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Showing posts with label Magic. Show all posts
Showing posts with label Magic. Show all posts

Sunday, 10 November 2013

Coarse Conjury by K. Hite

Posted on 12:06 by Anthony Carold
Magic in Lovecraftian tales is ineffable, unquantifiable, unworldly, and understandably, a literary device. Magic in games of Lovecraftian investigative horror can be all those things, but to make it so, magic actually has to be the exact opposite. It has to be describable, it has to be quantifiable, and as much it remains a device, it has to have cause and effect, and with those in hand, both a GM and his players can work and describe magics in a roleplaying game as part of its narrative. This is the aim of Rough Magicks, a supplement for Trail of Cthulhu, Pelgrane Press’ RPG of clue orientated Lovecraftian investigative horror, penned by the author of the RPG, Kenneth Hite.

Rough Magicks is a slim volume that expands upon the nature of Lovecraftian magic and the rules for it in Trail of Cthulhu and it begins by addressing a simple question – “What is the nature of magic?” Several solutions are suggested. Is it a hyper-science? Something only known to those who have awoken in the Dreamlands? Is it not magic, but psionics? Is it a genetic holdout from the biological sciences of the Elder Things? One, some, or all of these suggestions are possible answers much in the manner of how the Trail of Cthulhu core rules describe the creatures and entities of the Mythos.

How it expands upon the nature of Lovecraftian magic and the rules for it is done in Rough Magicks all through the simplicity of adding a single new General Ability – Magic. Now in Trail of Cthulhu, it is most obviously the province of the sorcerers and wizards who have had and continue to have dealings with the unknowable and the incomprehensible and so have a grasp of the fundamental workings that underpin the nature of the cosmos. Thus we are dealing with figures such as John Dee, Gaspard du Nord, and Ludwig Prinn, and more latterly, Randolph Carter, and Joseph Curwen. In game, the Ability is being expended to negate in part the loss of Stability, essentially serving as a partial bulwark against the immediate shock that comes with the working of magic and the casting of spells.

The Magic Ability is not wholly the province of the NPC sorcerer or wizard though. If the Keeper allows it, then an investigator can acquire the Magic Ability, but this must be in-game during play rather during character generation. It may be from reading certain Mythos tomes, from encountering or learning it from entities such as Yog-sothoth or Nyarlathotep, from being by an actual sorcerer or wizard, or from being exposed to it at certain places, like Dread Carcosa or the Moon-Pool of Ponape. As much as the Magic Ability partially counters the loss of Stability when casting spells, what it does not, and cannot do, is negate any potential Sanity loss…

In addition to listing the potential Magic Ability gain from studying certain tomes, from Al-Azif to Unaussprechlichen Kulten, Rough Magicks expands upon the rules for ‘Places of Power’, gives numerous examples of casting, and suggests the Magic ratings for a veritable menagerie of Mythos Monsters. Of course, this being a book about magic, there is a whole chapter devoted to spells, pleasingly entitled ‘Cast A Deadly Spell’ which adds new spells whilst also re-examining old ones for dramatic purposes. Trail of Cthulhu being a clue-orientated game means that the casting of spells leaves evidence and just as with Mythos creatures in the Trail of Cthulhu core rules, the investigators can detect evidence of this casting. For example, Bureaucracy could undercover a change of use filed by the Chapel of Contemplation on a certain building or that last night’s midnight mass was no ordinary ceremony with the use of Theology. Not ignored is that signature response to the magics and the entities of the Cthulhu Mythos – the Elder sign, the author discussing what it might look like and there are more suggestions than you think…

Rough Magicks does not restrict itself wholly to Mythos Magic. It also expands upon the rules for ‘Idiosyncratic Magic’ for the ‘Bookhounds of London’ campaign frame in the Trail of Cthulhu core rules – since expanded into a superlative setting book of its very own. More suited to Pulp style games, the purpose of ‘Idiosyncratic Magic’ is to provide boosts to the caster’s General Abilities, and again, these are supported by example effects for each General Ability. Examples are given for each of the various General Abilities, such as wearing pieces of a mirror like monocles until your cheeks bleed to enhance the Disguise Ability or wielding a ‘Dead Man’s Glove’ filled with blood to enhance the Filch skill. All have a certain uneasy, if not out and out gruesome quality, and serve as possible starting suggestions.

