| Introduction
Background
Characters
Inspiration
|
GAME SYSTEM NOTES:
System will be kept simple, with very few spellcasters and supernatural creatures and a rules system of the most elementary sort. Players will be asked to create a Primary Character and a Secondary Character to be used in the event of Primary Character death.
The Caliph is a remarkably liberal ruler, and it is a holiday, so women characters may walk freely (assuming they are in fact free women) with an invisible offstage escort assumed at (nearly) all times. PCs need not be Muslims, but those whose characters are not People Of The Book (ie Muslims, Jews or Christians) will find it better to avoid the topic of religion even if they are other sorts of Monotheists (Zoroastrians, Buddhists, Hindus, etc.). While the Crusades haven't happened yet, you may have heard there's been a little trouble in Hispania by this time (our semi-historical setting is roughly 800 C.E.), so Frankish characters who aren't slaves should be somewhat diplomatic.
The System In A Nutshell
Wherever possible, just roleplay.
Wherever you must have rules, the higher number wins. That's it. There is
nothing more to the system than that.
The Ratings
Everything which can be rated is either rated in simple numbers (for
example, if you have HTK 3 then it takes three (3) hits to knock you
out/kill you) or in a ranking system.
Whomever has the higher number (where 1 is better than 0, etc.) and the
better letter (a is better than b, but b is better than c, etc.) will
always defeat those "below" them in the ratings.
However, there are modifiers available for the ratings, which will allow
changes in the order of victory.
COMBAT
- Determine if there is surprise
Decide it as you go - be fair and reasonable. The surpriser gets one free
attack against the surprised. If the players cannot agree whether or not
there is surprise, flip a coin.
- If there is no surprise, take action in the order of your Combat Rating
(Sorcerers act in the order of their Combat Rating, too - NOT their Sorcery
Rating). For example, "3g" goes before "2a."
- Compare attacker CBT with defender CBT. If the attacker is higher
(based on their actual rating and any bonuses or minuses), then they win
and hit the defender once per success. If the defender is higher higher
(based on their actual rating and any bonuses or minuses), they win, and
they are not hit by the attacker.
- If the number of hits taken by a defender equals or exceeds their HTK,
they are either Knocked Out or Killed. If it is less than their HTK, they
are Wounded. See Wound Ratings below.
============
Wound Ratings
- If a character has suffered Knockout hits less than their HTK, nothing has happened. This does not require Medicine skill.
- If a character has suffered Knockout hits equal to or greater than their
HTK, they are knocked out for a few minutes. They may burn a Luck point to
"wake up just in time," otherwise they should be KO'ed as long as seems
reasonable to both parties. This does not require Medicine skill.
- If a character has suffered less than their HTK in hits, then they are
Wounded. This is rated a 2 for difficulty, and characters with Medicine
skill of 2 or better can heal them.
- If a character has suffered Kill hits equal to or greater than their HTK, they are knocked out for a few minutes. They may burn a Luck point to "be saved at death's door by a wandering holy man" or some similar unlikely
plot device. Otherwise, they will die (and go to the tender mercies of
Your Host) unless they are saved within 10 minutes of real time by someone
with Medicine skill. The difficulty rating of saving someone from death is 4.
===========
COMBAT RATING MODIFIERS
Surprise
-1 to surprised target, including back attaacks (you don't get
better just because you surprised them)
Terrain/cover
-1 to affected target WITH HOST'S RULING (ask Host to rule
for you)
Weapon
+1 to attacker CBT - if your character is unarmed, use base CBT rating. It does not matter what your weapon is, it always gives the same modifier.
Improvising objects for combat purposes - both parties must agree that an
object may be used. For example, if your foe has a scimitar and you grab
up a bolster cushion to ward off a blow, you may both agree that that will
give a +1 to your CBT rating for defense only, for one turn (at the end of
the turn, the cushion is in pieces). On the other hand, you may agree that
a small table can be used for both attack and defense and adds a normal +1
to your CBT rating. If both parties cannot agree, call your Host to
adjudicate.
