Beruflich Dokumente
Kultur Dokumente
Contributions: Raul Gonzalo, the brave men of the 5th Northumberland (MadDrMark, Neil, Godzuki, Kingpin and the CiC, KaizerJez)
Cover and p 4, 5, 6, 7, 24, 32, 34, 58 2008 - Peter Frain Shako spot piece and p. 12, 50, 60, 63, 66, 68, 73 2009 - Andy Hepworth Additional images courtesy of wikimedia commons and clipart.com Art by Andy Hepworth provided through the utterly fantastic www.illodeli.com
Dedicated to my long-suffering wife, Christine. She can spot a pointy hat at 20 yards!
2009 Omnihedron Games. All Rights Reserved. Reproduction without the permission of the publisher is expressly forbidden, except for purpose of reviews. Any similarities to characters, places, situations or institutions etc. (without the purposes of historical accuracy) are purely coincidental First Printing
p.5 - The Enemy Within Sometimes, the danger doesnt just reek of garlic! Four devious and challenging adversaries for your characters who are, apparently, on their side. p.11 - London Gazette Extraordinary There are hundreds of newspapers and journals from the late 18th and early 19th century available online. This article provides some ideas on how to use these amazingly evocative resources. p.13 - Death for a Filthy Rag What happens when you are detached from your regiment and have to join a new one? A fully fledged regiments - the 5th Northumberland Infantry - is here to help you give your players a new challenge. p.21 - Band of Brothers Ready-to-play characters for the 5th or instant NPCs - four characters of different ranks and radically different backgrounds. p.27 - The War of Independence Fully detailed rules for playing Spanish characters in Duty & Honour, including new Experience tables, traits and spoils. p.39 - British Army Deployments Where was the British army stationed in the 1800s? Here is a short guide to the far flung places a redcoat could find himself - from the barren islands of the Baltic to the jungles of Honduras p.41 - A Matter of Class Inspiration for those that want an instant hook for their previous life before enlisting p.43 - Curious Curiosities If you are stuck for ideas for a Curio from your loot for a particular skill, have a look at this list of inspirations. A trained ferret to aid with Scavenging? Oh course sir! p.47 - Where Have You Marched? Who did you shoot during your Previous Experiences? Inspirations to expand your narration of your Previous Military Experiences. p.49 - London Calling If you are recalled to London, what adventures does the capital hold? Apart from a grilling at Horse Guards, you can expect romance, entertainment, violence ... and shopping? p.55 - I Demand Satisfaction Formerly printed in the Collective Endeavour Journal #1, these are the full rules for fighting duels in Duty & Honour, including traits, missions and NPCs. p.61 - The Last Stand of the 22nd An adventure for D&H. The characters must escort a very special package home safely and avoid the attacks of the pursuing French. p.65 - Cadiz or Bust! An adventure for D&H. Catch the spy before he can deliver his messages and set off a chain of events that could change the war. p.71 - The City of Vipers An adventure for D&H. Following on from Cadiz or Bust!, can the characters find the spy in Cadiz before the final message is sent and the Mediterranean falls into the hands of the French. Its a race against time and tide in a city ripped apart by fever and politics. p.77- Duty & Honour Errata The errata for the first printing of Duty & Honour
Table of Contents
Introduction
Welcome to the first collection of articles for Duty & Honour. In your hands (or indeed, on your screen if this is the pdf version!) you have a document that wasnt meant to exist for another four months! That was the time when I had always envisaged publishing a collection of the Almanacs after the initial popularity of my free supplements and the many calls for them to be gathered together into one, bound copy. However, when I looked to see how many pages we were up to already, I was shocked at the result. If I continued to produce almanacs at the same pace until the first anniversary of the games release, the collection would be far bigger than the original rulebook! So that, amongst other factors, rocketed the publication forward in my schedule of Things to do in 2009! Does this mean that there will be no more free almanacs? Absolutely not! I love doing them and as of this autumn, when Beat To Quarters is published, Ill have twice as much to research, write about and further expand the world of Duty & Honour. Think of this as the deluxe, gilt-edged version of the almanacs, with some extras thrown in for free. As well as this, I have been hard at work establishing the community side of Duty & Honour. I try to run a game at every convention that I attend and I have included two of my convention scenarios in this book. Writing scenarios for D&H is a bit like herding cats, but I hope they give you some inspiration for your games. As well as my convention presence, I have been improving (slowly) the online side of the game. The Facebook group is growing and acts as a ready source of communication with players and GMs around the world. The message boards on the D&H website are now working and we have had some lively discussions going on them, as well as an ongoing public playtest of BtQ. You can even find out about the game on Twitter, following @omnihedron. This has been an amazing year for me and I would like to thank everyone who has taken the time to email me, talk to me at cons, buy and indeed run my game. Its obvious that without players, a game like this is just an artifact - its the players that make it live and breathe and Im thrilled that so many of you have managed to use the game to create adventures in the Peninsular! Neil Gow Omnihedron Games May 2009
Who are the enemies in Duty & Honour? Well the French and their allies, obviously, but they tend to be the opposition in Military missions. In Personal Missions, your opponents will tend to come from within the allied camp - your officers, fellow soldiers, ladies, families and associates. These enemies within offer a chance to challenge your characters in both their military and civilian areas of expertise. They provide you with characters that can become recurring stalwarts of a campaign and situations which arent necessarily solved by a volley of musket fire! Here you will find four NPCs which can be dropped in as adversaries for your characters. Each one typifies a certain style of enemy within - the abusive sergeant, the spy, the insane zealot and the poor officer. The trick, I believe, to using these characters is to enact a slow burn approach. They should be introduced as normal, run-of-the-mill extras to the pre-defined personalities in the players regiment and then, as the game progresses, they can begin to show their true colours as they complicate Challenges and possibly jeopardise Missions. Once a player authors a Mission directly concerning one of these NPCs, it is time to unleash them in their full and terrible fury, causing palpable harm for the PCs. Each can be defeated in their own arena, but not easily. Even the bumbling Beaufort can rescue his credibility with a word to his Uncle. They can all easily shuffle out of the story, only to return again, with a grudge to settle against the people who destroyed them - your players!
