LACE AND STEEL RPG PDF
Lace And myavr.info - Ebook download as PDF File .pdf), Text File .txt) or read adjudicating the results of the player characters' actions. a role playing game. Steel and Lace - The first part of the collection of steel and lace. DriveThruRPG: Your One-Stop Shop for the Best in RPG PDF Files!. A game of swashbuckling in a fantasy setting - think Centaurs as the Three Musketeers! Interesting game mechanics including repartee rules.
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Review of Lace & Steel. Lace&Steel is a swashbuckling fantasy game full of heroics and PDF Store: Buy This Item from DriveThruRPG. Lace & Steel is a role-playing game published by TAGG (The Australian Games Group) in Create a book · Download as PDF · Printable version. I still run RPG campaigns once or twice a week. I contribute to the things I love. Over time, I have had two RPG systems published. A third system, "DELVERS" is .
Click here. Steel and Lace. ZIP File. Average Rating 1 rating. Customers Who Bought this Title also Purchased. Reviews 1. Please log in to add or reply to comments. Giorgio G. Good paper minis. See All Ratings and Reviews. Browse Categories. WoD 20th Anniversary Edition Sale.
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Other Tabletop Games. Gift Certificates. Publisher Resources. Family Gaming. Virtual Tabletops. STL 3D Model. Pay What You Want. Follow Your Favorites! Sign in to get custom notifications of new products! Recent History. Product Information. Copy Link Tweet This. Vadim Romanov. Original electronic Scanned image These products were created by scanning an original printed edition.
Most older books are in scanned image format because original digital layout files never existed or were no longer available from the publisher. The result of this OCR process is placed invisibly behind the picture of each scanned page, to allow for text searching. However, any text in a given book set on a graphical background or in handwritten fonts would most likely not be picked up by the OCR software, and is therefore not searchable.
Also, a few larger books may be resampled to fit into the system, and may not have this searchable text background. For printed books, we have performed high-resolution scans of an original hardcopy of the book. The wild races do not have such visible power or numbers, and seldom seem to create communities larger than towns. They have a certain amount of commerce with the civilized races.
The faerie folk are the most enigmatic of the worlds inhabitants, and keep themselves very much aloof from the affairs of other races. They keep to the deep forests or high mountains, and seldom ever meet up with other folk. Only the halfling peoples have any real contact with other races, and of these, it is Pixies which seem to be the most commonly abroad in the civilized lands. The overall effect is a world which is largely populated by Humans and Half-Horses.
A host of other races are widely known, and most folk will have seen them at one time or another, or will at least know them all by description.
The net effect is a society which is far less mundane than one taken from our own history, with a great variety of differgnt peoples. The world which the game presents to its players should have recognizable imagery taken from the English civil war period, hut with a definite Grimms fairy tale feel.
The world is constantly livened up by the strange and the unexpected. Comparative sizes: Human and Half-Horse. Humans two-leggers and Half-Horses four-leggers band together in mixed nations, letting geography dictate political affiliation rather than race. Both races live together in reasonable harmony, although they have the good sense to separate into communities villages or suburbs composed mostly of one or the other race.
These communities will communicate freely with one another, and each race draws on services and talents which the other race can provide. The Humans of Other Earths southern continent are white skinned, and average between and cm in height. Half-Horses usually refer to Humans as two-leggers.
Though smaller than a horse, Half-Horses tend to have at least 10 to 20 cm greater height than a human of similar strength, and weigh immensely more. Their equine sections come in a number of different colors, ranging from dapple grey to bay - characters should always specify their coloration. Half-Horses have a similar strength in the arms and upper body to that of a human, but they are able to apply their lower bodys strength very effectively to a number of tasks.
Double the effective Strength of a Half-Horse in any task which requires the use of body weight e. Pushing a wagon out of a ditch. Subtract a Half-Horses burden level from its Dexterity when determining its maximum speed in this manner. In addition, although the hands of a Half-Horse are as flexible as a mans, and their bodies as capable of twisting, leaping or sidestepping as a Humans, a Half-Horses Dexterity will be penalized under many circumstances.
HalfHorses must make a Dexterity roll whenever they attempt such simple actions as climbing a ladder, clambering through a window, or whirling quickly around. Half-Horses find it extremely difficult to move silently. Halve a Half-Horses effective Dexterity whenever its sheer bulk promises to get in the way such as moving through brush. In combat, HalfHorses can lash out with iron hard hooves add 3 to a HalfHorses effective strength when delivering a low brawling blow.
