Professional Documents
Culture Documents
Apocrypha Volume 0
by
2.0
Colin D
D.. Speirs
Intr oduction
Introduction CONTENTS
ONTENTS
There are always things left out of a rulebook for PAGE 1 INTRODUCTION
various reasons. Lack of space, lack of time to fully PAGE 2 C&S ESSENCE CLARIFICATIONS
test or perhaps the information isnt essential to the PAGE 2 NEW INTRODUCTION TO SCENARIO
main rules. Also, no matter how much testing and PAGE 2 & 3 NEW ENCOUNTERS FOR SCENARIO
rereading, there are always things that seem obvious PAGE 3 & 4 OPTIONAL COMBAT RULES
to those involved in the game but are not so to those PAGE 5 OPTIONAL SKILL RULES
coming to it fresh, and, of course, the inevitable PAGE 6 BALANCING THE GAME
missed typos. PAGE 7 & 8 DESIGNERS NOTES
If you have any questions or suggestions for future Chivalry & Sorcery is copyright Brittannia Game Designs Ltd 2011.
issues of the Apocrypha, please contact BGD at The authors assert the moral right to be identified as the authors of this
Marakush@aol.com with Essence Input in the work.
E-mail: Marakush@aol.com
USING FIGURES IN A COMBAT 2H/Long weapons. These can attack with one clear
If using figueres to note where everyone one is in hex between attacker and defender. If the attack is
combat then, for the ground scale is 1 metre/yard = 1 successful then the attacker can keep the gap between
inch/2.5 cm on the table. I tend to use hex maps for him and the defender. They are at a disadvantage
this, with figures using 1 inch diameter round bases or against someone who is close with a short weapon.
square bases, either 20mm or 25mm to a side.
If a defence is successful then the defender can
Movement is in hexes per turn at a walking pace. Any choose to step forward into base to base contact or to
turn to any facing takes one extra movement point. step back to put a gap of one hex between both. For
someone who has a two handed or long weapon to be
Each figure (character) has 5 movement points unless defending against an attacker with a short weapon
wearing maille, plate and maille or full plate when the then obviously they must be close. In that situation
movement points are reduced to 4. In addition when the defender has a penalty of -2 to any defence,
wearing full plate there is a cost of 1 FP per turn. unless they spend an extra blow or fatigue point to
Each movement point equals 1 hex of movement. shift their weapon to a more suitable stance. In either
case until they open up the distance between
themselves and the person with the short weapon
they have a -2 when attack, except the shield bash
(see above).
In the subsequent contest, Milo loses. He is not Taking a Risk and exercising caution are mutually
detected, however, the merchant must roll again, exclusive, if you do one, then you cannot do the
with -5 from his detection chance, the merchant other.
fails and walks only, slightly discomforted but
unaware why.
Example.
By luck and planning, Andrews character Miles of
Rigwelter is not only a fine Siege Engineer, but is a
nimble climber, a talent he finds useful in
scrambling up high places to see the lie of the land.
His unmodified success chance is 18. Most of the
other characters in the group have success chance
nearer to 12 or 13. So Miles is much more skilled
and the Gamesmaster might consider putting in a
couple of especially difficult climbs just for him, or
give him, as the first up a route, a harder penalty.
Those following him will benefit from watching
him and the differing abilities can be
accommodated without fudging too much.