Joined: Sept 2008 Gender: Male Posts: 214 Karma: 15
Sabres & Witchery « Thread Started on Jun 9, 2012, 7:14am »
Ok, now I've nearly finished Blood & Bullets, I've started a new one - Sabres & Witchery. Here's the premise:
Introduction Sabres & Witchery is a role-playing game nominally set in Europe (although it could be elsewhere) at the end of the English Civil War through to approximately the Napoleonic Wars era. It is based on a set of ‘old school’ fantasy role playing rules, which itself was based on the first fantasy role playing game.
You are free to publish your own adventures, house-rules, and any other sort of materials designed for this game. Guidelines and requirements are at the end of the book.
Historical accuracy The time-period of Sabres & Witchery is not specific – it could be any time from the late 1600’s to the early 1800’s; the “Age of Enlightenment”. You don’t even need to clearly define it before you start play. Philosophy and science are increasing in prominence and although major changes are afoot in both scientific thinking and technology, the industrial revolution hasn’t commenced yet. The period of the game (and the locations the PCs adventure in) is still nearer to the middle-ages than it is to the 20th century.
Horses, carts and coaches are still the main forms of land transportation and travel by sea is by wooden sailing ships. In the later period of this game’s setting, hot air balloons have become the first vaguely realistic method of air travel.
It is a time where armour is still worn by some soldiers but of less use now that firearms are become more prevalent as a more powerful option to bows and crossbows. Swords still have their place but older types of weapon like spears and maces have pretty much fallen out of use except in some of the “lost” villages in the most inaccessible parts of the world. Fencing is established and duels are fought regularly with pistol or rapier amongst gentlemen and nobility for real or imagined sleights.
There isn’t really a time when there isn’t a war going on somewhere across Europe. Whilst mercenaries still fill large parts of a country’s forces, full-time standing armies are becoming more the norm. The tactics are still largely to line up against one another and unleash volleys of cannon and musket fire, followed up by charges by well-armed and armoured cavalry.
It is assumed that characters in the game will be mainly treading paths in wild out-of-the-way places – tangled forests, wind-swept moors, dark mountain valleys and storm-ravaged coasts. They are hunting horrors that other people prefer to avoid and those horrors are only out at night, in the darkness and where they can’t be discovered.
References As has been said, this isn’t a game where the specific setting or time period has been clearly defined for you. Really, you don’t need to worry too much about it unless you wish to place your game at a particular historical place or time. Otherwise just the general feel will be sufficient.
To help visualization, here are a few films that helped inspire Sabres & Witchery:
Treasure Island (2012) Solomon Kane (2009 Alatriste (2006) The Brothers Grimm (2005) Van Helsing (2004) Pirates of the Caribbean Series (2003 - 2011) Brotherhood of the Wolf (2001) Sleepy Hollow (1999) Plunkett & Macleane (1999) The Scarlet Pimpernel (1998) Sharpe Series (1993 – 2008) Dick Turpin Series (1979-1982) The Duellists (1977) Captain Kronos: Vampire Hunter (1974) Witchfinder General (1968)
Joined: Sept 2008 Gender: Male Posts: 214 Karma: 15
Re: Sabres & Witchery « Reply #1 on Jun 9, 2012, 7:17am »
There are four character classes in the game: the Fighter, the Magus, the Scoundrel and the Woodsman. The Referee is free to invent other character classes or may allow optional classes from other games.
THE FIGHTER The Fighter is a character that usually turns to the sword or the gun to get things done. He might be a mercenary, a guerilla leader, a duelist, a bounty hunter or a tough old mariner. Whatever he is, he lives by the sword and the only way he knows of dealing with supernatural horrors is to hit them until they stop moving. A Fighter can have either STR or DEX as his Prime Attribute (player choice) as some fighters rely on speed and skill and others rely on heavy hitting.
Fighter Class Abilities Weapons: The Fighter can use any weapons. STR-based fighters can wear any armour but DEX-based fighters can wear only leather, but get a bonus to their AC based on the above table.
Saving Throw: Fighters receive a +2 bonus on saving throws vs. death.
Assess Opponent (INT): Fighters can choose to weigh up the opposition at the start of a fight and make a saving throw to see if he can determine the strengths and weaknesses of the opposition (i.e. their level or HD).
Combat machine: Fighters gets one attack per level against foes of 1HD or fewer, each round. They can’t do this if armed only with a firearm (as they are single shot and take time to reload, although if he has more than one pistol, he could fire them both, thus attacking up to two opponents or he could fire one shot and then use it as a club if the opponents were close enough).
Weapon Specialist: Fighters receives a +1 bonus to hit and damage using one type of weapon (including firearms), chosen at outset (see the equipment section).
XP Bonus for Strength or Dexterity: STR or DEX is the Prime Attribute for Fighters, which means that a high STR or DEX score grants them an extra 5% on XP earned.
