Filed under: Games, thoughts | Tags: AD&D 2E, Gaming, Lost Works, thoughts, writing
This was written back in the mid 90s and appeared in a game club newsletter. That is all I got on this.
The hunter is a character kit designed for the Ranger character class. It was designed using the guidelines presented in The Complete Ranger Handbook. Like all character kits, the hunter, is optional.
The Hunter
Description: When a noble wants to have a day of hunting, he does not simply gather his friends and other nobles, and trek into the woods. Instead he calls on a hunter to find suitable game, and to flush it out for the noble to kill.
A hunter is skilled in the ways of the animals. Unlike what the name implies, the hunter works to keep the game population manageable. They do not over hunt, and they seek to stop others from doing that. It is not only the hunter’s job to find the perfect deer, but too keep the woods safe from poachers, bandits, and monsters.
Hunters are quite and careful, and prefer to spend their days in the woods, and their nights drinking and boasting. They live by their own code, and answer only to themselves.
Requirements: Standard
Primary Terrain: Forest
Role: The Hunter is the quite watcher of the woods. It is his job to watch his liege’s land and manage his game herds. Hunters insure that the game herds are manageable, and that overpopulation does not harm the balance of the forest environment.
Besides animal control, the Hunter tracks down and slays any creature of evil that invades the forests. It is his duty to insure that the forces of evil do not reign unchecked in the woods.
Secondary Skills: Forester, Hunter, Trapper/Furrier
Weapon Proficiencies: Required: Long Bow. Recommended: Hand Axe, Knife, Short Sword, Sling.
Nonweapon Proficiencies: Bonus: Animal Lore and Hunting (see below). Recommended: Bowyer/Fletcher, Set Snares, Endurance, Cooking, Direction Sense, Camouflage, Alterness
Armor/Equipment: Hunters must have a long bow, and can wear only leather armor. Hunter’s also use only sheaf arrows.
Species Enemy: standard
Followers: any
Special Benefits: Stealth-hunters gain a +5% bonus to Hide in Shadows and Move Silently rolls; Hunting-hunters gain the Hunting proficiency free of charge. This skill improves by +1 every three level the ranger earns.
Special Hindrances: The hunter is the protector of the woods and he takes his role very seriously. He is often seen as a zealot when it comes to over hunting areas, and slaying monsters. Because a hunter works for a liege, he must seek permission to go adventuring.
Notes: The hunters takes himself very seriously, and he feels that he is the only one able to watch the woods. He will always stop poachers, and will always seek to put an end to over hunting. Over hunting also includes putting an end to hunting predators (wolves and the like).
Why would a hunter seek to stop the hunting of predators? The answer is balance. If there are no predator left in the woods, then an over population of deer, mouse and the like will incur. The hunter always seeks to keep everything in a balance, and he will pursue anyone who seeks to overturn that balance.
A week ago I was at GenCon.
What a week.
I’ve posted a bunch of photos and a video to my MobileMe Gallery. To see the photos, check them out here:
As for the show, it was awesome spend a great time with my firend and my wife. Ate some really great food, met some very cool people, sold a ton of games, bought a few things, and generally acted as a geek for close to a week.
Filed under: Games, thoughts | Tags: Games, Gaming, Lost Works, Warhammer FRP
I think this is one of my favorite pieces I wrote for Warhammer FRP. Some of these appeared back in my old A&E ‘zine. I alter collected everything, and wrote an article that appeared in Warpstone. Rereading this, and some of the other books, I am amazed by how much this influenced what I have done with books in Colonial Gothic. Especially on giving each book a meaning and a history
Books and their use in WFRP
Introduction
How many times have you include a library in an adventure? And how many times have you had a player say they are looking at a book and want to know what it is about? The general response to give a player is too give the player a quick title and move along. Yet books can and should, be important. Books can offer the players a chance to learn a new skill, or offer a way to make a quick profit.
There are three types of books: common, uncommon and rare. Common books, are recent books that have been mass produced and widely available in bookshops throughout the Old World. Uncommon books are books that are 10 or more years old, or are printed in small numbers. Rare books are books that are one of a kind and generally are handwritten journals and such. Rare books also tend to be books that have been banned, destroyed, or generally publicly available.
Prices depend on the age and type of the book. A common book sells for 1d100 Crowns and can be bought in most books shops in major Old World cities. A uncommon book sells for 1d12 x100 Crowns, and are hard to come buy. These books are found in large libraries, and only the oldest bookstores have this type of book. Rare books can not be bought, and generally are only available in libraries or private collections. To get a rare book the PC will have to find one. Prices for a rare books are 1d12 x500 and generally only wealthy collectors will be interested in buy them. Generally most universities and temples will accept them as donations, and will not buy them.
Books should be used to give color and texture to the game world. Controversial books can be published and adventures can find themselves whether looking to arrest the author, or protecting him from a hoard of Witch Hunters. Books can also be used to start an new adventure. For example the PC’s discover the personal journal of Bregor Ironhead. In the journal Bregor writes about a ruined tower that contains a cache of hidden gems. By reading and studying the journal the PC’s could use it to find this treasure.
Yet beside a source of adventure seeds, books can be used to learn new skills. Generally by studying the books for 1d4 months, and spending 100 EPs a PC should be able to learn one skill. Typically most skills will be History, Art or a mundane one such as Cooking. Also most books will only be able to teach one skill.
When creating your own books, there are a few things to keep in mind. First all books need a title and a background. Use the rich history of the Warhammer world when creating books. As for background include a name of the author and a brief description of what the book deals with. Also describe the book. Most books are hardcover, and with the invention of movable type, most are printed. Finally include notes on what effect the book has on the game. Does it offer the player a chance to learn a new skill? Or does it give a bonus to a specific skill? You need to define this before you unleash the work into your game.
What follows are examples of some books you can introduce into your ongoing campaigns. You can also use these as examples when creating your own.
Ars Musica
Published in Tilea in 2483, Ars Musica was written by the singer, composer and conductor Maris Cirina (2443-2509). This is the first, and some argue the best, critical examination of musical theory. The work covers music in all forms and even includes well-researched chapters on elf and dwarf styles. Also included are numerous arrangements and scores ranging from operas to solo instrumentation. Yet the best section is the one that deals with Tilean musical styles.
Ars Musica is a 5-volume set and each volume numbers 1500 typeset pages. Scores and arrangements are included, and the entire 5th volume have nothing but them. The work is written in Tilean, and no known translation exists. The work was first published in 2473, and was revised one time before Marisa’s death. Currently her son, Leonardo is preparing a 2nd edition, and this will be published both in Tilean and Reikspiel. However when the work will be finished is unknown. It took Marisa 20 years to finish the 1st edition, and many speculate it will take Leonardo as long to compile the 2nd. Ars Musica is required reading for all students of musical theory and composition. Many others have tried to write a more comprehensive work, but Marisa’s theories and techniques are still valid.
Each volume measures 10″ x 8″ and numbers 1500 typeset pages. The binding is done in a simple brown leather and the title is tooled in the cover. The pages are sewn into the spine, and are known to fall out. The work has been reprinted a number of times, but no corrections have been made to the text. The work which, is published in Luccini by the publishing house of Bonetti & Seratto, has not been updated since 2496 when the revised version was printed.
Game Note: A number of skills can be gained from studying this work. A PC can learn: Art—Conducting, Art—Musical Composition, and Art—Tilean Music. In addition to the skills, a PC can learn a number of solo musical compositions (the work contains 500 of them). To learn a skill it will take 1d4 moths and 100 EPs. Only one skill can be learned at a time. To learn a musical piece it will take 1d4 weeks and a successful Intelligence test (+10 for the Musicianship skill). If successful the PC has memorized it, if the test is failed the PC will have to practice for another 1d4 weeks before it is memorized. This work is uncommon, due to it being published in Tilea. Generally this 5-volume set sells for 1000 Crowns in the Empire, but can be purchased in Tilea for a meager 400 Crowns. When the 2nd Edition is eventually published, it will be published in both Tilea and the Empire, and the price should be smaller.
The Battle of Praag
This is one of the many folios that exist of the Talabheim playwright, Whilhelm Spears (2429-2499). Whilhelm wrote a total of 40 plays during his lifetime, and this is his most famous.
The play is in five acts and deals with the events of fall of Praag to the forces of Chaos in 2302. With over 25 characters, this play gives a surprisingly accurate portrayal of the fall of Praag. At the time this play appeared (2476 in Talabheim) the audience was moved to tears over the tragedy and the bravery of the Kislev warriors plight. Many scholars consider “The Battle of Praag” to be Spears best work and the highlight of his career.
What sets this work off from many of Spears’ folios, is that this is the original script written by Spears. The folio is 120 pages and stage directions are included in the margins. The pages are kept between two wooden sheets and a simple red ribbon secures everything in place. Through the years numerous copies of Spears plays have been printed. In fact, he holds the distinction of being the most reprinted author of the day. Currently all 40 of his plays are available as well as two books of poetry that was published after his death.
Game Note: Like all of Spears’ works this play is written in Reikspiel. No skills can be gained from reading this work. Yet a PC can use this script to put on a production of the play. However here is the list of all Spears works, also included is the date of its publication. These can be used to provide background color. This play is considered rare, yet many reproductions with out the stage directions are available and these are considered to be common.
| Plays | |
| Vsevold’s Folly (2429) | Merchant of Marienburg (2464) |
| Magnus the Pious (2450) | Thomas the Wander (2466) |
| Margritta (2450) | Midnight in the Garden (2466) |
| By this hammer I rule (2451) | The Blizzard (2467) |
| The Drunken Elf’s Folly (2452) | The Glutinous Halfling (2468) |
| Monet Castello (2452) | Beatrice the Bloody (2469) |
| Luis and Genevieve (2453) | Holding of Karaz-a-Karak (2470) |
| Ulrich’s Caress (2454) | Time and Time Again (2471) |
| Fall of the House of DeBray (2455) | Manfred Skavenslayer (2472) |
| Tall tales of the Moot (2456) | Oscar (2473) |
| The Drunken Sailor (2456) | On Wyven Wings I Fly (2475) |
| Ludwig (2456) | The Battle of Praag (2476) |
| Otillia IV (2457) | Sailing the Seas of Life (2477) |
| Otillia V (2458) | Rise of the Merchant Prince (2477) |
| Ludwig VI (2460) | Battle of Grovod Forest (2478) |
| Rudolf (2461) | Vlad von Carstein (2478) |
| Dreamer, Dancer (2462) | The Foolish Priest (2479) |
| Feast of Saints (2462) | The Last Days (2479) |
| Siegfried the Significant (2463) | The Four Wizards (2480) |
| The Taming of Petra (2463) | Life of the Poet (2480) |
| Books |
| The Poetry of Spears, edited by Holger Rack, 2500 |
| Glimmers from the Mind: The Rediscovered Prose of Whilhelm Spears, edited by Ricardo E’oreo |
There may be more poems written by Spears, and a GM may want to have the players find a collection of them in their adventures. If a PC finds these lost works they can sell them to a scholar for 1d600 Crowns. However if the PCs decided to publish them themselves they could see profits of 1d1000 Crowns a year for 1d4 years.
Berger’s Law Dictionary
First published in 2402 by the lawyer and scholar Konard Berger (2362-2452), this work is the foremost authority on legal terms and definitions. Now in its 6th edition, Berger’s is the one source that lawyers and students can turn to for legal definitions.
Berger was a lawyer of great renown in Altdorf, and his clients could be found not only in the Empire, but Tilea as well. His dealings with the various laws lead him to define the terms and practices commonly found in the courtrooms at the time. Yet he went farther when he researched old laws and terms, and included their definitions as well. Through the years it has become the most authoritative source for lawyers to turn to when seeking a definition of a legal term.
With the 6th edition the publishers, The Witzenberg Group, have included Estalian, Bretonnian, and even Sea Elf terms. The work is found on every lawyers desk, and in every law school.
Measuring 10″ x 8 “, the work is cloth bound and the 500 type set pages are sewn into the spine. The binding is loose, and many copies are missing pages. Lawyers complain that every year or so a new copy must be bought due to the number of missing pages. A solid work, but really only useful for lawyers or students of the law.
Game Note: Like all the Witzenberg Group publication, this is written in Classical and is invaluable for lawyers. Any lawyer who uses this work gains a +10 to Law tests. This is a common work, but like all of the Witzenberg Groups books is very expensive. Generally this book sells for 1000 Crowns, but lately a black-market has been discovered. Many of the Witzenberg Groups warehouses have been robbed, and the books for sale at half the price. The publishers are angry, yet lawyers are looking the other way. After all, it is highway robbery what the publisher is doing.
Diaries of the Plague
This small tome is a work of the most vile. It is an handwritten diary by a unnamed priest of Nurgle. The book measures 5″ x 3″ and is bound in a sickly green leather. The 500 pages, which are made form human skin, are sewn into the binding. The work itself is written in Classical, and the writer though debased, writes elegantly. These are not the rantings of a made man, but of a well-educated, though evil, genius.