NOTE: The object need not actually exist out of character. You can say,
"There's a big vase here in the corner," and mime picking it up and using
it. If your opponent doesn't think a big vase held in your hands would
protect you from a crossbow bolt (it wouldn't), then it doesn't matter if
you mime it or not. (You should not pick up Phil and Judy's furniture and
decorative items and use them in combat, by the way.) The more outrageous
an item's usage would be, the more clearly it is usable only by
Swashbucklers - for example, Captain Sinbad could easily pick up imaginary
urns and roll them along the floor toward pursuers to knock them off their
feet, but Aziz the Barber would miss them, break an urn on the floor, etc.
Sorcery or Special Abilities
See description of the Spell or Special Ability or Enchanted Item for any modifiers. A magic sword is, at least, a sword (thus +1 to CBT).
Wounds
Do not alter your ability to fight. Not realistic, true, but
that's how it is. You can roleplay the limp or off-hand, if you want to.
===========
HTK MODIFIERS
Armor or shield will improve your HTK by +1-2 (i.e., you can take 1-2 more hits).
Sorcery or Special Abilities - see description of the Spell or Special Ability or Enchanted Item for any modifiers. Magic armor is, at least, armor (thus +1-2 to HTK).
===========
GETTING PAST DEFENDERS (PCs, GSPs vs. Minions)
It is not possible for anyone to get past front-line defenders to reach
those they defend without first defeating the front-line defenders - unless
they are Swashbucklers (swinging over the guards to reach the hated foe,
etc.). To achieve this goal, the Swashbuckler must have a higher CBT and
DEX rating than the front-line defender(s), in which case they may simply
slip past them and reach their real target.
This ability, in turn, may be countered by a foe who has true Minions
(Palace Guards are not Minions - the elite Death Guard unit within the
Palace Guard are minions). A Swashbuckler cannot slip past Minions, and
must engage them in combat regardless.
SWASHBUCKLING
If your character has Swashbuckling, describe them in the fashion of
Douglas Fairbanks in "The Thief of Bagdad" - they can leap from rooftop to
rooftop, bounce long distances from awnings, tumble, somersault, backflip,
cartwheel, swing from ropes, and generally be spectacular. They can also
attack and defend in Combat against as many foes as they can reach (or as
many as can reach them) - i.e., if a dozen guards with pikes reach your
Swashbuckler, you can not only defend against all of them (as anyone can)
but you can also attack all of them (as only Swashbucklers and characters
with mass-attack methods can).
Primary Attributes
COMBAT (CBT) is your character's total offensive and defensive ability in normal melee or missile combat as it is known in the Middle East in the feudal era. It is used for your attack and your defense. It is rated from 0-7, with 0 lowest and 7 highest. An additional a-z ranking is added, to determine who is highest in each numerical rating (ie, "2a" is better than "2b").
HITS TO KILL/KNOCKOUT (HTK) is how many hits your character can take before dropping. Not "hit points" - hits. It's a fast, brutal system, so watch out. Your opponent should declare if they're trying to kill you or knock you out with an attack.
LUCK (LCK)
This represents your character's good luck, and you may spend it during the
game in the following manner: You may use it to negate any one successful
action against you for one Luck Point - i.e., a Hit in Combat, a Spell by a
Sorcerer, a Special Ability usage that worked, a Skill usage that worked,
etc. It is rated from 2-7, with 2 lowest and 7 highest. An additional a-z
ranking is added, to determine who is highest in each numerical rating (ie,
"2a" is better than "2b").
PURSUIT (PUR) is your character's total ability to outrun, outdodge, outhide anyone trying to catch them. If anyone points at you and declares "I pursue you!" then you must compare your PUR rating with their PUR rating (unless they use Sorcery or a Special Ability to escape). The higher rating wins immediately. It is rated from 0-7, with 0 lowest and 7
highest. An additional a-z ranking is added, to determine who is highest
in each numerical rating (ie, "2a" is better than "2b").
