July ’11

Gin Lane: The System of the World

Characters

Characters have a number of properties: Aspects, Skills, Experience Points, Stress Tracks and Consequences.

A new player character starts with:

Possessions

You get the clothes you stand up in, appropriate to your social station and Assets. You also have the reasonable tools of your chosen background Aspects – but one Aspect’s only, presumably the main or latest way you have of supporting yourself. Other kit is available for purchase, whether by cash or by taking on debt. N.B. You can be imprisoned for debt if you don’t meet the repayment.

This does not extend to major property holdings; use Aspects for those if you want them to be usefully accessible in the game.

Dice

Roll 2d6 and add a relevant skill.

If you can invoke relevant Aspects you can re-roll one or both dice: your choice which, usually for the cost of an Experience Point.

You’re either aiming to beat a target difficulty number, or to beat the opposition’s roll+modifier – or both.

Difficulty & Target Number

These are rated on consistency of success by the basic competence level, someone with a +1 skill, so rolling 3-13.

6 or less: Negligible difficulty
Common daily tasks. This will only require a roll if it is absolutely essential the thing is done right first time. Example: climbing a short domestic stepladder, pouring beer from a jug into a tankard.
7: Low difficulty
This is the difficulty for most tasks that an ordinary person could encounter on a routine basis. They are the sorts of challenges that can be overcome without any real drama or struggle, provided the character is even faintly competent. Example: raising a long ladder to the correct spot on a wall, a simple three ball juggle, playing an instrument well enough not to scare the pets, catching a ball thrown to you, getting on a horse, building a campfire (though not all at the same time).
8: Fair difficulty
These are the sort of tasks that would challenge the average unskilled person. Examples: climbing a cracked stone wall, juggling four balls, playing an instrument in a marching band, rescuing a drowning swimmer in calm water, splinting a broken arm, digging a well, skinning an animal, sewing a coat.
9: Great difficulty
These tasks are noteworthy enough that they are rarely approached without taking proper care to make preparations. Someone with basic skills might be able to perform this sort of task in a pinch, but not with any regularity. Example: climbing a cliff face, juggling knives.
10: Exceeding difficult
Skilled professionals are cautious in the face of these tasks, and it’s entirely possible for a person to go their whole life without ever facing a challenge of this scope. Capability with this sort of task is indicative of a great deal of training or natural talent (or both). Examples: scaling the wall of a castle, juggling sharp knives.
11: Superb difficulty
You can’t do task of this level without training and preparation. Generally difficulties here on up indicate actively adverse conditions. Examples: scaling the wall of a castle at night.
12: Heroic
…at night, in a blizzard, etc.

Success Levels

(Descriptive guidelines rather than absolute determinations)

Success Degree Magnitude Duration &c.
Match in the balance touch Instant not failed, try again?
1 Minimal Slight a Round  
2 Fair Minor a scene  
3 Solid Moderate until dawn/dusk  
4 Good Moderate Day defence gets spin
5 Significant Major Session  
6 Near Perfect Overwhelming Longer term - next session?  

The Match result is ambiguous. If a merest touch suffices, it is a minimal success, but it is not enough to e.g. damage a foe unless you’re wielding a weapon which adds a damage bonus. If you are looking for a magnitude of success and it is something that doesn’t absolutely have to be done right first time you can try again, taking the necessary time and effort to retry the task.

A Failure is exactly that, not that you haven’t succeeded yet. The lock has defeated your attempts to pick it, further efforts will get you nowhere – come back another day. Where there are alternatives possible though you can try another approach: for instance a small degree of failure probably just indicates a bad route when climbing a cliff; back off and try another. A large failure might indicate you’ve taken the quick way down.

Aspects

Aspects are word or phrase which tells you something important about the person, place or thing bearing it. All characters and some things have Aspects.

Aspects can be relationships, beliefs, catchphrases, descriptions, items, people, professions, – anything that is relevant and can be described in a pithy word or phrase.

(A character’s Aspects must all be unique, for ease of bookkeeping and to avoid an infelicitous skill-like level structure.)

What do Aspects Do?

Rolling the Dice

Almost any 2d6 roll may be affected by invoking, “tagging”, a relevant Aspect.

