3 3 3 3 3 3 2 2 2 1 1 1 1 1 1 1 1 1 1 1

100 3 3 3 3 3 3 3 3 3 2 2 2 2 2 2 1 1 1 1 1


The Rapier

The player... 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48

Owns a small house on the countryside. Has inherited a small fortune of 40 doubloons. Has an archenemy that with crew tries to settle the score and ruin the player’s life. Owns a small farm with some land and cattle. Has an unrequited love that the player can't forget and continues to chase. Is an alcoholic. Wants revenge on several people that offended the player. Has a debt of 50 doubloons and the collectors haven’t forgot. Is very intolerant towards most people and especially to people the player think are dissidents (and that can be pretty much everyone.) Is a faithful royalist and tolerates no offence towards the royal family. Is wanted for theft, but has lost the stolen goods, by the law and owners. Is a poor nobleman, but has nice name that can open doors. +1 Social Intelligence. Is an experienced traveller. +1 Horseback Riding. Has Jewish blood. Is a lady's man and is very successful with the opposite sex. +1 Social Intelligence. Has a limp. -1 SPE, -1 AGI. Is wanted for murder. Is a lover of Art. Has Moorish blood. Becomes easily seasick. -1 Sailing. Loves animals. Has forged documents that make him a fake Nobleman. Those can open doors if forgery isn’t discovered. Has a dog. Has 6D children with 1D3 women/men. Has syphilis that makes the player slightly crazy. -1 INT. Has facial tics. Has a decent brown horse. Has really bad stomach and can't eat anything strong. Dreams about going to sea. Lacks three fingers on 2H. -1 skill on 2H. Is hated by animals. Has sleeping disorder. Has inherited a great rapier. Is a widow or widower. Carries always four pistols with 10D bullets with gunpowder. Wants to be an artist and paints when given the chance. Is a gourmand. Is a game addict. Is an experienced negotiator. +1 Social Intelligence. Is married and the wife or husband is still alive. Is a religious mystic. Is or has been a strict catholic. Collects book (10D books). +1 reading and writing. Is looking for his or her lost family. Is or has been a Calvinist. Lacks one eye (1-3 right 4-6 left). -1 1H/2H depending on which hand is the main hand. Has contacts at the royal court. +1 Social Intelligence. Has an unpleasant superior attitude. -1 Social Intelligence.

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The Rapier 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100

Has a telescope. Sleeps everywhere if the player gets the opportunity. Knows one extra language. +3 Language. Loves colourful cloth. Is a narcissist. Is always dirty, smells and doesn't want to take baths. Has a constant cough. Knows some natural medicine. +1 Medicine. Knows about fine etiquette. +1 Social Intelligence. Plays the lute. +1 Music. Is often found at inns. Is or has been a Lutheran. Has a love for games and gaming. Is very mingy (ungenerous). Has delusions about seeing mythical animals. Has a phobia against snakes. Feels inferior. -1 Social Intelligence. Has beautiful singing voice. +2 Music. Is a big liar and mythomaniac. Has an interest in alchemy. +1 Natural Science. Is a friend with an important Bishop. Has gone on a pilgrimage to Rome. Is a sexual pervert. Is easily offended. Has a bad bowl and can’t eat strong food. Has a small hunch back. -1 AGI. Is a scammer. +1 Social Intelligence. Has Indian blood. Has a strange dialect which makes the player hard to understand outside his area. -1 Language outside player's home area. Is a good carpenter. Craft: Carpentry: +1. Has hade traumatic childhood and has trust issues. His friend(s), family or beloved has been murdered. He is looking for the culprits and for revenge. Know dentistry. +1 Medicine. Loves poetry and the Theatre. +1 Reading and Writing. Only drinks expansive wine. Has a good nose for scents (+ 1 Tracking). Is a good swimmer. +1 Swimming. Is a city man and hates the countryside. Has a good studded leather buff coat. Has contacts in the Ottoman Empire. +1 Language. Owns a good whip. Has a lisp. Owns a small boat that can take eight people. Is scared of open spaces. Agoraphobia. Has bad balance. -1 AGI. Has really strong arms. +1 STR. Is an artist. +2 Art. Loves big hats. Has no mercy. Has contacts in Venice. +1 Language. Loves people of the same sex. Is a natural swordfighter. +2 1H.

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The Rapier

19 + 6D = 20 - 25 points Now you have your background. Now it’s time to build your EGO. You have 20 to 25 points to spend. Your EGO is the basis for all other abilities. The maximum point on every EGO is five. The minimum value is zero in all the EGO:s, but it’s recommended that all values reaches one. STRENGTH (STR): 0 – 5 AGILITY (AGI): 0 – 5 PHYSIQUE (PHY): 0 – 5 SPEED (SPE): 0 – 5 ENDURANCE (END): 0 – 5 MENTAL STRENGTH (MEN): 0 – 5 INTELLIGENCE (INT): 0 – 5 EXPERIENCE (EXP): 0 – 5

Note that Zero is not spending any point and five is the maximum. It's not possible to physically go to six in any of these. Note that your height and length can affect your EGO. If your EGO ability is negative after choosing or randomly creating your background, appearance, personality and history you first have to spend point on these abilities to reach at least zero before spending points on other abilities. No ability can be negative at the start of the game, and Endurance has to have one point.

Strength is the power you can apply in certain actions, in slashes and knocks for example. A high value means that you are really strong. Agility is your balance and how well you can, avoid attacks and is also a part of the natural abilities climbing and jumping. Physique is how your body can handle damage and injuries. Together with strength your physique affects have much you can carry. If you are fast, your speed makes you a better catcher, climber and jumper, but also a faster fighter. High endurance makes you go longer and have more options available during a fight. Intelligence makes you a better reader and thinker. It will help you find clues and to understand social contexts. Experience is your wisdom. It’s the things you have seen, heard and learnt from. You can know what’s going to happen before it happens. Mental strength makes you better to handle those tough situations you’ll come across. It will stop your knees from rattling of fear before a battle. If you want to have a higher value than three in any of the EGO:s there is a special rule called “The above Three EGO-rule”. If for example going to 4 and then going to 5 in Strength you lose Agility for every step. You can be muscled and agile, but it’s hard to get there. So to have 5 in Strength you have to in total spend 8 points to compensate the three negative ones in Agility (if you didn’t have any points from your background on any of these EGO:s.). This rule is only applied when ‘buying’ EGO-points. See below for the effect on EGO going to the values four and five. EGO Strength (STR) Agility (AGI) Physique (PHY) Speed (SPE) Endurance (END) Mental Strength (MEN) Intelligence (INT) Experience (EXP)

to 4 -1 AGI -1 STR Cost 2 -1 END -1 SPE -1 INT -1 MEN Cost 2

to 5 -2 AGI -2 STR Cost 3 -2 END -2 SPE -2 INT -2 MEN Cost 3

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The Rapier

Some abilities are natural. You have learnt them as a kid or it just comes naturally. Running: SPE + END/2 Jumping: SPE + AGI/2 Catching: SPE + INT/2 Climbing: END + AGI/2 (not the more advanced Mountain Climbing) Sneaking: INT + AGI/2 Note that maximum value on all these abilities are five and all are rounded down. Running and Jumping is the maximum speed or length you can jump. Running is essential in fights. You can move your value of Running, 1 to 5 metres, every ‘Move’. Catching, Climbing and Sneaking are natural Soft Abilities. How good are you in catching a sword thrown to you? How silent can you sneak? How well can you climb? You can improve these natural abilities through training. Spending two Soft or Hard Ability points on for example Sneaking gives one more point in this Natural Ability. You can also steal Natural Ability points to spend on Soft or Hard Abilities. For every Natural Ability Point you receive two (2) points. The next category is Hard Abilities. As you see below you have 10 +AGI + SPE points to spend on the different abilities.

10 + (AGI + SPE [the sum of this two EGO's as extra points]) are available to be placed on Hard Abilities. Hard Abilities are what you use to fight. Some have it naturally - some have to train a lot - but never have the mental strength. But anyhow - it's your combat abilities and in this game probably a necessity. The basics are that you have two arms (one primary [1H] and one [2H] secondary) and two legs (one primary [1L] and one [2L] secondary). If you lose one arm you lose those points spent on that arm. With the basic stats you can use most everything you get your hands on, but also hit, kick, grab,    

spit, push, throw, tackle and bite. You can spend up to five points each on the basics. You can be ambidextrous through giving both arms equal amount of points. You can save points to spend on Soft Abilities, but you can also steal points form Natural Abilities and Soft Abilities. Use your ‘Character Sheet’ on p. 7 to have a clear overview.

1H: 0 – 5 2H: 0 – 5 1L: 0 – 5 2L: 0 – 5

If for your primary arm (1H) reaches five points you are allowed to specialise. If both arms have 5 points you can use both hands as well, but still one is the primary (1H). Note that your primary hand has to be complete (5) before adding specialisations. Your secondary hand doesn't need to be complete before specialisation. You don't have to reach 5 in both hands to specialise.

and then in a more specified type of weapon – a subspecialization. It can be in unarmed fighting, rapier, shield, pikes etc. For example if you have 5 on your primary hand (1H) + 2 in one handed weapons your skill is 7. If you have 3 on your secondary hand (2H) + 2 in one handed weapons your skill is 5. Use your points wisely. Below you see what you can specialise in:

You can choose from many different kinds of weapons to specialise in. First you specialize in a category of weapons

15


The Rapier  

Unarmed fighting: Add up to five points, 6 – 10, on either 1H, 2H, 1L and/or 2L. One handed weapons and shield: Add up to three points on this category, 6 – 8, before you can choose

to spend a maximum of two points on a sub-specialisation; shield 9 - 10 or axe 9 - 10 or broadsword 9 - 10 or rapier 9 - 10 or dagger/short sword 9 - 10. Not all kinds of weapons are covered here to specialise in. Some weapons are similar to each other and that is stated in the weapons list as types. For example is the stiletto similar to a dagger and doesn't need its own specialisation. Two handed weapons: Add up to three points on this category, 6 – 8, before you can choose to spend a maximum of two points on a sub-specialisation; spear 9 - 10 or Pike 9 - 10 ortTwo handed sword 9 - 10 or two handed axe/halberd 9 - 10. Not all kinds of weapons are covered here to specialise in. Some weapons are similar to each other and that is stated in the weapons list as types. For example is the bardiche similar to a two handed axe and doesn't need its own specialisation. Firearms/projectiles: Add up to three points on this category, 6 – 8, before you can choose to spend a maximum of two points on a sub-specialisation; bow 9 - 10 or crossbow 9 - 10 or musket/harquebus 9 10 or pistol 9 - 10 or throwing knife/objects 9 - 10.

Not all kinds of weapons are covered here to specialise in. There are open slots for others. The cost for every step over five (5) is two points. The cost for every step over eight (8) is three points. To reach eight in Unarmed fighting costs 11 points (5 + 3*2). To reach ten in the specialization Rapier you need to spend 17 points (5 + 3*2 + 2*3). The higher the number the better skilled you are. Ten is the maximum in every specialisation. You can't become

better than that, but you can have ten in all subgroups – for example 10 in Pike and 10 in Spear and so on.

3D + (EXP) determine your level of Combat Techniques. To be a great fighter you don’t just have to master the basic fighting techniques. As a great fighter you have variety of tricks up your sleeve. With those you can easily outmanoeuvre your opponent! To rise above basic level you need three (3) points. Below you can see the cost for every level. Points can’t be transferred. Note how many point that isn’t spent on your character sheet. LEVEL BASIC LEVEL 1 (3)

LEVEL 2 (4 to 5)

LEVEL 3 (6 to 7)

LEVEL 4 (8)

INCLUDES SHORT EXPLANATION Move, attack, parry, evade and all “Other actions” 1. Safe or daring attack 1. Play it safe for higher minimum attack value or risk it all. 2. Safe or daring parry/evasion 2. As above, but in your defensive posture. 3. Feint 3. Force the opponent to do a mistake. 4. Accurate attack 4. No aiming reductions at all. 5. Brutal attack 5. Increase HP with 5. 6. Riposte/Counterattack 6. Follow up a parry or evasion with an attack. 7. Double attack 7. Two attacks, but costs as one. 8. Hook 8. Hook the opponent’s weapon (or arm/leg). 9. Disarm 9. Using your weapon to disarm enemy. 10. Triple attack 10. Three attacks, but costs as one. 11. Forward evasion 11. Instead of going back or sideways you can go forward (rolling/spinning) past the opponent. 12. Parry with kick, push or tackle 12. You parry and follow up with an always successful kick, push or tackle. 13. Extended reach 13. You can reach targets one metre from weapon’s reach with this special move and attack 14. Dirty Trick 14. Use a dirty trick to gain an advantage that is always successful. 15. Forward evasion and backstab. 15. Instead of going back or sideways you can go forward (rolling/spinning) past the opponent and backstab the victim. 16. Quadruple attack 16. Four attacks, but costs as one.

16


The Rapier All these techniques are explained more extensively under “Special Action” in the “Combat” section.

Now you have spent the most important points. Let us now see what the different categories of your EGO do in Combat.       

Initiative Points: AGI + SPE + MEN + EXP = (0 - 20) Carrying power – Total: (STR + PHY+1) * 4 = (4 – 44 kg) Carrying power – Arms: (STR + PHY/2 [rounded up]) + 1 = (1 - 6 kg) Battle Stamina: (END + 1) * 20 = (40 – 120) Ability to do evasive manoeuvre: (AGI + SPE) = (0 - 10) Hitting Power (STR or AGI + weapon value) = (1 - 25) Wrestling Strength (STR + AGI) = 0 – 10 Hitting Power is your ability to afflict damage or force to the opponent with different kind of strikes. Slashes and knocks use your strength and thrusts your agility. Projectiles and firearms have fixed hitting points depending on distance.

Initiative Points determine who is the fastest fighter in a battle, but affects also who has the initiative. The one with the initiative is the one who starts deciding which actions to do. Battle stamina together with carrying power determine how long you can fight and with what. If you get tired it will affect your Hard Abilities.

Wrestling Strength is when you get close to the opponent. It’s for example how well you can hold or pull someone. These are going to be really useful numbers later on.

Evasive Manoeuvre, is your ability to avoid hits through backing, jumping, leaning or ducking.

Soft Abilities are what you have learnt through studies, work or other activities. There are basic Soft Abilities that all characters in this game have learnt in some degree. On these below stated abilities you from the start have a         

certain knowledge or skill in. The level of knowledge or skill is based on you Ego’s different values, but note that the minimum knowledge is still zero. They are:

Cooking: 0 to 5 ([the highest of EXP or INT] reduced by 2) Horseback Riding: 0 to 5 ([the highest of EXP or AGI] reduced by 2) Medicine: 0 to 5 (* up to 3 without being able to read; [the highest of EXP or INT] reduced by 2) Language/Mother’s Tongue: 0 to 5 (Several available as for example Spanish, English, French, and Italian as major languages, but you have always 3 on your mother's tongue (note that just one mother's tongue is allowed).) Observe: 0 to 5 ([the highest of EXP or INT]) Social Intelligence/bargaining: 0 to 5 ([the highest of EXP or INT] reduced by 3) Swimming: 0 to 5 ([the highest of EXP or AGI] reduced by 4) Tracking: 0 to 5 ([the highest of EXP or INT] reduced by 3) Valuing: 0 to 5 ([the highest of EXP or INT] reduced by 2)

You can still spend Soft Ability points on these basic abilities, but with the same cost as described below. You can also have learnt more advanced abilities. Some of those are listed below.

17


The Rapier  Art: 0 to 5 (several specialisations depending on choice of art form)  Agronomy: 0 to 5  Cards and dices : 0 to 5  Craft: 0 to 5 (several specializations depending on choice of profession)  Disguise(-ing): 0 to 5  Economics: 0 to 5*  Explosives: 0 to 5  Handle/train/dressage animals: 0 to 5  History: 0 to 5*  Lock-picking: 0 to 5  Language: 0 to 5 (Several available as for example

     

   

Spanish, English, French, Italian as major languages) Law: 0 to 5* Math: 0 to 5* Medicine: 0 to 5 (* up to 3 without being able to read) Military Strategy: 0 to 5* Mountain Climbing: 0 to 5 Music: 0 to 5 (several specialisations depending on choice of instrument) Natural Science: 0 to 5* Navigation: 0 to 5 Philosophy: 0 to 5* Pickpocketing: 0 to 5

 Reading and Writing: 0 to 5  Sailing: 0 to 5  Surgery: 0 to 5*  Theology: 0 to 5*  Tracking: 0 to 5  Valuing: 0 to 5

* = You need to be able to read (at least 3 points in “Reading and Writing”) to learn this ability. For each point spent on Soft Ability marked with (*) you get 1 for free if you have 4 in INT. You get 2 extra if you have 5 in INT.

If you are really good in a Soft Ability it will have bigger impact than Natural and Hard Abilities. Note that being able to read and write (at least 3 points) gives you a wider selection of advanced abilities. If you are very intelligent you learn some advanced abilities easier. Maximum is five in every of these Soft Abilities. 0 = The EGO knows nothing of this. 1 = The EGO has tried it before. 2 = The EGO is below average. 3 = The EGO is average. 4 = The EGO is better than most. 5 = The EGO is a master. The older you are the chance that you learnt more is higher. See the chart below to determine how many points you have to spend on Soft Abilities. Age: 15 – 20: 5 + 6D Points 21 – 25: 7 + 6D Points 26 – 30: 8 + 6D Points 31 – 40: 9 + 6D Points 41 – 60: 10 + 6D Points 61 and up: 8 + 10D Points (risks of diseases affected by age is larger) You can spend on both basic and advanced abilities. The cost of earning one points in a Soft Ability is one, but the fourth and fifth step cost each two points. To reach level five in a Soft Ability the cost is totally nine points. You can also improve any of your Natural Abilities through spending two Soft Ability points on any and gaining one more point to spend on buying Natural Abilities. You can also steal points from your Natural Abilities (for every point you get two Soft or Hard Ability points) or from your Hard Abilities (for every point you get one Soft Ability Point. This principle applies also for Hard and Soft Abilities. To summarise:

18


The Rapier From

To Natural Abilities

To Hard Ability

To Soft Ability

X

For every point (1) gain 2.

For every point (1) gain 2.

Hard Abilities

For every 2 gain 1.

X

For every point (1) gain 1.

Soft Abilities

For every 2 gain 1

For every point (1) gain 1.

X

Natural Abilities

Note that cost is still the same to reach a specific level on every separate ability.

Soft Abilities in Action

If performing a Soft Ability under stress - for example - playing the lute in front of the king - you need to throw a dice. The game master decides the level of stress and possible reductions (ex. bad lute). In general it is in the following way.         

- 9: No knowledge of the ability. + 5 to +25: Depending on your Soft Ability’s points [X point * 5] Degree of complexity: 0 to -30 (from easy 0, normal -10, hard -20, to very hard -30) 0: Low level of stress. - 10: High level of stress. - 10: Risk for one’s life. - 5: Risk for someone else’s life. -8 to 35: Resistance from ‘target(s)’ (for example the other players in a card game.) +/-: others decided by the game master

You always have to end up with a positive sum to have positive result (and entertaining your king). But how positive? If player reaches: +1 to +5: You played OK. +6 to +10: Good! The applauses never seem to stop. +11 and up: Outstanding! The King is rewarding you for excellent lute-skills!

Another example is Tracking:  The condition of tracks: -10 to +10 (from dust to mud)  Time passed: -10 to + 10 (from day to minutes)  Weather condition: -10 to +10 (from rainy to dry)

Does the character find what he is searching for? What does he spot while spying? What does he notice when walking the street? Use the EGO’s INT or EXP (or Observe) with the highest value as a Soft Ability with proper reduction or resistance. For example – spying for a rider in the foggy dark 200 metres from the road (-20). Searching for a hidden letter in a cluttered cellar (-27). Noticing someone stealing your neighbour’s pouch (-20). A +1 is a successful action. You can also improve your ability to search and see through adding Soft Ability points to your above stated sum. The added points create a separate Soft Ability called Observe. For example if you have two (10) in INT (or EXP) and add one Soft Ability point your Soft Ability Observe is a three (15).

19


The Rapier

To influence or in the worst case to be influenced is a vital part of the game. You use your Social Intelligence, a Soft Ability, to question, threaten, bribe, charm, flatter and reason with your friends, foes, buyers, sellers and witnesses. Social Intelligence isn’t just a roll of the dice, but also knowing the one you are trying to convince and choosing a proper tactic. Your chance to succeed is affected by your and the target’s personality, the situation and future risks. The situation is how well the adventurer charms, reason, threaten and bribe the game master. The adventurer has for example to have thoughtful arguments to gain chance to reason with the target. The risk for the target also affects. If the target may risk his or hers life in telling something to the adventurer it will be harder to drag it out.

Violence and torture can drag it out, but is it worth it? If both the adventurer and the target can receive advantages through agreeing – for example a business deal – it can be a win-win-situation. Love and sins can also affect the outcome.

You are trying to…

Charm

Reason

Threaten

Bribe

Type of personality of target

Choleric +5; Sanguine –5. Sanguine + Melancholic = +5.

Sanguine +5; Choleric –5. Melancholic + Sanguine = +5.

Phlegmatic +5; Melancholic –5. Phlegmatic + Choleric = +5.

Melancholic + Phlegmatic = -5. -5 to +5.

Melancholic +5; Phlegmatic –5. Choleric + Phlegmatic = +5. Sanguine + Melancholic = -5. -5 to +5.

Phlegmatic + Choleric = -5.

Choleric + Sanguine = -5.

-5 to +5.

-5 to +5.

0 to – 10.

0 to – 10.

0 to – 10.

0 to – 10.

0 to +10.

0 to +10.

0 to +10.

0 to +10.

+5. +5.

+5. 0.

+5. -5.

+5. 0.

Pride +5.

Envy – 5.

Sloth +5. Wrath –5.

- (x +10D)

- (x +10D)

- (x +10D)

Greed +5; Lust +5; Gluttony +5 (depending on what’s offered). - (x +10D)

Matching-personality-bonus (you + ‘target’) Mismatching-personality reduction (you + ‘target’) Situation (game master decides) Risk for the target (low to high) Violence/torture (game master decides) Win-win-situation Target has romantic interest in convincer. If target’s mortal sin is… Target’s Social Intelligence (x)

Natural Abilities can used in many situations and sneaking, catching, jumping and climbing are treated as Soft Abilities. If outcome is positive the operation is successful. Catching and deflecting can be either a Soft or Hard Ability depending on situation. Sneaking (only works if sneaker is out of opponent's view) Examples of reductions (decide by the situation): Bad surface: -1 to -20 (for example gravel -18) Daylight: -15 Moonlight: -5 Starlight: - 3 Pitch dark: - 8 (hard to see where you walk) Clothes and equipment: -1 to -20 (try to sneak with a musket) Slow sneak: (half SPEED - 1) m. -2 Fast sneak: (SPE - 1) m. -4 Failing = Discovered.

Catching or deflecting object/projectile Outside or friendly throw in combat (use as Soft Ability)  Size of object: small to large -20 to -1  Velocity of object: fast to slow -20 to -1  ‘Catching height’: Low to level to high -20 to 0 to -20 Or in combat (as a reaction) (use as Hard Ability)  Thrown objects HP: 0 and up (equal to object’s speed)  Size of object/projectile: Small to large -20 to 0  Edge: Blunt to sharp 0 to -5 (A stone large as a fist is 0 and a sword is -5)  Size of object deflecting with: 0 to +3 (0 is none and +3 large shield) A “0” result gives damage to arm(s) instead.

20


The Rapier Jumping Reductions: Object's height: 0 to 0.5 m; -1 Object's height: 0.6 to 1 m; -5 Object's height: 1.1 to 1.5 m; -15 Object's height: 1.6 to 2 m; - 20

Climbing Reductions: Object's height: 0 to 1 m; -1 Object's height: 1.1 to 2 m; -5 Object's height: 2.1 to 3 m; -12 Object's height: 3.1 to 4 m; -25 [two actions] Bad surface: -1 to -20 (for example a wet stonewall -13, a ladder -1)

Object's length: 0 to 1.5 m; -1 Object's length: 1.6 to 3 m; -5 Object's length: 3.1 to 4 m; -15 Object's length: 4.1 to 5 m; -20 Failing = Falling down.

Failing = Falling down. And from height from 1 metre it can cause injury. Fall is a separate weapon with different skills and Hitting Points depending on height that 'attacks'. Your only defence is to do an evasive manoeuvre. See more under ‘Falling’. Note: You can decide how far you will climb for every try. You can climb first one meter, then two more and finish with one.

Chase If you are chasing someone an easy way to handle it is to use the Natural Ability Running as a Soft Ability. If the goal the chased is running towards is 100 metres away (if it has not a specific goal the chase can be divided into parts of 100 metres) and the one chasing is 5 metres behind each person rolls a 10D (+ Running 5 to 25). The difference between the amounts is metres caught or lost. If you are riding you use the horse’s value (for example 12 * 5) to the amount. If a rider on horse chases a running man he will catch up quickly. Note that a successful Horseback Riding roll has to be performed.

1 – 5: -3 Running 6 – 9: -2 Running 10 – 19: -1 Running 20 – 30: No effect (Game master can increase difficulty depending on circumstances.)

Hide action/item To hide an action or hide an item is the Natural Ability Sneaking as a Soft Ability. To discover a hidden action and finding a hidden item you use INT or EXP as Soft Abilities (depending on which of these two that has the highest value). Other reductions or bonuses can be added depending on the situation. For example: Take up a dagger under the table is Sneaking + 10D – ([the person or people who isn’t supposed to notice] INT or EXP + 10 D). A +1 result for the sneaker means success.

Movement (Outside Battle)

Running is determined by your Natural Ability. The higher value you have the faster the faster you are. Under stress the ability can be affected.   