Skills: Command-3, Courtesy-1, First Aid-3, Gambling-7, Intimidate-6, Quartermaster-4, Scavenge-5, Soldiering-6 Wealth: 3 Reputations: Institutional: Rank & File (3) Institutional: Officers Mess (1) Personality: Cpl Tommy Tucker (3) - his right hand man Personaility: Major Penworthy (3) Traits: Under the Lash, Cheat Death!, Handy in a Scrap (2), Hack & Slay (2), Strong as an Ox, Grappler. Background Every regiment has one, the bullying sergeant, but Daniel Arkwright has taken the abuse of his fellow soldiers to a new level. A massive Yorkshireman, Arkwright runs every scam and racket that he can under the noses of his officers. He reinforces his laws with a wickedly violent streak and a mean left hook. To make matters worse, Arkwright is a hero, having saved the life of his commanding officer, Major Penworthy, on more than one occasion. This gives him a degree of protection should he take his beatings a little too far. Arkwright revels in games of chance, especially when he can stack the odds in his favour. A master gambler, he has fleeced many a raw recruit of their meager possessions, under the influence of ale, and then made them beholden to him. This way he builds his gang of indebted men to act as enforcers and to build his legend. Another method that Arkwright employs to keep more free spirited or less intimidated members of the company in check is a bare knuckle brawling challenge. A master of the pugilistic arts, Arkwright generally has his way with whoever steps into the ring with him, and he is very vocal about the cowardice of anyone who is sensible enough to back down from his challenges. Daniel Arkwright is a genre mainstay - the abusive sergeant. However, he has a number of strings to his bow; gambling, pugilism, a gang of (beholden) enforcers and a glowing reputation as a hero. Arkwright can act as a terrifying bully for men of the lower ranks, a challenging peer for any decent upstanding sergeant and a pain in the backside for an officer who is placed in command of the ruffian.
Skills: Awareness-2, Command-2, Courtesy-4, Diplomacy-6, First Aid-2, Quartermaster-3, Soldiering-1 Wealth: 5 Reputations: Institutional: Officers Mess (3) Institutional: The Beaufort Family (2) Personality: Colonel Henry Beaufort (4) Personaility: Lady Isabella (1) - his current flame Traits: Educated, Fearless, Cheat Death! Strong Swordarm (3), Officer Patron (Colonel Beaufort ) Background The Beaufort family have a long and honourable tradition with the British army, stretching back to the days of King James. This is a history that weighs heavily on the shoulders of the latest scion of the Beaufort clan to be commissioned - Alexander. Alexander was protected through his year as an Ensign by his Uncle, Colonel Beaufort by placement as an aide-de-camp. However, now he has been raised to Lieutenant and attached to a regiment, his short-comings are apparent. Alexander is simply not a very good soldier. This doesnt stop Alexander believing he is a great officer in the family tradition and trying to emulate the great deeds of his forefathers. This leads him to attempt the most ridiculous and gloriously futile feats, usually costing him many men in the process. When he fails, he falls into a sullen depression, drinking to excess and blaming everyone but himself for the loss. Alexander is a danger to himself and the men under him. Rumour has it that some of his new company, having heard tales of his rash and deadly tactics, have spoken quietly of doing away with the young officer in the heat of battle. A misplaced shot would solve a number of their problems. Alexander Beaufort is what is typified in the Sharpe books as a murdering officer and a poor one at that. At first he might seem like a gallant young Lieutenant, but as the players experience his brand of gallantry and hear the stories of his suicide missions, they will understand their plight. The rank and file plot to kill him in battle will raise an interesting matter of conscience for the players as well.