A Half-Horses great length of leg gives them a reach of 1 in brawling combat. In melee combat against cavalry, treat Half-Horses as infantry but add three to their effective Strength when resisting a push from a horse.
Half-Horses wear clothing on their upper bodies, and four legger women wear apron-like skirts. The equine hind-body is never clothed or armored, and this lack of covering can be a cause of embarrassment. Many a love-sick young male has had to hide his nether regions upon contemplating the charms of his sweetheart The position of a Half-Horses tail gives an extra dimension to its body language.
Feisty young males hold their tails high, and a female might involuntarily hike her tail when in the company of a male that she feels attracted to. Four-leggers always comb out their own tails - combing out another persons tail is a sign of romantic attachment.
Four-legger society is noticeably earthier than that of humans, and has a more relaxed attitude towards sexual morals. Each spring, four-leggers go through a courting season, where romantic interest runs unusually high.
Most unattached males will become argumentative and stroppy, and fights become common. Mature aged sons will often fight with their fathers, or brother fight against brother as the family males contest for dominance. All in all, Half-Horse behavior can often be modeled on a cross between Humans and horses. Half-Horses will involuntarily kick if their tails are pulled or their hind legs grabbed.
An enraged four legger will sidle up towards its opponent to allow fore feet or hind legs to come into play. The diet of four-leggers is exactly the same as that of Humans, although they eat a far greater bulk of food usually grains and cereals.
Their houses contain furniture designed for their height and stature such as chairs upon which they rest their rumps.
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A polite four legger wipes its hooves before entering the house. Half-Horses use horses as beasts of burden and drayage much as Humans do. Large, strong males often end up as leaders of their fellows:.
Half-Horses tend to respect someone who can give them a serious drubbing. Stallions will have short tempers when they have been active, and will fall into fist fights easily when courting. The courting season is a time when sexual urges run high. Daughters are quite literally locked up and watched closely in case the little hoydens try to slip out the back door , and pregnancies often occur as do resultant blunderbuss weddings. Of course, courtship and romance also occur in the normal way throughout the rest of the year.
Courting season only lasts for a little while. While they can make good soldiers, Half-Horses feel a distinct aversion to the reek of blood. They are not great eaters of red meat. A centaur is an unclad barbarian that skulks in the wilds. A Half-Horse is a civilized being. Being aware of the all important distinction can save characters from mortally offending their four legged friends.
These races all live in their own communities, and avoid the cities and towns of the civilized folk. Satyrs are smaller and shorter than an average sized man, and have a maximum Strength of 11 and a minimum Dexterity of 9.
Their lower quarters are covered with shaggy fur, and they have short little tails which twitch back and forth when they become agitated. A Satyr also has a small pair of horns sprouting from its head, and pointed ears.
Satyrs wear normal clothes on their upper bodies, but leave their lower sections bare. They never shoe their cloven-hoofed feet. They live in small communities, though a fair few seem to have adapted themselves to town life. Satyrs have a high libido, and many races are made uncomfortable by their habits of making constant sexual innuendo or of undressing people with their eyes.
They are also regarded as a particularly sly folk. They are shrewd and cunning businessmen, and gain a great deal of enjoyment out of driving for hard bargains. This is balanced out by their tradition of being generous and polite hosts.
Satyrs are prone to excesses of behavior which the more sedate Human and Half-Horse races find distasteful. They laugh loudly, argue volubly, fall into passionate love or affect attitudes of tragic melancholy with a speed which leaves other races breathless. This characteristic endears them to the faerie races, who have more truck with Satyrs than with any other species. Due to the configuration of their feet, Satyrs find it more difficult than a human to perform tasks such as climbing a rope ladder.
Their tall keen ears have better hearing than that of any other race - even pixies! Comparative sizes: Satyr and Human shown to scale. Satyr males often become lovesick during this season, and energetically compete for the attentions of the womenfolk. For their own part, the Satyr women look forward to the yearly courting season with anticipation and delight.
Courting season brings out the best qualities in the menfolk as well as their worst - Satyr males are more prone to enthusiastic romance than mere sexual lust. Courting season tends to be a time of fun and gaity, with boisterous behavior the rule of the day. Harpies have fanged human heads and gigantic, upright avian bodies.
