The Crescent and Cross:Burning Wheel

From Flagon With The Dragon

Jump to: navigation, search

This page contains notes about adapting Burning Wheel for use in The Crescent and Cross, for more information see the Setting Overview.

Contents

Character Creation

Character Creation specifics are as follows:

  • Abilities are capped at 6 for creation.
  • Maximum 4 Lifepaths to start.
  • The Lifepaths in The Character Burner should work fine but keep a few things in mind.
    • Character concept and stories drive the lifepaths, not the other way around so if you want something to fit don't be afraid to ask.
    • If you think of a path that would reasonably be in a setting then bring it up, maybe there is one by another name or one that can be adapted from another setting.
    • The first two items aside, I want to try to work with the lifepaths as written before we branch out too much.
  • Starting languages will be a matter of culture and lifepath with some thoughts as follows:
    • Foreign Language can be purchased as a skill by anyone for 1pt.
    • Anyone choosing a religious lifepath will automatically get the primarily language associated with their faith (Latin, Greek, or Arabic).
    • Merchants and Sailors have a good chance of speaking an additional language. (Usually Greek or French)
    • Concepts trump rules here so if you have a good case for additional languages just bring it up. (Munchkins start with pig Latina only)
  • The Faith attribute is capped at 4 for starting characters.

Additional Lifepaths

Just a listing of some lifepaths that have come up in character creation already:

Additional Standard Lifepaths

Professinal Soldier Sub-Setting Time Res Stat Leads
Field Surgeon (Soldier) 6 yrs 15 +1M, City, Village, Outcast, Religious, Court
Skills: 8 pts: Apothecary, Bloodletting, Surgery, Anatomy, Soldiering, Falsehood
Traits: 3 pts: Incomprehensible Diagnosis, Ugly Reputation
Requirements/Prerequiste: Requires Barber or Student

Hashshashin Cultural Sub-Setting

Characters from the Hashshashin have these lifepaths available once they are in a city setting. This is currently in draft form an under negotiation with a player.

Time Res Stat Leads
Lasiqs (Initiate) 3 yrs 5 - Village, Outcast, Religious, Soldier
Skills: 4 pts: Religious Diatribe, Doctrine, Rhetoric
Traits: 3 pts: Infallible Religious Logic, Righteous, Firm
Requirements/Prerequiste: Must be Hashshashin
Fida'is (Agent) 5 yrs 10 +1M/+1P, Village, Outcast, Religious, Soldier
Skills: 6 pts: Knife, Inconspicuous, Falsehood, Stealthy, Assasin-Wise
Traits: 2 pts: Murderous, Cold-Hearted, Hard-Hearted
Requirements/Prerequiste: Lasiqs Life-path
Rafiqs (Champion) 6 yrs 15 +1M,+1P Village, Outcast, Religious, Soldier
Skills: 9 pts: Intimidation, Sword, Crossbow, Command, Observation
Traits: 1 pt: --
Requirements/Prerequiste: Fida'is Life-path

Gear and Resources

Starting Gear

Characters start with basic equipment directly related to their lifepaths. This means a courtier will start with Finery, Scholars will start with Ink and Quill, and soldiers will begin with basic (normal) arms and armor. This fits for things directly related to your lifepath and not for skills you pick up with General Skill points.

Money and Coin

The BW uses the same naming convention for coins in the Kingdom of Jerusalem so we can use the rules as written.

Expanded Weapon List

The following is a slightly expanded list of weapons for use with The Burning Crescent and Cross, it is largely based on the standar weapon list from the book with an number of additional weapons. For further references see Wikipedia:medieval weapons guide and Durgil's Fighting Steel supplement.

Basic Weapons

Weapon Power Add WSpeed VA Strike Dist Type Other Names
Bare-Fist 0 2 Fast 0 Shortest Brawling
Crude Staff 2 2 Slow 0 Long Polearm
Club2 2 2 Slow 0 Short Cudgel
Stone 1 2 Slow 0 Shortest Brawling

Normal Weapons

Weapon Power Add WSpeed VA Strike Dist Type Other Names
Hatchet 3 2 Slow 0 Short Axe
Light-Axe2 3 2 Slow 1 Long Axe
Battle Axe1,2 4 2 Slow 1 Long Axe Footman's Axe, Great Axe
Mace2 2 2 Slow 2 Short Cudgel
Maul1,2 4 2 Unwieldy 2 Long Cudgel Great Hammer
Dagger 1 1 Fast 0 Shortest Dagger Dirk
Rondel3 1 1 Fast 0 Shortest Dagger Thrusting Dagger
Long Dagger 1 1 Fast 0 Short Dagger Kindjal
Polearm (Thrust)1,2 2 2 Fast 0 Longer Polearm
Polearm (Axe Strike)1,2 4 2 Unwieldy 2 Longer Polearm
Quarterstaff1,2 2 2 Fast 0 Longer Polearm
Spear1,2 2 2 Fast 1 Longer Polearm
Long Spear1,2 2 2 Slow 1 Longest Polearm
Short Sword 2 2 Fast 0 Short Sword
Arming Sword2 3 2 Slow 0 Long Sword Falchion, Kiligi, Shamshir, Saber

Miscellaneous Weapons Gear

Weapon Power Add WSpeed VA Strike Dist Type Other Names
Hilt/Pommela 1 2 Slow 0 Shortest Brawling
Spiked-Pommelb 1 2 Slow 1 Shortest Brawling
Weighted-Pommelb 2 2 Slow 0 Shortest Brawling
Beakc 2 2 Unwieldy 3 As Weapon As Weapon

Notes

  • 1 Two-handed, may not be used with a shield; 2 May Great Strike; 3 May Great Strike only if wielded 2 handed.
  • a All weapons have access to a hilt/pommel Strike; b Spiked or weighted hilts and pommels may be added to any weapon. A weapon may only have one type of hilt/pommel; c Beaks can only be mounted on the backs of polearms, axes and at the reverse ends of spears.

Armor

Full Plate Armor does not exist and is not available at this point in history.

Superior and Poor Quality

Armor
Armor quality behaves as it does in the BW core rules.
Weapons
Poor quality weapons normally lose VA, power, or the ability to great strike. Superior quality weapons normally gain VA in the case of bladed and piercing weapons, power in the case of Blunt weapons. Superior weapons can also have an increase to their speed or receive an additional +1D due to balancing. The exact details of any modification should be worked out with the GM.

Magic

For now we'll use the sorcery and lifepath information as is and difference between magic traditions of the setting will be a narrative element. If we decided to stay with the system I'll draw some clearer distinctions between the setting magic traditions and the magic system in BW.

Faith

The rules for Faith in Burning Wheel seem to work fine for the setting. Repeated frivolous uses of faith, praying only when in need will likely result in "Disfavor in the eyes of God". This results in a +1 Ob to all faith rolls until the character has performed enough penance in the eyes of God to redeem themselves. Mechanics wise we'll keep in the spirit of Burning Wheel with this and such disfavor or redemption status is had by nomination and vote from the gaming group.

Sheets and Aids

See Also

Setting Overview

References

The Burning Wheel

Personal tools