Lace & Steel Corebook.pdf

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Lace and Steel 2.5
Lace & Steel
Written by
Paul Kidd
Interiors by
Donna Barr
Cover by
David Cherry
Copyright 1998-2003 Pharos Press
http://www.electricmulch.com/pharos
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Contents
SWORDS
26
PENTACLES
27
SKILLS
29
FOREWORD CONCERNING
ROLE PLAYING GAMES
BASIC TEST PROCEDURE
29
5
TESTING ONE CHARACTER AGAINST ANOTHER
29
DETERMINING THE TASK DIFFICULTY NUMBER
29
INTRODUCTION
6
TASK DIFFICULTY NUMBER
29
SO WHAT IS THE ATMOSPHERE
OF LACE & STEEL?
THE COMPARISON CHART
29
6
SKILL RATINGS
30
PRELIMINARY NOTES
6
WOUND DRMS
30
DICE CONVENTIONS & ABBREVIATIONS
7
STARTING SKILLS
30
DICE ROLL MODIFIERS (DRM)
7
RANDOM GENERATION OF
SOCIAL BACKGROUND
EQUIPMENT
7
30
OPTIONAL EQUIPMENT
7
BASIC CHARACTER TEMPLATES
31
RACES
8
PURCHASING ADDITIONAL SKILLS
32
CIVILIZED RACES
8
COST OF SKILL LEVELS
32
HUMANS
8
SKILL LISTS
33
HALF-HORSES (“CENTAURS”)
9
SKILL CLARIFICATIONS
34
WILD RACES
11
SOCIAL SKILLS
34
SATYRS
11
COURTLY SKILLS
36
HARPIES
12
MILITARY SKILLS
37
MERFOLK
12
MOVEMENT AND PERCEPTION SKILLS
38
FAERIE RACES
13
CRAFT SKILLS
39
FAIRIES
13
KNOWLEDGE SKILLS
41
THE “HALFLINGS”
14
MAGICAL SKILLS
42
PIXIES
14
ONGOING EXPERIENCE
43
HOBGOBLINS AND GOBLINS
15
STUDY
43
TROLLS
15
MAINTAINING SKILLS
43
OGRES
15
INTERPERSONAL RELATIONS
44
CHARACTERISTICS
16
DISPOSITIONS
44
CHARACTERISTIC SCORES
16
TIES AND ANTIPATHIES
45
FAVORING AND SLIGHTING CHARACTERISTICS
16
USES OF TIES AND ANTIPATHIES
45
BUYING EXTRA CHARACTERISTIC POINTS
16
STARTING TIE/ANTIPATHY EXPERIENCE
45
ROLLING A CHARACTER
16
NEW TIES AND ANTIPATHIES
45
THE CHARACTERISTICS
17
CHANGES IN TIES AND ANTIPATHIES
46
SPECIAL FACTORS
18
MAJOR EMOTIONAL EVENTS
46
FATIGUE RATING
18
FAVORS
46
HIT POINTS
18
SPONTANEOUS NPC ACTIONS
47
WOUND LEVEL
18
FRIENDSHIP CONFLICTING WITH DISPOSITION
47
MAXIMUM HAND RATING
18
SEDUCTION
47
NEW DRAW RATING
18
SELF IMAGE
48
OPTIONAL RATINGS
18
SELF IMAGE “INVESTMENT”
48
MAXIMUM SORCERY HAND
18
OTHER INCREASES AND DECREASES
IN SELF IMAGE
NEW SORCERY DRAW
19
49
DAMAGE
19
TIES AND ANTIPATHIES
49
HEALING
19
MELEE COMBAT
50
WEIGHT
20
ENCUMBRANCE
20
THE DECK
50
RATIONALE
50
SIGNIFICATORS
21
MAXIMUM NUMBER OF CARDS
51
CHARACTERISTIC BONUSES OR SLIGHTS
21
INITIATIVE
51
DISPOSITION
21
SEQUENCE OF PLAY
52
THE DECK
21
DRAWING A NEW HAND
53
THE MAJOR ARCANA
22
DESPERATE DEFENSE
53
THE LESSER ARCANA
24
LACK OF ATTACK CARDS
53
WANDS
24
PLAYER RUNS OUT OF CARDS
53
CUPS
25
DAMAGE
53
THE EFFECTS OF SKILL
84
THE EFFECTS OF CHARACTER
SKILL RATINGS ON COMBAT
MAGIC VS. ARMOR
84
53
MULTIPLE OPPONENTS
84
SPECIAL CARDS
54
SORCEROUS COMBAT AGAINST
85
NON-SORCERERS
85
DODGE
54
