11.0 Sorcery
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1 The C&S Red Book tm An Updated Edition of Chivalry & Sorcery 1st Edition By Edward E. Simbialist and Wilf K. Backhaus Contributors to Original Edition: Jan Vrapcenak Ron Gilles Wayne Wittal Edited by Wilf K. Backhaus and Hugh Tyreman 2000 Gamestuff Inc Camrose, Alberta Canada 2 Legal Notices: All additional material and changes comprising The C&S Red Book ©2000 Gamestuff Inc, All Rights Reserved.The first edition of Chivalry & Sorcery ©1977 by Wilf Backhaus and Edward Simbalist. This electronic edition is produced under license from Wilf K. Backhaus, Maple Leaf Games Ltd and Brittannia Game Designs Ltd by Gamestuff Inc. Chivalry & Sorcery is a trade mark used under license from Brittannia Game Designs Ltd. C&S Red Book is a trade mark of Gamestuff Inc. who also claims all unique characters, character names, locations, and unique spell names in the text as trade marks. C&S is a trade mark of Wilf K.Backhaus and is used with permission. In Memorium The Editors of the C&S Red Book would like to dedicate their efforts to the memory of Jan Vrapcenak who passed away in the fall of 1998. READ ONLY VERSION This Read Only Version of Red Book may be freely distributed as long as there is no charge for doing do. The free distribution of this version maintains the copyright and trademarks claimed above. 3 Forward It has been over two decades since C& S first saw the light of day. The first edition was printed in a red cover, which is why this new edition is called Red Book. What follows is a new edition, as we could not simply reprint what had been done in 1977. As much as possible of the original text has been preserved. C&S Red Book is a reprinting of the original 1977 edition of C&S which was produced with a distinctive red cover. It was at the time and is now a complete role playing game in one volume. C&S Red Book is the result of a lengthy process and the editors want to thank all those who assisted in the task. We would especially like to thank Terry Austin of Hyperbooks On Line for his invaluable assistance in scanning the text of the 1977 edition. We would also like to acknowledge the inspiration of those members of the Loyal Order of Chivalry & Sorcery who kept the flame of C&S burning all these years. The original edition of 128 pages 5 point type was very difficult to read - this edition is we hope more user friendly and easier to read. Players may find that some of the concepts involved in character generation and other systems in the text no longer fit with current role playing fashion. One which is no longer current is the idea that fate hands you a character - in C&S Red Book players can choose the occupation of their character after considering what fate in the form of random dice rolls has handed them. Players familiar with subsequent editions of C&S know that this aspect is no longer a feature of the game. In the 22 years since the original publicationof C &S the role playing hobby has grown and matured away from its roots in minature war gaming to interactive story telling. C&S Red Book is well within the domain of the simulationist side of role playing but those who prefer story telling to simulation will still profit from the topic covered by this updated edition. 