Skills: Awareness-6, Courtesy-6, Diplomacy-4, Intrigue-5, Music-3, Profession (Courtesan)-5, Riding-4, Romance-7, Skulduggery-8, The Arts-4 Wealth: 4, Fine Clothes and Jewels (+2 Intrigue) Reputations: Institutional: Lisbon Society (4) Institutional: French Spy Network (2) Personality: Gerard DuBois (3) - French spy and lover Personaility: Colonel Mumford (2) - her current beau Traits: Second Language (English), Second Language (French), Fair of Face, Blameless, Scoundrel, Thief in the Night Background Many an officer has fallen foul of the sultry good looks and skillful bed play of Lady Vazquez since the British arrived on the Peninsular. On the surface this delightful social butterfly is a lady of court when in reality she is a Spanish collaborator - Anfracescados - who sells the secrets she learns on the pillow to the French and blackmails young officers to hide their shame. Formerly a common whore from the streets of Cadiz, serving the sailors who dock there, Maria has no love of the British and less so her native Spain. She seeks only to side with the winner and lift herself out of the gutter. Maria found favour with a Spanish officer who showered her with gifts until his untimely death at the end of her stiletto. Using what knowledge she had gleaned of him, and the money in his possession, she moved to Lisbon and set herself up as his widow, a lady of some bearing. Meanwhile, she made herself know to the French intelligence network and her operation began. No-one in Lisbon suspects that the beautiful Spanish lady is a spy, but many of the officers are more than willing to court her and help ease her during her mourning for her late husband. Maria Vazquez is a bait and switch spy character. When she seduces a player officer, they are in a world of trouble. Dont blow her cover immediately - the longer she hangs around the more explosive the revelation will be when her duplicity is unravelled. Alternatively, have the players discover that she is a spy but have their commanding officer so besotted by her that he refuses to listen. Mix in a ring of French spies and you have the beginnings of a great session or two behind the lines.
Skills: Awareness-6, Command-6, Courtesy-2, Diplomacy-2, Profession (Pastor)-4, Quartermaster-4, Soldiering-4 Wealth: 4, Cross (+1 Diplomacy), Pistol (+1 Combat) Reputations: Institutional: Officers Mess (2) Institutional: Good Christian Men of his Company (4) Personality: Lt Col. Cuthbertson (3) - his former C.O. Personaility: Joseph Elias (4) - a chaplain who wants to save his soul Traits: Gods Servant, Second Language (Latin), Duellist (2), Agitator (the Church) Background Captain Lawrence served as a preacher before his conscience took him into the army to fight for his King. Sadly, despite a prodigious talent for the battlefield, Lawrence was doomed by his own piety and feelings of pity to his men. These men, in turn, held him in contempt and played their officer for everything they could get. When his judgement was called to question and he was rebuked by his commanding officer for the state of his company, Lawrence turned on his men in a rage and punished them for their indulgences, earning the nickname Judas. It was shortly after this that Lawrence and his company were ambushed by the French and massacred. Lawrence managed to rally a handful and save them with a skillful retreat but he was shattered by the experience. Convinced that these deaths were Gods punishment for his retaliation against the men, who were only indulging themselves because of his own weakness, he retreated into himself, becoming insular and isolated. Two years on, Lawrence is still considered one of the pre-eminent officers at Wellingtons disposal but his temper is legendary. A ranting zealot who enforces the rule of God to the letter. He will not let another of his sheep die because of his softness, even if that means flogging them senseless Henry Lawrence is a driven and dangerous man. Shamed by his troops he is now a raging zealot leading a bunch of equally fervent men. Lawrence can be played as a mystery to unravel or as a plague upon irreligious characters - a terror to any Catholic PC. He is a man constantly on the edge of a terrible breakdown which could drag the players with him.
