Page 1 Fast Play Rules Last Revised 9th December 2016 7th Empire is an Alternative History Roman Steam age Role Playing Game (RPG). As players, you pretend to be characters that are associated with Rome’s technological 42nd (XLII) legion. As a group, you go on various quests or missions at pivotal times in the Roman Empire. What if Steam technology came into widespread use in Roman times? How would that have altered the Roman Empire and what followed it? What if we could have avoided the Dark Ages? Perhaps we could now be using far more advanced technology, perhaps exploring other star systems and maybe time itself? Combat/Task Resolution Relative number of successes and failures on one or more six sided dice resolves tasks and combat. This is known as the Dice Pool (DP). Each dice can only be used once per round. The DP’s result is the number of successes minus the number of failures. Successes and Failures are determined from the table below:- Success / Failure Table Task Resolution Difficulty Table Abilities Dice Value Result Difficulty Level (DR) Number of Ability Abbreviation 6 3 Successes Successes required Strength (STR) 5 2 Successes Astonishing 15 + Nimbleness (NIM) 4 1 Success Formidable 12 Stamina (STA) 1 1 Failure Difficult 9 Acuity (ACU) 2, 3 Nothing Standard 6 Faith (FAI) Easy 3 Presence (PRE) Melee Combat Round Phase Description Initiative Each character rolls 2D6 + Initiative ((NIM) + (ACU)). If tied, roll 2D6 again. Action In Initiative order, each character can choose whether to act immediately, or delay until a later characters action or act at the end of the round (Inter- rupt). Each player is allowd 2 different choices of Combat, Movement, Spell Casting or Skill Actions per round. Allowed Combat actions are any one of Attack, Defend or Charge. Attack The Total Max Attack DP is (Weapon Type
2 3 4 1 7 5 6
8 9 10 11
12 13 14
15
16 18
17
19
20 21
22
23
Page 3 Basic Character Creation
Step Number Step Item Step Description 1 Character Name The Characters Name – Roman male names were usually the tria no- mina, praenomen, nomen and cognomen. Some common names... Praenomen Nomen Cognomen Aulus Aemilius Faustus Decimus Aurelius Felix Gaius Cornelius Fortunatus Gnaeus Domitius Maximus Lucius Fabius Proculus Marcus Flavius Rufus Publius Horatius Sabinus Quintus Iulius Saturninus Tiberius Livius Severus Titus Valerius Victor Roman Females did not normally use the tria nomina. Normally they would be the female form, followed either by maior (elder) or minor (younger) or the ordinal number, (Primus, Secundus, Tertius, Quar- tus, Quintus, Sextus, Septimus, Octavius, Nonus, Decius), e.g. Aemilia Maior. For Hellenic (Greek) character names, a single personal name was normally used. Example Hellenic male names... Alexandros, Aphrodisios, Apollodoros, Demetrios, Dionysios, Kallias, Nikias, Philon, Theophilos, Zosimos. Example Hellenic female names... Aphrodisia, Athenais, Demetria, Eirene, Euphrosyne, Kallisto, Myr- rhina, Nikostrate, Phila, Sostrate. 2 Character Gender Male or Female with extremely rare exceptions 3 Height Average height was about 5’ 6” 4 Weight Average weight was about 145lbs 5 Profile Characters skill career choice profile. Specialist gives higher class skill levels than Generalist, but fewer skills. Specialists pick 1 Primary skill at level 3, 2 Secondary skills at level 2 and 2 Tertiary skills at level 1. Generalists pick 2 Secondary skills at level 2 and 5 Tertiary skills at level 1. 6 Rank Rank or Profession level – For civiles Professions, usually years of expe- rience except where indicated. 7 Player Name Your name or nickname, as known to the other players. 8 Character Affiliation The Characters milites unit or civiles profession, if known. 9 Primary Class The Characters Primary Class. 10 Secondary Class The Characters Secondary Class, if any. (Not for starting characters). 11 Campaign The current adventure the character is involved in. 12 Primary Attributes Player allocates points to his abilities from the following: - 5/5/4/3/2/1 with each number being allocated to a single ability.
