Flashing Blades Savaged

Dexterity = Agility. Wit = Smarts. Spirit = Charm. Strength = Strength. Endurance = Vigor.

Luck = 3-5 = Bad Luck. 6-12 = No Effect. 13-15 = Luck. 16-18 = Great Luck.

 

Stats  

3-6      7-11    12-13  14-16  17-18

d4       d6       d8       d10     d12

 

General Skills

3-5      6-9      10-12  13-15  16-18

d4       d6       d8       d10     d12

 

Martial Skills use the following table

3-8      9-11    12-14 15-17 18-20 21-24

d4       d6       d8       d10     d12     d12+1

 

New Skills

Carousing:(Vigor) This skill represents the ability to get other people drunk, maintain a fair amount of composure even when bombed out of one's skull, and having good time. Carousing skill may be used to simply become merry without too much of a hangover the next morning, or it may also be used to pump others for information while getting them drunk. Characters with this skill will usually be able to drink everyone else under the table.

Disguise:(Smarts) This skill represents the ability to disguise one's features and style of dress. With the proper materials (such as make-up and wigs), a character with Disguise skill may easily mask his own identity. It is more difficult to make oneself up to look like a particular person. Generally, the chance of recognizing a disguise is based on how well a person knows the disguised character and the person as whom he is disguised. Characters with Disguise skill have a good chance of seeing through other disguises.

Espionage:(Smarts) This skill encompasses a wide range of intelligence and counterintelligence techniques used in the 17th Century. With the 30 Years War in progress, the rivalry between the Cardinalists and Royalists, and the War for the Spanish Succession to come, the France of Louis XIII and XIV was a hotbed of political intrigue. Characters with Espionage fit in well with the milieu. Such characters are adept at using and breaking codes, weaseling information from others, and torturing people for information. They are also good at seeing through disguises and spotting people who do not 'fit in.'

Etiquette:(Smarts) This skill represents knowledge of the social graces. This includes bowing correctly, holding silverware properly, dancing, saying the right thing at the right times, etc. Characters with Etiquette skill may hide their rough edges when in distinguished company, and will be sure of behaving properly in the presence of high nobility and royalty. All characters without this skill must live in constant fear of making a social blunder (tripping their dancing partners, or eating dinner with their salad forks, for example).

Forgery:(Agility) This skill is the ability to fake documents accurately, minimizing the chance of their detection. Forgery skill may be used to produce various documents, papers, signatures, and seals, well enough to pass a quick inspection. This task is easiest if a good example of the necessary handwriting or seal can be studied by the forger. If no such example is available, the forgery becomes more difficult, and the chance of being detected as a fake increases sharply.

Knowledge: Heraldry:(Smarts) This skill indicates a knowledge of noble genealogies and coats-of-arms. Characters with this skill will be able to identify high nobility and members of the royal family, trace their family histories, and recognize their crests and seals. Noble families of other nationalities will be more difficult to recognize than domestic nobility.

 

Knowledge: Magistracy:(Smarts) This skill represents a working knowledge of 17th Century French law. Characters with this skill will be able to argue their own cases in court, understand political and legal workings, and translate complex legal documents. Magistracy skill is required for characters who wish to be Students of Law.

Knowledge: Theology:(Smarts) This skill represents a knowledge and understanding of the theological doctrines of the 17th Century. A character with Theology skill may quote from scripture at will, decipher religious texts and documents, cite the Church's opinion on various topics, etc. Theology is required for any character who wishes to be a Student of Theology.

Oratory:(Spirit) This skill represents the ability to speak well publicly. Characters with Oratory skill may be able to persuade and convince others, talk their way out of tight situations, etc. Oratory skill may also be used to make Etiquette, Knowledge: Battle or Magistracy more effective in certain situations.

Seduction:(Spirit) This skill represents the ability to flatter, cozen, and tease the opposite sex into giving information, aid, or various other services. Characters with this skill are adept at courting and are rarely without affectionate companionship. . .

 

ADVANTAGES AND SECRETS

In addition to the standard character generation rules and to add more color to the game, characters may have various special advantages and personal secrets. These are designed to allow many typical swashbuckling adventure themes to come into play.

 

Characters may choose advantages and secrets in the following three ways:

1) A Character may choose to have one advantage and one secret.

2) A character may choose to have only an advantage, at a cost of two Skill Points (this is expended normally as if a skill had been purchased).

3) A character may choose to have only a secret, and may use one extra Skill Point to choose skills (this is added to normal Skill Points, and may be used normally).

 

The eight advantages from which characters may choose are listed below:

 

Title

Any character with the Noble Edge may choose to inherit his father's title. Having a title grants a character status and prestige. and also adds to his yearly income. Roll a D20 for the exact title received.

 

Roll

Title (and bonus yearly allowance)

1-7

Baron (+100 L)

8-13

Viscount (+250 L)

14-17

Count (+500 L)

18-19

Marquis (+750 L)

20

Duke (+1000 L)

 

Titled characters may move freely in court circles, and may progress in title.

 

Wealth

Any character with the Rich or Filthy Rich Edges may choose to have some extra source of money adding to his yearly allowance. The source may be completely secret, or it may be dividends from wise family investments, a rich uncle, inheritances, etc. The Rich Edge rolls a d6 on the first table. Filthy Rich Edge rolls on the second table to determine the exact amount of extra money received.

 

Roll

Extra Money received each year

1-2

Well-off (+200 L)

3-4

Well-to-do (+300 L)

5

Wealthy (+400 L)

6

Very Wealthy (+500 L)

 

Roll

Extra Money received each year

1-4

Rich (+1000 L)

5-6

Filthy Rich (+1500 L)

 

Land

Any character, except one with Poverty or one with the Thief Edge, may choose the Land Edge. Land adds to yearly income, but also costs money each month to keep up. If land is not tended properly for six months, it will fall into ruin. Land provides a rest place for characters and a headquarters during adventures. If sold, land brings a healthy price. Roll 2D6 each month; on a roll of 11 or 12, a buyer is found. The sale price of land is reduced by 15% for every month it has not been tended. For the exact type of land owned, roll a D20 on the table below.

 

Roll

Type of Land

Bonus Yearly Income

Monthly Cost

Sale Price

1-6

Townhouse and Garden

+250 L

20 L

2500 L

7-12

Suburban Villa

+500 L

40 L

4500 L

13-16

Small Country Estate

+750 L

60 L

12000 L

17-19

Large Country Estate

+1000 L

90 L

20000 L

20

Chateau

+1250 L

120 L

35000 L

 

Players may choose where their character's land is located in France. Upkeep is assumed to pay for servants, gardeners, furniture, etc.

 

Connections

Your hero is connected to someone of power and resources, such as the Church, the East India Company, a tribe of warriors, or even a resourceful noble with a lust for adventure.

To use a character’s Connection requires that she get in touch with one of her contacts and make a Persuasion roll.  A failure indicates the hero’s contacts couldn’t come through this time, or perhaps just weren’t persuaded that their help was really necessary. On a success, the contact spares only meager resources, such as information or minimal funds. On a raise, the contact might send some more substantial help, such as dispatching a rescue expedition or supply train. Two or more raises means the hero has sufficiently made a case for serious help. If the character needs financial assistance, the contact may provide a little more than he’s comfortable with. If the hero asks for men, the contact delivers either one expert in a useful field (a tracker or scholar, for example) or five average fighter-types for the contact’s particular organization.

 

Favor

Any character may choose to be owed a favor by an NPC. This advantage is similar to Connections in that the character knows a fairly powerful NPC. It differs in that the NPC has to grant, within his power, a request by the character. Once this request is granted, however, the NPC is free of all obligation - and may even retaliate in some small way if the request were too great. Favor is thus a one-time resource, whereas Connections may continue indefinitely

 

Double

Any character may choose to have a double (either an identical twin separated at birth or another person who has an identical appearance by chance). The disadvantage of having a double is that the character does not know his double at the start of the game, They may

meet and make secret deals together, but the double may also attempt to 'take over' the character's life. This advantage is therefore a mixed blessing.

 

Gentleman's Lackey

Any character save one with the Poverty Hindrance may choose to have a Gentleman's Lackey. This is a personal servant of indisputable loyalty, Lackeys may be used to help carry a character's equipment, take messages to different places, keep track of a character's estate, and perform numerous other minor tasks. Lackeys have no real skills and have attributes of d6. Although inept in most combat situations, lackeys are usually overlooked by attackers as being unimportant.

 

Member of an Order

Any Nobleman or Gentleman may choose to be a member of a club or order. These are societies of gentlemen who meet regularly for a specific purpose. Gentlemen's clubs are generally social institutions, where members meet to drink and carouse together. Noble

Orders are political or quasi-military groups devoted to the Queen, the Crown Prince, or the royal family in general. Royal Orders are those devoted to the King himself. Members of Royal and Noble Orders receive the title of Chevalier of the Realm (Knight). Members

of all clubs and orders receive a bonus to their yearly incomes, and club members are assumed to have lifetime free memberships. In addition, orders and clubs will protect their members. If a member is attacked, other members will come to his aid; if he is captured, the order may attempt to rescue or ransom him.

 

Roll a D6 to determine to which type of order or club the character belongs:

 

Roll

Type of Order or Club (and Bonus Income)

1-2

Gentleman's Club (+25 L)

3-4

Noble Order (+50 L)

5-6

Royal Order (100 L)

 

Characters may choose any Club or Order within the indicated category. Clubs and Orders, and the rules for advancement within them are fully listed in section 5.6.

 

The nine secrets from which characters may choose are as follows:

 

Sworn Vengeance

Any character may choose to have Sworn Vengeance. This secret involves the character's personal history; and the GM and the player should determine a likely NPC and reason for the Sworn Vengeance, at the start of the game. The character will participate in normal adventures; but if the opportunity presents itself, he will go out of his way to get his enemy. Likely reasons for Sworn Vengeance include: the murder of a family member or friend, the ruin of a family name, the theft of a mistress, personal disgrace or humiliation, etc.

 

Duelist

Any character may choose to be a Duelist. Duelists are hot-blooded bravos, looking for a fight. They are quick to take offense, and they will always accept a challenge to a duel or fight, no matter the odds.

 

 

Blackmailed

Any character may decide to have this secret. A Blackmailed character is partially controlled by an NPC who holds some potentially damaging information about the character. The character must meet the NPCs occasional demands for money and/or services. Of course,

the character may also plot to trap or kill the blackmailing NPC.

 

Compulsive Gambler

Any character may choose this secret. A Compulsive Gambler is a character who must play games of chance regularly. He will find it difficult to turn down any sort of wager, and does not know when to quit.

 

Secret Loyalty

Any character may choose to have this secret. Secret Loyalty indicates that the character secretly serves some powerful NPC in some manner. This NPC may give the character orders, send him on adventures, etc. But he will also extend protection for the character in particular situations. Likely NPCs for a Secret Loyalty are: high nobility, court ministers, royal officials, Cardinal Richelieu or Mazarin, members of the royal family, etc.

 

Code of Honor

Any character may choose this secret. A character with a Code of Honor will not stab enemies in the back, trip them, stomp them while they're down, use dirty tricks, etc. Honorable characters will challenge enemies to duels, allow them to draw their weapons before attacking, allow them to pick up dropped weapons, etc. Such characters may seem a bit naive in the normally rough and tumble atmosphere of Flashing Blades.

 

Secret Identity

Any character may choose this secret. Characters with a Secret Identity have a normal identity that they generally use, and another identity that they assume sometimes for various reasons. Possible secret identities include: Jekyl and Hyde-like characters, Zorro-like

highwaymen and freedom-fighters, and double agents. If a Secret Identity is revealed, there will usually be someone who wants the character dead.

 

Religious Fanatic

Any character may choose this secret. Characters from 17th Century France will almost surely be Roman Catholics or, possibly, Huguenots (French Protestants). In the case of a Religious Fanatic, any blasphemous (i.e. non-Catholic or non-Protestant, depending upon the point of view) ceremonies or comments will send him into a rage. Such a character believes thoroughly in his religious doctrines, and may be closely affiliated with his church. For a full description of the Clergy, and advancement within it, see section 5.4.

 

Don Juan

Any character may choose to have this secret. A character who is a Don Juan will have great difficulty resisting beautiful women. Such a character may fight duels over women he doesn't even know, rescue ladies in distress, no matter the odds, and flirt shamelessly. This secret may become dangerous if the character falls for the wrong woman - such as the King's mistress.

 

The Gamemaster should allow character's advantages and secrets to affect nearly every adventure. He or she should keep in mind, however, that they are designed to make the game more fun, not more difficult. Thus, a character's secret may get in the way occasionally, but it should not cause constant misfortune. The Gamemaster and players are encouraged to create their own advantages and secrets. The Gamemaster should be sure that these are balanced for play - neither too powerful nor too dangerous.


The monetary system of Flashing Blades is based on copper Sous, silver Pistoles, silver Livres (abbreviated as 'L') and gold Louis. These may be exchanged at the following rates:

 

15 Sous = 1 Pistole

20 Sous = 1 Livre (L)

4 Pistoles = 3 Livre (L)

12 Livres = 1 Louis d’Or

16 Pistole = 1 Louis d’Or

****All PCs start with 200 Livres, modified by the Advantage they select****

 

Gear

Armor

Type

Armor

Weight

Cost

Notes

Leather

+1

6

35

Covers torso, arms, legs

Plate corselet

+3

20

300

Covers torso

Plate greaves (legs)    

+3

10

150

Plate greaves (legs)

Plate vambraces (arms)

+3

10

150

Covers arms

Steel Helmet

+3

4

50

50% chance of protecting against head shot

Shields

Small Shield Buckler)

-

8

15

Parry +1

*This is effective weight when worn. Most armor weighs more when carried rather than worn.