Skills: Awareness-2, Command-2, Courtesy-3, Diplomacy-3, Music-4, Profession (Actor)-4, Romance-4, Soldiering-3, The Arts-5 Wealth: 2
Reputations Personality: General Beresford +2 Institutional: Portuguese High Command +1 Institutional: Officers Mess +2 Institutional: Lisbon High Society +3 Traits: City Knowledge (Lisbon)*, Educated, Pitch Perfect, Fair of Face, Cosmopolitan, Strong Swordarm (2), Second Language (English) Background: The armies of Portugal were ravaged by the numerous invasions by the French during the Peninsular War and many officers were lost. To replace them, the army took on men from backgrounds that would not have normally lead to a position in the Officers Mess. Lt. Da Costa is just one of those men. Born into a noted family of thespians, Miguel followed in his fathers footsteps on the Lisbon stage, as an actor and a noted singer. Reports of grown men crying at his voice were not uncommon. He was a welcome member of any soiree, had his pick of the capitals debutants and was destined to great things. That was all stopped when the war began, the country was crippled by the French and men of courage and conscience were called to protect their homeland. Miguel joined the army as an officer, naturally, and discovered that his fame held little currency in this very different theatre. Eventually, Lt. Da Costa was to come under the tutelage of General Beresford, who had been assigned by Wellington to bring the native army up to scratch. The old man liked the talented young officer and enjoyed his company. Lt. Da Costa offers a different sort of officer with which to challenge your characters. He is more than a moderately competent officer he is an educated and charismatic gentlemen who is as deadly with his tongue and his intellect as he is with his sword. He can be a great ally in the strange politics of Lisbon or he can be a rival for the hand of a young lady. Remember to add a slew of Personal Reputations to Da Costa to fit your Mission. * new trait added in this supplement
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One of the most fascinating sources of information I found when I was researching Duty & Honour, were various online newspaper archive repositories which are available to the public and academics. The newspapers of the time are a revelation to read, exposing what was important to the gentlemen of the time. There are massive tracts detailing the exact nature of debates in parliament, troop movements in battles and the arrivals and departures of ships from dock. Reports of battles were printed wholesale, with casualties and plaudits. Lists of promotions were also included, detailing who got promoted, how and in place of who. The news was not restricted to the Officer classes - anyone who could read could probably get their hands onto a newspaper if they were in Britain or a major city like Lisbon, Cadiz, Gibraltar or Port Mahon. The news could well be many months out of date but that was a sign of the times! Here are a couple of ideas for using these articles in your game: From the front line! If your players take part in a battle which is part of, or near, a battle which actually occurred, you can probably find the report of that battle online. Distribute this report to the players, showing the outcome of the larger battle as well as the casualty figures on both sides. If the battle is fictional, take a similar battle and alter the regiments and the enemies to show their loss or victory. Maintaining the authentic wording and formal presentation makes for a great handout.
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To Be Promoted If one of your players has managed to complete their promotion mission and be successfully promoted, mark the occasion by producing a handout from a newspaper noting their elevation. An example of this sort of text can be found in D&H, p78. Another similar use for campaign games is to use this method to track the careers or deaths of old NPCs that the characters have encountered. You can hammer home the brutality of the setting if the first they hear about a former ally is his death as part of a roll of honour. Word reaches camp from... Search around the date of your current game and see what else was happening in the world at the time. For things that are local to the characters current position, these can be a couple of days old, but for news from England, remember to research about a month in arrears. Not only can you stumble across some juicy little plot threads in this manner, but it helps enrich your play environment. Bad Form Old Man! For a character who has recently had a serious amount of damage done to an Institutional Reputation it may be appropriate that his name appear in what would account as a column of political satire. Similarly, if an officer is courting a particularly noticeable lady, then their appearances could appear in the news. An Officer and a Politician It is not unusual for higher ranking officers who have time to spend in England to attempt to embroil themselves in politics, either at Westminster or Horse Guards. If your players choose this direction for their character, you can use newspaper articles to provide a narrative for the political intrigues of the day, without actually playing them out amidst the fields of Spain. Where to find the archives A readily accessible archive can be found at NCSE (Nineteenth Century Serials Edition). This small repository holds six periodicals in text and facsimile format. A larger but less accessible collection can be found at the Gale Repository. This gives access to 19th century periodicals and newspapers from the UK and the USA as well as a ton of other material. Those of you who are students or part of an academic institution may be able to access this for free. Free trials are available for nonacademics from the .com website. You could also try your local main or university library as they may have access to online archives or records held on microfiche. Fonts When creating handouts, try to use archaic fonts such as UglyQua, Ibarra or Boswell. Text in these papers is quite dense, so feel free to be restrictive with your leading and kerning as well. There were also a Number of Random Capitalisations which add that 19th century feel. Websites http://www.ncse.ac.uk/ www.gale.cengage.com http://gale.cengage.co.uk/britishlibrarynewspapers/
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During character generation in Duty & Honour, the players will create their own regiment filled to the brim with interesting characters, histories and traditions. However, nothing stays the same and sometimes a Mission can take the characters to places far away or have their regiment decimated by cannon fire. What happens then? Your characters join a new regiment. In this article you will find a fully detailed regiment to drop into your campaign when needed. Included are details of the 5th Northumberland Infantry, a fictitious regiment that your players can join or be attached to. The 5th has a number of classic conflicts hidden in its ranks and it is inevitable that your players will discover them! The detached unit is a classic part of the fiction which inspires Duty & Honour - put one group of soldiers from one regiment into another and contrast the differing attitudes and traditions. Chances are that the two will clash and create conflict that will drive your game. Moreover, it allows an entire new set of Reputations to be developed and a new power base to be established for the characters. Its a change which should be embraced. As a GM, this is also an excellent way to reinvigorate a campaign when the initial stories of the players regiment have been played out. A new regiment offers new adventures, new Spanish vistas and new allies and enemies. Be wary of abandoning the old regiment wholesale however, especially if the players have invested a lot of time and effort in developing their characters and the interactions with the NPCs. A game-changing event like this is, like all the best things in Duty & Honour, done alongside the players.