Joined: Sept 2008 Gender: Male Posts: 214 Karma: 15
Re: Sabres & Witchery « Reply #2 on Jun 9, 2012, 7:18am »
THE SCOUNDREL The Scoundrel is a thief, cheat, pick pocket and a con-man; he might hide his true nature under the guise of a peddler, a friar or a minstrel but he makes his living wandering the highways and byways making money however he can - gambling, stealing, selling and swindling. A Scoundrel can have either DEX or CHA as his Prime Attribute (player choice) as they are both important. His way of dealing with supernatural horrors is to pretend they don’t exist, hide and await an opportunity, or talk others into dealing with them.
Scoundrel Class Abilities Weapons: Scoundrels can use any light weapons and pistols preferring smaller concealable ones. They may wear a leather jack.
Saving Throw: Scoundrels receive a +2 bonus on saving throws vs. XXX
Lucky Streak: Scoundrels can re-roll any failed saving throw once per 2 levels per day.
Information Gathering (CHA): Scoundrels hear two rumours in a tavern whenever a drink is bought.
Silvertongue (CHA): Scoundrels have the gift of the gab – they can lie, cheat, bluff and swindle. They can use this skill to get out of tricky situations or to trick the gullible into doing something they wouldn’t normally do.
Deftness (DEX): Scoundrels can manipulate cards, coins and other small objects deftly and, using misdirection, without being noticed. They can use this skill to pick pockets and pick locks too.
Sneak attack: Scoundrels often have concealed weapons which they are adept at using in emergencies. They can score x2 damage on a successful hit by surprise; this can be done with a knife, derringer or pocket pistol only.
XP Bonus for Dexterity or Charisma: DEX or CHA is the Prime Attribute for Scoundrels, which means that a high DEX or CHA score grants them an additional 5% on XP earned.
Marv / Finarvyn DCC playtester (2011) C&C playtester (2003) I'm partly responsible for the S&W WhiteBox Builder of the TrollBridge Master of Mutants; MA since 1976 OD&D Player since 1975
"Don't ask me what you need to hit. Just roll the die and I will let you know!" - Dave Arneson
Joined: Sept 2008 Gender: Male Posts: 214 Karma: 15
Re: Sabres & Witchery « Reply #4 on Jun 9, 2012, 7:22am »
THE WOODSMAN Woodsmen are a rough-and-ready types of character that spend much of their time in the woodlands or on mountain trails; they could be charcoal burners, foresters, game-keepers, trappers, loggers, poachers, herders or hunters. They tend to be more superstitious than the other character classes.
Woodsman Class Abilities Weapons: Woodsmen can use any weapon and may wear a leather jack.
Saving Throw: Woodsmen receive a +2 bonus on saving throws vs. poisons.
Weapon Familiarity: At outset, the Woodsman can choose a non-firearm (knife, wood axe, bow etc.) to receive a +1 bonus to hit and damage.
Stealth (DEX): When in the wilderness, the Woodsman is skilled at using the terrain to move without being noticed by his prey or his enemies.
Survival (CON): In the wilderness, the Woodsman can obtain enough food and sufficient safe shelter by hunting and foraging to keep alive himself plus a number of additional people equal to his level. If there are more people in the group than this, a ST is required.
Track (WIS): Woodsmen can spot and follow a trail across almost any ground. They also automatically know which direction is north and can recognize the prints and number of critters that made the tracks.
XP Bonus for Constitution: CON is the Prime Attribute for Trailblazers; which means that a high CON score grants them an additional 5% on XP earned.
Joined: Sept 2008 Gender: Male Posts: 214 Karma: 15
Re: Sabres & Witchery « Reply #5 on Jun 9, 2012, 7:27am »
I havent finished the Magus yet, but they will have spells of a "non-flashy" nature, from both the Cleric & Magic User list.
They don't need to memorize spells - they have to reference their book(s) to read and then cast a spell. So if they don't have the book that has the spell in it with them, they can't cast it. Most will collect all their spells into one book, so they don't have to carry a library around with them - but these may be written down incorrectly and may not go off or might have side effects - in other words the Magus needs to make a successful ST to cast their spells.
Re: Sabres & Witchery « Reply #8 on Jun 9, 2012, 4:39pm »
Very much looking forward to seeing what you do with the Magus -- I'm especially curious about crafting a "non-flashy" kind of school f magic drawing on both the MU and Cleric spell lists.
Also, do you plan to bring in the kinds of supernatural stuff that Captain Kronos: Vampire Hunter does? Any sort of "cleric"/exorcist/spiritualist planned?
Joined: Aug 2007 Gender: Male Posts: 599 Karma: 17
Re: Sabres & Witchery « Reply #9 on Jun 9, 2012, 6:52pm »
Sounds great so far Simon! For some really good inspiration for supernatural critters in the North American continent read any of Manly Wade Wellman's SilverJohn stories. Aztec stuff could be fun in South America too.... My, so many fun choices!