Blackpowder Weapons

Type

Range

Damage

RoF

Cost

Weight

Min Str

Notes

Grenade launcher

10/20/40

As grenade

1

450

14

d6

2 full actions to reload; See notes

Musket

10/20/40

2d8

1

200

15

d6

2 full actions to reload

Musketoon

5/10/20

2d8

1

150

8

d6

2 full actions to reload

Rifled Musket

15/30/60

2d8

1

250

8

d6

AP 2; 3 full actions to reload

Blunderbuss

10/20/40

1-3d6*

1

250

12

d6 2 full actions to reload

Flintlock Pistol

5/10/20

2d6+1

1

100

3

2 full actions to reload

Grenade

3/6/9**

3d6

35

1

See notes

Pocket Pistol

2/4/6

2d6–1

1

200

2

2 full actions to reload; See notes

Powder Bomb

2/4/8**

2d6

15

1

See notes

Turn-Out Pistol

10/20/40

2d6+1

1

175

3

2 full actions to reload; See notes

Two-Barrel Pistol

5/10/20

2d6+1

1/2

150

5

d6

2 full actions to reload per barrel; See notes

Volley Gun

Cone

2d8

1

250

12

d8

2 full actions to reload per barrel

*A blunderbuss does 1d6 at Long range, 2d6 at Medium range, and 3d6 at Close range.

** Thrown range.

Ammunition

Ammo

Weight

Cost

Notes

Arrow*

1/5

15 Sous/2

 

Quarrel*

1/5

15 Sous/5

AP 2 (standard crossbow bolt)

Shot (w/powder)

1/10

15 Sous/1

For black powder weapons

Sling stone

1/10

15 Sous/20

Stones can also be found for free with a Notice roll and 1d10 min­utes searching, depending on terrain

Hand Weapons

Type

Damage

Weight

Cost

Min Str

Notes

Axes and Mauls

Axe

Str+d6

2

35

d6

 

Boarding Axe

Str+d8

10

75

d8

 

Great Axe

Str+d10

15

150

d10

AP 1; Parry –1; requires 2 hands

Maul

Str+d8

20

150

d10

AP 2 vs rigid armor (plate); Parry –1; requires 2 hands

Blades

Bayonet

Str+d4

1

15

+1 Reach, Parry +1, and requires 2 hands when used with musket

Dagger

Str+d4

1

15

 

Great sword

Str+d10

12

200

d10

Parry –1; requires 2 hands

Long sword

Str+d8

8

150

d6

Includes scimitars

Rapier

Str+d4

3

150

Parry +1

Short Sword

Str+d6

4

35

Includes sabers and cutlasses

Blunt Weapons

Club

Str+d4

1

3

 

Brass Knuckles

Str+d4

1

15

 

Pole Arms

Halberd

Str+d8

15

250

d8

Reach 1; requires 2 hands

Staff

Str+d4

8

3

Parry +1; Reach 1; requires 2 hands

Spear

Str+d6

5

18

d6

Parry +1; Reach 1; requires 2 hands

Ranged Weapons

Type

Range

Damage

RoF

Cost

Weight

Min Str

Notes

Axe, throwing

3/6/12

Str+d6

1

35

2

 

Bow

12/24/48

2d6

1

150

3

d6

 

Crossbow

15/30/60

2d6

1

200

10

d6

AP2; 1 action to reload

Knife/Dagger

3/6/12

Str+d4

1

18

1

Sling

4/8/16

Str+d4

1

15 Sous

1

Spear

3/6/12

Str+d6

1

18

5

d6

 

Improvised Weapons

Type

Range

Damage

RoF

Cost

Weight

Str

Notes

Small

3/6/12

Str+d4

1

1

–1 attack & Parry

Medium

2/4/8

Str+d6

1

3

d6

–1 attack & Parry

Large

Str+d8

1

6

d8

–1 attack & Parry; requires 2 hands

 



Miscellaneous Goods

Item                                     Cost Weight

Bedroll                                  15       4

Blanket                                  7         4

Book (blank, 50 pages)           6         2

Candle (2” radius)                   15S     1

Carriage                                375

Climbing gear                         30       6

Clock (pendulum)                   375      10

Compass                               75       1

Cutlery                                             3+       1

Dice                                      1+       1

Dice, weighted                        35+     1

Flask (ceramic)                       3         1

Flint and steel                        1         1

Grapple gun                           375      14

Grappling hook                                  7         2

Gunsmith’s tools                    150      5

Hammer                                7         1

Lantern (4” radius)                 18       3

Lantern, Bull’s-eye                  35       3

Leather satchel (waterproof)    7         2

Letter of Marque                     1200   

Lockpicks                               150      1

Manacles                                10       2

Map of the Main                      75       1

Medicine chest                        900      10

Oil (for lantern; 1 pint)                       1         1

Pick or shovel                         7         6

Quiver (20 arrows or bolts)     3         2

Rope (10 yards)                     3         15

 

Item                                     Cost Weight

Scroll case                             4         1

Soap                                     15S     1/5

Spyglass                               250      2

Torch (1 hour, 4” radius)         15S     1

Waterskin (empty)                  15S     1

Whistle                                  15S    

Whetstone                            5         1

Writing equipment                  20+     1

Animals, Trained

Dog, guard                            150+  

Dog, hunting                         75+    

Hawk                                     300+  

Horse                                    250+  

Riding gear                            60+    

Clothing

Normal clothing                      15      

Formal clothing                       150     

Food

Provisions (ship’s rations/day)            15S     1

Cheap meal                            3         1

Good meal (restaurant)           10+    

Trail rations (keeps 1 week)     7         5

Drink

Cheap stuff, bottle (grog)       15S     1

Good stuff, bottle (wine)         7         1

Women (or Men)

Cheap Date                            15      

Upscale wench                        35+    


 


Ranks and Positions

In the colorful 17th Century France of legend, climbing the social ladder was a popular pastime, and sometimes, life-long occupation. Power was a game that, for one of the first times in history, could be played by everyone. Noblemen still enjoyed the benefits of high birth, but even the low-born could claw their way to success through personal merit, deceit, treachery, bribery, subterfuge, or gall. Within such a rapidly changing world of politics and ideas, one could quickly rise to a position of power. . . or fall from it.

 

At the very start of the game, characters may find themselves already set on a path towards a given occupation. Military men start in the company and regiment of their choice, and may be officers through merit or bribery. Gentlemen may choose to start in the lower ranks of the Clergy (as a Student of Theology), the Royal Bureaucracy (as a Bureaucrat or a Student of Law) or the Banking industry (as a Clerk or Moneylender). Noblemen with Titles enter into the system of peerage. Gentlemen and Noblemen may also be members of Clubs or Orders, each with an internal hierarchy of its own. Finally, those of exceptional

talent may be Masters or Assistants at a fencing institution. The possible roads for social advancement are many.

 

One need not start the game in a career, however, to enter and advance in it. Characters may, at a later time, join the Military, study Theology or Law, become a moneylender, etc. Each new profession may become more difficult, however, due to added responsibilities.

There are really no boundaries, though, for the ambitious, save time and money.

 

The Social Scale

Social Rank is measured on a scale of 1 to 20. Social Rank 1 represents those on the absolute bottom of the Social Scale; Rank 20 represents the King (and may never be achieved by player characters).

 

When a character achieves a position in any occupation or background, he will have a Rank on the Scale. That position which has the highest Rank on the Scale is the character’s Social Rank.

 

The Social Rank of various positions on the Social Scale are shown below (those in parentheses represent classes of people rather than Ranks or positions):

 

THE SOCIAL SCALE

Rank               Positions

1                    (Peasant)

2                    (Townsmen)

3                    Trooper

4                    (Merchants), Sergeant or Subaltern, Priest

5                    (Rich Merchants), Lieutenant, Minor Official

6                    (Bourgeoisie), Captain, Curate, Banker, Fencing Master

7                    (Gentlemen), Captain (in Guards Regiment), Pastor, Official of the Realm,                                  Lawyer, Fencing Master Superior

8                    (Noble-born),  Major or Lieutenant Colonel, Club Secretary or Treasurer,                         Investor, Member of a Bishop's Curia

9                    Chevalier, Martial Magistrate, Colonel, Club Chief

10                  Baron, Bishop, Magistrate, Noble Order Secretary or Treasurer

11                  Viscount, Brigadier, Royal Order Secretary or Treasurer, Royal Official

12                  Count, Archbishop, Major General, Noble Order Master                 

13                  Marquis, Lieutenant General, Court Minister, Royal Order Master

14                  Duke, General, Noble Order Grandmaster

15                  Archduke, Field Maréchal, Prince Bishop, Minister with Portfolio, Royal Order                               Grandmaster

16                  Grad Duke, Cardinal, Royal Minister

17                  Princes

18                  The Grand Prince

19                  Cardinal Richelieu, The Queen

20                  The King

 

Social Rank may be higher than indicated on the Social Scale in special circumstances. If the two highest Ranks possessed by a character are equal, count his Social Rank as one higher. A character who is both a Baron and a Magistrate, for example, is Social Rank 11 rather than 10. If four positions are held in one Social Rank, count it as two higher,

and so on, In addition, if a character is excessively wealthy, add one to Social Rank. Excessive wealth is defined as (10.000 L x the character’s normal Social Rank). Thus for a Count to be excessively wealthy, he must have 120,000 L in cash and property.

 

It is possible, although highly improbable, for a character to reach Social Rank 19 (Le. by being a Grand Duke, Cardinal, Royal Minister, Royal Order Grandmaster, and Field Marechal, and having excessive wealth amounting to 180,000 L!). If a character reaches this point,

however, he might as well be King! In realistic game terms, it should be considered phenomenal (and rare) to reach Social Rank 15 to 16.

 

Influence

Rank hath privileges. The positions held to gain Social Rank have many powers of their own, but possessing a Social Rank itself grants a character influence. Informal influence cannot be measured in game terms. A person of high Social Rank will be treated with deference and politeness by all. He will be overly praised by his sycophants and overly despised by his enemies.

 

Sometimes, however, influence may have direct effects on the game, in one of two ways. First. any character may expect informal, polite requests to be granted by those three Social Ranks or more below his own, if he can roll his own Social Rank or below on a D20. Thus a

Marquis could ask a small favor of a Baron or a Bishop, and have his request(s) granted on a roll of 13 or less on a D20. Polite requests are defined as those which are easy to grant, and which are of minor significance to the person asked (such as a Magistrate waiving a

small fine, a Captain looking after someone in his company, a Baron allowing hunting on his estate, etc.). The possibilities are endless. Polite requests, no matter how polite they may be, will also often be influenced by bribery or reciprocal favors.

 

In addition, influence of Social Rank may be used, on rare occasions, to force those of lower Social Ranks to perform services which may be difficult or dangerous. Such services may only be requested of someone six or more Social Ranks below the character, and may only be asked once per year (unless the character increases his or her Social Rank that year, in which case, he may ask 2 services). Such services may not be outrageous (e.g. asking an NPC to lay down his life for the character, or to give the character large sums of money) and the request must be within the power of the person requested. The person requested

has a choice: to grant the request, or to automatically lose one Social Rank himself. A small reward or bribe is almost always offered for such services, Examples of difficult requests might be a Treasurer of a Royal Order bullying a rich merchant to go into an investment with him (perhaps with the lure of possible profits), a Lt. General forcing a townsman to quarter troops in his house, a Grand Duke squeezing a Secretary of a Noble Order to admit him to the Order, etc. Of course, some such requests may be granted through threats or violence, rather than influence.

 

THE MILITARY

Enlisting

All Soldiers are assumed to have enlisted in the regiment and company of their choice, before the start of the game. All characters from other backgrounds must go through enlistment procedures if they wish to joint the military.

 

Each year, a character may attempt to enlist in any regiment or regiments. If he is accepted by one, he may choose his company within the regiment, and determine his starting rank, or he may turn it down and continue rolling. No character may enlist at the start of the game, so non-soldiers must wait a year of game-time to enlist.

 

Each regiment has a number required to enlist. If this number is equaled or exceeded on a roll of 2D6, the character is accepted. If roll is too low, he may attempt to enlist in another regiment, or he may wait a year to try again for the same regiment. To join a company (or

troop. in the cavalry) within a regiment, a character must have the necessary martial skills, as shown below (e.g. a carabinier must know Cavalry Style Dueling, Shooting, and Riding). If a character does not have the proper skills, he must spend 6 months in basic training, and starts as a Trooper automatically (no chance to buy up Rank, as detailed below). In addition, to join a cavalry regiment, a character must have a riding horse and riding gear. Anyone who wishes to be an officer in any regiment must have Knowledge: Battle skill.

 

Company Type         Martial Skills

Footsoldiers

Fusiliers                     Fighting - Polearms, Shooting

Artillerists                   Knowledge: Artillery, Shooting

Grenadiers                 Knowledge: Grenades, Throwing, Fighting

Arquebusiers              Fighting, Shooting,

 

Cavalry

Dragoons                   Fighting - Saber, Shooting, Riding

Cuirassiers                 Fighting - Saber, Shooting, Riding

Carabiniers                Fighting - Saber, Shooting, Riding

Guards                      Fighting - Polearms, Florentine, Shooting

Musketeers                Fighting, Florentine, Shooting, Riding

 

Once a regiment and a suitable company have been found, characters may attempt to advance in rank without promotion. This is achieved in one of two ways: merit or money.