The work describes the rites and rituals for the faithful of Nurgle. Though the author is unknown, it appears that this diary was written between the years of 2300 and 2304. This is due to first person accounts of the Incursion of Chaos in Kislev. These passages possess too much detail, and describe events that only the foremost scholars know.
There are no spells included in this work, however there are many descriptions of the rituals and practices of this cult. The passages are horrific to read, but offer a clear view of the beliefs of this group. Yet still the most fascinating reading are the accounts of the war in Kislev, and the siege and sacking of Praag. Also included are sections dealing with the demons that serve Nurgle. These section are filled with so much first hand knowledge, that many feel the author was a high-ranking priest in the cult.
A few of the librarians that have handled this work have contracted Nurgle Rot. Great care must be used, and currently the work is rests in a lead box in the deepest vault of the Unseen Library.
Game Note: The work is written in the Dark Tongue. If a PC reads this work they will gain 1d4 Insanity Points. However after 1d4 months of study and 100 EPs, they will gain the skill Theology—Nurgle. This is a rare work.
Reading the work will give the PC Nurgle Rot (WFRP, pg. 318) . Every month of study the GM should secretly make a Willpower test. Failure indicates that the PC contracts it.
Giovanni’s Notebook
Composed over the years of 2420 to 2425, this is the personal notebook of Giovanni Vitti a Tilean inventor. Gio, as his friends called him, was a man of science, art, music, botany, engineering, alchemy, and magick.
The pages revile the ideas of man whose interests were everything. There is no order to the entries. Giovanni apparently wrote in the book at random, but fortunately dated all entrees. A reader will find designs for “water walking shoes,” sketches of flowers, half finished musical compositions, thoughts on the forces of magick, numerous inventions, and a recipe for pizza(?). What is remarkable about this work is the sheer brilliance of the man. His ideas and theories were before his times. The few spells that are contained in the work (only four can be deciphered) are amazing in their power and simplicity.
There is also a rather lengthy essay on the effects of magick on the human body. Giovanni gives medical evidence that prolonged use of magick cause, damage to the body. He also hypothesizes that the seduction of Chaos can be attributed to weak-minded people working with the forces of magick. Interesting reading, but how accurate this is, is unknown.
The work measures 15″ x 10″ and has 500 hand written pages. Two thin wood covers protect these pages. This is a fragile book due to the fact the covers and pages are drilled, and three wooden rings are all that keeps the pages together. The cover is simple, and Giovanni’s name is carved in the wood. Also carved is: “2420-24. #14.” It is thought that this note book part of a larger set, but the exact number is unknown.
Game Note: The work is written in Tilean and the PC will have to be able to read that language to use the book. There is enough information contained in this journal that a PC could learn the Herb Lore skill. This requires 1d4 weeks of study, and 100 EPs. This is a rare book.
There are a total of twelve inventions in this notebook and players may choose to have their character build one. To do so a PC will have to have the following skills: Carpentry, Engineer, Numismatics, and Read/Write—Tilean. It will take 1d4 months to build on invention and a skill test will have to be made in the following order: Read/Write, Numismatics, Engineer, and Carpentry. A failure on any of the rolls means that the invention does not work.
As for what inventions are included use your imagination, but keep it practical. All inventions are designed to help a person with day to day life. Water walking shoes, and a self-propelled coach is just two examples.
Greta’s Cookbook
This large book was the personal cookbook of the halfling chef, Greta Potstuffer (2430-2510). Like the chef this is a large work which shows the culinary arts of one of the greatest chef to have come from Mootland.
Greta is best known for opening a chain of restaurants called “The Halflings Pantry.” These restaurants were known for their inventive menus and for one of the few places to serve an authentic halfling dinner (13 courses and took 4 hours to finish). The success of her restaurants lead Greta to publish the first publicly available cookbook for people to buy (published by Reitz & Reitz, Talabheim, 2489). This was a controversy among her fellow halfling chefs, because they felt that the recipes should have been kept a secret.
Greta’s answer to this was: “I am not including the kitchen sink. If someone wants my recipe for my quail egg soup they can have. I am not giving away all my secrets.”
Unlike the mass produced cookbook of the same name, this is the chef’s original handwritten book. The volume measures 20″ x 15″ and numbers over 400 pages. Besides recipes this volume contains Greta notes on spices and herbs. What is also surprising is a section dealing with poisons and how to mask their use in cooking. All of this is written in Greta’s own hand, and raises serious questions about Greta’s past.
Game Note: Both versions of this work is written in Reikspiel. PC’s who use this work or one of the widely published ones will gain a +10 to all Cooking tests. If the original work is studied the PC will gain after 1d3 weeks and 100 EPs the Prepare Poisons skill as well. The original work is considered rare, yet the widely available work without the notes on poison, are considered common.
The Journey of Lommel & Cloos
Published in 2479 in the city of Marienburg by the noted biographer Alfons van der Steen this two volume work details the overland journey of the explores Marius Lommel and Wilhelm Cloos. Unlike the other works of van der Steen, this work is very accurate and primary sources were used in its writing.
Marius Lommel(2325-2401) and Wilhelm Cloos (2331-2392) were explorers and adventures who lived in Nuln. In 2364 Lommel and Cloos left Nuln with a crew of fifteen and embarked on a ten-year journey to the Far East. The group arrived in Cathy and Nippon and took part in the war between the two countries. The group was captured in Cathy in 2366 and managed to escape after six months of imprisonment. With only seven of the crew still alive the group managed to make their way to Nippon. In Nippon the crew were treated well, but viewed as oddities. They helped the armies of the shogun defeat a Cathian invasion. This act of bravery propelled the group to fame, and they were viewed as heroes. Lommel, because of his rescue of the Shoguns daughter, became close friends with Shogun Hito.
The group arrived in Nuln in 2374 ill, malnourished and close to death. Once recovered both Lommel and Cloos began to describe what they saw. They also displayed many of the trinkets they brought with them. Alfons meet the two explores when they arrived in Marienburg in 2377 and began working on an account of their expedition. He was provided access to maps, journals and any information that he needed to compose the work.
The original printing is a two volume set that numbers 2000 typeset pages. Each book measures 14″ x 10″ and is covered in a green tooled leather. The pages are sewn to the spine; and are secure. Also included in the work are a number of colored plates, which are tipped in. The plates depict drawings and scenes of Cathy and Nippon. Also included are numerous maps that the group drew of their expedition. Only 1000 copies of this work was published, and a few copies can still be found in antique bookshops and in University libraries.
Game Note: A PC reading this work and studying it for 1d3 months will be very familiar of the voyage. Upon spending 100 EPs they will gain the skill, History–Journey of Lommel & Cloos. This will be important if the PC decided to retrace the voyage on their own. The book is written in Reikspiel and is easy to read.
The Journals of Otto Nightbane
These 20 volumes are the personal journals of the Witch Hunter known as Otto Nightbane(2353-2402). Otto was once a cleric to Morr, but left the clergy to carry on his personal war against the undead and Chaos. These journals kept from his first day in the clergy to the day before he died, paint a picture of a dedicated, if not obsessed man.
The reader is in for a surprise when reading this work. Because not only do you read Nightbane’s personal thoughts, but are treated to a wealth of information on topics better left unknown. Detailed information on all manner of undead are presented here, as well as accounts of a number of necromancers and cultist who Nightbane brought to justice. More shocking is the journal dealing with the years of 2398 and 2399.
Nightbane writes about his crusade against a cult of Kháine worshipers who had infiltrated a number of the temples of Ranald. His first hand accounts are chilling and surprising. Otto wonders in these passages how the Kháinites managed to infiltrate the Ranald cult. What is shocking is that Otto speculates that the two faiths are more linked then they know.
Otto was killed in 2402 in a dark alley of Marienburg. How he died no one knows. The journals arrived to the Unseen Library last year (2512), and they were accompanied by a note that read: “Add to your knowledge.”
The books are all 9″ x 6″ and are bound with a soft leather cover and the pages glued to the binding. Each book numbers 150 pages, and they each have a small leather strap that keeps the work securely closed. The entire collection is handwritten and dated. The journal is also written in both Classical and in Reikspiel, but the majority of the entries are done in the Classical.
Game Notes: This work has enough information that if the work is studied for 1d6 months and 100 EPs are spent, the PC would gain the skill Undead Lore (new skill, see below). The book is written in Reikspiel, but due to the handwriting, a PC will have to make a Read/Write—Reikspiel test with a -10 penalty to read this work. This work is considered rare.
New Skill: Undead Lore —Characters who have this skill can recognize a form of Undead and are aware of their weaknesses and disposition. A character is also sensitive to the small and can tell when they are within 30 yards of them. When confronted by the Undead, a GM secretly tests against the PC’s Intelligence and if successful the PC will know about the undead. Anytime the PC comes into contact with that Undead type again they will automatically know the details.
Langenburg’s Cyclopediea
Published in 2489 in Nuln, the Cyclopediea is a bestiary written and conceived by Lou Langenburg. Though he possessed no University ties, Lou was an explorer and hunter who tracked all manner of animals and beast in the southern part of the Empire.
The work lists over 400 types of animals, plants and monsters. Each entry is accompanied by sketches and factual information dealing with the subject. The information on the numerous animals and plants is accurate, but the monster entries are quiet comical. The fact that halflings, gnomes and dwarves are listed as monsters, caused an outcry by the respective communities.
A minor work, and can be found among many private collections. University libraries have pulled this work from their shelves on account of the many errors that have been discovered. The book measures 15″ x 12″, and the binding is a simple thick paper one. The front and back covers are made from paperboard, and the pages are glued to the spine. It is a cheap binding, and many argue the binding suits the work.
Game Notes: This work is not significant in any way. There is so much wrong in this book, that any PC who tries to use it will suffer a -10 to all Intelligent rolls. This work is common, and inexpensive to buy at 10 Crowns.
The Log of the Sea Sprit (2466-2499)
This large tome is the three-year log of the Estalian ship The Sea Spirit.The log was written by the ship’s captain, Jose Jimenez, and is a good example of the life of a merchant ship and the voyages it takes. Normally a ship’s log would be of interest for the weather and astronomical data it contains, however this one is different due to the voyage the ship took. The entire log deals with the ships voyage to and back from Lustria.
This lively account is fascinating reading. In it you learn he was hired by the merchant house Dominguez & Vergara to voyage to Lustria and attempt to obtain anything that could be sold abroad in the Old World. The log contains notes on the preparations and a complete roll call of the crew. Also included are star charts and navigational aids used to arrive at Lustria. The cartographer’s skills are quiet good. The map of the northeastern coast of Lustria that is included is detailed and fairly accurate.
Also found in the log are a number of accounts of clashes with the natives. Description of frog like creatures are included, and a city that teamed with these creatures. Also is an account of a run in with a group of pirates who attempted to seize The Sea Spirit’scargo. In all it took Jose and his crew three years to complete this journey.
The journal is a large tome measuring 20″ x 14″, and the log is covered with a deep rich red leather. The binding is good, and the 1000 pages are glued and sewed to the spine. The work is written in a flowing script and is written in Estalian. There is an intricate sliver clasp on the front cover, which locks.
Historical Note: Jose voyaged to Lustria a second time, and he was last seen in 2472 sailing out of the harbor of Los Cabos. Jose and the Sea Spirit was never seen again.
Game Notes: This log will offer the PC’s enough information to voyage to Lustria. The charts and maps are accurate, and a navigator will gain a +10 to all navigation tests. As for accuracy, Jose and his crew only saw a little of Lustria and there will be many surprises for the PC’s. The work is written in Tilean, and in order to read the passages the PC will need to be able to read Tilean. The work is still usable with out knowing the language, and this is due to the accuracy of the navigational aids. Yet the PC’s will have no idea what they are about to face, or read Jose’s advice. This work is considered rare.
Malal —The Lost and Misunderstood God
A rare work published in Tilea during the year of 2488. The work was written by Nunzeo de Beppo, and is a scholarly look at the Chaos God Malal. Through exhaustive research, and archaeological evidence, de Beppo presents a picture of the God that conflicts with all that is known.
In the work de Beppo presents the doctrines and beliefs of the Cult of Malal. He traces this beliefs to the first appearance of the cult, and claims that its origins can be found in the Wasteland. According to de Beppo the first known temple to the God was erected 2283. When the worshipers prayed to their savior to protect them from the forces of Chaos! Also troubling is claims that many who were fighting the forces of Chaos during the Incursion prayed to Malal to protect them from their enemy.
However, de Beppo’s troubles began when he translated into Tilean many cult writings and teachings. These translations do not present the God in his usual light, instead they depict him as an enemy to Chaos. Yet what damned the scholar was his calling Malal the savior of mankind, and not a force of evil but a force for good. He argues that Malal could protect the masses from Chaos’ touch He writes:
“Malal is not Chaos. This is propaganda that has been spread by the established cults and by the very forces of Chaos. Malal is a threat to all, because he is a force of nature that can deliver the masses from the dangers of Chaos!”