Standard values (per 1000 metres) [up to 5 for mankind – higher for some animals] Maximum running speed outside battle = [RUNNING (0-15)+1] * 80 = (for 1 minute) Cost of your Stamina (BS, Battle Stamina) with percent of maximum speed for one minute: (X % of maximum) – (remaining of maximum speed * 2) = Lost BS. (When result is below 1 the following calculation is applied. 1 * ([speed in %]/20)

Speed %

Remaining speed %

BScost

100

0

50

90

10

35

80

20

20

70

30

5

60

40

1.5

50

50

1

40

60

0.5

21


The Rapier 30

70

0.5

20

80

0.5

10

90

0.5 100 % = 50 BS

Running

90 % = 35 BS

Metres/minute

Minutes/km

Km/h

Metres/minute

Minutes/km

0

80

12.5

4.8

72

11.25

80 % = 20 BS Km/h

Metres/minute

Minutes/km

Km/h

4.32

64

10

3.84

1

160

6.3

9.6

144

5.67

8.64

128

5.04

7.68

2

240

4.2

14.4

216

3.78

12.96

192

3.36

11.52

3

320

3.1

19.2

288

2.79

17.28

256

2.48

15.36

4

400

2.5

24

360

2.25

21.6

320

2

19.2

5

480

2.1

28.8

432

1.89

25.92

384

1.68

23.04

6

560

1.8

33.6

504

1.62

30.24

448

1.44

26.88

7

640

1.6

38.4

576

1.44

34.56

512

1.28

30.72

8

720

1.4

43.2

648

1.26

38.88

576

1.12

34.56

9

800

1.3

48

720

1.17

43.2

640

1.04

38.4

10

880

1.1

52.8

792

0.99

47.52

704

0.88

42.24

11

960

1

57.6

864

0.9

51.84

768

0.8

46.08

12

1040

1

62.4

936

0.9

56.16

832

0.8

49.92

13

1120

0.9

67.2

1008

0.81

60.48

896

0.72

53.76

14

1200

0.8

72

1080

0.72

64.8

960

0.64

57.6

15

1280

0.8

76.8

1152

0.72

69.12

1024

0.64

61.44

70 % = 5 BS

60 % = 1.5 BS

50 % = 1 BS

Running

Metres/minute

Minutes/km

Km/h

Metres/minute

Minutes/km

Km/h

0

56

8.75

3.36

48

7.5

1

112

4.41

6.72

96

2

168

2.94

10.08

3

224

2.17

4

280

5

Minutes/km

Km/h

2.88

Metres/minu te 40

6.25

2.4

3.78

5.76

80

3.15

4.8

144

2.52

8.64

120

2.1

7.2

13.44

192

1.86

11.52

160

1.55

9.6

1.75

16.8

240

1.5

14.4

200

1.25

12

336

1.47

20.16

288

1.26

17.28

240

1.05

14.4

6

392

1.26

23.52

336

1.08

20.16

280

0.9

16.8

7

448

1.12

26.88

384

0.96

23.04

320

0.8

19.2

8

504

0.98

30.24

432

0.84

25.92

360

0.7

21.6

9

560

0.91

33.6

480

0.78

28.8

400

0.65

24

10

616

0.77

36.96

528

0.66

31.68

440

0.55

26.4

11

672

0.7

40.32

576

0.6

34.56

480

0.5

28.8

12

728

0.7

43.68

624

0.6

37.44

520

0.5

31.2

13

784

0.63

47.04

672

0.54

40.32

560

0.45

33.6

14

840

0.56

50.4

720

0.48

43.2

600

0.4

36

15

896

0.56

53.76

768

0.48

46.08

640

0.4

38.4

40 % = 0.5 BS

30 % = 0.5 BS

22

20 % = 0.5 BS


The Rapier Running

Metres/minute

Minutes/k m

Km/h

Metres/minute

Minutes/km

0

32

5

1.92

24

3.75

Km/h

Metres/min ute

Minutes/km

Km/h

1.44

16

2.5

0.96

1

64

2.52

3.84

48

1.89

2.88

32

1.26

1.92

2

96

1.68

5.76

72

1.26

4.32

48

0.84

2.88

3

128

1.24

7.68

96

0.93

5.76

64

0.62

3.84

4

160

1

9.6

120

0.75

7.2

80

0.5

4.8

5

192

0.84

11.52

144

0.63

8.64

96

0.42

5.76

6

224

0.72

13.44

168

0.54

10.08

112

0.36

6.72

7

256

0.64

15.36

192

0.48

11.52

128

0.32

7.68

8

288

0.56

17.28

216

0.42

12.96

144

0.28

8.64

9

320

0.52

19.2

240

0.39

14.4

160

0.26

9.6

10

352

0.44

21.12

264

0.33

15.84

176

0.22

10.56

11

384

0.4

23.04

288

0.3

17.28

192

0.2

11.52

12

416

0.4

24.96

312

0.3

18.72

208

0.2

12.48

13

448

0.36

26.88

336

0.27

20.16

224

0.18

13.44

14

480

0.32

28.8

360

0.24

21.6

240

0.16

14.4

15

512

0.32

30.72

384

0.24

23.04

256

0.16

15.36

10 % = 0.5 BS

Running

Metres/minute

Minutes/km

0

8

1.25

0.48

1

16

0.63

0.96

2

24

0.42

1.44

3

32

0.31

1.92

4

40

0.25

2.4

5

48

0.21

2.88

6

56

0.18

3.36

7

64

0.16

3.84

8

72

0.14

4.32

9

80

0.13

4.8

10

88

0.11

5.28

11

96

0.1

5.76

12

104

0.1

6.24

13

112

0.09

6.72

14

120

0.08

7.2

15

128

0.08

7.68

Km/h

Time to rest to full strength is spent BS * 2 = minutes rest. For example: You are out riding your horse. It has 12 in Running. The maximum speed is 1040 metres/minute (62.4 km/h). You can keep the horse at full speed for about 5 minutes (520 BS) and cover about 5 km, but then you have to rest the horse for 1040 minutes (520 * 2) – that is 17 hours. If you go by 40 % speed 416 metres/minute you can keep the horse going for about 260 minutes and cover 108 km. If you go with very slow speed, 10 %, you can go, footpace, almost 17 hours at 104 metres/minute (6.2 km/h) and cover total of 133 km. Pauses for food, water and rest not included.

23


The Rapier (Normal horses have maximum of 12 in Running, but as for people they can vary -2 to + 3 in all basic values, but old or injured animals can have even lower values.) After running you or your animal needs to rest. You or your animal also need food, water etc. Depending on how long time you or your animal ran you need more or less time to recuperate.

If you are carrying too much, or your animal carrying too much it affect the standard value above.

If you or your animal are carrying 0 – 100 % of CP - Total you get no reduction (all weapons, armour, cloth and packing included) and no extra BS cost, but if your animal are carrying over its CP there are following reductions.     

 226 % - 250 %: -13 Running, -80 BS  251 % - 275 %: -16 Running, -90 BS.  276 % - 300 %: - 16 Running, -100 BS. Note: If sum is negative = zero in Running. If BS is zero = No movement.

101 – 125 %: -2 Running, -20 BS. 126 – 150 %: -3 Running, -30 BS. 151 – 175 %: -4 Running, -40 BS. 176 % - 200 %: -8 Running, -50 BS. 201 % - 225 %: -10 Running, -70 BS.

Under stress: Running (0-25) (or Horseback running) + MEN (0-5) (or EXP (0-5) if violence can be a part of the outcome of the run) – [reductions (game master decides)]: 1 – 5: -3 Running (note that Running can’t fall below zero) 6 – 9: -2 Running 10– 19: -1 Running 20 – 30: No effect Note: Obstacles can demand other abilities than Running – as for example Jumping or Horseback riding. If person or animal is not fully rested it will affect BS (Battle Stamina).

If you roll one (1) on your 10D trying to succeed with your action you can be extremely unlucky. Roll once more and if you once again roll a one (1) something utterly bad will happen. If you didn't roll a one the preceding one stands. The game master decides the consequence of your misfortune depending on the ability and the situation. See ‘The One and Perfect rule in Combat' for examples of misfortunes during combat. The Perfect Rule is the complete opposite – a double ten (10) means automatic success. In combat a double ten is counted as the value 20 – and doesn’t guarantee success.

You become older, train and work. This game isn’t based around building experience, but after battle you can become wiser. See more in chapter ‘Postbattle’.

24


The Rapier

Every character starts with 15 doubloons (equals 480 reales). But with luck or bad luck the character can gain or lose money. Roll a 10D: 1: You are bad gambler; -10 doubloons. 2: You have had a bad year; -5 doubloons. 3: Too much wine and dance; -3 doubloons. 4: Old debts paid; -1 doubloon. 5: You are economical; +/- 0. 6: You are a good saver; +2 doubloons. 7: You are a cheap bastard; +3 doubloons. 8: You have been lucky in business; +5 doubloons. 9: You can spot a good deal; +10 doubloons. 10: You have been with the cards; +15 doubloons. Below is the equipment list, but it is far from complete. The game master has to alter it depending on the adventure and the demands. The prices are set from the early 1600's and can of course vary from region and depending on supply and demand. Everything on the list is the simplest version without ornament or fancy details. Note that everything can’t be sold everywhere. Some things are cheaper on the countryside and some things are more expensive. If you want better quality you have to pay more. Below is the usual coinage, but there were also Dirham (North Africa), Ducat (Venice), Florin (Florence) and Pound Sterling (England). Quality Broken Bad/Torn Under normal Normal Over normal Great Superb

Price 10% 25% 50% 100% 125% 200% 300%

1 doubloon (gold) = 2 escudos or 2 ducat (gold) = 4 pieces of eight; peso de ocho; Spanish dollar (silver) 32 reales (silver) = = 1088 maravedĂŹ (1 reales = 34 maravedi)

How often can you find the equpment at the local vendor? How common?

Common Rare Very rare

Chance in a large city

Chance in small city

Chance in a village or on the countryside

90 % 40 % 10 %

80 % 30 % 5%

70 % 20 % 1%

25


The Rapier

Type

Item

Animal Animal Armour Armour Armour Armour Armour Armour Armour Armour Armour Armour Armour Armour Armour Armour Armour Armour Armour Armour Armour Armour Armour Armour Armour Armour Cloth Cloth Cloth Cloth Cloth Cloth Cloth Cloth Cloth Cloth Cloth Cloth Cloth Cloth Cloth Cloth Cloth Cloth

Decent horse Dog Buff – soft leather Buff – hard leather Buff – studded leather Doublet – soft leather Jacket – hard leather Chainmail – half body Chainmail and mirror plates – half body Chainmail head Cuirass/breastplate Munitions armour Almain rivet Burgonet (helmet) Burgonet with visor (helmet) Sallet (helmet) Sallet with visor (helmet) Falling Buffe (helmet) Morion (helmet) Secrete Gauntlet Trousers – soft leather Boots – soft leather Boots – hard leather Plate legs Plate shoes Slouch hat Hat Kerchief Cap Shirt (linen) Coat (+ 10 for soft leather) Shoes Handkerchief Shirt with lace collar and cuffs Gloves (soft leather) Cloak Mantle Silk Satin/velvet Jerkin Doublet, short jacket Hoses Breeches

26

Price (reales)

How common?

Weight

200 25 60 90 105 50 40 225 250 150 200 225 210 100 125 90 115 125 85 110 150 35 45 50 100 75 15 12 8 5 12 30 15 2 25 10 30 25 +50% extra +40% extra 40 45 10 25

Common Common Rare Rare Rare Common Common Very rare Very rare Very rare Rare Very rare Very rare Rare Very rare Very rare Very rare Very rare Common Rare Rare Common Common Common Rare Very rare Common Common Common Common Common Common Common Common Common Common Common Common Rare Rare Common Common Common Common

* * Separate list Separate list Separate list Separate list Separate list Separate list Separate list Separate list Separate list Separate list Separate list Separate list Separate list Separate list Separate list Separate list Separate list Separate list Separate list Separate list Separate list Separate list Separate list Separate list 0.2 0.2 0.1 0.1 1 5 1 0.1 1.3 0.2 3 2 * * 2 2 2 2


The Rapier Cloth Cloth Cloth Cloth Cloth Cloth Cloth Cloth Cloth Cloth Cloth Cloth Cloth Comp to animal Comp to animal Comp to animal Comp to animal Comp to animal First aid First aid First aid First aid Food Food Food Food Food Food Other Other Other Other Other Other Other Service Service Service Shield Shield Shield Shield Shield Shield

Gown Cape Boots High heel boots High Riding boots Clogs Robes Stockings Underwear Boothoses Ring Necklace Belt/Baldric Saddle

30 25 40 50 60 1 20 10 10 15 1 – 100 1 – 200 10 50

Common Common Common Common Rare Common Common Common Common Common Common Common Common Common

2 3 2 2 2 1 5 1 1 0.1 * * 0.2 10

Bridles

20

Common

1

Saddle holsters for two pistols

40

Common

4

Spurs

15

Common

0.2

Riding whip

10

Common

0.5

75 70 10 20 2 5 1 20 7 5 2 5 – 100 5 60 2 5 1 5 – 20 5 – 15 20 125 150 160 140 100 75

Rare Rare Common Common Common Common Common Common Common Common Common Common Common Common Common Common Common Common Common Common Rare Very rare Very rare Very rare Very rare Common

2 1 0.5 0.1 1 1 0.5 1 3 2 (full) 1 to 30 0.2 0.2 1 2 0.1 * * * * Separate list Separate list Separate list Separate list Separate list Separate list

Surgery tools Dentist tools Bandages 2 meters Natural medicine (4 doses against infection) Decent meal Wine 1l Beer 1 l Spirit 1 l Provisions for a day and a person Water bag (2 l) Bag (30 l.) Book Diary Lute Blanket Deck of cards Dices (2) Accommodation for one night Stable and food for a horse Repair of weapons (smith) Round shield of oak wood Round shield of wood and plate steel Heater shield of wood and plate steel Kite Shield Pavise Buckler

27


The Rapier Tools Tools Tools Tools Tools Tools Tools Tools Tools Tools Tools Tools Tools Tools Tools Tools Tools Tools Tools Tools Tools Tools Tools Weapon Weapon Weapon Weapon Weapon Weapon Weapon Weapon Weapon Weapon Weapon Weapon Weapon Weapon Weapon Weapon Weapon Weapon Weapon Weapon Weapon Weapon Weapon Weapon

Iron pot Copper kettle Axe Handsaw Spade Lantern Plough Wheelbarrow Flint to make fire Wooden fork, spoon and knife Grindstone Quill Ink (for 20 pages) Paint (1 l) Paintbrushes (4) Paper (50) Needle Thread (1 m) Rope (10 m) Telescope Chemicals, poisons Scissors Map Axe Bardiche Broadsword Carracks Black Sword Cinquedea Corseque/ranseur Cudgel Dagger Espada topera/spada da lato Estoc Flame Bladed Sword – Long Sword Flame Bladed Sword – Rapier Flame Bladed Sword – Zweihänter Halberd Hatchet Katzbalger Long Sword Partisan Pike Rapier Sabre/Cutlass Spear Staff Stiletto

35 50 20 18 15 10 25 30 2 1 5 2 10 10 5 5 1 1 5 100 5 – 100 5 10 – 50 20 30 60 70 50 80 20 50 100 120 130 160 170 90 50 90 80 70 50 110 100 75 20 55

28

Common Common Common Common Common Common Common Common Common Common Common Common Common Common Common Common Common Common Common Very rare Rare Common Rare Common Rare Rare Rare Rare Rare Common Common Rare Rare Very rare Very rare Very rare Common Common Rare Rare Rare Common Common Common Common Common Common

0.5 0.5 1 1 3 1 20 10 0.2 0.1 0.1 * * 1 0.2 0.1 * 0.1 3 0.5 Varies 0.2 0.1 Separate list Separate list Separate list Separate list Separate list Separate list Separate list Separate list Separate list Separate list Separate list Separate list Separate list Separate list Separate list Separate list Separate list Separate list Separate list Separate list Separate list Separate list Separate list Separate list


The Rapier Weapon Weapon Weapon Weapon Weapon Weapon Weapon Weapon Weapon Weapon Weapon Weapon Weapon Weapon Weapon Weapon Weapon Weapon Weapon Weapon Weapon Weapon Weapon Weapon Weapon Weapon Weapon Weapon Weapon Weapon Weapon Weapon Weapon Weapon Weapon

Whip 25 Common Separate list Harquebus 100 Common Separate list Blunderbuss 130 Rare Separate list Blunderbuss – pistol 110 Very rare Separate list Caliver 120 Rare Separate list Crossbow 70 Very rare Separate list Pistol – matchlock 100 Rare Separate list Pistol – flintlock 130 Rare Separate list Pistol – wheellock 120 Common Separate list Handheld culverin 90 Very rare Separate list Long Bow 50 Very rare Separate list Musket – matchlock 120 Common Separate list Musket – wheellock 140 Rare Separate list Musket – flintlock 160 Very rare Separate list Rifle– matchlock 150 Very rare Separate list Rifle – flintlock 200 Very rare Separate list Rifle – wheellock 190 Very rare Separate list Normal knife 10 Common Separate list Short Bow 30 Rare Separate list Throwing knife 20 Common Separate list Scabbard for dagger/short sword 15 Common 0.5 Scabbard for rapiers/long sword etc. 25 Common 1 Gunpowder for twelve shoots 6 Common 0.3 Bullets (twelve) 6 Common 0.1 Set for casting bullets 20 Common 0.5 Match (1 m to approx. 50 bullets) 5 Common 0.2 Lead 0.2 kg (for about 12 bullets) 6 Common 0.2 Quiver for 20 arrows 30 Rare 1 Bandolier for twelve shots 20 Common 0.5 Powder horn (for 48 bullets) 20 Common 0.5 Holster 25 Common 0.3 Fork to musket 30 Common Separate list Arrow to bows and crossbows 5 – 50 Rare 0.1 Baton 20 Common Separate list Warhammer 50 Very rare Separate list (Separate list is the weapons and armour list under the chapter ‘Combat’

29


The Rapier

Clothes, weapons and protection that can be bought, stolen or found in the game is decided by the game master, but below there are suggestions for money, ammunition (if that kind of weapon is present) and other equipment that can be bartered, taken or stolen.

Status Very poor Poor Middleclass Rich Very rich

Money

Ammo (if weapon present)

6D reales 10D reales 100D -30 reales 100D reales 100D+50 reales

6D 6D 10D 10D+5 10D+10

With bag 6D 6D 10D 10D 10D+3

Without bag 1D3 1D3 6D 6D+2 10D

Ammo-bonuses: Powder horn + 3 Bandolier +2 Quiver +2

With bag (D100) Chance

Other

Book

32

Other

Brush

33

Other

Candles

34

Other

Comb

35

Type

Item

Cloth

Gloves (soft leather)

1-2

Cloth

Kerchief

3-4

Cloth

Necklace

5

Other

Crucifix

36-37

Cloth

Pouch

6-7

Other

Deck of cards

38-39

Cloth

Ring

8

Other

Diary

First aid

Bandages 2 meters

9

Other

Dices (2)

First aid

Dentist tools

10

Other

Dried flower

43

First aid

11

First aid

Natural medicine (4 doses against infection) Surgery tools

Other

Dust

44

Food

Beer 1 l

13

Other

Grain

45

Food

Bread

14-15

Other

Key

Food

Candy

16

Other

Letter

49

Food

Cheese

17

Other

Lute

50

Food

Decent meal

18

Other

Napkin

51

Food

Fruit

19

Other

Notes

52

Food

Ham

20-21

Other

Painting

53

Food

Provisions for a day and a person

22

Other

Pamphlet

54

Food

Sausage

23

Food

Spirit 1 l

24

Other

Perfume

55

Food

Water bag (2 l)

Other

Piece of cloth

Food

Vegetable

27

Other

Pillow

59

Food

Wine 1l

28

Other

Pipe

60

Other

Bible

29

Other

Soap

61

Other

Blanket

Other

Tobacco

Other

Toy

12

25-26

30-31

30

40 41-42

46-48

56-58

62-63 64


The Rapier Tools

Axe

65

Cloth

Ring

8-9

Tools

Bowl

66-68

Food

Bread

10-12

Tools

Chemicals, poisons

69

Food

Candy

13

Tools

Copper kettle

70-71

Food

Cheese

14-15

Tools

Empty bottle

72

Food

Fruit

16

Tools

Flint to make fire

Tools

Glass

Tools

Food

Ham

17-18

73-74

Food

Sausage

19-21

75

Food

Wine 1l

22

Grindstone

75-77

Other

Bible

23

Tools

Handsaw

78

Other

Crucifix

24-26

Tools

Ink (for 20 pages)

79

Other

Deck of cards

27-28

Tools

Lantern

80

Other

Diary

Tools

Map

81

Other

Dices (2)

30-33

Tools

Needle

82

Other

Dried flower

34-35

Tools

Paint (1 l)

83

Tools

Paintbrushes (4)

84

Other

Dust

36-37

Tools

Paper (50)

85

Tools

Plate

86

Other

Grain

38-39

Tools

Quill

87

Other

Key

40-44

Tools

Rope (10 m)

Other

Letter

45-46

Tools

Scissors

90

Other

Napkin

47-49

Tools

Spade

91

Other

Notes

50

Tools

Table fork

92

Other

Perfume

51

Other

Piece of cloth

52-55

Tools

Table knife

93

Other

Tobacco

56-58

Tools

Table spoon

94

Tools

Flint to make fire

59-71

Tools

Grindstone

72-79

Tools

Telescope

95

Tools

Map

80-81

Tools

Thread (1 m)

96

Tools

Needle

82-83

Tools

Tinderbox

Tools

Quill

84-85

Tools

Table fork

86

Tools

Torch

Tools

Table knife

87

Tools

Table spoon

88-90

Tools

Thread (1 m)

91-93

Tools

Tinderbox

94-100

88-89

97-99 100

Without bag (D100) Type

Item

Chance

Cloth

Kerchief

1-3

Cloth

Necklace

4-5

Cloth

Pouch

6-7

31

29


The Rapier

Ambitious Hidalgo (21 years old) EGO STR 3 AGI 4 PHY 3 MEN 2 INT 2 EXP 2 Hard abilities 1H 5 2H 2 1L Unarmed 7 One armed 8 History Soft abilities Equipment Money Animal Clothes Personality Expressions Weapons

SPE 4 END 3 Level 2 (0) 1 2L 1 Firearms/ 7 Projectile

A former cavalryman Social intelligence 2, Horseback riding 2, Reading and Writing 2, Swimming 1, Military Strategy 2, Medicine 2. Blanket (under saddle), scabbard. 15 reales Decent horse with bad/torn saddle and bridles. Belt, high heel boots, boothoses, cape, nice hat, shirt, breeches and underwear. Sanguine and lust as mortal sin. Gentlemen. Where are your manners? Show me some proper respect! Call me Don. Rapier

Tough Highwayman (32 years old) EGO STR 4 AGI 4 PHY 3 MEN 3 INT 1 EXP 4 Hard abilities 1H 5 2H 3 1L Unarmed 8 One armed 6 History Soft abilities Equipment Money Clothes Personality Expressions Weapons

SPE 4 END 3 Level 3 (0) 2 2L 1 Firearms/ 7 Projectile A former farmer, huntsman and bandit. Religious mystic, feels inferior and has bad balance. Agronomy 2, Tracking 3, Cards and dice 4, Social intelligence 2, Medicine 2, Valuing 1, Swimming 1 and Horseback riding 1 Waterbag, bag, blanket, iron pot, tree fork, spoon and knife, bandolier, scabbard. 12 bullets with gunpowder. 3 reales Buff (hard l.), trousers (soft l.), nice hat, shirt, coat (soft. l.), gloves, handkerchief, boots (hard l.), underwear. Choleric and Greed as mortal sin. Don’t worry I won’t kill you – if you just surrender your nice necklace. I have to make a living. Broadsword, wheellock pistol.

32


The Rapier Ageing actress (33 years old) EGO STR 3 AGI 3 PHY 3 MEN 3 INT 2 EXP 3 Hard abilities 1H 5 2H 5 1L Unarmed 6 One armed 5 History Soft abilities Equipment Money Clothes Personality Expressions Weapons

SPE 3 END 3 Level 2 (1) 1 2L 1 Firearms/ 8 Projectile

An actress and colonist. Social intelligence 5, Art (acting) 2, Agronomy 2, Card and dices 2, Italian 2, Music 1 and Reading and Writing 2. Lute, dices, powderhorn and bandolier. 28 reales High heel boots, nice hat, shirt with lace and cuffs, gloves (soft l.), cloak, underwear, belt, doublet (soft l.) and four holsters. Sanguine and pride as mortal sin. To see the world not from a far. Hear and listen is two different things. 4 wheellock Pistols and a dagger.

Retired and tired mercenary (36 years old) EGO STR 5 AGI 3 PHY 3 SPE 4 END 4 MEN 4 INT 0 EXP 5 Level 3 (1) Hard abilities 1H 5 2H 5 1L 2 2L 2 Unarmed 8 Rapier 9 Musket 9 History Farmer, then mercenary for a long time. Is obese and has an archenemy. Soft abilities Agronomy 2, Craft 1, Social intelligence 3, Swimming 1, Cards and dices 4 and horseback riding 2. Equipment Fork to musket, powder horn, bandolier, gunpowder and bullets (12), match (1m), dices and cards. Money 15 reales Clothes Two scabbards, belt, breeches, underwear, gloves (soft l.), shirt, doublet (soft l.) and a nice hat. Personality Phlegmatic and wrath as mortal sin. Expressions Why do you bother me? I’ve seen it before. Weapons Musket (matchlock), rapier (under normal) and dagger (under normal). Ruthless conquistador (41 years old) EGO STR 3 AGI 3 PHY 3 SPE 4 END 3 MEN 3 INT 0 EXP 5 Level 3 (1) Hard abilities 1H 5 2H 3 1L 2 2L 1 Unarmed 7 One armed 8 Two handed 8 History A former farmer and later pikeman turned bandit – escaped to Colonies as a conquistador. Soft abilities Agronomy 2, Tracking 3, Social Intelligence 3, German 3, Natural Science 1, Reading and Writing 2, Horseback riding 2, Medicine 1 and Swimming 2. Equipment Scabbard, bag, waterbag, saddle, bridles and blanket. Animal A decent brown horse. Money 862 reales (has inherited money) Clothes Breastplate, sallet, buff coat (hard l.), trouser (soft l.), boots (hard l.), spurs, nice hat, gloves (soft l.), belt, cloak, shirt and underwear. Personality Choleric and lust as mortal sin. Expressions I will spit on your corpse! If it’s yours it’s mine. Weapons Katzbalger and a partisan.

33


The Rapier

Jolly Monk (44 years old) EGO STR 3 AGI 3 PHY 2 SPE 2 END 4 MEN 2 INT 4 EXP 3 Level 3 (0) Hard abilities 1H 5 2H 2 1L 1 2L 1 Unarmed 7 One armed 5 Two handed 5 History Former huntsman and now monk and colourful mystic. He’s hated by animals and wanted for theft by the Law. Soft abilities Reading and writing 3, Tracking 3, Language Latin 3, Theology 3, Medicine 3 and Social Intelligence 5. Equipment Bag, Bible, Surgery tools, needle, thread and bandages. Animal A trustworthy shaggy dog Money 246 reales Clothes Mantle, hoses, robes, underwear, scabbard and belt. Personality Phlegmatic and envy as mortal sin. Expressions Pax Vobiscum! Deus movet in arcanus vias. Weapons Dagger and staff. Depressed Corsair (47 years old) EGO STR 3 AGI 5 PHY 3 SPE 3 END 2 MEN 3 INT 0 EXP 5 Level 4 (0) Hard abilities 1H 5 2H 3 1L 1 2L 1 Unarmed 7 One armed 8 Pistol 9 History Former sailor and corsair. Soft abilities Sailing 5, Language English 1, Dutch 1, Social Intelligence 1, Cards and dices 5, Swimming 2, Medicine 2 and Valuing 1. Equipment Bag, waterbag, wine (1 l.), deck of cards, scabbard, 12 bullets, gunpowder for 12 bullets and bandolier. Money 21 reales Clothes Buff (soft l.), breeches, cloak, high heel boots, boothoses, underwear, belt, shirt with lace collar and cuffs. Personality Melancholic and greed as mortal sin. Expressions It’s too wet. We got no wind in the sails. Curse the English! Weapons Carracks black sword and wheellock pistol.

The stats for the characters above Name

Age

STR

AGI

PHY

SPE

END

MEN

INT

EXP

BS

CPTotal

CP Arms

IP

Evma

Run

Jump

Climb

Sneak

Hidalgo

21

3

4

3

3

3

2

2

2

160

28

4

11

7

3

4

4

3

Highwayman

32

4

4

3

4

3

3

1

4

160

32

5

15

8

4

4

4

3

Actress

33

3

3

3

3

3

3

2

3

160

28

4

12

6

3

3

3

3

Mercenary

36

5

3

3

4

4

4

0

5

200

36

5

16

7

4

4

4

2

Conquistador

41

3

3

3

4

3

3

0

5

160

28

4

15

7

4

4

3

2

Monk

44

3

3

2

2

4

2

4

3

200

24

4

10

5

3

3

4

4

28

4

16

8

3

4

4

3

Buccaneer

47

3

5

3

3

2

3

0

5

34

120


The Rapier

The combat system is split into three parts. The parts are Prebattle, Battle and Postbattle. Prebattle affects how prepared you are to enter the battle while the Postbattle is the time for recuperation and drawing wise conclusions. Let’s start with Prebattle.

The major factor

How much can you act during combat? That is determined by Initiative Points [IP]. These points determine who is leading the actions and who is the fastest. First let us see how much your IP is: Your Initiative Points [IP] are AGI + SPE + MEN + EXP = 0 – 20 [+6D] You need speed, you need your grace, your mental awareness and your experience to win and survive, but the one with the highest IP is the fastest fighter for the moment. For example, we have four fighters F1, F2, F3 and F4. They have the following IP starting the battle. F1: 17 + a dice roll of 1 giving F1 a total of 18 IP F2: 13 + a dice roll of 6 giving F2 a total of 19 IP F3: 12 + a dice roll of 4 giving F3 a total of 16 IP F4: 11 + a dice roll of 4 giving F4 a total of 15 IP F2 is the fastest fighter (right now). Compare now the fastest fighter against the slowest, F4, in this battle. The difference is 4 points. That means that F2 has four extra actions to do. Normally you can only do two actions, but F2 can add one extra each time F2 has the initiative. F1 was the second fastest and gains three extra actions. F3 gains one and F4 none. F1: 3 extra actions. F2: 4 extra actions (and possibility to use a Break-Off-Card). F3: 1 extra action. F4: 0 extra actions. The players (and characters) can receive cards to be played when they want to use their extra actions. ONE EXTRA ACTION TO BE PLAYED WHEN HAVING THE INITIATIVE

Awarded to the fastest players (IP) in comparison with the slowest (IP).

35

This card can also be used to stop/interrupt another player’s action.


The Rapier When the fastest player, F1, has no more extra actions left he can play the Break-Off-Card (or just state this). That player (or character) is first demanded to move two actions away from battle. Then F1 can play the Break-Off-Card and force a re-throw of IP and thereby new extra actions.

