Hello,
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:
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viewtopic.php?f=17&t=7337-
viewtopic.php?f=17&t=9195&hilit=marshal+lara-
viewtopic.php?f=3&t=10308&p=235651&hilit=marshal+lara#p235651Character systemEveryone 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.
Levels1 – 0 XP
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
Skill points are used to upgrade your stats. Upgrading your stats can be done in the neutral zone, or in between stages. Below is a list of how much every upgrade costs. Keep in mind that you always have to pay the full cost, and have to get to the next level before you can get to the one beyond that. So if you want to upgrade from 5" move to 7" move, you'll need 2 SP (1 to get to 6, the other to get to 7).
Move5” - standard
6” – 1 SP
7” – 1 SP
8” – 1 SP
Skill1d6 – standard
1d6+1 – 2 SP
1d6+2 – 2 SP
2d6 – 2 SP
2d6+1 – 3 SP
Armour (natural toughness)
4 - standard
5 - 2 SP
6 – 2 SP
7 – 3 SP
AbilitiesBelow 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.
- Observation: allows you to observe an enemy and discover his stats + the rewards he yields. Doesn't cost an action. - 1 SP
- 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
EquipmentAs 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).
ArmouryWeapons
Small handweapon (sidearm): 2g
Handweapon: 5g
Blunt handweapon: 8g (+1 damage to armour)
Fine handweapon: 20g (1d6+2 damage)
Heavy weapon: 15g
Fine heavy weapon: 30g (1d6+3 damage)
Large weapon: 25g
Fine large weapon: 32g (2d6+1 damage)
Shortbow: 5g
Bow: 10g
Longbow: 15g
Crossbow: 20g
Pistol (sidearm): 10g
Musket: 25g
Magic wand (sidearm): 15g
Magic staff: 30g
Magic ammo: 20g (adds +1 damage)
Homing ammo: 20g (adds +1 accuracy)
Scope: 20g (adds +1 accuracy)
Automatic reloader / rewiring system: 30g (allows 2 shots)
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, protection against headshots)
Great helmet: 50g (+1 armour, protection against 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
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 potion - 15g (if you are incapacitated, the resurrection potion 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)
MercenariesMercenaries 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.
Thief – 10g (average minifig with stealth and handweapon)
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)
StagesThe Crimson Crusade will have several stages, each one of which will give you opportunities at gold, XP and fame. The stage ends when all quests have been completed, or if all characters have been incapacitated or have returned to the neutral area to rest. The neutral area is a safe zone where you will usually start out from and return to at the end of the stage.
AreasRather than one big map, all stages will be built up by severable smaller accesible areas you can travel between.
DyingIf your character dies, it doesn't die permanently, but is incapacitated and will have to sit out the rest of the stage. No XP or gold gathered up to that point will be lost, but you can also no longer gain any. You will however be able to start out again at the start of the next stage.
TurnsThere are no rounds, just actions. If you're faster than everybody else, that means you might get more actions in. An exception is when you're in combat or in an area where combat is being fought, then we have to follow round procedure (especially if you're fighting a fellow crusader)
QuestsEach stage will have a quest log that shows all available quests, unrevealed quests and the rewards they yield. Quests are usually revealed by talking to NPC's. Some quests will require that you talk to the NPC that gives the quest before you can complete it (otherwise your character wouldn't know about it). If multiple characters band together to solve a quest, they all get the full reward for it upon completion, but they have to declare they're working together ('me, x and y are going to work together to solve quest z'). Even though

you can only share in experience if you actually helped to complete a quest. Some quests can be completed multiple times, but most cannot, so you'll have to be fast to make sure no one else snatches the XP away from you most of the time. Some quests have limits as to how many people are allowed to band together to do it. Multiple groups of characters can band together to solve a quest, but only one can finish it. If a character on a group is incapacitated, it frees up a 'slot' for another character to fill. 'Banding together' has one requirement however and this is that you all move to the quest area simultaneously. NPC's, mercenaries etc. don't count towards the maximum amount of people (since they can't get experience).