SORCERY (SOR)
This is used for attack/effect only by characters with Sorcery or related
Special Abilities (such as the Favor of Allah), and is used for defense by
all others. It is rated from 0-7, with 0 lowest and 7 highest. An
additional a-z ranking is added, to determine who is highest in each
numerical rating (ie, "2a" is better than "2b").
WIT (WIT)
This is a general measurement of intelligence, acuity, etc.
It is rated from 0-7, with 0 lowest and 7 highest. An additional a-z
ranking is added, to determine who is highest in each numerical rating (ie,
"2a" is better than "2b").
On Appearance
Your character is as handsome/beautiful or ugly as you'd like them to be -
just roleplay it.
======
Secondary Attributes
DEXTERITY (DEX) is your character's overall coordination and speed. It is seldom directly important in the game. It is rated from 0-7, with 0 lowest and 7 highest. An additional a-z ranking is added, to determine who is highest in each numerical rating (ie, "2a" is better than "2b").
CHARISMA (CHA) is your character's personality force - positive ("he is beloved by all"), neutral ("everyone respects her"), or negative ("they are feared by everyone"). It is only meaningful to Offstage GSPs. Otherwise, you get the reaction your roleplaying results in. It is rated from 0-7, with 0 lowest and 7 highest. An additional a-z ranking is added, to determine who is highest in each numerical rating (ie, "2a" is better than "2b").
RANK (RNK) is where your character stands in the great ladder of life - top to bottom. Note that despite much talk by westerners about the "acceptance of one's fate" in Eastern cultures, Middle Eastern and Asian fairy tales have just as many poor boys and girls make good as in Western fairy tales. It is rated from 0-7, with 0 lowest and 7 highest. An additional a-z ranking is added, to determine who is highest in each numerical rating (ie, "2a" is better than "2b").
SKILLS IN A NUTSHELL
Skill Usage vs. An Object
Any object that is difficult will have a rating taped to it - you may use
an applicable skill (breaking and entering skill vs. a locked door,
practical skill vs. an unappraised gemstone, etc.) against it by comparing
your rating to the rating attached. If your rating is higher, you win.
Open the attached note and read the answer. If the object has no rating
attached to it, then it is not difficult to figure out or deal with and
requires no rules. Just roleplay it.
Skill Usage vs. An Offstage GSP
Notes will be attached at strategic locations, such as the entrance to the
Caliph's Harem, which indicate an Offstage GSP (for example, the Palace
Guards who protect the Harem). If you wish to use a skill against them
(such as sneak past, use statecraft to bribe them, use
pickpocketing/sleight of hand to slip a sleep drug into their pipe, etc.),
just compare your rating in that skill to their rating in Pursue. If your
number is higher, you win, and you should describe the results to any
witnesses (and tell your Host at some point, if applicable - it may be
important if there are no conscious Harem guards, for example).
Skill Usage vs. A Player Character or Guest Star Persona
Many skills are useless against onstage characters (PCs and GSPs), and you
must use roleplaying instead (for example, they will either accept a bribe
or not - all the statecraft skill in the world won't change that). Other
skills are definitely usable against characters. The below notes will tell
you which skills may be used against characters. If both parties ever feel
that the game is more fun if things go a certain way (opposing parties
only), then they may relent to one another and agree on an outcome.
(Friendly characters may not "fix the outcome" of situations by winking and
agreeing on things.)
Skill Usage vs. A Player's Belongings
You may only use an applicable skill against a player's belongings if you
have either stolen them with Sorcery or pickpocketing/sleight of hand or if
you have defeated them in Combat and taken them away. Otherwise, they must
willingly give you the object. If both parties ever feel that the game is
more fun if things go a certain way (opposing parties only), then they may
relent to one another and agree on an outcome. (Friendly characters may
not "fix the outcome" of situations by winking and agreeing on things.)
Attribute Usage
Some things are just functions of your attributes - STR (physical
strength), DEX (dexterity), CHA (charisma) or RNK (social rank). This is a
pretty nebulous catch-all system, so these attributes are kept separate as
a fallback in case you have a use for them. They're only needed if no
other rule covers the situation and if everybody thinks its fair - feel
free to disregard them completely and just roleplay.