 

Soldiers start at the rank of Sergeant, all others start at Trooper. An immediate advancement of one rank is given to any character with Smarts, Vigor, or Spirit of d10 or more. After that, each further rank may be bought for the prices listed below:

 

Sergeant                    100 L

Subaltern                   200 L

Lieutenant                  300 L

Captain                      400 L

 

No rank above that of Captain may be bought upon entering the service. Note: each rank must be bought in succession (i.e. Sergeant, Subaltern, Lieutenant, the Captain). Thus the total price for going from Trooper to Captain upon entering a regiment would be 1000 L! If there are already characters (usually Player Characters) occupying the ranks of Captain, Lieutenant, or Subaltern within a company, no other character in that company may buy those ranks upon entering. Ranks may only be bought more than one-at-a-time when entering a regiment (or, as a Soldier, at the start of the game).

 

The Royal Army

In this section, the major regiments of the Royal French Army are listed with their organization in companies, and their required rolls for enlistment. Each regiment also has a status ranking. If a character's Social Rank is greater than the listed status, he gets a +1 to his roll to enlist. The army royal is as follows:

 

Regiment (and Companies or Troops)    Enlistment Roll                                          Status

(1) The Guards Regiment                            10                                                              9

           1 company Cardinal's Guard

           1 company King's Musketeers

           (the Black Musketeers)

           1 company Palace Guards

           3 companies Musketeers

(2) The Royal Dragoons                              10                                                              8

           6 troops Dragoons

(3) The Horse Guards Regiment                  10                                                              8

           2 troops Carabiniers

           4 troops Cuirassiers

(4) The Musketeers du Maréchal                  10                                                              7

           4 companies Musketeers

           2 companies Arquebusiers

(5) The Cuirassiers du Condé            9                                                                7

           6 troops Cuirassiers

(6) The Arquebusiers of Vincennes               9                                                                7

           1 company elite prison guards

           (Arquebusiers)

           4 companies Arquebusiers

           1 company Fusiliers

(7) The Old Guards Regiment           8                                                                6

           4 companies Fusiliers

           1 company Artillerists

           1 company Grenadiers

(8) The Queen's Fusiliers                             8                                                                6

           5 companies Fusiliers

           1 company Artillerists

(9) The Swiss Guards Regiment                   8                                                                5

           (Swiss Mercenaries)

           5 companies Guards

           1 company Arquebusiers

(10) The Carabiniers de Corinth                   7                                                                4

           6 troops Carabiniers

(11) The Fusiliers de Ste. Gervaise               7                                                                4

           6 companies Fusiliers

(12) The Royal Grenadiers                           7                                                                4

           4 companies Grenadiers

           1 company Fusiliers

           1 company Artillerists

           ('Company of Cannoneers Royal')

Regiment (and Companies or Troops)    Enlistment Roll                                          Status

(13) The Flanders Regiment                        6                                                                4

           6 companies Fusiliers

(14) The Gascon Regiment                          6                                                                3

           4 companies Arquebusiers

           2 companies Fusiliers

(15) The Brothers of St. Mark                     8                                                                3

           (German Mercenaries)

           1 company Guards    

           4 companies Arquebusiers

           1 company Grenadiers

(16) The Old City Guards (Paris Militia)         5                                                                3

           6 companies Fusiliers

(17) The Fusiliers des Pyranées                   5                                                                2

           ('Royal Border Guards')

           6 companies Fusiliers

(18) The Italian Regiment                            6                                                                2

           (Italian Mercenaries)

           2 companies Arquebusiers

           4 companies Fusiliers

 

Within the royal army are constant arguments, duels and disputes as to performance in battle, political views, etc. Certain regimental (and company) enemies have thus developed; Characters within two opposing regiments will almost surely be enemies.

 

The enemies are:

The Cardinal's Guards                       vs        The King's Musketeers

The Royal Dragoons                         vs        The Horse Guards Regiment

The Cuirassiers du Condé                 vs        The Carabinier de Corinth

The Arquebusiers of Vincennes          vs        The Old Guards Regiment

The Queen's Fusiliers             vs        The Fusiliers de Ste. Gervaise

The Gascon Regiment                      vs        The Italian Regiment

The Old City Guard                           vs        The Swiss Guards Regiment

 

Enemy regiments, when on Campaign together, have been known to have series of organized duels, and sometimes even open fighting between companies.

 

The Ranks

Within each regiment, and within high command are a series of Ranks, each with its own powers, Social Rank, and possibilities for promotion and position. All rolls for openings for promotion and promotion, position, etc. are rolled on 2D6, in an attempt to roll the

listed number of greater. The Ranks, in ascending order of importance, are:

 

RECRUIT

This level is only for those who enlist in a regiment or company for which they are unskilled (e.g. a character without Riding or Shooting skills, who joins a cavalry regiment). Recruits must spend 6 full months in basic training (during which time, they receive all necessary skills). After training, they automatically graduate to the Rank of Trooper. Recruits are housed in regimental barracks, and need not pay for monthly support.

 

TROOPER

This is the lowest real rank, the common private or man-at-arms. Each year, a Trooper must spend six months, distributed as he likes, discharging his military duties. If called off to war, he must spend another 6 months on Campaign. Troopers are housed in their regimental barracks (no need to pay for monthly support) and are paid 30 L per year. At the end of each year, a Sergeant's position opens up on a roll of 7 or more. If there is an open position, roll 8 or more for promotion to Sergeant (+2 if Company Captain is a friend,

automatic is Regiment colonel is a friend). If there is an opening but no promotion, a Trooper may buy the Rank of Sergeant for 100 L.

 

SERGEANT

A Sergeant is the highest rank for enlisted men. Soldiers start at a base rank of Sergeant (and may buy their way up from there). Each year, a Sergeant must spend 6 months, distributed as he likes, discharging his military duties. If called off to war, he must spend another 6 months on Campaign. Sergeants are housed in their company barracks (no need to pay for monthly support) and are paid 50 L per year. At the end of each year, a Subaltern's position opens up on a roll of 8 or more. If there is an open position, roll 8 or more for a promotion (+2 if Company Commander is a friend, automatic if Regiment Colonel is a friend). If there is an opening but no promotion, a Sergeant may buy the Rank of Subaltern for 200 L. If a Sergeant does not become a Subaltern at the end of a year, roll 8 or better to become a Sergeant-Major (chief Sergeant of the company). Sergeant-Majors receive 60 L per year instead of 50 L, and get a +1 on their roll for promotion to Subaltern.

 

OFFICERS

To be an officer, a character must have Knowledge: Battle skill. In addition to all other benefits listed under each Rank, all officers are exempt from Royal Taxes, having already paid the 'impot de sang' (lit. 'blood tax') by going to battle.

 

SUBALTERN

A Subaltern is the lowest ranking officer in his company, equivalent to a modern 2nd Lieutenant. Each year, a Subaltern must spend 4 months, distributed as he likes, discharging his military duties. If called off to war, he must spend another 6 months on Campaign. A Subaltern may stay in his company barracks while discharging his duties, and is paid 80 L per year. At the end of each year, a Lieutenant's position opens up on a roll of 8 or more. If there is an open position, roll 8 or more for promotion (+2 if Company Captain is a friend, automatic if Regiment Colonel is a friend). If there is an opening but na promotion,

a Subaltern may buy the rank of Lieutenant for 300 L.

 

LIEUTENANT

A Lieutenant is the direct aide to the Captain of a company. Each year, a Lieutenant must spend 4 months, distributed as he likes, discharging his military duties. If call off to war, he must spend another 6 months on Campaign, A Lieutenant may stay in his company barracks while discharging his duties, and is paid 90 L per year. At the end of each year, a Captain’s position opens up on a roll of 9 or more. If there is an open position, roll 8 or more for promotion (+3 if Regiment Colonel is a friend), If there is an opening but no promotion, a Lieutenant may buy a Captaincy for 400 L.

 

CAPTAIN

A Captain is the commander of a company (or a troop in the cavalry) of 200 men. He may volunteer his company for Campaign, take some men on personal missions, use them as bodyguards, etc. Each year, a Captain must spend 3 months with his company, distributed as he likes, discharging his military duties. If he is called to war, or if he volunteers his company, he must spend another 6 months on campaign, A Captain may stay in his company barracks while discharging his duties, and is paid 120 L per year. At the end of each year, a Major’s position opens up on a roll of 9 or more. If there is an open position,

roll 8 or more for promotion (+3 if Regiment Colonel is a friend), If there is an opening but no promotion, a Captain may buy a Majority for 600 L.

 

REGIMENTAL OFFICERS

Regimental Officers (Majors, Lt. Colonels, and Colonels) have the option of trying for four positions within each Rank: Martial Magistrate (requires Magistracy skill), Aide (requires Strategy skill), Commander (requires Strategy skill), or Staff Officer. Martial Magistrates act as attorneys and judges at courts-martial. Aides are advisors to higher ranking officers. Commanders lead troops on Campaign. Staff Officers have no special powers.

 

MAJOR

A Major may be a Martial Magistrate on a roll of 10 or better, an Aide to Brigadier on a roll of 9 or better, a Commander of a Battalion of 2 companies (or a Squadron of 2 troops in the cavalry) on a roll of 8 or better, or a Staff Officer otherwise. Each year, a Major must spend 3 months, distributed as he likes, discharging his military duties. If he is called to war (either as an Aide or a Commander) or if he volunteers his Battalion (as a Commander) he must spend another 6 months on Campaign. A Major is paid 150 L per year. At the end of each year, a Lt. Colonel’s position opens up on a 9 or better. If there is an open position, roll 9 or better for promotion (+2 for an Aide, +1 for a Commander). If there is an opening but no promotion, a Major may buy the Rank of Lt. Colonel for 1000 L. If a Major does not move up in Rank at the end of a year, he may try again for a position (Aide, Commander, etc.) or change positions, with a +2 to his rolls.

 

LT. COLONEL

A Lt. Colonel may be a Martial Magistrate on a roll of 9 or better, and Aide to Major General on a roll of 9 or better, an Aide to Lt. General on a roll of 10 or better, a Commander of a Battalion of 2 companies (or a Squadron of 2 troops, in the cavalry) on a roll of 7 or better, or a Staff Officer otherwise. Each year a Lt. Colonel must spend 3 months, distributed as he likes, discharging his military duties. If he is called to war (either as an Aide or Commander) or volunteers his Battalion (as a Commander) he must spend another 6 months on

Campaign. A Lt. Colonel is paid 170 L per year. At the end of each year, a Colonel’s position opens up on a 9 or better. If there is an open position, roll 9 or better for promotion (+2 for an Aide, +1 for a Commander). If there is an opening but no promotion, a Lt. Colonel may

buy a Colonel’s Rank for 1600 L. If a Lt. Colonel does not move up a Rank at the end of a year, he may try again for a position, or change positions, with a +2 on his rolls.

 

COLONEL

A Colonel may be a Martial Magistrate on a roll of 8 or better, an Aide to a General on a roll of 9 or better, an Aide to a Field Maréchal on a roll of 11 or better, Regiment Colonel (Regimental Commander) on a roll of 8 or better, or a Staff Officer otherwise. Each year a Colonel must spend two months, distributed as he likes, discharging his military duties. If he is called to war (either as an Aide or commander) or volunteers his regiment (as a Commander) he must spend another six months on Campaign. A Colonel is paid 200 L per

year. At the end of each year, a Brigadier’s position opens up on an 8 or better. If there is an open position, roll 10 or better for promotion (+2 for an Aide, +1 for a Commander). If there is an opening but no promotion, a Colonel may buy a Brigadier’s Rank for 3,200 L. If a Colonel does not move up a Rank at the end of a year, he may try again for a position, or change positions, with a +2 on all his rolls.

 

TOP ECHELON OFFICERS:

The highest ranked officers (Brigadier, Major General, General, and Field Maréchal) are classed only as Command Officers or Staff Officers. All are automatically eligible to serve as Martial Magistrates (provided they have Magistracy skill). All Top Echelon Officers must have Knowledge: Battle skill. Each is also assigned one or two Aides, from the Tanks of the Regimental Officers (these may be chosen from Player Characters, if desired).

 

BRIGADIER

A Brigadier may command a Brigade of two regiments on a roll of 9 or better (+1 for previous Command position). Each year, a Brigadier must spend one month, distributed as he likes, discharging his military duties. If he is a Commander and volunteers to go to war with his Brigade, he must spend another six months on Campaign. A Brigadier is paid 300 L per year. At the end of each year, a Major General‘s position opens up on an 8 or better. If there is an open position, roll a 10 or better for promotion (+1 for Command position). If there is an opening but no promotion, a Brigadier may buy a Major General’s Rank for 6,400 L. If a Brigadier does not move up a Rank at the end of a year, he may roll again for a Command position (if he doesn’t already have it) with a +2 on his roll.

 

MAJOR GENERAL and LT. GENERAL

These two Ranks are nearly identical, except that Lt. General is one rank above Major General. Major Generals and Lt. Generals may command a Division (one half of the Army) on a roll of 10 or more (+1 for previous Command position). Each year, a Major General or

Lt. General must spend one month, distributed as he likes, discharging his military duties. If he is a Commander, and volunteers to go to war with his Division, he must spend another six months on Campaign. A Major General is paid 400 L per year and a Lt. General is paid 500 L per year. At the end of each year a position opens up in the next Rank (either Lt. General or General) on a roll of 8 or better. If there is an open position, roll 10 or better for promotion (+1 for Command position). If there is an opening but no promotion, a Major General may buy Lt. General’s Rank for 10,000 L, and a Lt. General may buy a General’s Rank for 24,000 L. If a Major General or Lt. General does not move up a Rank at the end of a year, he may roll again for a Command position, with +2 on his roll.

 

GENERAL

A General may command an Army (under the Field Maréchal) on Campaign on a roll of 13 or better (+1 for each previous Command position). If he is a Commander, he must go with the Army on Campaign for six months each year, A General is paid 1000 L per year. At the end of each year the Field Maréchal’s position opens up on a roll of 9 or better. If the position is open, roll 7 or better for promotion (+1 for Command position). The Rank of Field Maréchal cannot be bought. If a General does not become Field Markha1 at the end

of a year, add one to his roll for Command position.