4 3.1.7 Haeflings 35 3.2 Inheritance 35 Contents 3.3 Social Status 35 3.4 Influence 37 The C&S Red Booktm 1 3.4.1 Determining One’s Influence 38 Legal Notices: 2 3.4.2 Temporarily Increasing One=s BIF 38 3.4.3 Exerting Influence 39 Forward 3 3.4.4 Concluding Alliances 39 1.0 C&S: The Grand Campaign 8 3.5 The Royal Bureaucracy 40 1.1 The Feudal Setting 9 3.5.1 Exerting Influence on the Royal Bureauc 1.2 The Time Frame 10 racy 40 1.3 Keeping a Calendar 11 3.5.2 The Table of ROYAL GOVERNMENT 2.0 PLAYER CHARACTERS 12 Organization 40 2.0.1 The Players 12 3.6 Making a Living 43 2.0.2 Character Prime Requisites 12 3.6.2 Cost of Food, Shelter, and Clothing 48 2.03 Other Personal Characteristics: 12 4.0 KNIGHTHOOD & THE FEUDAL SET- 2.1 The Player Characters 12 TING 52 2.1.1 Men 12 4.1 Knighthood 52 2.1.2 Elves 12 4.1.1 The Fief 52 2.1.3 Dwarves 14 4.1.2 Designing the Feudal Nation 53 2.1.4 Haeflings 14 4.1.3 Feudal Holdings55 2.1.5 Others 15 4.2 Feudal Rights and Obligations 55 2.2 Generating the Player Character 15 4.3 High Justice 58 2.2.1 Determining Character Prime Requisites 15 4.3.1 Low Justice 58 2.2.2 Race 15 4.3.2 Canon Law 60 2.2.3 Age (Optional) 16 4.3.3 Administering Justice in the Game 60 2.2.4 Gender (Optional) 16 4.4 The Warhorse 61 2.2.5 Size 16 4.5 The Making of a Knight 63 2.3 The Prime Characteristics 18 4.6 Courtly Love 67 2.3.1 Dexterity [DEX] 18 4.7 The Tournament 70 2.3.2 Strength [STR] 18 4.7.1 Tournaments 71 2.3.3 Constitution [CON] 19 4.7.2 Pas Des Armes 73 2.3.4 Appearance [APP] 20 4.7.3 The Joust 73 2.3.5 Bardic Voice[BV] 21 4.7.4 Jousting Matrix 74 2.3.6 Intelligence [INT] 21 4.8 Heraldic Arms 77 2.3.7 Wisdom [WIS] 22 4.9 Orders 78 2.3.9 Alignment [ALI]23 4.9.1 The Chivalric Order of The Most Gallant 2.4 Other Personal Characteristics 24 Companions of The Golden Spear 78 2.4.1 The Characters Body 24 4.9.2 The Most Gentle Order of The Black Horse 2.4.2 Fatigue Levels 24 79 2.4.3 Carrying Capacity 25 4.9.3 The Most Honourable Order of The 2.4.4 Military Ability Factor 25 Golden Star 79 2.4.5 Command Level25 4.9.4 The Most Chivalric Order of The Silver 2.4.6 Personal Combat Factor [PCF] 25 Plume 79 2.4.7 Weapon Skill 26 4.9.5 The Most Loyal Chivalric Order of The 2.5 Life Horoscope 27 Knight-Defenders of The Bridge 80 2.6 Mental Health (optional) 28 4.9.6 The Most Loyal Order of The Grand Ser 3.0 SOCIAL BACKGROUND: CLASS, INFLU- geants of The Throne Room 80 ENCE, INCOME, & COSTS 30 4.10 Baronial Orders 80 3.1 Human Society 30 4.11 Clerical Fighting Orders 81 3.1.1 Fathers Social Class 30 5.0 CASTLES & MASS WARFARE 83 3.1.2 Sibling Rank 30 5.0.1 Castle 83 3.1.3 Status In The Family 31 5.1 Construction of Feudal Structures 83 3.1.4 Rank of Family with in Social Class 31 5.1.1 The Peasant Hut83 3.1.5 Elves 34 5.1.2 The Yeoman’s Cottage 83 3.1.6 Dwarves 35 5.1.3 The Common Inn 83 5 5.1.4 The Rural Inn 83 5.9.7 Rams 130 5.1.5 The Common Villa 83 5.9.8 Mining 131 5.1.6 Basic Construction Costs 83 6.0 Individual Combat 134 5.2 Fortress Construction 84 6.0.1 Combat Turn Sequence 134 5.2.1 FORTIFIED VILLAS: The Small Fortified 6.0.2 Movement 134 Manor House [SFMH] 84 6.0.3 Hit