Once this work was published de Beepo was publicly executed by a group of Witch Hunters known as “The Brothers of the Light.” After the scholar was killed, all known copies were burned, and the publishing house was torched. The group even killed all workers and everyone associated with the publishers in order to cleanse the land of their chaotic taint. Only 10 copies are known to exist, and two of these are held by the Unseen Library.
The work is 8 1/2″ x 11″ and bound in a blue leather. The 400 type set pages are both glued and sewn into the spin and is perhaps one of the best printing jobs seen. It is a shame that the printing house Rittaze & Sons was destroyed, because they could have offered much to the world in printing techniques.
On a side not, the Marienburg printing house of Nieawkop and Assoc. publishes books in a similar manner. Even their paper stock watermarks and end papers designs bear a strange resemblance to Rittaze & Sons.
Game Note: Written in Classical, this work is accurate and contains numerous cult documents. A PC who studies this work for 1d4 months, and spends 100 EPs will gain the skill Theology-Malal. They will also gain 1d4 insanity points as well. Due to the subject matter this work is rare, and very hard to find.
Ramblings from the Edge
Written in 2013 this book is one that is surrounded in controversy. It was written by the seer and wizard Pascal Varennes, of Bretonnia who stated that these are predictions and his visions of the future. Many has taken this to mean that Varennes knew what would happen and have tried to link these predictions to current events.
Each passage is a small four to five line statement. The statements are so vague that any meaning can be given to them. For example here is passage #93:
The city on the hill will dwindle.
Rot will rise and destroy life.
The raven rises in the East.
Its’ flight will take it to the corpse.
A feast will be had on the dead.
In all there are over 200 passages similar to this. Many have said that Varennes predicated the exact date of the end of the world. Yet 500 years after the alleged date, the world is still here, and no end has arrived.
The book measure 7″ x 3″ and the cover is a brown leather. The 100 hand written pages are sewn to the spine. The work is written in an older version of Breton, and translations to modern Reikspiel or Breton is possible, but time consuming. There is no markings on the cover and the spine simply states Varennes. The title given to the book was given by the publisher Albrecht Mack, who recently published a version last year (2512) in Nuln. The new version was based on the copy of the original work, which resides in Vault 24, Floor 2, Isle 24, Case 123, shelf 6 in the Unseen Library. Surprisingly the new version is accurate to the original hand written one. How Mack got a copy is unknown.
Historical note: Pascal Varennes, was rumored to be mad. He rambled that he could hear voices, and that “spirits” haunted him. There are royal accounts of Varennes petitioning the King to look into this. Many considered him mad, but no threat. Varennes was found dead in his study in 2017, hanging from the rafters. It was thought to be a suicide, but there is one report that written claims a written message was found. The message was written in blood and stated: “He knew the truth.”
Game Note: This book can be used by a GM to give players cryptic descriptions of things to come. The accuracy is up to the GM, but one way to use these is let the players draw their own conclusions. To read the work the PC will have to be able to Read/Write—Breton, but due to the age of the language all tests will be at a -10. This is a rare book, however PC’s can purchase the new translated edition. The book is of the same title, yet written in Reikspiel, and is commonly available.
Theories on Pre-Sigmar Tribal Religion Practices
A recent work published in 2513 in Marienburg, Theories was written by the reputed theologian and scholar Henrick von Bresburk. Though recently banded in the Empire the work is available in Marienburg, Estalia and Tilea. The work is a critical examination of many of the myths and fables surrounding the deity of Sigmar. Yet Sigmar is only part of a larger work that deals with deification of other tribal leaders.
With archaeological evidence including cave paintings and sculpture, von Bresburk describes three chieftains that predate Sigmar by 500 years. These chieftains were worshipped as Gods, and if the evidence is to be believed shamans were able to perform feats in their name. What has caused the book to be banded and von Bresburk to live in hiding is the following statement:
“Thus it was through political connections, and strong arm
tactics that Sigmar slowly was placed to the position it
enjoys today. Unlike with other cults, where members and
the faithful are converted, the Sigmar faithful used fear
and intimidation to prop up a collection of fables and legends.”
Needless to say this work made the Sigmar faithful unhappy. However the Ulrich leaders, though publicly have denounced the work, are secretly pleased and are looking for ways to use the work in their continued battle with the Sigmar faithful. Sigmar faithful have loudly denounced the work, and some have gone as far as to suggest that von Bresburk has been tainted by Chaos.
The work measures 8″ x 6″ and is bound by a simple black leather cover. The pages are glued to the spine, and the 300 pages are typeset and easy to read. Though it has recently been published, no copies are known to exists in the Empire. A few copies have been found in bookshops in Tilea and Estalia. However many of the bookshops in Marienburg have the book for sale.
Game Notes: This work adds nothing but background color to a campaign. However PC’s could be contacted by von Bresburk to protect him from a pack of Witch Hunters. This work is considered uncommon outside of the Empire, and rare inside the boarder of the Empire.
Filed under: Games, thoughts | Tags: Fourth Millennium, Gaming, Lost Works, thoughts, thousand suns, Warhammer FRP
I never realized how much Warhammer FRP things I wrote. I think this is one of my favorite pieces I did, and it appeared in Warpstone.
Roads and Road Wardens of the Empire
The roads in the Empire are few in number, but very well traveled. Contrary to popular belief the maintenance and patrolling of roads is not a function of the Empire. Instead, this falls on the shoulders of the individual provincial governments. Each province maintains the roads within their boarders, as well as protecting all travelers. To ensure the safety of all travelers, provinces have created road wardens. Road wardens patrol the roads and are often the only form of law seen in remote regions of a province. This article deals with not only road wardens but also the roads of the Empire.
Development of Roads
You can trace the development Empire roads to the first Emperor Sigmar Heldenhammer. When Sigmar began the forging of the Empire, he saw the need for roads. Roads, he opinioned, would not only make it easier to move troops and goods, but as a way to unify all regions of the Empire. The first roads were nothing more then simple footpaths or forest trails. Sigmar saw a need to take these established trails and make them permanent.
The first major road built was the Old Dwarf Road. Seeing the growing Empire, the dwarfs saw the need to have an easy to travel land route into the Empire. The dwarfs offered to build the road, and in return, all dwarfs would be free to use the road, and furthermore charged no type of tariff while using it. Sigmar in turn wanted the construction process to be a way for both the humans and dwarfs to work together. He stated that as long as his countrymen were involved in the process they could proceed. Humans and dwarfs worked together in the building of the road, and the humans learned many new construction techniques. The dwarfs, because of the project, solidified their relationship with the humans.
Construction began in 11 IC and it took five years to complete the project. Starting from the Black Fire Pass, the road reached the city now known as Wurtbad. Typical of Dwarf construction, the road was built to last, and at the time was an engineering marvel. The human/dwarf crews first excavated parallel trenches some 40-feet apart, and these trenches provided drainage for the road. Then using the material taken from the trenches, a foundation twenty feet wide was raised three feet above ground level. Embedded into this foundation the crews placed 6-inch thick slabs of granite. The road was built as straight as possible, and instead of going around hills, the road cut through them.
Sigmar then commissioned the building of the Altdorf-Middenheim Road in 30 IC. The project provided a much-needed link between the northern and southern regions of the Empire. Unlike the Old Dwarf Road project, the Altdorf-Middenheim road was not paved. Instead, a fifty-foot wide swath of forest was cleared, and the existing footpath expanded to allow wagon traffic.
Other Emperors followed Sigmar’s lead and commissioned road-building projects as well. It was Sigismund the Conqueror who the saw the need of roads to aid in his military campaigns. The first road he commissioned was the Old Forest Road in 500 IC. Sigismund needed a way to easily move troops from the northern regions to the southern boarders. Seeking the aid of the dwarfs, the Old Forest road was built similar to the Old Dwarf Road. It took four years to build the road since the construction process suffered many setbacks. The majority of these set backs were due to the raids conducted by tribes of goblins. The humans and dwarfs suffered large causalities, but they succeeded in finishing the road.
Sigismund also commissioned the construction of the Great North Road in 503 IC. The road plan called for it too not only link Talabheim to Middenheim, but Middenheim to Marienburg. With campaigns in the Wasteland, Sigismund needed an easy route to move troops to the north. The Altdorf-Middenheim Road was good, but was quickly becoming congested with increased traffic. To remedy this, a second route to Middenheim was needed, as well as a land route into the Wasteland. Construction took place in two phases. The first phase took three years and linked Talabheim to Middenheim. To speed up the process, a hard packed dirt road some 40 feet in width was created. When the road was completed in 508 IC, the second phase of the project started. Built following an existing forest trial, it was widen by 40 feet. The road was finished in 513 IC, and would have been finished sooner if it were not for a few problems. The first problem was the constant attacks from the wood Elfs of the Laurelorn Forest.
The Elfs were opposed to roads being built near their lands. The road would provide easy military access for the new human empire. In addition, it offered the promise of immigration into what was at the time elf lands. The humans were also clear-cutting much of the forest to provide for the construction of the road. The Elfs employed many acts of sabotage and tried to halt construction, but they had little success. The Elfs finally withdrew deeper into the Laurelorn Forest, and strengthened their boarders. The second major problem the construction crews faced was the fact that Sigismund wanted the road built through the middle of the Schadensumpf. This vast marsh hampered the construction and caused many deaths among the const4rcution crews.
In 530 IC Siegfried the Lawgiver commissioned the rebuilding of the Altdorf-Middenheim Road. The road that dated back to the time of Sigmar had become the major link between Altdorf and the north. It was a heavily traveled road, and though maintained could not handle the large amount of traffic. Siegfried wanted the road built similar to the Old Dwarf Road. It was to be widened to fifty feet, and raised five feet above ground level. In place of granite slabs, granite bricks were laid into the roadbed, and kept in place using a fast drying mortar. An agreement was reached with the dwarfs and two teams of construction crews arrived in the Empire to begin building the road in 531 IC.
To speed up construction two crews were assembled, one in Altdorf and one in Middenheim. A bet was placed on which crew would reach the midway point first. The mixed human and dwarf crews worked hard and fast, both wanting to be the first to finish. Three years to the day of the start of construction, the Middenheim crew reached the half waypoint, and exactly two minutes behind was the Altdorf crew. In the spirit of comradeship, the two crews laid the last brick, which was made out of gold, together. A regular brick painted gold quickly replaced this brick. The original gold brick was taken away, and its current location is unknown. With the placing of the golden brick, the last major Empirial roadwork project ended.
A period of much road decay took place between 1111 IC and 1124 IC and this were due to the Skaven invasion. While the Black Plague had a death grip on the Empire, the Skaven leaped at the opportunity to invade. The Skaven used Warpstone mines to destroy many roads and bridges. With a lack of funds, and the Skaven demolition work, the road network suffered. It would not be until 1124 IC when Count Manfred Skavenslayer would drive the Skaven out, which led to his being elected Emperor. With the Skaven threat over, the long, slow process of rebuilding the roads began.
When civil war rocked the Empire in 1359 IC much would changed. Roads became important for not only the movement of supplies and troops, but also a means to deprive the enemy of their supplies and reinforcements. In 1547 IC the Empire found itself with three Emperors and three times the amount of confusion. The roads were still maintained, but the days of massive road building projects were at an end. Whatever road building did take place was small and typically involved making forest trails easier to navigate for carts and wagons.
In 1980 IC, the Dark Ages as the scholar’s refer to them, settled across the Empire. The granite slabs that paved certain roads were pulled up and used to build more useful structures, and all of the roads began to deteriorate. More importantly, bandits and other groups plagued the roads, and the areas outside of the cities became a no man’s land. There were communities that existed outside of the city limits, but the majority of the people stayed within close proximity to the major cities. Roads, for the most part, became deserted and only the brave, desperate, or foolish traveled them.
The rivers of the Empire have always been important, and with the deterioration of the roads, not to mention the danger road travel posed, many turned to the river for the transportation of goods and people. Rivers proved to be safer so many provincial rulers moved to utilizing the rivers. Some rulers still saw a need to maintain their roads, but lacking the necessary funds, the efforts were mainly superficial. Remote regions close to the river saw little need to maintain their roads and shifted their focus to the rivers. It would not be until Magnus the Pious that the roads once again would became important.
Magnus realized the importance of the roads. He saw the need to link towns located away from rivers to towns located by the rivers. It was easier for a merchant to ship goods by land between Talabheim and Averheim then it was to transport them by water. As a result, Magnus attempted to take control of the roads back. All regions that benefited by having roads opposed this. With the growth of the forces of Chaos, Magnus also needed a way to move troops quickly and efficiently throughout the Empire.
In the years before Magnus being declared Emperor in 2304 IC, provincial rulers were free to levy what tariffs, or tolls they wanted. Many provinces got wealthy off the road tariffs they employed. To make matters worse, there was no uniform toll, and merchants faced different tolls depending on province or location within the province. The more important the road was, the higher the toll was. In addition, the closer you came to a major city, the higher the toll would be. With the apparent end of the easy money provincial leaders fought vigorously against Magnus’ gambit. Teamsters and coaching companies lobbied loudly for a standardized road toll, and were in favor of Magnus’ plan. To drive home their point many teamsters and coaching companies went on strike. They refused to deliver goods or people until there was a standard road toll. Faced with two angry factions, Magnus acted and acted quickly.
