Wednesday, October 13, 2010

Calixtines

The Calixtines form the core of the Utraquist cadres, trained by the visionary tactician Jan Zivska himself. Bohemian outrage at the burning at the stake of the religious leader Jan Hus sparked the defenestration of officials and open rebellion. The teachings of the Martyr Hus sparked two major religious factions: The fanatic Taborites and the moderate Utraquists, who wished to regain the right to receive communion in both forms.

The Hussites were harbingers of a military revolution. Sigismund himself remarked, after the eventual end to the Hussite Wars, that: "only Hussites could in the end defeat Hussites." Calixstines fight as infantry and employ a high proportion of the new handheld gunpowder weapons. These, along with skilled use of innovative 'Wagenburg' tactics saw them defeat Catholic crusaders, year after year.

Skills

Melee arms or Ranged arms, Military Arts, Maneuvering, Theology, +1 LP

Secret Masteries

It is our Right (Theology (Catholicism) Mastery) Requires a Theology (Catholicism) roll vs a moderate (10) difficulty. Spurred by devotion to his cause and a keen sense for the point of decision in battle, the character gains first strike against any enemies in melee with them.

Draw them in. (Ranged Arms (Gunpowder) Mastery) Anyone hit by a shot from the character's gun must make a resistance roll vs a moderate (10) difficulty or be forced to disengage from their current activity and make their maximum combat move, without sacrificing further actions, toward the character.

Wall of Steel (Theology (Catholicism) Grand Mastery) The Character is awarded the title of Commander of Wagons. He gains +1 LP and additionally, gains +1 PL vs ranged attacks.

We have it!


Finally! It took me ages to count that letter out, so I am glad someone eventually dechiphered it.

Here was the text:

Good Sir, master of any manor pursuant to this trouble.

These harrOwwing days only auger reknewed sorrows to all great and meek servant espouseing a life of Christ. Truely it sours my humble peaCe of mind, always finding herreTics where godly fArmers do till in hope of their rest in haeVen. I am greatly honoured it falls to hUmbler people in a role as an shepherd to carry forth God’s beneficiel plan for his fallen lost laMbs. To my sorrow the visit of merciless doom must today wash your demesNe clean. So a good friend of inocents needs bold saintly men to cleanse evil prOperly. Bavaria prays for aid. Our agent has the goodwill of God’s annoinTed, Clement IX, your Pope in Rome. Do not delay, sincereley gather Christ’s brAve heroes to go attack heretics and tools of demonic’s or evil men.

Dietrich von Mörs, Archbishop of Koln

Hans Vohrberg (Chris) must have spent the nights kept awake through the 'phantom pain' from his missing hand. He diligantly applied the fruits of the monks' tutelage and came up with this:

'Octavum Nota' is 'Eighth letter'

map to sword taken from elder at prag others to be removed then find map
bring only in secret to me



Regensburg


Sunday, October 10, 2010

Placeholder

I still can hardly believe it, but we will be returning to the Sacrum Romanum Imperium and Epic RPG, this coming Saturday.

In the meantime, this is possibly the most awesome RPG setting on the internet:

Friday, April 2, 2010

Chapter 2: Into the Alps

Chapter 2: Into the Alps (three sessions)

Charged by the enigmatic Stefano de Medici to relieve precious 'family heirlooms' from the vault of Augustus in the Alps, the companions make the perilous journey in the dead of winter. Sailing up the River Inn, they were accosted by the henchmen of the Bavarian Duke, Louis the Bearded. The quick thinking Seighard used mystical alchemy to sever the chain blocking the river. Forestalling the alarmed boatmen, who were about to throw the apparent witch overboard, the decisive Miklos stepped in and proclaimed the act a miracle of St Hildebrand! Now heroes, they made use of the libraries of Innsbruck to learn the lives of Saints and made their way deeper into the Alps, toward the slopes of Mt Innesfreis.

Encamped there, they were assailed by cultists, who conjured a fell red mist, sending it roiling up the mountain slopes toward where they slept. Luckily, the companions were forewarned by their watch and avoided the trap, circled around and sprung a trap of their own. Thus followed a series of running battles amidst the firs of the snow covered valley. Until they espied the cultists base in some caves. The companions made their stealthy way inside, made pretence of being a returning patrol, jumped the guards and made their entry. There they wreaked their vengeance upon the black hearted diabolists, until their story was nearly ended prematurely by the intervention of a pagan Knight, in Antlered helm. His supernatural skill saw him near sever the life of Thom Ecke, before that red armoured warrior was laid low. Brought back to health by good rest, food and Elixers of Salubriance, poor Thom was near laid low once more by a trio of cultists lying in Ambush in the lower level.