 

FIELD MARÉCHAL

The Field Maréchal is the supreme commander of the French Armed Forces, and answers only to the King and the Minister of War. He may organize Divisions and Brigades however he likes, and my choose how many regiments to send to war each year. He may also

choose to go on Campaign for six months with the Army. The Field Maréchal is paid 2,000 L per year, and if he does not already have a Title, he is knighted. He may maintain his Rank as long as he is not dismissed by the King or Minister of War.

 

 

 

 

 

 

 

 

 

A brief summary of the Military Ranks and their organization is provided on the table below:

Rank (and Positions)                       Pay                      Chance of                          Chance of            Purchase

                                                                                   Opening                             Promotion            Price

Recruit (for six months)                   0                          automatic                          automatic            -

Trooper                                           30 L/yr.                7+                                     8+                       -

Sergeant                                         50 L/yr.                8+                                     8+                       100 L

   Sergeant Major (8+)                    60 L/yr.               8+                                     7+                       -

Subaltern                                        80 L/yr.                8+                                     8+                       200 L

Lieutenant                                      90 L/yr.                9+                                     8+                       300 L

Captain                                           120 L/yr.              9+                                     8+                       400 L

   Company/Troop Cmdr (auto.)

Major                                              150 L/yr.              9+                                     9+                       600 L

   Martial Magistrate (10+)

   Aide to Brigadier (9+)

   Battalion/Squadron Cmdr (8+)

Lt. Colonel                                       170 L/yr.              9+                                     9+                       1000 L                

   Martial Magistrate (9+)

   Aide to Major General (9+)

   Aide to Lt. General (10+)

   Battalion/Squadron Cmdr (7+)

Colonel                                           200 L/yr.              8+                                     10+                     1600 L

   Martial Magistrate (8+)

   Aide to General (9+)

   Aide to Field Maréchal (10+)

Brigadier                                         300 L/yr.              8+                                     10+                     3200 L

   Brigade Commander (9+)

Major General                                 400 L/yr.              8+                                     10+                     6400 L

   Division Commander (10+)

Lieutenant General                         500 L/yr.              8+                                     10+                     10,000 L

   Division Commander (10+)

General                                           1000 L/yr.            9+                                     7+                       24,000 L

   Army Commander (12+)

Field Maréchel                                 2000 L/yr.            -                                        -                          -

 

The Campaign

When the Royal Army goes to war, or on Campaign, it is a chance for all characters in the military to demonstrate their bravery, face enemy fire, risk death, and, hopefully, grab some loot.

 

Each year, a Campaign is organized. Under normal circumstances, and for simplicity, the Gamemaster rolls a D6 on both of the columns on the table below, first to determine when the Campaign will occur, and then to determine the front, and which regiments will go:

 

Roll      Months of Campaign                        Front(s) and Regiments Sent

1         December to May                            German: (1), (5), (9), (15), (18)

2         March to August                               Belgian and Coastal: (4), (7), (8), (10), (11),

                                                                  (12), (13), (15)

3         March to August                               Spanish and Belgian: (2), (3), (8), (11). (12),                                                                          (13), (14), (17)

4         June to November                           Belgian and German: (2), (3). (5), (10), (12),

                                                                  (13), (15), (18) June to November

5         June to November                           Internal: (1), (4), (6), (7), (9), (16)

6         September to February                    Spanish and Coastal: (4), (7), (8), (11). (12),                                                                          (14), (17), (18)

 

The Army in the Campaign must be divided into two Divisions, if there are two fronts. If there is no Field Maréchal as a player character, divide the Army randomly. Additional companies, regiments, or brigades may be volunteered for either Division by their Commanders.

Now roll a D6 for the enemy's strength on each front (the enemy is classified only in terms of Infantry and Cavalry, for game purposes, although the Gamemaster may add Artillery, Grenadiers, etc. for complexity):

 

Roll      German          Spanish           Belgian            Front Coastal             Internal

1-2      4 Regts. Inf.    4 Regts. Inf.  3 Regts. Inf.      3 Regts. Inf.               6 Regts. Inf.

           1 Regt. Cav.                         1 Regt. Cav.

3-4      4 Regts. Inf.    3 Regts. Inf.    2 Regts. Inf.    4 Regts. Inf.               8 Regts. Inf.

           1 Regt. Cav.   1 Regt. Cav.   2 Regt. Cav.

5-6      4 Regts. Inf.    4 Regts. Inf.    3 Regts. Inf.    5 Regts. Inf.               7 Regts. Inf.

           2 Regt. Cav.   1 Regt. Cav.   2 Regt. Cav.                                    1 Regt. Cav.

 

Next, roll a D6 for the Campaign situation (roll once for each front)

 

Roll                 Situation

1 . . . . . . . . .  Siege

2 . . . . . . . . .  Battle

3 . . . . . . . . .  Under Siege

4 . . . . . . . . .  Repeated Skirmishes

5 . . . . . . . . .  Attack

6 . . . . . . . . .  Battle 

 

The results of the Campaign on each side are determined by a series of three rolls, one after each of the 'encounters' or clashes of the two armies. First the Strength of each army is totaled in terms of companies (6 companies to a regiment). Normally, each company (or

troop for cavalry) counts for 1 point of Army Strength, with the exceptions shown below:

 

  • All companies of Musketeers count double
  • All companies of Knights count double (see section 5.62)
  • In a Battle, all Cavalry troops count double
  • In a Siege or Under Siege, all Artillery companies count double
  • In an Attack, all Grenadier companies count double

 

Once Army Strength is determined, each side rolls 2D6 at the start of each encounter clash, and adds this number to its Strength. Now, any Player Character in a Command position who has Knowledge: battle may attempt to make a Brilliant Maneuver. To make such a Brilliant Maneuver, a character must roll a Raise on their Knowledge: Battle roll. Brilliant Maneuvers add to an Army's Strength, depending on the Rank of the officer making the maneuver, as shown below:

 

Rank Addition to Army Strength

Captain                                                       +1

Major or Lt. Colonel                                   +2

Colonel                                                       +4

Brigadier and Above                                    +6

 

Now the Army Strengths for the encounter are compared, and the lesser value is subtracted from the greater. This is the number of companies lost by the losing army (the lesser). If the Strengths are equal, both sides lose one company. This process is repeated for each of the three encounters that make up the Campaign, The side with the least losses at the end wins the Campaign.

Companies lost are chosen at random by the Gamemaster from those without the presence of Player Characters. If an Army is crushed to the point that a Player Character is trapped in a doomed company, he is assumed to be taken prisoner.

 

To clarify the Campaign outcome system, an example is provided:

 

In the year 1630, two Player Characters, Antoine and Raoul are in the Military. Antoine is a Trooper in the Horse Guards Regiment, and Raoul is a Captain in the Swiss Guards. At the beginning of the year the Gamemaster rolls for Campaign.

 

First he rolls a 6, indicating that the Campaign will start in September 1630 and continue until February of 1631. Next, he rolls for the fronts and regiments sent. He rolls a 4, indicating that the fighting will be on the Belgian and German fronts, and that Antoine’s

regiment will be sent. Not wishing to be left out, Raoul volunteers his company (as he is a Captain) from the Swiss Guards to go in the same Division as Antoine.

 

The Gamemaster separates the regiments into two Divisions, and determines that the Horse Guards, the Carabiniers de Corinth, the Royal Grenadiers, the Flanders Regiment, and Raoul’s company are all going to the Belgian front. He now rolls for enemy forces and gets a 5, indicating that the enemy has three regiments of infantry and two of cavalry on its side. For situation he rolls a 3, ’Under Siege.’ We thus find that our friends are holding out desperately in a fortress somewhere along the Belgian frontier.

 

Before the encounter, the Gamemaster computes the Army Strength of each of the two armies. The enemy has five regiments of six companies (or troops) each, and thus has a base Strength of 30. The French have four regiments, plus one extra company, plus 1 for the double Strength of their Artillery company (due to the Campaign situation), for a total Strength of 26. The French are outnumbered.

 

For the first encounter, the French roll a 10 on two D6 (total of 36), and the enemy rolls a 7 (total of 37). So far, the French are losing. Raoul (as Commander) attempts to make a Brilliant Maneuver. His Knowledge: Battle is d8, so he needs to roll 8 or batter. He misses with a roll of 5. The French, beaten by one Strength point, lose a company, randomly determined to be a company of Fusiliers from the Flanders Regiment. The Army Strengths are now 30 to 25, against the French,

 

In the second encounter, the French roll an 8 (total 33) and the enemy rolls a 3 (total 33). Raoul tries for another Brilliant Maneuver, but misses with a roll of 6. This time the fight was a draw. Both sides lose a company. The French company is determined to be a troop of Carabiniers, from the Carabiniers de Corinth. For the third, and last encounter, the French roll a 9 (total 33) and the enemy rolls a 3 again (total 32). Raoul rolls a 10 on his Knowledge: Battle roll and makes a Brilliant Maneuver, adding 1 to the French Army Strength. The enemy thus loses two companies.

 

This is the end of the Campaign. As the French lost 2 companies and the enemy lost 3, it is a narrow French victory. Raoul, for his part, becomes a hero and may be rewarded later.

 

Personal Results of Campaign

When on Campaign, a Player Character must roll for the possibilities of injury, special events, booty, field promotion, and decoration.

 

During a Campaign characters may wear full armor, and use as many weapons as they can carry. All officers may ride their horses, if they wish. All characters on Campaign must spend six months at the front, but need not pay for support while they’re there. All Troopers, Sergeants, Subalterns, Lieutenants and Captains in the regiments sent on Campaign must go. Majors, Lt. Colonels, and Colonels with Command positions  must also go if their regiments are listed. Brigadiers, Major Generals, and Lt. Generals with Command positions may choose to go (no matter what regiments are called for). Generals with Command positions must go on Campaign (every year). The Field Margchal may choose to go on Campaign with whichever Division he likes. Any character with the Rank of Captain, Major, Lt. Colonel, or Colonel, and with a Command position, may volunteer his company, battalion, or regiment, respectively, to go on Campaign with the regular assigned regiments. Aides will go on Campaign only if the officer they are attached to goes (determined at random by a die roll, or the Gamemaster).

 

During each of the three encounters of the Campaign, characters must roll for injury and special events. Brigadiers and above need not roll for injury, and they roll for special events only if they wish. All characters must choose their attitude during combat, before the results

of each encounter are determined: cowardly, average, or heroic. Chance of injury is rolled on 2D6. Rank, company type, attitude, and the results of the encounter modify the chance of injury as shown below:

 

Rank:

           Sergeant -1

           Subaltern -2

           Lieutenant -2

           Captain -3

           Major -4

           Lt. Colonel -4

           Colonel -5

Company Type:

           Musketeers +1

           Cavalry (any type) +I

           Grenadiers +1

           Artillerists -1

Attitude:

           Cowardly -4

           Heroic +4

Results of Encounter:

           French Victory -4

           French Defeat +4

 

Once the total of the roll and modifiers is computed, consult the injury table below:

 

Modified Roll Result

7 or less                    no injury

8                               powder burns 1d4

9-10                          minor pistol wound 1d6

11                             minor sword wound 1d8

12-13                        minor pike wound 1d8

14                             minor musket wound 1d8

15-16                        serious pistol wound 2d6+1

17                             serious sword wound 1d8+1d6

18-19                        serious musket wound 2d8

20-21                        serious cannon wound 3d6+1

 

Any character wounded badly (3 or more wounds) is taken from the field.

 

Directly after rolling for injury, roll for special events (there is no time to rest or regain Hit Points). The chance for special events is also rolled on 2D6, and is modified by Rank, company type, attitude, and Brilliant Maneuvers. There are three special events tables, one for each of the three possible outcomes of the encounter: French Victory, French Defeat, and Draw.

 

The modifiers for the special events roll are shown below:

Rank:

           Captain -1

           Major (and above) -2

Company Type:

           Musketeers +2

           Knights (within Orders) +1

           Cavalry +1

           Guards +1

           Artillerists -3

Attitude:

           Cowardly -4

           Heroic +4

 

Character has made a Brilliant Maneuver during this encounter +2

 

Now consult the proper table below:

 

Modified

Roll                Special Events for French Victory

8 or less         No Special event

9                    Personal Encounter with enemy foot soldier (character must fight one-on-one,               at close range with an enemy foot soldier, rolled up by the Gamemaster)

10                  Personal Encounter with enemy cavalier (character must fight one-on-one, at                            close range with an enemy horseman, rolled up by Gamemaster)

11-12             Fight to gain strategic position (character takes part in an attack on an enemy                position; this includes a Personal Encounter with a foot soldier, as listed                          above, and another roll on the injury table)

13                  Personal Encounter with enemy Officer (character must fight one-on-one, at                             close range with an enemy Officer, rolled up by the Gamemaster; if the                          enemy suffers three wounds or more, he may be subdued, taken prisoner,                                and ransomed back to his side for the amount listed below).