Explain how you are using the Aspect to affect the roll. If it is agreed roll an extra die. Pay a Point from your Experience Pool, unless the Aspect is specifically Free-Taggable. You can add as many dice as you like, limited by the number of relevant Aspects and by the number of Experience points in the Pool to fuel them.

Other Aspect uses

Aspects are the general purpose system tool when there’s not a specific system for something. If it is interesting it is probably dealt with as an Aspect.

Background

Aspects can reflect background information for characters – e.g. all player characters have the (free) Aspect Member of the Society for Effectual Redress and can claim knowledge of the Society, its ways, members and any benefits of membership which may apply in a situation.

Declarations

Characters can declare small points of fact covered by an Aspect to be true by making the declaration and, if it is agreed, paying an Experience Point.

Aspects as Enablers

Some skills may not be used without possessing a particular Aspect. E.g.:

Maintenance

Things that are too tedious to work out in detail can be declared as an Aspect. For instance: a mechanism that needs constant attention can be taken as an Aspect, requiring Experience Points to run, as shorthand for the time and skill rolls it would otherwise need.

Manoeuvres

The act of setting an Aspect on someone or somewhere or something. This will need a successful skill roll, either at a fixed level against something or somewhere, or an actively opposed roll and counter-roll against someone.

If successful the target of the manoeuvre now has that Aspect for the rest of the scene or until another manoeuvre removes it. It can be Free-tagged once and thereafter tagged normally for an Experience Pool Point.

A Manoeuvre can also be used to un-set an Aspect (and some Aspects are naturally transient or may be removed by other events).

Experience Points

Characters have a pile of experience points, which can be used during a game to affect rolls via Aspects, or between games to improve Skills.

Getting Experience

A character’s experience total is the points given at character creation plus those awarded for play and contributions to the game, minus those spent on getting skills.

Experience Points are handed out:

Using experience

Buying Skills

One experience point can be converted to one skill level. See Skills. Skills are always available to a character, whereas Experience Points can be used up, temporarily, during the game.

For every 4 points you spend on Skills you can take another Aspect.

The Free Experience Pool

Any experience points you haven’t spent on skills at the start of a game are copied to your experience pool.

Experience Points can come and go from the pool during the game, but your underlying total is untouched.

Use the pool to
Experience Pool Refresh

Characters usually start a session with a full experience pool. There may be exceptions if this is an immediate run-on from a previous game.

During a game expended experience pool points are refreshed by 1d6 upon taking a night’s rest and partaking of a dish of Mr Kent’s Finest Dark Reviver†. Excess points, if you’ve received some in the course of play, are lost during the rest.

† other coffee outlets also exist.

Skills

Skills are what a character can do.

For most things the skill level is added to a 2d6 dice roll to check how well you’ve done something, or whether you done it better than the next person.

Skills are frozen experience. That is, each permanently available, narrow use, Skill level point costs the investment of a widely applicable, but volatile, Experience point.

The Skill Pyramid

You must have more lower level skills than higher level skills.

For each skill above +1, you must have one more skill at the lower level. So for a +3 skill, you must also have two +2 skills and thus three +1 skills, costing 10 experience points in total. You could also spend those 10 points as ten skills at +1, or three +2 and four at +1, but not as one at +1 and three at +3.

No Relevant Skill

If you’ve no skill relevant to the situation to hand, you roll at an effective skill of -2 for common tasks.

If the relevant skill is in some way Arcane or Obscure the check may be at a worse modifier, or outright impossible to the uninitiated.

If you have only a sort-of-relevant or a related skill, roll at Skill = 0.

Skill Interaction

If two skills are relevant to a check but one limits the other, roll once using the lower skill value (the classic example being shooting from horseback: roll the lower of Ride or Firearms).

The Skills List

This is the revised (v3) skills list. Existing (pre March 2011 realtime) characters may need to be rebuilt.

June 11 Change Notes: Rapport is now Charm. Oratory is back in. There is a Brawl skill and a Combat skill rather than the half dozen fine divisions of the ’07 system or the Close-Combat + Specialisation of the late ’10 test.

July 11 Changes: seems ‘awareness’ and ‘perception’ were causing some people cognitive dissonance, so they’ve been renamed Alertness and Investigation.

Some of these skills have wider system significance than others – your attention is respectfully directed to Agility, Assets, Alertness, Endurance, and Resolve.