Rounding out Rough Magicks is a specific revisiting of magic in Lovecraft’s fiction. This is a more open discussion of the subject, though of course, Hite has been drawing upon and applying his knowledge of Lovecraftian fiction – as evidenced in his Tour de Lovecraft – throughout the pages of Rough Magicks. Here he is more appraising of his sources discussing the various ways in which Lovecraft presents magic in his fiction. This serves as a set of pointers for the Keeper wanting to draw direct from the source for atmosphere as much as it does to highlight Lovecraft’s flexibility when it comes to describing magic in his stories.

Physically, Rough Magicks is another attractive looking book for Trail of Cthulhu, as ever suitably illustrated with a selection of creepy art from Jérôme Huguenin. Unfortunately, the book feels a little rushed in places and could have done with another editorial pass.

Rough Magicks is not a book that the Trail of Cthulhu Keeper necessarily needs, but should he want to expand upon the nature and role of magic in his campaign, then this supplement is more than to the point. Indeed, it would also nicely complement the Bookhounds of London campaign frame and source book with its bibliographic focus and its development of ‘Idiosyncratic Magic’. Perhaps the best aspect of the definition and the quantification at the heart of this book is that it leaves plenty of room for the Keeper to make the magic of his game, ineffable, unquantifiable, and unworldly in play.
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Posted in Call of Cthulhu, Ken Hite, Lovecraftian Horror, Magic, Pelgrane Press, Trail of Cthulhu | No comments

Saturday, 4 February 2012

A Kobold's Score

Posted on 14:28 by Anthony Carold

As Kobold Quarterly #20 attains its score, its coverage of Dungeons & Dragons – and its primary variants, continues to maintain a high standard with its mix of articles, advice, and scenarios. As with Kobold Quarterly #19, this latest issue from Open Design continues to move away from its previously self-avowed tag line – “The Switzerland of the Edition Wars” – with more coverage for Paizo Publishing’s Pathfinder Roleplaying Game than Wizards of the Coast’s Dungeons & Dragons, Fourth Edition. This is not to say that Dungeons & Dragons, Fourth Edition receives less coverage than in the previous issue, but the Pathfinder Roleplaying Game definitely gets the most space. In addition there are articles for the Adventure Game Engine, the mechanics that power the Dragon Age – Dark Fantasy Roleplaying from Green Ronin Publishing.

So if being neutral is not what Kobold Quarterly #20 is all about, what then, does it have as its theme? Again, the clue is in the tag line: “A Strong Bow and a Full Quiver,” for its theme is all about archers and archery, arrows and quivers, hunters and the hunted. Kicking off this theme is John E. Ling, Jr.’s “The Elven Archer: For Some Heroes, the Arrow Strikes Swift and True” which provides a Racial Class for the player who wants to play a character akin to Legolas. The Class is essentially a variant of the Ranger Class, but a pleasing touch is that it includes notes on how to adapt the Class to other races, roles, and missile weapons, as well as how the Class fits into the publisher’s Midgard Campaign Setting with a discussion of the Arbonesse Exiles and Daughters of Perun.

