Monk & Knight

Leon

Leo carcion
Joined
8 Mar 2004
Messages
7,063
Jag fick lite (lasers &) feeling, så här följer ett snabbt hack av L&F baserat på det gamla franska rollspelet Miles Christi. Det är inte menat som någon whitewashing av tempelherreordens fasoner i levanten på 11-1200-talet, utan tänkt att spelas förutsättningslöst och utifrån rollpersoneras perspektiv.

Monk & Knight
Your players are brave and devout Knights Templar. You spread the faith and fight demons, monsters and sorcery. Your commandery is located in an accursed corner of the Holy Land, where warlocks, demons and sinners abound. You patrol the area, always on the lookout for evil.

PLAYERS: CREATE CHARACTERS
1 Choose a Cardinal Sin for your character: Lust, Gluttony, Greed, Sloth, Wrath, Envy, Pride.
2 Choose a Cardinal Virtue for your character: Courage, Justice, Mercy, Generosity, Faith, Nobility, Hope.
3 Choose your number, from 2 to 5. A high number means you’re better at KNIGHT (bravery, fighting, endurance, athlethics). A low number means you’re better at MONK (intuition; discipline; reading, problem solving, exorcism ).
4 Give your character a knightly adventure name. Like Robert Vallard or Heinrich the Boar.
You have: a horse, a chainmail hauberk, a sword, a lance, a shield and a mace or bow. You also have a squire.
Player goal: Fight evil and resist temptation.
Character goal: Choose one or create your own: Become Commander, Convert Disbelievers, Exorcise Evil, Defend the Meek.

PLAYERS: CREATE THE COMMANDERY
Draw a map of your commandery
As a group, pick two forces at your disposal at the Commandery: Turcopoles (light cavalry), Chaplains (learned preachers), Militia (local allies), Sergeants (professional soldiers).
Also pick one thing the commandery is lacking: a well (vulnerable if besieged), a priest (cannot get forgiveness of sins), local guides (does not know the lay of the land.

ROLLING THE DICE
When you do something risky, roll 1d6 to find out how it goes. Roll +1d if you’re prepared and +1d if you’re an expert. (The GM tells you how many dice to roll, based on your character and the situation.) Roll your dice and compare each die result to your number. If you’re using KNIGHT (brawn, valour), you want to roll under your number. If you’re using MONK, (discipline, reason) you want to roll over your number.
0 If none of your dice succeed, it goes wrong. The GM says how things get worse somehow. 1 If one die succeeds, you barely manage it. The GM inflicts a complication, harm, or cost.
2 If two dice succeed, you do it well. Good job!
3 If three dice succeed, you get a critical success! The GM tells you some extra effect you get.
! If you roll your number exactly, you enjoy divine GRACE. You get a special insight into what’s going on. Ask the GM a question and they’ll answer you honestly. Some good questions: What are they really feeling? Who’s behind this? How could I get them to _____? What should I be on the lookout for? What’s the best way to _____? What’s really going on here? (A roll of GRACE counts as a success.)
HELPING: If you want to help someone else who’s rolling, say how you try to help and make a roll. If you succeed, give them +1d.

GM: Create a quest
AN EVIL...
1. Demon
2. Cult
3. Robber knight
4. Ghost
5. Warlock
6. Monster

WANTS TO...
1. Corrupt
2. Protect / Empower
3. Steal / Capture
4. Build
5. Provoke / Sabotage
6. Pacify / Occupy

THE...
1. Saracens
2. Kynokephaloi
3. Local hermit
4. Holy relic
5. Queen / Lady
6. Knights Hospitallers

WHICH WILL...
1. Damn a soul
2. Start a war
3. Awaken an ancient evil
4. Dishonour a friend
5. Cause a famine
6. Reveal a horrible secret


GM: RUN THE GAME Play to find out how they defeat the evil. Introduce the evil by showing evidence of its recent badness. Before an evil does something to the characters, show signs that it’s about to happen, then ask them what they do. “The demon brandishes a crooked sword. What do you do?” “The cult leader offers you a goblet of wine. What do you do?” Call for a roll when the situation is uncertain. Don’t pre-plan outcomes—let the chips fall where they may. Use failures to push the action forward. The situation always changes after a roll, for good or ill. Ask questions and build on the answers. “Have any of you encountered a cultist before? Where? What happened?”
 
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