Those of you who made sig fig requests ages ago will probably know what this is about, for those of you who don't: the Crimson Crusade is a more RPG-like campaign set in Westeron, Medivo, that I am now finally about to start, in which players will have to support Queen Lara's invasion of the Falx lands through the use of their characters. You'll find all the rules and information in this (simple) guide.
For background, check out these threads:
- http://www.brikwars.com/forums/viewtopi ... =17&t=7337
- http://www.brikwars.com/forums/viewtopi ... rshal+lara
- http://www.brikwars.com/forums/viewtopi ... ra#p235651
Character system
Everyone starts out as a level 1 character with mostly average abilities. You can upgrade your abilities with skill points, and you get 1 skill point every time you level up. You can get XP by killing enemies, and finishing quests. Below is a list of how much XP is required to reach each level.
Levels
2 – 5 XP
3 – 15 XP
4 – 25 XP
5 – 35 XP
6 – 45 XP
7 – 55 XP
8 – 70 XP
9 – 85 XP
10 – 100 XP
Move
6” – 1 SP
7” – 1 SP
8” – 1 SP
1d6+1 – 2 SP
1d6+2 – 2 SP
2d6 – 2 SP
2d6+1 – 3 SP
5 - 2 SP
6 – 2 SP
7 – 3 SP
Below are a number of abilities, but you can also learn custom abilities (you simply suggest them yourself and I decide the power of the ability based on the SP you're willing to give). Abilities can be upgraded like other stats.
- Fast Learner: gives 1 extra SP every time you level up – 2 SP
- Weapon proficiency: gives +1 damage to wielding 1 weapon type – +1 da = 1 SP +2 da = 2 SP +3 da = 3 SP
- Dodge: allows your character to attempt a dodge by using his skill vs. the opponent’s skill – 2 SP
- Evasion: makes it harder to hit your character - -1 = 1 SP -2 = 2 SP
- Constitution: grants additional HP – 2 HP = 2 SP 3 HP = 3 SP 4 HP = 4 SP
- Alacrity: grants additional actions - 2 actions = 4 SP 3 actions = 5 SP alacrity
- Healing: heals yourself if you're wounded, or a dead and intact / incapacitated minifig or a wounded minifig for 1 HP. Friendly resurrected NPC's will become your mercenaries, enemy resurrected NPC's may be killed again for XP (but not gold). UR 5 - 1 SP UR 4 - 2 SP UR 3- 3 SP
Minor ability – 1 SP
Average ability – 2 SP
Expert ability – 3 SP
As with abilities, everyone starts out with fairly standard equipment. I won't give everyone crappy-looking weapons, just crappy stats. So what looks like Drakensy's mace will just count as a handweapon at the start of the game. It also goes the other way around: if you buy a 'cape', or 'epaulettes', they may not show up on your character visibly, but their stats will count.
Equipment stats are also standard. You can buy or upgrade equipment with gold. When upgrading a weapon you already have, you don't have to pay the full price. So if a handweapon costs 5g and a fine handweapon costs 20g, you can upgrade it for 15g. You get gold by killing enemies, or finishing quests. Below is a list of all available weapons and equipment.
Loot from defeated enemies is (usually) considered 'broken' and cannot be looted, but you will get gold for defeating the enemy as loot (also so we don't have to f around selling everything you find).
Your character can only have as much equipment as he can carry with him, but there is a 'neutral zone' where you can drop equipment off. If a quest item happens to be a piece of equipment, you can just carry it along (but not use it).