Agility
Climbing, Dodging, Falling, Jumping, Sprinting, Other Physical Action
Measures how fast, flexible, and dexterous a character is. Use Agility to throw for accuracy (opposed attack roll to hit someone with a rock, unopposed to toss a grenade), to dodge an attack (opposed roll against an attack roll), or to vault a fence (fixed difficulty). It is most typically used as a movement check in combat.
Artillery
Cannon, Ball, Batteries, Bulk Powder, Big Bangs
Anything on a carriage or mounting, up to a full battery, and the uses of bulk powder.
Arts
Art Appreciation, Fine Art, Literature, Valuation
Understanding of literature, history, fine arts, and their value…
Alertness
Avoiding Surprise, Combat Initiative, Passive Awareness
Determines just how on-the-ball a character is. Alertness checks might be made to establish whether a character spots a hidden character (opposed roll, Alertness against Stealth) or to fix an order of action in combat.
Assets (track: Wealth)
Buying Things, Equipment, Lifestyle, Customary Easements, Workspaces
Money is not tracked independently. The Assets ‘skill’ is used in practically any roll related to a purchase and it establishes the length of the character’s Wealth stress track (+1 for each odd level of Assets). It models the availability of cash, but also contacts, convertible properties, loans, and even an ability to evade debt collection.
Boats – c.f. Drive
Rowing, sailing and loading small boats and their crews, local navigation, shortcuts and chases.
Bow
Though an important part of English history at Agincourt and Crecy, a primitive and near-lost skill now. Necessarily includes making and maintaining as well as using.
Brawl
Brawling, Mêlée Defense
fists, boots, blows, parrys, throws
Bureaucracy
Papers, Stamps, Red Tape, Procedure
Facility with handling the people and paperwork associated with government and other institutional processes, to get what you want from people who attend more closely to their rules and paperwork than the reality of what they are doing. Use Bureaucracy Skill when applying for a license to distill gin or to find the person responsible for paying out your lottery winnings.
Burglary
Casing, Infiltration, Lockpicking
Practical locksmithing with a jemmy. The ability to break into places you shouldn’t be and to ‘case a joint’ (observe a site and plan a robbery).
Charm
Chit-Chat, Closing Down, First Impressions, Opening Up, Social Defense
Sometimes you want to sway your opposition on looks and a smile. Whatever you want and wherever that might lead, Charm is your one-on-one persuasion Skill.
Connexions
Gathering Information, Getting the Tip-Off, Knowing People, Rumors
Streetwise, knowing people, tapping into the rumour mill – listening or feeding, keeping your ear to the ground, getting the word out.
Countryman
Animal Handling, Camouflage, Riding, Scavenging, Tracking
Animal handling, outdoor camouflage, wilderness scavenging, tracking beasts, making or finding warmth and shelter. Knows everything there is to know about making the basics of life from whatever is handy. Left alone almost anywhere, the true countryman will still be there when you get back.
Craft: (choice:)
Making, Breaking, Fixing
Tinker, tailor, butcher, baker, candlestick maker, peruquier (wigmaker), et c. – each is a separate Craft skill.
Creative Art (choice:)
Creating, Incorporating, Improving, Valuing
Painting, drawing, sculpting, architecting, etc
Deceive
Cat and Mouse, Disguise, Distraction and Misdirection, False Face Forward, Falsehood and Deception
Falsehood, deceit, distraction, misdirection, forgery and disguise. Use this to tell lies and spread a web of deceipt.
Drive
Chases, Vehicles, Street Knowledge, Navigation
Driving and managing wagons, coaches, and their teams, street navigation, shortcuts and chases.
Empathy
Reading People, Shoulder to Cry On, Social Defence, Social Initiative
Reading people, maintaining the social graces, spotting lies
Endurance (track: Health)
Long-duration Action, Physical Fortitude
measures the character’s general well being, stamina and toughness. It is primarily used to establish the length of the character’s Health stress track (+1, for each odd Endurance level), but would also be checked when exposed to disease (fixed difficulty check).
Firearms
Aiming, Firing, Knowledge of Firearms
Pistol, musket, fire-fights; knowledge of personal firearms.
Gambling