Character actionsThere are several actions a character may take in his turn, all of which use up his turn (unless he has several actions)
Talk to NPC: NPC's may give quests, share information or be persuaded to take certain actions, but not unless you talk to them. You can just 'talk' or ask your character to say something specific if you have a specific goal. 'Talk to x', 'say x to y', 'persuade x to do y'
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.
String ordersYou can string together a series of simple orders so you don't have to post again every time your character has taken a step. Example: 'go to the forest, talk to the hunter, search the area, build a trap, shoot arrows at a wolf to lure him into the trap, return to the neutral zone.
CharactersAn overview of all current characters, their status, abilities, equipment, players and mercenaries.
Droe de Alar – Killer_Karetsu
Level 1 - 1 SP, 10g, 0/5 XP
Stealth
2 handweapons
MFS – Warhead
Level 1 - 1 SP, 10g, 0/5 XP
Santa’s bag, 1 heavy weapon
Rolys the Daring – Ross Varn
Level 1 - 1 SP, 10g, 0/5 XP
Trap builder
Shortbow, handweapon
Drakensy, Lord of Night – NapalmKing
Level 1 - 1 SP, 10g, 0/5 XP
2 handweapons
2 retainers with handweapons
Tachi and Nodachi – benkim
Tachi
Level 1 - 1 SP, 10g, 0/5 XP
Heavy weapon
Nodachi
Level 1 - 0 SP, 0g, 0/5 XP
Heavy weapon
Aloysius Black – Elmagnifico
Level 1 - 1 SP, 10g, 0/5 XP
Minor crafting
Shortbow, shield
Lord James the Black – Silent
Level 2 - 2 SP, 19g, 8/15 XP
Heavy weapon, light armour
Squire Joul – Runny
Level 1 - 1 SP, 10g, 0/5 XP
Scavenger
Handweapon, shield
Lord Godfrey – Alex
Level 2 - 1 SP, 7g, 5/15 XP
Sword proficiency (+1)
1 heavy weapon, 1 handweapon, helmet
Sir Dillan the Fierce – enders_shadow
Level 1 - 1 SP, 10g, 0/5 XP
Handweapon, shield, light armour
Sir Jarvis the Underhanded – Silverdream
Level 2 - 1 SP, 5g, 7/15 XP
Move +1"
Blunt weapon, Great shield
Light armour (+1) Tattered cape (+1")
Sir Almond the Cunning – Falk
Level 2 - 0 SP, 3g, 6/15 XP
Skill (+1), Fast Learner
Blunt handweapon, shield
Light armour (+1)
Sir Egon the Quick – lawmaster
Level 2 - 1 SP, 6g, 7/15 XP
Evasion +1 (1 SP to next level)
Handweapon, shield, pistol
Sir Marcriss the Unyielding – Scratch
Level 2 - 0 SP, 16g, 8/15 XP
2 HP
Heavy weapon, shield
Stubhammer the Banhawk – Zupponn
Level 1 - 1 SP, 0g, 1/5 XP
Strength +1
Heavy weapon, shield
Sir Alamar the Resilient – Quantumscribe
Level 1 - 1 SP, 0g, 0/5 XP
Strength +1
Large weapon, shield
Sir Barad the Ungiving – me
Level 1 - 1 SP, 2g, 2/5 XP
Parry (+1)
Handweapon, shield
Light armour (+1)
Sir Yagan the Young –
Level 1 - 1 SP, 10g, 0/5 XP
Crossbow profiency (+1)
Crossbow, shield
Light armour (+1)
If you have a character please post an acknowledgement so I know you'll be playing. If you already want to spend your first SP and 10 gold, or apply flaws, please do so. If you have any questions or find anything unclear, shoot. The first stage will start soon.