For example: F1 backs away with two actions (move + move) and uses his Break-Off-Card. The players now have to check IP again and discard all unspent cards of extra actions. This time:

F1: 17 + a dice roll of 3 giving F1 a total of 20 IP = 3 extra actions and the Break-Off-Card F2: 13 + a dice roll of 5 giving F2 a total of 18 IP = 1 extra action F3: 12 + a dice roll of 6 giving F3 a total of 18 IP = 1 extra action F4: 11 + a dice roll of 6 giving F4 a total of 17 IP = 0 extra actions To be able to play this card the player has to make two actions, moves, from battle.

BREAK OFF DISCARD ALL CARDS FOR A NEW IP

Interrupting and stopping actions

The players with one or more extra-action-cards can also use one of these cards to stop one action being performed by an opponent that is directed towards the player at any time. For example if player F2 wants to thrust his sword at F1 the player F1 can stop that action with an extraaction-card. F2’s second (and third) action can’t be

The owner of this card can’t have any extra-action-cards left and card can only be played when the owner has the initiative.

stopped (maybe F2 is trying to thrust it again) by that player, but if F2 is trying to stab another target that one can stop that action. If all actions are stopped the initiative continues to the next player. If an action is stopped it doesn’t cost any stamina. F2 can also play an extra-actioncard to be able to do the action.

Taking the Initiative

Combat isn't for cowards, but for fools and experienced men and women. How strong your mental strength is and your experience will affect how you perform, but also the fear factor. It will also affect your ability to take the initiative – even if you are the fastest fighter. The fastest fighter doesn’t need to be the one that has the initiative in a battle. We go back to the example above: F1: 17 + a dice roll of 3 giving F1 a total of 20 IP = 3 extra actions and the Break-Off-Card F2: 13 + a dice roll of 5 giving F2 a total of 18 IP = 1 extra action F3: 12 + a dice roll of 6 giving F3 a total of 18 IP = 1 extra action F4: 11 + a dice roll of 6 giving F4 a total of 17 IP = 0 extra actions F1 is the fastest fighter, but there are other factors to consider. (F1 won’t lose the extra actions and the Break-Off-Card awarded.) The enemy ratio: 2:1 0 (you are two or more than your enemy) 1:1 0 1:2 -1 IP (the enemy is one to two more than you.) 1:3 -2 IP 1:4 -4 IP (maximum reduction for enemy ratio)

Surprise: Takes charge: Not seen: From behind:

-5 IP +10 IP (if this can be decided) -5 -5

In this example F1 is surprised by three foes that attacks F1 from behind. F2 is the one who takes charge initially (literally deciding to attack) together with F3 and F4. F1: 17 + a dice roll of 3 giving F1 a total of 20 IP = -2 (ratio) -5 (surprise) -5 (not seen) -5 (from behind) = 3 IP F2: 13 + a dice roll of 5 giving F2 a total of 18 IP = +10 (takes charge) = 28 IP F3: 12 + a dice roll of 6 giving F3 a total of 18 IP = No points added or withdrawn. F4: 11 + a dice roll of 6 giving F4 a total of 17 IP = No points added or withdrawn.

36


The Rapier This means that F2 has taken the initiative with the highest sum (28), F1 follows, then F3 and last F4. F2 is the first to choose any actions to do, then F1, then F3 and last F4. Note that this don’t affect extra actions and the BreakOff-Card that F1 receives. In this example only F1, F2 and F3 can do extra actions as they are the players with these cards on their hands.

If you have the same IP as F2 and F3 have they do their actions simultaneously without knowing each other’s actions. They can therefore attack each other at the same time. The order of initiative will be the same until a Break-OffCard is used. Then you have to recount IP (go back to “The Major Factor” and roll a 6D again) in a new situation.

Stamina is a factor

Now determine how much you are packing and holding and how that affects you. You can always throw away things during battle (see below). Your Carrying Power – Total [CP] is (STR + PHY+1) * 4 = (4 – 44 kg) and your Carrying Power – Arms [CP] is ([STR + PHY]/2+1) = (1 – 6 kg). These numbers can affect your Battle Stamina [BS] (END + 1) * 20 = 40 - 120. The higher the battle stamina is the more time before you become tired. If you are carrying a lot of weapons, armour and other equipment it will of course hinder you and make you more tired. If you are carrying too much, in total and in your hands, you can even receive two reductions. Your starting BS value can be reduced, but you can also have a higher BS-cost during the battle. This is to balance fighters with heavy armour and/or heavy weapons. Note

that there can be a double reduction if you carrying both too much totally and in your hands. Every action costs one (1) BS-point to perform.

You get a reduction off your Battle Stamina [BS] as following:

Carrying % of total and/or arms CP 0 – 100 101 – 125 126 – 150 151 – 175 176 – 200 200 – 250

Starting BSreduction

Extra cost of BS added every action

No reduction -10 BS -20 BS -30 BS -40 BS -60 BS

None +1 +2 +4 +6 +8

You can throw away things during battle and then you have to recount, and gain points in an opposite fashion, but only 50 %. As an example - if you had a -10 reduction and drop so many things that you fall below 100 % you gain only +5 BS. Note that a heavy weapon held makes you more tired. Check “Fatigue” for effects on BS after each action.

Reach and Weapon types are factors

All weapons have reach. Determine how far or close you can be for different tactics before starting the battle. Minimum distance is 0 to less than 0.5 metres. Distance intervals are always 0.5 metres (0.5 to less than 1 and so

on). In unarmed fighting the distance is always between 0 to 2 meters depending on if you are trying to kick, bite, grip, push, spit etc. These will be described as weapons in ‘List of Weapons’.

‘The List of Weapons’ can be found on p. 76-87, but I'll give you one example - the Rapier (of course). Weapons have different reach depending on different type of attacks. Types of attacks are Thrust, Slash and Knocks. A rapier can only do thrusts and slashes. There are different amount of damage the types can do. A thrust from a rapier has 9 + AGI and a slash has 6 + STR as basic Hitting Points values. Below are the stats for a rapier.

Rapier Note:   

Reach

Thrust

1 – 2.5 m

9+ AGI

Reach

Slash

Reach

Knock

Force

Other grip

Solidity

Possible to use hook

0.5 – 2.5 m

6+ STR

0 – 0.5

1+ STR

4+ STR

2H: +1

3

Yes

Every weapon has a less effective side - the rapier has its pommel. In really close combat you can't use the blade, but the pommel. A firearm can also be used as a club/bludgeon for example. Every weapon has different kind of reach depending on what kind of attack is performed - and also different kind of damage, pros and cons. Thrusts are more accurate; slashes more damaging and knocks have greater force. You can only parry within your shortest and farthest reach.

37


The Rapier   

 

Every weapon that can slash can also do a special slash, an arc (horizontally). The attacker can either slash the weapon horizontally in a 90, 180 or 360 degree slash. Note that slashes can, if desired, have a primary and secondary aim. That means two damages if the slash reaches both targets. Force is the push a weapon (also unarmed) makes upon impact. It mainly affects balance, the enemy’s grip and in the worst case even damage your weapon (not unarmed). If you use a two handed grip on a one handed weapon you make more damage. With the rapier + 1 damage, but your secondary arm can't be used in techniques (as it follows your primary arm). Some weapons can only be performed with primary arm or are counted as the primary hand as for example pushing, spitting, tackle, headbutting and biting. Solidity is the value that determines if your sword will break during battle (or other creative actions). If solidity reaches zero your weapon can’t be used properly – it’s broken or worn out. Some weapons can hook the opponent’s weapon.

Below is one example of a firearm. I use the term firearms/projectiles loosely to in-cooperate all projectiles that are propelled in some way. A projectile hitting a target is always treated as thrust with force.

Name

Difficulty * Distance = Reduction

Musket– matchlock Note: 

 

0.2

HP: Thrust Close/ Medium/ Long Distance 35/25/15

HP: Force/ Close/ Medium/ Long Distance 10/5/0

Reload/ Actions

14

Other grip

1H: -10

Support: Knee/lying/ and/or fork

+1/+2/+1

Weight

8 kg (+ fork 2 kg)

Distance reduces Hitting Points (Hitting Points [HP] and Force) and increases the difficulty to hit the target. The difficulty is multiplied with distance. For example: If you are aiming for a target 20 metres away the difficulty is – 4 (0.2 * 20). Difficulty is always rounded down and because of that a value of 0.9 and below after calculation means no reduction for distance. Close distance is 0 – 20 metres, medium distance above 20 metres up to 100 metres and long distance is everything above 100 metres. Another grip can make it harder or easier to hit the target. To hold, aim and fire a musket with one hand is of course almost impossible, but to use a pistol with two hands can increase the possibility to hit. Your support - standing on your knees, lying or using a fork (or some other object in a similar manner) also increase your chances to hit the target. Projectiles either pass through the target or stay in the body of the target depending on HP for Thrusts. If the HP is 50 or the projectile passes through the torso, at 30 through hands and feet, at 35 through arms, at 40 through legs, 20 through the throat and at 55 through the head. All other projectiles stay in the body (if not fingers, toes, ears or nose).

Battle Sheet and Combat? The Battle Sheet, the following two pages, can help you organise your battles. Most information needed for a battle is summarised here. The battles in this game are supposed to be simple, creative and fast, but realistic. After the Prebattle, the real combat begins. The combat is based on actions and creative tactics. To play dirty will be

advantageous. If you are hit or succeeds in hitting someone the impact is divided in two – Damage done and the Force, or push, done to you or your opponent. If the battle is over (through fleeing, fainting, dying etc.) you enter Postbattle.

38


The Rapier

39


The Rapier

40


The Rapier

1. 2. 3. 4.

Determine who is the fastest in the battle with IP + 6D. Give the extra-action-cards and break-off-card. Determine who has the initiative with above IP, but now with additions and reductions. Determine Stamina using carrying power (arms and total) and how is will affect.

1. 2. 3.

Note the reach of your weapon and type of attacks possible. You always start every initiative picking up cards. Every player has to have four Action-Cards. Play two or three cards (a third can be played if an extra-action-card is played). The third card is picked from the pile. If you don’t play any card(s), these cards go back to the pile at the start of next initiative, but aren’t counted as rest. You can play as many card as you want as reactions. Most actions cost one (1) BS. When you become tired you aren’t as good in fighting anymore. If you have an extra-action-card you can interrupt another player playing a card directed towards you. If you have break-off-card you can play it, but it demands that you make two moves from battle.

4. 5. 6. 7.

THRUST Pros Cons More accurate Less damage

Pros More damage

SLASH Cons Less accurate

Pros More force

KNOCK Cons Less damage

8. Aim at body or weapon using Attack Cards. 9. If you use a combat technique and if it’s successful it can give you bonuses and even a guaranteed hit. 10. Weapon skill (+ and technique bonus) reduce with distance, aim (slash can aim at two areas) and other reductions. 11. React to attacks with a type of defence-card (or two or three cards; parry can be combined with evasion) and a Parry Card in hand-to-hand-combat. 12. Damage: HP + attack’s 10D and reduction or additions (see if attack penetrates armour) 13. Force: HP + attack’s 10D and reduction or additions (armour not relevant) 14. Reduce stamina and check consequences on skills. 1. 2. 3. 4. 5. 6.

Rest Check effects of permanent injuries First aid and medical treatment Check infection Wear and tear Experience

41


The Rapier

Every battle is unique. After having compared Initiative Points [IP], gained cards and decided who has taking the initiative the battle starts.

back to the pile at the start of next initiative, but aren’t counted as rest. That’s a separate card to be played. It counts as you are paralysed if you don’t play any of the cards or all of the cards. You can’t have more than four cards on hand.

The one with the highest IP-sum as stated in the chapter “Taking the Initiative” begins the battle and can choose four cards, then the rest of the players in order of initiative. The players can choose cards depending on level in Combat Techniques. If you the player is on basic level these basic cards are only available. If the player is on the fourth level the player can choose from all levels (from Basic to Level four). LEVEL BASIC LEVEL 1 LEVEL 2

LEVEL 3

LEVEL 4

For every action and reaction the cost of Battle Stamina (BS) is one (1) if you aren’t carry too much. The one with the initiative can combine the different types in any variation. For example; one move and one action or two actions or one action and one rest. Move is the only action that can be paused and still count

SPECIAL ACTIONS Move, attack, parry, evade and all “Other actions” 1. Safe attack or parry/evasion 2. Daring attack or parry/evasion 3. Feint 4. Accurate attack 5. Brutal attack 6. Riposte/Counterattack 7. Double Attack 8. Hook 9. Disarm 10. Triple Attack 11. Forward evasion 12. Parry with kick, push or tackle 13. Extended reach 14. Dirty Trick 15. Forward evasion and backstab 16. Quadruple attack

as one action. You can for example move X metres of your Running ability, do an action and then continue the remaining X metres. A movement has to be declared as stopped or else the one moving is counted as in motion. In the next initiative the player is forced to play a movecard to finish the motion.

The different cards can be divided into eight groups. You have you action cards (move, action, reaction, rest and special action). These are the ones that are your combat manoeuvres. The other cards are the extra-action-cards (includes stopping actions) and break-off-card that are only awarded to the fastest players (or shared between the fastest). 1) 2) 3) 4) 5) 6) 7) 8)

There are two different actions. Short ones and long ones. The long ones are divided into short actions. A typical long action is reloading. It is several short actions. One can for example reload a bow with four actions in two initiative and can therefore do nothing more (if the player hasn’t an extra action to spend). One action, talk, is an exception. You can always talk together with another action without counting as its own action, playing a card and without BScost. For example you can draw, scream curses, and attack in one initiative.

MOVE ACTION REACTION REST SPECIAL ACTION EXTRA ACTION STOP ACTION BREAK OFF

You can always react to an attack of any kind with a defensive reaction. A reaction are the action-defence-cards or special-action-cards (on level 1-4). If you can’t play any of these defensive cards (reactions) you aren’t able to react and defend yourself. If you have an extra-action-card that can be played to pick up an action-defence-card or specialaction-card you still can react.

When a player starts his or her initiative the player picks up so the player has four cards on hand. During the player’s initiative he can play none, one or two (or three – see below) cards/actions. The other two to four cards can be played as reactions at actions towards the player. The player can also play one extra-actioncards to be able to play on more card (also when reacting). If you don’t play any card(s), these cards go

If two players are starting with the same sum of IP they do hidden manoeuvres simultaneous for the rest of the phase. A hidden manoeuvre is easily handled if they write

42


The Rapier notes or in some other way declare what to do at the same time. Both can still react if the other is attacking, but if both are attacking simultaneous no reaction is possible. They can thereby pierce each other simultaneously.

You can use an extra-action-card to have three actions in one initiative or in a reaction. You can choose any action, but never spend more than one card each initiative. If you have an extra-action-card you can also stop another player from performing an action directed at you (an attack) with that card. You can only stop one action, but the attacker can use an extra-action-card to continue. The next one with the initiative then continues when the attacker placed one, two or three cards.

When attacking or parrying with weapons that aren’t projectiles or firearms and unarmed you use Combat Cards. These Combat Cards helps you to get an easy and quick overview of the basic attacks or parries. If you choose to play the rest-card you gain two (2) BS for each card played.

After the player with the highest IP has done his actions the one with the second highest continues with actions, and third highest and so on until all has performed their actions. Then the initiative returns to the one with the highest IP. This sequence continues until a break-off-card is used. Then the IP has to be recounted after a new dice roll.

Special-action-cards are different combat techniques. If a player plays a card from the third level that player can choose between hook, disarm, triple attack, forward evasion and parry with kick, push or tackle. If you have a level-three-card you can’t choose special actions from the other levels (not even from basic). The difficulty to succeed with the special action increases with level, but they are more lethal if successful.

During battle your Hard Abilities can be reduced by fatigue and injuries. Between every action check if fatigue affects the players' skills.

Facing

The player has always the option to turn to face his enemy if the player is aware of the attacker, but if there are several enemies he or she has to choose which one to face. You can only react if you can see the enemy’s attack. For example: X is facing Y and Z. Both Y and Z have higher initiative and attacks. X chooses to face Y. That can put X in a position that Z can attack him from the side or from behind. X can only parry attacks from the front and the side.

Stamina?

For every phase you lose Battle Stamina [BS]. You lose as many BS as many actions you do (and attacks can be very costly). If you carry a lot the cost can be higher. For every 20 % of your BS spent your battle Hard Abilities are lowered. No BS left means that you are exhausted and are forced to rest lying down.

Recovery is actions spent multiplied with two for every action. Or you can choose to rest before totally exhausted. One card spent on rest gives you two BS in return. BS can’t surpass its 100 % value.

43


The Rapier

MOVE and STOP

MOVE and STAY IN MOTION

OTHER ACTIONS or REST

The player moves 1 – 5 * metres. Can’t exceed RUNNING. Can be paused.

Backwards -1 m. Creep -2 m. Crawl -3 m. Minimum always 1 metre.

The player moves 1 – 5 * metres. Can’t exceed RUNNING. Can be paused.

Player is harder to hit (-1), can’t do an evasion with movement. Obliged to move next initiative (min. 1 m.)

All other actions (short and long) as for example aim, draw, sheet, steal and observe.

REST

ACTION ATTACK on BASIC LEVEL

One attack (slash, thrust or knock) performed by either 1H, 2H, 1L or 2L.

ACTION DEFENCE on BASIC LEVEL

One parry or evasion performed by either 1H, 2H, 1L or 2L.

44

Every card played add two BS. Can’t exceed maximum.

Skill + 10D and reduce with aim and other reductions.

Skill + 10D and reduce with weapon’s length and other reductions.


The Rapier

SPECIAL ACTION from TECHNIQUES on LEVEL 1

Use any TECHNIQUE on this level – both offensive and defensive.

Successful: 6D

SPECIAL ACTION from TECHNIQUES on LEVEL 2

Use any TECHNIQUE on this level – both offensive and defensive.

Successful: 6D

SPECIAL ACTION from TECHNIQUES on LEVEL 3

Use any TECHNIQUE on this level – both offensive and defensive.

Successful: 6D

SPECIAL ACTION from TECHNIQUES on LEVEL 4

Use any TECHNIQUE on this level – both offensive and defensive.

Successful: 6D

45

1 NO 2 – 6 YES

1 – 2 NO 3 – 6 YES

1 – 3 NO 4 – 6 YES

1 – 4 NO 5 – 6 YES


The Rapier Attack Cards

HIGH ATTACK

HIGH (6D): 1: Miss 2-3: Head 3: Left Arm 4: Right Arm 5-6: Torso

SLASH/KNOCK [-2] or THRUST [0] SKILL + 10D – reductions (has to reach 6 to be a hit)

ATTACK WEAPON [0] or CENTRE SLASH/KNOCK [-2] or THRUST [0]

-1 Short or +1 Long Weapon attacked. CENTRE (6D): 1: Miss 2-3: Torso 4: Left arm 5: Right arm 6: Low Torso

SKILL + 10D – reductions (has to reach 6 to be a hit)

Reach: 0 to 0.4 +2 and 0.5 to 0.9 + 1 Slash: Possible with two areas of injury. Secondary hit has a -10 HP reduction.

ATTACK WEAPON: 1 - 7: Nothing. 8: Steal one card. 9: Reduce solidity with one. 10: Weapon lands 6D metres from defender.

1

– 7 : N o LOW ATTACK LOW (6D): Reach: 0 to 0.4 +2 t 1: Miss SLASH/KNOCK [-2] and 0.5 to 0.9 + 1 h 2: Low Torso or THRUST [0] i 3-4: Left Leg Slash: Possible with 5-6: Right Leg SKILL + 10D two areas of injury. n – reductions (has to Secondary hit has a g reach 6 to be a hit) -10 HP reduction. h a p p Explanation: e n at the These cards are the basic attacks. You either aim high, low, at the opponent’s weapon (only with a slash or a knock) or centre at the opponent. Slashes and knocks have a basic reduction of two and thrusts have none. If you want to aim atsspecific  8Handed area (in the area of high, centre or low) other reductions can be added (see “Aiming Unarmed/One and Two Weapons”). There can also be other reductions or additions, for example stance (see “Other reductions or additions to: aiming S and through the attacker’s perspective”), for the attacker. A specific target can also be on two parry cards (torso, low torso t arms) as a specific target is more revealing for the defender. e a If the If the attacker has at least a sum of six (‘6’) after Hard Ability + 10D after reductions the attacker can hit the target. l easier attacker doesn’t reach six he misses. If the attacker is close and has a weapon with that reach (for example a dagger) it’s o to hit. For attack against weapons see more under “Basic Actions”. n e If the attacker choses to do for example a High Attack, a slash, against the opponent and the opponent doesn’t succeed in c area parrying of evading the attacker hits the target. The attacker then roles a 6D on checks the High random list to see which a can was struck. Still if the attacker roles a one (‘1’) the attacker misses the target. Bad luck! Slashes roles twice and therefore have a primary and secondary area where the slash hit. The secondary hit is though less effective (-10 HP). If both werer misses d that’s really bad luck. If the attacker hits an area, for example the left arm of the opponent the attacker uses the Random list ( hits (see “Aiming Unarmed/One and Two Handed Weapons”) and roles a 100D (maybe 73 which equals that the attacker a the elbow). When that’s specified the attacker has to be check the damage (see “Damage”). n y e x c e p t f o

46


The Rapier Parry Cards

HIGH PARRY SKILL + 10D – reductions

PROTECT WEAPON or CENTRE SKILL + 10D – reductions

If High Parry is matched with High Attack add +4 to defender’s parry. The defender expected the attack.

When using a Long or Short Weapon parry’s sum reduced with -4.

If Protect Weapon or Centre is matched with Attack Weapon or Centre add +4 to defender’s parry. The defender expected the attack.

When using a Long or Short Weapon parry’s sum reduced with -4.

8 : S t e a l LOW PARRY If Low Parry is When using a o matched with Low Long or Short n Attack add +4 to SKILL + 10D Weapon parry’s e defender’s parry. – reductions sum reduced c The defender with -4. a expected the r attack. d ( a Explanation: n y at the These cards are the basic parries. You either parry high, low, protect you weapon (only against a slash or a knock) or e centre (only thrust). The one parrying can have reductions or additions, for example stance (see “Other reductions or additions x to aiming through the attacker’s perspective”) or length of weapon, but if the parry matches the attack the defender expected c the attack and has a +4 addition to the parry’s sum. It’s therefore important that the Attack and Parry Cards are presented e high simultaneously. If the attacker aims at a specific area – for example the heart – that area can be covered with both the p The and the centre parry card – as heart is part of the torso and ‘Torso’ is stated on both the high and centre attack cards. t attacker is more revealing when aiming at a specific target. f o Note that these card can only be played if the defender plays a Defensive or Special Actions Combat Card. r t h e b r e a k o f f c a r d )

47


The Rapier

It's important not to get too tired during combat. It will immediately affect you performance. You start with 100 % of your Battle Stamina (after reductions see Prebattle). Fatigue affects you in the following way. When you reach: 80 % your skill is reduced with –1 (all Hard Abilities). 60 % your skill is reduced with –2 (all Hard Abilities). 40 % your skill is reduced with –4 (all Hard Abilities). 20 % your skill is reduced with –8 (all Hard Abilities).

No stamina left means that you are exhausted and fall to the ground. You have to rest. Rest one action and receive two (2) BS.

(Some of the actions below marked with * or ^ are successful only after a throw of the dices.) LEVEL BASIC

INCLUDES Move, attack, parry, evade and all “Other actions”

MOVE  Movement 1-5 m [Natural ability Running]: o Note that this action can be paused and continued and still count as one action. For example; move 1 metre, attack, and then move 2 metres. Minimum movement is 0.5 metres. o Note that the one moving has to state when to stop moving. This to determine if the one moving is in motion (and therefore harder to hit, has a reduction in attacking, and also can’t perform an evasion with movement). o Going backwards (reverse) –1 metres movement. For example to move two metres back costs three metres of your movement.

   

Reduction can’t lower movement to zero metres. Minimum is 1 metre movement totally. o To creep (on the knees) -2 metres and to crawl -3 metres. Reduction can’t lower movement to zero metres. Minimum is 1 metre movement totally. Change position (from kneeing to standing, from kneeing to lying etc. or holding object/shield in front of torso, head, other person etc.). Throw yourself to the ground. Jump. ^ Climb: Can be several actions depending on the object. ^

ATTACK/OFFENSIVE  Attack (Slash, Thrust or Knock)* o The player has to in advance decide which kind of attack the player will perform. If it’s a slash, thrust or knock. Note also that different possible attacks are based on reach. o You can also attack the opponent’s weapon. If successful (+1) roll a 10D:  1 – 7: Nothing happens.  8: Steal one extra-action-card if possible (not the break-off-card).  9: Reduce solidity with one (weapon breaks at zero (0) [if possible].  10: Attacked weapon lands 6D metres from defender. [if possible]. o

o

Special Slash (only with weapons with this possibility) towards several enemies at once*:  90 degrees slash: - 1 (increased difficulty)  180 degrees slash: - 3  360 degrees slash: - 5 Unhook weapon (with a + 2 attack [no aim])* You are trying to pull it free.

48


The Rapier 

Fire projectiles/firearms.* o Two weapons can be fired simultaneously, but with a reduction of -5. o [Weapons with several shots (double barrels for example) can fire more than one shot with one action. Amount of shots available to fire is stated for each weapon with this capability. Each shot fired in the same action after the first one has a -3 reduction. For example; shot number two, -3, shot number three -6 and shot number four – 9.] Wrestle (see Actions - Wrestling’).*

OTHER ACTIONS  Load/Reload: Depending on firearm/projectile o Require two free hands and maybe the ability to light a match [fire required]. o Bandolier reduces reloading time with one action.  Aim projectiles/firearms. o Without aiming it’s a -5 reduction in hitting the enemy. o Aiming for two actions increases chance of hitting target with +1 (one action just to 0). Aiming for longer time increases chance for each two actions with +1, but maximum is a reduction of 5 (10 actions). Aiming can only be done if aimer is not in motion. o Tell game master where you are aiming! If previous action isn’t aiming a reduction of -5 is added.  Draw (both arms can draw simultaneously).  Sheet.  Catch item (thrown or similar). ^  Drop item held in your hand(s).  Pick up item within 1 m.  Take item from opponent (not in opponent's hands) within 1 m (attack unarmed – grab/fist).  Talk (short messages) to the enemy (convincing, threatening) with Social Intelligence. (Talk isn’t counted as a single action.) REACTION/DEFENSIVE  Parry * o The player has to in advance decide which kind of parry the player will perform. Every parry still cost one point in stamina. You can only parry attacks from the front or sides and within your reach. You can also parry with just your arms and legs – that can lead to injury [not in unarmed fights] as a weapon hit parrying arm/leg with half HP. 

Catch or deflect item or projectile thrown at you (in an attack). ^

Evasive manoeuvre with movement *: (can be done with parry, but only highest result counts [either parry or evasion] and are done simultaneous. o Every evasion takes the defender approximately 1 metre backwards in 180 degrees (or to the side, but not forward if it isn’t a special technique. If the defender is in motion it’s not possible to go in opposite direction. Evasive manoeuvre without movement *: (can be done with parry, but only highest result counts [either parry or evasion] and are done simultaneous. o Jumping – only against attacks directed towards legs. o Ducking – only against attacks directed towards torso, head and arms. o Leaning – only against attacks directed towards lower torso, torso and head.  - 2 reduction for evasive manoeuvre without movement Evading a projectile *: Ducking, jumping, leaning, lying down.  If value of evasion is higher the HP of a successful hit with a projectile an evasion is successful.  Note that lying down can decreases areas for attacker to hit.

REST 

Rest: the number of rest-cards spent*2 = Recovers that amount of Battle Stamina.

49


The Rapier Actions - Wrestling

Wrestling, grabbing and holding is a major part of combat. And not only in unarmed combat. In the instruction books for fencing grabbing the opponent's arm was a perfectly accepted and lethal trick. Wrestling still goes under unarmed fighting, but involves only the grabbing aspect of

fighting. With that come some special rules, but first see what you can do (anything!). Note that grabbing or holding with one hand/arm is more difficult and has always a -5 reduction. All wrestling has the reach of 0 to 2 metres.

