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  • in reply to: New “old” spell #3401
    Hans Hellinger
    Moderator

    Thanks, it’s so nice to hear that. I do think it’s a good book. I wish it didn’t take so long to write (about 9 months) but I am fairly proud of how it came out. It’s very nice to hear some feedback because we rarely hear anything from our readers, but that book has done pretty well sales wise so I guess some people must like it!

    I am planning, at some point, to do sequel called “Codex Superno: Grimm Tidings” which will be based largely on Jacob Grimm’s magisterial “Deutsche Mythologie” which covers Central European localized myths, legends and quasi-pagan folk practices going back to the medieval period. It was kind of the basis for the famous fairy tales the Grimm Brothers later created. It’s got a lot of good content for low magic type campaigns.

    I’m not sure when I’ll be starting that though as it’s likely to take a long time just like the first one did, and I have a few other things in the queue before that.

    Can you tell me a bit about Chivalry and Sorcery and Lion and Dragon? What do you like about their magic systems?

    in reply to: New “old” spell #3399
    Hans Hellinger
    Moderator

    Hi Jose, and welcome! I think I remember you from the old forum.

    I love this spell, this is brilliant. Rope Trick was always one of my favorite DnD spells from the old days, despite rarely being used. It is exactly the type of spell that fits with Codex Superno. I like how you wrote it just like the Superno style as well.

    Like the best spells in that book, this one has ‘adventure hook’ written all over it. I can see this dovetailing into any number of scenarios.

    Thanks for posting this. If you have time, I’d love to hear something about what kind of gaming you do or what kind of campaign you run.

    in reply to: Codex Integrum for Fantasy Grounds #3338
    Hans Hellinger
    Moderator

    Thats really great Zarlor thanks amigo! We need to test this out.

    in reply to: Historical characters #3274
    Hans Hellinger
    Moderator

    Another interesting guy who wrote (or maybe just illustrated) a war manual with a heavy emphasis on firearms and gunpowder.

    https://en.wikipedia.org/wiki/Jost_Amman

    His manual has some very interesting illustrations in it

    https://www.digitale-sammlungen.de/en/view/bsb00036875?page=126,127

    in reply to: Proposed new Missile rules for Codex #3273
    Hans Hellinger
    Moderator

    This is the revised, and probably (at least close to) final version:

    New
    The following are new Martial Feats for Codex Martialis.

    The Marksman’s Drill
    For crossbowmen or handgunners. Pass a Reload skill check (either Load Firearm or Span Crossbow) DC 10, and gain a -2 Prep Time (minimum 1). Reloading is often done behind cover such as a pavise.

    If two people have the Marksman’s Drill, they can work together as a team using two firearms (or crossbows). The second team member loads a weapon while the first team member shoots. Weapons can be passed from loader to shooter for the cost of 1 MP and requiring no skill check. This way you can shoot a slow-loading weapon like an arbalest or a firearm every round.

    Optional: Once per day you can allow a character with this MF who has the Phlegmatic or Melancholic Temperament to add their Temperament Bonus to one single shot of their choice.

    The Yeoman’s Drill
    Requires at least a +1 Str mod. For longbowmen or any infantry archer. Well drilled technique with the shooting processes confers -1 Prep time. This means longbow, Yumi bow, or flat bow, go to Prep Time 0, so you can shoot up to four shots in a single turn. For English Warbows, Indian Steel Bows etc., it reduces prep time to one, so you could shoot two per turn. Accelerated rate of shots can be maintained for one turn per Str bonus. So if you have a Str bonus of +2 you can shoot at this rate for two turns.
    Optional: Once per day you can allow a character with this MF who has the Choleric or Phlegmatic Temperament to add their Temperament Bonus to one single shot of their choice.

    The Reiters’ Drill
    This feat is for mounted handgunners and crossbowmen, , for crossbows it requires a goats-foot or cranequin spanner. The prerequisite is Ride skill 3 and Load Firearm or Span Crossbow 3. For firearms this MF generally applies to the use of at least a wheellock or more sophisticated type, therefore generally applicable for a 16th Century or later setting. There are however some examples of the use of matchlock and even touch-hole firearms from horseback as early as the mid-15th Century, but the horsemanship and reloading skill would have to be extraordinary (change prerequisite to 5 /5)!