The knowledge of how to gamble and moreover, how to win when gambling. It also includes knowledge of secondary things like bookmaking. A gambler can usually find a game whether looking for cash, or just in the mood for sport (can use Gambling in stead of Connexions to ‘find a game’).
Intimidation
Brush-off, Interrogation, Provocation, Social Attacks, Threats
Threats, scaring people, provoking anger, interrogation. Force the other person to back down or act against their interests because “otherwise I’ll have to hurt you ”. An opposed Intimidation versus Resolve might be used to bluster your way past guards.
Investigation
Eavesdropping, Examination, Surveillance
Looking for, sniffing out, listening to, active examination, eavesdropping, pattern recognition, surveillance.
Languages (choice:)
you can claim familiarity with one language for each odd level of the other knowledge skills, and each level of Languages skill. Specify them as you need them, but once defined they stick. You can choose languages as you need to, but can’t change them thereafter.
Leadership
Charisma, Command, Reputation
Charisma, presence, reputation: for moving bodies of people.
Lore
wider arcane knowledge, with rather less of the high philosophy. Typical of wise women, cunning men and other Natural practitioners as well as the curious.
Mechanick
The ability to effect mechanical repairs, including weapon maintenance, designing, building, fixing, and breaking machines, with tools. To the Mechanick nothing is broken, just temporarily out of commission; missing parts can be fabricated from substitute materials, broken things can be glued or nailed or braced
Natural Philosophy
An understanding of the principles of physics, mathematics, chemistry, and biology – all things scientific, from raw knowledge to the proper application of scientific method, including medicine and anatomy.
Occult Philosophy (choice:)
The nine skills of sephirotic ritual magic. Philosophers should check out the Magia section/page/handout for details
Oratory
When you need to be persuasive to a crowd, you need to speak to them with that honeyed voice and careful elocution that makes them want to love you. Use Oratory to rouse a crowd or talk them down.
Performance (choice:)
The performing arts: music (instruments), theatre, singing… playing to an audience, artistic composition and appreciation, creative communication
Professions
Those livings which a Gentleman may follow without being d-mn-d as being ‘in trade’. The Church, the Law, or the Services.
Sling
Famous in Bible story, but a primitive and near-lost skill now, wherefore it is an individual skill.
(Rapport)
(Renamed – see Charm above.)
Resolve (track: Composure)
Mental Fortitude
Willpower, courage, conviction, self-discipline, your level of belief in GOD, Philosophy, or other higher powers – and thus your psychological fortitude. While Resolve primarily determines the length of the Composure stress track (+1 for each odd level of Resolve), it could also be used to defend against covering fire (defensive roll to oppose a Composure attack with a weapon) or to defend against Intimidation attempts.
Ride
Represents the ability to control, break, and ride animals (as appropriate).
Scholarship
The remaining wider fields of knowledge and research; overlaps such as Arts, Philosophy (Natural and other), Law, History &c. in a fussy, dusty, pedantic and academic way.
Sleight of Hand
Card tricks & conjuring, pilfering, palming & pickpocketing. Covers fine, dexterous activities like stage magic, palming and pickpocketing. While Agility is appropriate for gross physical activities, most things requiring manual speed and precision fall under this skill (that said, if you’re picking a lock, use Burglary).
Stealth
Ambush, Hiding, Shadowing, Skulking
This is the Skill for sneaking around, and avoiding notice, hiding, skulking, ambushing, shadowing or secretly following someone.
Strength
Breaking Thing, Lifting Things, Exerting Force, Wrestling
Exerting or applying force, lifting, moving, bending and breaking things.
Swimming
Self-descriptive surely?
Weapons
Mêlée Attack and Defence, Duelling, Weapon Knowledge
(Weapons specialisations are handled through appropriate Aspects: “Bonetti’s Defence” or “Studied Agrippa on Fencing” could be useful for swordfighting, while “Cutthroat” might be more applicable to brawling and knife-fighting.)
Writing
The literary arts. Writing for an audience, artistic composition and appreciation, creative communication.

