2nd Edition Character Conversion Document - Clockwork and Chivalry

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Renaissance system. Players wishing to continue using. RuneQuest II (or Mongoose's new Legend system) with. Clockwork & Chivalry 2nd Edition can use this ...
2nd Edition Character Conversion Document Clockwork & Chivalry 2nd Edition uses Cakebread & Walton’s new Renaissance system in place of Mongoose’s RuneQuest II system, which is no longer available. This document is designed to allow players to convert their Adventurers from RuneQuest II to the Renaissance system. Players wishing to continue using RuneQuest II (or Mongoose’s new Legend system) with Clockwork & Chivalry 2nd Edition can use this document as a guide to “reverse engineer” future Clockwork & Chivalry releases.

Damage Modifier: Check the table in C&C2, as Damage Modifiers are slightly different.

In the following pages, RuneQuest II is abbreviated to RQII, Clockwork & Chivalry 1st Edition to C&C1 and Clockwork & Chivalry 2nd Edition to C&C2.

Improvement Roll Modifier: Improvement roll modifiers no longer exist.

HitPoints: Players no longer need to keep track of hit points for individual body parts, but have a single hit point total, which is equal to SIZ plus CON divided by 2, rounded up. MajorWoundLevel: Characters have a new attribute, Major Wound Level (MWL). This is equal to Hit Points divided by 2, rounded up.

Movement: Base movement for a human is now 15 metres, not 8 metres.

To convert characters from the RQII version of Clockwork & Chivalry to the Renaissance edition is quite easy. The system has been significantly simplified to make play faster, so there are rather less attributes to keep track of than before. We’ve erred on the side of making converted characters slightly more competent – players are unlikely to grumble at this!

Strike Rank: Characters no longer have Strike Rank. An Adventurer’s turn in combat is now based on DEX, unless casting spells, in which case it is based on INT. A character’s Armour Points are subtracted from this.

SKILLS

CHARACTERISTICS

A few skills need some conversion. Most skills are identical in both systems; those that are different in the new system are listed below:

Characteristics remain unchanged.

ATTRIBUTES

COMMON SKILLS

CombatActions: Players need no longer keep track of Combat Actions. Every character has one Combat Action, one Reaction and one Move Action in a combat round.

Athletics: This now also covers the RQII skills Acrobatics, Brawn and Swim. Take your highest skill rating out of Athletics, Acrobatics, Brawn and Swim

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and make that your % score for Athletics.

83%. Unarmed skill is converted directly to Unarmed Combat skill, and the character gains Ranged Combat skill at base level. Ken is pleased to find his character is now more competent, but his Games Master points out that all the NPCs are more competent too.

Brawn: See Athletics, above. Evade: This is now called Dodge. Simply transfer your Evade skill % to your Dodge skill %.

MAGICK

Swim: See Athletics, above.

ADVANCED SKILLS

Spells have been renamed to give them a more “17th century” feel. The old and new spell names are listed on the following pages.

Acrobatics: See Athletics, above.

COMBAT STYLES

ALCHEMY

Combat syles from RQII have been replaced with a number of broad Common Skills and narrower Advanced Skills. The idea is that all characters will be able to pick up a weapon and “have a go” at base level, although some weapons such as Polearms and Bows require training to use effectively, as does using two weapons at once.

Most of the Alchemy spells remain very similar, although a few have been re-written, some spells from RQII removed, and some new spells added. Many spells which could previously only be cast on the caster can now be cast on another target too. If a character loses a spell because it has been removed from the system, the Games Master may either allow the player to choose a new spell to replace it, or may continue using the old RQII spell, which should still be compatible with the Renaissance system.

The Common Skills are: Close Combat: All close combat weapons except Polearms (which require more training). Gun Combat: All black powder weapons (but not Artillery).

WITCHCRAFT

Ranged Combat: All non-black powder ranged weapons except Bows (which require more training).

The Witchcraft system has been significantly overhauled. The mechanics work rather differently, and a lot of spells have been removed or re-written, and new ones added. Major changes are as follows:

Unarmed Combat: This is identical to Unarmed skill in RQII. The Advanced Skills are:

Many spells are more powerful than before, and can be cast on others as well as on the caster, but to make up for this, Witches gain levels of Fatigue when casting.

Close Combat(Polearms): The use of pikes, poleaxes, halberds, etc. Ranged Combat(Bows): The use of long bows, short bows, etc., but not including crossbows, which are simple enough to be able to use with the basic Ranged Combat skill.

Witchcraft spells have a number of traits which are different from those in RQII, including Charm, Distant, and Eye Contact.

Dual Weapons (Weapon & Weapon): The ability to use two particular weapons together, such as sword and pistol, etc.