    This MF allows you to reload crossbows, pistols, carbines or petronels with -1 Prep Time, and Load Firearm or Span Crossbow DC of only 10 while on horseback. For Matchlocks the Load Firearm DC would be 12 and for Touch-hole firearms it would be 15.

    If three or more riders have this drill, they can form the Caracole. This is a variant of the Parthian Shot used by Reiters and other pistol armed cavalry in the 16th and 17th Centuries. Three or more shooters take turns approaching the target and shooting while wheeling around in a tight turn (Ride Check DC 15) and then reloading their pistol or drawing another pistol from a saddle holster. This produces a rate of fire of one per turn plus an additional shot for every rider over three, to a maximum of ten. So with 13 riders that can be ten shots per turn at the same target area.

    The Heroes Cast
    Thrown weapons only, requires a Str mod of at least +1. Must spend one 1MP on movement (and move at least 20’) then all other available MP for the turn must be spent on the throw. Double range increment, so the range that counts as close or short range, (and thereby the range which qualifies for the close or short-range To Hit bonus), and double the Str bonus for both damage and To Hit. Strength Bonus applies at all ranges.

    Optional: Once per day you can allow a character with this MF who has the Choleric or Sanguine Temperament to add their Temperament Bonus to one single shot of their choice.

    Skirmisher
    You have learned to run fast and at oblique angles to the enemy, to better utilize movement for defense against missiles while simultaneously attacking. This is the technique of javelin throwers going back to the Bronze Age (such as Greek or Thracian Peltasts and Roman Velites), and used by light skirmishers well into the Renaissance. Requires a movement rate of 30’ or better and you must know the location of your enemy (s) but not be in melee range of any opponents. To pull it off you will also need to make a Run skill check DC 10.

    Your movement confers a Free Dice on Active Defense from missiles (only) per the Moving Target rule, which also stacks with the Free Dice for shield defense, conferring up to two MP for Defense, and every MP you spend on movement works as if you had spent an MP on Active Defense. So for example if you spend 2 MP on movement in a round you can apply 2 MP to Active Defense. The rest of your MP can be spent throwing missiles or shooting.

    The Patient Shot
    For bows, crossbows, or firearms. Spend a whole turn (all MP) aiming, then gain two free dice on one shot on the next round. You can also spend more than one MP on this shot, up to your maximum. Aimed bonus also applies.

    Optional: Once per day you can allow a character with this MF who has the Melancholic Temperament to add their Temperament Bonus to one single shot of their choice.

    The Vicious Shot
    Any missile weapon. Take an extra MP for aiming and gain +2 Damage. If you score a Critical Hit, it automatically causes a ‘Severe’ Wound (roll on Severe Wounds table).
    Optional: Once per day you can allow a character with this MF who has the Melancholic or Sanguine Temperament to add their Temperament Bonus to one single shot of their choice.

    The Parthian Shot
    (This was formerly a rule in the “Armor and Missile Weapons” book, and is now rewritten into a MF). The Parthian Shot is named after a technique used by Parthian and many other Central Asian and Middle Eastern horse-archers, but it can also be used with javelins, crossbows, and firearms. Works two ways:

    In attack: Charge your enemy and shoot just as you wheel around to disengage. Requires a ‘Fast Turn’ (Riding Skill Check, DC 15). Gain a Free Dice on attack. If you have multiple shooters with the Parthian Shot acting together you can form a Cantabrian Circle, and thereby keep up a continuous rain of missiles until the ammunition runs out.

    In ‘defense’: While being pursued on horseback, once per turn you may twist around in your saddle and shoot at a pursuer at no penalty or additional Ride check, and gain a Free Dice for your attack.

    The Hunter’s Lead
    You must spend at least one MP aiming at any moving target. Your target gains no benefit from the Moving Target rule (no Free Dice for Active Defense, no bonus to Passive Defense).
    Optional: Once per day you can allow a character with this MF who has the Phlegmatic or Melancholic Temperament to add their Temperament Bonus to one single shot of their choice.

