Colonial Gothic Organizations: Vol 1. The Templars Ready For Purchase.


(Chicago) November 30, 2010: Colonial Gothic Organizations: Vol 1. The Templars Ready For Purchase.

From Parzival through Indiana Jones and the Last Crusade to The da Vinci Code, the Knights Templar have had an enduring hold over the popular imagination. At dawn on Friday, October 13, 1307, they went from being one of the most powerful organizations in medieval Europe to prisoners and fugitives. They were questioned under torture and their leaders were executed for heresy. Officially disbanded in 1312, the Knights Templar ceased to exist.

The legend of the Templars has proved harder to destroy. Rumors persisted of hidden treasure, of a curse that blighted a dynasty, and of a secret so powerful that it threatened the very basis of the Church. New organizations such as the Freemasons looked back to the Templars, and became shrouded in myth and conspiracy theory themselves.

The Templars is the first in a series of Colonial Gothic sourcebooks covering secret societies and other organizations.

Within these pages you will find detailed and authoritative information on the activities of the Knights Templar in the world of Colonial Gothic, including their acknowledged and secret histories, their structure and organization, their goals in the Thirteen Colonies and around the world, and the implications of membership.

Although they do not show their hand openly, the Knights Templar remain a force in the world of Colonial Gothic. Their hand is seldom seen, but it pulls on many strings.

Written by Graeme Davis

$.99 (eBook)
RGG 1761 PDF 6"x9" 54 pages

You can purchase it today direct from the Rogue Games Online Store.
Comments

Dwimmermount's Cover

We are working our asses off -- James, myself, and the rest of the Fellow Rogues -- and even though the Holidays are upon us, the projects never end.

Colonial Gothic: New France is in layout, SS&S: Expert is about to go into proof reading, SS&S: Basic’s reedit is done and about to go into layout, Thousand Suns: Revised is nearing the end, and Dwimmermount is as well. There is a lot more going on, and my list of projects are out of control. Anyway, it is Dwimmermount which this post is about. To the right is the final cover. I love this.
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Shadow, Sword & Spell: Expert Preview --

Work is moving fast on Shadow, Sword & Spell: Expert. Second round of edits are beginning. The book has a lot of options in it, as well as new expansions. There is a lot on this book that I am proud of. Today I want to share a small section from one of the chapters. This section deals with Henchman and Hirelings, and is part of a much larger chapter dealing with the concepts of leadership and domains. What I wanted to do with this chapter, as well as other chapters dealing with the “end game” is make the whole process easy. A lot of the systems deal with rolling either a d12 or 2d12 and modifying it with a number to get a result. Mass combat is a perfect example of this.

So here is a small section straight from Chapter 3. Enjoy.

Henchman & Hirelings



As characters grow and gain experience, their reputations grow as well. Because of this increased reputation they might often be asked to undertake missions, or perform tasks, that are too big for just themselves. Some characters might have their own goals, and in order to accomplish these goals, they might need to hire extra help. Conversely the characters reputation might have others seek them out in hope of joining their cause or swearing allegiance to their banner.

Henchmen and hirelings come from all walks of life and offer characters access to skills that they might nov, or the time time to use. Henchmen and hirelings are more than just tools – however some characters might view them as this – they are trusted confidents, loyal followers or even well respected friends.

Henchmen



Exactly when a hero, or a villain, attracts followers is left up to the Gamemaster. Acquiring followers is an organic outgrowth that follows through play and deeds. A rough rule of thumb is that a hero begins to attract followers once they have made a name for themselves. This can be done after numerous adventures, or after performing tasks that bring them prestige.

How many henchmen can a hero have? A number equal to the hero’s Resolve. For example, your Hero has a Resolve 40. This means that they can easily lead a group of henchmen that numbers up to 40. Keep in mind that just because your hero can have henchmen, it means that they acquire them automatically. They must hire them, persuade them to join their cause, or have a reputation which attracts people to them.

Case in point. Let’s use an example. Growing up on the mean streets and canals of Gravina, Johan the Black took to thieving to survive. As a young lad he became a pickpocket, and eventually learned the skills enabling him to be a burglar. Over time his reputation grows, and because of this, one, then two, partners in crime seek him out to join his “gang.” Johan, whose Resolve is 30, soon finds himself leading a band of 15 thieves. To keep his band together, Johan’s player constantly seeks ways to keep them happy.

So, can you have more henchmen than your Resolve allows? Yes, but to do so requires the hero to make a Diplomacy, Tactics, or Intimidation Test every time he wishes to have his henchmen undertake something. This Test has a penalty depending on how many henchman over their usual maximum total they are leading.

[START TABLE]
Table 3:1 Leadership Penalty
# Over Resolve Penalty
1-5 -1
6-10 -2
11-15 -3
20-25 -4
26-30 -5
31+ -6
[END TABLE]

Note, that the number of henchmen your character has is not the same as the number of families attached in their domain (see below). Henchmen are a whole different beast when compared to ruling a kingdom. Think of Henchmen as trusted agents, lieutenants and people who have been with your hero as they have gained in power and infamy.