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New Challenges
One thing to bear in mind when your characters join a new regiment is that they may not have the same range of relationships that they enjoyed in their former billet. There are two ways to simulate this. The first is easier and allows the characters to transfer their Reputation:Rank & File and Reputation:Officers Mess between regiments. The second is to insist that the characters establish new Reputations with the Rank & File and Officers Mess for the new regiment. This would naturally require the use of a Mission reward and could form the basis of an introductory adventure. When you create a new regiment, you have the opportunity to create something thoroughly different when it comes to culture and personality. Having rough-and-ready characters from a rather loosely-ran regiment land in with a well-drilled and perfectly presented company from a spanking new regiment that has just been raised should be an eye opening experience for both sides!
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Sample Missions
Becoming One of the Boys Challenges: 4 Deadline: 2 Reward: +1 Institutional Rep: 5th, +1 Institutional Rep: Rank & File (5th) Failure: -1 Soldiering Notes: You are new to the regiment and you need to fit in with the rest of the Rank and File if you are to survive in this bloody war. A Gentlemens Place Challenges: 4 Deadline: 2 Reward: +1 Institutional Rep: 5th, +2 Institutional Rep: Officers Mess (5th) Failure: -1 Diplomacy Notes: You are new to the regiment and you need to ingratiate yourself to the Officers Mess and the gentlemen that eat there. Archibald and Stockwin choose you! Challenges: 6 Deadline: 3 Reward: +1 Trait point, +1 Institutional Rep: Rank & File (5th), +1 Institutional Rep: Officers Mess (5th) Failure: Notes: You are new to the regiment and you have been marked as targets for Archibald and Stockwin. Whether it is through bullying or blackmail, they will get you, break you and use you. Of course, you are not alone and there are people in the regiment that might aid you in your time of need... Escorting Lady Jacob Challenges: 6 Deadline: 3 Reward: +1 Personal Rep: Lt. Col. Jacob, +2 Trait point Failure: -1 Influence, appropriate Reputation: Maimed Notes: Lady Jacob is ill and she needs to be escorted back to Lisbon so that she can see her doctor. She is, in fact, pregnant. Accompanying the Lady are the characters and a couple of other soldiers, lead by Ensign Montague who has no time for his commanding officers black whore The Death March Challenges: 8 Deadline: 4 Reward: +1 to any skill, +2 Trait points, +1 Rep: any Failure: -1 Soldiering, Institutional Rep: 5th MAIMED Notes: Lord Montagues penchant for the dramatic has finally come home to roost and the 5th have been ordered on a forced march across desolate terrain and torrential rain to meet a crack French column before it can take a reinforce a fortress. Father Preston is convinced that all of the men will die on this fools errand and this is causing problems with the men.
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Band of Brothers
An instant company of characters for the 5th.
Sometimes, you just need some characters - whether it be for an impromptu game session, a convention game or when you need someone quick for a new player at the table. The signature characters in the Duty & Honour rulebook are prime candidates for these, but eventually everyone will recognise the hapless Private Pike when he appears. In this chapter, you will find some new stock characters. They are built off six experiences and are designed to fit into the 5th Northumberland Infantry from the previous chapter. Lt. Forster is a well-connected young man with an already complicated love life and a desire to see the regimental dishonour of Corunna wiped from memory by more noteworthy acts. Sgt. Merrick is a burly, fatherly former commissary and cook who sees every young soul under his charge as one to be nourished, protected and made to be the best man he can be, within the service of the King. Cpl. Treehorn is a resourceful former street thug from the coal-blackened streets of Newcastle. Between him and his pet monkey, Tommo, trouble is never very far away. Pvt. Morris is an educated soldier and a bit of a radical - even, dare I say it, a revolutionary! His interests, contacts and ideas lie far outside those of the normal redcoat and could prove challenging for any officer.