 Grabbing opponent's arm or arms using one hand (more difficult: -5) or two hands for the rest of the initiative.  Grabbing opponent’s weapon or arm and try to steal opponent’s weapon. (A Wrestling Strength struggle will commence directly – the winner gets the weapon. If attacker is trying to grab a slashing weapon, but fails, attacker will receive a slash injury to hands equal to weapon’s HP for Slash without STR bonus.) o Letting go of weapon. If the defender doesn’t want to hold on to the grabbed weapon the defender can let it go. The attacker (grabber) then has to do an evasive manoeuvre and surpassing 9 not falling to the attacker’s knees (or ends up lying if already on his or her knees).  Grabbing opponent's legs or arms and trying to pull opponent down.  Grabbing opponent's torso and trying to pull opponent down.  Grabbing opponent's head and trying to pull opponent down.  Grabbing opponent's head and try to push/pull it against something hard nearby (0.5 m). o Injury is STR + material (tree wall, knock 3: stone wall, knock 4: wall with spikes, thrust 10 [Force all: 0])  Holding the opponent down on the ground for the rest of the initiative.  Holding arm, leg or head (neck) and trying to break it. [can only be performed if holding is successful] o If the attacker’s Wrestling Strength (+10D) is double than opponent’s the arm, leg or neck is broken (Permanent effect Knock 100 %).  Choking/strangling the opponent while holding opponent down. [can only be performed if holding is successful] o 10D + PHY equal initiatives of the one being choked or strangled before person faints. The person dies within 10D + PHY minutes if strangling/choke continues. Most of these manoeuvres generate no damage (except if wrestlers fall from a high height or is strangled). Note that if one arm is still free that arm is still in operation. The first special rule is that a wrestle is based on the Hard Ability: Unarmed fighting. If the above stated manoeuvres are going to successful the attacker needs to use unarmed fighting to grab his opponent. Note that if attacker uses both arms it’s only 1H’s value in unarmed fighting that counts. If the attacker only uses his secondary arm (2H) to try to grab it’s only that value that is used. The opponent’s Ability to do evasive manoeuvre and parry are the only defensive action as in normal combat. If the attacker is +1 it’s a proper grab. To pull down the opponent the attacker needs to overcome the opponent’s Wrestling Strength with his or her own Wrestling Strength. The grabbing or holding continues for the rest of the attacker’s initiative or until the attacker choses to let go. When the next initiative for the one being grabbed or held starts it has to be

determined if the grabbing or holding can continue (if that attacker wants that). It's determined once again by the attackers Wrestling Strength against the defender’s Wrestling Strength. If the defender is already pulled down and held the defender has a -5 reduction in breaking free. If the sum is positive for the attacker the grabbing or holding continues also for the defender’s initiative. To choke or strangle you use unarmed fighting as an attack against the throat or mouth, but without considering Hitting Points. Note that a choke or strangle can only be performed if opponent is pulled down or opponent’s arm or arm’s is held. If the one being strangled is on the ground he or she has a -5 reduction in attempts to break free from the choke or strangle. The attacker loses as many BS-points as actions spent wrestling. The defender loses the same amount of actions as the attacker has spent.

50


The Rapier

Below are the different combat techniques described that can be played. You can only pick special-action-cards from your level or the levels below. For example – you are on the second level you can do all basic action and all on first and second level. If you pick a card from level 2 you can only use this levels special actions. Every level has a difficulty with a 6D that has to be surpassed before the special action is successful. The difficulty is stated below and on the cards. All the techniques are in hand to hand combat. LEVEL BASIC LEVEL 1 NO: 1 YES: 2 – 6 LEVEL 2 NO: 1 - 2 YES: 3 - 6 LEVEL 3 NO: 1 - 3 YES: 4 - 6

LEVEL 4 NO: 1 - 4 YES: 5 - 6

SPECIAL ACTIONS SHORT EXPLANATION Move, attack, parry, evade and all “Other actions” 1. Safe or daring attack 1. Play it safe for higher minimum attack/parry value or risk it all. 2. Safe or daring parry/evasion 2. As above, but in your defensive posture. 3. Feint 3. Force the opponent to do a mistake. 4. Accurate attack 4. No aiming reductions at all. 5. Brutal attack 5. Increase HP with 5. 6. Riposte/Counterattack 6. Follow up a parry or evasion with an attack. 7. Double Attack 7. Two attacks, but costs as one. 8. Hook 8. Hook the opponent’s weapon (or arm). 9. Disarm 9. Using your weapon to disarm enemy. 10. Triple attack 10. Three attacks, but costs as one. 11. Forward evasion 11. Instead of going back or sideways you can go forward (rolling/spinning) past the opponent. 12. Parry with kick, push or tackle 12. You parry and follow up with an always successful kick, push or tackle. 13. Extended reach 13. You can reach targets one metre from weapon’s reach with this special move and attack. 14. Dirty Trick 14. Use a dirty trick to gain advantage that is always successful. 15. Forward evasion and backstab. 15. Instead of going back or sideways you can go forward (rolling/spinning) past the opponent and backstab the victim. 16. Quadruple attack 16. Four attacks, but costs as one.

1) Safe attack or parry/evasion and 2) Daring attack or parry/evasion If you play this card you can do a more safe or more daring attack, parry or evasion. If you fail (a No-result on your 6D-roll) the attack, parry or evasion is always a normal attack, parry or evasion.

Type of Attack Safe Daring

Type of Parry/Evasion HARD ABILITY SKILL + 6D + 3 (4 to 19) HARD ABILITY SKILL + 10D

Safe Daring

1-4 (reduce sum with 3) 5-6 (no addition) 7 to 10 (add 3 to sum) (-2 to 23)

All projectiles and firearms are normal attacks.

3) Feint an Attack If feint is successful the opponent can’t parry next attack (another card) as well. The defender loses two in skill for that attack. If you fail nothing happens. Treat feints as a normal attack and without an aim, and of course without a hit. If you use something to disguise your feint you can get a +1 to +3 addition to your attack. A shirt or hat is a +1, a cape +2 and a cloak is a +3.

Type of feint Feint Feint with disguise

HARD ABILITY SKILL + 10D HARD ABILITY SKILL + 10D + 1 to 3

51

Reduction for defender is 2 for the next real attack


The Rapier 4) Accurate attack If successful remove all reductions for aim. If failed it counts as a normal attack with aiming reductions. If the attacker aims at a specific area – for example the heart – that area can be covered with both the high and the centre parry card – as torso is on ‘Torso’ is stated on both the high and centre attack cards. The attacker is more revealing when aiming at a specific target. 5) Brutal attack If successful add five (5) HP. If failed it counts as a normal attack without any addition to HP. 6) Riposte and counterattack If successful a normal attack can be performed directly after a successful parry (riposte) or evasion (counterattack). If technique failed it still counts as a normal parry or evasion. You still need to reach the opponent after evasion. 7) Double attack You can perform two attacks, but it costs one (1) BS. You first have use 1H then 2H or opposite (or 1L then 2L or other combination, but always opposite arm or leg). There are no other reductions. This a very good technique for those that are good fighters with both arms (and both legs). If the technique fails it still counts as one normal attack. You still have to reach the target. The defender can parry all attacks with one card, but has to roll dices for all. If the defender is evading the first and is within reach also for the next attack the defender has to play another card for evasion (or parry). This technique can’t be performed if holding a one-handed-weapon with two hands. 8) Hook and 9) Disarm If successful you can aim at the opponent’s weapon with a slash or knock and if your attack is +1 your adversary is disarmed. A hook can be an offensive action or as type of parry and is successful at +1. If you disarm you must determine how far the weapon escapes your adversary's hands (6D metres). To determine in what direction the disarmed weapon lands imagine how the weapon was hit and where it could have landed. You can also randomise this in a way that suits the situation. If you hook and thereby lock the enemy’s weapon with you weapon (only possible if you have a hilt or part on weapon with similar function or angle that can lock opponent’s weapon [stated in the ‘List of weapons’]) or hook the opponent’s arm or leg with your own arm or leg. This isn’t a grab. Usually done as a defensive action – giving the defender a great chance to attack with secondary weapon or freezing several attacks. You can also hook as an offensive action. The hook will continue until someone drops the weapon, someone moves away or the on doing the hook makes a new action with the hooking arm/weapon, or opponent succeeds unhooking with a +2 attack. A hooking/hooked weapon can’t be used in an attack or parry. If a hook fails the hook is still a normal attack against weapon/arm or parry. If a disarm-action fails it’s still a normal attack against the opponent’s weapon. 10) Triple attack You can perform three attacks, but it costs one (1) BS. You have first do 1H, 2H, and then 1H or opposite (or 1L, 2H and then 1L or other combination, but always opposite arm or leg). This a very good technique for those that are good fighters with both arms (and both legs). If the technique fails it still counts as one normal attack. You still have to reach the target. The defender can parry all attacks with one card, but has to roll dices for all. If the defender is evading the first and is within reach also for the next attack the defender has to play another card for evasion (or parry). This technique can’t be performed if holding a one-handed-weapon with two hands. 11) Forward evasion If successful it’s an evasion that brings you past the opponent and takes you one metre behind the opponent (if physically possible). If failed the evasion counts as an evasions without movement (-2) and keeps you in the same spot as before. . Note that the evasion has to be successful for the rest of the technique to be set in motion.

52


The Rapier 12) Parry with kick, push or tackle If successful you first have to parry (and hope that this also is successful) and then you get a free kick (low), push or tackle (depending on reach) against the opponent that is always successful and counts as one (1) BS. If you fail in your technique it still counts as a normal parry. 13) Extended reach If successful you extend your reach for this attack with one metre. If failed you don’t extend with one metre and just probably attack air, but it still costs you one (1) BS. 14) Dirty Trick If successful you can attack the opponent and after the attack add an always successful dirty trick. It varies from reach, but the options are a head-butt (0 to 0.5 metres), a finger in the eye (0.5 to 1 metre, reduce “Fist” with 10 HP) or spit in the face (4 HP at one metre with a minimum of 0).

Dirty Trick Head-butt (“Danish forehead”) Finger in the eye

HP: -1 + STR and FORCE: -3 + STR

0 to 0.5 m

HP: -10 + STR and FORCE: 1 + STR

0.5 to 1 m

Spit (at face)

HP: -12 and FORCE: -10

-

15) Forward evasion and backstab If successful it’s an evasion that brings you past the opponent and takes you one metre behind the opponent (if physically possible) and also give you a free attack towards opponents back (but not automatically successful attack, but +15 for attacker). If failed the evasion counts as an evasions without movement (-2) and keeps you in the same spot as before. Note that the evasion has to be successful for the rest of the technique to be set in motion. 16) Quadruple attack You can perform four attacks, but it costs one (1) BS. You have first do 1H, 2H, 1H and then 2H or opposite (or 1L, 2H, 1L and then 2L or other combination, but always opposite arm or leg). There are no other reductions. This a very good technique for those that are good fighters with both arms (and both legs). If technique fails it counts as one normal attack. You still have to reach the target. The defender can parry all attacks with one card, but has to roll dices for all. If the defender is evading the first and is within reach also for the next attack the defender has to play another card for evasion (or parry). This technique can’t be performed if holding a one-handed-weapon with two hands.

53


The Rapier

You can't do all actions on the list above on horseback, but that's common sense and there are some special rules for movement. Name

Size

Horse

Big

Battle Stamina 520

Carrying Power 84

Initiative Points 22

Running 12

A normal horse has the value 12 (metres) for Run and has 22 IP. The IP is the horse’s own IP and can do its own actions. If the rider has no control (injured, unconscious etc.) the horse can still act. Then it’s the game master that decides the horse’s actions. For example if the rider is unconscious the horse can flee with the rider. Controlling the horse during battle requires some skill. In the beginning of each initiative the rider has to roll a 10D + horseback riding for control or to lose control of the horse. Not controlling the horse means that the horse can flee, attack the rider or enemies (try to throw him off, bite, kick) or do nothing. Turning in an angle of 90 degrees a horse cost 2 metres extra and going backwards (reverse) –5 metres. If horse is in motion the rider can’t perform an evasion with movement in opposite direction. To control horse during battle the rider has to pass the control-roll (Horseback riding). Following is the basic reductions: An unexperienced horse A normal horse A battle trained horse

Other additions to reductions: Horse injured Rider injured Surrounded Explosions/gunfire Enemy ration is more than 1:1

-25 -20 -15

-15 -5 -10 -10 -5

To gain Hitting Power with weapons you strike with from an animal you have to succeed with a Horseback riding dice throw: [(Horseback riding + 10D)]. You have to have the following number or higher to gain the extra Hitting Power. If successful you gain:  [Walk 1 – 3 metres movement]:  [Trot 4 – 7 metres movement]:  [Gallop 8+ metres movement]:

 [Walk 1 – 3 metres movement]: -10  [Trot 4 – 7 metres movement]: -20  [Gallop 8+ metres movement]: -30 (There can be other reductions – for example rough terrain -5 etc.)

0 HP +1 HP +3 HP

Note: Other animals can have other stats. Animals also become tired experience fatigue. Note that it can become more difficult to aim from a horse while for example galloping. See “Other reductions to aiming”. The one rule in while riding, controlling and attacking: 1-2: You fall off the horse. (A fall from 1.5 m) 3-6: The horse stumbles and falls with the rider on. Use Evasive Manoeuvre (+10D) to avoid the horse. The horse ‘attacks’ with a value of 12. The HP from the horse if it lands on the rider is a Knock with 15 + 10D on; 1-5: Torso, 6-8: Both legs, 9: An arm and 10: Head. 7-8: The horse runs in another direction at full speed for the rest of the horse’s initiative. 9-10: You stab/shot the horse with full injury/or the horse throws the rider off. (A fall from 1.5 m) If you don't get a one (1) on the second throw - it's still the first throw that counts.

54


The Rapier

To hit the enemy where you want to you have to use your Hard Abilities, but these vary depending on type of weapon (including unarmed and projectiles). If you for example have 5 on your primary hand (1H) + 2 in one handed weapons your skill is 7 when using for example a rapier. If you have 3 on your secondary hand (2H) +2 in one handed weapons your skill is 5 when using the rapier in this hand. Note that your primary hand has to be complete (5) before adding specialisations. Your secondary hand doesn't need to be complete when the primary is.

high, centre, low or at opponent’s weapon. The attacker has to vary the attacks or else the defender will gain an advantage when expecting a certain attack. If you specify your aim (for example the neck) you still has to begin with the basic attacks reduction (0 for thrusts and -2 for slashes and knocks). If you are aiming with a thrust for the head it’s a -3 reduction for you to hit it at two metres. The place on the head you hit is decided by a roll on the random lists below depending on type of weapon. If you are aiming specifically for the throat add -1 to the reduction. Note that if you were aiming for the throat and after all reduction receive a +/- 0 outcome you miss the throat, but you still hit the head randomly. You have reached the reduction for the head and have to use the random list below to determine where you hit. Note that you always have to reach what you are aiming for and that if you are really close to the target it’s easier to hit. An attack that is aimed at a specific area can still be expected. If the attack is directed towards a specific area in high, centre or low ‘zones’ and the parry is high, centre or low it’s expected.

You attack with either 1H, 2H 1L or 2L added with specialisation and a 10D, but it can be reduced or gain bonuses depending on aim and situation. If you are close to the target or the target is large or long it’s easier to hit. Biting, head-butting, spitting, tackle and pushing is always counted as 1H. The total sum after reductions and additions is transparent for all players. This is to judge defensive actions for opponents. You have to reach a sum of at least 6 even to hit the opponent. The chance to hit is reduced by a lot factors, but the main factor is the opponent. The opponent will try to parry or evade your hit. The opponent can do both, but it’s just the highest value of either the parry or the evasion that counts. With certain techniques the defender can even do counterattacks as a defender. Other factors are stance, aim, movement and type of attack. Stance is how you and your opponent are standing. Some parts are easier to hit – usually the opponent’s weapon or torso. If you, your opponent or both are in motion it’s harder to hit.

A single slash can affect two parts of the body. Every slash can have two areas of aim, a primary and a secondary. These are decided from a random table based on if it’s a high, centre or low attack. The secondary area hit can’t be specified. You can also aim for the opponent’s weapon and also with combat techniques try to hook it or disarm the opponent. If the opponent’s weapon is hooked the option for the opponent is to try to unhook it (+2 attack), move away or drop it. The one doing the hooker can always freely let the hook go. Note that the weapon has to be able to hook.

You can if you have reached the first level you can attack with a ‘safe’ or ‘daring’ type of attack. A safe attack means that you have lower risk to have a low value on your roll, but you can’t reach the higher values and a daring attack you risk a really low value, but have the chance to have a really high value. It’s the same principal for safe, normal and daring parries.

Projectiles and firearms work differently. Here the major factor is distance. Others are aim, time of aim and movement. These weapons have their own reductions for aim, but also many in common with the other weapon types. The reductions for distance can be found in ‘List of Weapons’. With projectiles the easiest target is what you see. It’s very hard to aim at something you don’t see, but guess is there. If you aim properly you will have greater chance of hitting. If you, your target or both are in motion that will affect the chance of hitting. The gunpowder you use can also be bad or the string too loose or the arrow not straight enough – so when you hit you maybe just make a small dent.

Thrusts are more accurate, but slashes can hit two areas and do more damage and finally knocks have more force. Force can make the opponent fall or drop his or her weapon. If you apply to much force your weapon can break or wear out. Usually the attacks are not specified at a specific area. Fighting is fast and usually reckless and the basic aims are

55


The Rapier The One and Perfect Rule in Combat

If you roll one (1) on your hitting 10D trying to hit your enemy (or any other action) you can be extremely unlucky. Roll once more and if you once again get a one (1) something of following will happen (once more a 10D): 1-2: You stumble and fall. 3-6: The weapon (if holding one) slips out of your hand. 7-8: The weapon malfunctions or suddenly breaks. 9-10: You stab/shot yourself in 1 - 4 the other arm; 5 - 7 one of your legs; 8 - 10 in another body part that the game master decides. If you don't get a one (1) on the two throws - it's still the first throw that counts. If you roll a ten (10) and then a ten again it counts as a perfect attack (or parry) with a total value of 20. If the second roll wasn’t a ten the ten from the first roll still stands.

56


The Rapier Aiming Unarmed/One or Two Handed Weapon General aiming reductions: SLASH and KNOCK THRUST

-2 0

Aiming at unspecified area: HIGH ATTACK

CENTRE ATTACK

6D + RANDOM

ATTACK WEAPON (only slash or knock) 10D

6D + RANDOM

1: Miss; 2-3: Head; 3: L Arm; 4: R Arm; 5-6: Torso

1: Miss; 2-3: Torso; 4: L arm; 5: R arm; 6: Low Torso

A slash has to role twice on the list above to decide which areas are the primary and secondary area hit. If the first or second role is a miss the second and first still counts as a secondary or primary hit area. A primary and secondary area can be the same area.

A slash has to role twice on the list above to decide which areas are the primary and secondary area hit. If the first or second role is a miss the second and first still counts as a secondary or primary hit area. A primary and secondary area can be the same area.

-1 Short Weapons +1 Long Weapons (No general aiming reduction) 1 - 7: Nothing happens. 8: Steal one extra-action-card if possible from opponent. 9: Reduce solidity with one (defender’s weapon). 10: Defender’s Weapon lands 6D metres from the defender.

LOW ATTACK 6D + RANDOM 1: Miss; 2: Low Torso; 3-4: L Leg; 5-6: R Leg A slash has to role twice on the list above to decide which areas are the primary and secondary area hit. If the first or second role is a miss the second and first still counts as a secondary or primary hit area. A primary and secondary area can be the same area.

Additional aiming reductions and random area hit: TARGET AREA

Distance (metres) if possible depending on type of weapon 0 to 0.5 to 1 0.4 0.9 and up

HEAD

+2

TORSO

LOWER TORSO

ARM

LEG

+2

+2

+2

+2

+1

+1

+1

+1

+1

0

0

0

0

0

Aim add to general aiming reduction

Affected area

Random 100D L/R

Slash^/ Knock: Aim add

Thrust: Aim add

SKULL (above eyes) EYE(S) SKULL (below eyes, above jaw) NOSE EAR(S) MOUTH JAW NECK/THROAT

1-20

0

0

21-22/23-24 25-45

-2 0

-1 0

46-51 52-53/54-55 56-60 61-80 81-100

-2 -2 -1 0 -1

-1 -2 -1 0 -1

CHEST/RIBS STOMACH LUNG(S) KIDNEY(S) LIVER HEART

1-40 41-81 82-83/84-85 86-87/88-89 90-95 96-100

0 0 -1 -2 -2 -2

0 0 -1 -1 -1 -1

GROIN PRIVATE PARTS HIP

1-15 16-30 31-100

-2 -2 0

-1 -2 0

SHOULDER ARMPIT UPPER ARM LOWER ARM ELBOW HAND WRIST FINGER(S)

1-20 21-25 26-45 46-70 71-75 76-90 91-95 96-100

0 -2 0 0 -1 -1 -1 -2

0 -1 0 0 -1 -1 -1 -2

THIGH KNEE SHIN ANKLE FOOT TOE(S)

1-30 31-40 41-70 71-80 81-90 91-100

0 -1 0 -1 -1 -2

0 -1 0 -1 -1 -2

-3

-2

-2

-3

-3

^ A single slash can affect two parts of the body.

57


The Rapier Aiming with firearm or other projectile TARGET AREA WEAPON – short WEAPON – normal WEAPON – long HEAD

TORSO

Aim

Affected area

Random 100D L/R

Aim add

SKULL (above eyes) EYE(S) SKULL (below eyes, above jaw) NOSE EAR(S) MOUTH JAW NECK/THROAT

1-21 22-23/24-25 26-45 46-51 52-53/54-55 56-60 61-80 81-100

0 -2 0 -2 -2 -1 0 -1

CHEST/RIBS STOMACH LUNG(S) KIDNEY(S) LIVER HEART

1-40 41-81 82-83/84-85 86-87/88-89 90-95 96-100

0 0 -1 -2 -2 -2

GROIN PRIVATE PARTS HIP

1-15 16-30 31-100

-2 -2 0

SHOULDER ARMPIT UPPER ARM LOWER ARM ELBOW HAND WRIST FINGER(S)

1-20 21-25 26-45 46-70 71-75 76-90 91-95 96-100

0 -2 0 0 -1 -1 -1 -2

THIGH KNEE SHIN ANKLE FOOT TOE(S)

1-30 31-40 41-70 71-80 81-90 91-100

0 -1 0 -1 -1 -2

-8 -6 -5 -3

-2

LOWER TORSO

ARM

-2

-3

LEG

-3

Random table when ’0’ 100D

Area hit/affected

1 - 70

No hit

71 - 72

Left leg

72 – 75

Right leg

76 – 82

Lower torso

83 – 92

Torso

94 – 95

Left arm

96 – 98

Right arm

99 – 100

Head

58


The Rapier Other reductions or additions to aiming through the attacker’s perspective 

Stance: Attacker

MOTION

DISTANCE

STANCE

Standing Kneeing Lying Standing Kneeing/Lying Kneeing Standing/Lying Lying Standing/Kneeing Stance while firing

GRIP PARRY EVASION

Reduction for attacker None None -1 None None -2 [See the ‘List of Weapons’ for reductions.]

Reduction defender

for

None -1 -3 -1/-3 None/-3 None/-1 None

Distance affects firearms, archery and projectiles: [See the ‘List of Weapons’ for reductions.]

You are moving (or in motion): o 1 – 5 m: 0 o 6 – 10 m: -10: On horseback it can be reduce to -1 with a successful Soft Ability (Horseback riding). o 11 – 19 m: -15: On horseback it can be reduce to -1 with a successful Soft Ability (Horseback riding). The adversary is moving: o 1 – 5 m: -1 o 6 – 10 m: -5 o 11 – 19 m: -10 Not standing on a stable surface (for example on a ship at sea or a carriage): -1 to -3

  

Using only one hand on a two-handed-weapon: -5 Using firearms/projectiles in 'unusual manner' (trying to fire a musket holding it with one hand): [See weapons list for reductions or additions]

Opponent parries (if combined with evasive manoeuvre the reaction with highest value is the only reduction): o [Opponent’s 1H/2H] + 10D: 0 to -26 (add also additions for shield)  Opponent tries to parry with a hand held weapon with a reach under 1.6 m or longer than 4 m.: + 4 (or -4 for the defender)

Opponent does an evasive manoeuvre with movement (if combined with parry the reaction with highest value is the only reduction) [‘* evasions can’t be positive for the attacker]: o [AGI + SPE] + 10D = -1 to -23

Evasive manoeuvre without movement (can be combined with parry): o Jumping – only against attacks directed towards legs: = [AGI + SPE]+10D -2= 0* to -21) o Ducking – only against attacks attack directed towards upper torso, head and arms: = [AGI + SPE]+10D -2= 0* to -21 o Leaning – only against attacks attack directed towards torso and arms: [AGI + SPE]+10D -2= 0* to -21 Evading a projectile (either with or without movement as above): o If value of evasion is higher the HP of a successful hit with a projectile an evasion is successful.

VISION

Defender

      

Only firearms or projectiles. No aiming: -5 Only firearms or projectiles. Aiming: 0 to +5 Area that the attacker is aiming at is in cover: -1 Attacker’s or defender’s vision is reduced: - 1 to - 10 /or -1 to -10 for defender o Vision can be reduced because of injury (Table G1: Blind), lack of daylight, weather, dust and smoke. Opponent can't see or is attacked from behind: +15 [not projectiles/firearms] Opponent is unaware of the attack: +20 (can't parry or do evasive manoeuvre) [not projectiles/firearms] Aiming at an object/person that the attacker can’t see, but is aware of (behind back for example): -15.

59


ANGLE

The Rapier 

Aiming angle in unarmed fighting - depending on if the attacking arm or leg are level, above or below target: o Above: - 1 [Leg aimed at head] o Level: 0 o Below: - 1 [Arm aimed at lower part of leg]

Special slash (only with weapons with slashing possibility) towards several enemies at once. o 90 degrees slash: - 1 o 180 degrees slash: - 3 o 360 degrees slash: - 5

Now take you sum after all reductions check the sum. If you are + 1 or above you hit the enemy or the weapon you aimed for at the specified target area.

which part of the head according to the random list above. With firearms and other projectiles you hit your specified target with +1, but with a ‘0’ you have to apply the “Random Table H2” (100D: 1-70 is always a miss).

If you were aiming for a specific target on the body with added reductions, for example throat [-1, total -4], you still hit a part of head with a ‘0’ (as it would be a positive sum if you were aiming for the head), but you have to check

Note that the attack’s sum before defender’s response has to reach at least ‘6’ to not be a miss in hand-to-handcombat.

If you were aiming for some parts of the adversary's body you have to determine your Hitting Points [HP] for the strike (Thrust, Slash or Knock) and the Force behind it. A projectile is treated a Thrust. Except for projectiles the HP is (STR or AGI + weapon value) + [10D]. Projectiles’ HP (damage and force) are mainly affected reduction by distance that is listened in ‘List of Weapons’ and is also affected by the 10D roll below.

Slash – Secondary hit

-5 0 +4 +5 +6 +7 +10 +12 +15

If the opponent is totally defenceless a coup de grâce can be performed without consulting the damage list. The game master decides when such an action is possible.

-15 -10 -5 0 0 0 +5 +10 +15

You are always allowed to reduce HP yourself with a 10D+5. You are not hitting with full strength, but things can go wrong. This is only applied in battle. Note that this is not possible with projectiles and firearms. To summarise the calculations of the two HP: You attack with a weapon that isn’t a projectile: 1) HP: Thrust, Slash or Knock + STR or AGI (depending on type of attack) + [10D] + General and other additions or reductions. 2) HP: Force + STR + [the previous 10D] + General and other additions or reductions.

You can also have HP bonuses and reductions from different grips (for example two-handed-grip), through movement (a charging attack from a horse), attacking the opponent in the back or a defenceless enemy. In movement

+1 to +3 HP

Target defenceless

+2 HP

A slash’s secondary hit is always reduced with 10 HP. The first hit’s roll [10D] isn’t rolled again.

Now you have two values. The first value will affect damage done to your opponent’s body and the second value the force applied to the opponent. Force is the ‘push’ from a weapon or for example a kick makes on the enemy. It will affect the opponent’s balance and ability to keep things in his or her hands. It can also stun the defender.

General addition or reduction to HP Close-CombatProjectiles and Weapons Firearms 1 -10 -20 2 3 4 5 6 7 8 9 10

- 10 HP

You attack with a projectile: 1) HP: Thrust (depending on distance) + General additions or reductions. 2) HP: Force (depending on distance) + General additions or reductions.

See more under ‘Actions from Horseback (or other)’. This addition is not added when dealing with projectiles. For example tied or sleeping. This addition is not added when dealing with projectiles.

60


The Rapier First let us see how Force affects. a) See if there are any HP bonuses (without armour reduction) or reductions affecting Force, depending where you hit using the Table ‘Affected area: Bonuses and reduction’ below. b)

b)

See how Force affected the target using the table ‘Effect of Force’ below. The target’s AGI also affects the outcome. Note that 5 in AGI is the highest measured even if some animals can have higher.

Force is like a push and for that reason not reduced by armour. There is no armour reduction to the Force value. So if a rapier with a force value of 4 + STR + [attack’s dice roll] reaches a certain level the opponent will be ‘pushed over’, but look out – your weapon can break or wear out.

c) See how type of attack (Thrust, Slash or Knock) affected the target using the table ‘List of Damage’. The target’s PHY also affects the outcome. Note that 5 in PHY is the highest measured even if some animals can have higher.