Thus “Arrows of the Arbonesse” by Jarrod Camiré can be seen as a companion piece, describing as it does the deadly and varied arrows of the Elves known as the Arbonesse Exiles. Again for use with the Pathfinder Roleplaying Game, it offers arrows that splash acid on a target, that release an obscuring fog, that leave a trail of razor wire, and need to be fired in pairs to create the anchoring points for the equivalent of the Web spell they release. The theme continues with Christopher Bodan’s “Fey Hunters & Shadow Hounds: Hunting PCs in the Margreve and the Shadow Plane,” which delves into the dangers of the hunt in the Old Margreve Forest in Open Design’s Midgard Campaign Setting. The region itself is described in more detail in the supplement, Tales from the Old Margreve, but this article looks at one particular aspect – how the Shadow Fey use the forest to hunt their prey. Their prey being the player characters… Discussed are the shadow fey’s tactics, devices, and servants, the latter possibly being the heroes’ fate if they fail to escape the shadow fey’s predations. It is perhaps not as punchy as the previous articles in the theme, but instead provides a greater depth.

Nicholas L. Milasich adds a mucky element to the art of Alchemy in the Pathfinder Roleplaying Game with “Derro Ooze Magic: New Discoveries and Archetypes for Alchemists.” It introduces the Ooze School of magic, a variant of the Transmutation school, the most notable features of which includes the ability to turn your arm into a slimy pseudopod and attack with its acidic touch and even temporarily transform into an Ooze! Similar abilities are available to the Sorcerer who selects the Ooze Bloodline, whilst adherents of the Ooze School who can take an Ooze familiar! Naturally, the article includes a list of oozy spells, but it is also much more than its mechanics as there is plenty of detail to be found here that can be added to a game, whether for player characters or NPCs.

A regular contributor to Kobold Quarterly, for this issue Mario Podeschi offers “Servants from Beyond: Lesser Planar Allies that are Ready to Summon,” a quartet of servants that the heroes could summon to their aid by casting the lesser planar ally and lesser planar binding spells. All four come with motivations as well as their stats and a list of negotiation mechanics that help bring them alive. The best of the four is Kaliskaria, an ambitious Fire Mephit whose jealousy and arrogance will surely try the patience of anyone who summons her. More obviously dangerous creatures are on show in Jack Graham’s “Night Terrors: Four Creatures to Truly Terrify.” They include the Chrysalis of the Changeling Moth, which charms groups of humanoids to care for it to the detriment of their own well-being and the haggard Pishtaco, a form of undead that butchers the living for their body fat and are reputed to be Alchemists or Gunslingers. Each of the four threats comes with a corresponding adventure hook and should present an interesting challenge to the heroes. Both articles are for the Pathfinder Roleplaying Game.

Of a similar nature is “Small Spirits: 5 Nature Spirits for Any Campaign” by Matthew J. Hanson, which is written for both the Pathfinder Roleplaying Game and Dungeons & Dragons, Fourth Edition. Each of the five is powerful force of nature within a localised area and whilst capable of granting a boon will not always do so readily. Each comes with an adventure hook or two that the GM can develop. My favourite of these is the “String of Grandfathers,” a necklace of teeth from a lost tribe’s shaman that will offer the wearer the toothy advice of the ages if he can win the shamans’ approval.

Christina Stiles makes two contributions to Kobold Quarterly #20. First, she authors the issue’s single scenario, “Captured in the Cartways.” Designed for use with fifth level characters for the Pathfinder Roleplaying Game, it is an entertaining side trek adventure set in the tunnels under the Free City of Zobeck that sees the adventurers captured and given a small task before they can progress with their current task. Quite literally a mucky adventure, it throws the adventurers into the murk of the city’s underworld politics as well as providing a set of NPCs that can be added to a GM’s campaign. Written to support the release of Open Design’s Streets of Zobeck, to get the fullest use out of the scenario a GM will need access to the recently published Zobeck Gazetteer and the Pathfinder Roleplaying Game Bestiary 1. For her second contribution to this issue, Christine is interviewed as part of the magazine’s regular “Kobold Diplomacy” feature. This is a thought-provoking article because the interviewee has been involved in various aspects of the industry that are rarely considered by the gaming public at large. As an editor myself, it was interesting to read her thoughts on the process.