Probability 134 5.2.2 MANOR COMPLEXES: The Large For 6.1 Weapons And Armour 136 tified Manor House [LFMH] 85 6.1.1 Weapon Use 136 5.2.3 SHELL KEEPS [SK] 85 6.1.1 Magick Weapons 136 5.2.4 THE CASTLE [Cas] 85 6.1.2 Blows 136 5.2.5 Stores & Supplies 86 6.1.3 Armour 137 5.3 Feudal Warfare 87 6.1.4 Magick Armor 139 5.3.1 Entering the Region Without Detection 6.1.5 Defending Against Blows 139 87 6.1.6 Critical Hits 141 5.3.2 Seizing the Gate or Postern 87 6.2 Tactics 141 5.3.3 Storming the Walls 87 6.2.1 Tac Matrix (Optional) 141 5.3.4 Bribery 87 6.2.2 The Bash 142 5.3.5 Tactics 88 6.2.3 Attack from the Rear 143 5.4 Warfare in the Age of Chivalry 89 6.2.4 Attack from Above 143 5.4.1 The Time Factor 90 6.2.5 Encumberment 143 5.4.2 The Campaign Battle 90 6.2.6 Desperate Defense 143 5.5 Battle Scales 98 6.2.7 The Great Blow 144 5.5.1 Frontages 98 6.2.8 Ferocity 144 5.5.2.Equipment 98 6.2.9 Combat Fatigue (Optional) 144 5.5.3 Movement Rates 99 6.3 Morale 144 5.5.4 Formations and Movement 101 6.3.1 Character Morale in an Adventure 144 5.6 Issuing Orders 105 6.3.2 Monster Morale 145 5.6.1 General Orders 105 6.4 Combat Charts 146 5.6.2 Dispatching Orders 105 6.4.1 Individual Combat Movement Table 146 5.6.3 Army Commanders 105 6.4.2 Tactical Manoeuver Matrix 148 5.6.4 Loss of Orders 105 6.4.3 Missile Fire Matrix 149 5.6.5 Limitations on Orders 106 6.4.4 Melee Weapon Charts 150 5.7 Battlefield Command and Organization 106 6.4.5 Bare Handed Combat 155 5.7.1 The Army 106 6.4.6 Throwing Matrix 156 5.7.2 The “BATTLES” 107 6.4.7 Bash Results 156 5.7.3 Feudal Units 107 6.4.8 Critical Hit Results 156 5.7.4 Troop Classification 107 6.5 Horse Combat 157 5.7.5 Social Classes 107 6.5.1 Movement of cavalry in melee 159 5.7.6 The Field Commanders 107 6.5.2 Horse Combat 160 5.7.7 Commander’s Character108 7.0 THIEVES, BRIGANDS, and ASSASSINS 163 5.8 The Campaign 109 7.1 Thieves 163 5.8.1 Morale 110 7.2 Brigands 164 5.8.2 Missile Fire 114 7.3 Assassins 164 5.8.3 Close Combat 117 7.4 Operating a Thief 165 5.8.4 Casualties 119 7.5 “Fencing Loot” 165 5.8.5 Close Combat Results 120 7.6 Guild Organization 165 5.8.6 Victory 122 7.7 Daily Income 165 5.8.7 The Competition Battle 122 8.0 The Clerics 167 5.9 SIEGE 124 5.9.1 Storming the Walls 124 8.1 The Clergy 167 5.9.2 Siege Towers 126 8.2 The Monastics 167 5.9.3 Missile Weapons126 8.3 Friars 168 5.9.4 Siege Weapons 126 8.4 The Military Orders 168 5.9.5 Impact Damage of Siege Engines 128 8.4 Clerical Powers 168 5.9.6 Protective Devices 129 8.5 Intervention 169 5.9.7 Fire and Incendiaries 130 8.6 Clerical Miracles 169 8.7 Miraculous Magical Effects 169 6 8.8 Clerical Miracles 170 10.4.1 Cabalism 228 8.9 Prayer 171 10.4.2 Power Word Magick 229 8.10 Benediction 172 10.4.3 Magick Square Mysticism 229 8.11 Sanctification 172 11.0 Sorcery 231 8.12 Undead 172 11.1 Magical Conflict 231 8.13 Abbots and Ordained Priests 172 11.1.1 Overcoming Target Defenses 232 8.14 Bishops 173 11.1.2 Area Effects 233 8.15 Primates 173 11.1.3 Necromancers 233 8.16 The Pope173 11.1.4 Mediums 233 9.0 The Magicians Part 1 174 11.1.5 Effects of Obstacles 233 9.0.1 Introduction to Magick 174 11.2 Spells of Protection 234 9.1 Creating the Magus 175 11.2.1 The Circle of Protection 235 9.1.1