===================
Alchemy
See SORCERY rules.
Artfulness (compare with target's WIT)
This skill subsumes the abilities of a trained partner in, shall we say,
extracurricular activities. If a character with Artfulness can isolate a
target person (of either sex) and use the skill upon them successfully,
they have seduced that person with their wiles and left them begging for more.
This skill deals with a calculating manipulation of desire and emotion
designed to ensnare a victim; it is not exclusively the same thing as being
a good lover. Your character may be wonderful for others without
Artfulness as a skill - in fact, they're a nicer person and more
emotionally honest, so they're probably better. Just roleplay that.
[Note that some characters have the Ability RESIST ARTFULNESS (for whatever
reason, be it morality, willpower, nature) and cannot be seduced in this
fashion. They will not necessarily make this clear to their would-be
seducer, however, and may "play along."]
Astrology
See SORCERY rules.
Cooking (no system)
Unless your character is a cook (there are only two in the game!), your
cooking is probably average to appalling. The cooks' food is superb, and
you should say so. Just roleplay it.
Breaking and Entering (compare with target's WIT for locks and bonds)
This skill is as useful to escape bonds, traps and dungeons as it is to get
into hard places. You need to roleplay that you are sneaking, and if your skill use is successful, the people around you must roleplay that they are not noticing you sneaking around.
Commerce and Finance (compare with target's WIT)
This is a general skill applicable to all feats of moneychanging, lending,
banking, budgeting, buying and selling. It includes the art of haggling.
You will have a rating in it if you have it, otherwise you will
automatically lose to anyone who has it. Financial disputes are settled
like Combat (see COMBAT), so it is wise not to attempt to take on someone
much shrewder than yourself. An exception to this skill is THE SLAVE
AUCTION, which is simply roleplayed. [It is possible to use this skill
with Offstage GSPs ("I sell this camel in the bazaar for some extra
dinars," "I go and buy a ball of hashish in the bazaar") during the game -
to do so, ask your Host to adjudicate.]
Disguise (compare with target's WIT)
The ability to make yourself look different than you normally do. No
disguise is too outrageous to contemplate, but the wiser your viewer, the
more likely they are to penetrate it. Rely upon it that the Caliph can
never be fooled with a disguise for very long. Compare your rating in this
skill with target's WIT, the higher number wins.
You need to roleplay that you are in disguise, and if your skill use is
successful, the people around you must roleplay that they are deceived. If
your skill use is unsuccessful, you may only discover your failure when
they surround you and grab you to take you to justice.
Entertaining (no system)
There is no system of rules for entertainment. Either your character is
entertained, or they aren't. Roleplay it.
Labor (no system)
This skill is just to imply that your character can do an honest job, like
camel driving, goatherding, brickmaking, carpet-weaving, carrying loads,
etc. It is assumed that your character is as good at it as you'd like them
to be, because it doesn't really matter to the game. Roleplay it.
Language (minimal system)
All characters can automatically understand Arabic, even outlanders (who
are simply a little slower in it than natives). If you have additional
languages listed on your writeup, you know those languages also. If it
says (LITERATE) next to a language, it means you can also read and write in
that language. If it doesn't, then you can't. If someone says, "We're
conversing in Ancient Egyptian" and your character doesn't have that
written on their sheet, you must roleplay not understanding what they're
saying. (Ditto for written messages.) It is possible to use it to read or
write texts during the game - to do so, ask your Host to adjudicate.
Medicine (minimal system)
This is a general skill applicable to almost anything you can do to the
human body - including dentistry, barbering of all bodily hair, apothecary,
chirurgery and general physicking. A vague idea of bandaging wounds and
keeping the patient quiet is about all anybody knows of Medicine who
doesn't have this as a skill. Compare your rating with the Wound Rating of
the victim (see COMBAT) - if your rating is higher, they are restored to
full health. If your rating is lower, you fumble helplessly with their
injuries for a few minutes and they suffer their fate. Similarly, Medicine
can counter POISON/DRUGS - see POISON/DRUGS rules.