Although the idea of old heroes coming out of retirement to perform one last deed is not new – it certainly gets used in books and movies aplenty – it is rare that such a narrative device gets used in roleplaying. Stefen Styrsky remedies this with “Putting the Band Back Together Again” for the Pathfinder Roleplaying Game, supporting it with examples and a full set of age related Feats. This has everything bar the plots specific to the GM’s campaign, but it could spur a great campaign and be a chance to bring back old, retired player characters that could revisit the sites of their former victories. (As an aside, an existing example of how this could be done would be with B2, Keep on the Borderlands followed by Return to Keep on the Borderlands).

Kobold Quarterly #20’s single article for the Adventure Game Engine is Randall K. Hurlburt’s self-explanatory “AGE of Specialization: Five New Character Options.” This presents five new Specialisations, one for the Warrior class, one for the Mage class, and three for the Rogue class. These become available once a character in Adventure Game Engine reach sixth level – as detailed in Dragon Age – Dark Age Roleplaying Set 2: For Characters Level 6 to 10, with the selection here providing some alternatives to the limited number given in that set. The number assigned to the Rogue class is indicative of the class’ flexibility, with the inclusion of the Marksman Talent covering for an odd omission in the rules given in the box.

“The Bardic Arts” by Aaron Infante-Levy is the first of the issue’s few articles written solely for Dungeons & Dragons, Fourth Edition. It provides a set of new Class features that expand obvious features of the class, whether that is its use of magic with “Cantrip Study;” interaction with “Carousing,” “Etiquette,” “Seduction,” and so on; and study with “Polyglot” and “Student of Human Nature.” Over the course of a Bardic character’s career he gets to choose four of these and they nicely add non-combat aspect to the Class and the game. This is followed by the second article, Jerry LeNeave’s “Unearthed Ancestry: Racial Utility Powers for Gnomes, Tieflings, and Minotaurs” which provides five new Utility Powers for these three species that do add more flavour to them in play.

The last article for Dungeons & Dragons, Fourth Edition is actually for the Adventure Game Engine and Pathfinder Roleplaying Game as well. “Make Haste! How to Design an Adventure with Time Pressure” by Ron Lundeen is really a generic article that provides a simple set of mechanics handling adventures that are a race against time. It is well explained and its mechanics are so light that it would work with many other RPGs too.

Rounding out Kobold Quarterly #20 is perhaps the issue’s oddest article, “Fish of Legend: Magical Seafood for Fighters & Wizards Alike” by Crystal Frasier. The idea is that in a world of magic that fish can provide more than the mundane – dyes, food, medicine, cosmetics, leather, and so on. This adds magical elements to fish and gives them innate abilities and secondary abilities to anyone who consumes or uses them. For example, the abaia has the knack of creating small rainstorms, but when eaten, renders a person impervious to dehydration and able to drip water from his skin for a day. In addition, it can be used as a material component doubles the duration of the control water and control weather spells. As the article explains, this is a means of recreating magical items in a different form, and a clever one it is too. Its contents should be used sparingly, but there is detail enough to add flavour and feel to a game.

For his regular Game Theories column, Monte Cook offers “The Power of the Game Master,” an exploration of the “GM as God,” the “GM as a Player,” and how this affects the group. All told its conclusions might be obvious to anyone with an interest in some of the theory behind roleplaying, but this is a well thought out piece. Of the other regular columns, Skip Williams answers questions about disease and poisons in “Ask theKobold,” Jeff Grubb explores “The Ruins of Arbonesse” in the “Free City of Zobeck” column, plus there are the usual cartoons and book review column.