Fighting

In all bargins, whether to fight or to marry, or concerning any other such business, little previous ceremony is required to bring the matter to an issue when both parties are really in earnest.

—Henry Fielding, “Tom Jones

A fighting combat Round is a flexible period of time of one third to a half minute.

Characters take Turns to act in order of Initiative, within Rounds. They can take one Full Action and Defend themselves against others’ actions each turn.

Initiative

First turn in the round starts with the winner of a 2d6 + Alertness initiative check. Turns then proceed in order around the table (for convenience) unless rearranged by Waits.

Zones

Space is divided into functional areas, rather than being gridded in hexes, squares, etc.

If people can talk to each other without raising their voices they are likely to be in the same zone, so a room might be a zone. The same room cluttered by furniture might be more than one zone if it's difficult to move through. Two areas separated by a doorway are two different zones. Zones are bigger in open spaces.

Rule-of-thumb: Characters in the same zone can punch each other, in adjacent zones can poke things at each other by agreement, two zones apart can throw things, three will have to shoot, and at five are likely out of sight behind too much street clutter to interact.

Generally characters can move to wherever they need to be within a Zone without checks. They can usually move between two adjacent Zones in a turn, if there is a clear way.

See the Sprint Action for cases where a turn is dedicated to movement.

3. Actions

Free: Characters can take any reasonably brief actions which don’t interfere with the main Action of the turn: glance down an alley, shout a few words, or both even.

Supplemental, at -1 to the main Action. Characters may also do something slightly more involved for a -1 penalty: Move 1 zone, draw and cock a pistol, grab a coffe pot ready to throw it as the main action. Things that don’t need a roll and don’t conflict with the main Action.

Full Actions:

Action: Attack

Try to inflict stress or Take Out an opponent.

Roll 2d6 + a combat skill

Resolving attacks

If the defence is less than the attack, the attack is successful.

Successful attacks inflict the difference between attack and defence as Stress, adding any weapon damage bonus.

Mark off that (only that) stress box on the defender. See Stress & Consequences below.

Spin

If the defence is noticeably better than the attack successful, by 4 or more, the attacker is over-extended, off-balance or whatever and suffers a temporary disadvantage Aspect which can be free-tagged (once) by the defender or allies. Spin lasts until the attacker’s next turn when he, she or it automatically recovers.

Weapons Notes
Damage Bonus

+0: unarmed brawling: fists & boots.

+1: small, light or improvised weapons such as knives, coshes, brass knuckles, bottles, pocket pistol, blunderbuss at range 1+.

+2: swords, cudgels, most firearms, tomahawk, bow.

+3: pole-arms, blunderbuss at 0 range.

+4: volley-fire (infantry platoon, volley gun?), swivel gun

Range

Generally: thrown things 2 zones, pistols 3 zones, muskets 4 zones. In the furthest zone there’s an free-tagged At Long Range Aspect to the target and the Damage Bonus is reduced by 1 (but not below 0).

Grenades

Grenades (explosives) are area-effect weapons attacking everything in a Zone.

Throwing a grenade (or anything else really) into another zone is simple Agility roll vs difficulty 7, -2 for range 2 and possibly each zone thereafter. Throwing through doors, over walls or inside enclosed spaces will be more difficult.

An excess of 3+, allows the thrower to apply an On Target free-taggable Aspect to someone or something in the zone. (I’ll hear arguments that the Something may be a close group of Someones.)

Once the grenade has arrived wherever it is going, roll the Attack on Firearms Skill against all in the Zone, who defend on Agility (dodge, duck and cover, etc.) or perhaps Resolve (for stiff upper lip defences against Composure attacks). That is one Attack roll (see Fizzle below), which tags the On Target aspect from the throw, vs multiple defences.

The On Target aspected target suffers Health stress, others in the zone take Composure stress.

Fizzle: A natural Attack roll of 2 or 3 is a Fizzle: the grenade just sits there with smoke coming out of the fuse hole… Roll again on the thrower’s next Turn. An EVEN dice result is a ‘phut’ - the fuse goes out. An Odd roll is adjudicated as a normal Firearms attack attack, as above.

Action: Manoeuvre

Set a Aspect on a character or the location, zone or scene for subsequent tactical advantage.

Against an opponent there will be a Manoeuvre vs Defence contest of skills. Against the surroundings it’ll be a skill roll vs fixed difficulty. If the Manoeuvre is successful the Aspect is placed and can be tagged subsequently – the first time for free, subsequently for the usual Experience Point.