    Dead Eye
    You are unflappably calm during combat and retain your professional focus despite distractions. This MF applies to only one type of missile weapon, for example: Bows, crossbows, firearms, javelins and darts, thrown daggers, thrown axes, and so on. If you have the Phlegmatic or Melancholic Temperament you can roll a new Character with this MF, if you have any other Temperament you can only gain the MF with one type of weapon you have used since the previous level-up. It is possible to gain this MF more than once with different weapon types. The Dead Eye has three effects:

    1. Gain +2 To Hit for every attack with one type of missile weapon.
    2. Suffer no To Hit penalty for shooting at Melee range, and no penalty when shooting into a Melee (with no chance of hitting your allies even if you miss)
    3. Ignore ‘Concealment’ Defense mod if you win a contested Spot vs. Hide check against your target. This applies even if the target made their Concealment ‘Hide’ roll.

    Optional: Once per day you can allow a character with this MF who has the Phlegmatic Temperament to add their Temperament Bonus to one single shot of their choice.

    Blade Slinger
    You have a knack for using small thrown missile weapons like knives, darts and throwing axes. This MF requires a Dex Mod of at least +1. It confers two benefits:

    1. Gain a Free Dice once per round which can either be applied to a single missile attack, or be used to make an extra missile attack after you have expended all your MP (assuming you still have a missile left to throw). For cinematic reasons you can make this bonus two Free Dice when used against an inanimate object, such as to cut a rope holding up a chandelier…
    2. You can expend one MP to cause an extra die of damage in a thrown missile attack similar to the Wrathful Strike rule. This is on top of your Str Mod where applicable.

    Optional: Once per day you can allow a character with the Sanguine Temperament to use their Temperament Bonus to one thrown missile weapon attack.

    New “Stuff”
    The following are new equipment.

    Spindle arrows
    “Arab archers used spindle shaped arrows for incendiary purposes. These were formed from a series of hollow tubes, the ends of which were closed, the interiors ‘as hollow as the spindles women use’. There was a cylindrical extension into which the head was fixed. The combustible material consisted of chopped straw and cotton soaked in molten tar and formed into pellets. These were stuffed into the tubes and set on fire before being shot. An alternative and vastly more sophisticated version involved otter-fat wax, black sulfur, Bdellium gum (similar to Myrrh), pith of fresh cherry seeds, coconut milk, sap of wild figs, and a piece of quick lime. This unlikely mixture was ground together, kneaded with oil of Balsam, rolled into small pellets and dried. Before being shot, it was sprinkled with black sulfur. Seemingly it wasn’t lit until being sent on its way. The entry ends, “being shot from a powerful bow, as it travels through the air it spontaneously bursts into flame.” The writer is understandably skeptical of the claim, however, adding al-Tabai (a learned Arab judge) has declared this to be true, and has been practiced by an expert in Egypt.”

    Half range, incendiary effect similar to Incendiary crossbow bolts.

    Majra
    Also called a Navak or Nawak, is long archery ‘guide’ for shooting ‘cupid arrows’ (extra small flight arrows). Prep Time is increased by 1, see Cupid Arrow, below, for effects.

    Siper
    Requires a Strength Bonus of at least +1 to use. A small archery guide for pulling a normal sized arrow further back than normal for extra power. Add strength bonus to arrow damage, range increment increases by 10’.

    Panjegan
    This unique Persian device turns a bow into a kind of shotgun. A special kind of archery guide which creates a kind of chute into which a kind of piston called a ‘horn traveller’ is inserted, and then up to five short arrows, (similar to Latin European crossbow bolts) are placed, one after the other. Once it is loaded, the archer pulls back and shoots, and all five bolts are shot at the target, spreading out in a small cone like shotgun pellets. Range increment is halved for the bow, and damage is stepped down (D8 becomes D6, D6 becomes D4 etc.), but you get to make 5 attacks!

    Cupid Arrow
    A smaller than normal flight arrow which confers better accuracy and great range, but requires the use of a special guide called a Majra. Gain +2 To Hit and maximum range increases by 100’. Though the range is increased substantially, damage is stepped down by one level, so a bow which normally causes D8 damage causes D6, a weapon which causes D6 damage causes D4 etc.

    Paper Bullet Cartridge
    This is a prepared package with a bullet, a premeasured portion of gunpowder for the shot, and a second much smaller measure of gunpowder for primer. They are sometimes coated in wax, tallow or lard for waterproofing and to help prevent accidental ignition by sparks. These are torn open, the powder is poured into the barrel, the bullet and a small patch is then rammed into the barrel, and then the small portion of primer is poured into the priming pan. Sometimes instead of a bullet or ‘ball’, it may contain shot.