In 2330 IC Magnus declared that control of the roads in the Empire would stay with the provinces. In addition, provinces would be allowed to keep all road tariffs under the stipulation that provinces levy a standardized toll set by the Emperor himself. Magnus went further and decreed that provinces must provide for the safety of all travelers. This meant that they were required to maintain the roads and provide for road wardens to protect all travelers. The money for road maintenance and for the road wardens would come exclusively from the collected tolls. The agreement was ratified in 2337 IC and the current system has been in place ever since.
Today the roadways are well maintained and well patrolled. Many of these roads have also begun to be repaving, and currently there are a number of dwarf construction projects underway. There are many small roads cutting across the Empire, but these roads are often nothing more then two travel worn ruts, or footpaths that through the years of use have become recognized as roads. Currently in discussion is a proposal for construction of a road from Karak Kadrin to Wurtbad. This has caused a debate over who will pay for it. Ostermark is a poor province and the cost could break the treasury. Stirland, though wealthier then Ostermark would be hard pressed to come up with the needed capital to finance such an undertaking. The Empire has suggested that they finance the project together, and that they would control all tolls levied along it. This suggestion has not been warmly welcomed.
Road Wardens
The group charged with the task of maintaining the peace along the Empire’s roads is collectively known as road wardens. From protecting tollbooths, to enforcing imperial laws in remote roadside villages, wardens serve a very important function. Wardens are not found in every province, and are mainly located near the interior of the Empire. Middenland, Hochland, Reikland, Stirland, Nordland, and Ostland are the only provinces that fund and maintain road wardens. Even for these provinces the commitment to their wardens varies.
Warden jurisdictions begin where the city limits end, and this is generally recognized as ten miles. Within city limits, wardens take a subordinate role to the city’s watch or local militia. If wardens arrest a criminal outside of their jurisdiction, law requires them to turn the prisoner over to the local authorities. In addition, wardens are not allowed to enforce laws or arrest criminals within the city limits without the approval of the local magistrate. When investigating a crime within the city limits, wardens are required to contact local authorities and turn the investigation over to them. The above only applies to the major cities or towns in the Empire. For towns or villages without an organized watch, road wardens take the lead in maintaining the peace.
Wardens are typically organized in patrols of five, with four wardens being led by a sergeant. The size of patrols can vary and are subject to local conditions, such as bandit activity, greenskins, or Chaos. These groups patrol the roads, staff the tollbooths, and maintain the peace in small villages along the road. Patrols are on duty for four weeks and then enjoy a one-week rest period. While on patrol, wardens can stay at any coaching inn and receive free meals. Furthermore all inns must keep at least two rooms available for wardens at all times. Though many inn owners complain about this requirement, they see the benefit of having a constant warden presence in their common rooms.
Along major roadways, warden patrols are constant and travelers and villagers can typically expect to see a warden patrol everyday. Along minor roads, travelers and villagers can expect to see a warden patrol every d3 days. While spending a night at a coaching inn, the traveler will find a warden patrol resting for the night. Major roads are those found on the Empire’s map. These roads are paved and link the major population centers together. Minor roads are smaller, and tend to be small footpaths or cart trails.
The daily life of a warden is filled with constant travel on horseback. Wardens are under paid for the dangers they face. From finding bandits and outlaws, to fighting the forces of Chaos, a warden is in constant danger. All wardens travel with, and report to, a sergeant. Sergeants are either chosen by age or merit, but often times a healthy donation to the Retired Warden Fund aids in advancement. Sergeants have seen much in their time with the wardens, and tend to be grizzled veterans. To survive long enough to become a sergeant is a testament not only to their ability, but also to their luck.
The next rung of leadership is captain. Based in rural villages and cities, captains administer the day-to-day operations of the patrols. A typical captain supervises between six to ten warden patrols. Captains ensure the tollbooths are staffed, the wardens are paid, and arrested criminals are dealt with. Promotion to the rank of captain is earned, and only the most skilled achieve this rank. Typically warden captains have seen six to eight years of service, and have seen things that would have broken a lesser man. Captains are rotated to a new posting every two to three years, and the theory behind this is that it minimizes corruption. This is normally not an issue, but there have been cases of captains working with criminal rings, or worse with slavers.
At the upper level in the warden chain-of-command is the Warden Commander. Based in the province’s capital, they are responsible for the running of the entire operation. The provincial ruler appoints the Commander to the post, and generally the term of service is six years. In theory this position is based on merit, and only the best are appointed to the post. This is not always the case, and the position in some provinces has become political. It is often not what you know, but whom you know, and some Commanders have attained this position through money and not merit.
Each province maintains their own wardens, who patrol only the roads within their province. This proves a problem when a suspect crosses provincial boarders. There are many rivalries between regions and nowhere is this more apparent then in the ranks of road wardens. There is no cooperation among the different groups, and to make matters worse they compete when it comes to the apprehending criminals. The worst case of this rivalry is the one that exists between the Middenland and the Reikland wardens.
The origin of this feud goes back to the notorious coaching inn murders of 2498 IC. Over a three-year period a serial killer was stalking the coaching inns along the Altdorf-Middenheim Road. The killer targeted women, and murdered a total of twenty by the time he was apprehended. The killer was discovered and fled on horseback toward the south, with a Middenland warden patrol in pursuit. The killer’s horse threw a shoe, fell, and broke its leg. While the killer was pinned under the horse, the Middenlanders went to arrest him but were stopped by a group of Reiklander wardens who had arrived at the scene. As it turned out, the killer had crossed the border into Reikland, leaving the Middenlanders with no jurisdiction in the case. The killer was taken into custody, and credit for the capture went to the Reiklanders. This event started the feud and to this day both groups are bitter rivals.
The provincial rulers provide for the funding of wardens. By law, all tolls must go to both road improvements and to the wardens. For some provinces, the value of their roads and wardens is high, and extra money is spent on them. For most provinces, however, wardens are poorly equipped and funded. Because of the low pay it is difficult to find qualified candidates to join. Once a candidate joins the wardens they face either no training, or a lot of training. Reikland and Middenland place a high value on their wardens and all candidates face a six-month training period before they are assigned to their first patrol. For Hochland, who is desperate for wardens, new wardens receive one week of training before they are sent out.
Daily Life of the Warden
The warden’s day begins at sunrise, when after a quick breakfast, they saddle up and begin their patrol. From looking for criminals, to checking the integrity of the road, a warden spends most of their day on horseback and protecting travelers. Wardens look for signs of outlaws, and signs of other threats, namely Chaos. Wardens investigate crimes that take place along the roads as well. Typically they patrol twenty-miles a day, and this is usually the distance between coaching inns.
The general rule told to all new wardens is that there is no normal day. Patrolling is not an easy life, and the months spent on the road changes a person. A warden is worn from the weather and from the sights he has seen. It is a hard life, and only those who are strong survive it.
Wardens wanting a more predictable day seek a tollbooth assignment. Wardens stationed at tollbooths find their days relatively stress free. Two shifts keep twelve-hour watches, and they stay at the booth to ensure that the collected tariffs are safe. Wardens also work to stop the transportation of illegal contraband. All merchant wagons and coaches are inspected, and in the event illegal goods are found the items are seized and the person arrested. It is not unheard of for the guilty party to bribe their way out of a jam. When not checking wagons and coaches for illegal contraband, or protecting the toll collector, and tolls, there is little for a warden to do. It is a common site at many tollbooths to see wardens sitting around and it is hard to distinguish who is on duty and who is off.
Perhaps the best assignment for a warden is the village assignment. Compared to a road assignment, this is relatively safe and easy. This is a common assignment for the provinces of Reikland and Middenland. There are many small villages along the major and minor roads of a province, and the wardens take on the role as village watchman. They train and organize the militia, and work to enforce the law. As their counterparts stationed at tollbooths, village wardens work twelve-hour shifts. Unlike their tollbooth counterparts these shifts are busy. From tracking down roaming monsters, to mediating disputes between villagers, most wardens find their days anything but dull. In addition these wardens are called to fight roaming bands of greenskins, or end the threat of Chaos to their assigned village.
A warden’s uniform is simple in design and consists mainly of a tabard emblazoned with the province’s crest. These tabards are worn at all times when the warden is on patrol or on assignment. In addition to the tabard provinces provide their wardens with a chain mail shirt. This shirt is the property of the province and must be returned when the warden leaves service. Provinces also provide the warden with two pairs of pants and a pair of boots each year.
All wardens are issued a hand weapon as well as a bow or crossbow. Most wardens use swords, but there are some who prefer a mace or a hand axe. Bows and crossbows are issued depending on the province. Typically the wardens of Reikland, Middenland, Nordham and Averland use crossbows, and this is due to the stopping power of the crossbow is the major reason that this is used. Stirland wardens are split in the use of bows and crossbows. For wardens patrolling the roads the crossbow is the weapon on choice. The bow is preferred for wardens stationed at tollbooths, or assigned to a village posting.
The most important item to a road warden is a horse. Horses are vital for the work that wardens do. One reason for wardens to be based in villages and in tollbooths is so the wardens have a place to raise and train horses. All horses are owned by the wardens and are signed out to the individual warden before going on patrol. Horses are very well cared for, and it is joked among the Hochland wardens that the horses are better cared for then the wardens. There have been reports of some warden captains selling horses for a profit. In all these cases the captain was caught and punished. The typical punishment for a horse thief is the stripping of title and then twelve years of hard labor. In Nordland the punishment that a captain faced for selling warden horses was death.
Views on the Road Wardens
There are many different views when it comes to wardens. For most, wardens exist in the background and the general populace has little to do with them. Villagers outside of the cities, and those who live and work along the roads are the ones who come in direct contact with wardens. The opinions differ among the provinces.
Reiklanders and Middenlanders have a love-hate relationship with wardens. The roads are relatively safe in these provinces, and this is due to well-trained and well-funded wardens. The wardens work hard to ensure the safety of not only travelers, but also residents along the province’s roads. Unlike other regions, wardens of these regions actively seek out outlaws and other threats that plague the countryside. For the common man wardens, though they can be a bit over zealous, are a blessing. The wardens help keep them safe, and ensure that all threats are dealt with. Merchants, and other unsavory types, despise wardens due to their enforcement of laws and tariffs. Innkeepers personify this love-hate attitude as well.
Due to provincial law, all inns must provide rooms and meals to all patrolling wardens. As a result all inns set aside two rooms for the wardens, which the innkeeper never sees a profit. In addition, wardens like to eat and drink and thus the innkeeper incurs another expense. Typically innkeepers provide the worst food and worst rooms to wardens. After all, the law does not require for the freebies to be good, or of a high quality. Despite their complaints, the mere presence of a warden in the common room is often enough to keep everyone well behaved. If trouble does happen, the wardens are there to quickly step in and deal with.
Wardens are a common sight along the roads of Reikland and Middenland. Citizens of both provinces and are accustomed to dealing with them. Their provincial governments value the wardens and they ensure that they are well funded and supplied. Also surprising is the desire of many to join the ranks of the road wardens. Both groups have little trouble when it comes to getting new members, and they have the luxury of turning people away. The same cannot be said for other regions.
Nordland does not have many wardens, and cannot support as many. Their wardens tend to be poorly trained and ineffective in preventing crimes along the roadways. Many wardens in Nordland tend to ignore lawbreakers if donations to warden charities are paid. Innkeepers despise wardens and resent the amount of free drink that they receive. To make matters worse, wardens do a poor job of stopping trouble in the inns, and are often the cause of many bar fights. Because of the lack of funding, many wardens have no problem with receiving bribes. The organization is corrupt from the top down, and good wardens are quick to leave, or mysteriously disappear. For most, wardens are nothing more then legalized outlaws.
Ostland does not see the need to provide for a more skilled force. It is expensive to maintain a group of wardens similar to Reikland, and Ostland is not wealthy enough to fund and support such a large group. Instead they rely on paramilitary groups, and mercenary to maintain the peace in the boarders.
The wardens that Ostland does have mainly stay to the main roads. They are over worked, underpaid, but despite this do a good job. Innkeepers in Ostland also treat wardens better then most areas. The food is very good, and they make sure to send wardens off with enough to eat while they are on the road. Another interesting trend is that inns now are keeping three rooms free so that wardens have more room when they are resting at night.
Averland, Hochland, and Stirland views on wardens are similar to what is found in Reikland and Middenland. Both provinces have many roads and there is a need to patrol them. Unfortunately both provinces do not have enough money to fund as many wardens as they want. For those who have dealings with wardens the general opinion is that they do a good job with their limited resources. The complaint for most coaching companies is that wardens in these areas are not that responsive and there is never one around when you need one. As a result coaching companies are beginning to fund their own groups who are responsible for ensuring the safety of coaches. This has caused many problems, namely the lack of jurisdiction these groups have. Innkeepers complain that they are not a regular presence in their common rooms, and when they are there, want to do nothing but sleep. Villages, who are lucky enough to have wardens stationed there, really have no complaints and view them as a welcome addition to their communities.