Now let us see how damage affects. a) You compare the amount of the Hitting Points for Thrust, Slash or Knock with your opponent's armour (if there is any where you hit. Armour      

If your sum is higher than the armour you have penetrated the armour and have made real damage. The amount of damage is your Hitting Point reduced by half of the value of the armour. For example: If you hit a person with chain mail with a rapier thrust, 9 + STR, let’s say with HP 12 + X it will penetrate with value 21 (and 22). The HP, let us say 21, will be reduced by 10 and the damage equals to 11. Now you have to see if the area you hit affects HP. For example - if you hit a lung with a thrust a +2 is added to HP.

0 Clothes 6 Soft leather [reduces damage if penetrated by 3] 10 Hard leather [reduces damage if penetrated by 5] 14 Studded leather [reduces damage if penetrated by 7] 20 Chain mail (incl. soft leather) [reduces damage if penetrated by 10] 24 Plate armour (incl. soft leather) [reduces damage if penetrated by 12]

61

d)

If there are several damages with skill reductions being stacked you can see the consequence of that in the table ‘Several Damages’ below.

e)

If a permanent damage is stated in ‘List of Damage’ (25 to 100 %) you can see effect of the permanent damage in Table A: Permanent Effect – Thrust and projectile; Table B: Permanent Effect – Slash; or Table C: Permanent Effect – Knock.

f)

In the chapter ‘Postbattle’ you can learn more about rest, first aid, medicine and surgery.


The Rapier Affected area: Bonuses or reductions TARGET AREA

Affected area

HP bonus/ reduction Thrust

HP bonus/ reduction Slash * 4

HP bonus/ reduction Knock

HP bonus/ reduction Force

+ 1 to + 3 +2

+ 1 to + 3 +2

+ 1 to + 3 +2

+ 1 to + 3 +2

SKULL (above eyes) EYE(S) [see “Table G1: Blind” for damage below 16 HP] SKULL (below eyes, above jaw) NOSE EAR(S) MOUTH JAW NECK/THROAT

+8 +10

0 +7

+2 +3

0 0

None *1

0

0

0

0

None

0 -5 0 0 +5

0 -3 +1 0 +7

+1 -8 +1 0 0

0 0 0 0 0

None *2 None None None

CHEST/RIBS STOMACH LUNG(S) KIDNEY(S) LIVER HEART

0 0 +2 0 +1 +10

0 0 +1 0 0 +10

0 0 0 0 0 0

0 0 0 0 0 0

None None *3 *3 *3 *3

GROIN PRIVATE PARTS HIP

+2 +1 0

+1 +1 0

0 +2 0

0 0 0

None None None

SHOULDER ARMPIT UPPER ARM LOWER ARM ELBOW HAND WRIST FINGER(S)

0 +2 0 0 0 -5 -4 -10

0 0 0 0 0 -6 -2 -6

0 0 0 0 0 -10 -8 -14

0 0 -2 -2 -2 -5 -5 -5

None None None None None None *2 *2

THIGH KNEE SHIN ANKLE FOOT TOE(S)

+2 0 0 -4 -10 -12

+1 0 0 -2 -1 -10

0 0 0 -8 -10 -14

+2 +2 +2 +4 +2 -2

None None None *2 None *2

In movement ^ Target defenceless ~

Special Rule

HEAD

TORSO

LOWER TORSO

ARM

LEG

* 1: Knock: HP (before bonuses) has to be 15 or higher or it’s a SKULL (above eyes) injury. * 2 Thrust, Slash and Knock: HP full reduction for all damage categories, but not Permanent injuries. There is a half reduction for Permanent injuries. * 3: Thrust, Slash and Knock: HP (before bonuses) has to be 15 or higher or it’s a CHEST/RIBS injury. * 4: Slash: Secondary hits are always reduced by 10 HP.

62


The Rapier Effect of Force - 15 to 9

10 to 15

16 to 25

26 and up

AGI Balance (Defender’s) Stunned (-1 action/initiatives) Drop (Defender’s weapon) Stuck (Attacker’s weapon) Wear (Attacker’s weapon) Breakage (Attacker’s weapon) Balance (Defender’s) Stunned (-1 action/initiatives) Drop (Defender’s weapon) Stuck (Attacker’s weapon) Wear (Attacker’s weapon) Breakage (Attacker’s weapon) Balance (Defender’s) Stunned (-1 action/initiatives) Drop (Defender’s weapon) Stuck (Attacker’s weapon) Wear (Attacker’s weapon) Breakage (Attacker’s weapon) Balance (Defender’s) Stunned (-1 action/initiatives) Drop (Defender’s weapon) Stuck (Attacker’s weapon) Wear (Attacker’s weapon) Breakage (Attacker’s weapon)

0 No effect 2 No effect No effect No effect X X Lost 3 Yes No effect No effect X X Lost 4 Yes Yes at 21 No effect 2 20 Lost 5 Yes Yes -1 3 20

1 No effect 2 No effect No effect No effect X X Lost 2 Yes No effect No effect X X Lost 3 Yes Yes at 21 No effect 2 20 Lost 4 Yes Yes -1 3 20

2 No effect 1 No effect No effect No effect X X Stumble 2 No effect No effect No effect X X Lost 3 Yes Yes at 21 No effect 2 20 Lost 3 Yes Yes -1 3 20

3 No effect 0 No effect No effect No effect X X Stumble 1 No effect No effect No effect X X Lost 2 Yes Yes at 21 No effect 2 20 Lost 3 Yes Yes -1 3 20

4 No effect 0 No effect No effect No effect X X No effect 1 No effect No effect No effect X X Stumble 2 No effect Yes at 21 No effect 2 20 Lost 3 Yes Yes -1 3 20

5 No effect 0 No effect No effect No effect X X No effect 1 No effect No effect No effect X X Stumble 1 No effect Yes at 21 No effect 2 20 Lost 2 No effect Yes -1 3 20

List of Damage 2

3

PHY 0 Balance No effect Skill Actions -1 2 Medical Initiatives level Permanent Scar/Bruising Consciousness Drop No Balance No effect Skill Actions -1 2 Medical Initiatives level

4-6

Permanent Consciousness Drop Balance Skill Actions Medical Initiatives level Permanent Consciousness Drop

1 No effect -1 2

2 No effect -1 1

3 No effect -1 1

4 No effect -1 1

5 No effect -1 1

-

-

-

-

-

-

No No effect -1 2

1 12 Scar/Bruising Scar/Bruising No No No effect No effect -2 3 -2 2

-

-

-

-

No No effect -1 1

No No effect -1 1

No No effect -1 1

No No effect -1 1

-

-

-

-

-

No No effect -2 2

-

No No effect -1 2

-

No No effect -1 2

-

No No effect -1 1

1 12 1 12 Scar/Bruising Scar/Bruising Scar/Bruising Scar/Bruising Scar/Bruising Scar/Bruising No No No No No No

63


The Rapier 7-9

Balance Skill

Actions

Medical Initiatives level Permanent Consciousness Drop 10-12 Balance Skill Actions Medical Initiatives level

No effect -3 4

3

Medical Initiatives level

-

-

-

No effect -3 4

3

6

3

6

3

6

3

Lost

Medical Initiatives level Permanent Consciousness Drop

Lost

6

50 Faints Yes

25 Faints Yes

25 Faints Yes

25 Yes

Lost

Lost

Lost

Lost

No effect -3 3

No effect -3 3

3 6 2 8 Scar/Bruising Scar/Bruising No No Lost

Lost

-

-

-

-

-

-

-

-

-

-

-

4

4

4

4

4

4

4

4

4

4

3

5

50 Lost Yes

50 Lost Yes

Lost Actions

No effect -2 1

-

Balance Skill

No effect -2 2

3 8 2 10 2 10 1 12 Scar/Bruising Scar/Bruising Scar/Bruising Scar/Bruising No No No No

-

Permanent Consciousness Drop 21 – 25

8 25 Yes

-

Balance Actions

No effect -2 2

-

Permanent Consciousness Drop

Skill

3

Lost Actions

Medical Initiatives level

16 – 20

8 25 Yes

Balance Skill

No effect -2 3

2 10 2 10 2 10 1 12 1 12 Scar/Bruising Scar/Bruising Scar/Bruising Scar/Bruising Scar/Bruising Scar/Bruising Yes No No No No No No effect No effect No effect No effect No effect No effect -4 4 -3 4 -3 4 -3 3 -2 3 -2 3

Permanent Consciousness Drop 13 – 15

No effect -2 3

-

4 75 Lost Yes

25 Lost Yes

Lost -

-

3

4

25 Faints Yes

Lost -

-

3

4

50 Lost Yes

50 Lost Yes

64

25 Faints Yes

Lost -

-

3

4 50 Lost Yes

25 Faints Yes

Lost -

-

3

4 50 Faints Yes

Lost -

-

3

4

-

4 50 Faints Yes


The Rapier 26 – 30

Balance Skill

Actions

Medical level

Initiatives 5 100 Lost Yes

Permanent Consciousness Drop 31 – and up

Lost -

-

2

Lost -

5 75 Lost Yes

-

2

Lost -

5 50 Lost Yes

-

2

Lost -

5 50 Lost Yes

-

2

Lost -

5 50 Lost Yes

-

2

Lost -

-

4 3 50 Faints Yes

Balance Skill

Actions

Medical level

Initiatives

Lost -

-

Lost -

-

Lost -

-

Lost -

-

Lost -

-

Lost -

-

5 1 5 1 5 1 5 2 5 3 5 4 Permanent 100 100 100 100 75 75 Consciousness Lost Lost Lost Lost Lost Lost Drop Yes Yes Yes Yes Yes Yes Scar or bruising is determined by type of injury and weapon. Knocks do bruises and thrusts and slashed make scars. Projectiles either pass through the target or stay in the body of the target depending on HP (except for some objects, knives, swords, stones etc.). Projectiles either pass through the target or stay in the body of the target depending on HP for Thrusts. If the HP is 50 or the projectile passes through the torso, at 30 through hands and feet, at 35 through arms, at 40 through legs, 20 through the throat and at 55 through the head. All other projectiles stay in the body (if not fingers, toes, ears or nose).The projectile can continue and hurt others, but the HP is reduced with the body part’s value. For example a bullet strikes with 50 HP in a rider’s leg, passes through losing 40, and hitting the horse with 10 HP. All other projectiles stay in the body (if not fingers, toes, ears or nose) if HP is at least 4. Below the projectile falls off.

Explanations: Stumble: Balance: Stunned: Skill:

Medical level: Permanent:

Consciousness: Drop: Stuck:

The person affected changes position. From standing to kneeing or from kneeing to lying. Lost equals falling down to the ground. If ‘Effect of Force’ states that balance is lost, but not the Damage list the balance is still lost. If you are on a horse and lose balance you fall off the horse. Use the table F1 and F2 to see the effect of falling from a horse or height. For the stated number of initiatives the person stunned can do one less action. The stunned can still spend extra-action-cards. Reduction of Hard Abilities Skills for X action or reactions (the next ones, if the first one is move it’s still the first action). After these actions are over the injured receives the reduction for the injury below and so forth. For example the injured with a PHY of 3 faints after damage with 17 HP. After 10D phases he wakes up and has then a skill reduction of three for four actions. After four actions he has a skill reduction of three for three actions and so forth. Within the stated amount of the one affected own initiatives the injured needs medical treatment at the specified level. Untreated injuries counts as of course no medical treatment and will have consequences. See more under the chapter ‘Postbattle’. This is level of permanent damage (from scar to 100 % damage). See the affected area for exact permanent damage depending on percent. Scar means only a decent scar to brag about (after it has healed) after a thrust or slash and bruising is just a after a knock a minor contusion that will heal. Permanent damage always precedes other damages caused by the same injury (for example if death is stated as a permanent effect it supersedes fainting. Faints equals 10D initiatives. Lost equal loses consciousness for 10D minutes. Yes equals dropping all items held in hands. If ‘Effect of Force’ states that ‘Yes’, but not the Damage list it’s still ‘Yes’. If the attack is a Thrust or Slash the weapon can stick in the target. To let the weapon lose from the target the action draw is required. “Yes at 21” means that if HP is 21 or higher the attacker’s weapon will stick (not if the weapon strikes plate armour or metal then 25 is required). If the defender loses balance the attacker can chose to ‘follow’ the defender going to a lower stance (from standing to

65


The Rapier

Wear: Breakage:

kneeing, from kneeing to lying, lying remains lying with defender over or beside defender) or stop holding the weapon. If body part is stated as “Off” as a Permanent Effect the weapon doesn’t stick. Wear is when a weapon (not unarmed fighting) is worn down by a very powerful strike. The weapon will probably need to be sharpened again by a smith. The effect, damage, of the weapon will also decrease. See ‘Weapon’s Quality’. Note that there is no ‘Wear’ for projectiles. Weapons can break if too much pressure or force is applied to them. For example when you stab at an enemy and hit the brick wall instead. In list of ‘Effect of Force’ you can see when a weapon snaps and breaks because too much force. This is of course not applied to unarmed fighting. The first number is the weapon’s solidity and the second the value of reduction from armour or for example a brick wall. When a weapon with the stated solidity (2 or 3) hits something as hard as reduction (20) it breaks, but first it makes damages. Note that there is no ‘Breakage’ for projectiles.

Several Damages

The injury with the highest reductions of Hard Abilities beats other injuries lower level of reduction and is the only one that affects the injured, but all injuries

have to be treated for their independent medical level. All reductions have to be added as to see when a specific total value is reached. The injured can therefore be affected by many small injuries as seen below.

Table A: Permanent Effect – Thrust and Projectile TARGET AREA Affected area

Total reductions 1 to 7 No added effect. 8 to 12 Faints. 13 and up Consciousness lost.

Permanent: 25 %

Permanent: 50 %

Permanent: 75 %

Permanent: 100 %

-1 INT for 6D months Lost eyesight. (-1 AGI and -1 INT)/eye Contusion Broken Piece missing Missing 6D teeth

Death

Death

Death

Death. It goes deep.

Death. It goes deep

Death. It goes deep

Death Almost off Almost off Missing 10D teeth and part of tongue Severely broken Major surgery to restore Major blood lose

Death Off Off Death. Too deep

HEAD SKULL (above eyes) EYE(S) [see “Table G1: Blind” for damage below 16 HP] SKULL (below eyes, above jaw) NOSE EAR(S) MOUTH JAW

Contusion

Broken Broken Almost off Missing 10D teeth and part of tongue Broken

NECK/THROAT

Major blood lose

Major blood lose

CHEST/RIBS

Major blood lose 2D ribs broken Major blood lose One lung destroyed. -2 END Major blood lose Major blood lose Death

Death

Death

Death Death

Death Death

KIDNEY(S) LIVER HEART

Major blood lose 2D ribs broken Major blood lose Will cough blood. -1 END 6D months Major blood lose Major blood lose Death

Death Death Death

Death Death Death

GROIN PRIVATE PARTS HIP

Major blood lose No more fun Major blood lose

Major blood lose No more fun Major blood lose

Major blood lose No more fun Death

Death No more fun Death

SHOULDER ARMPIT

Major blood lose Major blood lose

Deep Almost off

Deep Death. Too deep

UPPER ARM LOWER ARM ELBOW HAND WRIST FINGER(S)

Major blood lose Major blood lose Major blood lose Major blood lose Major blood lose Loses 2D fingers

Deep Deep Deep Deep Deep Loses 3D fingers

Deep Death Goes to deep Destroyed Destroyed Destroyed Destroyed Destroyed Loses 3D+1 fingers

THIGH KNEE

Major blood lose Major blood lose

Deep Deep

Destroyed Destroyed

Destroyed Destroyed

Off Death

TORSO STOMACH LUNG(S)

LOWER TORSO

ARM

Destroyed Destroyed Destroyed Destroyed Destroyed Loses 3D+2 fingers

LEG

66


The Rapier SHIN ANKLE FOOT TOE(S)

Table B: Permanent Effect – Slash TARGET AREA Affected area

Major blood lose Major blood lose Major blood lose Loses 2D toes

Deep Deep Deep Loses 3D toes

Destroyed Destroyed Destroyed Loses 3D+1 toes

Destroyed Destroyed Destroyed Loses 3D+2 toes

Permanent: 25 %

Permanent: 50 %

Permanent: 75 %

Permanent: 100 %

-1 INT for 6D months Lost part of eyesight – 1 AGI Contusion Broken Piece missing Missing 6D teeth

Death

Death

Death

Destroyed

Destroyed

Death Almost off Almost off Missing 10D teeth and part of tongue Severely broken Major surgery to restore Death

Death Off Off Death Too deep

HEAD SKULL (above eyes) EYE(S) [see “Table G1: Blind” for damage below 16 HP] SKULL (below eyes, above jaw) NOSE EAR(S) MOUTH JAW

Contusion

Lost part of eyesight – 2 AGI Contusion Broken Almost off Missing 10D teeth and part of tongue Broken

NECK/THROAT

Major blood lose

Death

CHEST/RIBS STOMACH

6D ribs broken Major blood lose

Death Death

Death Death

LUNG(S)

Death

Death

KIDNEY(S)

Will cough blood Major blood lose

Death

Death

LIVER

Major blood lose

Death

Death

HEART

Death

10D ribs broken Intestines falling out One lung destroyed Intestines falling out Intestines falling out Death

Death

Death

GROIN PRIVATE PARTS HIP

Major blood lose No more fun Major blood lose

Major blood lose Almost off Major blood lose

Major blood lose Almost off Death

Death Off Death

SHOULDER ARMPIT

Major blood lose Major blood lose

Almost off Almost off

UPPER ARM LOWER ARM ELBOW HAND WRIST FINGER(S)

Major blood lose Major blood lose Major blood lose Major blood lose Major blood lose Loses 2D fingers

Almost off Almost off Almost off Almost off Almost off Loses 3D fingers

Almost off Death Goes to deep Almost off Almost off Almost off Almost off Almost off Loses 3D+1 fingers

Off Off Death Goes to deep Off Off Off Off Off Loses 3D+2 fingers

THIGH KNEE SHIN ANKLE FOOT TOE(S)

Major blood lose Major blood lose Major blood lose Major blood lose Major blood lose Loses 2D toes

Almost off Almost off Almost off Almost off Almost off Loses 3D toes

Almost off Almost off Almost off Almost off Almost off Loses 3D+1 toes

Off Off Off Off Off Loses 3D+2 toes

Off Head off = Death

TORSO

LOWER TORSO

ARM

LEG

67


The Rapier Table C: Permanent Effect – Knock TARGET AREA Affected area

Permanent: 25 %

Permanent: 50 %

Permanent: 75 %

Permanent: 100 %

Death

Death

Death

Lost part of eyesight – 2 AGI Broken Mashed Missing 10D teeth Broken

Destroyed

Destroyed

JAW

-1 INT for 6D months Lost part of eyesight – 1 AGI Broken Mashed Missing 6D teeth Contusion

NECK/THROAT

Contusion

Mashed

Death Crushed Mashed Missing 10D teeth Severely broken Major surgery to restore Crushed Death

Death Crushed Mashed Missing all but 3D teeth Severely broken Major surgery to restore Crushed Death

CHEST/RIBS STOMACH LUNG(S) KIDNEY(S) LIVER HEART

6D ribs broken Contusion 6D ribs broken Contusion Contusion 6D ribs broken

10D ribs broken Mashed 10D ribs broken Mashed Mashed 10D ribs broken

Death Crushed Death Death Crushed Death Crushed Death Death

Death Crushed Death Death Crushed Death Crushed Death Death

GROIN PRIVATE PARTS HIP

Contusion Contusion Contusion

Mashed Mashed Mashed

Crushed Crushed Crushed Death

Crushed Crushed Crushed Death

SHOULDER ARMPIT UPPER ARM LOWER ARM ELBOW HAND WRIST FINGER(S)

Contusion Contusion Contusion Contusion Contusion Contusion Contusion Breaks 2D fingers

Mashed Mashed Mashed Mashed Mashed Mashed Mashed Breaks 3D fingers Drops item in hand

Broken Broken Broken Broken Broken Broken Broken Breaks 3D+1 fingers Drops item in hand

Destroyed Destroyed Destroyed Destroyed Destroyed Destroyed Destroyed Breaks 3D+2 fingers Drops item in hand

THIGH KNEE SHIN ANKLE FOOT TOE(S)

Contusion Contusion Contusion Contusion Contusion Breaks 2D toes

Mashed Mashed Mashed Mashed Mashed Breaks 3D toes

Broken Broken Broken Broken Broken Breaks 3D+1 toes

Destroyed Destroyed Destroyed Destroyed Destroyed Breaks 3D+2 toes

HEAD SKULL (above eyes) EYE(S) [see “Table G1: Blind” for damage below 16 HP] SKULL (below eyes, above jaw) NOSE EAR(S) MOUTH

TORSO

LOWER TORSO

ARM

LEG

68


The Rapier

Fire and Water

If someone is affected by fire it is also determined like a weapon. The weapons value is determined by following factors:   

Size of fire: 5 to 20 'Greek fire': +10 Time: 1 to 20 (initiatives)

Armour reductions.

Now take the sum of above + 10D and check table D1 in the Damage Lists.

For every part of the body (head, torso, arm and leg) affected the character has to see the effects of the burn with a 10D in table D2. Game master decides scaring. Drowning can be avoided by being a good swimmer and avoiding dangerous water (or dangerous people in water). Damage while drowning in water (or other liquid) is based by following: 5+10D + PHY equal phases before person faints. The person dies within 10D + PHY minutes if not person gets proper first aid (level 3). No infection occurs even if it's stated.

Table D1: Fire 0

1

2

3

4

5

2

Light burn.

Singed.

Singed.

Singed.

Singed.

Singed.

3

Light burn.

Light burn.

Singed.

Singed.

Singed.

Singed.

4–6

Medium burn.

Light burn.

Light burn.

Light burn.

Light burn.

Singed.

7–9

Medium burn.

Medium burn.

Light burn.

Light burn.

Light burn.

10 – 12

Bad burn.

Medium burn.

Medium burn.

Medium burn.

Medium burn.

13 – 15

Bad burn.

Bad burn.

Medium burn.

Medium burn.

Medium burn.

16 – 20

Major burn.

Major burn.

Bad burn.

Medium burn.

Medium burn.

21 – 25

Major burn.

Major burn.

Major burn.

Bad burn.

Bad burn.

26 – 30

Burned into the flesh. No skin left. Burned into the flesh. No skin left.

Major burn.

Major burn.

Major burn.

Major burn.

Light burn. Light burn. Medium burn. Medium burn. Bad burn. Major burn.

Burned into the flesh. No skin left.

Major burn.

Major burn.

Major burn.

31 – 35

Table D2: Fire Singed

No effect.

Light.

-1 skill for 2 actions. Needs medical attention (degree 1) within 20 initiatives. If not the injured faints for 10D initiatives. -2 Hard Abilities for 3 initiatives. Needs medical attention (degree 1) within 15 initiatives. If not the injured faints for 10D initiatives.

Medium

69

Major burn.

Bad

-5 Hard Abilities for 5 initiatives. Needs medical attention (degree 3) within 15 initiatives. If not the injured faints for 10D initiatives. Drops everything held in arm if affected and loses balance.

Major

- 10 Hard Abilities for 10 initiatives. Needs medical attention (degree 4) within 10 initiatives. If not the injured faints for 10D initiatives. Drops everything held in arm if affected and loses balance.


The Rapier No skin left

-10 Hard Abilities for 20 initiatives. Needs medical attention (degree 5) within 5 initiatives. If not the injured faints for 5+10D initiatives. Drops everything held in arm if affected and loses balance.

Poison

If someone is subjected to poison it is treated like a weapon you can't parry or evade. Every poison has a damage value. That value is equal to the degree of the

poison's toxicity. In the Damage List E1 you can see the degree of effect it has on a person if the person is poisoned. For example:

Arsenic

Damage 20 + 10D. The effect is: 5% Upset bowel. -1 PHY for 10D days. 10 % A headache (-5 IP) for 10D hours. Upset bowel. -1 PHY for 10D days. 20 % A bad headache (-10 IP) for 10D hours. Upset bowel. -1 PHY for 10D days. 40 % Fever (-10 IP) and becomes unconscious for 10D hours after 10D hours. Needs medical attention (level 2). Upset bowel. -1 PHY for 10D days. 60 % Fever (-10 IP) and becomes unconscious for 10 + 10D hours after 10D hours. Needs medical attention (level 4). Upset bowel. -1 PHY for 10D days. 80 % High fever (-10 IP) and death within 10 + 10D hours. 100 % High fever (-15 IP) and death within 10D hours. An antidote can stop the effects of the poison and be treated with proper medicine (level 4).

Table E1: Poison/Gas 0

1

2

3

4

5

2

Effect 5 %

No effect.

No effect.

No effect.

No effect.

No effect.

3

Effect 10 %

Effect 5 %

Effect 5 %

No effect.

No effect.

No effect.

4–6

Effect 20 %

Effect 10 %

Effect 10 %

Effect 5 %

Effect 5 %

No effect.

7–9

Effect 40 %

Effect 20 %

Effect 20 %

Effect 10 %

Effect 10 %

Effect 5 %

10 – 12

Effect 60 %

Effect 40 %

Effect 40 %

Effect 20 %

Effect 20 %

Effect 10 %

13 – 15

Effect 80 %

Effect 60 %

Effect 60 %

Effect 40 %

Effect 40 %

Effect 20 %

16 – 20

Full effect.

Effect 80 %

Effect 80 %

Effect 60 %

Effect 60 %

Effect 40 %

21 – 25

Full effect.

Full effect.

Effect 80 %

Effect 80 %

Effect 80 %

Effect 60 %

26 – 30

Full effect.

Full effect.

Full effect.

Effect 80 %

Effect 80 %

Effect 80 %

31 – 35

Full effect.

Full effect.

Full effect.

Full effect.

Full effect.

Full effect.

Falling

If you are really unfortunate you fall. Hopefully the height wasn’t too high or that you fell off a galloping horse. To determine possible injuries you treat the ‘fall’ like the enemy. The fall has an attack value that varies depending on height, but also gets and addition for speed stated in Table F2. The fall’s attack value + 10D can only evaded with an evasive manoeuvre. If successful you land without injury and with +3 the player can chose how to land. Or else the situation decides the landing. If you aren’t

successful you receive one or several Knocks and one Force damages equal the fall’s height stated in Table F1. You randomly decide how many ‘Knocks’ using a 3D or 6D depending on height. To determine the place of each Knock use a 10D in table below. Add +7 if person in the situation is falling with head first. For specific place on for example the leg use the random option for body part in the list ’Aiming Unarmed/One or Two Handed Weapon’.

70


The Rapier Table F1: Damage from Falling Height

Attack value +

HP:

Amount

Left

Right

10D

Knock +

of injuries

leg

leg

Force

by Knock

Torso

Lower

Left

Right

Torso

arm

arm

Head

0 –2m

3

3

3D

1–2

3–4

5

6

7

8

9 – 17

2.1 – 3 m

5

10

3D

1–2

3–4

5

6

7

8

9 – 17

3.1 – 5 m

7

20

6D

1–2

3–4

5

6

7

8

9 – 17

5.1 – 7 m

9

30

6D

1–2

3–4

5

6

7

8

9 – 17

7.1 – 10 m

10

35

6D

1–2

3–4

5

6

7

8

9 – 17

10.1 and

12

35

6D

1–2

3–4

5

6

7

8

9 – 17

above

Table F2: Speed additions to Attack value of Fall: Running (metres) 1–5 6 – 10 11 – 13 14 – 15

Addition to Attack value in F1 None +2 +4 +6

Blind

You can try to blind the opponent by throwing sand, poking fingers, spitting in the opponents eyes or in another creative way. When you hit the eye or eyes and are below 16 HP you use also use Table G1 below. This because there is an additional unpleasantness. So see not only normal injury but also table G1 if it’s stated in the ‘List of Damage’.

Table G1: Blind 0

1

2

3

4

Blinking rapidly. –2 skills for 1 initiative. Blinking rapidly. –2 skills for 1 initiative.

Blinking rapidly. 2 skills for 1 initiative. Blinking rapidly. – 2 skills for 1 initiative.

Blinking rapidly. –2 skills for 1 initiative.

I spit in your face!

I spit in your face!

Blinking rapidly. –2 skills for 1 initiative.

Blinking rapidly. –2 skills for 1 initiative. Can’t see well for a short while. –5 M. for 1 initiative. Can’t see well for a short while. –10 skills for 3 initiatives. Can’t see well for a short while. –10 skills for 5 initiatives. Can’t see well for a short while. –10 skills for 5 initiatives.

Blinking rapidly. –2 skills for 1 initiative.