OTHER SORCERY SPELLS
85
INTUITION
54
DISENGAGE
54
MAGICAL ITEMS
85
CARD MODIFIERS (OPTIONAL)
54
MASSED COMBATS
86
FATIGUE (OPTIONAL)
56
MOVEMENT RATES
87
ARMOR
56
COMBAT ROLLS
87
TYPES OF ARMOR ARE AS FOLLOWS
56
THE ROLL
87
WEAPONS
59
TO HIT
87
NOTES ON BRAWLING WEAPONS
59
FACING DRMS
88
WEAPON RATINGS
59
OTHER DRMS
88
WEAPON RATINGS CHART
59
SHIP VS. SHIP COMBAT
89
EXPLANATIONS OF WEAPON RATINGS
59
INITIATIVE (THE “WIND GAUGE”)
89
MULTIPLE OPPONENTS
60
FIRING
89
MISSILE COMBAT
61
CREW CASUALTIES
89
SMALL ARMS
90
ACCURACY ROLLS
61
SWIVELS
90
SEQUENCE OF FIRE
61
RELOADING
61
PLAYER CHARACTERS IN
90
MOVEMENT
61
MARITIME COMBAT
90
THE EFFECTS OF FLOTATION DAMAGE
90
DAMAGE
62
BOARDING
91
MISSILE WEAPONS
62
MAGIC IN MASSED COMBAT
91
MISFIRES AND BREAK DOWNS
64
REPARTEE “COMBATS”
92
MAGIC
65
RESEARCH (COLLECTING DIRT)
92
MAGICAL TALENTS
65
REPARTEE VS. UNSKILLED TARGETS
92
ALCHEMY
66
ARTIFICIERY
69
MITTELMARCH
93
ASTROLOGY
71
GEOGRAPHY OF THE SOUTHERN CONTINENT
93
DEMONOLOGY
73
POLITICAL NOTES
93
CREATING A DEMON
73
DUNCRUIGH
93
DEMON CHARACTERISTICS
73
SCARMIS
94
USES OF DEMONS
74
NANTIERRE
94
HEDGE MAGICS
75
ISLE OF AUREY
95
ILLUSION
76
FORIJA
95
MENTAL DISCIPLINES
77
ALBERNIA
96
NECROMANCY
78
WELFLAND
96
SORCERY
80
THE TANTIC EMPIRE
97
MAGICAL COMBAT
80
RELIGION
98
ECOLOGY
99
THE SORCERY DECK
80
STARTING INITIATIVE
80
THE KNOWN WORLD
101
MAXIMUM SORCERY HAND
80
THE NORTH EAST
101
THE WESTERN ISLES
101
NEW SORCERY DRAW
81
SHIELDS
81
TECHNOLOGY
103
SEQUENCE OF PLAY
82
WARFARE
103
MAKING A NEW DRAW
83
CAVALRY (THE “HORSE”)
103
SHORING UP DEFENSIVE SHIELDS
83
INFANTRY (THE “FOOT”)
104
SPECIAL ATTACK CARDS
83
ARTILLERY
104
DAZZLE
83
SIEGE
104
DISRUPTION
83
NAVAL WARFARE
105
FEINT
83
NON HUMAN RACES ON THE BATTLEFIELD
105
INTUITION
83
HALF-HORSES
105
RIP-OFF
83
HARPIES
105
SORCERY FATIGUE
84
SATYRS
105
PIXIES
105
THE “CUTTING OUT” EXPEDITION
156
OTHER HALFLINGS
106
THE LANDING
156
BATTLEFIELD MAGIC
106
CROSS COUNTRY
157
LANGUAGE & COMMUNICATION
107
THE SCONCE
157
THE TERMINATOR’S ATTACK
157
MUSIC
107
THE REWARDS
157
INSTRUMENTS
107
COMBAT
158
DAILY LIFE
108
CAPTAIN HAUTFLEUR
158
THE STATE
108
REWARDS
159
SOCIETY
108
ALBERNIAN “EXTRAS”
159
MODES OF ADDRESS
108
A MASKED BALL
160
HONOR
109
THE INVITATION
160
CRIME AND PUNISHMENT
110
PREPARING FOR THE BALL
160
CLEANLINESS
110
(LADIES ONLY) GETTING DRESSED
160
MORALS
110
POLITICAL MOVEMENTS
110
SPYING
161
COURTLY LIFE
111
HAWKING
161
PREAMBLE TO THE BALL
(MALE CHARACTERS ONLY)
TOWN LIFE
112
162
THIEVERY
112
THE BALL
163
RURAL LIFE
113
MILITARY LIFE
114
CHARACTERS AT THE BALL
163
IN BATTLE
114
THE EVENINGS EVENTS
(FEMALE CHARACTERS ONLY)
166
THE SEAMAN’S LIFE
115
GETTING BITCHY
166
BATTLE
116
IT’S REPARTEE TIME!