14-17             Chance to take enemy flag (this includes a Personal Encounter with a                                        Cavalier, and two more rolls on the injury table)

 

Modified

Roll                Special Events for a Draw

9 or less         No special event

10-11             Personal Encounter with enemy foot soldier (as listed above)

12-13             Personal Encounter with enemy cavalier (as listed above)

14-17             Personal Encounter with enemy Officer (as listed above)

 

 

 

 

Modified

Roll                Special Events for French Defeat

7 or less         No special event

8-10               Personal Encounter with enemy footsoldier (as listed

11-12             Personal Encounter with enemy cavalier (as listed above)

13                  Surrounded (character must fight his way through an enemy foot soldier, or                              be captured)

14                  Fight to hold strategic position (character takes part in a desperate .defense;                            this includes a Personal Encounter with an enemy foot soldier, and another                                roll on the injury table)

15-17             Chance to regain French Flag (character attempts to regain captured French                              Flag; this includes a Personal Encounter with an enemy cavalier, and two                        more rolls on the injury table)

 

After special events, characters who are badly wounded are again taken from the field. All others (those going on to the other encounters) regain 3 Hit Points, due to the aid of the Field Surgeon.

 

After injury and special events rolls have been completed for each of the three Campaign encounters, characters may roll for booty, field promotion and decoration.

 

Booty is rolled for on 2D6, with the following modifiers:

 

Rank:

           Sergeant +1

           Subaltern or Lieutenant +2

           Captain +3

           Major or Lt. Colonel +4

           Colonel +5

           Brigadier, Major General, or Lt. General +6

           General or Field Maréchal +7

Company Type:

           Musketeers +1

           Guards +2

           Fusiliers -1

           Artillerists -3

Attitude:

           For each Cowardly attitude -3

           For each Heroic attitude +1

Campaign Outcome:

           Siege +3

           Under Siege -3

           Skirmishes -2

Special Event:

           Character fought to gain strategic position +1

 

 

 

 

 

 

 

 

The amount of booty is determined by the modified roll on the table below:

 

Modified Roll Booty

6 or less                    None

7                               Set of riding gear

8                               20 L

9                               One Dueling Weapon (random)

10                             One Firearm (random)

11                             Full Suit of Armor

12                             100 L

13                             Draft Horse and riding gear

14                             150 L

15                             Riding Horse and riding gear

16                             300 L

17                             400 L

18                             500 L

19                             600 L

20                             700 L

21                             800 L

22                             1000 L

23                             1200 L

24                             1400 L

25                             1600 L

26                             1800 L

27                             2000 L

28                             2200 L

29                             2500 L

30                             3000 L

 

Booty treasure becomes a character's property immediately, and may be taken home at the end of the Campaign.

 

Field promotions are handled very simply: any character who either (1) makes a Brilliant Maneuver, or (2) takes a Heroic attitude for all three Campaign encounters, may roll immediately for an opening and promotion into the next Rank, as if it were the end of the year (and in addition to the normal roll).

 

Characters who perform far beyond the call of duty may be decorated by the Field Maréchal. A character must fulfill 3 of the requirements listed below, to be decorated:

 

(1) Character has made a Brilliant Maneuver.

(2) Character has taken an Heroic attitude for all three Campaign encounters.

(3) Character has received a serious wound.

(4) Character has fought (successfully) to gain or hold a Strategic Position.

(5) Character has taken the enemy flag, or retaken the French flag in battle.

A character may only be decorated once per Campaign. If a character is decorated twice (i.e. in two separate Campaigns) he is knighted. Additional decorations may raise him to higher levels of nobility.

 

To clarify personal results of Campaigns, let us return to Antoine and Raoul, the two characters on Campaign on the Belgian Front.

 

Before the results are tallied for the first encounter, both characters choose to fight with an Heroic attitude. First, they roll for injury. Antoine rolls an 8 (+1 for being in the Cavalry, +4 for an Heroic attitude, +4 for because the French lost the first encounter) for a total of 17. Antoine takes a serious sword wound (and rolls 1d8+1d6 damage) for a wound. Raoul rolls a 2 (-3 for being a Captain, +4 for an Heroic Attitude, +4 for the French Loss) for a total of 7. Raoul has not been injured.

 

Now the two roll for special events on the French Defeat table. Antoine rolls an 8 again (+1 for Cavalry, +4 for an Heroic attitude) for a total of 13. Antoine has been surrounded, and must fight his way out against an enemy foot soldier. In a separate combat, refereed by the Gamemaster, Antoine succeeds in killing his man, but his horse is killed by the soldier's pike. He is now on foot. Raoul rolls a 6 (-1 for being a Captain, +1 for being in the Guards, +4 for an Heroic attitude) for a total of 10. Raoul also fights an enemy foot soldier, and wins, taking no damage as the 1d6 damage does not exceed his Toughness.

 

It is now the end of the first encounter. Both soldiers go to see the Field Surgeon, and Raoul is fortunate and is successful on his Soak roll recovering his wound. Both Raoul and Antoine are now fine.

 

Before the second Campaign encounter, Antoine and Raoul both decide to be more cautious and take an Average attitude. This encounter is a Draw for the two armies. First, Antoine rolls a 5 for injury (+1 for Cavalry) for a total of 6. He receives no injury. Raoul rolls an 11 (-3 for being a Captain) for a total of 8. He receives minor powder burns (1d4 of damage that does not exceed his Toughness).

 

For special events, Antoine rolls a 6 (+1 for Cavalry) for a total of 7, and looks at the events table for Draws. This time, he has no special event. Raoul rolls a 5 (+1 for Guards, -1 for being a Captain) which remains a 5. He also has no special event.

 

At the end of the second encounter, Antoine and Raoul regain their last lost Hit Points, by seeing the Field Surgeon again.

 

Before the third Campaign encounter, Antoine chooses an Average attitude, and Raoul, an Heroic one. This encounter, the French army wins, and Raoul makes a Brilliant Maneuver. Antoine rolls a 5 for injury (+1 for Cavalry, -4 for the French Victory) for a total of 2 (no injury). Raoul rolls a 9 (-3 for being a Captain, +4 for an Heroic attitude, 4 for French Victory) for a total of 6 (no injury).

 

For special events, Antoine rolls a 7 (+1 for being in the Cavalry) for a total of 8. Again, he does not participate in a special event, Raoul rolls an 11. for special events (-1 for being a Captain, +1 for being in the Guards, +4 for an Heroic attitude, +2 for making a Brilliant Maneuver this encounter) for a total of 17. Looking on the French Victory table, he finds that he has a chance to take the enemy flag! First, he fights an enemy Cavalier, and receives a serious sabre wound (1d8+1d6 damage for one wound) and has his horse knocked over with a broken leg (due to a serious carbine causing 2 wounds). However, he kills his opponent. Now he must face two more rolls for injury. He rolls a 4 and an 8 (-3 modifier) indicating that he is not wounded as he rushes back to the French lines, enemy flag in tow.

 

The dangers of the Campaign are now over, and both Antoine and Raoul have survived. Now, they may collect their rewards.

 

Antoine rolls a 6 for booty (+1 for his one Heroic attitude, +4 for a French Victory, -3 for an Under Siege situation) for a total of 8. Antoine receives only 20 L for his troubles and wounds. Raoul rolls a 7 for booty (+3 for being a Captain, +2 for being in the Guards, +2 for his two Heroic Attitudes, +4 for French victory, 3 for Under Siege situation) for a total of 15. Raoul receives a riding horse and gear, which is fortunate, as he lost his in combat.

 

Because he made a Brilliant Maneuver, Raoul may roll immediately for a Field Promotion. As he is Captain, he needs a roll of 9 or more for an opening, and a roll of 8 or better for a promotion. He rolls a 3, indicating that, because there is no opening, he will not receive a promotion.

 

Finally Raoul, because he made a Brilliant Maneuver, received a serious wound, and took the enemy flag, is decorated by the Field Maréchal.

 

CAPTURE

A character will be captured by the enemy, while on Campaign, in any one of the following situations:

 

A character will be captured by the enemy, while on Campaign, in any one of the following situations:

 

(1) If his company is destroyed

(2) If he is surrounded and either surrenders or fails to fight his way out.

(3) If he is rendered unconscious or unable to move or fight by wounds received by injury or by personal encounters

 

An enemy Officer may be captured by a character if he is met in a Personal Encounter and subdued (suffers 3 wounds or more). If an enemy Officer is captured, roll 2D6 for Rank:

 

Roll                Enemy Officer's Rank

2-6                 Subaltern or Lieutenant

7-8                 Captain

9                    Major

10                  Lt. Colonel

11                  Colonel

12                  Brigadier

 

Captured soldiers will be stripped of all their gear and possessions which they carried into the Campaign. Troopers and Sergeants, unless they can offer a ransom of 150 L or more (paid by a friend in France) will be executed, imprisoned or pressed into the enemy army.

Roll 2D6 on the table below (add 1 for Sergeants, subtract 1 if captured on the Spanish front):

 

Roll                Fate of Captured Soldier

2-6                 Executed

7-8                 Imprisoned for 1 to 3 years

9-10               Imprisoned for 1 to 6 years

11-12             Pressed into enemy army

 

Officers will always be ransomed by their armies. Ransomed officers are expected to pay off their ransom eventually (within 6 years) to their government. Ransom prices vary by Rank, as listed below:

 

Rank                                                                                Ransom

Subaltern or Lieutenant                                                     200 L

Captain                                                                             300 L

Major                                                                               500 L

Lt. Colonel                                                                        750 L

Colonel                                                                             1000 L

Brigadier                                                                           2000 L

General, Lt. General or General                                          4000 L

Field Maréchal                                                                   10,000 L

 

Mustering Out

Player Characters may leave the military, if they wish, after attaining an officer's Rank, or after 2 years, whichever takes longer. Leaving the military is referred to as 'mustering out' and it grants a character retirement pay and possibly, a pension, depending on the character's Rank upon leaving:

 

Rank                                               Retirement Pay                  Pension

Subaltern or Lieutenant                    20 L                                     -

Captain                                            40 L                                     -

Major                                              60 L                                     -

Lt Colonel                                        100 L                                   -

Colonel                                            160 L                                   20 L/yr

Brigadier                                          320 L                                   40 L/yr

Major General                                  640 L                                   60 L/yr

Lt General                                        1000 L                                 80 L/yr

General                                            2400 L                                 100 L/yr

Field Maréchal                                  4000 l                                  160 L/yr

 

Retired officers retain a Social Rank one below that which they had in the service.


THE CLERGY

Joining the Clergy

Characters who wish to join the Clergy must have Knowledge: Theology and Latin skills, and must start as Students of Theology. Gentlemen with the necessary skills may choose to start the game as Students of Theology, in whichever school of theological thought the wish. All others may roll 2D6 at the beginning of each year after the start of the game, in an attempt to roll the entrance number of a school, to become a Student of Theology. As characters may not roll to enter a school at the start of the game, all characters who are not of Gentleman background must wait a year to enter a school of Theology.

 

To study Theology in the 17th Century, one commonly went to a school or college run by one of the powerful monastic orders of the times. Each order has its own requirements for years of study needed to be ordained, and the amount of time each year which must be spent studying Theology. Each order also has a status level. If a character's Social Rank is above the order's status, he gets a +1 to his roll to enter as a student.

 

The three monastic orders from which Students may receive their theological training are listed below:

 

                                 Entrance                              Number of years      Number of

Order                        Roll                Status                      of study                    months per year

Jesuits                      9                    7                    3                               6 months/yr

Benedictines            9                    6                    4                               4 months/yr

Dominicans              10                  5                    3                               9 months/yr

 

At the end of a character's study as a Student of Theology, he is ordained into the Priesthood.

 

Positions within the Clergy

Within the Clergy are a series of positions, not unlike military Ranks, each with i t s own powers, Social Rank, and possibilities for promotion. All rolls for openings for promotion, special positions, etc. are rolled on 2D6, in an attempt to roll the listed number or above.

 

The positions within the Clergy are, in ascending order of importance

 

PRIEST

A Priest is the first in the order of ordained 'soldiers of God.' A Priest may have many duties ranging from teaching in a Church school or administering the sacraments, to working as a clerk or scribe for a Curate or Pastor. Each year, a Priest must spend 6 months, distributed

as he likes, performing his religious duties. A Priest's worldly concerns are taken care of by the Church (he is provided with food, clothes, and shelter, and need not pay monthly expenses). In addition, a Priest receives a yearly purse of 10 L from Church Tithes. At the end of each year, a position on a Bishop's Curia opens up on a roll of 11 or better, and a promotion follows on a roll of 8 or more (+1 if Social Rank is 8 or more, automatic if the Bishop is a friend). If a Priest is not raised into a Bishop's Curia, or chooses not to enter it, a Curate's position opens up on a roll of 9 or more, and a promotion follows on a roll of 7 or more (+1 if Social Rank is 7 or more).

 

CURATE

A Curate is an Aide to the Pastor of a Parish. He administers sacraments, counts Parish Tithes, and sometimes says Mass. Each year, a Curate must spend 6 months, distributed as he likes, performing his religious duties. A Curate's worldly concerns are taken care of by the Church, and he receives a yearly purse of 20 L from Church Tithes. At the end of each year, a position on a Bishop's Curia opens up on a roll of 10 or more, and a promotion follows on a roll of 8 or more (+1 if Social Rank is 8 or more, automatic if the Bishop is a friend). If a Curate is not raised into a Bishop's Curia, or chooses not to enter it, a

Pastor's position opens up on a roll of 9 or more, and a promotion follows a roll of 7 or more (+1 if Social Rank is 8 or more).

 

PASTOR

A Pastor is the head Priest of a Parish. He administrates, collects Parish Tithes, and usually says Mass, A Pastor may dismiss Priests from likes, performing his religious duties. A Pastor's worldly concerns are taken care of by the Church, and he receives a yearly purse of 30 L from Church Tithes. In addition, he has access to 300 L per year in Church Tithes, which he may invest or spend as he likes. If he does not pay this money back to the Church before the next year, however, he will be dismissed by the Bishop from his position (he goes back to being a Priest). He may, however, make some money for himself, if he makes

wise investments. At the end of each year, a Bishop's position opens up on a roll of 10 or more, and a promotion follows on a roll of 10 or more (+1 if Social Rank is 11 or more). If a Bishop's position is open, but no promotion follows, it may be bought for 2600 L (this is the

only Church position which may be bought). Otherwise. a position on a Bishop's Curia opens up on a roll of 9 or more, and a promotion follows on a roll of 7 or more (+1 if Social Rank is 8 or more, automatic if the Bishop is a friend).