Manoeuvre Aspects are temporary, lasting no longer than the scene and likely less than that, either because of changes to the tactical situation make them irrelevant, or because another Manoeuvre removes the Aspect.

Some Manoeuvres:

Exempli gratia:

Blind
pull an opponent’s hat or wig over their eyes, or throw dirt in them. They would defend with Agility (or Brawl or Weapons), dodging out of reach. If successfully applied the Blinded Aspect would last until a successful Straighten Wig Manoeuvre.
Unbalance
puts a Staggered or Off-Balance Aspect on an opponent.
Take Cover
only likely to be used by poltroons, of course, but in theory a character might roll on Agility to hide behind something, giving themselves the Under Cover Aspect. Difficulty rather depends on the cover available in the Zone.
Disarm
A successful manoeuvre roll vs the opponent’s defence knocks their weapon out of their hand to somewhere nearby. They then have the choice of
  • using Brawl
  • drawing another weapon (supplemental action, -1 to next Action) if they have one
  • Manoeuvring to pick up the weapon
Take Aim
Firearms skill vs target’s defence – or default distance difficulty if they are unaware of the interest – gives a Target Aspect if successful. This can be kept up for as long as the aimer finds practical if the target doesn’t do something to break the aim which might be as simple as walking out of sight.
Concentrate
a manoeuvre on oneself, a Resolve check probably, to take the Concentrating Aspect for use on some subsequent check during a (distracting) fight: perhaps picking a lock? The Concentrating Aspect might be tagged by the opposition too though, seeing it as Distracted

Team Work: invoking the Aspect set by the Manoeuvre isn’t exclusive to the setter. Anyone on their side can use the Aspect if they can be aware of it. First user gets the free tag. Some Aspects, like Target aspect above are unique to the setter though and can’t be passed on. You can’t free-tag an Aspect set by the opposition.

Action: Block

Try to prevent something from happening. Say what action you want to prevent and roll an appropriate skill. The result is the Block’s strength, and must be beaten in an appropriate skill roll by anyone wanting to succeed in the named action. The Block lasts until the Blocker’s next turn.

Hold a doorway
they shall not pass! – roll Weapons (or brawl, etc) skill. To get past you opponents must beat you aside with their own Weapons skill, or Dodge past with Agility. Or kill you of course, but that might take several rounds and you get your normal defence.
Protect someone from attack
again, use your Weapon skill to Block, so that any attack must exceed both your block and perhaps the protected target’s own defence. Even if the block and the defence fail any stress result is based on the amount the attack exceeds the higher of the two.
Hold a thing
roll on Strength to hold by main force, or Agility to keep it out of others’ grasp (were it fragile perhaps).
Grapple
a special case of Block, worthy of its own sub-head. (viz.)
Grapple

A special case of block, restraining an opponent by Strength rather than blocking a specific action. To Grapple you have to:

The Aspect tagged has to be something that could reasonably be take advantage of to lay hands on the target of the grapple, likely from an earlier Manoeuvre: Disarmed, Off-balance, Blinded of the examples above would all be good. And Distracted for that matter.

The target has to beat the grapple strength to do anything physical, and can’t move (Sprint or move Zones) at all.

Grapple Options: On the other hand once the grapple has been successfully applied, in subsequent turns the Grappler can make take any one of the following supplemental actions while attempting to maintaining the grapple as the main Action of the turn:

(As these are supplemental actions the Strength roll for the block is then at -1 as noted above.)

Releasing the Grapple: you can release a grapple at will and perform a normal action, such as an Attack, a Manoeuvre (that wasn’t possible while grappling), or move the opponent a Zone (the bum’s rush out of the door perhaps). The opponent gets a defence in these cases as the grapple is off now.

Breaking a Grapple: beat the Grapple strength with an Action which would reasonably break the grappler’s grip. Probably a Brawl attack.

Action: Sprint

Dedicating a Turn to movement allows a character to pass through difficult terrain more quickly, or move further.

ALERT: —dice system exception here!—

Move = Absolute (d6 - d6) + Agility

(That’s subtract the lower d6 from the higher d6 for a 0-5 result then add Agility)

The maximum distance in actual Zones that can moved in a Turn is 4 Zones, but excess can be used to discount the penalties of Difficult Terrain.