Page 4 Basic Character Creation
Step Number Step Item Step Description 13 Derived Attributes Each Derived Attribute is calculated from the information given on the character sheet. Attributes are in <> brackets. HP (Hit Points) = ((3 *
Page 5 Basic Character Creation Roman Character Classes
Class Starting Skills. Levels are 3 and 2 Class Starting Skills. Levels are 3 and 2 except where stated. except where stated. Animal Handler Animal Welfare (Mule or Camel) Legionary Milites Unarmed Combat : 2 Animal Training Weapon(Spatha) : 2 Weapon(Pugio) : 1 Animal Husbandry Animal Welfare (Mule or Camel) Foraging Military Craftsman Create Item (Metal : milites) Repair (Metal : milites) Arena fighter Weapon (choice) : 3 and Small Shield : 2 or Retarius (Net : 2 and Trident : 1) Military Admin Administration (military) Persuasion Bargainer Haggling Knowledge (Civiles) Milites Tactics (Legion) Weapon (Spatha) Beast Fighter Weapon (choice) Knowledge (Beasts) Oratory Perform Persuade Brewer Brew Ale Knowledge (Agriculture) Priesthood Religion Mysticism Builder Construction (Civiles) Plumbing (Civiles) Procurer Haggling Steal Bureaucracy Administration Bribery Rail Lay Track Repair (Rail) Cavalry Animal Welfare (Horse) Ride (Horse) Repairer Repair (Wood) Create Item (Wood) Clothier Tailoring Fashion Roman Language (Roman) Knowledge (Roman) Construction Create Item (Metal : civiles) Repair (Metal : civiles) Sagitarii Tactics (Legion) Weapon (Bow) Contractor Manage (Civiles) Procure (Civiles) Scribe Write (Latin) Read (Latin) Draughtsman Tech Drawing Visualise Specialist Scholar (Civiles) Create (Civiles) Egyptian Language (Egyptian) Knowledge (Egyptian) Street Skills Streetwise Tailoring Enemy Knowledge (Senate) Intimidate Trader Appraisal Haggling Engineer Repair (Legion) Weapon (Spatha or Pugio) Woodsman Fell (Wood) Create Item (Wood) Equites Weapon (Spatha) Ride (Horse) Wrestler (STR) : +1 Grapple : 1 Fabricator Forge Metal Precision Assembly Roman Weapons, Shields and Armour Fettler Fault Find (Steam) Melee Weapon Weapon Ranged Weapon Weapon Repair (Steam) Type Type Fixer Repair (Civiles) Bipennis 4 Arcus (Bow) 4 Fault Find (Civiles) Knife 1 Sling 2 Funditore Tactics (Legion) Weapon (Sling or 1 handed spear) Lancium 3 Spear 1 hand 2 Generalist Knowledge (civiles) Matteola/Mace 3 Spear 2 hand 3 Read (Latin) Maul 3 Maul 3 Grain Producer Farming (cereals) Meat Knife 2 Meat Knife 2 Harvesting (civiles) Pole Axe 1 Steam Pistol 6 Greek Language (Greek) Knowledge (Greek) Pugio/Dagger 1 Steam Rifle 8 Infantry Tactics (Legion) Short Sword 2 Steam Spear 9 Weapon (Spatha or Pugio) Spatha 5 Spatha 2 Innovator Create (Civiles) Armour / Shield Armour Armour / Shield Armour Fault Find (Civiles) Value Value Labourer (STR) : +1 Cavalry Shield 3 None 0
Page 6 Basic Character Creation Character Skills Page 1 Skill_Name Skill_Description Skill_Attribute Academia Allows use of academic skills. Adds (SL) to research success roll for information tasks. PRE Acquire Specialist knowledge of acquiring goods and services. Int((ACU+PRE)/2) Acting Allows use of acting ability. Adds (SL) to acting prowess checks. PRE Administration The organised running of either family military or business. Adds (SL) to military or business administration checks. ACU Affix Image Allows copying of Image Int((ACU+FAI)/2) Animal Handling Permits the training of suitable animals. Adds (SL) to Animal Handling checks. PRE Animal Handling (Camel) Permits the training of suitable animals. Adds (SL) to Animal Handling checks. PRE Animal Handling (Mule) Permits the training of suitable animals. Adds (SL) to Animal Handling checks. PRE Animal Husbandry Permits the rearing/breeding of livestock. Adds (SL) to market value or number of new born livestock. FAI Appraisal Permits given time a valuation of item. Adds (SL) to valuation (TR). PRE Art (Paint/Sculpture/Music) Must choose which particular skill. Adds (SL) to the quality of work or performance. Int((ACU+PRE)/2) Athletics Ability to compete. Add (SL) to competition (TR). May be used untrained. STA Auxiliary Animal