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Skills: Awareness -2, Command -5, Courtesy -3, Diplomacy -3, Quartermaster -2, Maritime -1, Riding -1, Romance -3, Scavenging -2, Soldiering -4, The Arts -1 Reputations: Institutional Reputation: Officers Mess, + 1 Institutional Reputation: His Majestys Fifth (Northumberland) Regiment of Foot (2) Personal Reputation: Duchess of Rutland (3) Personal Reputation: Lieutenant Anton Rook (1) Traits: Swimming, Fair of face, Chosen Man, Hard as nails (x1), Strong swordarm (x1). Lt. Forster can read and write. Schooling at the local grammar school in Berwick and supposedly educated in a little Latin, Greek and surprisingly a little Hebrew. James was more interested in the outdoor life along the River Tweed and the North Sea and spent most of his youth exploring and fighting. In his youth, James grew to be a bonny lad and this attracted the eye of the local girls. However, when the 5th Earl of Carlisle visited the area and he caught the eye of one of his young daughters, Elizabeth Howard. A delightful young woman, she was intrigued by this educated yet rugged young man, but her father would have no truck with her associating herself with the mere son of a militia man. Their budding romance was cut short and later in life she married the philandering John Manners, 5th Duke of Rutland - a thoroughly repugnant man who has found every excuse there is not to join the battle against Napoleon. Lt. Forster was one of the young Ensigns who experienced the regimental disgrace at the withdrawal at Corunna and the shame has lived with him since that day. He was wounded in the battle and returned to England to recover, where he renewed his relationship with Elizabeth, now the Duchess of Rutland. This friendship soon blossomed into a fully fledged affair and it was all that James could do to keep his lover from following him back to the Peninsular. Upon his return he was promoted and he discovered a regiment trying to recover its honour - an honour that he is determined will be recovered! More recently, he has received a fateful letter from his beloved Elizabeth. She is with child...
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Skills: Awareness -4, Diplomacy -2, First Aid -2, Gambling -2, Haggle -2, Intimidate -3, Maritime -1, Profession (Cook) -1, Quartermaster -4, Soldiering -3 Reputations Personality: Mr Arkwright, Company Agent (2) Institutional: (Rank & File) (2) Institutional: His Majestys Fifth (Northumberland) Regiment of Foot (1) Traits: Chosen Man, Cheat Death, Crackshot (x1), Hack and Slay (x1), Keen Eyed, Sailor, Read and Write Born into a family of fisherman in the border town of Berwick, Jeb fully expected to take his place on his fathers boat and live is life on the sea, dodging the ravages of the Impress Service. However, one fateful night, a storm hit the North Sea and his fathers boat never returned from its voyage. His family was all but wiped out. Jeb tried his best to get some money together to feed his sisters, but despite his reputation as a nasty bastard and a sharp eye for a bargain he had no option but to join the army to find some income to aid his stricken mother. To this day, even in far flung shores, Jeb still takes the time to send some of his wages back to his old mam. It was rare that a newly recruited private could read, write and moreover, count well, so Jeb was seconded into what amounted for the commissary in the 5ths barracks in Alnwick. He spent much of his time in the kitchens, learning how to feed an army on next to nothing. He gained the acquaintance of one Andrew Arkwright, an agent working for Lord Montague and one of the purse holders for the regiment. The agent was impressed by the young lads eye for detail and warmed to him. Jebs first deployment was during the regiments first deployment to India. When the Quartermaster was laid low with malaria, Jeb was promoted and given charge of the company stores and when the quartermaster died, Jeb remained in the role for a good number of years. Returning from India, Jeb served for a few months recruiting and training new men before the 5th was deployed again and he was forced once more into the field. During the retreat to Corunna, Sgt. Merrick was one of the men desperately trying to maintain order as the regiment fell apart with panic and fear. When his company was assailed by a French column, Merrick was thrown into the thick of the fighting, protecting his men and desperately trying to gather a symbol they could rally around - an eagle. He failed, but he did manage to wrestle and kill one of the bearded men protecting the eagle and capture his mighty axe ... a weapon that he now wields.
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Skills: Awareness -3, Skulduggery -5, Intimidate -4, Intrigue -2, Scavenge -3, Soldiering -3, First Aid -1, Quartermaster -1 Reputations : Institutional Reputation: Northumbrian Criminals (3) Institutional Reputation: His Majestys Fifth (Northumberland) Regiment of Foot (4) Institutional Reputation: Rank & File : (1) Personal Reputation: Lt. Anton Rook (2) Traits: Scoundrel, Cut purse, Cheat Death, Blameless, Handy in a Scrap (x2), Lap of Luxury Jack is a solider born of a criminal background on the streets of Newcastle. As a boy jack worked for his father, a rag and bone man of some repute and he would often be employed searching for items and haggling for them from locals, while also providing lookout for the more illegal trades he made. It is here he first made contacts with the criminal fraternity, he became a Scuttler (a sort of gang hardman) for the Newcastle gang which was to become the Blackies, a group specialising in protection rackets and burglary. His involvement with local gangs was very lucrative until he was finally double crossed by his own men and arrested for theft and a raft of other felonies. Were it not for a number of local magistrates having their palms greased, he would have surely been hanged - instead, he joined up to the 5th. Here he sees there is just as much opportunity for exploiting his fellow man, making connections with others of his fraternity who joined up and generally living the life of Riley while trying to avoid being caught again. Indeed, Treehorn has already gathered some juicy gossip about the issues resulting from Lt. Rooks various dalliances with young ladies and he likes to remind the young officer of this fact now and again... Treehorn is also a bit of a celebrity around camp because of the monkey he picked up from a travelling merchant. Somehow, he always manages to get the monkey through whatever scrapes the Regiment experiences!