Difficult terrain

The Zone moves assume there is a clear way between them. Either the Zones are conceptual divisions of a larger space with no actual physical separation, or there is an open door way, or gate between them. If there is a barrier such as a wall or fence with no convenient way through, movement between zones costs more to climb the barrier.

Some Zones might also cost more to move through; a Cluttered room or a Busy street might cost 2 to move through. Scrambling over a gate 3, climbing a wall 4, &c

Action: Wait

A character can choose to Wait, foregoing their initiative position to react to another’s Turn. If the Waiting character choses to act then that changes their initiative order for the rest of the encounter (unless they choose to Wait again). If they don’t act then they keep their previous initiative place, just wait a turn.

Example: lurking behind a door for someone to walk through, then taking a Manoeuvre or Attack action.

Action: Full defence

Declaring this as your action gives +2 on defensive rolls against attack or manoeuvre.

Action: Something Else ?

Whatever’s not covered above – probably some (multi-) round long distraction such as loading a gun, picking a lock, Philosophising, or whatnot. The Distraction element is probably worth a free-taggable Aspect of “Sitting Duck”.

Defence

N.B. Defence rolls take place outside the character’s active Turn, even if they’ve taken Full Defence as their Action.

Choose a skill to defend with in response to an Attack or Manoeuvre.

Once a particular skill is used for a defence that result remains ‘on the table’ for any further uses of that particular defence in the Turn.

Different skills can be used against different attacks.

Default Effective Skill Defences vs Attacks:

Brawl skill can defend against Brawl attacks, and Weapons attack with small items such as knives and coshes.

Weapons can defend against Weapons and Brawl attacks.

Firearms skill can’t be used to defend by shooting: use it as a club (Weapons skill). Similarly this also applies to bows, slings and the like.

Agility skill (i.e. dodge) can be used as a defence against all.

Stress Tracks

Rather than adding up hit points you tick off Stress boxes on a track. Stress can be mitigated completely or partially by taking a Consequence instead

There are stress tracks for Health (physical), Composure (mental), and Wealth.

Stress has no effect itself on rolls or abilities, it just accumulates until the character runs out of stress track boxes.

Hit for N stress? So tick off the Nth Stress box.

If the Nth box is already used then the damage rolls up to the next free box.

If N is greater than the length of the Stress track, or has rolled past the end of the track the character is Taken Out.

Taken Out

The character has lost the will/ability to resist. The Victor decides what happens, within the terms of the contest.

Stress Recovery

Health and Composure stress tracks are cleared after a night’s rest and a strong coffee.

Wealth stress track hits are cleared at the end of a session in which the character takes no Wealth stress or consequences.

Consequences

Rather than take too may stress hits and be Taken Out characters can chose to take a Consequence instead. This is a taggable temporary aspect. How long it lasts depends on how the severity of the consequence. Characters have three consequence slots but four consequence options:

Consequence Mitigates examples lasts
Slight 2 bruised hand, black eye, winded, flustered, distracted, drunk a day
Moderate 4 bleeding cut, burns, twisted ankle, exhausted a week
Heavy 6 broken limb, deep burns, crippling shame, loss of nerve a month
Extreme 8 crippling injuries: lost body parts, geases or phobias permanent: replaces a character Aspect

Duration assumes the necessary circumstances for recovery pertain: if the character doesn’t get rest or treatment or whatever to allow recovery to start then the consequences remain.

Philosophy

It seems that the Kabbala is right, more or less. The best tool for making philosophical sense of the Otherworld and its intrusions and effects on Creation is the Tree of Life, the Otz Chaim, and its branches, the Sephirot (singular: Sephira).

The Tree of Life spans creation from the heights of the realm of the Creative Power (Ein Sof, the Universal Fire, Atziluth, etc) in which the Sephira Kether exists to the real mundane world which borders the Sephira Malkuth. Its function is to channel and modulate the emanations of the Creative Power through the various Sephira and their interconnexions before taking effect on the mundane. The nature of the individual Sephira makes them respond, slightly, to appropriate philosophical stimuli to produce changes in reality: Magia.

The Sephirot

The Sephirot are far more complex than the simple forms of magia listed below show; these are only the general classes of effect achieved by mundane ritual.