Wardens of Nordland
Based out of the provincial capital of Salzenmund, the Nordland Wardens are a corrupt group. Due to the lack of funding that Baron Weiner Nikse provides many seek other avenues to earn a living wage. Generally this translates into taking bribes and ignoring lawbreakers. This has changed with the appointment of Franz Leber to the rank of Warden Commander.
Franz Leber has been with the wardens for close to fifteen years. From his first days as a warden, Franz realized that there was no profit in his job. Instead, real money could be made from smuggling, slaving, and even highway robbery. The early years as a warden, Franz made many contacts with petty bandits and smugglers. He agreed to ignore their lawbreaking, and warn them of possible arrest if they cut him in to the profits. As Franz rose through the ranks of the Wardens, he became privy to knowledge that he passed on to his associates. This information dealt with schedules when the collected tariffs would be picked up from the tollbooths.
As Franz grew older he became a known figure of organized crime in Nordland. As he was promoted to more important positions, Franz used this to good effect with his connections. It was when he was appointed captain and assigned to Grimmenhagen that Franz consolidated his power. He organized the various smugglers and outlaws into a collation. To ensure that his group was provided for, some were appointed to positions in Franz’s staff. Some outlaws were even made wardens and assigned to duty in tollbooths or on road patrols. This ensured that the group could hide behind the law, and aided in their criminal efforts. Franz was careful not to attract too much attention to his actions. He did work to locate criminals and bandits, but these were rivals to his crime empire. Franz gained a reputation of being tough on criminals and he was relentless in tracking down bandits and arresting smugglers. Though the funding for wardens is minor, Franz managed great results with little funds.
Five years ago Warden Commander Chedwic Malkowsky was found murdered in his bed. Franz was called to investigate the murder and bring the killers to justice. Sensing his chance to rid himself of a rival, Franz took to the investigation. He and his investigators discovered that Commander Malkowsky was linked to a cult dedicated of Slaanesh, and was accidentally killed during a ritual. His men uncovered the secret temple, and in a daring midnight raid killed them all. Herald a hero; Franz was appointed to the position of Warden Commander. No one knew the truth behind the murder and investigation.
Commander Malkowsky was suspicious of Franz, and secretly investigated him. He was close to discovering his crime ring, and was about to level charges against him. Franz got word of this and had Malkowsky not only killed, but made sure he was discredited as well. He framed the murder on a rival smuggler who had left Franz’s organization so that he could run his own smuggling ring. To ensure that there would be no reprisals he informed Commander Malkowsky of Franz’s dealings. Before he could act Commander Malkowsky was murdered, and all the evidence pointed to the smuggler. Provincial law allowed for the killing of all Chaos cultists if they threatened the safety of the province. Therefore, Franz labeled the smuggler and his group as worshipers of Slaanesh, and pinned the murder on them. Franz and his men killed the rivals, and suffered no effects from their actions.
The Nordland Wardens are a corrupt group. They ignore everything but the threat of Chaos and the only way to see justice or escape it is by donating funds to various Warden Charities. Due to the lack of funding the province provides their wardens; they soon learn the value of bribes and graft. Not everyone in the Nordland Wardens is bad, there are some who believe in their job and the work they do. Sadly, the corrupt wardens overshadow the good ones. Wardens who are tired of the dirty dealings and attempt to shine the light on the corruption often find themselves permanently removed from duty.
Though some within the provincial government have their suspicions that Franz is corrupt, no one has been able to find any evidence. The reason is that Franz is very careful. Through his running of the crime ring, Franz has grown very wealthy. Yet Franz goes to great lengths not to display his wealth openly. He is very modest in public life, and argues for more funding to help the wardens. Franz is a cold calculating man, and he is quick to use his wardens to end threats to his position. There are rumors that Franz and the wardens are corrupt, and there is a running joke that the Nordland Wardens only investigate a crime if it affects their purse. Still no one as of yet has been able to discover if Franz and his wardens are bad.
The uniform of Nordland wardens consists of a mail shirt and blue pants. Instead of the tabard, Nordland wardens wear a yellow sash draped across their chest. The sash rests on the left shoulder and ends at the right hip. The sash is emblazoned with a black horse with a setting sun behind it, which is the crest of the Nordland Wardens. This crest dates back to 2353 IC when the wardens were founded. The sash also displays the rank of the warden. For Wardens the sash is worn with only the crest. Sergeant’s rank is displayed with a single horizontal bronze bar. A single silver bar above the bronze bar displays Warden Captain’s ranks. Warden Commander’s ranks is displayed by adding a gold star above the silver and bronze bar. Years of service are designated by the addition of a blue stripe to the base of the sash. For every five years of service another blue stripe is added to the sash.
When wardens are attending important ceremonies or events they wear their dress uniform dubbed stiff necks. The uniforms derive their name from the high-necked color of the shirt that keeps the wardens’ neck held high. The pants and long jacket are dyed blue color and the shirt is white. A yellow ceremonial sash is worn draped from the left shoulder to the right hip. Beside the Warden crest, rank designation, and years of service designation, any medals that the warden has earned is pinned to it. Only Wardens and Sergeants wear the jacket while dressed in the Stiff Necks. Warden Captains wear a ceremonial breastplate from which draped across the chest is the ceremonial sash. Warden Commanders also wear a ceremonial breastplate as well, in addition to a helmet topped with blue plume.
The headquarters of the Nordland Wardens is located a mile west of the provincial capital of Salzenmund. Based out of Fort Prahlen, this is where the majority of all active duty wardens are sent out on patrol, as well as new wardens receives their training. Captain Albrect Krugen runs the fort and is responsible for the training of new recruits as well as supervising the ten warden patrols that begin all road patrols from here. Located in the city of Salzenmund is the Warden Headquarters. This is where the management of the entire warden organizations takes place. This is also where Warden Commander Leber secretly runs his criminal empire. The headquarters is in a modest two-story brick building and two warden patrols are based here at all times. The office is where payroll is kept and sent out every month.
Franz’s day is filled with various administrative duties as well as insuring his crime ring continues to make a profit and remain hidden. Aiding him in this is Georg Marx. Georg is Franz’s right hand man and has been with him from the start. Georg’s job is simple, to ensure the empire stays hidden, and that any hint of its existence is covered up.
The town of Beeckerhoven is the major timber producing area in Nordland. Because of this, four patrols are stationed here and help protect the baron’s interest. The warden’s are lead by Captain Mikhail Blum, and he is a good man. Blum has been assigned to the town for three consecutive tours, and is well respected by the town. For the past two years Blum has been investigating increased bandit activity in the region. He is also suspicious that there may be some corruption within the Wardens’ but has no idea of Leber and his crime ring.
Smaller, but equally important, is the town of Grafenrich. This timber producing area also has four patrols stationed here, and Captain Klaus Dor commands them. Klaus is a high-ranking member of Franz’s crime ring and before joining the wardens was known as the Red Mask. The Red Mask was a highwayman who plagued the Middenheim-Erengrad Road, and during a two year span killed many. When the Red Mask began to target smugglers loyal to Franz, the Warden Commander was quick to deal with the troublemakers. Found and brought to Salzenmund, the Red Mask was given the choice of joining Franz’s ring, or stand trail for his crimes. It did not take long to reach a decision. The Red Mask stood trail, and was executed for his crime. Around the same time Klaus joined the wardens and set the record for the quickest promotion in Warden history.
The town of Oldenlitz has two patrols stationed here, and Captain Dagmar Noll leads them. Dagmar is corrupt and he helps with the smuggling operation of Franz. Dagmar I ineffective and lazy, and does not do a good job of keeping his men in control. Two months ago a Warden Road Patrol discovered smuggled Brettonia brandy in the warden’s barn. Franz is angry with this, and is slowly starting the process of bringing Dagmar and his corrupt group to justice.
The village of Seucheshof has one warden patrol stationed here. The patrol is led by Sergeant Rudolf Zauberlich, who once a leader of a small group of bandits. The bandits joined with Franz after they were caught stealing from Nordland tollbooths. For a year the group caused much trouble, but they impressed Franz with their daring. The bandits were caught and were hanged for their crimes, and Rudolf was assigned to the remote village. Besides protecting the village Rudolf organizes all coach robberies and petty coaching inn thefts.
The village of Grimmenhugen has no warden presence at all. This small coaching village relies on a volunteer militia to protect the area. The reason behind the lack of warden presence is the case of Axel Lungenburg. He and his men were deviants and abused their power while protecting the village. To make matters worse the group ran a slavery ring out of the warden station. When word reached Franz he was quick to arrest the five. Franz is looking for the suitable patrol to watch over the village.
Currently there are thirty warden patrols stationed throughout Nordland. A majority of them is corrupt and has ties to Franz’s criminal ring. The ones who are not on the take are over worked with the task of protecting the province. The general feeling among the populace is that the only way to have a warden appear is by dropping a few Crowns.
Warden Campaigns
GMs wishing to run a warden campaign can easily do so. The career of Road Warden is already described and can be found on page 36 in the WFRP rulebook. For road warden sergeant, the GM can use the Mercenary Sergeant profile on page 101. GMs can use the Mercenary Captain profile for PCs who are promoted to the rank of Warden Captain. Warden Commander is a position that should not be granted to PCs. If a GM wishes to promote a PC to this position, the PC automatically becomes a NPC.
PC patrols do not necessarily have to be limited to the warden profile. Any PC, regardless of career, can seek admission into the ranks of Road Wardens. Thief careers might seek to join to escape the authorities, while wizard apprentices, or even 1st Level Wizards, might seek to join to cure their desire for adventure. Coachman who either have quit, or have been fired, can easily adapt to the life of a warden. Warden PCs, regardless if they are using the profile, are refereed to as Wardens. They also enjoy the following benefits: free meals and room while on duty, monthly income, and accommodations while off duty, and training.
It is required by law for all inns to provide for all patrolling wardens. In addition, inns must provide both food and drink as well. Warden PCs also earn a salary of 5 Crowns a month. Wardens also are provided a horse, weapons, armor, and basic clothing while in service. These are issued when they join and must be returned once they leave the service of the Wardens.
While off duty, wardens are given a place to stay in the barracks, while sergeants are given their own private quarters. Captains, majors and commanders are given their own house. All of this is located at the warden’s base in each major city. These compounds are located in the outskirts of the city, and serve as staging grounds for all patrols. Commanders and their staff are located in the provincial capital within the city limits.
By far the most adventuresome warden campaign would be one based on the road assignment. Road assignments offer PCs a chance to do much, and the GM is free in creating numerous adventures for his players. Typical adventures can deal with mutant attack on coaches, or tracking down slavers plaguing the small villages in a region. More involved adventures can deal with investigating mysteries along the road. There are also many opportunities for role-playing event with travelers along the roads, and guests in the coaching inns. For ideas on the type of encounters refer to “Low Life on the Highway” from Warpstone 8.
The most rewarding type of campaign is the village assignment. Here the PCs are stationed in a small remote village and all the action deals with protecting the inhabitants. This type of campaign offers the players a chance to interact with a recurring cast of NPC villagers, and offers the GMs many triggers for adventures. From missing children to roaming packs of Beastmen, the village assignment is rich with potential.
I am a gamer.
My gamer roots are something I have never tried to hide. No matter my age , I never had a problem with telling people I played Dungeons & Dragons. As I grew older, and played D&D less and other games more, I would still tell people I was a gamer. Now that I think about it, when I used to collect comic books, I never hid that fact either.
For me, gaming has always been a part of my life, and it seemed silly not to admit it. Being a gamer was just as important as my being a baseball fan, or being a Boy Scout working for the rank of Eagle Scout. Yet, as I got older I found myself starting to hide my gamer nature.
As I grew older I found a lot of my gaming group moving on and putting the dice away. Some of us still played, but by the time I reached college the old group was dead. Luckily college, and a great gaming store near campus, brought a new gaming group. Still I went the game closet. The reason? To find a girlfriend.
In my experience, most of the girls I met do not like comic books, animation, or games. For them they do not understand what is great about having the full run of the Legion of Superheroes issues in Adventure Comics. They could not understand why an intelligent man enjoyed anime, or taped Animaniacs so he could watch it later. They also did not know what a GURP, let alone a WFRP, was.
So in order to find “true love,” I went into the closet. I lived a dual life. By day I was a college student working toward his BA in Modern Poetry and American History. By night I was Geekman, protector of the poly dice and bagger of comic books. I dated, did not find Ms. Right, and was unhappy. Seriously, how can you find happiness if you hide part of yourself from a person you want to be with?
Graduation came, and once again I had a change of life. Still looking for Ms. Right, I came part way out of the closet. I had no problem telling coworkers and others I was a gamer, but I still could not tell this to prospective Ms. Right’s. Finally, I slowly began to tell prospective Ms. Right’s I was a gamer. The results were all the same. First confusion, then acceptance, quickly followed by anger, and then the very helpful advice to “Grow Up.” Yet once I was out of the closet about being Geekman, I refused to hide any more.