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Skills:Awareness Courtesy-1, Haggle-4, Profession (Metallurgist)-1, Quartermaster-3, The Arts-1, Scavenging-4, Soldiering-3, First Aid-1, Awareness-2, Skullduggery-3 Wealth: 1 (Reliquary of St. Foi, +2 Institutional Rep, Spanish Catholics)(+1 Fathers musket)
Reputations Institutional: Rank and File (1) Institutional: His Majestys Fifth (Northumberland) Regiment of Foot (1) Institutional: Stonemasons (2) Institutional: Intellectuals and Radicals (1) Institutional: Spanish Catholics (2) Individual: Major Henry Barrington, Engineers (2) Traits: Educated, Second Language (French), Cheat Death!, Crackshot (x1), Handy in a Scrap (x1), Agitator, Cutpurse, Scoundrel. Private Norris can read and write. Matthew is a young man from the north of England. The Morrises are Dissenters, Baptists to be precise and some of the first industrialists in the area. Matthew was fortunate in his education. He learned what he could from the engineers in his fathers shop, but he was also bright enough to be sent for more formal schooling in Hexham at one of the most prestigious private academies for Nonconformists. Matthew enjoyed school to an extent, but it galled him that no matter how much money his father made, he would never be the social equal of the aristocracy and gentry. Matthew became convinced that Britain needed reform if it was to adapt to the new realities of the 19th century. He even admires much in France. It is said, after all, that in Bonapartes army talent matters more than birth when it comes to promotion! He avidly read Locke, Smith, Rousseau, and Voltaire. It was in a political argument in a Hexham bar that Matthew got into a fight that changed his life. Someone challenged his patriotism, and fueled by beer (he was never a good Baptist), he threw a punch. A brawl broke out, and a recruiter came to Matthews aid. By the end of the night, Matthew had taken the shilling and signed enlistment papers. Matthew joined the 5th just as Moore was starting his Spanish expedition and he barely survived the Battle of Corunna and learned quickly that, while admirable, the French army was also the enemy. At Corunna, Matthew looted a small reliquary of St. Foi (Santa Fe), a Spanish saint. Amused at the thought of carrying a papist treasure, he realizes that the relic might hold some sway with Spanish Catholics. Matthew adapted to life in the ranks quite well. Being educated, he is regarded as something of an oddity, but his knack for business and getting needed things for his comrades makes them regard his quirks with amusement rather than hostility.
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Duty & Honour deals primarily with the exploits of the British Expeditionary Force in Portugal and Spain under the command of the Duke of Wellington. However, there were other forces in the theatre at the time - one of them being the volunteer and guerilla forces of the Spanish people. Indeed, the word guerilla - meaning little war in Spanish, came into popular use during this time. The guerillas of Spain attacked and harried the French forces throughout their occupation resulting in palpable losses (estimated at 100 men per day) and the allocation of hundreds of troops to escort and protection duties. They disrupted French supply lines and cut off communications, capturing information that could then be passed onto the British. Whilst officially the guerillas were ordered to form regulation bands, they rarely did and could operate in small groups or larger bands numbering hundreds. They operated best in their favoured territories - the hills, mountains and villages - and were vulnerable when caught in the open field where their lack of military discipline showed. The guerillas were also known to match the ferocity and violence of their French enemies and both sides operated a policy of brutality and horror which escalated throughout the conflict.
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Spoils of Experience:
Diamond Number: Gain +1 Wealth or add 1 point to a skill of your choice. Diamond Face: Gain +2 Wealth or add 2 point to a skill of your choice. Diamond Ace: Gain +3 Wealth or add 3 point to a skill of your choice. Heart Number: An influential member of your town is indebted to you. Gain +1 Personality Rep. with that person. Heart Face: You have the ear of a member of the local Junta, with substantial political influence. Gain +2 Personality Rep. with that person. Heart Ace: You are known to a member of his most Catholic Majesty, King Ferdinands court. Gain +3 Personality Rep with that person. Spade Number: You are a trusted member of whatever organisation you work for. Gain +1 Institutional Rep. with that organisation. Spade Face: You are a high ranking member of whatever organisation you work for. Gain +2 Institutional Rep. with that organisation. Spade Ace: You are one of the leading elite of whatever organisation you work for. Gain +3 Institutional Rep. with that organisation. Club Number: You have picked up a traditional item, a curio or such. It gives you a +1 modifier to one skill. Club Face: You hold an item of worth and recognition within a given organisation. It raises your Reputation with that organisation by 1. Club Ace: You have an item which is exquisite in its beauty and its application. Gain either +2 to a given skill or +2 to a Reputation. Joker: Choose any card.