handler/Cavalry/Infantry. Add (SL) to Tactics checks in selected branch only. None Blunt Weapons Covers use of all blunt weapons. Adds (SL) to Attack. Defense (Armour + Shield) is x2 against all blunt weapons. STR May be used untrained. Boxing Expertise level in punching or kicking opponents. Int((ACU+NIM+STA)/3) Brew Ale Specialist knowledge in brewing the best ale Int((ACU+FAI)/2) Business Default skill for all haggling/marketing. Adds (SL) to business success roll. Base price is Standard (4 successes). Each PRE success +/- 1 is 25% less / more cost to minimum 25% of base price. Negative success is a fumble Butchery The efficient uses of a carcass (any). Adds (SL) to number of PC day provisions from carcass + carcass base value. Int((STR+NIM)/2) Carousing Allows for 1 hour of serious drinking as if with friends/competitors. STA Cavalry scout Knows how to use/discover information. Adds (SL) to (TR) for quality / amount of information gained. None Change Image Changes personal appearance FAI Charm Allows a chance to change mood/view. Adds (SL) to charm checks. Can be used untrained. PRE Construction (civiles) Planning and building structures with non military labour and craftsman Int((ACU+PRE)/2) Crafting (Costume/Ar- Must choose which you have tools for. Adds (SL) to quality of work done. STA mour/Weapons) Create (Civiles) Create Item for general use. ACU Create Road Knowledge of constructing Roads for both passengers and freight. Int((ACU+NIM)/2) Culture Chosen as an overview for society mores. Adds (SL) for what to do in tribal / cultural situations. Int((FAI+PRE)/2) Dance Must select which cultures covered. Adds (SL) to the quality of the dance performed. Int((NIM+PRE)/2) Disguise Ability to pass as someone else. Adds (SL) to Disguise checks. Can be used untrained. Int((ACU+PRE)/2) Dodge Chance with melee to not be hurt. Adds 1 Parry dice to a single Defense roll per round. The use of Dodge must be Int((NIM+STA)/2) declared before the Defense roll (TR). May be stacked. Drive Chariot Able to drive a chariot NIM Empathy Understanding of the being to a point. Adds (SL) to befriend checks for a single task or for the current day only. Int((PRE+FAI)/2) Engineering Able to produce detail plans/fabrications. Adds (SL) to quality of engineering detail work. Int((ACU+NIM)/2) Farming (cereals) Expertise in planting arable crops Int((ACU+NIM)/2) Fashion Sense Knowledge of the latest styles. Adds (SL) to reaction rolls when meeting people of high social standing. Int((ACU+PRE)/2) Fault Find (Civiles) Troubleshoot civilian equipment ACU Fell (Wood) Knowledge of cutting trees Int((ACU+STR)/2) Fist Fighting Pugilism/Boxing/Martial art. Adds (SL) to Attack / Defense rolls. Defense (Armour + Shield) is x3 against all fist Int((STR+PRE)/2) attacks. Can be used untrained. Foraging Finding provisions for humans and livestock in the wild ACU Forge Metal Forging large objects from Iron Ore Int((STR+PRE)/2) Gambling Knowing more than opponent about odds. Adds (SL) to Gambling result rolls. Int((FAI+PRE)/2) Grapple Expertise level in physically holding an opponent against their will. Int((STR+NIM)/2) Harvesting (civiles) Harvesting and storage of arable crops Int((ACU+FAI)/2) Herbalism Both use of herbs and medicinal uses. Adds (SL) to (TR). Can be used in conjunction with Medical skill. Int((ACU+FAI)/2) History Knowledge of historical events. Add (SR) to Historical checks. ACU Horse riding Able to ride in combat or against hazards. Adds (SR) to control checks. NIM