Physically, Kobold Quarterly #20 is an improvement over Kobold Quarterly #19. It feels far less rushed, the art is more appropriate, and there are fewer editorial problems. The issue also feels as it has much more in the way of content. Similarly, the inclusion of more content, even if only a slight increase, for Dungeons & Dragons, Fourth Edition makes the issue feel more balanced. Anyone who wants to play a character akin to Legolas will get a lot out of the issue, but equally, the article on Ooze magic begs to be added to a campaign (now can I persuade my GM to me play a Kobold Sorcerer with the Ooze Bloodline?). There is material aplenty in Kobold Quarterly #20 that can be added to a campaign, with the detail galore present that add flavour and feel.

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Posted in AGE System, Bestiary, Dragon Age, Dungeons and Dragons Fourth Edition, Fantasy, Green Ronin, Kobold Quarterly, KQ, magazine, Magic, Open Design, Pathfinder Roleplaying Game, Wizards of the Coast | No comments

Sunday, 15 January 2012

Where's My Mummy?

Posted on 06:21 by Anthony Carold

At the heart of The Marylebone Mummy, a scenario published by Cubicle Seven Entertainment for Victoriana, its nineteenth century set RPG of Victorian action, adventure, mores and magic, is a fascination with collecting objets-orientalle. As the scenario’s title suggests, the particular fascination in its case is with Ancient Egypt and Egyptology. The actual fascination is that of Doctor Reginald Cantwell. A noted amateur archaeologist, the good doctor has recently returned from holiday in Egypt and brought back with him an array of artefacts. These include papyrus scrolls, wall carvings, and jewellery, but pride of place goes to an ornately decorated sarcophagus, still sealed and thus intact. Of course, the Doctor is immensely proud of his latest acquisition and plans a public unveiling to which the adventurers are invited – or hired to attend and protect if they are of insufficient social class.

This being a scenario, Doctor Cantwell’s plans soon go awry. Too many other parties have an interest in the mummy and what starts as a genteel soiree breaks into an uproar after a break in! With adventurers being adventurers, of course they are soon on the chase for the thieves, quickly leading to the scenario’s denouement and its twist in the tail. As to that, it lies more with the events of another scenario, Rise of the Red God, than with this one.

Indeed, The Marylebone Mummy could be run as a prequel to Rise of the Red God, as there are links in both terms of theme and characters. In relationship with other adventures available for Victoriana, it also works well as a sequel to “Spiritual Matters,” the scenario found in the core rulebook as it also shares an NPC, and whilst it could be run after the events of The Dragon in the Smoke, it works better as a prequel, as NPCs from that scenario also appear in The Marylebone Mummy, though no more than as cameos.

Although The Marylebone Mummy is divided into five acts, in dramatic terms, it is actually comprised of three progressively longer acts. Act one is investigative, act two is social and interactive with roleplaying opportunities aplenty, and act three is combative. At best, the GM and his players should get three sessions’ worth of play out of this scenario, but are more likely to complete it in two sessions. Whilst it is a quick affair, it is detailed, providing not only a plethora of nicely detailed NPCs with which the player characters can interact and the GM will enjoy portraying, each of which is further supported with a thumbnail hook that the GM can develop into something more.

Physically, The Marylebone Mummy is a slim affair. It is cleanly laid out and illustrated with a mix of original art and publically available art. It needs an edit, but is otherwise readable. It would have been nice to have had maps of the scenario’s various locations, but they are reasonably well described such that the GM should be able to draw them himself.

A quick short affair, The Marylebone Mummy is a solid adventure with a surprising number of plot hooks and elements that the GM can add to his campaign.

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Posted in Alternate History, Cubicle Seven, Egyptology, Historical, Horror, Magic, Scenario, Victoriana | No comments

Friday, 9 December 2011

Old School Distilled

Posted on 11:15 by Anthony Carold

Originally published by Fantasy Games Unlimited in 1977, Chivalry & Sorcery was written as response to the medieval fantasy of Dungeons & Dragons. Instead its focus was medieval chivalry and roleplaying in a feudal society, though one that did not wholly ignore fantastic elements such as magic and non-human races. Since then, the game has gone through a number of editions, never quite losing its reputation for possessing complex rules, but now it has been out of print for almost a decade. Almost thirty-five years on from its original release, Brittannia Game Designs Ltd. is re-releasing Chivalry & Sorcery Essence, the revised introduction to the game.