All Witches, Warlocks, Cunning Men and Wise Women gain the spell For to Give a Withering Look. Manipulation: The Manipulation skill no longer exists, and players should familiarise themselves with how the new system works when casting spells. In place of the Manipulation skill is a MAG attribute, which starts at a base level of INT + POW divided by 10, rounded up. This can only go higher if an Adventurer joins the Satanist cult. An Adventurer who is a Satanist should have a MAG at 1 higher than base level, unless they have put significant points into the Manipulation skill, in which case MAG should be equal to Manipulation

Players and Games Masters should look at what combat styles the character currently has, and assign the skills above, based on the highest relevant skill. Example: Ken’s character has the combat styles Sword and Pistol 83%, and Sword and Poinard 73%. The Games Master rules that this gives him Close Combat 83%, Gun Combat 83%, and Dual Weapons (Sword & Pistol) 83%. Since the Dual Weapons skill is based on the lowest of the two associated basic combat skills, and Close Combat is now 83%, Dual Weapons (Sword & Poinard) will rise to

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divided by 10, rounded up, if that is higher.

RQII prices are based on a bronze age fantasy economy, and prices in C&C2 have been significantly revised to more accurately reflect 17th century prices. In particular the costs of such things as weapons, and clockwork devices are very much cheaper as metal equipment is more common. In order to prevent Adventurers suddenly becoming filthy rich when moving to the new system, their cash should be converted to shillings (silver pieces in RQII), rounded up to the nearest shilling, and divided by 10. It can then be converted into the pounds, shillings and pence of the new system.

If a character loses a spell because it has been removed from the system, the Games Master should allow the player to choose a new spell to replace it.

ARMOUR Armour works rather differently in Renaissance. Players and Games Masters should look at what armour their Adventurers are currently wearing and decide what level of armour this equates to in C&C2 from Very Light to Very Heavy. An Adventurer’s APs in the new system should never be higher than the APs of the most protected part of their body in RQII, and should probably be lower.

Example: in RQII, Ken’s character had 104 gold crowns, 11 silver pieces and 3 copper pennies, which in C&C1 equated to £104, 11 shillings and 3 pence. 104 gold crowns is equal to 2080 silver, 3 pennies rounds up to 1 silver, for a total of 2092 shillings, This is divided by 10 to get 209 shillings. This equates to £10, 9 shillings. Ken is rather grumpy about this, until he realises that the war sword he was planning to buy, which cost 175 SP in RQII, equates to a side-sword in C&C2 and costs 17 shillings and sixpence – exactly the same!

Remember that APs are knocked off DEX and INT for the purpose of calculating a character’s combat order. Example: Pete’s character is wearing a sleeved buff coat, backplate, breastplate, leather cap, and long boots. In RQII this provides 6 APs to Abdomen and Chest, and 1 AP to all other locations. The player and Games Master decide this comes somewhere between Light Armour and Medium Armour in C&C2. The Games Master generously allows Pete to call it Medium Armour, and he writes 3/1 on his character sheet. He also knocks 3 off Combat Order.

Note that not all prices in C&C2 have been divided by 10 with respect to RQII prices – they are based as much as possible on historical prices, so some prices are a lot less, others only slightly less; some may even be more. Players will probably spend a few weeks saying “How much?!?” in either delight or despair, until they get used to the new system.

MONEY This is where players are going to start grumbling.

ALCHEMY SPELLS This is a list of RQII spells used in C&C1 alchemy and their equivalents in C&C2. OldSpellName

NewSpellName

Bludgeon

For to Make a Club Mighty

Newspell

For to Fling Far the Hurtling Missile

Boon of Lasting Night

Newspell

For to Steady the Hand of a Marksman

No longer available. Replace with the spell For the Invocation of a Great Darkness

Abacus

For to Count Many Things

Cauterise

Now replaced with an Earth spell, For to Enhance the Hands of Healing

Armoursmith’s Boon

No longer available, but see For to Inspire the Hand of Craftsmanship

Chill

For to Cool an Object

Babel

For the Confusion of the Tongue

Clear Path

For to Clear a Path Through a Tangled Thicket

Bandit’s Cloak

For to Impart Stealth

Co-ordination

For to Increase Co-ordination

Beast Call

For to Summon a Nearby Beast

Create Bouquet

For to Create a Healing Bouquet

Becalm

For to Soothe the Restless

Create Miasma

For the Creation of a Pestilential Miasma

Befuddle

For the Befuddlement of the Mind

Cure Disease/Poison

For to Cure a Disease or Counteract a Poison

Bestial Enhancement

For to Fight Like Unto a Wild Beast

Darkwall

For the Invocation of a Great Darkness

Bladesharp

For to Sharpen a Blade

Demoralise

For the Invocation of Fear

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Detect X

For to Discover X

Mend Body

For to Mend a Broken Body

Dismiss Gnome

For the Dismissal of a Gnome

Mindspeech

For to Speak Unto the Mind of Another

Dismiss Salamander

For the Dismissal of a Salamander

Mobility

For to Increase Alacrity

Dismiss Sylph

For the Dismissal of a Sylph

Multimissile

For to Multiply a Hurtling Missile

Dismiss Undine

For the Dismissal of an Undine

Parry

Dispel Miasma

For to Dispel a Pestilential Miasma

For to Increase the Defences of the Beleaguered Warrior

Disruption

For to Disrupt the Body

Pierce

For to Pierce the Armour of a Foe

Dominate Familiar (Species)

For the Domination of a Familiar (Species)

Protection

For to Protect Against the Blows of an Enemy

Dragon’s Breath

For to Breathe Like Unto a Dragon

Push/Pull

No longer available.