Hunter Chance to find/trap game. Adds (SR) to hunting success rolls. STA Identifier Ability to send & make signals with smoke/flag/animal calls. Int((ACU+FAI)/2) Page 7 Basic Character Creation Character Skills Page 2 Skill_Name Skill_Description Skill_Attribute Improvise a weapon Ability to make decision as to what to use. Adds (SL) instead of (WS) for weapon. Weapon Type bonus is Weapon Int((ACU+FAI)/2) Type bonus - 1. Infantry scout Knows how to use/discover information. Adds (SL) to quality / availability of discovered information. None Instrument (pick 2) Musical use of 2 instruments. Adds (SL) to quality of performance. NIM Intimidate Knowledge of brow beating/berating. Adds (SL) to Intimidation checks. Int((STA+PRE)/2) Knife throwing The use of balanced knives in combat. Add (SL) to Ranged Combat Attacks. None Knowledge (agriculture) General knowledge of farming, weather and the seasons ACU Knowledge (beasts) General knowledge of the strengths and weaknesses of animals ACU Knowledge (civiles) General civilian knowledge ACU Knowledge (milites) General military knowledge ACU Language (Egyptian) Ability to read, write and speak the Egyptian language ACU Lay Track Understanding of laying and accurately positioning railway tracks, base and sleepers Int((ACU+NIM)/2) Leadership A born leader of men. Adds (SL) to Leadership checks. Int((FAI+PRE)/2) Leatherworking Fabrication & use of leather. Adds (SL) to quality checks. None Literacy Knowledge of reading/writing Latin. Adds (SL) to success in reading/writing Latin skill checks. ACU Management (civiles) Managing civilian resources on larger projects Int((ACU+PRE)/2) Mechanical Repair Used to effect a repair to machinery. Adds (SL) to task success roll. Int((NIM+FAI)/2) Medicine Able to heal someone of at least some damage taken. Regain or lose number of HP equal to (PRE) + skill level suc- Int((ACU+FAI)/2) cesses. Result can be negative. Cannot heal to greater than maximum HP. Missionary Devoted follower/expounder of a religion. Adds (SL) to religious conversion checks. Followers must undergo further FAI instruction to gain god / Christianity benefits. Mysticism Innate ability to utilise magic. FAI Navigation Land/river/sea all are separate skills. Adds (SL) to Navigation task successes. ACU Numeracy Knowledge of all forms of Mathematics. Adds (SL) to Numeracy checks. Int((ACU+NIM)/2) Observation Chance to see something unusual ACU Performance Oratory To use if the player wants to impress an audience/crowd. Adds (SL) to Perform checks. PRE Persuasion Ability to verbally influence the decisions of others. Int((ACU+FAI+PRE)/3) Plumbing Installation of lead piping for water and sewerage Int((ACU+PRE)/2) Politics Able to use skill to persuade/browbeat. Adds (SL) to impression rolls on others of your point of view. Int((PRE+ACU)/2) Prestidigitation Slight of hand & pick pockets etc. Adds (SL) to success roll. NIM Procurement (civiles) Purchasing materials and services on larger civilian projects Int((ACU+PRE)/2) Profession (pick 1) See separate list. Adds (SL) to relevant Profession Task Resolution checks. ACU Quartermaster Use of logistics to ensure supplies etc. Adds (SL) to if supplies / equipment is available (TR). ACU Ranged weapons Used in ranged combat. Adds (SL) once per combat at your discretion for Ranged Attacks. Some ranged weapon NIM prerequisites may require Ranged weapon skill. Can be stacked. Religion Knowledge of your Gods & certain others. Adds (SL) to devotion and Magic Checks. May be stacked. FAI Repair (42nd Legion Equip- Ability to repair 42nd Legion designed equipment and apparatue Int((ACU+FAI+PRE)/3) ment) Scout Knows how to use/discover information. Adds (SL) to quality / availability of discovered information. Int((NIM+ACU)/2) Seduction Chance to use his/her wiles on opponent. Adds (SL) to Seduction checks. PRE Shipwright Specialist knowledge of the construction of ships. Int((ACU+NIM)/2) Singing To use if the player wants to impress an audience/crowd. Adds (SL) to quality of performance. FAI Social Knowledge of who is on the way up/down. Adds (SL) to (TR). PRE Stealth Ability to perform a task or mission undetected. Int((ACU+NIM)/2) Strategist Understanding of combat and its uses. Adds (SL) to determine combat risk / reward success roll. May be stacked. ACU Street Skills Ability to earn a living from a crowd. Adds (SL) to crowd reaction to performance. Int((ACU+PRE)/2) Swordplay Used in melee combat. Adds (SL) to opposed morale check once per opponent per combat. Degree of success reduces NIM opponents Defence or forces Flee / Surrender. Tactics Used to influence combat. Tactics (Initiative) Int((ACU+FAI)/2) Tactics (Movement) The PC may move one range band once per round before the closest opponents initiative phase. If more than 1 op- Int((ACU+FAI)/2) ponent at the same range Throw Used in range combat when items thrown. Adds (SL) to 1 ranged attack per combat. Can be stacked. None Unarmed Combat Ability to prevail in combat without using weapons Int((STR+ACU)/2) Visualise Picturing and recalling from memory essential details to design and modify equipment and apparatus. Int((ACU+FAI)/2) Page 8