Available as a forty-five page, 6.78 Mb PDF, Chivalry & Sorcery Essence comes with everything necessary to play. This includes rules for character generation, combat, and magic, equipment, skirmishes, a setting, and an introductory scenario. The rules themselves are supported with examples throughout.

Character creation in Chivalry & Sorcery Essence involves rolling dice to generate the numbers to assign to attributes, and then choosing a Social Class and a Vocation. A character’s Social Class provides some base skills, some skill points to spend on skills, one or more attribute bonuses, and some equipment and money. His Vocation will grant extra skills. The process is quick and easy, with the five Social Classes given – Serf, Freeman, Townsman, Guildsman, and Noble combining easily with the eight Vocations, Warrior, Forrester, Bandit, Thief, Friar/Priest/Shaman, Mage, Physician, and Mountebank to give the players plenty of choice. For example, Wilf of Gotham is a serf who had to fight for his lord in France. He was injured in battle and lost his right ear. The injury denied him the opportunity to loot the enemy and he has returned to England almost as penniless as when he left. Not wanting to return to the farm, he still knows that he has little choice but to continue serving his lord. Wilf is renowned for his prestigious strength.

Wilf of Gotham
Social Class: Serf Vocation: Warrior
Strength 20 Constitution 15 Agility 15
Intelligence 8 Wisdom 13 Discipline 13
Appearance 6 Bardic Voice 8 Piety 10
Body Points 35
Fatigue 35
Skills: Bargaining 1, Brawl 2, Craft (Carpentry) 1, Craft (Farming) 2, Detect 1, Dodge 2, Flail 2, Language (English) 1, Language (French) 1, Knife 1, Willpower 1
Equipment: Threshing flail, clothes he is wearing, and two days’ worth of food

Mechanically, Chivalry & Sorcery Essence relatively straightforward. To do anything, a character needs to roll under a target number with a twenty-sided die. The target is invariably the total of an appropriate attribute plus any suitable skills, bonus, or penalties. Higher rolls are better than lower ones, and a critical result is scored if a character rolls the target number exactly. The penalties are quite harsh though, running from -1 for even a “Very Simple” task up to -24 for a “Seemingly Impossible” task. These penalties are worse if a character does not have the required skill for a target and will vary according to how much it costs to buy a level in that skill. For example, if Wilf had to swim across a still pond on a warm day, a “Very Simple Action,” he would suffer a -2 penalty to his Constitution before he rolled against it. The Swim skill is cheap to buy though, a much harder task such as identifying even a relatively common poison for someone without the skill would face a -9 penalty.

Combat uses the basic mechanic, but adds a number of factors in. The number of attacks or Blows a character can make per round or minute is determined by the Weapon Class of his chosen weapon and his Agility. Lighter weapons are much faster. So for example, if Wilf attacked with a knife, he could attempt to stab his opponent five times in a minute because it is classed as a Light weapon. Wilf’s threshing flail is much heavier and thus much slower, so he can only make three Blows with it. Critical Successes with swung weapons or a defensive manoeuvre such as Dodge, weapon parry, or Shield use cause an opponent to be bashed backwards with the chance that he might fall over. Making a defensive manoeuvre requires the expenditure of a Fatigue point or the foregoing of the defender’s next Bash.