    Paper Bullet Cartridges confer -1 to Prep Time when loading firearms, cumulative with all other factors, to a minimum of 1.

    New Rules
    The following are new rules related to Missile Weapons.

    Moving Targets
    Moving targets are hard to hit with ranged weapons. For every 60’ moved (or 2 MP expended in movement outside of melee combat) in this round (or the previous round if you haven’t moved yet this round), you gain a Free Dice for Active Defense, or a +2 on Passive Defense (you have to pick one).

    If you have the Run Skill or Profession: Skirmisher or something else similar, you can attempt to run evasively, which will require a skill check with a DC of 10. If you succeed you will gain a Free Dice for Active Defense or +2 Passive Defense per MP expended, instead of for every two MP expended.

    Rain of Missiles
    Any PC or NPC attacked more than twice per round by missile attacks, and lacks sufficient armor to be protected from those missiles (either no armor or as a rule of thumb, armor with a DC + DR less than 10), make a morale check (Battlefield Discipline skill check, DC 10 + 1 per HP of any damage they may have received) or lose 1 MP. If they fail two morale checks in a row, they flee the battle area for three rounds. This also applies to horses.

    Cover vs. Concealment
    Cover and concealment are key to missile combat, especially on a small scale. Cover means something you can hide behind that is solid. This could be a wall, a pile of earth or stones, a tree, a wagon or the gunwhale of a boat, or a mantlet or pavise shield you set up in the field during a battle.

    Concealment
    Concealment means something that hides your position but does not necessarily provide protection that could stop an enemy missile from striking you. Leaves from a tree, brush, high grass, or some hanging laundry can all provide concealment, but not cover. That said, concealment can still protect you.

    To use concealment requires a Hide skill check. The DC is 16 for 25% concealment, and drops 4 points for each 25% after that. So 16 for “Partial” concealment, (25%), 12 for “Half” concealment (50%), 8 for “Good” concealment (75%) and 4 for “Near Total” concealment (90%). If you make your Hide check, Concealment acts the same as Cover, i.e. one Free Dice for Active Defense per 25%. So if you have 50% concealment you gain two Free Dice.

    Once you succeed in your Hide check, you are concealed until you move or attack. Then you will need to make another Hide check. If this fails then your concealment ‘goes away’ in the sense that your opponents can tell where you are, and since they can attack through the concealment, it no longer provides any protection. You’ll have to find another spot, quick!

    Armed Intimidation
    Any kind of unequal showdown, whether it boils down to odds, or physical size, or fighting equipment, can help to leverage an Intimidation attempt. Just as three men can more easily intimidate one person, an armored person with a sword will get a Free Dice or two in an Intimidation skill check against an unarmed person. Similarly, Intimidation and Bluff skill checks are enhanced by a loaded and ready missile weapon of some kind, particularly a bow, crossbow, or firearm which does at least D6 damage. Allow a Free Dice in such circumstances, and two Free Dice when at Close range and / or when the target is outnumbered at least 2-1.

    in reply to: Armour Questions #3272
    Hans Hellinger
    Moderator

    The way Bypass always works is to assume that unless you make a special effort, you always hit the armor (or the heaviest armor, in this case). This is to cut down on the amount of die-rolls and steps needed to resolve combat.

    If Codex was a computer game, there would still be a random chance of bypassing the armor regardless, and we would want to delve into hit locations and so on. But this would be far too many die rolls in a tabletop RPG.

    By making player choice the determining factor, we allow for a bit more nuance in the combat as an OPTION, without bogging it down too much by default.

    in reply to: Armour Questions #3271
    Hans Hellinger
    Moderator

    The Bypass for Gothic Harness is 9, I believe some of those NPCs are meant to be wearing Gothic Half Armor which has the lower Bypass value (no leg protection, basically). I’ll double check and make sure those stats are updated. Thanks for pointing it out.

    Where there are two stats for armor, it works as follows:

    In a ‘normal’ attack, meaning no Bypass is declared, the assumption is that they have attacked the heavier armor. So for example, if you attacked a Mounted Crossbowman as seen in Monsterberg I, if you do a ‘no bypass’ attack you are assumed to be hitting the Brigandine (or the helmet).