167
THE MAGICIAN’S LIFE
116
THE REST OF THE EVENING
167
MONEY
117
EXPERIENCE
167
SIMULATING COINS
117
THE EVENINGS EVENTS
(MALE CHARACTERS ONLY)
STARTING FUNDS
117
168
WAGES
118
AN INTERRUPTION
168
OFFICERS
118
THE DUEL
169
COURT SINECURES
118
THE AFTERMATH
169
WEIGHTS AND MEASURES
118
NOTES ON SIMULATING GAMBLING
169
ARMOR AND PROTECTIVE CLOTHING
119
STOCK INCIDENTS
170
FIREARMS
123
FAIRY MUSIC
170
ARTILLERY
127
THE FAIRY MARKET
170
MELEE WEAPONS
128
SOMETHING NASTY IN THE WOODPILE
171
A QUESTION OF WARNETS
171
CLOTHING
132
CATCHING DINNER
172
TRANSPORT
137
FOOD AND LODGINGS
172
TRAVEL
144
AN UNSCRUPULOUS HOST
172
SCIENTIFIC/SCHOLARLY EQUIPMENT
146
LACK OF ROOM OR FOOD
172
RUNNING ADVENTURES
148
THE HAUNTED RUIN
173
INJUSTICE
173
USING THE TAROT TO CREATE
ADVENTURE EPISODES
148
OLD FOUR-AT-A-GULP
173
BIOGRAPHY
174
IMPROVISING ADVENTURE EPISODES
148
CHARACTER SIGNIFICATORS
148
ABOUT THE AUTHOR
174
ASTROLOGY SKILL
148
ABOUT THE ARTIST
174
NON-RANDOM CHARACTER
GENERATION IN LACE & STEEL
“PRESSED MEN”
149
176
A SCENARIO FOR ANY NUMBER OF PLAYERS
149
(PREFERABLY HUMAN MALES OF LOW BIRTH)
149
THE PRESS GANG
149
THE “TERMINATOR”
150
IMPORTANT CHARACTERS
150
TRAINING AND LIFE ABOARD
155
ADVENTURES AT SEA
156
FOREWORD CONCERNING
ROLE PLAYING GAMES
(Ignore this section if you are an old hand at role playing games)
For those of you who are new to the concept, a role playing game may be quite difficult to
catch on to at first. Role playing games have no winners or losers, being played simply for the
enjoyment of the exercise. A game will involve one or more players, each of whom creates an
imaginary “character ” which acts as a kind of alter ego, and whose adventures and misadventures
will he guided by the will of its controlling player.
The game is presided over by a Referee (also called the Referee). The referee acts as a storyteller,
presenting the players with problems and information, and adjudicating the results of the player
characters’ actions. A role playing game thus becomes an ongoing story in which both the players
and the referee participate, the referee creating the general framework and the player characters
creating the action.
FOREWARD NOTE
Throughtout the rule book, the
side margins will be used to provide
the reader with examples and
optional rules. These notes are
supplemental to the main text, but
are not essential. Feel free to ignore
these sections if you desire.
These rules are intended as a framework which will allow the referee and players to simulate
the adventures of their characters and the workings of the game environment. They are not
intended to cover every possible eventuality. Referees should feel free to improvise or adapt the rules
to meet their particular needs.
5
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