Dullblade

For to Decrease the Potency of a Weapon

Repair

For to Repair a Broken Object

Elemental Downpour

For to Cause a Great Downpour

Roving Eye

For to See Through the Eyes of Another

Elemental Fog

For to Raise a Great Fog

Second Sight

No longer available, replace with For to Discover (Magick)

Elemental Wind

For to Summon a Mighty Wind

Secrets of the Heart

For to Reveal the Secrets of the Heart

Endurance

For to Uplift the Weary

Shape Gnome

For the Shaping of a Gnome

Entertainer’s Smile

For to Enhance the Performance of an Entertainer

Shape Salamander

For the Shaping of a Salamander

Extinguish

For to Extinguish a Conflagration

Shape Sylph

For the Shaping of a Sylph

Fanaticism

For the Encouragement of a Fanatical Mind

Shape Undine

For the Shaping of an Undine

Fate

For to Meddle with the Fate of Another

Skybolt

For to Conjure a Bolt from the Blue

Fine Weather

For to Part the Clouds

Slow

For to Cause Slowness

Fire Arrow

For to Cause the Conflagration of a Hurtling Missile

Speedart

For to Speed a Hurtling Missile

Spirit Bane

For to Create a Weapon Against Ghosts

Fireblade

For to Cause the Conflagration of a Blade

Strength

For to Impart Great Might

Frostbite

For to Inflict Frostbite

Summon Gnome

For the Summoning of a Gnome

Glamour

For to Cast a Glamour

Summon Salamander

For the Summoning of a Salamander

Golden Tongue

For to Drive a Hard Bargain

Summon Sylph

For the Summoning of a Sylph

Hand of Death

For to Bring the Touch of Death

Summon Undine

For the Summoning of an Undine

Heal

For to Bring the Touch of Healing

Thunder’s Voice

Ignite

For the Ignition of a Consuming Flame

For to Cause a Person to Speak with Authority

Immobility

For to Bond Together Disparate Things

Understanding

For to Understand Another

Light

For the Illumination of the Darkness

Vigour

For to Impart Vigour

Lovecraft

For the Ignition of the Fires of Passion

Warmth

For the Warming of the Mortal Frame

Lucky

For to Impart Good Fortune

Water Breath

For to Breathe Underwater

Mason’s Boon

No longer available, but see For to Inspire the Hand of Craftsmanship

WITCHCRAFT SPELLS This is a list of RQII spells used in C&C1 witchcraft and their equivalents in C&C2. OldSpell

NewSpell

New

For to Bring Down the Curse of the Moon

New

For to Give a Withering Look

New

For to Curse with (Hellish Force)

New

For to Cause Great Fear

New

For to Stoke the Fires of Fanaticism

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New

For to Cure a Disease or Counteract a Poison

Glow

For to Make an Object Glow

Animate (Substance)

No longer available. But see For to Catch the Wind

Haste

For to Run Like unto a Hare

Banish

Hinder

For to Move Like unto a Slug

For to Banish a Ghost

Bless Crops

Intuition

For to Intuit the Emotions of Another

For to Bless Crops

Bless Livestock

Mystic Vision

For to Create a Potion of Mystical Vision

For to Bless Livestock

Blight Crops

Neutralise Magick

For to Neutralise a Magick Spell

For to Blight Crops

Blight Livestock

Palsy

For to Blight Livestock

No longer available, but see the spell For to Curse with (Hellish Force)

Boost Duration

For to Increase the Longevity of a Spell

Phantom (Sense)

For to Create a Phantasm

Castback

For to Fling Back a Spell in the Face of the Caster

Protective Ward

For to Inscribe a Circle of Protection

Combustion

Project (Sense)

For the Projection of (Sense)

For to Cause Spontaneous Combustion

Damage Enhancement

Regenerate

For to Bring the Touch of Healing

For to Increase the Deadliness of a Weapon

Restoration

For to Restore Blighted Health

Damage Resistance

For to Protect Against Weapons

Scry

For to See Visions in a Scrying Bowl

Diminish (Characteristic)

For to Wither the (Characteristic)

Sense (Object or Substance)

For to Seek Out (Object or Substance)

Dominate (Species)

For the Domination of a (Species)

Earthpower

No longer available, but see For to Take the Form of a (Species)

For to Tap the Power of the Earth

Shapechange (Species) to (Species)

Elemental Downpour

For to Cause a Great Downpour

Smother

For to Smother the Gasping Victim

Enhance (Characteristic)

Spell Resistance For to Enhance the (Characteristic)

For to Create a Charm of Protection Against Magick

Fly

For to Fly Through the Air

Focus Magick

For to Call Upon the Power of a Coven

Tap (Characteristic) For to Drain (Characteristic) Treat Wounds

For to Treat a Wound

©2011, Cakebread & Walton: www.cakebreadandwalton.co.uk. RuneQuest is a trademark of Issaries Inc.

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