It was liberating not having to keep my geek nature a secret. After all, in the scheme of things, is it such a crime that a person enjoys role playing games, comics, animation, and other things geeky? So I came out, and after one bad relationship after another, stopped dating. This changed after I met the one girl who proved to be Ms. Right, Ariana.
We met, and hit it off. I told her about my love of gaming, animation and all things geeky. Much to my surprise, we shared many of the same loves. Though not a gamer, she accepted that I was one. She may not understand it, but she knows it is a part of me. Soon after she was there when I began to write, and I do not know who was more prouder after I had my first article published in Shadis, her or me.
So here I am. A gamer who is out of the closet. I do not hide my hobby, and everyone knows I game. For me, gaming is a part of my life, and to hide or lie about a part of my life, is lying about myself. It is my love of gaming and games that shaped the direction of my life. I love nothing more that discovering games and sharing that love with others.
Filed under: Games, thoughts | Tags: BESM, Games, Gaming, Lost Works, thoughts
Forces of the Empire
The Empire’s strength is protected and safe guarded by their elite fighting forces. The military is the shinning example of the Empire’s greatness and is a necessary tool to keep systems in check. In times of need these forces are used to pacify systems that refuse to follow the laws of the Empire.
The military receives a wealth of benefits and the bulk of government expenditures. They are given the best weapons and receive the most training. The bulk of the Empire’s military strength lies in the navy, and is an example of the Emperor’s dominance. Star Destroyers troll the systems and carry enough fighters and Stormtroopers to neutralize any enemy.
The Empire is a part of life in the galaxy and all come into contact with the Empire’s forces at sometime. Be it a smuggler transporting contraband or freedom fighters waging a resistance, the Empire poses a threat to all.
| Stormtrooper |
| Body 5 Mind 4 Soul 4 |
| Defects
Owned by a Mega Corp – 2BP, Red Tape – 1 BP |
| Skills
Gun Combat (blaster) – 1, Military Sciences – 1, Unarmed Attack (strikes) – 1, Unarmed Defense (strikes) – 1 |
| Gear Stormtrooper armor, blaster, 2 grenades |
| Derived Values Attack Value 4, Defensive Value 2, Health Points 45, Energy Points 40 |
The elite of the Empire’s shock troops, Stromtroopers are the most skilled and well trained fighting force in the galaxy. Where ever there is trouble, Imperial Command deploys Stromtroopers in such numbers as to overwhelm any and all opposition. It is the Stormtroopers who enforce the Emperor’s will and ensures that his laws are enforced. Encased in their white and black armor, Stormtroopers mere presence is often enough to quell any opposition. Stormtroopers are loyal to the Empire and there have been no reported cases of one ever being bribed, seduced or blackmailed. Their entire life is devoted to discipline and they are obedient to the end.
| Snowtrooper |
| Body 6 Mind 5 Soul 4 |
| Defects
Owned by a Mega Corp – 2BP, Red Tape – 1 BP |
| Skills
Gun Combat (blaster) – 1, Gun Combat (blaster rifle) – 1, Military Sciences – 2, Unarmed Attack (strikes) – 1, Unarmed Defense (strikes) – 1, Wilderness Survival (arctic) – 2 |
| Gear
Stormtrooper armor, blaster, blaster rifle, 2 grenades, utility belt, high tension wire, grappling hook, 4 flares, survival pack. |
| Derived Values
Attack Value 5, Defensive Value 3, Health Points 55, Energy Points 45 |
Snowtroopers, or Cold Assault Troopers, are one of the most highly trained and highly specialized units in the Imperial fighting forces. They are trained to work and survive in polar regions, and their armor is designed to protect them from extreme cold. Snowtroopers are trained to work in unison with AT AT Walkers. Once the walkers secure an area, the Snowtroopers disembark and mop up any pockets of resistance.
| Sandtrooper |
| Body 5 Mind 5 Soul 4 |
| Defects
Owned by a Mega Corp – 2BP, Red Tape – 1 BP |
| Skills
Gun Combat (blaster) – 1, Military Sciences – 1, Stealth (camouflage) – 1, Unarmed Attack (strikes) – 1, Unarmed Defense (strikes) – 1, Wilderness Survival (desert) – 2, Wilderness Tracking (desert) – 1 |
| Gear
Stormtrooper armor, blaster, blaster rifle, 2 grenades, food/water packs |
| Derived Values
Attack Value 4, Defensive Value 2, Health Points 50, Energy Points 45 |
Another of the specialized unit of Stromtroopers, Sandtroopers are trained in desert survival. Their armor is designed to protect from the heat and has built in cooling systems that uses perspiration and to cool the body. The lenses of the helmet are polarized and protect from the glare of the desert sun. In addition, the breathing plate of the helmet is also redesigned and filters out sand in addition to trapping moisture to aid in the cooling process.
| Scouts |
| Body 5 Mind 5 Soul 4 |
| Defects
Owned by a Mega Corp – 2BP, Red Tape – 1 BP |
| Skills
Driving (speederbike) – 1, Gun Combat (blaster) – 1, Military Sciences – 1, Stealth – 2 Unarmed Attack (strikes) – 1, Unarmed Defense (strikes) – 1 |
| Gear
Stormtrooper armor, speederbike, macrobinoculars, blaster, tent, food/water packs |
| Derived Values
Attack Value 4, Defensive Value 2, Health Points 45, Energy Points 45 |
This specialized unit are typical stationed at garrison posts and it is their job to maintain active patrols on pacified worlds. Scouts perform reconnaissance functions and often they survey a planet prior to Imperial control. Many times it is the Scouts who are the first Imperial presence on a world. By the time Star Destroyers enter orbit, the Scouts have the entire planet mapped out.
| Imperial Royal Guard |
| Body 6 Mind 6 Soul 6 |
| Defects
Owned by a Mega Corp – 2BP, Red Tape – 2BP |
| Skills
Gun Combat (blaster) – 2, Melee Attack (force pike) – 2, Melee Defense (force pike) – 2, Military Sciences – 2, Unarmed Attack (strikes) – 2, Unarmed Defense (strikes) – 2 |
| Gear
Stormtrooper armor, force pike |
| Derived Values
Attack Value 6, Defensive Value 4, Health Points 60, Energy Points 60 |
The ranks of the Royal Guards are filled with only the best Stormtroopers. Their loyalty to the Empire has been rewarded by being chosen to serve as the Emperor’s personal guards. The Emperor hand picks each of his guards, and they under go a rigorous training process to prepare them for their new assignment. Royal Guards are fanatic in their devotion to the Emperor, and place him above all things. To mark their special status and distinction, each guard is clad in blood red armor and long red cloaks
| Star Destroyer Officer |
| Body 4 Mind 4 Soul 4 |
| Defects
Owned by a Mega Corp – 2BP, Red Tape – 1BP |
| Skills
Hyperspace Navigation – 1, Law (Imperial) – 1, Piloting (Destroyer Class) – 1, Military Science – 1, Navigation – 2, Physical Science (Astronomy) – 1 |
| Derived Values
Attack Value 4, Defensive Value 2, Health Points 45, Energy Points 45 |
The Imperial Naval Academy accepts only the best applicant’s pilots into its ranks. These cadets are trained in all manners of space crafts, but only the best earn the rank of officer and are assigned to a destroyer. From the start of their naval career, officers compete amongst themselves for assignments and placements within the Imperial fleet. Often the first lessons a young cadet learns is the politics that make up the Imperial Navy. The competition keeps the officers on their toes and is encouraged by Imperial Command.
| TIE Pilots |
| Body 4 Mind 4 Soul 4 |
| Defects
Owned by a Mega Corp – 2BP, Red Tape – 1 BP |
| Skills
Electronics (communications) – 1, Navigation – 1, Piloting (TIE) – 1, Heavy Weapons (starship weapons) – 1 |
| Derived Values
Attack Value 4, Defensive Value 2, Health Points 45, Energy Points 45 |
Those at the Naval Academy who are not good enough to join the ranks of officer, find themselves as TIE pilots. According to many, these are they best pilots in the galaxy, and are highly skilled with the flying of personal craft. The training these pilots endure is long and intense, but once completed, pilots are able to fly a variety of ships. TIE pilots are well respected among the Imperial Navy, and have reputations of being fearless.
Filed under: Games, thoughts | Tags: BESM, Games, Gaming, Lost Works, star wars, thoughts
Planet Based Vehicles
| Land Speeder (9 Vehicle Points) |
| Vehicle Sub Attributes
Flight – 1 (skimmer, 3 VP), Ground Speed – 4 (4VP), Light Armor – 3 (3 VP), Maneuver Bonus – 1 (1VP) |
| Vehicle Defects
Exposed Occupants (1 VBP), Mutual Damage (1 VBP) |
| Derived Values
Health 40 |
| Air Speeder (10 Vehicle Points) |
| Vehicle Sub Attributes
Flight – 3 (9 VP), Heavy Armor – 1 (4VP), Maneuver Bonus – 1 (1VP) |
| Vehicle Defects
Mutual Damage (1 VBP) |
| Derived Values
Health 40 |
| Speeder Bike (21 Vehicle Points) |
| Vehicle Sub Attributes
Flight – 3 (skimmer, 12 VP), Light Armor – 1 (1 VP), Maneuver Bonus – 3 (3VP), Toughness – 2 (4 VP), Weapon Attack “Laser Cannon” – 1 (15 points of damage, 4 VP) |
| Vehicle Defects
Exposed Occupants (1 VBP), Mutual Damage (2 VBP) |
| Derived Values
Health 60 |
| AT ST Walker (24 Vehicle Points) |
| Vehicle Sub Attributes
Ground Speed – 2 (4 VP), Life Support – 1 (1 VP), Light Armor – 4 (5 VP), Maneuver Bonus – 1 (1 VP), Sensors – 1 (1 VP), Toughness – 2 (6 VP), Weapon Attack “Twin Blaster Cannon” – 1 (15 points damage, spreading, 4 VP), Weapon Attack “Twin Light Blaster Cannon” – 1 (15 points damage, melee, 4 VP), Weapon Attack “Concussion Grenade Launcher” – 1 (15 points damage, area effect, melee, 4 VP) |
| Vehicle Defects
Awkward Size (2 VBP), Conditional Ownership (2 VBP), Crew Requirement (1 VBP), Noisy (1 VBP) |
| Derived Values
Health 80 |
| AT AT Walker (37 Vehicle Points) |
| Vehicle Sub Attributes
Extra Capacity – 4 (4 VP), Heavy Armor – 4 (16 VP), Life Support – 2 (2 VP), Sensors – 1 (1 VP), Toughness – 3 (12 VP), Weapon Attack “Two Heavy Laser Cannon” – 2 (30 points of damage, 8 VP), Weapon Attack “Two Medium Blasters” – 1 (15 points of damage, 4 VP) |
| Vehicle Defects
Awkward Size (3 VBP), Conditional Ownership (2 VBP), Crew Requirements (2 VBP), Noisy (2 VBP), Poor Maneuverability (1 VBP) |
| Derived Values
Health 120 |
Space Fighters
| A-wing Fighter (55 Vehicle Points) |
| Vehicle Sub Attributes
Electronic Counter Measures – 1 (comm jamming, sensor jamming, 2 VP), Flight – 5 (20 VP), Hyperspace – 1 (2 VP), Life Support – 2 (2 VP), Maneuver Bonus – 5 (5 VP), Sensor Level – 1 (1 VP), Shields – 2 (2 VP), Space Flight – 5 (10 VP), Toughness – 1 (4 VP), Weapon Attack “2 Laser Cannons” – 1 (15 points of damage, 4 VP), Weapon Attack “Concussion Missiles” – 2 (30 points of damage, area effect, 8 VP) |
| Vehicle Defects |
| Conditional Ownership (2 VBP), Noisy (2 VBP), Reduced Capacity (1 VBP) |
| Derived Values |
| Health 60 |
| B-wing Fighter (63 Vehicle Points) |
| Vehicle Sub Attributes