Damage inflicted is determined by the weapon type, half of a character’s Strength, and by how well he rolled. Both armour and shield reduce this damage, with any leftover being deducted from an opponent’s Fatigue and then his Body Points. Critical successes on an attack mean that the damage is deducted from the Body Points instead. For example, Wilf, facing a French knight in combat, must roll under his Strength plus Flail skill, plus a bonus from his Craft (Farming) skill, for a target of 23. He rolls 19, getting a Critical Success (target numbers over 20 grant better Critical Success ranges), whilst the knight chooses to try and get his small reinforced shield in the way of the farmer’s weapon and does so with an 11. Wilf inflicts a maximum damage on the knight, some 24 points! Fortunately, the knight’s shield and coate of plates armour stops 13 of that, but the remaining 11 points are deducted from his 30 Body Points. In addition, Wilf’s Critical Success inflicts extra damage which is not stopped by the armour, losing him another 8 points from his Body Points. Lastly, the knight was hit by a swung weapon on a Critical Success and must roll against his Agility to remain standing. On a result of a 16 he fails and is knocked to the ground, losing another horrible 10 points from his Fatigue. At this point, the knight is down, has lost half of his Body Points and a third of his Fatigue. The knight might not be out of the fight, but he is at a serious disadvantage!

Magic use in Chivalry & Sorcery Essence varies according to the type. Prayer and Shamanism both use the Piety attribute and the Prayer skill as the basis for the Target, with the actual Difficulty Factor being determined by the prayer being made. In addition, any Prayer attempt also costs a priest Fatigue which increases for each extra Prayer made. In general, Prayers are low and supportive in nature, such as Bless, Lay on Hands, or holding a Mass. Shamanistic prayers are not regarded as being civilised and let a shaman Converse with Spirit, Purify Blood to remove disease or poison, or Animate the Dead, for example.

Magic itself is more complex, each mage having a limited number of Spell Points with which to spend on spells that he knows. Actually casting a spell will cost him Fatigue – and even Body Points if he casts too many, modified by his Magic skill and his Spell Focus. This Spell Focus, a device such as a ring, staff, or wand, also allows a Mage to store fatigue for use in spell casting. In addition, extra Fatigue can be spent to enhance a spell’s range, duration, intensity, and the number of people affected. The mage also receives the longest list of spells, from which he must choose carefully. Further spells can be purchased with Experience Points.

Alternatively, a mage could use the Enchant spell to implant other spells into devices. This is expensive, not only in terms of the materials required – which can actually resist the enchantment attempt, but also in terms of the mage’s Magic Skill. The mage actually expends Magic Skill levels to carry out the enchantment.

Our sample mage is an itinerant book binder who travels from court to court repairing books. This enables him to look for interesting works, not only to read, but also to copy for their spells. He also works as a tutor and translator when his book binding are not required. He learned his magic from his first master with whom he travelled to Paris.

Richard le Lieur
Social Class: Guildsman Vocation: Mage
Strength 10 Constitution 10 Agility 11
Intelligence 18 Wisdom 10 Discipline 14
Appearance 10 Bardic Voice 8 Piety 6
Body Points 25
Fatigue 20
Spell Points 18 (9)
Spells Known: Charm, Light, Sense Magic, Strike
Skills: Craft (Book Binding) 2, Detect 2, Dodge 1, History 1, Language (English) 2, Language (French) 1, Language (Latin) 1, Lore (Astronomy) 1, Magic 2, Read/Write (English) 2, Read/Write (French) 1, Read/Write (Latin) 1, Sword 1, Willpower 1
Equipment: Suit of clothes, two shillings, a sword, book binding tools, and spell focus ring

The GM receives little advice in Chivalry & Sorcery Essence bar some suggestions as to alternative skill use. He does get though, a short bestiary and a set of ready-to-play heroes and villains, both of the latter with a set of adjustments to make any one of them more of a challenge. There is also a setting in the form of “Darken Expansion,” which is taken from the publisher’s The Dragon Reaches of Marakush campaign setting. The nation of Darken is ruled by the Great Queen Dragon Shugaloth, who is attempting to establish a feudocracy despite the temples devoted to her wanting to maintain a theocracy in her name. Shugaloth’s chancellor, the lich known as Ingravain funds the “The Queen’s Falconeers,” not to support a sport that she has no interest in, but as his personal spies and enforcers. Used to check the efforts of the temple, it is suggested that the player characters be members of this group.