 

POSITION ON A BISHOP'S CURIA

A Bishop's Curia is an advisory and administrative council for a Bishopric or Archbishopric. Upon entering, roll for each special position in the Curia: Vicar General (on a roll of 1 l+), Chancellor (on a roll of 9+), Official of Diosesan Tribunals (on a roll of 8+), or, otherwise, just a member of the Curia. A character on a Bishop's Curia must spend 3 months each year, distributed as he likes, performing his duties. All of Curia's worldly concerns are taken care of by the Church, and each member receives a yearly purse of 50 L from Church Tithes (or 60 L per year, for the Vicar General). In addition, the Chancellor of the Curia has access to 500 L per year in Church Tithes, which he may invest or spend as he likes. If he does not pay this money back to the Church before the next year, however, he will be dismissed by the Bishop, and forced to go back to the position he held before he joined the Curia. At the end of each year, a Bishop's position opens up on a roll of 10 or more, and a promotion follows on a roll of 10 or more (+1 if Social Rank is 11 or more, +3 for Vicar General, +2 for Chancellor or Official of Diosesan Tribunals). If a Bishop's position is open, but no promotion follows, it may be bought for 2600 L. If a member of a Bishop's Curia does not move up to Bishop at the end of a year, he may roll again for special positions within the Curia with a +2 to each of his rolls.

 

BISHOP

A Bishop is the head of a Bishopric, or collection of Parishes. Upon becoming a Bishop, a roll of 10 or more (+1 for having been a Vicar General) indicates that the character becomes an Archbishop instead (head of an Archbishopric, a Bishopric located at a large city or a particularly holy place). A Bishop governs his Bishopric almost like a province. He has the right to choose or dismiss members of his Curia (advisory council) and he may appoint or dismiss Curates and Pastors within his Bishopric. A Bishop must spend 1 month each year, distributed as he likes, performing his religious duties. All of a Bishop's worldly concerns are taken care of by the Church, and he receives a yearly purse of 100 L from Church Tithes (or 150 L for an Archbishop). He is also exempt from paying taxes. In addition, he has access to 2000 L (or 3000 L for an Archbishop) per year in Church Tithes which he may invest or spend as he likes. If he does not pay this money back to the Church before the next year, however, he will lose one Social Rank, and his purse and Tithes in future years will be only % the normal amount. At the end of each year, a Bishop will be promoted to the position of Prince Bishop on a roll of 12 or more (+1 for being an Archbishop, +1 it Social Rank is 15 or more, +1 for a bribe of 1000 L). There is no opening required to become a Prince Bishop.

 

PRINCE BISHOP

A Prince Bishop is recognized as a Cardinal in Rome but not in France. He retains his position as Bishop or Archbishop as, well. A Prince Bishop gets an additional 100 L per year added to his normal purse. At the end of each year, he receives a promotion to Cardinal on a roll of 10 or more (+1 for also being an Archbishop, +1 if Social Rank is 16 or more). There is no opening required to become Cardinal.

 

CARDINAL

A Cardinal is recognized as such in France and Rome (and everywhere else). He is a member of the College of Cardinals (at this time made up of 70 members) which elects the pope. A Cardinal retains his position as a Bishop or Archbishop. He gets an additional 200 L per year for his purse. In addition to Church Tithes, he has access to another 3000 L in Vatican funds, which he may invest or spend as he sees fit. If he does not pay this money back to the Church before the next year, however, he will lose his position as a Cardinal (he goes back to being a Bishop, and may never become a Prince Bishop or Cardinal again).

 

A brief summary of the positions in the Clergy and their organization is provided in the table below:

 

Powers of the Clergy

Members of the Clergy have various powers, based on their positions and Social Rank, as shown below:

 

1) Administering Sacraments: all members of the Clergy have the power to         administer sacraments (baptism, confirmation, marriage, last rites, ordination,          penance, and eucharist) and to hear confession. The confessions of royalty may only         be heard by those of Bishop Rank or above.

2) Exemption from Tithes: all members of the Clergy are exempt from paying Tithes.            Their support and purses are paid for by the Tithes of others.

3) Excommunications: a Clergyman of the rank of Bishop or above may make one            Excommunication per year. The person excommunicated must be 6 or more Social            Ranks below the Clergyman, and may not be in the Clergy himself. Excommunication

decreases the victim's Social Rank by 2 and denies the victim from receiving the            Sacraments, he is no longer a member of the Roman Catholic Church.     Excommunication may only be reversed if a pardon is granted by a higher ranked      Clergyman (if a Cardinal excommunicated the character, a pardon may come

only from the Pope).

4) Dismissal from the Church: a Clergyman of the rank of Bishop or above, or a Vicar            General may dismiss one other Clergyman from the Church permanently, per year.        The Clergyman dismissed must be of a lower Church rank, and of a Social Rank at

least 4 below that of the Dismisser. Once dismissed, a character must leave the Clergy, and may never rejoin unless pardoned and reinstated by a higher ranked         Clergyman.

5) Public Sentiment: Clergymen have great sway over the common people, and may            become very powerful and popular due to their positions. Any Clergyman or the rank      of Curate or above may give alms (donations to the poor) to increase his popularity.

           The exact effects of giving alms are determined by the Gamemaster, but a generous            (and ambitious) Clergyman might be able to lead popular protests, incite crowds to            violence, or stop them from rioting, etc.

 

Huguenots

The Huguenots were French Protestants who were persecuted by the French Catholics, and were involved in many of the major internal disputes in France of the 17th Century (see the Appendix for political details). Characters may play Huguenots if they wish, or the Gamemaster may require Huguenot characters for certain campaign situations.

 

In most ways, Huguenot characters are the same as others. They may not, however, enter the Catholic Clergy (unless the Secret 'Secret Identity' or the Advantage 'Double' is used). All Huguenots are exempt from paying Tithes.

 

 

Huguenots who wish to become Ministers within their own Church must have the skill Theology. Huguenot Gentlemen may choose to start the game as Students of Theology. Other Huguenots may attempt to roll an 8 or better each year to enter a Protestant School of Theology. A Huguenot must spend 6 years studying Protestant Theology (4 months per year must be devoted to study) to become a Minister.

 

A Huguenot Minister is the religious leader of his community. Within the Huguenot community, he has a Social Rank of 9. He receives a purse of 50 L each year from his congregation. He must spend six months per year, distributed as he likes, performing his religious duties.
THE ROYAL BUREAUCRACY

The Royal Bureaucracy is another path to power, which may be chosen as a career by characters. Unlike the Military and the Clergy, however, the Bureaucracy may be entered in one of two ways. A character may start as a low-level Bureaucrat, or a Student of Law,

and work his way up.

 

Almost every rank within the Bureaucracy has special positions within it. Each position will have i t s own powers and duties. Bureaucrats may find that positions in other careers will help them advance quickly in the Bureaucracy.

 

All rolls for positions, promotion, etc. in the Bureaucracy are made on 2D6.

 

Entering the Bureaucracy

As mentioned above, the Bureaucracy may be entered either as a Bureaucrat or a Student of Law. The details of both are listed below:

 

BUREAUCRAT

Any Character who wishes to be a Bureaucrat must have Bureaucratic skill. Gentlemen may choose to start the game as Bureaucrats. Characters' from other backgrounds may roll at the beginning of each year after the start of the game to become a minor Bureaucrat: a roll of 7 or more is required to find a position. A Bureaucrat is paid 40 L per year. A character must be a Bureaucrat for 3 years, learning to shuffle papers and delegate responsibility, before he can progress. At the end of 3 years, he becomes a Minor Official. Each year, a Bureaucrat must work for 6 months, distributed as he likes, learning and performing his bureaucratic duties.

 

STUDENT OF LAW

Any character who wishes to be a Student of Law must have Knowledge: Magistracy and Latin skills. Gentlemen may choose to start the game as Students of Law. Characters from other backgrounds may roll at the beginning of each year after the start of the game to become a Student of Law: a roll of 8 or more is required to be admitted to a College of Law (+1 to the roll if Social Rank is 8 or above). A character must be a Student of Law for 6 years before he becomes a Lawyer. Each year, a Student of Law must devote 4 months, distributed as he likes, in study.

 

Ranks and Positions in the Bureaucracy

Once a character enters the Royal Bureaucracy, he may progress, rank by rank, in a manner similar to that of the Military and the Clergy. The specifics of each rank and position are listed below:

 

MINOR OFFICIAL

A Bureaucrat becomes a Minor Official at the end of 3 years. Minor Officials may have the position of Aide to Provincial Lt. Governor (on a roll of 8+), Provincial Sheriff (on a roll of 8+), Village Mayor (on a roll of 7+), or, otherwise, a Court Clerk. A Minor Official must spend 6 months each year, distributed as he likes, performing his bureaucratic duties. Minor Officials are paid 70 L per year. At the end of each year, a position for an Official of the Realm opens up on a roll of 9 or more. A promotion follows on a roll of 10 or more (+2 for Aide to Provincial Lt. Governor, +1 for Sheriff or Mayor, +2 if Social Rank 8 or more).

If there is an opening, but no promotion, the rank of Official of the Realm may be bought for 500 L. If a Minor Official does not progress to Official of the Realm at the end of the year, he may roll again for positions within his rank, with a +1 to all rolls.

 

 

OFFICIAL OF THE REALM

Officials of the Realm may have the position of Provincial Lt. Governor (on a roll of 9+; +2 if character was an Aide of Provincial Lt. Governor), Provincial Tax Collector (on a roll of 9+; +2 if character was a Provincial Sheriff), Town Mayor (on a roll of 8+), or, otherwise, a Court Secretary. An Official of the Realm must spend 6 months each year, distributed as he likes, performing his bureaucratic duties. Officials of the Realm are paid 100 L per year (Provincial Tax Collectors may squeeze up to an additional 300 L per year from peasants, at the risk of popular protest). At the end of each year, the position of Magistrate opens up on a roll of 10 or more. A promotion follows on a roll of 10 or more (+2 for Provincial Lt. Governor, +1 for Tax Collector or Mayor, +2 if Social Rank is 11 or more). If there is an opening, but no promotion, the rank of Magistrate may be bought for 2000 L. If an Official of the Realm does not progress to Magistrate at the end of the year, he may roll again for positions within his rank, with a +1 bonus to all rolls.

 

LAWYER

A Student of Law becomes a Lawyer at the end of 6 years. Lawyers are given the power to argue cases in court - not a small privilege in the 17th Century, when justice was hard to come by. A Lawyer may work as many months in court, as he likes. For each month he works, he earns 50 L. Each year a Lawyer works at least 3 months, he may roll for opening and promotion. A Magistrate's position opens up on a roll of 10 or more, and a promotion follows on a roll of 8 or more (+1 for working 6 or more months that year, +1 if Social Rank is 11 or more). If there is an opening but no promotion, the rank of Magistrate may be

bought for 2000 L.

 

MAGISTRATE

A Magistrate is a kind of 17th Century Judge and Jury. Provincial justice, and the judgment of crimes committed by people of Social Rank 7 and below will be entrusted to a Magistrate. To pass judgment on a criminal (or framed person) of Social Rank 8 to 12, a tribunal of

three or five Magistrates will be formed. Those persons of Social Rank 13 or above may only be judged by the Minister of Justice or the King, and only these personages may overrule a Magistrate or Magistrate tribunal. A character who is a Magistrate may arrest an enemy of lower Social Rank once per year (he is imprisoned for 1D6 weeks). If the enemy is four or more Social Ranks below him, the Magistrate may trump up charges against him (see the Appendix for details on Courts and Justice). A Magistrate must spend four months each year, distributed as he likes, dispensing 'justice' in court. A Magistrate is paid 300 L per year. At the end of each year, a Royal Official's position opens up on a roll of 10 or more. A promotion follows on a roll of 9 or more (+1 for having been an Official of the Realm, +1 if Social Rank is 12 or more). If there is an opening, but no promotion, a Royal Official's rank may be bought for 6000 L.

 

ROYAL OFFICIAL

A Royal Official may have the position of Provincial Governor (on a roll of 9+; +1 for having been a Lt. Governor, +1 if Social Rank is 12 or more), Ambassador (requires 1 foreign language and Etiquette skills, no roll necessary) or a City Mayor otherwise. Each of these special positions has its own pay and powers as shown below:

 

  • A Provincial Governor is paid 350 L per year. He may squeeze up to an additional 1000 L per year from the people of his province, at the risk of open revolt. Within his province, a Governor has the powers of a Magistrate. In addition, he has Command of a Battalion (2 companies) of Fusiliers to keep the peace, and as personal guards.

 

 

 

  • An Ambassador is paid 300 L per year, and is sent to another country as an emissary (likely countries are Spain, England, The Holy Roman Empire, an Italian City State, the Vatican, etc.). He may also receive gifts from the ruler of the country he stays in. This position is of particular interest to Player Characters because of many opportunities for adventure it offers (special missions, treaties, political intrigues, etc.). Ambassadors always have an entourage, including several other Bureaucrats, a Priest (especially if going to a Protestant country), and some guards (usually from the Guards or Swiss Guards Rgts.).

