Post by Ed the Two Hour Wargames Guy on Oct 6, 2022 0:40:47 GMT
Now on sale.
LIFE AND DEATH BAT REP
The Capalan League is a loose confederation of City-States, each ruled by a powerful Family. Each of the five City-States are independent with smaller cities owing direct allegiance to the local ruling Family. All decisions that may affect all the City-States, such as going to war, must be voted upon. The Capalan League has a long history of being fragmented and suffers greatly from court intrigue.
But it’s also a great place to have a good time!
************
Warrior Heroes: Life and Death is a matter of life and death. For the good times, Life, we’re provided you with Quick & Easy Carousing rules. These are compatible with Warrior Heroes: Adventures in Talomir (WHAT) and the upcoming Quick Play rules and can be used when you want to play a fast Encounter.
For the bad times, Death, we’ve provided you with Death Pits. A place where hand-to-hand combat is played out without weapons and to the death. Okay, so it’s not all bad because we’ve given you a way to bet on the fights! And it is fast. 😊
So without further ado, let’s get started!
WHERE TO?
Head southeast from Mirholme and you enter the Capalan League. Bolhermo is a small Capalan League town. This is where you will Carouse and find the Death Pits. Okay, they aren’t highly publicized, and the local government looks the opposite way for a price, but if you want to go to them, you will be able to. Bolhermo only has a few Areas. You can choose which of the three you will Carouse in or roll them randomly.
Haldor (Rep 5 Warrior AC 2 2HW Twilight) is my Star. I’m going alone. I choose to go to the Public Area and at Nighttime. I can go to the Marketplace and Poor Area of town some other time. I just want to have a good time so go Carousing.
In Life and Death you can resolve as many PEFs as you want. The difference is no need to roll to see if there is one, just roll to see who you’ve met.
I roll 2d6, score a 7. I add +1 for being Nighttime and +1 more for being in the Public Area in the Nighttime. So that’s a 9. Instead of Merchants (7) Haldor has met Nobles. I roll 1/2d6 and have met 2 of them. I roll them up and have met a Rep 4 Female Noble accompanied by a Rep 4 Male Knight. I figure it’s a low level Noblewoman with a bodyguard. Time to see what Haldor can do with them, I roll 1d6 and its Interact.
Haldor passes 1d6, the Noblewoman passes 1d6 but as she is Interacting with a Male, she can re-roll the failed d6. Scores a 3, has passed 2d6 – more than Haldor. She gives him an “unfavorable result” and he loses 1 Rep Points. Rep Points are a new easier option to increase and decrease Rep.
I decide to resolve another PEF. This time I do meet Merchants. I roll to see what they want to do with Haldor, and it is Gamble. There’s two of them. Both are Rep 4 so it’s off to Gambling. You can only Gamble once per Encounter.
Each Character rolls 2d6 versus Rep.
1st Round
Haldor – Pass 2d6. Haldor continues to play.
1st Merchant – Passes 1d6, re-rolls and passes 2d6. He continues to play.
2nd Merchant – Passes d06. He’s done.
2nd Round
Haldor passes 2d6 and continues.
1st Merchant does too.
3rd Round
Haldor passes 2d6.
1st Merchant 0d6. Haldor wins so gains 1 Rep Point, so now at zero for the Encounter.
Another PEF
Not good. It’s the City Watch and 2 of them. A Rep 5 Captain and Rep 4 Soldier.
I can’t Gamble so it’s Interaction.
Haldor passes 2d6, the City Watch 0d6 – Boxcars! Haldor gains 1 Rep Point. If it wasn’t the City Watch Haldor could try to Recruit him to the Band.
One more PEF. 11 total. Haldor has met Companions. Just one; a Rep 5 Dancing Girl. Always nice to have someone to have a drink and socialize with so Haldor gives it a try.
Haldor passes 1d6.
The Dancing Girl 2d6. She says she wishes she could but has plans already and leaves. Oh wait. Companions don’t give you an “unfavorable result”, instead they could pick your pocket! Haldor rolls 1/2d6, and scores a 1, the Dancing Girl scores a 3. She has picked his pocket! Haldor loses 2 Rep Points!
That’s it, Haldor is out of here. One more thing to do, Chance of Robbery. Rep 5 counting -1 to Rep for leaving alone, -1 for winning at Gambling and -1 for being out at Nighttime! Roll 2d6 versus the reduced Rep of 2 and score a 1 and 6, pass 1d6. Re-roll, counting pass 1d6 as pass 0d6 – 1 and 2. Whew! No Robbery.
Encounter over and Haldor is at -1 Rep Points. I decide Haldor is going to Confront the Dancing Girl and get his money back! But that’s the next Encounter.