Technology Technology in the Alternative Roman Empire and the creation of the 42nd Special Support Cohort The Alternative Roman Empire (A.R.E) of the 7th Empire diverges from the accepted historical timeline from the year 106 CE, during the Dacian campaign commanded by the emperor Trajan.
Although Trajan’s victory was hailed as a great triumph, Trajan knew how close the outcome was. It nearly ruined Rome financially, with Rome’s coffers only partially restored with Dacian booty.
Trajan saw that future conflicts would need the practical implementation of new technologies to reduce the costs of conflict and in- crease the prosperity of the Roman Empire. To achieve this, Trajan personally created and funded the 42nd Special Support Cohort in a specially built facility in Milan.
Over time, the 42nd SSC has grown and has appealed to Diocletian in 285CE to be elevated to the status of a full legion. The 42nd has grown, with specialist militates (military and metallurgy) and civiles (merchant and transport) cohorts, and is also unique in having both Roman’s and Greek’s within its ranks.
The 42nd SSC remit is to develop the following technologies:- 1.) Steam the magic liquor Steam engines first became useful for deep mining, pumping both air and water to allow mining of precious ores and crystals, which were extremely important to improve efficiency and power outputs and to increase reliability.
As steam engines became more reliable and lighter, it became practical to develop steam locomotives and a rail network to transport le- gions, people and goods across the A.R.E. In 285CE the first marine steam engines were installed, and are now being tested in Thrace. 2.) Iron and Steel production From about 120CE, the quality of cast iron greatly improved, with the first blast furnaces becoming available about 172CE. The use of carbon to remove impurities from about 180CE improved things further, with ‘stainless’ steel becoming available in quantity from 280CE. 3.) Organic and Inorganic Chemistry A greater understanding of Organic and Inorganic chemistry allowed both synthetic rubber and plastics to be developed, together with instant steam (Hydrogen Peroxide), metal cleaning and blinging (sulphuric and concentrated acetic acid), primitive antiseptics and a very basic knowledge of gunpowder. 4.) Basic Electricity Electricity was discovered by the Greeks and was kept a closely guarded secret. However limited progress has been made by the 42nd, with development focusing on light, sound, weaponry and communications. 5.) Clothing With the introduction of looms and weaving machines, fine and more durable fabrics became available for both military and civilian uses. 6.) Computing engines Although the original concept behind the difference engine was mostly Greek, the precision engineering and production capabilities of the 42nd allowed the production of steam powered difference engines, punched card programmed calculating machines and self modifying abacus’s for all sorts of tasks, including astronomical ephemeris, tide tables, logarithms and trigonometry. The slide rule also came into use from about 282CE, with only a few mastering it’s intricacies. 7.) Weaponry All the above technologies have been employed by the 42nd to revolutionise warfare.
Of particular interest are the new instant personal steam weapons, the Steam Pilum (Spear), Steam Rifle and Steam Pistol, which have been issued to the officers of the 42nd in 285CE.
Heavy siege weapons coming into use include the Manius Steam Scythe chariot (284CE) and the Vilnius Steam projector (283CE).
Page 10