 

  • A City Mayor is paid 300 L per year. He may squeeze up to an additional 500 L per year from the citizens, at the risk of open revolt. Within his city, a Mayor has the powers of a Magistrate. He also commands a company of Fusiliers to keep the peace, and as his personal guards. Each year, a Royal Official must spend 6 months, distributed as he likes, performing his duties. At the end of each year, a Court Minister's position opens up on a roll of 10 or more. A promotion follows on a roll of 10 or more (+2 for being a Provincial Governor, +1 for being an Ambassador, +2 if Social Rank is 14 or above). If there is an opening, but no promotion, a Court Minister's position rnay be bought for 14,200 L. If a Royal Official does not progress at the end of a year, he may roll again at +1 (or choose again) for a special position.

 

Each year, a Royal Official must spend 6 months, distributed as he likes, performing his duties. At the end of each year, a Court Minister's position opens up on a roll of 10 or more. A promotion follows on a roll of 10 or more (+2 for being a Provincial Governor, +1 for being an Ambassador, +2 if Social Rank is 14 or above). If there is an opening, but no promotion, a Court Minister's position may be bought for 14,200 L. If a Royal Official does not progress at the end of a year, he may roll again at +1 (or choose again) for a special position.

 

COURT MINISTER (PARLIAMENTARY MINISTER

A Court Minister (or a Parliamentary Minister if the King is too young to rule) is a member of the Royal Court. He is paid 800 L per year, and may only be dismissed by the King or the Minister of State. A Court Minister may also reside at Court, and rnay be protected by Palace Guards if he wishes. A Court Minister has the power to draw up an official petition (request) to the King. It will be granted, depending on the King's position and the advise of his Royal Ministers. Court Ministers must spend at least 1 month each year, distributed as they like, at the Royal Court.

 

At the end of each year, an opening for a Portfolio opens up on a roll of 8 or more. Roll for promotion by rolling for each Portfolio individually (as listed below). A Court Minister may not have more than 2 Portfolios, and rnay not receive more than one per year. On a roll of

10 or more, a position for a Royal Minister opens up. Roll for promotion by rolling for each Royal Minister's Portfolio individually.

 

Portfolios

If there is an opening, a Court Minister may roll to receive a Portfolio. Full descriptions of the Portfolios, and the chances of receiving them, are listed below:

 

Minister of Finance (requires Banking skill, roll 10 or more to receive; +1 if Social Rank is 16 or above, +1 for having been a Provincial Tax Collector, +1 for having been a Provincial

Governor). Minister of Finance manages the Royal finances, and is the head of the Royal treasury. He is paid an additional 300 L per year, and must spend an extra month at court each year. This Minister may embezzle as much as 16,000 L each year, atthe risk o f being caught and dismissed (or executed).

Constable General (requires Knowledge: Battle , roll 10 or more to receive; +I if Social Rank is 16 or above, +1 for having been a Provincial Sheriff, +1 for having been a Provincial Governor). The Constable General is the right-hand-man of the Minister of Justice. He may arrest up to 5 enemies per year, provided they are of lower Social Ranks than he (each is imprisoned for 2D6 weeks), and he may trump up charges against anyone of a lower Social Rank, once per year. The Constable General is paid an additional 100 L per year, and must spend an extra month at court each year. He may also take command, in times of revolt,

of any City or Provincial guards (Fusiliers).

 

Chancellor (requires Heraldry and Etiquette skills, roll 9 or more to receive; +1 if Social Rank is 16 or above, +1 for having been a Provincial Governor, +I for having been an Ambassador). The Chancellor looks after the bureaucracy and paperwork of theRoyal Court. He is paid an additional 200 L per year, and must spend an extra 2 months at court each year. The Chancellor may embezzle as much as 1500 L each year, at the risk of being

caught and dismissed.

 

Lord Chamberlain (requires Etiquette skill, roll 9 or more to receive; +1 if Social Rank is 16 or above, +1 for having been Provincial Governor, +1 for having a Charm of 16 or above. The Lord Chamberlain looks after the Royal household, and the King's works (fortresses, palaces, royal cathedrals, etc.). He is paid an additional 200 L per year, and must spend an extra 2 months at court each year. The Lord Chamberlain may embezzle

as much as 1000 L each year, at the risk of being caught and dismissed.

 

The Secretary General (requires Knowledge: Bureaucracy and Magistracy skills, roll 9 or more to receive; +1 if Social Rank is 16 or above, +1 for having been a Lawyer, +1 for having been an Ambassador). The Secretary General is the direct Aide to the Minister

of State. He is paid an additional 100 L per year, and must spend an extra month at court each year. He may embezzle as much as 1000 L each year, at the risk of being caught and dismissed from the bureaucracy.

 

All Ministers who hold Portfolios and do not already have Titles are knighted. All get a +1 when rolling for an opening among the Royal Ministers. Ministers with Portfolios keep their positions as Court Ministers. A Minister may give up a Portfolio at any time.

 

ROYAL MINISTERS

If there is an opening among the Royal Ministers, a Court Minister may attempt to receive one of the three Royal Portfolios. A Royal Minister maintains his rank as a Court Minister and may also hold one regular Portfolio as well. Royal Ministers answer only to the King. The

Royal Ministers are:

Minister of War (requires Knowledge: Battle, roll 11 or more to receive this position; +1 for having been an Officer in the Army, +1 for having been a Provincial Governor, +1 for having been Chancellor or Constable General). The Minister of War appoints and controls the Field Maréchal. He advises the King on entering and starting wars, and has, next to the King, the final word on all military matters. He is paid an additional 2000 L per year, and must spend an extra 2 months at court.

Minister of Justice (requires Knowledge: Magistracy skill, roll 11 or more to receive this position; +2 for having been Constable General, +1 for having been a Provincial Governor, +1 for having been a Lawyer). The Minister of justice appoints and controls the Constable General. He has all the powers of the Constable General, and, in addition, he may have an enemy of lower Social Rank disappear without a trace (i.e. assassinated) once per year. Next to the King, the Minister of Justice has the final word on all matters of Law and on all appeals. He is paid an additional 2200 L per year, and must spend an extra 2 months at court.

Minister of State (requires Knowledge: Banking, Bureaucracy, and Magistracy skills, roll 12 or more to receive this position; +2 for having been Secretary General, +1 for having been Lord Chamberlain or Chancellor, +1 for having Smarts d10 or above). The Minister of State is, with the exception of the King, the most powerful man in France. He may appoint or dismiss all Court Ministers, except for the Ministers of Justice and War. He controls the entire Royal Bureaucracy, and his petitions are virtually assured of being granted by the King. In addition, he may, at any time, raise of lower a character's Social Rank by one (no lower than one, or higher than 15) simply be mentioning him, favorably or unfavorably, to the King (only once per character). Once per year, he may have a character of Social Rank 4 or above Knighted and/or admitted to a Royal Order (again by mention to the King). He may deny any character in the Military, Clergy, Bureaucracy, or in an Order their promotion (although he may not prevent them from buying Rank). The Minister of State is paid an additional 3200 L per year, and must spend an extra 4 months at court. A brief summary of the Bureaucratic ranks and positions, and their organization is provided below:

 

                                                                  Chance of                 Chance of      Purchase

Rank (and positions)           Pay                Opening                    Promotion      Price

Bureaucrat (for 3 years)          40 L/yr            automatic                              auto,               -

                                                                  (to Minor Official

Student of Law                                 0                    automatic                              auto.               -

(for 6 yrs)

Minor Official                          70 L/yr            9+                             10=                -

Aide to Provincial Lt Gov (8+)

Provincial Sheriff (8+)

Village Mayor (7+)

Court Clerk (auto,)

Official of the Realm                100 L/yr          10+                           10+                500 L

                                                                  (to Magistrate)

Provincial Lt. Governor (9+)

Provincial Tax Collector (9+)

Town Mayor (8+)

(to Magistrate)

Court Secretary (auto.)

Lawyer                                  50 L/mth         10+                           8+                  -

                                                                  (to Magistrate)

Royal Official                          varies              10+                           10+                6000 L

Provincial Governor (9+)

Ambassador (auto.)

City Mayor (auto.)

Court Minister                        800 L/yr          for Portfolio:               8+                  14,200 L

                                                                  for Royal Minister:       10+

 

Entering the Bureaucracy from Other Careers

Characters who reach high positions in other careers may, if they are ambitious, attempt to enter the Bureaucracy at high levels. Any character who holds the Title of Count or above, and has Knowledge: Magistracy may attempt to become a Magistrate (on a roll of 9 or more) at the beginning of each year after the start of the game. Any character who holds the Title of Duke or above, may attempt to become a Royal Official (on a roll of 9 or more) at the beginning of each year after the start of the game.

 

Any character in the military with the Rank of Brigadier or above who (1) has Knowledge: Magistracy, (2) has been a Martial Magistrate and (3) now has a Staff position (not a Commander) may attempt to become a Magistrate (on a roll of 8 or more) at the beginning of each year. Any character in the military of the of the Rank of Major General or above (or any retired Lt. General or above) who does not hold a Command position (or a Field Maréchal who chooses not to go on Campaign with his Army) may attempt to become a Royal Official (on a roll of 9 or more) at the beginning of each year.

 

Any character in the Clergy who is a Prince Bishop or a Cardinal may attempt to become a Royal Official (on a roll of 9 or more) at the beginning of each year.

 

Any character who is a Master or Grandmaster of a Noble or Royal Order may attempt to become a Royal Official (on a roll of 9 or more at the beginning of each year.

 

CLUBS AND ORDERS

Gentlemen's Clubs

A Gentlemen's Club is a social institution where characters may go to drink, carouse, and gamble. Clubs look after their members. If a member is attacked, others will come to his aid. If he is captured, the Club may attempt to rescue or ransom him. Other Club members may be loyal seconds if a character gets into a duel.

 

Any Gentleman or Nobleman who chooses the Advantage 'Member of an Order' may (depending on his die roll) start the game as a member of the Gentlemen's Club of his choice. All others may attempt to get. into a Club at the beginning of every year after the start of the game. To enter a Club, a character must roll (on 2D6) the entrance number or

greater. In addition, each Club has a minimum Social Rank. Characters below this Social Rank may not join. Each year, a Club member must pay his Club Dues (characters who start the game in a Club are assumed to have free lifetime membership). If Club Dues are not paid on time, the character is expelled from the Club, and not allowed to rejoin. No character may be a member of more than one Club at a time. A character may leave a Club at any time, but must roll again to rejoin.

 

The Clubs are shown below:

                                                       Minimum                  Entrance                   Yearly

Club                                                Social Rank              Roll                           Dues

L'Epée du Grand Henri                      7                               11+                           40 L/yr

Fellows of St. George                       7                               10+                           30 L/yr

Bishop's Club                                   6                               9+                             25 L/yr

The Black Cross                               5                               8+                             20 L/yr

The Boar's Head                               4                               7+                             10 L/yr

 

Within each Club are a series of ranks, similar to those in the other hierarchies. Club ranks are listed below (all rolls for positions and promotion are rolled on 2D6:

 

CLUB MEMBER

A character starts in a Club as a Member. A Member may visit his Club whenever he likes, and he may give his friends a +1 on their roll to join. After three years as a Member, and each year thereafter, he may roll for the position of Manager to open up. A Manager's position opens up on a roll of 9 or more, and a promotion follows on a roll of 10 or more. If there is an opening, but no promotion, a Manager's position may be bought for 200 L (this is the only Club rank which may be bought).

 

MANAGER

A Manager supervises one of the Club's establishments. He is not required to pay Club dues, but he must spend 2 months out of every year, distributed as he likes, performing Club duties. At the end of every year, the position of Secretary opens up on a roll of 10 or more.

A promotion follows on a roll of 7 or better.

 

SECRETARY

A Club Secretary looks after Club records, membership lists, payments of dues, etc. He may admit his friends to his Club as he wishes. He is not required to pay Club Dues, and he is, himself, paid 10 L per year from the Dues of other members. Each year, the Secretary must spend 1 month, distributed as he likes, performing his Club duties. At the end of each year, the position of Treasurer opens up on a roll of 9 or more, and a promotion follows on a roll of 7 or more, A Club Secretary may only be promoted to Treasurer if he has Knowledge: Banking.

 

TREASURER

The Club Treasurer looks after Club finances. He may also admit his friends to the Club. He is not required to pay Club Dues, and he is, himself, paid 20 L per year from the Dues of other members. In addition, he may embezzle as much as 300 L per year at the risk of

being caught and permanently dismissed from the Club. He also has access to 300 L per year which he may invest if he wishes, but if the original money is not returned at the end of the year, he is dismissed. The Club Treasurer must spend 1 month each year, distributed as he likes, performing Club duties. At the end of each year, the position of Club Chief opens up on a roll of 10 or more. If there is an opening, he is automatically promoted.

 

CLUB CHIEF

The Club Chief is the head of his Club. He runs the Club, and may manage it in any way he likes. He may admit his friends, and/or promote them in the Club. He may collect up to 300 L per year from Club Dues for himself. He may invest another 600 L per year. If this money is not returned, however, the Club may go bankrupt. The Club Chief must spend 1 month per year attending to Club business.

 

A brief summary of Club positions is provided in the table below:

 

                                                                             Chance of       Chance of       Purchase

Rank                          Pay                 Dues               Opening          Promotion      Price

Member (for 3 yrs)    0                    normal            9+                  10+                -

Manager                    0                    none               10+                7+                  200L

Secretary                   10 L/yr           none               9+                  7+                  -

Treasurer                   20 L/yr           none               10+                automatic       -

Club Chief                  up to 300 L     none               -                     -                     -

 

Orders                      

Royal and Noble Orders are political or quasi-military societies devoted to some member or members of the Royal family. Like Clubs, Orders protect their members, but they tend to be more fanatic. All members of Orders are given the Title of Chevalier of the Realm (Knight).