MINIONS
See COMBAT rules.
Pickpocketing/Sleight of Hand (compare with WIT)
A skill in picking pockets, cutting purses, slipping objects into and out
of unlocked containers without their holders/owners noticing. This skill
is also useful for slipping POISON or DRUGS into food, drink or pipes
without being noticed. Otherwise, you take your chances with these actions
and are only as good as you really are, or less good than that. To use the
skill, you must compare your rating in it to the target's Wit rating. If
your number is better, you win and they must give you the object/put the
object in their bag and behave as if everything was normal.You need to
roleplay that you are doing this, and if your skill use is successful, the
people around you must roleplay that they are not noticing your action.
Practical Skills (minimal system)
This is a general skill applicable to all applied sciences but MEDICINE,
including civil engineering, shipbuilding, navigating and sailing,
gemcutting, etc. For our purposes, its main use is in appraising
appropriate things (is that gem really worth that much? Could they really
build a giant crossbow?). It is possible to use it to build or analyze
objects during the game - to do so, ask your Host to adjudicate.
Scholarship (minimal system)
This is a general skill applicable to all "learned" skills involving
academia, fine arts and theoretical sciences. For our purposes, its main
use is in appraising appropriate things (did Ibn-Firdausi really write this
poem? What do we really know about Atlantis?). It is possible to use it
to ask your Host one background question per 10 minutes of real time -
inform him of your rating in it at the time.
Sneaking (compare with Wit)
The ability to slip from shadow to shadow, hide behind pillars, creep along
silently, and generally sneak about. Compare your rating in the skill with
the Wit rating of anyone around you, or with any Special Ability they may
have ("I can smell your blood!"). If your rating is higher, you win, and
they cannot notice you. If your rating is lower, you lose, and they can
spot you - but they may choose not to say so until they've got you in a
trap! You need to roleplay that you are sneaking, and if your skill use is
successful, the people around you must roleplay that they are not noticing
you sneaking around.
Sorcery
See SORCERY rules.
Statecraft (minimal system)
This is a general skill applicable to all orders for the Military, the
Secret Network of Spies, the Palace Guard, the Ministries, the Tax
Collectors, the Dungeons. Merely having it does not mean that you can use
it - Statecraft must be used by characters who have Authority, otherwise it
is mere theory. Authority is a function of your social rank - if you have
Statecraft and Authority, you will know it (i.e., you are the Caliph, a
visiting Prince, etc.). Statecraft is only applicable to Offstage GSPs
(i.e., swaying The People or The Palace Guards) and requires Your Host to
adjudicate it. You may only use statecraft once per half-hour. To
convince other players of anything, you must roleplay with them.
Swashbuckling
See COMBAT rules.
=========
POISON OR DRUGS
Any character with the use of Poison or Drugs will have a description of
whatever it is they are using. Arabic characters are basically immune to
the negative effects of normal hashish, due to regular consumption, but may
overindulge in alcohol rather easily (for the Kitab al-Koran does not
permit the drinking of alcohol). Certain poisons, such as the venom of the
cobra or the scorpion, have a very brief shelf-life and will need to be
used quite soon by their deliverers.
=========
SORCERY
There are several ways in which magic manifests itself in ARABIAN NIGHTS:
RAMADAN. The first is in the form of Enchanted Items, each of which will
be fully described to its owner. The second is in the form of Special
Abilities, which will be fully described in character writeups to the
Supernatural Creatures and Enchanted People who have them (including the
Favored of Allah). Finally, there are the arcane arts, which can safely be
divided into three general categories: Alchemy, Astrology, and Sorcery.
Alchemy
The arcane art of alchemy (al-kheme, "the art out of Egypt," the Great Art)
is devoted to creating valuable substances. A character with a rating of
1-2 in Alchemy is a mere apprentice in the field, while one rated 3-5 is an
adept, and one rated at 6-7 is a true master. It is not possible to
generate new samples of substances during the game, as the process is too
time-consuming and demanding.