LIFE AND DEATH BAT REP
The Capalan League is a loose confederation of City-States, each ruled by a powerful Family. Each of the five City-States are independent with smaller cities owing direct allegiance to the local ruling Family. All decisions that may affect all the City-States, such as going to war, must be voted upon. The Capalan League has a long history of being fragmented and suffers greatly from court intrigue.
But it’s also a great place to have a good time!
************
Warrior Heroes: Life and Death is a matter of life and death. For the good times, Life, we’re provided you with Quick & Easy Carousing rules. These are compatible with Warrior Heroes: Adventures in Talomir (WHAT) and the upcoming Quick Play rules and can be used when you want to play a fast Encounter.
For the bad times, Death, we’ve provided you with Death Pits. A place where hand-to-hand combat is played out without weapons and to the death. Okay, so it’s not all bad because we’ve given you a way to bet on the fights! And it is fast. 😊
So without further ado, let’s get started!
WHERE TO?
Head southeast from Mirholme and you enter the Capalan League. Bolhermo is a small Capalan League town. This is where you will Carouse and find the Death Pits. Okay, they aren’t highly publicized, and the local government looks the opposite way for a price, but if you want to go to them, you will be able to. Bolhermo only has a few Areas. You can choose which of the three you will Carouse in or roll them randomly.
Haldor (Rep 5 Warrior AC 2 2HW Twilight) is my Star. I’m going alone. I choose to go to the Public Area and at Nighttime. I can go to the Marketplace and Poor Area of town some other time. I just want to have a good time so go Carousing.
In Life and Death you can resolve as many PEFs as you want. The difference is no need to roll to see if there is one, just roll to see who you’ve met.
I roll 2d6, score a 7. I add +1 for being Nighttime and +1 more for being in the Public Area in the Nighttime. So that’s a 9. Instead of Merchants (7) Haldor has met Nobles. I roll 1/2d6 and have met 2 of them. I roll them up and have met a Rep 4 Female Noble accompanied by a Rep 4 Male Knight. I figure it’s a low level Noblewoman with a bodyguard. Time to see what Haldor can do with them, I roll 1d6 and its Interact.
Haldor passes 1d6, the Noblewoman passes 1d6 but as she is Interacting with a Male, she can re-roll the failed d6. Scores a 3, has passed 2d6 – more than Haldor. She gives him an “unfavorable result” and he loses 1 Rep Points. Rep Points are a new easier option to increase and decrease Rep.
I decide to resolve another PEF. This time I do meet Merchants. I roll to see what they want to do with Haldor, and it is Gamble. There’s two of them. Both are Rep 4 so it’s off to Gambling. You can only Gamble once per Encounter.
Each Character rolls 2d6 versus Rep.
1st Round
Haldor – Pass 2d6. Haldor continues to play.
1st Merchant – Passes 1d6, re-rolls and passes 2d6. He continues to play.
2nd Merchant – Passes d06. He’s done.
2nd Round
Haldor passes 2d6 and continues.
1st Merchant does too.
3rd Round
Haldor passes 2d6.
1st Merchant 0d6. Haldor wins so gains 1 Rep Point, so now at zero for the Encounter.
Another PEF
Not good. It’s the City Watch and 2 of them. A Rep 5 Captain and Rep 4 Soldier.
I can’t Gamble so it’s Interaction.
Haldor passes 2d6, the City Watch 0d6 – Boxcars! Haldor gains 1 Rep Point. If it wasn’t the City Watch Haldor could try to Recruit him to the Band.
One more PEF. 11 total. Haldor has met Companions. Just one; a Rep 5 Dancing Girl. Always nice to have someone to have a drink and socialize with so Haldor gives it a try.
Haldor passes 1d6.
The Dancing Girl 2d6. She says she wishes she could but has plans already and leaves. Oh wait. Companions don’t give you an “unfavorable result”, instead they could pick your pocket! Haldor rolls 1/2d6, and scores a 1, the Dancing Girl scores a 3. She has picked his pocket! Haldor loses 2 Rep Points!
That’s it, Haldor is out of here. One more thing to do, Chance of Robbery. Rep 5 counting -1 to Rep for leaving alone, -1 for winning at Gambling and -1 for being out at Nighttime! Roll 2d6 versus the reduced Rep of 2 and score a 1 and 6, pass 1d6. Re-roll, counting pass 1d6 as pass 0d6 – 1 and 2. Whew! No Robbery.
Encounter over and Haldor is at -1 Rep Points. I decide Haldor is going to Confront the Dancing Girl and get his money back! But that’s the next Encounter.