 

Any Gentleman or Nobleman character who chooses the Advantage 'Member of an Order' may (depending on his roll) start the game as a member of either the Royal or Noble Order of his choice (again, depending upon his roll). All others may attempt to enter an Order at

the beginning of each year after the start of the game. To enter an Order, a character must roll (on 2D6) the entrance number or greater. Each Order has a minimum and an advantageous Social Rank. A character with a Social Rank below the minimum may not join. If a character's Social Rank is greater than or equal to the advantageous Social Rank, he gets a +1 to join. No character may be a member of more than one Order. A character may leave an Order at any time, but may never rejoin.

 

 

 

The Orders are shown below:

 

                                            Minimum                  Advantageous                    Entrance

Order                                   Social Rank              Social Rank                         Roll

Noble Orders:

Chevaliers de la Reine 8                               11                                        11+

Chevaliers du Prince              8                               11                                        11+

Knights of the Holy City         7                               11                                        11+

 

Royal Orders:

Knights of the Dagger            9                               12                                        12+

Chevaliers-Royal                   9                               12                                        12+

 

Within each Order are a series of ranks similar to those within the other hierarchies. The ranks within Orders are listed below (all rolls for position and promotion are rolled on 2D6):

 

CHEVALIER

A character starts as a Chevalier (Knight) within an Order. A Chevalier may have to fight in times of internal struggle in France, if so ordered by the Grandmaster of the Order. A Chevalier may give his friends a +1 on their rolls to join his Order. After a Chevalier has been in an Order for three years, he may roll for a Knight Captain's position to open up. A Knight Captain's position opens up on a roll of 9 or more and a promotion to that rank follows on a roll of 8 or more (+1 if Social Rank is 12 or higher, +1 if the character has been an Officer in the military). A Chevalier must have Knowledge: Battle skill to be promoted to Knight Captain.

 

KNIGHT CAPTAIN

A Knight Captain commands a company of Chevaliers (200 men) in times of internal struggle in France. He may volunteer himself and his company to the Royal Army in an internal Campaign, or he may be required to fight by the Grandmaster of the Order. All results in Campaign are rolled as for as if he were a Captain. If a Knight Captain takes a Cowardly attitude in battle, he will be dismissed from his Order. At the end of each year (or in the case of Field Promotion) the Secretary's position opens up on a roll of 9 or more, and a promotion follows on a roll of 9 or more (+1 if character has Knowledge: Bureaucratics,

+1 if Social Rank is 13 or higher).

 

ORDER SECRETARY

The Secretary of an Order manages the bureaucratics of the Order, makes up rosters of members, organizes Order companies and Battalions, etc. He may admit one friend per year to the Order (provided the friend meets the minimum Social Rank requirement). The Order

Secretary must spend three months per year, distributed as he likes, attending to the business of the Order. At the end of each year the Treasurer's position opens up on a roll of 9 or more, and promotion follows to that position on a roll of 8 or more (+1 if the character is Social Rank 13 or higher). A character must have Banking skill to be promoted to Treasurer.

 

ORDER TREASURER

The Treasurer of the Order manages the Order's funds (usually donated by members and Royalty). Each year, the Order Treasure may invest 300 L. If the original 300 L is not returned to the Order at the end of the year, however, the Treasurer will be dismissed from

the Order. The Order Treasurer must spend three months per year, distributed as he likes, attending to the business of the Order. At the end of each year, a position for a Master opens up on a roll of 9 or more, and a promotion to that position follows on a roll of 8 or higher (+1 if Social Rank is 14 or more). A character must have Knowledge: Battle to be promoted to Master.

 

MASTER OF THE ORDER

There are three Masters in an Order, and each commands a Battalion of Chevaliers (two Companies, or 400 men) in times of internal struggle in France. A Master of an Order may volunteer himself and his Battalion to the Royal Army in an internal Campaign, or he may

be required to fight by the Grandmaster of the Order. All results in Campaign are rolled as if the Master were a Lt. Colonel in the military. If a Master of the Order takes a Cowardly attitude in battle, he will be dismissed from his Order. In addition, a Master of an Order may admit his friends into the Order, provided they meet the minimum Social Rank requirement of the Order. At the end of each year the position of Grandmaster opens up on a roll of 10 or more, and a promotion to that position follows on a roll of 8 or more (+1 if Social Rank is

16 or above).

 

GRANDMASTER OF THE ORDER

The Grandmaster is the head of his Order, and may manage it in any way he likes. The Grandmaster commands the whole Order as a Regiment (6 companies, or 1200 men) in times of internal struggle in France. He may volunteer the Order to the Royal Army in an internal Campaign. All results in the Campaign are rolled as if he were a Colonel. He may not take a Cowardly attitude in an encounter on Campaign. He may admit his friends into the Order, and promote them automatically when openings appear. He may invest up to 600 L in Order funds. If he is unable to return these funds to the Order at the end of the year, however, the Order may go bankrupt. The Grandmaster must spend two months each year that he does not go on Campaign in attending to Order business.

 

A brief summary of the positions within Orders is provided below:

 

                                                                             Chance of                 Chance of

Rank                         Command                           Opening                    Promotion

Chevalier                   -                                           9+                             8+

(for 3 yrs.)

Knight Captain Company                              9+                             9+

Secretary                   -                                           9+                             8+

Treasurer                   -                                           9+                             8+

Master                       Battalion                               10+                           8+

Grand Master             Regiment                              -                                -

 

Characters who are officers in the military and members of Orders may have 2 commands on Campaign. In this case, roll normally for personal results, taking the higher of the two ranks as the modifier. A Brilliant Maneuver may be rolled for only once per encounter, but counts for an extra +1 in Army Strength if successful. Field Promotion may occur in both the Military and an Order, simultaneously.


BANKING

Becoming a Banker

Any Gentleman character with Banking skill may start the game as a low-level Banker (as a Clerk or Moneylender). All other characters with Banking skill may roll each year after the beginning of the game, to become one. A roll of 8 or more (on 2D6) is required to find a position as a Clerk, and a roll of 7 or more is required to find a position as a Moneylender (+1 if the character has Bargaining skill).

 

Advancement as a Banker

Advancement as a Banker is based primarily on time, rather than promotion or Social Rank. A Banker must start as either a Clerk or Moneylender. The specifics of these ranks, and those above, are detailed below:

 

CLERK

A Clerk works for a Banker in order to fully learn his trade. He is paid 30 L per year, and he must spend 6 months each year, distributed as he likes, doing his work. At the end of 3 years, a Clerk becomes a full Banker.

 

MONEYLENDER

A Moneylender learns his trade as a small businessman, collecting interest on loans. Each year, a Moneylender may loan out as much of his money as he likes. Normally, at the end of the year, he collects his loans with 10% interest. If, however, a borrower defaults and fails to pay (on a roll of 10 or more on 2D6) he loses half of the money he put out to loan, and collects only 5% interest. If a Moneylender hires thugs and 'alley bashers' to help him collect his loans (for 10 Leach per year) the roll for defaults becomes 11 or more, but he rnay gain himself a bad reputation. Each year, a Moneylender must spend 1 month, distributed as he likes, making and collecting loans, and keeping his books. At the end of 6 years, a Moneylender becomes a full Banker.

 

BANKER

A Banker has full Banking powers. His clientele are of a better sort than those of a Moneylender. He may simply deposit as much money as he likes at the beginning of each year into a loan fund, and collect it with 10% interest at the end of the year. He may also invest in Finance and Domestic Commerce. Each year, a Banker must spend 1 month, distributed as he likes, tending to business. If, at the end of 3 years as a Banker, or at any time thereafter, he collects personal wealth amounting to 5000 L or more, he becomes an Investor as well as a Banker.

 

INVESTOR

An Investor is a Banker with a great deal of capital and the right business contacts, capable of making large investments. An Investor may make Foreign Commerce and Property investments, as well as Finance and Domestic Commerce investments. An Investor may also make investments for other characters, with a 5% service charge on all money invested. At the beginning of each year, an Investor may roll to receive a 'Tip.' A Tip is an indication of what the coming year's economy will be like. An investor receives a Tip if he can roll his Knowledge: Banking, (+I if he holds the position of Treasurer in any other hierarchy, +6 if he is Minister of Finance or Minister of State).

 

 

 

 

 

 

The Economy

Investment

Investments are made at the beginning of each year. At the end of each year, the Economic Strength of the French nation is determined for the year, and the profits and losses on individual investments are figured. Economic Strength is determined by rolling 3D6 (subtract 1 if there is an internal Campaign that year). Consult the table below for the results:

                                 Strength of                         Domestic       Foreign          Property

Roll                           Domestic Currency Commerce    Commerce    Values

5 or less                    Very Weak                            poor               very poor       low

6-8                            Weak                                    average          poor               low

9-12                          Average                                good              average          average

13-15                        Strong                                  good              good              high

16-18                        Very Strong                          average          very good       high

 

A character who receives a Tip may be allowed to see (or roll himself) one of the 3 dice for the coming year's economy. For example, an Investor might get a Tip for a year when the economy will be at a Strength of 16 (perhaps with the rolls of '5,' '5,' and '6') although only the Gamemaster knows this. The Gamemaster might allow the Investor to see the '6.' This would suggest to the Investor that it will probably be a good year. He might then decide to invest in Finance and/or Foreign Commerce.

 

A Banker may make Finance and Domestic Commerce investments. An Investor may also make Foreign Commerce and Property investments. Each type of investment is handled slightly differently, as detailed below:

 

FINANCE INVESTMENT

Any amount of 1000 L or more may be invested in Finance at the beginning of a year. At the end of the year, the investment increases or decreases based on the Strength of Domestic Currency, as shown below:

 

Strength of                                                          Finance Investment

Domestic Currency                                   Return

Very weak                                                             -30%

Weak                                                                     -20%

Average                                                                 +5%

Strong                                                                   +15%

Very Strong                                                           +25%

 

A Finance investment rnay be liquidated for its new value at the end of a year.

 

DOMESTIC COMMERCE

Any amount of 500 L or more may be invested in Domestic Commerce at the beginning of a year. At the end of the year, the investment increases or decreases based on the rate of Domestic Commerce as shown below:

 

Domestic                                                               Rate of

Commerce                                                            Return

poor                                                                      -30%

average                                                                 +10%

good                                                                     +20%

 

A Commerce investment may be liquidated for its new value at the end of a year.

FOREIGN COMMERCE

Any amount of 500 L or more may be invested in Foreign Commerce (mostly to England, Holland, the New World, and the Italian States) at the beginning of a year. At the end of the year, the investment increase or decreases based on the rate of Foreign Commerce. In

addition, for every year an Investor has previously invested in Foreign Commerce, he gets a +1% on his returns (up to 15%). due to the development of contacts with foreign merchants and bankers. The rates of return are shown in the following chart:

 

Foreign                                                                 Rate of

Commerce                                                           Return

very poor                                                              -50%

poor                                                                      -30%

average                                                                 +5%

good                                                                     +10

very good                                                              +20%

 

A Commerce investment may be liquidated for its new value at the end of a year.

 

PROPERTY INVESTMENT

Any amount of 1000 L or more may be invested in Property. At the end of the year, if Property Values are low, this money counts as the original money +20% towards the purchase of some Land or Property. It remains the same if Property Values are average. If Property Values are high it loses 20% of its original value. A Property investment may not

be liquidated; it continues to exist in investment form until it is used to buy some Property. Property may be sold again at the end of another year (at +lo% the normal price if Property Values are high; at +10% the normal price if Property Values are low). Normal prices for various types of property and real estate are listed below:

 

Property or Land                   Upkeep           Price                          Income

Townhouse                           240 L/yr.        2,500 L                     -

Suburban Villa            480 L/yr.        4,500 L                     -

Small Country Estate             720 L/yr.        12,000 L                   -

Large Country Estate            1080 L/yr.      20,000 L                  

Chateau (Palace)                  1440 Llyr.       35,000 L                   -

Pasture Land                         -                     200 L/Hectare           2 L/yr./Hectare

(Must be connected to a Country estate or Chateau)

Farmland                              -                     300 L/Hectare           4 L/yr./Hectare

(Must be connected to a Country estate or Chateau)

Orchards                               -                     350 L/Hectare           4 L/yr./Hectare

(Must be connected to a Country estate or Chateau)

Vineyards                              -                     600 L/Hectare           4 L/yr./Hectare

                                                                                                   (doubles every 2 yrs.

                                                                                                   up to 32 L/yr.)

 

Property owners may choose where their Property is located in France. Upkeep is assumed to pay for servants, gardeners, furniture, etc.

 


THE NOBILITY

Receiving a Title

Only characters with the Noble Edge who choose the Advantage 'Title' and Gentlemen or Noblemen who choose the Advantage 'Member of an Order' may start the game as Titled Nobility.

 

The first Title of Nobility is Chevalier, or Knight. A character will be Knighted if he (1) joins a Royal or Noble Order, (2) receives 2 decorations from the Field Maréchal while on  Campaign, or (3) does a great service for the King or Minister of State (as determined by the Gamemaster).

 

Advancement within the Nobility

A Knight may only be advanced within the Nobility by the King. Every time he does a great service for the Crown, is decorated by the Field Maréchal, or is promoted to the rank of Grandmaster of an Order, Field Maréchal, Court Minister, or Cardinal, roll 2D6 for advancement in Noble Title. On a roll of 8 or more, the character advances one Title. An Archduke must have at least 1 Chateau. A Grand Duke must have at least 2. All Nobility of Baron Status or above must have horses and a carriage if they wish to visit the Royal Court.

The order of the Noble Titles is shown below:

 

Knight

Baron

Viscount

Count

Marquis

Duke

Archduke

Grand Duke

 

There will only be one Archduke and one Grand Duke in the Kingdom at any one time. Due to the nature of their positions, they will almost invariably be enemies.