The alchemist begins the game with one sample of a valuable substance -
powerful vitriol, Grecian Fire, a controlled lodestone node, etc. - for
each point in their Alchemy rating. If the sample is consumable (for
example, powerful vitriol may be used but once), then it may not be
replaced (see above). The alchemist may also ask for the Host's
adjudication in analyzing some strange substance, and they may compare
their Wit with the Wit of anyone who attempts to use Poison or Drugs upon
them. If their Wit is the higher, then they easily notice it and can give
themselves an antidote (at no charge) and happily consume the
poisoned/drugged food, drink or pipeweed.
Astrology
The arcane art of astrology is devoted to divining the future. A character
with a rating of 1-2 in Astrology is a mere apprentice in the field, while
one rated 3-5 is an adept, and one rated at 6-7 is a true master. After a
brief period of interviewing a subject or researching its parameters (if it
is not a person), the astrologer is capable of retiring to a quiet spot to
consult with the stars and other portents to draw up a chart of prevailing
influences and powers which will cast a dim but steady light into the mists
of the future. When this is done, the astrologer should consult with Your
Host for the (necessarily vague) predictions which result. A yes/no or
good/bad result is also possible, for specific questions - but the stars
are ever-changing, and should not be expected to give answers as clear as
those given by men or Allah.
Sorcery
The arcane of art of sorcery is devoted to learning the names, numbers,
gemstones, ordinal directions, and other aspects of Spirits so that they
may be summoned, commanded, bound and dismissed. A character with a rating
of 1-2 in Sorcery (and possessing the skill itself) is a mere apprentice in
the field, while one rated 3-5 is an adept, and one rated at 6-7 is a true
master. A sorcerer may invoke the powers of the spirits at any time,
though the more preparation that is given, the more powerful the invocation
may be. There is no possibility of learning a new spell during the course
of this single game session, and once you have exhausted all your spells
for the day, you have no more.
A Sorcerer may cast one spell for each point of their Sorcery rating - but
each of those spells could (and probably will) be devastating in its
effect! The Sorcerer will compare their Sorcery rating with that of their
target, and if their rating is higher, than the victim must suffer all the
effects of the spell.
Because a Sorcerer need not be in line of sight of their victim, and
because any physical attack upon a Sorcerer can disrupt their spellcasting
and waste the spell, it is in every Sorcerer's best interest to find a
quiet spot to cast their spell from and have allies protect them during the
casting process.
If a Sorcerer can see the victim directly, they have a +0 to their Sorcery
rating.
If the Sorcerer cannot see their victim at all, they have a -1 to their
Sorcery rating.
If a Sorcerer has a piece of their victim's clothing or other personal
item, they have a +1 to their Sorcery rating.
If the Sorcerer knows nothing about their victim whatsoever, except for a
description ("You must curse the left-handed Syrian in the red robe who
stands in the palace now!"), then they are at a -2 to their Sorcery rating.
If a Sorcerer knows their victim well, then they have a +1 to their Sorcery
rating.
Each Sorcerer will receive a list of the spells they may cast and their
potential effects.
=================
The Will of Allah
If the Muslims are right, then Allah - al-lah, "the God," the One God - is all-knowing, all-merciful, and all-powerful. No force of evil or wrong can stand before the Creator of the Universe. If one is good of heart, submits to His will, performs to the best of their ability the Five Pillars of the Faithful, and truly needs Allah's help, then it is possible - if it be the Will of Allah - that Divine Intervention may occur and a praying character may be given holy aid. If a player wishes to try for this
once-in-a-dozen-lifetimes help, they should inform their Host. And good
luck to them!
=========
TERMINOLOGY
GSP (Guest Star Persona): A character created by the Host and performed by a player. Rather like a guest star on a TV show.
Host: The person who is the referee and storyteller of the game, rather than our actual Site Hosts (the people who own the house we're playing in).
Offstage GSP: A character, such as one of The People or The Palace Guards, who is never actually performed by anyone but is only described in our imaginations by Your Host.
PC (Player Character): A character created and performed by a player. Rather like a main cast member on a TV show.
GAME SCHEDULE:
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