Section I: Character Creation

I.I Prelude

Are you tired of fighting monster after monster without resorting to role-playing? Do you watch Errol Flynn movies looking for ideas? Are you tired of RPGs the have stats for 30 different pole arms? Have you ever wanted to peer though a pair of quizzing glasses and say, "Eeek! a commoner!" Then welcome to the only Lace & Steel web page in the known world. For those of y'all who have never heard of Lace & Steel, it is a role playing game written by Paul Kidd and produced by the Australian Games Group. Most people have never heard of it due to poor distribution in this country. But there is a strong following of gamers who want more then "hack and slash."

A Lace & Steel adventure is romance, melodrama, magic and daring-do. Capturing a feeling of fun and fantasy is more important than stacking up the body count. Combat should be a part of the drama, not the heart and soul of your game!
 

I.II Introduction

LACE & STEEL is an attempt to create a fantastic game environment. Lace & Steel has sought to capture the elements of swashbuckling romance that are missing from the bulk of fantasy role playing games. Evil grand viziers, ladies in distress, the flash of rapiers and billow of sails in a fair wind! These are the elements of romantic fantasy, and it is just such things that dour, brutal medieval monster bashing games tend to ignore.
 
LACE & STEEL is an unusual game to run for a number of reasons.. The LACE & STEEL combat system uses a unique card based combat system, where melee combats are played out as a card game. Combats are thus time consuming and challenging, with player skill affecting the final combat result. Combat with other characters thus becomes very dangerous and very entertaining (when compared to a dice based combat system), removing the need for wacky monsters and toothy beasties to provide challenging opponents for player characters.
 
Secondly, there are the inter personal relations rules. Using these rules, the personalities of non player characters become a major part of the game background environment. Players will constantly have to deal with difficult and co-operative people, and will have to learn to deal with friendships, enmities and self confidence as part of "day to day" adventuring. Loyalty, treachery, love and hate can all easily be simulated using the game rules, and will hopefully encourage umpires to prepare thoughtful adventure plots.
 

I.III So What Is the Atmosphere of Lace & Steel?

(The below discussion assumes that the reader has a basic understanding of Roleplaying theory: Players, Characters, GM, dice, etc. If you have never played a Roleplaying Game before... Go find somebody who has, and join their gaming group.)
 
LACE & STEEL is highwaymen waiting by a mist shrouded road, or the ferocious clash of cutlasses on the quarter deck. It is gallant young men scaling palace walls to visit their sweethearts. It is duelists meeting in the grey light of dawn, and plotters gathering in torch lit cellars. LACE & STEEL is court intrigues and dazzling balls, secret messages and lovers met by moonlight. Just take your favorite romantic images, and live them through the game.
 
Do we have fun playing the game. We certainly do.

LACE & STEEL is set in a world that is reminiscent of our own seventeenth century Europe - specifically 1640s, which was the time of the English civil war and the thirty years war. The fantasy lands of "MITTELMARCH" have been chosen as the game's setting in preference to a historical setting to encourage a feeling of fun and fantasy. Games set in historical environments usually seem too restrictive, and this has been the great failing of most games which use the "swashbuckling" genre.
 
Several important decisions about the game's equipment lists and background have been made deliberately. Flintlock weapons have been edited out, since match-locks and wheel locks capture more of the feel of the period. You will also find no rules for "rapier and dagger" fencing, since the use of the main gauche went out of fashion the instant rapiers became light enough to both parry and riposte
 
The game systems have also been designed as they are for good reason. The card based combat systems are entertaining, but have a heavy reliance upon luck. This means that newcomers to the game are not completely disadvantaged when playing against more experienced hands. The combat system has enough fun and action in it to appeal to folk who swear that they hate role playing games (try showing it to some non gamers and see if they will agree to play with you now.)
 
Magic has been included in the game environment as an important facet of the game's feel of fantasy. Nevertheless it is very difficult to roll a character that qualifies as a Sorcerer. This is to make such characters rare - if it was easy to be a Sorcerer, then everyone would be one.
 

I.IIII Character Creation

The following section details the physical and mental attributes of individual characters which we will simulate in this game. The  characteristics are fairly simple, but between them they adequately simulate each character's basic abilities.
 
The characters used in Lace & Steel have eight basic characteristics - Strength, Endurance, Dexterity Reason, Intuition, Drive, Charisma and Magical aptitude.
 
All characteristics are rolled on 2D6+3. If a character scores 14 or 15 on its initial dice roll for it's Magical aptitude characteristic, it may roll an extra D6 -1 and add the result to its total Magical aptitude score.
 
Before rolling a character, a player may choose to favor and slight some characteristics. 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. All characters start the game with experience points equal to their Reason + their Drive. 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.

 

I.V Disposition

 LACE & STEEL uses a Tarot deck to provide a means of generating personalities and dispositions of characters. Each character draws one card from a tarot deck as its significator, This card will effect disposition and characteristic classes.
 

I.VI Rolling a Character

   

I.VII The Characteristics

The following characteristics serve to simulate the physical and mental faculties of the character. Readers should note that a character's mental abilities are divided into Reason, Intuition and Drive; there is no all encompassing measure for intelligence.
   

I.VIII Special Factors

Each character is also rated for several special factors which are used in combat. These factors ate the character's Fatigue rating, Wound level, Maximum hand rating and New draw rating.
   
Average of Strength & Drive
Wound Level
1 to 11
1
12 to 13
1.5
14 to 15
2
   
Dexterity 
Maximum Hand Rating
1 to 4
3
5 to 7
4
8 to 12
5
13 to 15
6
16+
7
   
Average of Intuition & Dexterity
New Draw Rating
 1 to 7
2
8 to 12
3
13 to 15
4
   
Magical Aptitude Score
Maximum Sorcery Hand
1 to 15
0
16 to 17
4
18 to 20
5
21+
6
   
Reason Score
New Sorcery Draw Rating
1 to 5
0
6 to 10
1
11 to 12
2
13 to 14
3
15+
4
 
   
Reason Score
Repartee Hand
1 to 4
3
5 to 7
4
8 to 12
5
13 to 15
6
16+
7
NEW REPARTEE DRAW RATING
 
Average of Intuition & Charisma
New Repartee Draw
1 to 7
2
8 to 12
3
13+
4
 

 

I.VIIII Determining Skills

 

I.X Race

The world of LACE & STEEL is populated by a number of races which coexist in an easy balance. The civilized races suppose themselves to comprise the bulk of the world's population, and it is these races which band together into great cities and alliances. 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 world's 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 different peoples. The world which the game presents to its players should have recognizable imagery taken from the English civil war period but with a definite "Grimm's fairy tale" feel. The world is constantly livened up by the strange and the unexpected.
 
CIVILIZED RACES
The so called civilized races are to be found all over "Other Earth". Humans. (two leggers) and Half-Horses (4 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.
 
         HUMANS  
WILD RACES
 
The 'wild" races live at the edge of the Human/Half-horse world, and engage in  a small amount of trade and commerce with them. These races all live in their own communities, and avoid the cities and towns of the civilized folk.
  FAERIE RACES

The races of faerie are the most fantastic and elusive of the creatures which inhabit 'Other Earth". 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 faerie's 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 faerie's 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.
 

 
THE "HALFLINGS"
 
Halfling races are made up of a great part of common earthly matter, and thus lack the magic of true Fairies. 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 then 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 paint and inlays wrung from dandelions and fungi.
 
         PIXIES  
HOBGOBLINS AND GOBLINS

Average sized humanoids with broad, ugly noses, pointed ears and webbed hands. 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.

 
 

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