Female harpies have fanged feminine faces and mammalian breasts which we presume are covered in feathers At the forward joint of their wings are long fingered hands positioned much like the hands of a bat or pterodactyl. Their feet are the large, clawed members of some giant bird of prey. Harpies are not a graceful race. Their sharp, angular features and prominent canines seem to speak of a cruel personality.
Likewise, their voices have a harsh, shrieking quality which other races find irritating to listen to. Much like the raptorial birds of the mundane world, Harpy females are larger and much more aggressive than the males always favor a female Harpys strength characteristic.
The females are far more haughty and commanding than the males, and have a higher social status than their mates.
Though the males desire their women, they also fear them. The males are allowed to take much of the initiative in courtship, hesitantly approaching the fearsome females seeking approval and invitation, but half expecting the worst.
Love between Harpies can be a dangerous game for the menfolk Harpies have much the same characteristic brackets as Humans, but have difficulty performing delicate manual operations. Harpies may fly great distances but only if they are not suffering from an encumbrance penalty of more than 2. Reduce a Harpiess wound level by 1 due to their hollow hone structure minimum wound level of 1. Harpies may not wield weapons while flying, and may only brawl with their sharp claws which do damage like a dagger.
Harpies wear clothes for their torsos, and hats on their heads. Their dwellings are usually designed only to be reached by flying creatures. Harpies are not pleasant folk. When determining a Harpiess disposition, draw twice, and take the personality which seems the most rotten.
But the player may choose to keep a nice draw if it is major arcana. Comparative sizes: Human and Harpy female Tiercel shown to scale. Female Harpies are the dominant sex of their species, and are notably stronger and more aggressive than the males. Merfolk thus have hands, flukes and a tail. They are air breathers, and can speak the standard tongue of the southern continent at need. Amongst themselves, they seem to converse with tight pulses of sound, which they also use to navigate dark or murky water.
Merfolk often have dealings with seaside communities and sailors, and appear at dockside fairs to trade fish, medicinal sea plants, pearls and coral for dried fruits, meats and gems. They are also often prevailed upon to perform marine salvage or rescue.
They keep well away from sea battles and warfare. Their world is not really understood by land dwellers, and true communication of philosophy and abstract concepts proves difficult.
Faerie races remain aloof from the other peoples, preferring the company of their own kind. Wandering members of these races have usually been cast out of their own communities due to their unorthodox attitudes, or because of misdemeanors. The faerie temperament is capricious and often cruel.
Similarly, a faeries sympathies are also quickly aroused, which provokes him into extravagances of generosity. Faerie races are inclined to be vain, proud and boastful, and are always talkative. They are much given to melodramatic postures, extravagant rages and quick sulks. They are extremely sensitive to ridicule, which prompts them to paroxysms of rage. They admire beauty, and also oddity to the same degree - to the faerie, these are equivalent attributes.
A fairys moods are seldom long lasting, and they quickly switch from joy to woe, wrath to friendship in a manner which bewilders other, more stolid races. These creatures have a dangerous combination of Godlike powers and childish moods. They are proud, vain, petty and absolutely, unspeakably powerful! Comparative sizes: Fairy and Humans boot shown True fairies are small 10 to 30 cm high humanoid folk who vary their outward appearance entirely at whim.
They cannot normally be seen unless they desire it or they are observed using detect magic skill. Fairies tend to live in small communities called shees which change aspect as frequently as their owners , and they seldom move beyond the bounds of such places. Time at the heart of a fairy shee runs at seven times the rate of the rest of the world. Fairies like to pretend that they are immortal, but in fact they are not they are so long lived that their claim is nearly true in any case.
Fairies are intensely magical in a way which cannot even begin to be emulated by mundane races. Fairies are magic! Their magic is only ever used for their own amusement, although they might bargain magical objects or favors with a mortal for an object which they value. Fairies are jealous, impatient, malicious tricksters who are intolerant of intrusion.
Woe betide an innocent trespasser who blunders into a shee!
Remembered with Honour: Lace and Steel
They might find themselves whipped with hazel twigs, or given the ears of an ass, or even showered with gold coins, since they enjoy dumbfounding mortals with good fortune no less than with sudden disaster. Fairies are hedonistic and promiscuous, craving novelty.
This has lead to a certain intermingling of fairie blood with that of the other races. Persons with a high proportion of fairy blood may be told by such signs as slit-pupilled eyes, webbed fingers, pointed ears or green fingernails. Please note that the actual size of fairies will vary pretty much according to their own whim.