    If you decide to Bypass, you can try to bypass ALL the armor (Bypass 7) or just the Brigandine and Helmet (Bypass 5).

    It’s a lot easier to punch through the Aketon (DR is only 2-4) so that may be the better option in some cases.

    in reply to: The History of the Campagnes 1548 and 1549 #3080
    Hans Hellinger
    Moderator

    This is another good one:

    “”By this means Mr de Desse had an opportunity of taking a narrow and leisurely inspection of the enemy’s works and defences, and when retiring, he had the pleasure to witness a very notable and daring attempt of one of those Highland Men that belonged to the Earl of Argile. This fellow had by this time taken notice of the French behavior, and had seen them go fearlessly forward upon the very mouth of the enemy’s cannon, which he being willing to imitate, went straight upon a party of the English, that had engaged a few Frenchmen commanded by Captain Voquedemar, and with incredible celerity seizing one of them, in spite of opposition, trussed him upon his back , and in this plight brought him to our camp; where we observed that the enraged captive had bit his shoulder after so butcherly a manner, that he had almost died of his wound. Mr. De Desse rewarded the action with a good coat of mail and 20 crowns, a compliment which the Highlander received with all imaginable demonstrations of gratitude.”

    in reply to: Brosnachadh #2951
    Hans Hellinger
    Moderator

    Yes this is quite interesting, I liked the idea then and definitely see the correlation now with this.

    The bardic stuff is deep, and fascinating, and kind of walks a line between ‘magic’ and psychology. Or another way to put it might be, it walks a line between the fantastic (that we tend to think of as imaginary) and the quite real if not fully understood.

    The Gaelic / druidic lore was deeply into Rhetoric, in fact during the Early Roman Empire, it was apparently common for Greek and Roman nobles to hire a Celtic teacher for Rhetoric. One of the most interesting aspects of the science of Rhetoric is the science of mnemonics. Which (among many other things) has to do with kind of programming your own brain like with the memory palace. Some of the Renaissance scholars (like Raymond Lull and Giordano Bruno) believed that they could do something a lot like what you describe in your idea of ‘triggers’, using special symbols like this one:

    …and they also believed they could kind of ‘hack’ other people’s minds! This went on for a long time, Isaac Newton also believed this and got into some kind of ‘wizard battle’ with a rival in Poland attempting to use this method (they were in an argument about calculus).

    It’s a bit like neuro-linguistic programming. Something we know works, and can see real-world results from (sometimes quite negative results as with cults) but definitely don’t fully understand.

    I like the rhetorical style of the Gaelic ‘battle poetry’ as a broad genre, the passage I quoted above is very similar in style to some of the writing in the Irish mythological cycle books, and I thought in particular it reminded me a lot of the language in this book called “The War of the Irish with the Foreigners”

    https://en.wikipedia.org/wiki/Cogad_G%C3%A1edel_re_Gallaib

    in reply to: Now available: Codex Superno #2948
    Hans Hellinger
    Moderator

    You are welcome.

    in reply to: Higher Resolution Maps #2947
    Hans Hellinger
    Moderator

    No worries, best of luck running the module!

    in reply to: Now available: Codex Superno #2943
    Hans Hellinger
    Moderator

    Codex Superno is available again now.

    in reply to: Higher Resolution Maps #2942
    Hans Hellinger
    Moderator

    I would think for the players, you can just use a (possibly cropped) version of the high res map I linked?

    in reply to: Higher Resolution Maps #2939
    Hans Hellinger
    Moderator

    Does that resolve your issue Powder Monkey? If not we can get you a higher res image of the map with the points of interests etc.

    in reply to: Now available: Codex Superno #2938
    Hans Hellinger
    Moderator

    Hi, yes, there was a problem on DriveThru which appeared on Oct 27, and we noticed it Friday Oct 29. We notified DriveThru but this being Halloween weekend here in the US, they haven’t gotten back to us yet so it still hasn’t been resolved. This problem required us to temporarily set Codex Superno to ‘private’, which is unfortunate because we have been promoting it this month.

    DriveThru is typically pretty responsive to queries about problems of this sort, so we are expecting this to be resolved Monday. I’ll post a notification here Monday when we know more. Thanks for your interest!

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