Electronic Counter Measures – 2 (comm jamming, sensor jamming, 4 VP), Flight – 4 (16 VP), Hyperspace – 1 (2 VP), Life Support – 2 (2 VP), Maneuver Bonus – 1 (1 VP), Sensor – 2 (2 VP), Shields – 2 (6 VP), Space Flight – 2 (4 VP), Toughness – 1 (4 VP), Weapon Attack “2 Laser Cannons” – 1 (15 points of damage, 4 VP), Weapon Attack “3 linked Ion Cannons” – 2 (30 points of damage, stun, 8 VP), Weapon Attack “2 Proton Torpedo Launchers” – 3 (45 points of damage, homing, limited shots (6), 12 VP), Weapon Attack “2 Auto Blasters” – 1 (15 points of damage, 4 VP) |
| Vehicle Defects
Conditional Ownership (2 VBP), Hanger Queen (2 BP), Reduced Capacity (1 VBP), Start-up Time (1 BP) |
| Derived Values
Health 60 |
| Y-Wing Fighter (70 Vehicle Points) |
| Vehicle Sub Attributes
Electronic Counter Measures – 2 (comm jamming, missile jamming, sensor jamming, 6 VP), Flight – 4 (16 VP), Hyperspace – 1 (2 VP), Life Support – 2 (2 VP), Maneuver Bonus – 1 (1 VP), Sensor Level – 2 (2 VP), Shields – 2 (6 VP), Space Flight – 3 (6 VP), Toughness – 2 (8 VP), Weapon Attack “2 Laser Cannons” – 1 (15 points of damage, 4 VP), Weapon Attack “2 Proton Torpedo Launchers” – 3 (45 points of damage, homing, limited shots (4) 12 VP), Weapon Attack “2 Ion Cannons” -2 (30 points of damage, stun, 8 VP) |
| Vehicle Defects
Conditional Ownership (2 VBP), Reduced Capacity (1 VBP) |
| Derived Values
Health 80 |
| X-Wing Fighter (70 Vehicle Points) |
| Vehicle Sub Attributes
Electronic Counter Measures – 2 (comm jamming, sensor jamming, 4 VP), Flight – 4 (16 VP), Hyperspace – 1 (2 VP), Life Support – 2 (2 VP), Maneuver Bonus – 4 (4 VP), Sensor Level – 2 (2 VP), Shields – 2 (6 VP), Space Flight – 4 (16 VP), Toughness – 2 (8 VP), Weapon Attack “4 Laser Cannons” – 2 (30 points of damage, 8 VP), Weapon Attack “2 Proton Torpedo Launchers” – 3 (45 points of damage, homing, limited shots (4) 12 VP) |
| Vehicle Defects
Conditional Ownership (2 VBP), Reduced Capacity (1 VBP) |
| Derived Values
Health 80 |
| Tie Fighter (37 Vehicle Points) |
| Vehicle Sub Attributes
Flight – 4 (16 VP), Heavy Armor – 1 (4 VP), Life Support – 2 (2 VP), Maneuver Bonus – 3 (3 VP), Space Flight – 4 (4 VP), Toughness – 1 (4 VP), Weapon Attack “2 Laser Cannons” – 1 (15 points of damage, 4 VP) |
| Vehicle Defects
Conditional Ownership (2 VBP), Reduced Capacity (1 VBP) |
| Derived Values
Health 60 |
| TIE Bomber (48 Vehicle Points) |
| Vehicle Sub Attributes
Flight – 4 (16 VP), Heavy Armor – 1 (4 VP), Life Support – 2 (2 VP), Space Flight – 3 (6 VP), Sensor – 3 (3 VP), Toughness – 2 (8 VP), Weapon Attack “2 Laser Cannons” – 1 (15 points of damage, 4 VP), Weapon Attack “Concussion Missiles” – 2 (30 points of damage, area of effect, 8 VP) |
| Vehicle Defects
Conditional Ownership (2 VBP), Reduced Capacity (1 VBP) |
| Derived Values
Health 80 |
| TIE Interceptor (58 Vehicle Points) |
| Vehicle Sub Attributes
Flight – 5 (20 VP), Heavy Armor – 2 (8 VP), Life Support – 2 (2 VP), Maneuver Bonus – 5 (5 VP), Space Flight – 5 (10 VP), Toughness – 2 (8 VP), Weapon Attack “4 Laser Cannons” – 2 (30 points of damage, 8 VP) |
| Vehicle Defects
Conditional Ownership (2 VBP), Reduced Capacity (1 VBP) |
| Derived Values
Health 80 |
Large Ships
| Corellian Light Freighter (45 Vehicle Points) |
| Vehicle Sub Attributes
Extra Capacity – 3 (3 VP), Extra Endurance – 1 (1 VP), Flight – 4 (16 VP), Hyperspace – 3 (6 VP), Life Support – 2 (2 VP), Sensors – 3 (3VP), Space Flight – 3 (6 VP), Toughness – 2 (8 VP), Weapon Attack “Laser Cannon” – 1 (15 points of damage, 4 VP) |
| Vehicle Defects
Awkward Size (3 VBP), Poor Maneuverability (1 VBP) |
| Derived Values
Health 80 |
| Corellian Corvettes (151 Vehicle Points) |
| Vehicle Sub Attributes
Electronic Counter Measures – 2 (comm jamming, missile jamming, sensor jamming, 6 VP), Hyperspace – 4 (8 VP), Life Support – 2 (2 VP), Multiple Attacks – 6 (6 attacks, 60 VP), Sensors – 3 (3 VP), Shields – 4 (16 VP), Space Flight – 3 (6 VP), Toughness – 4 (12 VP), Weapon Attack “6 Turbolaser Batteries” – 2 (30 points of damage each, 48 VP) |
| Vehicle Defects
Awkward Size (4 VBP), Crew (4 VBP), Poor Maneuverability (1 VBP), Start-up Time (1 VBP) |
| Derived Values
Health 140 |
| Escort Frigate (266 Vehicle Points) |
| Vehicle Sub Attributes
Electronic Counter Measures – 3 (comm jamming, missile jamming, sensor jamming, 9 VP), Extra Capacity – 4 (4 VP), Extra Endurance – 5 (5 VP), Hyperspace – 4 (8 VP), Life Support – 2 (2 VP), Multiple Attacks – 24 (24 attacks, 120 VP), Sensors – 4 (4 VP), Shields – 5 (15 VP), Space Flight – 2 (4 VP), Toughness – 5 (16 VP), Weapon Attack “12 Turbolaser Batteries” – 2 (30 points of damage each, 144 VP), Weapon Attack “12 Laser Cannons” – 1 (15 points of damage each, 48 VP), Weapon Attack “2 Tractor Beam Projectors” – 1 (no damage, target captured if hit, 8 VP) |
| Vehicle Defects
Awkward Size (4 VBP), Crew (5 VBP), Poor Maneuverability (2 VBP), Start-up Time (2 VBP) |
| Derived Values
Health 160 |
| Mon Calamari Star Cruiser (1127 Vehicle Points) |
| Vehicle Sub Attributes
Electronic Counter Measures – 4 (comm jamming, missile jamming, sensor jamming, 24 VP), Extra Capacity – 6 (6 VP), Extra Endurance – 5 (5 VP), Hyperspace – 4 (8 VP), Life Support – 2 (2 VP), Multiple Attacks – 48 (48 attacks, 480 VP), Sensors – 5 (5 VP), Shields – 6 (18 VP), Space Flight – 3 (6 VP), Toughness – 6 (24 VP), Weapon Attack “48 Turbolaser Batteries” – 2 (30 points of damage each, 384 VP), Weapon Attack “20 Ion Cannon Batteries” – 2 (30 points of damage each, stun, 160 VP), Weapon Attack “6 Tractor Beam Projectors” – 1 (no damage, target captured if hit, 24 VP) |
| Vehicle Defects
Awkward Size (6 VBP), Crew (10 VBP), Poor Maneuverability (1 VBP), Start-up Time (2 VBP) |
| Derived Values
Health 160 |
| Imperator-class Star Destroyer (1234 Vehicle Points) |
| Vehicle Sub Attributes
Electronic Counter Measures – 4 (comm jamming, missile jamming, sensor jamming, 12 VP), Extra Capacity – 8 (8 VP), Extra Endurance – 5 (5 VP), Hyperspace – 4 (8 VP), Life Support – 2 (2 VP), Multiple Attacks – 60 (60 attacks, 600 VP), Sensors – 5 (5 VP), Shields – 6 (18 VP), Space Flight – 3 (6 VP), Toughness – 6 (24 VP), Weapon Attack “60 Turbolaser Batteries” – 2 (30 each, 480 VP), Weapon Attack “60 Ion Cannon Batteries” – 2 (30 each, stun, 480 VP), Weapon Attack “10 Tractor Beam Projectors” – 1 (no damage, target captured if hit, 40 VP) |
| Vehicle Defects
Awkward Size (8 VBP), Crew (10 VBP), Poor Maneuverability (2 VBP), Start-up Time (2 VBP) |
| Derived Values
Health 180 |
| Executor-class Commandship (14408 Vehicle Points) |
| Vehicle Sub Attributes
Electronic Counter Measures – 5 (comm jamming, sensor jamming, 10 VP), Extra Capacity – 10 (10 VP), Extra Endurance – 5 (5 VP), Hyperspace – 4 (8 VP), Life Support – 2 (2 VP), Multiple Attacks – 500 (500 attacks, 5000 VP), Sensors – 6 (6 VP), Shields – 8 (32 VP), Space Flight – 4 (8 VP), Toughness – 8 (32 VP), Weapon Attack “250 Turbolaser Batteries” – 2 (30 damage each, 2000 VP), Weapon Attack “250 Heavy Turbolaser Batteries” – 3 (45 damage each, 3000 VP), Weapon Attack “250 Ion Cannon Batteries” – 2 (30 damage each, stun, 2000 VP), Weapon Attack “250 Concussion Missile Tubes” – 2 (30 damage each, area effect, 2000 VP), Weapon Attack “40 Tractor Beam Emplacements” – 2 (no damage, target captured if hit, 320 VP) |
| Vehicle Defects
Awkward Size (10 VBP), Crew (11 VBP), Poor Maneuverability (2 VBP), Start-up Time (2 VBP) |
| Derived Values
Health 200 |
Filed under: Games, thoughts | Tags: BESM, Games, Gaming, Lost Works, star wars
Equipment
The following can be added to the weapons already listed in BESM.
Table 9—Blasters
| Weapon | Damage | Abilities | Disabilities | Skill | Item |
| Light Blaster | 10 | Concealable | None | Gun Combat (Blaster) | Minor |
| Blaster | 15 | None | None | Gun Combat (Blaster) | Minor |
| Heavy Blaster | 20 | None | None | Gun Combat (Heavy Blaster) | Major |
| Stunner | Special | Stun | Non Lethal | Gun Combat (Stunner) | Minor |
| Wookie Bowcaster | 20 | Penetrating | Limited Shots (20) | Gun Combat (Bow Caster) | Major* |
| * Minor for Wookies | |||||
Table 10—Melee Weapons
| Weapon | Damage | Abilities | Disabilities | Skill | Item |
| Force Pike | 20 | None | Melee (need 2 hands) | Melee (force pike) | Major |
| Gaderffi | 10 | None | Inaccurate, Melee | Melee (gaderffi) | Major* |
| Lightsaber | 20 | None | Melee | Melee (lightsaber) | Major** |
| * Minor for Tatoonie natives ** See Attributes |
|||||
Table 11—Explosives
| Weapon | Damage | Abilities | Disabilities | Skill | Item |
| Explosive Charge | 15 | Area Effect, Concealable | Limited Shots (1), Short Range | Explosives (Charges) | Minor |
| Grenade | 25 | Area Effect, Concealable | Limited Shots (1), Short Range | Thrown Weapon (Grenade) | Minor |
| Personal Mine | 25 | Area Effect, Concealable | Limited Shots (1), Short Range | Explosives (Mine) | Minor |
| Thermal Detonator | 50 | Area Effect, Concealable | Limited Shots (1), Short Range | Explosives (Thermal Detonator) | Major |
Table 12—Armor
| Type | Protection |
| Protective Vest | Light Armor Level 2 (partial, hidden, stops 2 points of damage) |
| Storm Trooper Armor | Light Armor Level 5 (stops 12 points of damage) |
| Combat Suit | Light Armor Level 4 (stops 10 points of damage |
Table 13—Miscellaneous Gear
| Type | Protection | Item |
| Breath Mask | Life Support Level 1 | Minor |
| Macrobinoculars | Heightened Senses (sight) Level 1 | Minor |
Droids
| Astromech Droid |
| Body 4 Mind 6 Soul 3 |
| Attributes
Features – 3, Life Support – 1, Mechanical Genius – 2, Sensors – 2 |
| Defects
Attack Restriction – 2 BP, Can not Talk – 2 BP, No Arms – 1 BP, Restricted Ground Movement – 1 BP |
| Skills
Computers – 1, Electronics – 1, Hyperspace Navigation – 1, Mechanics – 1 |
| Derived Values
Attack Value 4, Defensive Value 2, Health Points 35, Energy Points 45 |
| Military Droid |
| Body 6 Mind 3 Soul 3 |
| Attributes
Combat Mastery – 1, Focus Damage – 2, Heavy Armor – 2, Heightened Senses – 2, Sensors – 2, Weapon Attack “Blaster” – 1 (15 points of damage), Weapon Attack “Grenade Launcher” – 2 (30 points of damage) |
| Defects
Conditional Ownership – 2 BP, Volatile – 1 BP |
| Skills
Computers – 1 |
| Derived Values
Attack Value 5, Defensive Value 2, Health Points 45, Energy Points 30 |
| Protocol Droid |
| Body 3 Mind 7 Soul 3 |
| Attributes
Alien Cultures – 3, Alien Species – 3, Languages – 3 |
| Defects
Conditional Ownership – 2 BP, Volatile – 1 BP |
| Skills
Cultural Arts – 1, Social Science – 1 |
| Derived Values
Attack Value 4, Defensive Value 2, Health Points 30, Energy Points 50 |
| Repair Droid |
| Body 2 Mind 4 Soul 2 |
| Attributes
Extra Arms – 1, Features – 1, Mechanical Genius – 2 |
| Defects
Attack Restriction – 2 BP, Can not Talk – 1 BP, Not so Fast – 1 BP, Not so Strong – 1 BP, Not so Tough – 1 BP |
| Skills
Computers – 1, Electronics – 1, Mechanics – 1 |
| Derived Values
Attack Value 2, Defensive Value 1, Health Points 20, Energy Points 30 |
Filed under: Games, thoughts | Tags: BESM, Games, Gaming, Lost Works, star wars
New Rules
Hyperspace
The amount of time it takes for a ship to enter hyperspace depends on the level the ship has in the Hyperspace Attribute. The lower the attribute is the longer it takes for the engines to warm up, and for the navigation computer to calculate the jump.