Fairy royalty will usually present themselves as being taller than their subjects, often taking on human stature or even taller, more impressive aspects when circumstances merit it. They are all tied to a set physical form, and age and die like other mundane folk. On the other hand, halflings are less capricious and malicious than fairies, and have more dealings with other races.
Many fairs will be visited by halflings, who hawk their potent pollen liqueurs and perfumes, delicate cloths pressed from dandelion or spider silk and luminous paints and inlays wrung from dandelions and fungi. Pixies or little folk are a lightly built, dexterous race that love the forests, rivers, fens and mountains. In physical form they are small cm , delicate huma3noids with sharply featured faces and naked ratlike tails.
They have large slit-pupilled eyes, pointed ears, and delicate antennae which they use as organs of scent. Their most distinctive features are their wings, which are the delicate, patterned wings of moths or butterflies. The coloration of pixie wings vary widely from individual to individual, and can b.
Pixies tend to live in closely grouped small communities, although there are quite a few town sized settlements. Their picturesque hive shaped houses are often placed in tasteful harmony with the landscape usually high up in the trees or secreted amongst stumps and roots , and so their settlements can be missed by unwary travellers. Pixies are talkative and hospitable, passionate lovers and dedicated enemies.
Their cute looks and erratic demeanor can sometimes blind other races to their keen sense of honor and their excitable passions which can be a costly mistake. Pixie culture emphasizes aesthetics. Pixie cuisine is excellent, although they tend to eat the flesh of some insects, so be careful to ask what you are eating! Pixies are brewers of fine wines, artists, musicians, surgeons and craftsmen - the makers of clever mechanisms and clever jokes.
In the military they perform the function of skirmishers and scouts. Their small size stops them from riding anything larger than one of their little ponies, and from handling muskets and saddle pistols. Their close combat weapons are confined to the rapier and dagger weapons which they use with energetic virtuosity. These folk live in small, isolated communities out in the deep forests. They are a coarse, jolly folk, and are more vulgar than the pixies, whom they consider overly nice.
Their skins are as tough as a buff coat. Trolls are semi-aquatic, and tend to live solitary lives in fens or forests.
Although not exactly hostile, they are petty. Trolls might build a bridge or plant an orchard, and then wait for a passerby to cross the bridge or pick the fruit. The troll will then appear and demand payment at an exorbitant rate.
When dealing with trolls, a person must be careful to specify his precise meaning, and look for hidden connotations in every word, phrase and act.
An Ogres Strength is effectively 25 to 30 giving them a wound level of 5 , and its Dexterity is about class 6 to 9. Some ogres might have horns, outlandish assortments of extra facial features, or even multiple heads! Contrary to popular belief, Ogres are not necessarily stupid, nor do they always lack magic.
Ogres love to eat the succulent flesh of children, and they will pay hobgoblins or trolls premium prices for any brats that they might catch. For this reason, Ogres are destroyed wherever they may be run to ground, and thus they are only found in remote or rugged terrain. Comparative sizes: Troll and Human shown to scale. Comparative sizes: Ogre and Human shown to scale. The characteristics are fairly simple, but between them they adequately simulate each character s basic abilities.
The females of most of the sapient species are physically weaker than the males.
Female characters always slight their Strength characteristic. In return, they may favor some other characteristic. The exception to this rule are females of the Harpy race, who are quite large and domineering.
Harpy females always favor their Strength, at the cost of slighting some other characteristic. Please note! Female characters of Human, Half-Horse and Pixie races tend to be forced into fairly historical roles. If a player wishes to play a female character, but tires of flirtation and repartee, there is no need to despair! Harpy females should provide all the outlet for those feelings of dominance and aggression that anyone could desire!
If a character scores 14 or 15 on its initial dice roll for its Magical aptitude characteristic, it may roll an extra D6 -1 and add the result to its total Magical aptitude score. The player may nominate up to three characteristics that his or her character will favor.
For each characteristic that is favored, another characteristic must be slighted and vice versa. Favored characteristics are rolled for twice, with the final characteristic score being taken as the highest of the two dice rolls. Slighted characteristics are also rolled twice, with the final characteristic score being determined by the lowest of the two rolls. For a cost of 5 of these experience points each, characters may purchase extra characteristics points on any of their characteristics.
Note that if a character s Magical aptitude is raised up to a level of 14 through this technique, then the character will also gain the extra 1D6 -1 Magical aptitude score as detailed above.