Joined: Sept 2008 Gender: Male Posts: 214 Karma: 15
Re: Sabres & Witchery « Reply #11 on Jun 10, 2012, 4:32am »
THE MAGUS These are learned individuals that spend their time in musty libraries reading old tomes and parchments to learn about the evil horrors that infest the dark hidden places of the world. The Magus might be a bright young alchemist or astronomer fresh out of university, a venerable old monk or an itinerant friar, a feisty priest bellowing hellfire and d**nation to unbelievers or even a poet or storyteller who has learned too much on his travels. A Magus can have either INT or WIS as his Prime Attribute (player choice).
Magus Class Abilities Weapons: The Magus can use only quarterstaffs, daggers, and pistols. They don’t wear armour.
Saving Throw: The Magus receives a +2 bonus on saving throws vs. fear.
Linguist (INT): The Magus can read and understand many languages and those he doesn’t know he can research. On finding any ancient tome, grimoire or other exotic written material he can make a ST with a successful roll meaning he can understand it. If he has access to a library whilst doing his research and he has at least a day free to do it, he can gain +1 to +4 to his roll. If there are spell descriptions in the text, he can add the spell to his spell book or read the spell directly from the text.
Turn Undead (WIS): The Magus has learned the nature of evil and can use this against the monsters that plague the world. Either through his faith or through knowledge (or both) the Magus can force undead and demonic monsters to back away, or even to destroy them. This might require a holy symbol (where relying on faith) or some knowledge of the undead’s weakness (garlic, silver, sunlight, holy water, running water, the true name of the demon, etc.)
Spell Casting: The Magus starts at 1st level with his spellbook and one spell of his choice from the 1st level list already written into it. To gain any more spells, he must find them in books and scrolls. Copying the spell to his spellbook puts it into a form that he finds easy to read and cast (which will almost certainly differ from the original). He can only copy spells into his book that his experience and knowledge enables him to grasp. See Spells by level per day for the level of spell the Magus can copy down. He can have any number of spells collected in his spellbook (or in other texts in his library).
Casting a spell always requires reading the formulae to get the verbal nuances absolutely correct. Spells written into his book are easy for the Magus to cast. At 1st level he can cast 1 spell of 1st level per day without difficulty at 2nd level he can cast 2 and so on.
Where it gets difficult and when a ST is required is: • Where the spell is one that isn’t in his spellbook (i.e. he is reading it directly from the original text (a scroll he found in a tomb, for example) • Where it is of a higher level than he can normally cast (a 1st level Magus trying to cast a 2nd level spell) • Where he is trying to cast another spell when he has already cast his normal number of spells for that day
The Magus receives a -1 penalty for everything that applies from the above points. In addition, if the spell is 2 levels higher than the Magus can normally cast, the penalty is -2 and 3 levels is -3 and so on.
If the ST fails there may also be repercussions as a result. Roll 2d6:
Table 5: Spell Failure Side-Effects
2d6 What happens 2 You are driven mad for 2-12 days, then gain phobia per 3 below 3 Gain a phobia (dark, spiders, blood, undead, loud noises, heights etc) 4-5 Suffer d6 HP (if 6 is rolled, roll again for extra damage) 6-8 No ill effects 9-10 Mind blank, cannot cast any further spells until you’ve rested 8 hours 11 You start becoming a little weird, -1 to charisma 12 You age by 1d6 years XP Bonus for Intelligence or Wisdom: INT or WIS is the Prime Attribute for the Magus, which means that a high INT or WIS score grants them an extra 5% on XP earned.
Joined: Sept 2008 Gender: Male Posts: 214 Karma: 15
Re: Sabres & Witchery « Reply #13 on Jun 10, 2012, 9:20am »
By popular request, I have added a Vampire Hunter type character (updated pdf to follow):
THE HUNTER The Hunter is a single-minded individual whose has devoted his life to cleansing the world of evil, wherever it lurks. Usually called Vampire Hunters, Witchfinders, Demon Hunters or Monster Hunters; these guys prefer to destroy evil by mundane means unlike Magi but if their primary undead ability fails, their secondary means of dealing with monsters is the same as that of fighters. They tend to treat Magi with a degree of suspicion. A Hunter can have either STR or WIS as his Prime Attribute (player choice).
Hunter Class Abilities Weapons: The Hunter can use any weapons and wear any armour.
Saving Throw: Hunters receive a +2 bonus on saving throws vs. death and fear.
Smite Evil: Once per day, a Hunter may attempt to smite evil with his normal melee attack. He adds his WIS bonus (if any) to his attack roll and deals 1 extra point of damage per level. At 5th level, he can attempt this twice per day and at 10th level he may attempt it three times per day. Turn Undead (WIS): The Hunter has learned the nature of evil and can use this against the monsters that plague the world. Either through his faith or through knowledge (or both) the Hunter can force undead and demonic monsters to back away, or even to destroy them. This might require a holy symbol (where relying on faith) or some knowledge of the undead’s weakness (garlic, silver, sunlight, holy water, running water, the true name of the demon, etc.)