For a ship to make a jump the PC or astromech droid needs to make a Hyperspace.
Navigation check with an Average Difficulty, with success indicating the jump happens with no mishap. A pilot or droid can make the jump faster if they make the check with a Quite Difficult modifier. The results of an unsuccessful Hyperspace Navigation check can range from being off course to hitting a planet.
Jump to Hyperspace
| Level 1 – 6 Minutes |
| Level 2 – 5 Minutes |
| Level 3 – 4 Minutes |
| Level 4 – 3 Minutes |
| Level 5 – 2 Minutes |
| Level 6 – 1 Minute |
Ship to Ship Combat
Like everything in Star Wars, combat between starships is cinematic. Facing and ranges are not important for a fast paced dogfight between an X-Wing fighter and a Tie Fighter. A GM is encouraged to make starship battles fast and cinematic. Describe barrel rolls, and make the descriptions as colorful as possible.
There are times when the ship’s shields are fading and the pilot needs to increase power to them. A pilot or astromech droid can divert power from weapons and direct them to the shields. To do this requires a successful Easy Piloting skill check.
Diverted power drops energy based weapon one level and refreshes the shields. For every one level reduced from an energy weapon, the shields are raised by one. Weapons that have been diverted take one round to charge before they can fire. Diverting power to the shields does not work if the shields have been destroyed. Shields can also not be raised above their listed level. Thus if a ship has Shields at Level 3, weapon power can not be diverted to raise the shields to Level 4.
Vehicle Creation
One of the major attractions of Star Wars is the wide variety of ships, droids and equipment that are found in the movies. It is this display of technology that makes the Star Wars universe come alive. The BESM rules are flexible enough to handle this variety of vehicles. From land speeders, to the planet destroying Death Star, the rules can handle the differences and not get in the way of the action.
Though players can now build ships with Star Wars: BESM, GMs must think of the ramifications of this. If the campaign has the PCs as members of the Rebel Alliance then ships are typically assigned to them for missions. If a PC is a smuggler or a trader, they own their own ship, but have to deal with the problems of keeping it maintained. The larger ships, such as frigates, should not be available to the players. They can be used as a means to transport players to their missions, or as a foe in a space battle, not as the player’s own personal ship.
Characters who have purchased levels of Own Ship/Vehicle can create or buy their own vehicles. Vehicle creation is easy, and all vehicles are created the same, and Vehicle Points are used to purchase Vehicle Sub-Attributes. Vehicles do not have any statistics nor do they possess any form of Artificial Intelligence. Also vehicles such as transformable mecha are not allowed to be created, since they do not have the Star Wars feel. A vehicle is assumed to have 40 Health Points and can gain extra Health Points by purchasing levels of the Toughness Attribute.
Vehicle Attributes
Vehicles can have Extra Capacity and is essential if the vehicle will carry cargo, passengers or extra crew. Meanwhile Extra Endurance allows a vehicle to be able to travel years between refueling. For starships and fighters Flight, Life Support and Space Flight are required. In addition all starships and some fighter have levels of Hyperspace and it allows for interstellar travel.
All fighters have combat capabilities and both Heavy Armor and Toughness makes ships harder to destroy. In addition Shields are a necessity if a pilot hopes to last at least a few minutes in a fight. It is one thing to be able to withstand damage, but a ship needs to fight back. Weapon Attack takes in account torpedoes and turbolasers, and all ships have some type of offensive capability. Sensors are also a key feature, while fighters have Maneuver Bonus to aid them in a fight.
Planet based vehicles are not ignores and many have Groundspeed or Water Speed. Most vehicles also have Light Armor to protect the driver, but Heavy Armor is not uncommon for larger vehicles like the Empire’s AT AT Walkers.
Table 7 – Vehicle Attributes Available
| Attributes Available |
| Extra Capacity |
| Extra Endurance |
| Features or Accessories |
| Flight |
| Ground Speed |
| Heavy Armor |
| Hyperspace (same as Star Flight) |
| Life Support |
| Light Armor |
| Maneuver Bonus |
| Sensors |
| Shields (same as Force Field, 3 Points/Level no customization) |
| Space Flight |
| Special Equipment |
| Toughness |
| Water Speed |
| Weapon Attack |
Vehicle Defects
Whether is a flaw in the vehicles construction, or the age of the vehicle, a vehicle will have flaws. The most common Defects among older vehicles are Hanger Queen, Noisy and Start-Up Time. Some vehicles because of their size have Poor Maneuverability and at least one level of Awkward Size. These ships also have Crew Requirements and are typical the large capital ships systems have. For planet based vehicles Exposed Occupants and Reduced Capacity is very common. Even star fighters are known to have the reduced capacity Defect as well.
Table 8—Defects Available
| Defects Available |
| Awkward Size |
| Conditional Ownership |
| Crew Requirement |
| Exposed Occupants |
| Hanger Queen |
| Limited Damage |
| Noisy |
| Poor Maneuverability |
| Reduced Capacity |
| Startup Time |
| Unique Special Defect |
Example of Vehicle Creation
Vehicle creation is easy, and is similar to how it is presented in the BESM rulebook. An example of this process follows.
Paul wants to design his own Millennium Falcon for his smuggler Character. Knowing that the Falcon is a modified version of a Corellian Light Freighter, Paul starts with that ship as a base. Then after reading about the Falcon and watching the movies he adds to that profile. Since Han brags about how fast the ship is, Paul increases the Flight Attribute to level 5 and Space Flight to level 4. He also increases the Toughness to Level 3 because he remembers reading that the Falcon has some type of special plating. He buys Shields at Level 4 for the same reason.
Paul then buys Sensors at Level 2 because of the large dish that is mounted on top of the Falcon. For weapons, Paul reads that the Falcon has two Quad Laser Cannons, and he buys Weapon Attack at Level 2 to represent them. According to the sources he has read, the Falcon also had two concussion missile tubes, and to represent them Paul buys Weapon Attack at level 2.
He remembers seeing in The Empire Strikes Back that a small laser cannon was mounted on the underside of the cockpit. Since this laser cannon was only used in melee, Paul reasons that it was weak and ineffective against other ships. He purchases one more Weapon Attack, this time at level 1, and he gives it the defect of low penetration.
Paul keeps most of the defects that are listed under the Corellian Light Freighter, but drops Poor Maneuverability. His reasoning behind this is that in the movies Han always refers to how well his ship handles. Paul also adds Hanger Queen since in the movies the Falcon always seems to be suffering from some type of mechanical problem, and he buys Crew Requirements. Finally he picks up Noisy since the Flacon’s engines always announce the ship’s presence.
This is what the finished Millennium Falcon looks like:
| Millennium Falcon (88 Vehicle Points) |
| Vehicle Sub Attributes
Extra Capacity – 3 (3 VP), Extra Endurance – 2 (2 VP), Flight – 5 (20 VP), Hyperspace – 3 (6 VP), Life Support – 2 (2 VP), Sensors – 3 (3VP), Shields – 4 (12 VP), Space Flight – 4 (8 VP), Toughness – 3 (12 VP), Weapon Attack “2 Quad Laser Cannons” – 2 (30 points of damage each, 16 VP), Weapon Attack “2 Concussion Missile Tubes” – 2 (30 points of damage, area of effect, 8 VP), Weapon Attack “Light Laser Cannon” – 1 (15 points of damage, low penetration, 4 VP) |
| Vehicle Defects
Awkward Size (3 VBP), Crew Requirements (1 VBP), Hanger Queen (2 VBP), Noisy (2 VBP) |
| Derived Values
Health 100 |
Filed under: Games, thoughts | Tags: BESM, Games, Gaming, Lost Works, thoughts
Character Defects
All characters have defects that help to round them out. Even in Star Wars not all the heroes are perfect. For example Han Solo is a wanted criminal, while Luke is a rash and impatient punk kid during most of New Hope. All normal defects as found in the BESM rule book are available, in addition the following defect is added as well.
Jedi Code 2 BP
By purchasing this defect the character lives by the Jedi Code. This code is strict, and a Jedi who does not follow it runs the risk of giving into the temptations of the Dark Side. The code calls for the Jedi to put the needs of others before their own, to protect the weak and innocent, and to fight when all other avenues of diplomacy have been exhausted. The code does not allow the Jedi to take life needlessly, nor to put the needs of the few ahead of the needs of the many.
Droid Defects
Droids also have defects that round them out as characters. These defects represent problems with the droid’s construction or a flaw in their design and programming. Defects can also represent a restriction in their programming as well as a limit in their functions.
Attack Restriction is a typical defect found with most druids. Since their programming does not allow them to take a life. Awkward is also a typical defect which most droids have in some form. Inept Combat is often found among astromech droids, who have been known to use their tools to defend their owners. Not so Fast, Not so Strong, and Not so Tough are also common disadvantages and some droids, like protocol droids, have one or all them. One Arm/No Arms is also a common attribute and astromech droids typically have this.
Can Not Talk is a very common attribute that is typical among astromech and repair droids who can only communicate through whistles and chirps. Conditional Ownership represents the fact that most droids are property of some organization, and typically are viewed as such. Hanger Queen is common among droids who are very old, or poorly maintained. Restricted Ground Movement is common among Astromech droids, or droids that do not rely on walking to move. Volatile is rare among droids, but some droid models are known for being unpredictable and even dangerous. R5 astromech droids are famous for what seems to be their random explosive nature.
Table 6 – Droid Defects
| Normal Defects | BP |
| Attack Restriction | 1-2 |
| Awkward | 1-2 |
| Inept Combat | 1-2 |
| Not so Fast | 1-2 |
| Not so Strong | 1-2 |
| Not so Tough | 1-2 |
| One Arm/No Arms | 1-2 |
| Special Defects | BP |
| Can Not Talk | 1-2 |
| Conditional Ownership | 1-2 |
| Hanger Queen | 1-2 |
| Restricted Ground Movement | 1-2 |
| Volatile | 1-2 |
Skills
Skills, as described in the Big Eyes Small Mouth are used in Star Wars: BESM. A few of the skills need to be changed to reflect the Star Wars universe. Also two new skills, Hyperspace Navigation and Lightsaber Combat, have been added to Star Wars: BESM. For the point cost of the skills refer to the “Space Opera” column on pages 60 and 61 of the BESM rulebook.
Changes to Skills
Driving - Specialization includes pod racer, skiffs, speeder, and swoop racer.
Gun Combat – Specialization includes blaster, heavy blaster, rifle, stunner, wookie bowcaster.
Law – Specialization includes Imperial and Old Republic. In addition specialization can be taken in other systems laws, for example Tatoonie.
Piloting – Specialization includes A-Wing, B-Wing, capital class, destroyer class, freighter, shuttle craft, tie, transports, X-Wing and Y-Wing
New Skills
Hyperspace Navigation
Cost: 4 Points/Level
Relevant Stat: Mind
This skill allows a character to be able to calculate jumps into hyperspace, as well as plot courses through hyperspace.
Lightsaber Combat
Cost: 2 or 4 Points/Level
Relevant Stat: Body
Specialization: single blade, double blade
This skill allows the character to fight with a lightsaber. Jedi’s buy this skill at 2 points, and all other characters buy it at 4.
Droid Skills
Droids, much like other characters, can learn skills. These skills aid a droid in their primary function and are not physical in nature. The skills and their cost are included in Table 4. Only military droids are able to learn combat skills.
Table 4—Droid Skills
| Skill | Point/Level |
| Architecture |
1
|
| Biological Sciences |
4
|
| Business Management |
2
|
| Computers |
4
|
| Cultural Arts |
1
|
| Electronics |
4
|
| Gaming |
2
|
| Hyperspace Navigation |
4
|
| Interrogation |
2
|
| Law |
2
|
| Mechanics |
4
|
| Medical |
4
|
| Navigation |
4
|
| Physical Sciences |
3
|
| Social Science |
2
|
Table 5 —Droid Combat Skills
| Combat Skills | Point/Level |
| Gun Combat |
5
|
| Heavy Weapons |
5
|
| Melee Attack |
4
|
| Melee Defense |
4
|
| Thrown Weapons |
4
|
| Unarmed Attack |
4
|
| Unarmed Defense |
4
|