Armoury
Small handweapon (sidearm): 2g (UR: 2 Da: 1d6)
Handweapon: 5g (UR: 2 Da: 1d6+1)
Blunt handweapon: 8g (UR: 2 Da: 1d6+1 - +1 damage to armour-wearing minifigs)
Elite handweapon: 20g (UR: 2 Da: 1d6+2)
Heavy weapon: 15g (UR: 3 Da: 1d6+2)
Heavy weapon + charge: 20g (UR: 3 Da: 1d6+2 (may be used to charge)
Elite heavy weapon: 30g (UR: 4 Da: 1d6+3)
Elite Heavy weapon + charge: 35g (UR: 4 Da: 1d6+3 (may be used to charge)
Large weapon: 25g (UR: 4 Da: 2d6)
Elite large weapon: 40g (UR: 4 Da: 2d6+1 damage)
Shortbow: 5g (Ra: 5" UR: 3 Da: 1d6+1)
Bow: 10g (Ra: 10" UR: 4 Da: 1d6+1)
Longbow: 15g (Ra: 12" UR: 4 Da: 1d6+1)
Elite longbow: 25g (Ra: 12" UR: 4 Da: 1d6+2)
Crossbow: 20g (Ra: 10" UR: 3 Da: 1d6+1)
Elite crossbow: 30g (Ra: 10" UR: 3 Da: 1d6+2)
Pistol (sidearm): 10g (Ra: 5" UR: 4 Da: 1d6+2 - cannot be parried)
Musket: 25g (Ra: 10" UR: 4 Da: 1d6+2 - cannot be parried)
Magic wand (sidearm): 15g (Ra: 6" UR: 4 Da: 1d6+1 - cannot be parried) +1 spellpower
Magic staff: 30g (Ra: 10" UR: 4 Da: 1d6+1 - cannot be parried) +2 spellpower. In CC UR: 4 Da: 1d6+1
Elite magic staff: 40g (Ra: 12" UR: 4 Da: 1d6+2 - cannot be parried) +3 spellpower. In CC UR: 4 Da: 1d6+1
Magic ammo: 20g (adds +1 damage to ranged weapons)
Homing ammo: 20g (adds +1 accuracy to ranged weapons)
Scope: 20g (adds +1 accuracy to ranged weapons)
Automatic reloader / rewiring system: 30g (allows 2 shots for ranged weapons)
Bodywear
Light armour: 10g (+1 armour)
Heavy armour: 25g (+2 armour)
Full armour: 30g (-1” move, +2 armour, gives ‘armoured’ advantage)
Bandana: 5g (+1” move)
Helmet: 20g (+1 armour)
Visored helmet: 25g (+1 armour, no extra damage is taken from headshots)
Great helmet: 50g (+1 armour, no extra damage is taken from headshots, +1 HP)
Epaulettes: 20g (+1 skill)
Tattered cape: 5g (+1" move)
Cape: 25g (+1" move, +1 skill)
Rogue's cape: 15g (gives stealth ability)
Shields
Normal shield - 20g
Great shield - 25g (+1 UR and +1 Parry)
Spiked shield: 25g (also counts as heavy weapon)
Enchantments
Enchantments give bonuses to equipment. Example: heavy armour could be enchanted with lightning to shock attackers for 1d6 damage. Or you could for example enchant a weapon to do minor ice damage on top of its normal damage. Enchantments may be moved from one piece of equipment to another and are maintained when a piece of equipment is upgraded.
Minor enchantments - 15g
Average enchantments - 25g
Major enchantments - 40g
Potions
Speed potion - 1g (increases speed)
Rage potion - 3g (gives +1 damage to all attacks for 2 rounds of combat)
Maniac potion - 3g (gives +1 armour for 2 rounds of combat)
Concentration potion - 3g (gives +1 skill for 2 rounds of combat)
Healing potion - 5g (restores 1 HP)
Large healing potion - 10g (fully restores lost health)
Resurrection rune - 15g (if you are incapacitated, the resurrection rune will restore you to full health and allow you to re-enter the stage. Also heals all damage if you're not incapacitated)
Potion of Skill - 30g (gives you 1 extra skill point to spend)
Mercenaries are people travelling with the Crusade that can be paid to fight at your side. They'll fight for you as long as they're alive, but they cannot gain experience (any experience of things they kill goes to your main character), and you don't get their equipment when they die. However, if they can stop you from dying, they may be well worth the money.
Archer – 10g (average minifig with bow and helmet)
Man-at-arms – 15g (average minifig with handweapon, shield and helmet)
Hunter – 20g (skilled minifig with stealth, handweapon and bow)
Knight – 25g (skilled minifig with spear, shield and full armour)
Bloodguard - 50g (hero with shield, helmet, heavy armour and fine heavy weapon)
There are several actions a character may take in his turn, all of which use up his turn (unless he has several actions)
Observe: Allows a character to observe an accesible area without actually going there and thus endangering himself. 'Observe area X'
Go to: moves your character from one area to another in one go. 'Go to x.' You have to be at the edge of an area
Interact: interact with an area by picking things up, fighting opponents or simply moving around. Normal Brikwars rules apply.