  1. Kether: the Crowning path – too pure for mortal ritual to control.
  2. Chokmah: the path of Protection – against physical or spiritual threat.
  3. Binah: the path of Health – the giving or taking of it.
  4. Chesed: the path of Luck – many things can happen, or not, by chance.
  5. Geburah: the path of War – stiffen the sinews and summon up the …
  6. Tiphareth: the path of Spirits – the pervasive, unseen movers of the world.
  7. Netzach: the path of Cunning – manipulates emotion and the mind.
  8. Hod: the path of Knowledge – brings information.
  9. Yesod: the path of Dreams – the revealed unconcious.
  10. Malkuth: the path of Nature – animals, plants, weather and natural forces.

Magia

To practice Magia a character must first take an Aspect in the supernatural, forging a deep personal link to the underlying forces of creation. For Philosophers this Aspect will generally be in a Sephira, which they wish to manipulate. It could be other things for the country practice of the hedge witch, cunning man, or the native witch doctor’s voodoo, but these would be primitive, clouded visions compared withe the enlighted Truth of modern Philosophy.

The Philosopher can then shape and shade the sephira’s effects upon the World through practical Skills. The Skills are in the appropriate Ritual and Knowledge of the various Sephirot. Each one can be invoked and modulated through appropriate Ritual to display certain kinds of effects, the ‘paths’ listed above. One sephira cannot be manipulated by the rituals of another, though there is some overlap in function when similar effects can be achieved in different ways through different Sephira.

[More detail of specific rituals’ effects is in a Philopsophers’ Eyes Only player hand-out]

How you do magic

An aside.

The enlightenment’s style of Magia is shaped by the roots in hermeticism, kabbalism, alchemy and mathematics. Kicked off by the syncretic breakthrough in the sixteenth century of Dee’s reading, during his sojourn in the Holy Roman empire, of the original writings of the Rabbi Loew, through the Rosicrusian experiment and its rapid collapse into the phanatiques and sects of the first half of the seventeenth century, to the emergence of rational philosophy at the end of the age and the dawn of Enlightenment in the eighteenth.

So Magia is a thing of carefully drawn circles, magical writings, symbolic representation, correspondences, components and long formal ritual. Generally speaking, a ritual takes hours to perform, for an effect which lasts moments. It tends, therefore, to be used to make ‘charms’ (as a generic term) which hold that effect for a period until it is needed. Where in darker ages, or on darker continents, a charm might be some mess of feathers and … less savoury products of a chicken, the style of the age is literate so charms tend to be inscribed texts – albeit mystical texts in secret alphabets – tightly folded and worn under the wig, over the heart, or in a phylactory, or a locket, &c, though the traditional wands, cups, rings and swords may be exhibited where symbolically appropriate.

At almost every plinth, statue, and dry fountain, the Scholar-Soldier paused to affix a paper strip or scroll, pulled from her bulging satchel. Some she weighted down with rocks. Others she tucked into crevices in the stonework. When they arrived back at the steps leading down to the great square, she unrolled a long thin paper streamer, written over with obscure characters, and fixed it from top to bottom of the stairs.
[…]
Scaris said, “I would have thought a Scholar with her own memory-palace would have little use for written records.”
“The papers? See you, they’re not for me to read. They’re for others. Other … readers. They’re warnings.”
[Beggars in Satin, by Mary Gentle]

Society

Though it is not illegal to practice Philosophy since the Witchcraft Act of 1735, which made the pretence illegal instead, the London Mob are prone to take the flamboyant display of Magia ill, even while as individuals they have their fortunes told and buy charms for luck.

People WILL notice if you spend a lot of time chanting in your lodgings. There WILL be consequences. They WILL (probably) render your character unplayable, because you need to be very philosophical indeed, preferably Stoic, to ignore being torn limb from limb.

A more day-to-day Problem is the Matter of Interruptions and the Business of Living. Any long-running or complex Ritual runs the Risk of chance Interruption, perhaps by a Person from Porlock.

One answer is to take an Aspect to deal with the problem – either a specific place of Residence, or better still an Aspect level (representing the various protections, mundane and otherwise) in a Place of Art, Labouritorium, or Sanctum. This will be home ground, favourably prepared for performing rituals, unlikely to be interfered with by chance and have protections against assault.