2

Blinking rapidly. – 2 skills for 1 initiative

3

Can’t see well for a short while. – 10 skills for 1 initiative.

4–6

Can’t see well for a short while. – 10 skills for 3 initiatives.

Can’t see well for a short while. –5 skills for 1 initiative.

Can’t see well for a short while. –5 skills for 1 initiative.

Can’t see well for a short while. –5 skills for 1 initiative.

7–9

Can’t see well for a short while. – 10 skills for 5 initiatives.

Can’t see well for a short while. –10 skills for 5 initiatives.

Can’t see well for a short while. – 10 skills for 5 initiatives.

Can’t see well for a short while. –10 skills for 5 initiatives.

10 – 12

Both eyes injured. -10 skills for 10 initiatives.

Both eyes injured. -10 skills for 10 initiatives.

Can’t see well for a short while. –10 skills for 5 initiatives.

Can’t see well for a short while. –10 skills for 5 initiatives.

13 – 15

One eye badly hurt. –10 skills for 15 initiatives.

One eye badly hurt. –10 skills for 15 initiatives.

Both eyes injured. -10 skills for 10 initiatives.

Both eyes injured. 10 skills for 10 initiatives.

71

5

Can’t see well for a short while. -5 skills for 1 initiative. Can’t see well for a short while. –5 skills for 3 initiatives. Can’t see well for a short while. -10 skills for 3 initiatives. Can’t see well for a short while. -10 skills for 5 initiatives.


The Rapier Table H2: Random table

Table H1: Random table 10D

100D

Area hit/affected

1 - 70

No hit

71 - 72

Left leg

72 – 75

Right leg

76 – 82

Lower torso

83 – 92

Torso

94 – 95

Left arm

96 – 98

Right arm

99 – 100

Head

Area hit/affected

1

Left leg

2

Right leg

3-4

Lower torso

5-7

Torso

8

Left arm

9

Right arm

10

Head

H1 is applied when a random body part is hit, for example when affected by explosives. H2 is applied when a hit of firearm or projectile reaches the sum of ‘0’, and not +1. +1 is a hit on specified target.

72


The Rapier

Remember to use your surroundings. They can cover you, stop the movement of your enemies and anything you find (that you can lift) can be used as a weapon. Different kinds of object will be in the weapon's list, but of course not all that the players can use. One thing to consider is cover. If you are partly covered - the cover still can be penetrated (and destroyed). Of course it's harder to hit someone through a cover not only because of the material but also there's the vision problem. What you can't see is quite hard to hit. Now let’s see how much different kinds of materials protect you and how much damage they can take. The material described below are 10 cm * 10 cm and the depth is in brackets:      

Snow [0.5 m] reduces Hitting Points with 8 and it can take an accumulated of 40 points Hitting points before destroyed (when Hitting Points is equal or higher than the reduction). Sand [0.5 m] reduces Hitting Points with 15 and it can take an accumulated of 80 Hitting points before destroyed (when Hitting Points is equal or higher than the reduction). Tree [0.5 m] reduces Hitting Points with 500 and it can take an accumulated of 2000 Hitting points before destroyed (when Hitting Points is equal or higher than the reduction). Wood [3 cm] reduces Hitting Points with 15 and can take an accumulated of 60 Hitting Points before destroyed (when Hitting Points is equal or higher than the reduction). Stone [0.3 m] reduces Hitting Points with 1000 and it can take an accumulated of 4000 Hitting Points before destroyed (when Hitting Points is equal or higher than the reduction). Iron [0.5 cm] reduces Hitting Points with 15 and can take an accumulated of 200 Hitting Points before destroyed (when Hitting Points is equal or higher than the reduction).

For example: You try to stab someone through a door. Your Hitting Points with your rapier is 12 (9 + 3 in AGI) + 10D. You have to roll 4 or more to penetrate the door and it takes at least five successful stabs to make a bigger hole à 10 times 10 centimetres in the door (it would take several hundred stabs or more to destroy the whole door). If you roll and receive a negative sum after reduction it's a 10 % risk your weapon breaks. 100D: 1 – 90 nothing, 91-

100 the weapon breaks. If you are shooting at the door this last rule is ignored.

Now to shields - even if they weren't that popular in the 1600's they still existed. Shields can be cover (even by chance), be weapons and they can also wear out. Here we focus on when they become part of cover and how much damage they can handle. I have one shield as an example (several will be in the weapon's list): 

Round shield of oak wood (size 2) reduces Hitting Points with 22 and can take an accumulated of 300 Hitting Points before destroyed (when Hitting Points is equal or higher than the reduction).

If someone is aiming with a firearm/projectile at a shield-bearer's torso, arms, leg, lower abdomen and head - and the shield bearer is trying to cover any of those specific areas with a shield there is a possibility the shield will get hit. The chance or risk is a D10 reduced by the attackers’ skill lever (0 - 10) plus the value of the shield's size (1-3) plus/minus the angle -2 to +2 (game master's choice):

73


The Rapier      

Torso: Hits body -1 to 4; Hits shield 5 - 15. Arm (with shield): Hits arm -1 to 3; Hits shield 4 - 13. Arm (without shield): Hits arm -1 to 3; Hits shield 4 - 13. Leg: Hits leg -1 to 5; Hits shield 6 - 13. Lower abdomen: Hits body part -1 to 3; Hits shield 4 - 13. Head: Hits head -1 to 0; Hits shield 1 - 13.

If attacker is aiming for the head (unspecific) there is always a risk that attacker hits soft parts even if a helmet is protecting the head. That risk is determined depending on aiming and the type of helmet. Use random list for hits and judge depending on what the helmet cover.

74


The Rapier

Hopefully you don't get shot at with cannons. Cannonballs could be made of stone or iron, but they didn't explode. Mortar could be loaded with primitive shells, but they were very unreliable. Cannons could also be loaded with grapeshots. Grapeshots can hit several targets at once. Cannons are handled as any firearm except for some factors. They are hard to aim with and it takes long time to reload. You can't usually handle cannons alone. You need to be a part of a well drilled team. It's easier to hit a fixed object - a wall for example - and objects reduce/break according to the rules stated in 'Environment – Shields and Helmets'. For example a

cannon with a steel ball has a hitting value of 600 and can therefore easily break through stonewalls a half meter thick with one or two hits. That would make significant hole in the wall. All injuries are either thrusts or knocks depending on ammunition. Grapeshots can affect several areas on the body (randomly – see table in Artillery and Explosives list). The closest areas to the hit are affected and the game master decides which ones depending on situation or using the random table H1. Grapeshots can also be spread over several targets. Use an angle of 45 degrees to see if someone is in the ‘wrong’ area.

You can specialise in artillery (cannon or mortar 6 to 10) as a Hard Ability. Explosives (gunpowder) have also Hitting Points, but they decrease with distance. They can also make huge craters. The more gunpowder - the more Hitting Points. The Hitting Points can also be increased by putting pressure on it (with weight and barrels). Explosives fixed with weights (weighing equal or more the explosive: HP * 1.3 Explosives in a defined space (room, house): HP * 1.5 Explosives in a barrel: HP * 1.2 Igniting gunpowder is the hard part. Fire is needed and a good safety distance. To handle explosives is a Soft Ability. Different values of cannons, mortars and explosives will be stated in the ‘Artillery and Explosives’ list.

75


The Rapier

Reach - knock meters

HP: KNOCK

HP: FORCE

Secondary grip (affects HP)

Solidity

Weight

Possible to use hook

Primary: HP: SLASH [Secondary reduce HP with 10] Reach - slash meters

4+ STR 5+ STR

2H: + 1

6

3 kg

No

2H: + 1

5

3 kg

Yes

7 + STR

0– 0.5

1+ STR

4+ STR

2H: + 1

5

3 kg

Yes

0.5 2.5

10 + STR

0– 0.5

1+ STR

6+ STR

2H: + 1

5

4 kg

Yes

9+ AGI

0.5 – 2.5

9 + STR

0– 0.5

1+ STR

6+ STR

2H: + 1

5

4 kg

Yes

X

X

1–2

1-2

3 kg

No

X

1–2

5+ STR 5+ STR

6

X

3+ STR 3+ STR

2H: + 1

Normal

-7 + STR -7 + STR

1H: - 3

6

X

No

1H

Short

X

X

0.5 – 1

-7 + STR

0.5 1.5

2+ STR

3+ STR

2H: + 1

X

X

No

Baton

1H

Short

X

X

1–2

0-1

1 kg

No

1H

Normal

0.5 1.5

5+ AGI

1–2

0– 0.5

3+ STR 3+ STR

6

Cinquedea

2+ STR 1+ STR

2H: + 1

Dagger/ Short sword

-7 + STR 5 + STR

2H: + 1

5

2 kg

No

Dagger/ Short sword

Dagger

1H

Short

0–1

4+ AGI

11.5

2 + STR

0– 0.5

1+ STR

3+ STR

2H: + 1

5

1 kg

Yes

Dagger/ Short sword

Katzbalger

1H

Normal

1–2

7+ AGI

0.5 – 2

7 + STR

0– 0.5

1+ STR

4+ STR

2H: + 1

5

3 kg

Yes

1–2

6 + STR

0.5 2.5

8 + STR

Normal

1–2

7+ AGI

0.5 2.5

1H

Normal

12.5

8+ AGI

Longsword

1H

Normal

12.5

Cudgel

Cudgel

1H

Normal

Cudgel

Use musket as cudgel

2H

Cudgel

Use pistol as cudgel

Cudgel

Axe

1H

Normal

Broad Sword

Broadsword

1H

Normal

Broad Sword

Carracks Black Sword

1H

Broad Sword

Flame Bladed Sword – Long Sword

Broad Sword

Type

Name

Length

2+ AGI 7+ AGI

Primary grip

HP :THRUST

1+ STR 1+ STR

Reach - thrust meters

0– 0.5 0– 0.5

0.5 1.5 12.5

Axe

76

1-2


The Rapier Dagger/ Short sword

Stiletto

1H

Short

0–1

5+ AGI

0.5 1.5

2 + STR

0– 0.5

1+ STR

2+ STR

2H: + 1

5

1 kg

Yes

Halberd

Halberd

2H

Normal

2–3

1–2

5 + STR

0–1

4 kg

No

1H

Normal

0.5 2

1–2

-5 + STR

0.5 1.5

10 + STR 8+ STR

3

Warhammer

3+ STR 9+ STR

1H: - 3

Hammer

6+ AGI 2+ AGI

2H + 1

5

2 kg

No

Pike

Pike

2H

Long

3–5

11 + AGI

1–3

3 + STR

0–1

2+ STR

12 + STR

1H: - 5

3

5 kg

No

Rapier

Espada ropera/ spada da lato

1H

Normal

12.5

8+ AGI

0.5 2.5

7 + STR

0– 0.5

1+ STR

4+ STR

2H: + 1

3

2 kg

Yes

Rapier

Estoc

1H

Normal

12.5

10 + AGI

0.5 2.5

5 + STR

0– 0.5

1+ STR

4+ STR

2H: + 1

4

3 kg

Yes

Rapier

Flame Bladed Sword – Rapier

1H

Normal

12.5

8+ AGI

0.5 2.5

7 + STR

0– 0.5

1+ STR

4+ STR

2H: + 1

3

2 kg

Yes

Rapier

Rapier

1H

Normal

12.5

9+ AGI

0.5 – 2.5

6 + STR

0– 0.5

1+ STR

4+ STR

2H: + 1

3

2 kg

Yes

Sabre

Sabre/Cutlass

1H

Normal

1–2

5+ AGI

0.5 – 2

8 + STR

0– 0.5

1+ STR

3+ STR

2H: + 1

4

3 kg

Yes

Spear

Corseque/ Ranseur

2H

Normal

2–3

6+ AGI

1–3

2 + STR

0–1

3+ STR

6+ STR

1H: - 2

3

3 kg

No

Spear

Partisan

2H

Normal

2–3

2–3

3 + STR

0–1

3 kg

No

2H

Normal

2–3

1–3

2 + STR

0–1

1H: - 3

3

3 kg

No

2H

Normal

X

X

X

1-3

1H: - 3

2

3 kg

No

Two handed Axe

Bardiche

2H

Normal

0.5 – 2

2+ AGI

12.5

11 + STR

0–1

6+ STR 7+ STR 5+ STR 8+ STR

3

Spear/Half pike Staff

3+ STR 2+ STR 3+ STR 2+ STR

1H: - 3

Spear

5+ AGI 8+ AGI X

1H: - 3

6

4 kg

No

Two handed Axe Two handed Sword

Hatchet

2H

Normal

0.5 – 2

2+ AGI

1–3

8 + STR

0–1

1+ STR

6+ STR

1H: - 5

6

3 kg

No

Flame Bladed Sword – Zweihänter

2H

Normal

1–3

8+ AGI

0.5 – 3

13 + STR

0–1

2+ STR

7+ STR

1H: - 5

5

6 kg

Yes

Unarmed

Unarmed: Kick

1L

X

X

X

X

X

0.5 2

2+ STR

6+ STR

X

X

X

X

Unarmed

Unarmed: Knee

1L

X

X

X

X

X

00.5

1+ STR

2+ STR

X

X

X

X

Unarmed

Unarmed: Fist

1H

X

X

X

X

X

0.5 1

0+ STR

2+ STR

X

X

X

X

Spear

77


The Rapier Unarmed

Unarmed: Elbow

1H

X

X

X

X

X

00.5

-1 + STR

0+ STR

X

X

X

X

Unarmed

Unarmed: Push

2H

X

X

X

X

X

0-1

8+ STR

1H: -2

X

X

X

Unarmed

Unarmed: Tackle

2H

X

X

X

X

X

0– 0.5

10 + STR

X

X

X

X

Unarmed

Unarmed: Bite

1H

X

X

X

0– 0.5

-12 + STR

X

-6 + STR (* 1) -5 + STR (* 2) X

-5 + STR

X

X

X

X

Unarmed

Unarmed: Forehead

1H

X

X

X

X

X

00.5

-1 + STR

-3 + STR

X

X

X

X

Unarmed

Unarmed: Choke/strangle (only in wrestling) Whip

2H

X

X

X

X

X

00.5

[See Wres tling]

X

X

X

X

X

1H

Short

X

X

X

X

2–4

-2 + AGI

-5 + AGI

X

1

2 kg

Yes

Whip

*1: Successful push pushes the opponent 2D metres back in the push’s direction. *2: Successful tackle tackles the opponent 3D metres in tackle’s direction. Note: 

 

Every weapon has different kind of reach depending on what kind of attack is performed and also different kind of damage. Thrusts are more accurate; slashes more damaging and knocks have greater force. You can only parry within your shortest and farthest reach. Almost every weapon has a less effective side - the rapier has its pommel. In really close combat you can't use the blade but the pommel. A firearm can also be used as a club/bludgeon for example. Every weapon that can slash can also do a special slash, an arc (horizontally). The attacker can either slash the weapon horizontally in a 90, 180 or 360 degree slash. Note that slashes can, if desired, have a primary and secondary aim. Two damages in one if the slash reaches the targets. It’s based on the situation. Players decide if possible. Force is the push a weapon (also unarmed) makes upon impact. It mainly affects balance, the enemy’s grip and in the worst case even damage your weapon (not unarmed). If you use a two handed grip on a one handed weapon you make more damage. With the rapier +1 damage, but your secondary arm can't be used in techniques (as it follows your primary arm). Solidity is the value that determines if your sword will break during battle (or other creative actions). If solidity reaches zero your weapon can’t be used properly – it’s broken or worn out. The reach of a broken weapon is shortened – depending on where it broke and how. Game master decides when this occurs.

  

78

Some weapons can hook the opponent’s weapon. In unarmed fighting you can add damage to your hit if the attacker has hand or foot covered by something hard and nasty… Swords can have hilts and also baskets/cups. The basket/cup protects the hand from attacks. See ‘List of Armour’. This is not a complete list. It can never be. The game master and players can add weapons as they see fit.


The Rapier

Name

THRUST

0

0.5

1

1.5

SLASH

2

2.5

0

0.5

1

1.5

Axe Broadsword Cudgel Use Pistol as cudgel Dagger Rapier Sabre Unarmed: Kick Unarmed: Knee Unarmed: Fist Unarmed: Elbow Unarmed: Push Unarmed: Tackle Unarmed: Forehead

* 0 = 0 to 0.5; 0.5 = 0.51 to 1; 1 = 1.01 to 1.5; 1.5 = 1.51 to 2; 2 = 2.01 to 2.5.

79

KNOCK

2

2.5

0

0.5

1

1.5

2

2.5


The Rapier

Name

Difficulty * Distance = Reduction

HP: Thrust Close/ Medium/ Long Distance

HP: Force/ Close/ Medium/ Long Distance

Reload/ Number of actions

Other grip (reduce or increase difficulty) [1H = One hand grip; 2H two hand grip)

Support: Knee/lyin g/ and/or fork (reduce difficulty)

Harquebus

0.25

35/20/15

10/5/0

12

1H: +10

-1/-2/-1

Weight

Blunderbuss

0.4

20/15/10

15/0/0

12

1H: +10

-1/-2/-

5 kg (+ fork 2 kg) 5 kg

Blunderbuss – pistol

1

15/12/8

15/0/0

12

2H: -2

-1/-2/-

2 kg

Caliver

0.3

35/20/15

15/5/0

14

1H: +15

-1/-2/-1

Crossbow

0.2

30/20/12

20/10/5

8

1H: +10

-1/-2/-

6 kg (+fork 2 kg) 4 kg

Pistol – matchlock

0.4

25/15/10

10/5/0

12

2H: -2

-1/-2/-

2 kg 2 kg

Pistol – flintlock

0.4

25/15/10

10/5/0

8

2H: -2

-1/-2/-

Pistol – wheellock

0.4

25/15/10

10/5/0

10

2H: -2

-1/-2/-

2 kg

Handheld culverin

0.7

38/22/15

25/15/10

16

1H: +15

-1/-2/-1

12 kg

Long Bow

0.1

35/25/12

18/10/8

4

X

-/-/-

2 kg

Musket – matchlock

0.2

35/25/15

10/5/0

12

1H: +10

-1/-2/-1

Musket – flintlock

0.2

35/25/15

10/5/0

8

1H: +10

-1/-2/-1

Musket – wheellock

0.2

35/25/15

10/5/0

10

1H: +10

-1/-2/-1

Rifle – matchlock

0.15

40/28/15

10/5/0

14

1H: +10

-1/-2/-1

Rifle – flintlock

0.15

40/28/15

10/5/0

10

1H: +10

-1/-2/-1

Rifle – wheellock

0.15

40/28/15

10/5/0

12

1H: +10

-1/-2/-1

Normal knife thrown

0.7

10/8/5

5/0/0

X

X

-1/-/-

8 kg (+ fork 2 kg) 8 kg (+ fork 2 kg) 8 kg (+ fork 2 kg) 5 kg (+ fork 2 kg) 5 kg (+ fork 2 kg) 5 kg (+ fork 2 kg) 1 kg

Short Bow

0.1

30/20/10

15/5/0

4

X

-/-/-

1 kg

Spit

1

-12/-13/-14

-10/-15/-20

X

X

X

X

Spear - thrown

0.6

15/12/10

25/20/15

X

X

X

3 kg

Throwing hard object (ex. stone) Throwing knife

0.8

5/3/0

10/5/0

X

X

-1/-/-

Depending

0.5

12/10/7

5/0/0

X

X

-1/-/-

0.5 kg

Throwing soft object (ex. sand) Throwing Sword

1

-8/-10/-14

-10/-15/-15

X

X

-1/-/-

Depending

0.7

12/10/8

10/5/0

X

1H: +5

-1/-/-

Depending

Note: 

 

Distance reduces Hitting Points (Hitting Points [HP] and Force) and increases the difficulty to hit the target. The difficulty is multiplied with distance. For example: If you are aiming for a target 20 metres away the difficulty is -4 (0.2 * 20) with a musket. Difficulty is always rounded to closest even number. A -0.5 reduction is round down to zero. Close distance is 0 – 20 metres, medium distance above 20 metres up to 100 metres and long distance is everything above 100 metres. Other grips than normal can make it harder and easier to hit the target. To hold a musket with one hand is of course almost impossible and thereby almost impossible, but to use a Pistol with two hands can increase the possibility to hit. Your support - standing on your knees, lying or use a fork (or some other object in a similar manner) also increase your chances to hit the target. All firearms need fire and a match (it's a kind of thread you ignite with) except firearms with the wheellock and firelock mechanism. A matchlock weapon can't just be fired. It has to have a match lit before the manoeuvre fire. Firearms create smoke. It can eventually make aiming harder and dim vision. Game master decides when.

80


The Rapier

Damage

Solidity

-50 % -20 % -10 % 0 +2 % +5 % +10 %

-2 -1 0 0 0 +1 +1

Broken (not firearms, bows) Bad Under normal Normal Over normal Great Superb

Great Weapon None None None None 1 roll 2 rolls 3 rolls

Price 10 % 25 % 50 % 100 % 125 % 200 % 300 %

Great Weapon 1 2 3

Bonuses Swords, daggers, etc. Dangerous pommel (or other less dangerous end). +1 HP for attack with Knock. Better steel. +1 Solidity.

8 9

An intricate hilt making it easier to hook. – 1 on hooking. Sharp edges. +1 HP on slashes and thrusts. Light. +1 on attacks (Hard Ability). Lighter. -1 kg (weight). A well balanced weapon making ripostes easier. – 1 on chance to do a riposte. Swift. +1 on daring parries. Very swift. +1 on all parries.

10

Hard. +1 on Force and Knock.

4 5 6 7

Basket-hilted-broadsword

Carracks Black Sword

Projectiles, firearms, etc. Hard. If used as a cudgel add 1 in HP. Better technology. Add 1 on your roll on table for “The one rule - Projectiles and Damage” if you are unfortunate to end up there. Stronger. Add +2 HP on Long Distance. Dangerous. +10 HP on Short Distances. Steady. +1 on attacks (Hardy Ability). Light. -1 kg (weight). Fast to reload. -1 action to reload. Easy to aim with. Without aiming just – 4 reduction. Very easy to aim with. If you aim you gain +1 chance to hit. Penetration. +5 on Force.

Longsword

81


The Rapier

Cinquedea

Dagger

Stiletto or Dirk

Katzbalger

Espada ropera

Estoc

Poleaxe, Bardiche, Bill, Glaive,

Partisan, Halberd and Pike.

Matchlock musket with fork

82


The Rapier

Harquebus with lit match

Wheellock Pistol

Blunderbuss – pistol

Left a rapier (with basket) and dagger carried over the shoulder in a baldric. Right a shorter rapier (with cup) and dagger carried in a belt around the waist.

83


The Rapier

Areas of body affected Type

Name

Difficulty * Distance = Reduction (0 to 0.9 no reduction) Always round down.

HP: Damage divided with the distance (minimum damage)

HP: Force/ Distance (minimum)

0– 40

41 – 100

101 – 200

201 – 300

301 – 500

501 – 1000

Gunpowder/ shot

Reload/ actions *

Cannon Cannon

4 pounder

1

600 (14)

800 (25)

1

1

1

1

1

1

0.5 kg

16 [4]

6 pounder

1

700 (16)

900 (25)

1

1

1

1

1

1

0.5 kg

16 [4]

Cannon

9 pounder

0.5

800 (18)

1000 (30)

1

1

1

1

1

1

1 kg

16 [4]

Cannon

12 pounder

0.5

1000 (20)

1200 (30)

1

1

1

1

1

1

1 kg

16 [6]

Cannon

18 pounder

0.1

1200 (24)

1500 (30)

1

1

1

1

1

1

2 kg

16 [6]

Cannon

24 pounder

0.1

1400 (26)

2000 (30)

2

2

1

1

1

1

3 kg

16 [8]

Cannon

32 pounder

0.1

1500 (30)

2500 (30)

2

2

1

1

1

1

4 kg

20 [8]

Cannon

42 pounder

0.1

2000 (34)

3000 (30)

3

2

2

1

1

X

6 kg

24 [8]

Cannon

4 pounder – grapeshot 6 pounder – grapeshot 9 pounder – grapeshot 12 pounder – grapeshot 18 pounder – grapeshot Mortar

0.5

500 (15)

400 (10)

2

2

1

1

1

X

0.5 kg

16 [4]

0.5

500 (15)

500 (15)

3

2

2

2

1

X

0.5 kg

16 [4]

0.1

500 (15)

800 (25)

3

3

2

2

1

X

1 kg

16 [4]

0.1

500 (15)

1000 (25)

4

3

2

2

1

X

1 kg

16 [6]

0.05

500 (15)

1500 (25)

All

All

4

3

2

X

2 kg

16 [6]

0.2

800 (16)

800 (25)

2

2

1

1

1

X

2 kg

12 [4]

0.1

500 (15)

600 (25)

All

All

4

3

2

X

2 kg

12 [4]

0.1

300 (10)

1400 (30)

*

*

*

*

X

X

3 kg

12 [4]

HP: Damage / Distance (minimum damage)

0– 0.5

1– 10

11 – 20

21 – 50

51 – 100

101 – up

Gunpowder/ shot

Cannon Cannon Cannon Cannon Mortar Mortar Mortar

Mortar – grapeshot Mortar – explosives with fuse (1kg)

Difficulty * Distance = Reduction Explosives

Gunpowder (1 kg)

[

1

HP: Force/ Distance (minimum) 100 per kilo (0)

2000 (0)

All 3 2 [0] 2 [-5] 1 [-8] 1 [-9] [20] [5] Number of random body parts hit. Act as the gunpowder is attacking with: (number in bracket) + 10D * kg]

1 kg

* (- 1 for every extra crew [minimum phases in brackets]; maximum crew is the double minimum value.)

84


The Rapier

Foot

Ankle

Shin

Thigh

Knee

Lower abdomen

Torso

Lower arms

Upper back

Lower back

Upper arms

Armpits

Hands

Wrist

Shoulders

Elbows

Neck

Head

Name

Reduction to skill due to vision issues

Basket – hilt

X

X

X

X

X

X

X

X

X

X

X

X

24

X

X

X

X

X

X

Buff – soft leather

X

X

X

X

X

6

6

6

6

6

6

6

X

X

6

6

X

X

X

Included in basket hilted weapon 4 kg

Buff – hard leather

X

X

X

X

X

10

10

10

10

10

10

10

X

X

10

10

X

X

X

5 kg

Buff – studded leather

X

X

X

X

X

14

14

14

14

14

14

14

X

X

14

14

X

X

X

6 kg

Coat – soft leather

X

X

X

X

X

6

6

6

6

6

6

6

X

X

6

6

X

X

X

5 kg

Doublet – soft leather

X

X

X

X

X

X

6

6

6

6

6

6

X

X

6

6

X

X

X

3 kg

Jacket – hard leather

X

X

X

X

X

X

10

10

10

10

10

10

X

X

10

10

X

X

X

4 kg

Chainmail – half body

X

X

X

X

X

20

20

20

20

20

20

20

20

X

20

20

X

X

X

12 kg

Chainmail and mirror plates – half body

X

X

X

X

X

20

22

20

20

20

20

20

22

X

20

20

X

X

X

14 kg

Chainmail head

X

X

X

X

X

X

X

X

X

X

X

X

X

X

X

X

24

24

X

3 kg

Cuirass/breastplate (no back

X

X

X

X

X

X

24

X

X

X

X

X

X

X

X

X

X

X

X

7 kg

Cuirass/breastplate (with back

X

X

X

X

X

X

24

X

X

X

X

X

X

X

X

X

X

X

X

14 kg

Or similar

Weight

protection) protection)

85


The Rapier Munition armour

X

X

X

X

X

X

24

X

24

24

X

24

X

X

24

X

X

X

X

20 kg

Almain rivet

X

X

X

X

X

X

24

X

24

X

X

X

X

X

24

X

X

X

X

18 kg

Burgonet (helmet)

X

X

X

X

X

X

X

X

X

X

X

X

X

X

X

X

X

24

Burgonet with visor (helmet)

X

X

X

X

X

X

X

X

X

X

X

X

X

X

X

X

X

24

-3

5 kg

Sallet (helmet)

X

X

X

X

X

X

X

X

X

X

X

X

X

X

X

X

X

24

X

3 kg

Sallet with visor (helmet)

X

X

X

X

X

X

X

X

X

X

X

X

X

X

X

X

24

24

-3

4 kg

Falling Buffe (helmet)

X

X

X

X

X

X

X

X

X

X

X

X

X

X

X

X

X

24

-3

3 kg

Morion / Cabasset (helmet) Gauntlet

X

X

X

X

X

X

X

X

X

X

X

X

X

X

X

X

X

24

X

3 kg

X

X

X

X

X

X

X

24

X

X

X

X

24

24

X

X

X

X

X

2 kg

Secrete (helmet, hidden under hat) Gloves – soft leather

X

X

X

X

X

X

X

X

X

X

X

X

X

X

X

X

X

24

X

1 kg

X

X

X

X

X

X

X

6

X

X

X

X

6

6

X

X

X

X

X

0.2 kg

Trousers – soft leather

X

6

6

6

6

6

X

X

X

X

X

X

X

X

X

X

X

X

X

3 kg

Boots – soft leather

6

6

X

X

X

X

X

X

X

X

X

X

X

X

X

X

X

X

X

1 kg

Boots – hard leather

10

10

X

X

X

X

X

X

X

X

X

X

X

X

X

X

X

X

X

3 kg

Plate legs

X

24

24

24

24

X

X

X

X

X

X

X

X

X

X

X

X

X

X

7 kg

Plate shoes

24

X

X

X

X

X

X

X

X

X

X

X

X

X

X

X

X

X

X

2 kg

Plackart

X

X

X

X

X

24

X

X

X

X

X

X

X

X

X

X

X

X

X

3 kg

4 kg

Note that there is still a chance/risk that unprotected part of the head is hit. Eyes can be unprotected for example.