Unlike hirelings who get paid (see below), henchmen are not covered by a set pay rate. That does not mean that henchmen do not cost anything, or that they work out of gratitude. Their is an exception among henchmen that they are to be given a place to live, food to eat and a chance to gain wealth via a percentage of spoils. Character who do not take care of their henchmen needs soon find themselves with henchmen harder to lead, prove to leaving, or worse wanting to mutiny.

As a general rule of thumb payment for henchmen can use Tables 2:9 and 2:10 (see pages XXX) as a rough guideline when it comes to henchmen pay.

Hirelings



Hirelings are those who are loyal to your hero due to one fact — they are being paid. Hirelings work for the hero and perform jobs, and it cost a number of Crowns per day to employ a hireling (see Chapter 2).

Group Resolve



Henchmen and Hirelings are collectively known as Retainers, and they have Retainer Resolve, which is a measure of how happy, or angry, they are. Retainer Resolve covers both henchmen and hirelings as a a means to keep track of all retainers moral. The initial Resolve rating is equal to the sum of the the characters’ Resolve multiplied by 5. In addition to Resolve, retainers also have a Resolve Level which is based on the rating, and periodically a Resolve check is made. Whenever a Resolve Check is made, look up the current Resolve rating on the Resolve Level Table which indicates the new Resolve. Remember although Resolve changes frequently, the Resolve Level only changes when a Resolve Check is made — even if the rating moves into a different range between checks.

[START TABLE]
Table 3:2 Resolve Level
Resolve Resolve Level
19 or less Turbulent
20 to 49 Belligerent
50 to 100 Rebellious
101 to 150 Defiant
151 to 200 Unsteady
201 to 250 Average
251 to 300 Steady
301 to 350 Healthy
351 to 400 Prosperous
401 to 450 Thriving
451+ Ideal
[END TABLE]
Comments

Shadow, Sword & Spell: Expert (Preview)

I am finishing up the last bits on Shadow, Sword & Spell: Expert. The book has been edited once already, and I am now making the changes and additions John (our editor) has called for. Once done, I will send the manuscript back to him, and it will go through the second round. From there, it goes to proofreading, and then eventually layout.

I might be bias, but this is a good book. There is a lot of cool additions and options found here. Areas have been expanded, as well as added to. I am really pleased with the rules I’ve created for Domains, Henchmen and War. There are a lot of new spells -- including Arcana -- as well as new monsters. Here is just one example of one of the new monsters.

Basilisk



Brawn 8, Quickness 10, Toughness 8, Wits 7, Will 11, Fear -4, Resolve 55, Vitality 57

Skills: Brawl [+10], Dodge [+10], Shoot [+11]

Traits: Breath: Fire [DV 2(30), R 5/15/30, ROF 1/1], Claws, Fierce, Fear, Gaze [R 50’, ROF 1/1, successful hit, target must make a Toughness Test, with Failure resulting in their being paralyzed for 1 day, Dramatic Failure target dies], Moan — Hiss [Effective only against animals, any animal within a 50-foot radius of Basilisk must make a Toughness Test with Failure causing them to lose half their Vitality, and a Dramatic Failure causes them to instantly die], Weakness — Weasels [a weasel’s attacks cause double damage].

The basilisk looks like a rooster, with the tail of a snake. A fierce creature, it is a danger to all life, and has been known to attack with no regard for itself or its surroundings. Like the scorpion, it prefers dry places, and thus they are native to The Shimmering Sands. Though some think this creature is able to turn a person to stone, that is just a myth. A Basilisk is hatched from a cock's egg — a rare occurrence — and they are susceptible to the attacks of weasels.

Comments

Coming March 2011 -- Shadow, Sword & Spell: Expert

Coming March 2011 -- Shadow, Sword & Spell: Expert


You have survived the trials and ordeals before you.

Through your wits, guile, and fortitude, you have fought back the hordes of unholy terror. You have saved countless men and women from the bonds of slavery. You have discovered hidden treasures, long forgotten tombs, and tomes of arcane knowledge. You have become a hero, an outlaw, a thorn in the side of the powers that be.

Your trials have prepared you, and now, you are ready to inscribe your name in the rolls of history. The world will feel your justice. Your enemies will know your vengeance. Those with the power will now have no choice but to share it with you. You will be a king and the dynasty you found will endure for centuries.

Shadow, Sword & Spell: Expert answers the question: What’s next? Your hero has grown in power, and now they are ready to tame the world. Building upon the rules found in Basic, Expert adds new options and opportunities for your game.

Price $12.99
SKU RGG 3001
ISBN 97809636196

Release Date March 2011
Comments

A burst of information

November is here. I do not know where this year has gone. Once minute it was January, and now we are nearing the end of the year.

I’ve been busy, here is the rundown.

Colonial Gothic: New France is in layout. I love this book.

A new Colonial Gothic PDF is in editing.

Shadow, Sword & Spell: Basic reedit is moving along. All goes well this will be in layout in a few weeks. I plan on sending this to some proofreaders, but the editing has been very tight.

Shadow, Sword & Spell: Expert is almost done. News on that in a day.

I have to get back to work.
Comments
UA-1588117