Now the player is ready to determine his or her character s characteristic scores. Add 1D to the character s Magical aptitude if its initial dice for its Magical aptitude characteristic score was 14 or Do not work out repartee and sorcery ratings unless the player feels it to be necessary. The character must then have its skills selected and recorded.
Readers should note that a character s mental abilities are divided into Reason, Intuition and Drive; there is no all-encompassing measure for intelligence. It is also used to indicate the character s physical size and hulk. Strength is a measure of the character s ability to lift weights and arm wrestle, and its ability to resist damage and shock.
As such, it represents the amount of time that physical activity may be maintained. It should also be used in tests to resist disease.
It is also used as a measure of the character s hand-eye coordination and skill at fine manual tasks. The player decides that the character is to be a female human, and draws the card The World from the tarot deck as the characters significator. This tells us that the character is a restless dreamer, and the player decides that Linette will be a bit of a Tom Boy, who will avoid learning the finer ladylike graces in favor of more adventurous skills.
Linettes Strength is slighted, but she decides to favor her Dexterity recompense. She must roll twice for her Strength and take the lowest value rolled, but she rolls twice for her Dexterity and take only the highest score.
Her final characteristics are as follows: INTUITION is used to determine the character s sixth sense - his ability to outguess his opponents, or make an accurate assessment of a character at first meeting.
Intuition also represents the character s innate perception, and is checked whenever searching for hidden objects or trying to detect lies. DRIVE represents a character s willpower and determination. It is a measure of the motivation and self discipline that a character can bring to bear on any task with which it is faced.
DRIVE is tested whenever a character wishes to embark on a long and difficult project, or when his determination comes under attack. Characters who are enlivened by an inner energy may have a high Charisma characteristic even if their physical appearance is not immediately overwhelming. Subtract 1 from the character s Charisma if either of the character s Dexterity, Reason or Drive characteristic scores are A character s Magical aptitude characteristic represents the individuals ability to sense and interact with other-worldly powers.
These factors are the character s Fatigue rating, Wound level, Maximum hand rating and New draw rating. All fractions are rounded to the nearest whole number 0. Divide the character s hit point losses from wounds by the character s wound level rounding down to determine the number deducted from the character s maximum hand. A character s wound level is dependent upon the character s strength and drive.
Lace And Steel.pdf
The chart to the right is used to determine a character s wound level. Her physical strength is a hit on the low side, but this is not a problem in an environment dominated by rapiers and muskets. She is fairly charismatic probably a combination of Foxy looks and an irrepressible personality , and quite dexterous. She will obviously never be a sorcerer or a beauty queen, but she is smart and quick enough to be a lively and interesting character.
The number of cards that they draw is determined by their new sorcery draw rating. This rating is determined by the character s Reason score on the chart to the left. Page 32 of this book details the way in which these experience points are spent to purchase the character s initial skills. Repartee will basically be closed to characters who are not of gentle birth. Sorcery skill requires a Magical aptitude of 16 or greater. Only determine a characters Maximum Sorcery Hand, New Sorcery Draw, Repartee hand and New Repartee Draw ratings if the character actually qualifies for these skills, and intends to take them.
The numerical value of these cards is subtracted directly from the victims hit points. When a character reaches zero hit points, it is unconscious. When its hit point score is equal to or less than 0 - the character s wound level then the character is dead. Remember that wounds directly affect a character s maximum hand rating, as determined by the character s Wound Level.
At the end of each week, wounded characters must roll their Drive characteristic vs. If the roll is successful, the character heals one hit point.
Characters who are recovering from a grievous wound must roll a saving roll of their Strength vs. If the roll fails, then their Strength and Dexterity characteristics are lowered by 1 until such a time as they can be cured through magic.
This gives the character an old wound that can be used to gain sympathy from the ladies Subtract the character s total armor fatigue penalty from the character s fatigue rating. The weight borne by a character also drastically effects its performance in combat.If female, the character might be a tease. Characters who have a bonus in a characteristic should roll twice for the indicated characteristic and take the highest score thus rolled.
Some things stay the same: attitudes to duelling would not change much, though the technology will be different the rapier transitioning to the small-sword, etc. Reversed: A person who admires authority.
Lace And Steel.pdf
If a character scores 14 or 15 on its initial dice roll for its Magical aptitude characteristic, it may roll an extra D6 -1 and add the result to its total Magical aptitude score. Other languages must be learned as a skill. Secondly, there are the interpersonal relations rules. Reversed: The character gains a bonus on its Reason. Voros Doomed Investigator. Our Latest Newsletter.
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