There, enshrouded in supernatural darkness, they did find the entrance to the tomb of Divine Augustus. Within it's portals they found a twisting set of trap filled corridors, puzzles and wealth almost beyond their capacity to carry it. After the rash Hans Vohrberg lost his hand in an inky dark sphere, they near quit the locale in disgust and after near dying to a cloud of poisonous gass ponder whether to go forth or retreat empty handed....

Continued in Ch. 3: The Dragon's missing trinket.
..

Wednesday, March 31, 2010

Chapter One: Regensburg Nights

(For their prior travails see: Prologue: The Road to Ruin)

What goes on in Regensburg, stays in Regensburg...for now.

However, you can't help but notice Seighard bears a fine new shortblade and the profound mistrust the companions bear for all street urchins, female or otherwise, is palpably obvious.

It is murmured in some quarters that it is suspicious for these strangers to skip town, purportedly to travel into the Alps, in the dead of Winter. Suspicious indeed, given the spate of strange and grisly deaths amongst the less savory elements of Regensburg's citizenry, the disappearance of a leading Physician, not to mention the unexplained explosion on the third floor at number 14 Palatine Street.

Continued in Chapter 2, tommorrow.

Thursday, November 12, 2009

Hunter of Artemis

“...Scamandrius the son of Strophius, a mighty huntsman and keen lover of the chase. Artemis herself had taught him how to kill every kind of wild creature that is bred in mountain forests, but neither she nor his famed skill in archery could now save him” (The Iliad, book V 57-59)

Artemis, the virgin huntress and twin to bright Apollo, is one of the most widely venerated of the Olympians. Her most ardent devotess range the wildlands, far from Palace and village. Her weapon is the bow and when she wields it in divine retribution, it's arrows are tipped with deadly poison. Othertimes, her painless arrows bring longed for relief to those afflicted by sorrow. She is patron to all hunters and though she lacks her brother Apollos might in warcraft, is the unmatched mistress of the chase. All who make a kill in the wild must sacrifice 'first fruits' to her or risk illfortune.

Skills: Athletics, Fieldcraft, Ranged Arms, Philtrology, Stealth.

Secret Masteries:

Mistress of Arrows: (Fieldcraft (Hunting) Mastery)

The patronage of fair Atemis grants the hunter the ability to forfeit either movement or defense for a turn and gain +5 on aiming rolls.

Silver Bow: (Fieldcraft (Hunting) Grand Mastery)

When Niobe slighted their mother the Titan Leto, Artemis and her brother slew Niobe's six sons and six daughters, though they were only twain. The Hunter gains the ability to fire up to three arrows at once, at one or multiple targets. The hunter rolls a single attack roll and uses the result for all three shots. While using this ability, the hunter must remain stationary for their turn.

Wednesday, October 28, 2009

Myrmidon

“…his ranks of Myrmidons, all in armour. Hungry as Wolves that rend and bolt raw flesh, hearts filled with battle frenzy that never dies.” (The Iliad -190)

Description: The black armoured warriors of Ptithia followed their lord into exile from Aegina. It is said they are descendants of ants transformed by Zeus in order to repopulate the kingdom of his son Aeacus, the king of Aegina, after a devastating plague. Whatever this tale’s veracity, all acclaim the Myrmidons as hardy and fearless warriors, who follow the orders of their captains without question.

Skills: Manoeuvring, Melee Arms, Military Arts, Ranged Arms, +1 LP

Secret Masteries:

Hardy Warrior: Military Arts (Command) Mastery

Honed by endless battle (and some would say hardened by their heritage) the Myrmidon is able to fight on when others would fall. +1 LP. In battle, a Myrmidon will have +2 to Will checks vs Mentalism Variants.

Battle Frenzy: Military Arts (Command) Grand Mastery

In battle, the Myrmidon is overcome by a cold deadly purpose. Time slows for him and his focus narrows. Scant aware of either his wounds or distractions, the Myrmidon fights unhindered by pain and arcane influence: Myrmidon’s enter a battle frenzy that does not abate until there are no enemies within reach. They ignore penalties in combat due to IL's, though they still must pass WILL checks to remain fighting once they reach the final IL and will still die if their damage exceeds that IL. In battle, a Myrmidon will have +5 to Will checks vs Mentalism Variants.

Saturday, September 5, 2009