Darken is also home to other races including Orcs, Goblins, Hobgoblins, and Dark Elves. These are available as player character races. Two new Social Classes are available, the Darken Warrior, more slave and militia overseer than true warriors; and the Mystic, which combines elements of the Priest and the Mage Vocations. This is continued with the Shaman Vocation, which gives a character access to both prayers and spells.

Chivalry & Sorcery Essence also includes a scenario, “The Serpent Of Paun-I-Tawe,” which takes place in a village in a border region recently annexed by Darken. Its set up is that the player characters are forced to stop at the village due to bad weather and must find shelter either with the villagers who resent being occupied by Darkic soldiers or with the soldiers who prefer to be stationed elsewhere. Into this situation will enter a thief prepared to take advantage of the tensions between the soldiers and villagers.

The problem with the scenario is that it is entirely possible for the player characters to wander through unaware of what is really going on. Now this intentional, the idea being that the characters should be the stars of their own particular stories and that often, there will be events going on in which they are only marginally involved in, and never get to see the whole picture. Whilst this is laudable in a longer campaign, in a short scenario, especially in one designed to introduce and showcase the new edition of your RPG, this is a mistake. The GM needs to get his players involved in the scenario as quickly possible and then keep them involved. Otherwise the likely result is that the players will not have been involved enough to play again.

The other reason why this was the wrong scenario to include is that it has very few ties to setting background given in Chivalry & Sorcery Essence. Had there been a scenario included that involved members of “The Queen’s Falconeers,” then the player characters would have had more of a drive to explore this or any other scenario.

Rounding out Chivalry & Sorcery Essence is a quick and dirty means of handling skirmish combat, plus a character sheet, a guide to character generation, and a sample character. Surprisingly for a supplement of this size, Chivalry & Sorcery Essence actually comes with an index!

Physically, Chivalry & Sorcery Essence is nicely illustrated and generally well presented. It could have been slightly better organised though, as some of the elements of the game are explained before the rules for them. For example, how arms and armour work is explained before combat. It does need a closer edit too.

Putting aside the poor choice of scenario – and it should be made clear that it is not necessarily a bad scenario, but rather not a suitable for either an introductory product or the background given – there is much to like about Chivalry & Sorcery Essence. Neither the rules nor the mechanics suffer from the complexity that Chivalry & Sorcery is supposed to suffer from. They are instead a nicely balanced mix of simplicity and brutalism, with a magic system that firmly and successfully aims for low fantasy rather than high. Overall, Chivalry & Sorcery Essence is a pleasing introduction to the game’s mechanics.

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Posted in Brittannia Game Designs, Chivalry and Sorcery, Fantasy, Fantasy Flight Games, Historical, Low Fantasy, Magic, Medieval, Nostalgia, Old School Renaissance | No comments
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    Ruined Empires: An Adventure for Abney Park’s Airship Pirates is the first release for Abney Park’s Airship Pirates RPG Based on the Songs ...
  • Lovecraftian Fantasy
    It is due to a matter of simple copyright, but Dungeons & Dragons never truly explored a fantasy infused with the writings of H.P. Love...
  • Cthulhu Classics III
    These days Grenadier Models, Inc. is better known for its miniatures, whether for Advanced Dungeons & Dragons or Call of Cthulhu . What...
  • The Indigo Ivory Depths
    Tony Dowler is best known as the cartographer who developed, How to Host A Dungeon , a toolkit that enabled the GM to create an ancient dung...
  • Monkey Magic!
    If you are English and of a certain age, you will remember a television series by the name of Monkey . Although based on the Chinese novel J...
  • For Cultured Friends
    When you get home and are asked, “Who do you know in Toronto?”, in this household there can only be two answers—Robin D. Laws and James Mali...

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      • 1984: Railway Rivals
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Anthony Carold
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