An Overwatch of all current characters, their status, abilities, equipment, original creators / current players and mercenaries.
- Level 2 - 2 SP, 22g, 10/15 XP
- Mo: 5" Sk: 1d6 Ar: 5
Abilities
- Stealth (may attempt to hide)
- Evasion 1 (-1 to enemy attack rolls aimed at the character)
- Toughness 1 (+1 armour)
Equipment
- 2 blunt handweapons
MFS – Warhead (Scratch)
- Level 2 - 2 SP, 13g, 11/15 XP
- Mo: 5" (+1") Sk: 1d6(+1) Ar: 4
Abilities
- Constitution 1 (2 HP)
Equipment
- Santa’s bag: player may attempt to create any sort of item from Santa's bag. A skill roll decides whether this succeeds. Items only last until the end of the battle.
- 1 heavy weapon
- Cape (+1" move, +1 skill)
Rolys the Daring – Ross Varn
- Level 2 - 4 SP, 27g, 8/15 XP
- Mo: 5" Sk: 1d6 Ar: 4
Abilities
Poisonmonger: may attempt to create all kinds of poisons.
Equipment
- Shortbow
- Handweapon
Drakensy, Lord of Night – NapalmKing (Vami)
- Level 1 - 3 SP, 21g, 2/5 XP
- Mo: 5" Sk: 1d6 Ar: 4
Abilities
- N/A
Equipment
- 2 handweapons
Mercenaries:
- 2 retainers with average stats and heavy weapons
The Possessed Brethren – benkim
Tachi
- Level 1 - 1 SP, 10g, 1/5 XP
- Mo: 5" Sk: 1d6 Ar: 4
Abilities
- N/A
Equipment
- Heavy weapon
Nodachi
- Level 2 - 3 SP, 14g, 6/15 XP
- Mo: 5" Sk: 1d6 Ar: 4
Abilities
- N/A
Equipment
- Heavy weapon
Aloysius Black – Elmagnifico
- Level 1 - 3 SP, 23g, 4/5 XP
- Mo: 5" Sk: 1d6 Ar: 4
Abilities
- Minor engineering: may repair / create (if the right materials are at hand) anything mechanical. Skill roll decides whether he's successful.
Equipment
- Shortbow
- Shield
Lord James the Black – Silent
- Level 2 - 2 SP, 33g, 13/15 XP
- Mo: 5" Sk: 1d6 Ar: 4 (+1)
Abilities
- Strength 2 - the character can perform impressive feats of strength.
Equipment
- Heavy weapon
- Light armour (+1)
Squire Joul – Runny
- Level 1 - 3 SP, 20g, 1/5 XP
- Mo: 5" Sk: 1d6 Ar: 4
Abilities
- Scavenger: may attempt to procure random items / loot from anywhere. Skill roll decides whether he's successful. Looting dead enemies / other rich locations gives Joul a better chance to find something than digging in the middle of nowhere.
Equipment
- Handweapon
- Shield
Lord Godfrey – Alex
- Level 2 - 3 SP, 18g, 7/15 XP
- Mo: 5" Sk: 1d6 Ar: 4 (+1)
Abilities
- Sword proficiency 1 (+1 da)
Equipment
- Heavy weapon
- Handweapon
- Helmet
Punik - me
- Level 1 - 3 SP, 14g, 5/15 XP
- Mo: 5" Sk: 1d6 Ar: 4 (+1)
Abilities:
- Fast Learner: gains an additional SP every level.
Equipment:
- Handweapon
- Shield
- Light armour (+1)
Overwatch of all the rewards players have earned playing either knights of the realm or other people's characters - if they start playing a new character they maintain these rewards and can carry them over to another character.
Zupponn (1 SP, 1 XP, 0g earned)
Quantumscribe (1 SP, 0 XP, 0g earned)
Me (1 SP, 2 XP, 2g earned)
Lawmaster (3 SP, 18g, 10 XP earned)
Falk (3g, 6 XP earned)
Silverdream (1 SP, 5g, 7 XP earned)
enders_shadow (1 SP, 10g earned)
Vami (2 SP, 11g, 2 XP earned)