Bad Under normal Normal Over normal Great Superb

Armour’s value -4 -2 0 +1 +2 +4

Weight

Price

-1 kg 0 0 0 +1 kg +2 kg

25 % 50 % 100 % 125 % 200 % 300 %

86


The Rapier

Name

Reduction to HP

Durability (reduced if HP is equal or surpasses reduction)

Size

Parrying bonus/ reduction (add to parry value)

Reach

Knock

Force

Weight

Possible to use hook

Round shield of oak wood

22

1300

2

+4

0 – 0.5

3 + STR

0+ STR

2 kg

No

Round shield of wood and plate steel

25

1400

2

+4

0 – 0.5

3 + STR

0+ STR

3 kg

No

Heater shield of wood and plate steel

25

1400

2

+4

0 – 0.5

3 + STR

0+ STR

4 kg

No

Kite Shield

25

1400

2

+4

0 – 0.5

3 + STR

4 kg

No

Pavise

20

2000

3

+6

0 – 0.5

3 + STR

6 kg

No

Buckler

17

1000

1

+2

0 – 1.5

3 + STR

1 kg

No

Cloak (rolled)

12

1500

1

+2

0 – 1.5

2 kg

Yes

Parry with arm

X

X

X

0

X

-11 + STR X

0+ STR 0+ STR 0+ STR X X

X

No

Parry with leg

X

X

X

0

X

X

X

X

No

Parry with hand held weapon with a maximum reach of 1.5 m. Parry with hand held weapon with a reach of 1.6 to 4 m. Parry with hand held weapon with a reach over 4 m. or more.

X

X

X

-4

X

X

X

X

(See ‘List of Weapons’)

X

X

X

0

X

X

X

X

(See ‘List of Weapons’)

X

X

X

-4

X

X

X

X

(See ‘List of Weapons’)

Note that a shield can be used as a weapon.

Bad Under normal Normal Over normal Great Superb

Reduce or add to ‘Reduction to HP’ -4 -2 0 +2 +4 +6

Durability

Price

-300 -200 0 +50 +100 +200

25 % 50 % 100 % 125 % 200 % 300 %

87


The Rapier

Buff coat

Doublet

Munition armour

Chainmail with mirror plates

Almain Rivet

Sallet (and with visor)

Burgonet

Burgonet with visor

Cabasset

Morion

Pavise

88


The Rapier

When does the battle end? If person surrender, faints, is killed, or the battle is disengaged or one of the combatants succeeds in withdrawing the battle is over for

that persons and goes in the Postbattle part. A person can faint, wake up, go in to Postbattle, and in the same instant go in to Prebattle and battle. It's not recommended.

Rest, recovery and treatment

Recovery (as rest as an action above) and sometimes first aid or surgery is demanded after battle. During treatment abilities can be affected. Some injuries have only temporary effects and other permanent. Losing a body part will always affect permanently.

First aid is essential

To perform proper first aid you need knowledge of medicine and equipment. You can ignore the injury, but still have to face the consequences of the injury that is stated below. Injuries are divided into levels – see the ‘List of Damage’ (if injury is so serious that it demands medical attention). Permanent injuries are handled separately (see Permanent injuries below). Time is also a factor. If the players don't have proper equipment it can be tough to survive even the smallest cut. Now use a 10D and reduce or increase the sum depending on following: Level 1: Level 2: Level 3: Level 4: Level 5: o o o

A small cut/injury. +15 in first aid/medicine. A cut/injury. + 10 in first aid/medicine. A serious cut/injury. A severe cut/injury. -20 in first aid/medicine. A deadly cut/injury. -35 in first aid/medicine.

o

- 10 No treatment performed. + 20 Injury caused by a Knock. [-9] to +35 Knowledge in medicine depending on skill level [skill level * 5] (Soft Ability) if any.

o

o o o

 

-5 Dirty equipment (only reduce if first aid is tried). -5 No proper equipment (only reduce if first aid is tried). -10 Projectile/bullet is still inside or stuck in the body (it usually has to be removed). -5 Trying to perform first aid on yourself. 0 Someone else is performing the first aid and or surgery. + 20 Injury in hands, feet, nose or ears. + 10 Injury in arms or legs (not hands or feet).

If the sum is:

-15 and below: The body has received a serious chock and the person will lose consciousness and die within 10D minutes. The person can't be saved. -14 to -5: The body has received a trauma and the person will lose consciousness for 5+10D hours. The person can be saved with proper health care. The person has a +40 % risk to receive an infection during treatment. The person needs rest and medical treatment. -4 to -1: The body has received a trauma and the person will lose consciousness for 10D hours. The person has a +20 % risk to receive an infection during treatment. The person needs rest and medical treatment. 0 to 5: The body needs to recover and the person will have to rest during treatment. The person has also a +10 % risk to receive an infection in every of the following days of rest. 6 to 10: The body needs a bandage and rest during treatment. Player still can receive an infection, but the risk is limited to just one roll (+ 0 % risk). 11 and up: No treatment needed.

89


The Rapier Permanent injuries Type of Injury

Direct effects (except for those already stated in the ‘List of Damage’) None

Permanent effects

Treatment and reductions during treatment

None

Scar

Bandage required. First aid only.

None

Major blood lose

Only first aid (a large bandage) required. Risk for infection every day during treatment. Stiches and a large bandage are required. Risk for infection every day during treatment. Surgery required (25). Stiches and a large bandage are required. Risk for infection every day during treatment. Surgery required (30). Stiches and a large bandage are required. Risk for infection every day during treatment. Surgery required (30). Salves and balms needed. Medicine (15).

None

During healing (6D days) a large bruise is visible. During healing (6D days) bandages should be switched regularly. After healing (10D+5 days) it will be a nice scar to brag about. During healing reduce all Hard Abilities with three (3). After healing (10D+20 days) it will be a nice scar to brag about. During healing reduce Hard Abilities with five (5).

Bruise

Deep

Coughs blood

Lung destroyed

Contusion

Mashed

Surgery (20) or a plaster cast (arm, leg and head).

Crushed

Surgery (30) and plaster cast (arm, leg and head) required.

Broken

Correction (Medicine 25) and plaster cast.

None if treatment successful. Unsuccessful treatment equals permanent reduction of Hard Abilities with three (3). None if treatment successful. Unsuccessful treatment equals permanent reduction of Hard Abilities with three (3).

-1 END for 6D+3 months while the lung is healing. During healing reduce Hard Abilities with five (5).

-2 END permanently. Both lungs destroyed means death.

-1 END for 6D+3 months. During this time reduce Hard Abilities with five (5).

Without successful treatment (within 6D+2 days after injury) will lead to a deformed ear or nose. If the affected area is the torso (-1 PHY), arms or legs (-1 Hard Abilities and -1 AGI reduction) or neck (-1 AGI) there will be a temporary during the period without medical assistance. Injuries to face will only severely affect looks. Without successful treatment (within 6D+2 days after injury) will lead to a deformed ear or nose. If the affected area is the torso (-1 PHY), arms or legs (-1 Hard Abilities and -1 AGI reduction) or neck (-1 AGI) the temporary reduction will become permanent. Without successful treatment (within 6D+2 days after injury) will lead to a deformed ear or nose. If affected area is the torso (-2 PHY) or arms or legs (-3 Hard Abilities and -3 AGI reduction) the temporary reduction will become permanent.

Tissue take (6 reduced by PHY) weeks to heal (with proper medical treatment). During treatment reduce Hard Abilities with one (1).

Without successful treatment injury will lead to an arm/leg that has a –2 Hard Abilities reduction and -2 AGI permanently and not just under healing.

90

Tissue take (6 reduced by PHY) weeks to heal (with proper medical treatment). During treatment reduce Hard Abilities with two (2). During treatment reduce all values with three (3) and affected part can’t be use at all. Tissue take (6 reduced by PHY) months to heal (with proper medical treatment). During treatment (6D+1 months) reduce Hard Abilities with five (5). Injury (a broken leg for example) demands healing and proper medical treatment Bones take (7 reduced by PHY) months to heal (with proper medical treatment). During


The Rapier

Destroyed

Amputation. Risk for infection every day during treatment. Surgery required (20).

See permanent effect of losing a body part below.

Almost off

Bandages, correction and plaster cast. Risk for infection every day during treatment. Surgery required (25).

Off

Bandages. Risk for infection every day during treatment. Surgery required (30) for prosthesis.

If treatment unsuccessful see permanent effect of losing a body part below. Ears/noses can be saved with Medicine (15). Arms and legs also with Medicine (30) or Surgery (25), but will always have -2 Hard Abilities and -2 AGI reduction. See permanent effect of losing a body part below.

treatment (6D+2 months) reduce Hard Abilities with five (5). The ear or nose is destroyed and has to be amputated (-5 difficulty). Arm/leg has to be amputated (-15 difficulty). During treatment (6D months) reduce Hard Abilities with five (5). During treatment (10D months) reduce Hard Abilities with five (5).

It’s gone and a wooden leg or a silver nose is recommended. During treatment (6D months) reduce Hard Abilities according to the list below. Note that there can be other reductions to performing surgery for a broken hip and other parts of the body. Game master decides. Note also that common sense is applied. Not all possible affects listed. For example – if private parts are crushed that will have consequences for reproduction.

Permanent effect of losing a body part Body part Ear Eye Nose Teeth Arm Hand Fingers Leg Foot Toes

Permanent effect -1 Soft Ability Point on “Observe” for each ear. -1 on all Hard Abilities. Both eyes equals total blindness. -1 Soft Ability Point on “Observe”. No effect. Arm’s value (1H or 2H) on Hard Ability lost. Some Soft Abilities can be affected. Arm’s value (1H or 2H) on Hard Ability lost. Some Soft Abilities can be affected. With prosthesis -2 on Hard Abilities. Losing a thumb equals -8 on Hard Abilities on that arm (1H or 2H). For each pair of fingers -1 on Hard Abilities. Leg’s value (1L or 2L) on Hard Ability lost. Some Soft Abilities can be affected. Running and Speed reduced to zero – if not a prosthesis is available. With prosthesis -2 on Running and Hard Abilities. Leg’s value (1L or 2L) on Hard Ability lost. Some Soft Abilities can be affected. Running and Speed reduced to zero – if not a prosthesis is available. With prosthesis -2 on Running and Hard Abilities. Losing a the big toe equals -2 on Hard Abilities and -1 on Running. For each other toes no affect.

Battle the infection

With good medicine an infection can be avoided if the injury is properly treated at least once every day. If the injured person receives an infection it has to be treated. You have to roll a 100D every day during treatment to check if infection sets in. Increases and reductions are: 0 to -40 -30 -10 -10 -10 (-20 +20 +20 +20 +20

Depending on injury's infection risk stated above. No open wound. Clean bandages every day. Injury/cut properly cleaned. Proper food. Infected part amputated. Amputation can lead to new infections degree 4) Dirty bandages. No rest. No food or bad food. No treatment.

91


The Rapier -29 to +50: No infection. +51 to 220: Infection. How to treat it? It's the same principal for treating an infection as for giving first aid and similar increases and reductions are made to the roll of a 10D: -10 Perform no treatment at all. -8 to +35 Knowledge in medicine depending on skill level [skill level * 5] (SOFT ability). -5 to +10: Depending on available medicines (ex. strong alcohol +5, but look out for charlatans - they can make it worse). -5 Dirty equipment. -5 No proper equipment. -5 Trying to perform treatment on yourself. 0 Someone else is performing the treatment. If the sum is: - 19 to 0: An infection breaks out that will kill the person within 6D days. The person has a high fever and is restricted to sleeping and resting. 1 to 45: Infection treated that day.

Wear and Tear

Weapons and armour quality can be reduced. The game master decides the reduction if any. The players can always go to smith to improve weapons’ and armours’ quality.

Experience

The game master makes an assessment of the opposition:  You were superior than opponent/s: -10  Equals: 0  Opponent/s were superior: +10 Ratio of enemies: 4:1 or more= -30 3:1 = -20 2:1 = -10 1:1 = 0 1:2 = +10 1:3 = +20 1:4 or more = + 30 Gain Experience (EXP) chance with roll of 100D Go from 0 to 1 – in a battle. 1 – 80 = Gain + also 1 point to spend on Hard or Soft Abilities. Go from 1 to 2 – in a battle 1 – 40 = Gain + also 2 point to spend on Hard or Soft Abilities. Go from 2 to 3 – in a battle 1 – 30 = Gain + also 3 point to spend on Hard or Soft Abilities. Go from 3 to 4 – in a battle 1 – 20 = Gain + also 4 point to spend on Hard or Soft Abilities. Go from 4 to 5 – in a battle 1 – 10 = Gain + also 5 point to spend on Hard or Soft Abilities. You can only gain one experience level per battle. Note that you can increase your Combat techniques’ level if your Experience (EXP) increases.

92


The Rapier

STR

AGI

PHY

SPE

END

MEN

INT

EXP

Una.

BS

CP

IP

Evma

Run

Bear

Very big

12

5

12

6

7

5

2

5

10

520

*

21

11

7

Varied

A

Boar

Big

8

6

8

4

7

4

1

4

8

360

*

18

10

6

Varied

C

Bull

Big

10

5

9

4

3

5

1

3

9

400

*

17

9

4

Attack

C

Camel

Very big

9

4

15

8

12

1

1

1

7

640

100

14

12

10

Flee

B

Cow

Big

7

3

8

2

3

1

1

1

2

360

*

7

5

3

Flee

C

Deer

Big

6

6

8

7

10

2

1

1

5

360

*

16

13

9

Flee

C

Dog

Small

4

7

2

6

10

4

1

3

8

120

*

20

13

8

Varied

A

Donkey

Big

7

5

10

4

12

1

1

1

4

440

72

11

9

8

Flee

B

Fox

Small

3

8

1

4

8

5

2

4

2

80

*

21

12

6

Varied

A

Horse

Big

8

7

12

12

12

2

1

1

6

520

84

22

19

12

Flee

B

Lynx

Small

2

9

1

4

10

5

1

4

4

80

*

22

13

7

Varied

A

Mule

Big

8

7

9

7

12

1

1

1

5

400

72

16

14

10

Flee

B

Ox

Big

10

4

11

1

3

1

1

2

6

480

88

8

5

2

Varied

C

Snake

Very small Small

0

10

0

3

3

1

1

4

dep

40

*

18

13

3

Varied

A

3

6

2

5

10

5

2

4

9

120

*

20

11

8

Varied

A

Wolf

Form of attack

Size

Behaviour

Name

Size: Depending on size you can add and withdraw points from your Hitting Points.  Very small: + 20 (snakes); reach –1 m. (minimum 0.5 m.)  Small: +5 (wolf, dog); reach –0.5 m. (minimum 0.5 m.)  Normal: 0 (human)  Big: -5 (horse, boar, deer); reach +0.5 m.  Very big: -10 (bear); reach +1 m. Behaviour: Flee: The animal flees rather than attack. Varied: Depending on the situation the animal can attack or flee. Attack: The animal is prone to attack if threatened. Form of attack: A: Bite B: Stomp/kick or bite C: Knock (with horns thrust) Above is a ’normal’ animal described, but they can vary from -2 to +3 in all basic values. Note that a better and faster horse is more expensive.

93


The Rapier Different kind of horses

STR

AGI

PHY

SPE

END

MEN

INT

EXP

Una.

BS

CP

IP

Evma

Run

Pony

Big

6

7

10

11

10

1

1

0

5

440

68

19

18

11

Flee

B

Horse Workhorse Horse – Arab

Big

9

7

13

11

13

2

1

1

6

560

92

21

18

12

Flee

B

Big

7

8

11

13

12

2

1

1

5

480

76

24

21

13

Flee

B

Horse Thoroughbred Horse - Warhorse

Big

7

8

11

13

12

2

1

1

5

480

76

24

21

13

Flee

B

Big

9

7

13

12

12

4

2

2

7

560

92

25

19

12

Varied

B

Colour (10D) 1 2-6 7 8-9 10

Black Brown White Grey Buckskin

Form of attack

Size

Behaviour

Name

Add facial and leg markings, also different patterns of colours. Note that different horses can be more or less difficult to handle.

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The Rapier

Name

STRENGTH [STR] AGILITY [AGI] PHYSIQUE [PHY] SPEED [SPE] ENDURANCE [END] MENTAL STRENGTH [MEN] INTELLIGENCE [INT] EXPERIENCE [EXP]

Type Colour/appearance

UNARMED TYPE

INJURIES

REACH

HP

Force

BATTLE STAMINA INITIATIVE POINTS CARRYING POWER EVASIVE MANOEUVRE

PERMANENT EFFECT

RUNNING METRES/MINUTE JUMPING

CARRYING

STAMINA COSTS Speed % 100 90 80 70 60 50 40 30 20 10

Rider(s) Saddle etc. Equipment Extra TOTAL WEIGHT

95

Metres/Minute

BS-cost


The Rapier

In this RPG animals usually will not be attacking you by random, but if you by mistake stumbles into a bear's den you will be in big trouble. It is possible to be attacked by snakes, boars, wolves and other animals. Animals have Initiative Points controlled by the game master, but can only do attacks, evasive manoeuvres and different kind of movements (sneaking, swimming, jumping, climbing included). For every animal it stated their major weapons (biting, stomping, clawing, kicking etc.) and they are all counted as 1H. o o o o o

Their size also matters for damage (no armour usually on animals). Your Hitting Points are increased or decreased depending on animal’s size. Some animals have higher the 5 in PHY, but to simplify no animal surpasses 5 in battle. Different animals have different behaviour patterns. Some rather flee than fight badly and some do the opposite. That has to be considered while hunting.

Very small (snakes): Add 20 to HP. Reduce aim with 20. Small (wolf, dog): Add 5 to HP. Reduce aim with 5. Normal (human): 0 Big (horse, boar, deer): Reduce HP with 5. Addition to aiming is 5. Very big (bear): Reduce HP with 10. Addition to aiming is 10.

If you miss the rider you were aiming at you still can hit the horse the rider is on. If you miss with 0 to -3 (100D): 1 – 40

Still a miss.

41 – 45

Hits the animal’s head.

46 – 60

Hits the animal’s body.

61 – 65

Hits one of the animal’s legs.

70 – 100

Passes by – a miss.

If you miss with -4 or more the bullet is too far from the target. Even too far from the horse.

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The Rapier

T

his RPG can be used anywhere during the entire first half of the 1600's, but in this short text the main events is placed in what is today’s Spain. The Spanish history during this era has been called the Spanish Golden Age because of its progressive life in culture and arts.

S

pain was during this time the superpower of the world. Its biggest rival was France and especially Cardinal Richelieu. The rebellious Dutch provinces were the biggest problem for the Spaniards. The protestant England was also an archenemy since the defeat of the Spanish Armada. The Ottoman Empire

was relatively weak and had been since the sea battle at Lepanto 1571. The Mediterranean was instead flooded by Barbary Pirates. They were not just pirates but also slave traders and hunted slaves around the Mediterranean northern coasts.

The superpower was ruled by the Habsburgs and had been since 1506. The Habsburgs originated from Austria and by smart marriages had become rulers of most of Western Europe. Some historians claim also that it was inbreeding in the Habsburg family. This not to cause splits in the dominions. The present ruler in Spain during this era was King Philip IV. He wasn't just the ruler of Spain, mainly the Crown of Castile, but also ruled the many colonies in the Americas and East Indies (today Philippines and several more islands), the Dutch provinces, Sicily, Naples and also Portugal. This Spanish empire wasn't easily governed and many neighbouring nations were afraid of the power of Spain. The kingdom was divided in Viceroys – following approximately the lines of the old kingdoms. King Philip IV, as a Habsburg, was also deeply involved in the affairs of the Holy Roman Empire which led Spain into the Thirty Year's war.

There were also several feudal parliaments, Cortes, in Spain during this era. They had influence over taxation and legislation in Castile, Aragon, Catalonia, Valencia and Navarre and the regions were partly self-governed.

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The Rapier Ferdinand of Austria. He was also the archbishop of Toledo and the governor of first Catalonia and from 1633 the Spanish Netherlands. He even led troops towards the Swedish from the Province.

The king was born 1605 in Valladolid and entered the throne 1621. He was married to Elisabeth of France and a son was born 1630 called Balthazar Charles. The king had several sisters. His older sister Anne of Austria was the queen of France. His youngest sister Maria Anna married Ferdinand - the king of Hungary 1631, but during the 20's there were negotiations between England and Spain for the English prince Charles to marry her. Philip IV had also two brothers. Archduke of Charles of Austria was the oldest, but he died 1632. The other was Cardinal-Infante

In many ways Philip IV was the ideal for a baroque king. He was a stiff almost statue-like statesman who put a lot of trust in his advisors and also in astrology. He was also an able horseman, hunter and loved bullfighting, literature, poetry and the theatre. He ruled mostly from the royal palace and monastery El Escorial outside Madrid.

Spain was the dominating power in the world. Their armies were structured around the tercio, the Spanish square, and for a long time almost undefeated. It had a strong navy fighting pirates. Gold, silver, sugar, tobacco and silk were pouring in from the Colonies. The conquistadors during the 1500's had defeated not only the Aztec, but also the Mayans and the Incas.

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The Rapier The king’s favourite advisor was Gaspar de Guzman, Count-Duke Olivares. Olivares tried to reform the Spanish society but always had to battle the terrible economic state of the country and the foreign wars. He stated that “God is Spanish” going into the Thirty years' war, but the outcome wasn't godlike.

S

pain is a diverse country. It has a lot of different regions and even different languages within the nation. The central region is Castile with the rival Catalonia. The Basque and Galicia differ also in culture and language from the other regions. Therefore it can be hard to communicate in all parts of the country and rivalry and sense of independence was and is strong in the regions. In the south, especially Andalucía, the Arabic (Moorish) heritage was suppressed. Speaking Arabic was illegal and of course also practicing Islam or Judaism.

The Dutch provinces were a major problem and the United Provinces north of the province Spain's enemy. The Dutch not only fought the Spanish on the battlefield, mostly behind walls of fortresses, but also economically. The Dutch banks and traders outmanoeuvre the Spanish and became even influential in Spain itself. The Dutch, United Provinces, were having its own golden age with a new strong sober and hardworking Calvinistic middleclass that loved its naturalistic art. Trade was flourishing with the Dutch East and West India Trading Company (VOC and VIC). VOC was found 1602 and benefited from their Indonesian spice trade. Cloves and nutmegs were essential. The Dutch tulips were sold at excessive prices all over Europe and would eventually lead to an economic catastrophe. The provinces were a free haven for people fleeing religious intolerance (Jews, Huguenots). Spain and the United Provinces had had a short lived truce but both entered into war again 1618. The major success for the Spanish during this era was the recapture of the fortress in Breda 1625 by the army in Flanders led by Ambrogio Spinola.

The cultural life was blooming. The painter El Greco and the recently dead writer Cervantes stand out as typical examples for the period. Lope de Vega was the important play writer of the time and even the king saw his plays. Bullfights were also a popular pastime. The famous painter Diego Velazquez was during the period emerging as a young artist.

That initial success would later lead to disaster. The War of the Mantuan Succession, 1628 – 1631, dragged Spain into a bitter war with France and Cardinal Richelieu. The entry of the Swedish into the Thirty years’ war with their famous king Gustavus Adolphus turned the tides in northern Europe. Even the death of the Swedish king in the battle of Lützen 1632 couldn't turn around the war. Peace in Prague 1635 was the beginning to another war for Spain with France that led to the battle of Rocroi 1643 and the end of the Flanders Army. The Catalan revolt 1640 – 1659 led also the Empire closer to the edge.

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The Rapier Military uniforms existed, but varied and weren't uniform. Most soldiers had their own equipment and it's during the late 1600's that the uniform became more uniform. It can be said that different kind of soldiers had different kind of armour. Cuirassiers had plate armour and helmet (burgonet) and fought mostly with pistols, but also with lance, war-hammer and sword (even Sabre). Dragoons were just mounted infantry. Musketeers usually had not armour, except for buff coats. They were armed with muskets and usually rapiers. Pikemen could have plate armour to protect chest and the lower abdomen and also helmets (morion). Artillery men were usually lightly armed. Officers had better armour and NCO:s had sometimes batons, halberds or partisans to keep the soldiers in line.

Song and dance were popular. Opera was the new fresh Italian thing. This was the period of Baroque music. Popular was the style Chaconne. Still it was common with singing accompanied by a lute. Noble dances were very complicated, but all dancing involved little to no body contact, and the dance Sarabande was even banned for its obscenity. Gaming house were popular in all levels of society. Card games as Ombre, Polla, One hundred, Seven-Up and Reparòlo were popular. It was illegal to play with high bets.

I

n Spain during this period it was popular with dark colours. Melancholy was in style. For men and women ruff or big collars of lace and slashed sleeves were popular. The men's hats were often wide (slouch) and hoses were out of fashion. Instead breeches were the trousers of the time. Linen shirts with deep cuffs, tight doublets and cloaks or capes were a stylish man's choice. Men wore mostly breeches and sometimes they were stuffed with cotton (bombast). Plumes in the hats weren’t wrong. High heeled (of cork) boots (of soft leather or satin) with spurs and boot hoses were popular.

The (non-liturgical) catholic priest's wear hasn't changed much since the 1600's, but instead of collar the priest could have a ruff. The collar one usually thinks of didn't exist yet. The cassock was the daily coat – as it also was for commoners. The clergy differed with their liturgical colours. For women it was still important with patterns. Needle lace was popular and the bodice had often a winged collar. The women had decorated skirts (even with Jewels) with vertugalls beneath that made the skirt stand out and make the hips bigger. Corsets were also used. The chests should be flat. Unmarried women had often their hair with loose waves on the sides and bun or braided hair in the back. Married women had linen caps or even a hat to cover their hair outdoors.

Big moustaches and a pointy beard named after artist Van Dyke was standard. Wearing armour on a daily basis was frowned upon, but men with pride and dignity had always a rapier and a dagger, a buckler or a cloak to parry with. The most popular and expensive rapier was made from Toledo steel.

Commoners had simpler clothes. Simple capotain hats or linen caps, jerkins and doublets. Women had more robust petticoats and bodice. Children had gowns or were

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The Rapier dressed as adults, but boys wore skirts until the parents thought them old enough for pants or breeches.

Enrique, Esteve, Marco, Nuno and Pedro. Many surnames a formed 'the son of' - the son of Ruy - Ruiz. Spain was an empire and in the provinces and colonies there were other ethnic groups, languages, cultures and names.

P

eople had now started using forks, but most still ate with a knife, spoon and their hands. Commoners during this period were heavily taxed. The food was therefore quite basic, but it varied from region to region. From the colonies came new vegetables and fruits, but those were still exotic and very expensive. Tomatoes, potatoes, pineapples and bananas were introduced. Turkey was a new animal on the market. Sugar was also a big commodity. Food, as today, was an important marker for status. There were even public dinners, public winefountains at celebrations and earlier in the 1300's valuables like gold and pearls could be eaten. The commoners usually received free food and beverages during these kinds of celebrations.

S

ince the 1500's the Protestants had shaken the Catholic Church. One of the responses was the Inquisition. This church led organization, the Holy office, became a major political and religious power in Spain. Since the expulsion of moors and Jews the Inquisition had chased Moriscos and Marranos (convertitos). They were Moorish and Jewish converts to the catholic fate, but the Inquisition was still suspicious of the real nature of the conversions. Torture was commonplace. Other dissidents were also objects for the Inquisition and sometimes for political or economic purposes. The Dominican order was the foremost leaders of this development. At an autodafé the accused were presented in sanbenitos, penance robes, and with shaved heads or a coroza, a fool’s cap. The punishment varied from wearing the San Benito, flogging, jail, sent to the galleys or burning at stake. Even the Pope Urban VII battled the new times with the process against the scientist Galilei. To summarise it was a very conservative

Bread, olive oil, cheese and onions were basics. Porridge was still eaten by most. Rich avoided vegetables and preferred meat. Poor couldn't afford meat and ate a lot of vegetables. Pork, mushrooms and lentils were used a lot in dishes. Beef was very expensive. Commoners drank beer and if you had a bit more money wine. Spirits weren't that popular, but Sherry from Jerez was a successful export commodity. Coffee and chocolate hadn't really appeared on the market. Tobacco was common, but expansive, and smoked in pipes. Tobacco was also a cure for 36 different diseases and drugs like cannabis and opium were used like medicines. Meat wasn’t eaten on Fridays, lent or most of the Saints’ days.

and intolerant religious era. Some Muslims fled the persecution into the mountains in the South forming ravaging bands, so called monfis. They were bandits, but in the 16th Century they had been part of Muslim uprisings. In Spain the Moors even had developed Aljamiado, writing Spanish with Arabic letters.

N

Monks and nuns were essential to society. The newly founded, by Loyola, Jesuits worked mostly with the converting the colonies to Christianity. The Franciscans played a major part in society by having schools, helping the poor and practicing medicine. There were a lot of monasteries secluded from society - one of the important

obility used 'de' to mark their origins. An example is 'de Cordoba'. 'Y' was introduced to clarify the surnames – usually two, a paternal and one maternal. An example is 'Aznar y Lopez'. Common were to use of Jose and Maria - both for men and women. Other common names are Alvaro, Benito, Diego,

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The Rapier ones was the Carmelites. The worship of saints and festival was a major part of life. Almost every village, group and guild had their own festival and saint. The Virgin Mary was by far the most popular saint. Belief in witches, magicians and beasts existed. Witch-hunts were not common, but existed. The major threat was heresy. All around Spain there were informers, so called familiares, which reported suspected heretics to the Inquisition. They could be identified dressed in black and carrying batons.

The arch-bishops ruled over the dioceses’ bishops. A bishop of diocese had vicars to govern. The vicars took care of the priests of the parishes and the deacons.

A

fter the plague in the late 1500's and early 1600's the economic state of Spain was poor. The country had even gone into bankruptcy 1596 and 1607. The indirect and direct taxes were high and most of the countryside was impoverished. Inflation was also high due to minting less and less valuable coins. Even the nobility paid taxes. The famous Treasure fleet was the major income for the state after 1627. That year prices exploded and taxation collapsed. Armies didn't get wages for some years after and had to survive from the land. It was a consequence of the thought of bullionism. The state had their officials in the regions to collect taxes and sometimes entrepreneurs bought the job as a tax collector. That was an easy way for the state to get money fast. That could though lead to over-taxation and violence.

Latin was still the only language in church and the parish priests had basic knowledge of it. The bishops, archbishops and cardinals even spoke Latin to each other. Pax Vobiscum was a daily phrase. The Church’s timekeeping in connection with time for prayers were still important. Night-prayer was Compline and late-night Matins, Morning-prayer Lauds, Midday-prayer Sext, and Evening-prayer Vespers. Toledo was the centre for the mighty archbishop and the Holy Office. Other important religious centres and places of pilgrimage were Santiago de Compostela and Montserrat with their monasteries. These places were also places for healing. The pope's control came from the cardinals and Spain had several. One of the most important was Antonio Zapata y Cisneros that was in charge of the Inquisition. The CrownCardinal was Gaspare Borja y Velasco.

Guilds still played a major part in commerce and production. You needed to be in a guild to either trade or work a craft. Outside a guild you weren't insured for untimely accidents (think 'the Mafia') or couldn't affect prices and production. You needed to be accepted into a guild and that usually went from father to son. The system wasn't based on effectiveness, or ideas, but by monopolies. An early more effective industrial production was evolving in the Dutch provinces and Catalonia especially in the production of fabric - it was a cottage domestic industry. More complex manufacturing, for example weapons, were made by local craftsmen. The state had an early mercantile thinking about economics. Still farming was the largest 'industry' and in some areas the lack of farmers (and the excess of nobles) led to shortages of food. Many preferred herding and the Mestan was a powerful organisation that controlled the breeding of sheep. Crops could be destroyed when the big herds went from north to south depending on the season. Pastures were preferred instead of croplands.

The church and the church's ground were a sanctuary. Using violence or breaking the sanctuary was a serious crime that could lead to excommunication and even the death penalty. The churches had pews and the best could even be rented by rich families.

In some regions, especially the Basque, there were coal and iron mines. The big shipyards were located at the big ports and the state is the largest contractor. The biggest cannon foundries were in Seville, Malaga and Barcelona.

Religious military orders were still important. Not as much as military forces but as networks for the elite and aristocracy. The most important orders were the Order of Calatrava, the Order of Santiago and the Order of AlcĂĄntara.

The Triangular Trade was evolving. Textiles (a lot of it manufactured in the Dutch Provinces), rum and weapons were sold for slaves at western African coast. The Arabic slave markets were also booming. Slaves were mostly sold in the Colonies, and molasses (sugar in liquid form), tobacco and cotton were brought back to Europe. From the mines in the Colonies came also precious stones and gems, gold and silver. In India and even China trade for especially spices were important.

To summarise: The Pope, Urban VII, ruled the Catholic Church. To help him he had the Curia and the Cardinals. He ruled with faith, Canonical law and with religious military orders, but mostly through his Papal Legates (could be a cardinal) and his arch-bishops (could be a cardinal).

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The Rapier

T

he law during this period was from three sources the king, the parliaments (the Cortes, in every region, Castile, Aragon, Andalusia and so forth) and the canonical law. The Cortes mostly had influence over accepting royal taxes, but the Canonical law was in almost all parts of life and could even lead to an auto-dafe against heretics. The police on the countryside during this period was the Santa Hermandad (Holy Brotherhood) that was a local kind of militia responsible for the municipalities’ taxes and upholding the King's law. Bribes, abuse and torture were commonplace, but also blackmail and fixed trials. It was the Court or the Magistrate and their constables that upheld the Law in the cities - often with help of the local elites (guilds, nobles and even Hermanos). The Canonical law officials were mostly the same. The common punishments were fines and public corporal punishment. Prison was still rare, but not hangings. You could also be sent to the galleys and spend time in jail when indebted.

Duels were common and most not lethal. Usually the duellist used rapiers with daggers, bucklers or cloaks. In 1608 the master don Luis Pacheco de Narváez had a duel with Francisco de Quevedo. The latter, the famous poet and playwriter, had criticized the fencing master obsession with Math and his rigid style. Quevedo took off Pacheco's hat in the first encounter and won the duel.

Note that it was illegal to carry firearms and buff coats. You also needed permits to travel through the country – from region to region.

M

ost marriages were still arranged for social and economic purposes. The woman brought a dowry into the marriage and was always under the guardianship of the husband, father, brother or uncle. Widows could have free position. To have premarital relationships wasn't allowed and could lead to legal actions or revenge from the family. The family's honour was important and marriage was an essential part in securing the family's future. Only unmarried women could walk the street without covering their hair. Marriages were often between young couples. Children were at an early age treated as young adult and put to work. Some children could go to a basic school in the church's regime, but most had to stay at home and work. Higher education existed but mostly towards a theological education.

T

he Spanish swords are famous and the best ones are made of Toledo steel. Having a good rapier was an obligation for every man with honour – that wasn’t a commoner. Fencing was therefore an art learnt at expansive schools and thought by masters. During this era don Jerónimo Sánchez de Carranza and his follower, don Luis Pacheco de Narváez was the most popular. They also were the creators to the typical Spanish style: Destreza. It differed from the Italian and French style and focused on Math, reach and creating good angles based on a circle around the fencer.

I

t lived about 9.5 millions in today's Spain and Portugal. 80 to 85 % of the population were commoners, but in some areas there were an over average high amount of low ranking nobility - hidalgo - that didn't have to pay tax by tradition, but sometimes were forced to. There were clear social differences between but also within groups like farmers, city-folk and the aristocrats depending on income, social statues, and ownership of land and tax burden. Aristocrats, even poor in general, detested manual labour and even trade.

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The Rapier sea for longer distances. Horses are expensive so many used their own legs for shorter distances. Horses need, like men, regular rest, food and water. You can if you are lucky travel 100 km/day on good roads with a fast horse. That would take about twelve hours including pauses. By foot you can travel about 50 km/day. You need proper rest and food to keep up that tempo. In the cities rich people, especially women, could use palanquins. Horse-drawn covered wagons or carriages were used by most, but with different style and designs. In general quite uncomfortable as they had bad shock absorbers. Distances were commonly measured in leagues (legua) of 1 392 meters.

There are a lot of different levels within the nobility. On the top there are Grandees, dukes, marquises, lords (señores) and knights (caballero). In the lower layers the most common nobility was the hidalgo. Spain was still a very feudal nation with little social mobility. If you want to show someone respect you call them “Don” or “Señor”. Nobles had papers from Sala de Hidalgos in Valladolid that proved their nobility and their purity of blood.

S

The nature of Spain is varied. The Pyrenees, sierras, big rivers (Ebro), a long coast, flat lands, pine forests, semideserts and farmlands are just examples of the variation. Wolf, bear, lynx, wild boars and poisonous snakes were the dangers from nature. Deer and boars were hunted. The most common animals probably were sheep and goats. Sheep's wool was a very essential trade commodity and there were problems with sheep destroying farmland while moving through the country to markets or to ports. Pigs were more common than beef. The breed of horses and bulls for bullfights were exclusive to the very rich. Fish and shellfish were common at the coasts. The coastal areas are more dangerous as they are vulnerable from attacks from Barbary pirates. Common trees were the cork and holm oak. Acorns from the trees were food for pigs. Cork was also a source for income. The scent of rosemary was almost everywhere.

lavery was still common. African slaves weren’t just sent to the colonies, but were also traded on the Iberian Peninsula. Anyone not Christian could be made a slave. Even after the expulsion of the moors Moorish slaves remained, but they were forced to become Christians, and 1646 Moorish slavery was outlawed in Spain. Still Barbary pirates captured young and old along the coastlines to sell them at the slave markets in North Africa. The captured Christians could be ransomed, and a lot of charity in Spain went to collecting money to buy back Christians from slavery.

S

pain is a warm country, but has more or less three climate zones. The Mediterranean zone, the hotter and drier south and the colder and wetter northwest.

Small villages, monasteries, castles and ruins are a part of the landscape. There are big cities like Madrid, Barcelona, Lisbon, Seville, Cadiz, Valencia and Toledo. Port cities

The roads are still bad during this period. To travel by coach is possible but uncomfortable. Most try to travel by

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The Rapier had varied trade agreements. Only Seville and Cadiz could trade with the colonies for example. Madrid was a newly created administrative capital. The biggest cities could have up to 200 000 inhabitants. Cities were a major source for taxes and customs for the state. The cities had poor sanitation and could be sources for plague.

A real danger in the Mediterranean and the Indies were pirates of all kind. In the Indies there were Privateers that had received a letter of marque from a lord. Even the Spanish gave out these. They were state sanctioned pirates. French Huguenots based in La Rochelle were common privateers in the Indies. Spain fought these and also all illegal trade to and from their Colonies. The French and English, Sir Francis Drake for example, all wanted a piece of the Spanish colonial gold and silver. Buccaneers on Hispaniola, and the famous Brethren of the Coast from Tortuga and Port Royal were other dreaded pirates.

You needed permits to travel – even short distances. They were admitted by state, city or church officials. To travel without permit could involve a serious punishment. It was a way of trying to curb the roaming bandits and the monfi in the south. Monfis was Muslim bandits.

T

he Sea was the fastest way to travel, but also very dangerous – even in this age of ocean-crossingtravel. Factors that you had to rely on or counter were wind, current, manpower’s strength, condition of ship, sails and oars. The load of the ship could slow you down, but also give the ship proper balance. The compass, hourglass, astrolabe, David’s quadrant or cross-staff, and maps were the ocean-goers tools. The rest followed the coastline and had pilots or local knowledge. In the Mediterranean most ships were powered both by oars and sail. In Indies it was more common with proper sailing ships – for example galleons, carracks or caravels.

In the Mediterranean Corsairs and the Barbary Pirates were constant threats. The Knights Hospitaler of St. John of Jerusalem on Malta fought them, with piracy. So did the Spanish. They all wanted slaves, either to sell or ransom. To become a galley slave was a prolonged death sentence. Even Spanish and other Europeans joined the Corsair and turning to Islam just to be able to join in on the action. The biggest pirate ports were Oran, Salé, Algiers, Tunis and Tripoli in the Mediterranean.

A fast crew could row about 8 km in one hour. And good conditions even reach speeds as high as 12 knots. A knot is about 0.5 m/s (about 1.85 km/h). The most common boats in the Mediterranean Sea were: Galley Galleot Brigantine Frigate Fellucca

Benches (2 oars/bench) 24 to 28 17-23 6 – 16 6 – 12 3-5

Men per oar 4 to 5 2-3 1 1 1

To be successful as a pirate the tactic was to fly under false colours until the last moment, attack weak ships and ransack unprotected coastal villages. In the Indies whole towns could even be occupied by pirates.

If armed they could have cannons, but the small ones had mostly swivel guns (about the power of a culverin). In the stern larger cannons could be mounted.

T

he cities were often cramped within old medieval walls, but siege warfare would change that, especially in Flanders. The churches and Cathedrals were the centres of the cities. In the old parts the Moorish heritage could often be seen. Old Mosques could even be transformed to Churches. The Gothic style and the Spanish renaissance were past, but the Plateresque-

105


The Rapier style with elaborate façades was still à la mode. The Baroque was just around the corner. Residential homes were often built around a patio. The rich had even parlours for receptions. There they could sit on chairs, stool or on pillows and drink expensive orange juice or chocolate. Most houses in were tight and at least three-stories built in wood, stone and adobe. The top floor was for storage and the first often acted as a shop or workshop. Heavy dark wooden furniture was popular and also tapestry. Cloth and home showed status – even if you didn’t have any money.

I

n a general sense the three most important things for the Spanish are their family, friends and their honour. The Spanish temper is famous and the boastful macho-man-attitude. Many strive to be treated as hidalgos, and many claim to be real caballeros. Many are easily offended and even a compliment can be perceived as an offence. The worst offences are to be accused to be a convert (not of pure blood), a sodomite or being a bad Christian. Many have a strong regional pride – for language and their home area, but duty is mostly directed towards the own group and not directed at concepts as Nation or People.

Though the dire times the Spaniards are full with vitality, are charismatic and outgoing. Most are religious but not pious and some would claim that double standards are common. To have an appearance of being of pure blood and being a faithful pious husband is important, but is not often the practiced.

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The Rapier

The Holy Roman Church: Pope Urban VIII The Holy Roman Empire: Emperor Ferdinand II Spain: King Philip IV France: King Louis XIII England: King James I (to 1625) and Charles I (from 1625) Scotland: King James VI (to 1625) and Charles I (from 1625) Ottoman Empire: Sultan Murad IV Dey of Tripoli: Mustafa Sherif Pasha Dey (to 1631), Kasim Pasha (1631), Ramadan Agha Dey (1631-1633), Mehmed Saqizli Dey (from 1633)

Pasha of Algeria: Kader Pasha (to 1626), Hassan Khodja (1626-1634) and Yusuf II (from 1634) Sweden: King Gustavus II Adolphus (to 1632) and Queen Christina (from 1632; guardians until 1644) Poland-Lithuania: King Sigismund III (to 1632) and Władysław IV (from 1632) Russia: Tsar Michael I United Provinces/Dutch Republic: Frederick Henry, Prince of Orange and stadtholder Venice: Doge Giovanni I Cornaro (to 1630), Nicolò Contarini (1630–1631) and Francesco Erizzo (1631– 1646)

King – Queen (Philip IV and Elisabeth of France) Infante/Prince – Infanta/Princess Balthasar Charles and the king’s brothers/sisters Anne, Queen of France, Maria Anna, Holy Roman Empress, Infante Charles of Spain and Cardinal-Infante Ferdinand. Viceroy (also an administrative title – see more below) Grand Duke Duke – Duchess Examples: Don Gaspar de Guzmán y Pimentel Ribera y Velasco de Tovar, Count of Olivares and Duke of San Lúcar la Mayor Duke of Medina Sidonia - Juan Manuel Pérez de Guzmán, 8th Duke of Medina Sidonia Duke of Alba Antonio Álvarez de Toledo y Beaumont Dukes de Medinaceli - Antonio de la Cerda y Dávila Marquis - Marquise Count – Countess Viscount - Viscountess Baron - Baroness Señor/Caballero/Knight Hidalgo

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The Rapier

Aragon 1621: Fernando de Borja y Aragón, count of Mayalde 1632: Girolamo Carraffa e Carrascciolo, marquis de Montenegro

1631: 1633: 1633: 1634:

Valencia 1622: Enrique de Ávila y Guzmán, Marqués de Povar 1627: Luis Ferrer de Cardona (Interim) 1628: Luis Fajardo Requesens y Zúñiga, Marqués de los Vélez 1631: Pedro Fajardo Requesens y Zúñiga, Marqués de los Vélez

Sardinia 1625: Diego de Aragall (interim) 1625: Pedro Ramón Zaforteza, Count of Santa María de Formiguera (Capitán General) 1626: Jerónimo Pimentel, Marquis of Bayona 1631: Diego de Aragall (interim) 1631: Gaspar Prieto, Archbishop of Alghero (interim) 1632: Antonio de Urrea, Marquis of Almonacir

Catalonia 1622: Juan Sentís, Bishop of Barcelona 1626: Luis Diez de Aux de Armendáriz, Bishop of Urgel 1627: Miguel Santos de San Pedro, Bishop of Solsona 1629: Gómez Suárez de Figueroa, 3rd Duke of Feria 1630: Enrique de Aragón Folc de Cardona y Córdoba 1632: Cardinal-Infante Fernando de Austria 1633: Enrique de Aragón Folc de Cardona y Córdoba

Sicily 1624: 1626: 1627: 1627: 1632:

António Ataíde and Nuno de Mendonça João Manuel, Archbishop of Lisbon Diogo de Castro, Count of Basto Margarita de Saboya, Duquesa de Mantua

Giovanni Doria, Cardinal Antonio Pimentel y Toledo, Marquis of Tavora Enrique Pimentel, Count of Villalba Francisco de la Cueva, Duke of Albuquerque Fernando Afán de Ribera y Enríquez, Duke of Alcalá

Naples 1622: Antonio Álvarez de Toledo, 5th Duke of Alba 1629: Fernando Afán de Ribera y Téllez-Girón 1631: Manuel de Acevedo y Zúñiga

Navarre 1623: Bernardino González de Avellaneda, Marqués de Castrillo 1629: Fernando Girón, Duque de Nemeses 1629: Juan Carlos de Guzmán y Silva, Marqués de Fuentes 1631: Luis Bravo Acuña 1634: Francisco González de Andía, Marqués de Valparaíso

New Spain 1624: Rodrigo Pacheco y Osorio de Toledo, Third Marquis of Cerralvo Peru 1622: Diego Fernández de Córdoba, Marquis of Guadalcázar, Count of Posadas 1629: Luis Jerónimo de Cabrera, 4th Count of Chinchón

Portugal 1623: Diogo de Castro and Diogo da Silva e Mendonça 1627: Diogo da Silva e Mendonça and Afonso Furtado de Mendonça

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The Rapier

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The Rapier

1492 1492 1492 – 1497 1517 1519 – 1558 1555 1561 1566 – 1648 1568- 1571 1571 1587 1588 1609 – 1614

1616 1618 – 1648 1621

Granada is taken and ending the Reconquista. Columbus lands in America, calling it India (as he thought he had landed there), claiming it for Spain. Expulsion of Jews from Spain and Portugal. Luther posts his 95 Theses starting the Reformation and Lutheran movement. The Aztec and Incas are conquered. Peace of Augsburg. Spanish Capital is now Madrid. The Eighty Years War between Spain and the Dutch provinces. Second rebellion of the Moors in Spain. Battle of Lepanto. Victory for the Catholic forces over the Muslim Ottomans. Drake’s raid on Cadiz. The Spanish Armada defeated by the English. Moriscos expelled.

1625 1627 1627 – 1631 1628 – 1631 1632 1634 1639 1640 – 1659 1640 – 1688 1642 – 1651 1643 1648 1665

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Cervantes dies. The Thirty Year’s War. Philip III dies and Philip IV reign begins. The surrender of Breda. The French siege of the Huguenot La Rochelle. Currency crisis in Castile. War of the Mantuan Succession. Battle of Lützen. Battle of Nördlingen. Battle of the Downs. Catalan rebellion. Portugal breaks free from Spain after a long war. The English Civil War. Battle of Rocroi. Peace of Westphalia, ending the Thirty Years War. Philip IV dies and is succeeded by the Charles II.


The Rapier

Aljamiado ............................................................................... 98 Animal .......................................................... 26, 32, 33, 34, 92 Animal Sheet ......................................................................... 92 Architecture ......................................................................... 102 Armour ............................................ 26, 59, 67, 76, 83, 84, 86 Artillery .................................................................. 9, 73, 82, 97 autodafĂŠ .................................................................................. 98 Background...............................................................................9 Barbary Pirates .............................................................. 94, 102 Battle ................................................................................. 42, 44 Battle Sheet ............................................................................ 39 Blind .................................................................................. 57, 69 Bounty .................................................................................... 30 Carrying Power ............................................................... 37, 52 Character Sheet ........................................................................5 Chase....................................................................................... 21 Children .......................................................................... 97, 100 Combat Numbers ................................................................. 17 Commoners ............................................................ 97, 98, 100 Corsair ....................................................................... 9, 34, 102 Cortes ............................................................................... 94, 99 Damage .................................................................................. 58 Damages .................................................................... 59, 64, 67 Disarm .................................................................................... 50 Dutch province ..................................................................... 96 Economics ...................................................................9, 18, 99 Ego .......................................................................................... 14 England ............................................................. 25, 94, 95, 103 Environment ................................................................... 71, 73 Equipment List ..................................................................... 26 Experience ....................................................................... 14, 89 Explosives ................................................................. 18, 73, 82 Falling ........................................................... 21, 26, 68, 69, 84 familiares ................................................................................ 98 Fashion ................................................................................... 97 Fatigue ....................................................................... 37, 46, 47 Feint an Attack ...................................................................... 49 Fire ............................................................................. 47, 67, 73 Firearms ..........................................................9, 16, 32, 33, 78 First aid ...................................................................... 27, 30, 87 Food .............................................................. 27, 30, 31, 97, 98 France ....................................................... 94, 95, 96, 103, 104 Gas .......................................................................................... 68 Going to Sea ........................................................................ 101 Gustavus Adolphus .............................................................. 96 Habsburg................................................................................ 94 Hard Abilities ........................................................................ 15 Helmet .................................................................................... 71 Hide action/item .................................................................. 21 Holy Office ............................................................................ 99 Knights Hospitaler of St. John of Jerusalem ................. 102

Latin .................................................................................. 34, 98 Law .................................................................................... 34, 99 List of Damage ...................................................................... 61 List of Life ............................................................................. 12 Looks ...................................................................................... 10 Manoeuvres ........................................................ 46, 49, 52, 58 Marranos ................................................................................ 98 Mediterranean ............................................. 94, 100, 101, 102 Mentality ............................................................................... 103 Monfi .................................................................................... 101 Moriscos ................................................................................. 98 Movement (Outside Battle) ................................................ 21 Muslim ............................................................................98, 101 Names ..................................................................................... 98 Natural Abilities .................................................................... 15 Nature ................................................................................... 100 Nobility ................................................................................. 100 Olivares ..........................................................................96, 104 One and Perfect Rule................................. 24, 52, 54, 58, 79 Ottoman Empire ................................................... 13, 94, 103 Parrying weapons .................................................................. 83 Perfect rule ....................................................................... 24, 54 Permanent injuries .......................................................... 60, 87 Personality .............................................................................. 10 Philip IV ......................................................... 94, 95, 103, 104 Points of Manoeuvre......................................... 17, 35, 42, 52 Poison ..................................................................................... 68 Pope ......................................................................... 98, 99, 103 Postbattle ..................................................... 24, 38, 59, 63, 87 Projectiles ........................................ 38, 53, 54, 58, 63, 78, 79 Recovery ........................................................................... 43, 87 Religion ................................................................................... 98 Religious military orders ...................................................... 99 Rest............................................................................. 46, 47, 87 Richelieu ........................................................................... 94, 96 Several Damages ................................................................... 64 Shield ......................................................................... 27, 85, 86 Slavery ................................................................................... 100 Social Intelligence ............... 9, 10, 12, 13, 17, 20, 33, 34, 47 Soft Abilities .......................................................................... 17 Spinola .................................................................................... 96 The List of Life ..................................................................... 10 Travel .................................................................................... 100 Treasure fleet ......................................................................... 99 United Provinces ..........................................................96, 103 Weapons ..........32, 33, 34, 37, 53, 57, 58, 64, 74, 79, 85, 89 Wear and Tear ....................................................................... 89 Viceroy.................................................................................. 104 Viceroyalties......................................................................... 104 Women .................................................................. 97, 100, 114

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The Rapier

HAT

Hood (attached to cape or cloak)

Capotain hat.

HAIR FACIAL HAIR

Slouch hat with or without plume/feather. Long - to the shoulders

Kerchief. Cap/bonnet.

Beret. Long - style page. Full beard.

Short. Partly bearded.

A van-dyke-beard.

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Partly bald. Only moustache.

Bald. Stubble.


The Rapier LOTHES OUTER LAYER

Short cape.

Tabard.

Long cape/cloak.

Coat (above) and cassock with false sleeves.

CLOTHES OUTER LAYER

Jerkin. Doublet. Slashed doublet. CLOTHES INNER LAYER

Shirt with deep cuff.

Shirt.

Shirt with deep cuff and lace. Tunic or similar.

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The Rapier TEXTILE ACCESSORIES

Silk.

Satin. Necklace.

Hard leather. Earrings, rings and/or tattoos.

Gloves, rings etc.

Soft leather.

Cotton.

Linen/Canvas.

Wool.

Gorget.

Ruff.

Ribbon/sling. Ribbon/belt around waists.

CLOTHES LEGS

Breeches.

Stuffed (bombast) slashed breeches. CLOTHES – SHOES

Top boots with high heels and spurs.

Boots.

Jackboots (cavalier boots) and spurs.

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Long trousers.

Shoes with high heels and hoses.

Shoes.

Clogs.


The Rapier COLOUR TRANSPORTATION

FOOD OF CHOICE TOBACCO DRINK OF CHOICE

Strong colours, red, yellow, blue and green. A lot of patterns and even attached jewellery (pearls, precious stones, gold thread etc.) Closed carriage drawn by On horse. horses or mules.

Palanquin. Meat and fruit. Pipe. Wine.

Meat and vegetables. Spirits (sherry).

Preferably black. Open carriage drawn by oxen or donkeys.

Natural colours, grey, brown etc. On foot.

Soup, bread and sausage. Chewing tobacco. No. Coffee or Beer or mead. chocolate.

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Soup and bread. Milk or water.


The Rapier

HAT

Scarf.

No hat needed for unmarried women.

Capotain hat. Cap/bonnet. Mantilla. HAIR

Married women don’t show their hair.

CLOTHES - OUTER LAYER

Short cape.

Unmarried woman: Long hair with loose waves on the sides or buns or braided hair in the back. Long cape.

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The Rapier CLOTHES - INNER LAYER

Petticoat with bodice.

TEXTILE

Dress with vertugalls and corset. Silk.

Satin.

Hard leather.

Dress with apron. Soft Cotton. leather.

ACCESSORIES

Ruff.

Necklace.

Earrings.

Rings and/or gloves.

CLOTHES – SHOES

Women's riding boots.

Shoes.

Clogs.

Shoes with high heels. COLOUR

Strong colours, red, yellow, blue and green. A lot of patterns and even attached jewellery (pearls, precious stones, gold thread etc.)

Preferably black.

TRANSPORTATION

Palanquin.

On horse.

FOOD OF CHOICE

Meat and fruit.

TOBACCO

Sniffing tobacco.

DRINK OF CHOICE

Wine.

Closed carriage drawn by horses or mules.

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Wool.

No shoes.

Natural colours, grey, brown etc.

Open carriage drawn by oxen or donkeys.

Meat and vegetables.

Spirits (sherry).

Linen.

Coffee or chocolate.

Soup, bread and sausage. No.

Beer or mead.

On foot.

Soup and bread.

Milk or water.


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