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Diamond Ace: Your ragged group of partisans manages to turn an entire company of Frenchmen, saving many lives and making you heroes. Gain 1 point of Influence or Guts and 1 point in any skill of your choice. Heart Number: You have lead an uprising in a small village, bringing the rebellion to the heart of the French occupation. Gain 1 point in any skill of your choice. Heart Face: In one of Spains great cities you have stirred rebellion and the people have risen against their oppressors. Gain 1 Charm or 1 Guts. Heart Ace: The French sent their troops to massacre a population but somehow, you saved them from death. They will never forget your courage. Gain 1 point of Charm or Guts and 1 point in any skill of your choice. Spade Number: Caught in the open, you are lost and ravaged by the elements. You have learned a valuable lesson in survival and the frailty of man. Gain 1 point in any skill of your choice. Spade Face: You battle the French but are caught by their sharpshooters. Injured, you retire to your hideout to recover. Gain 1 Guts or 1 Discipline. Spade Ace: Your hideout is found by the French and they exact a terrible price for your resistance. The massacre will live with you forever. Gain 1 Guts or 1 Discipline and 1 point in any skill of your choice. Club Number: You have worked behind enemy lines, discovering the movements of the French troops. It is dangerous work but you have survived. Gain 1 point in any skill of your choice. Club Face: You have been working as a liaison between the resistance and Spanish government in Cadiz. Carrying crucial papers across the country you have had to dodge the French at every turn. Gain 1 Influence or 1 Charm. Club Ace: You are a spy, working within the French Army itself, constantly in terrible risk of discovery. The secrets you have discovered have changed the face of the war. Gain 1 Influence or 1 Charm and 1 point in any skill of your choice. Joker: Choose any card. Experience of Occupation: Gain 1 point in a skill, measure or reputation for each experience that you have had as a member of the resistance.
Spoils of Resistance:
Diamond Number: Gain +1 Wealth or add 1 point to a skill of your choice. Diamond Face: Gain +2 Wealth or add 2 point to a skill of your choice. Diamond Ace: Gain +3 Wealth or add 3 point to a skill of your choice. Heart Number: You have impressed a member of the resistance. Gain +1 Personality Rep. with them. Heart Face: You have fought alongside a British officer and gained their confidence Gain +2 Personality Rep. with that person. Heart Ace: You are known to a General of the Spanish Army. Gain +3 Personality Rep with that person. Spade Number: You have shown your bravery in the face of the enemy. Gain +1 Institutional Rep. with a suitable organisation such as Spanish Guerillas, The Cadiz Cortes or a British Regiment. Spade Face: You are acknowledged as a hero. Gain +2 Institutional Rep. with a suitable organisation such as Spanish Guerillas, Cadiz Cortes or a British Regiment. Spade Ace: You are a leader of the Resistance. Gain +3 Institutional Rep. with a suitable organisation such as Spanish Guerillas, Cadiz Cortes or a British Regiment.
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Club Number: You have picked up an intriguing item of loot from beyond Spain. It gives you a +1 modifier to one skill. Club Face: You have gained a magnificent weapon from a fallen soldier. You gain +1 to combat tests when using this weapon. Club Ace: You hold a priceless item. You gain +2 to a skill, a Reputation or a Combat Test when using this item. Joker: Choose any card.
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Skills: Awareness-3, Courtesy-5, Diplomacy-4, First Aid-5, Intrigue-2, Music-1, Riding-2, Scavenge-2, The Arts-4 Wealth: 0 Reputations: Institutional: Catholic Church (4) Institutional: Spanish Guerillas (3) Institutional: Spanish Peasants (2) Personality: Raul, Resistance Leader (1) Personality: Captain Gerrard, 3rd Line (2) Personality: Col. Slater, Royal Engineers (1) Traits: Fighting for God, Priest, Educated, Read & Write, Second Language - French, Second Language - Latin, Chosen Man, Under the Lash Background Cura (priest) Gonzalez lived a quiet life tending to his church in a small village until the French invaded and savaged his hamlet. He pleaded with Gerrard, the officer in charge and was flogged before the village for his trouble and cast into the mountains where he was found by the resistance. Gonzalez believes that Spain can only be free when all of the foreign interlopers have been expelled from its borders - French, and British. He believes that his flogging was a trial sent to him by God and that he is now charged with this task - a task that he sets about with vigour and enthusiasm. Gonzalez is a local hero and his explosive temper has even touched the British army when he refused the aid of the Royal Engineers to destroy a bridge, citing that Spain did not need their help to rid itself of the damned French! as he set about the bridge with an axe! Many believe that he has been driven insane by his torment at the hands of the French, whilst others believe that a man so driven can only be a force for good within the partisans.
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Skills: Awareness-3, Command-2, Courtesy-3, Diplomacy-4, First Aid-2, Intimidate-3, Profession (Teacher) -3, Quartermaster-2, Riding-2, Scavenge-2, The Arts-3 Wealth: 0, Horrendous Facial Scar (+1 Intimidate) Reputations: Institutional: Spanish Guerillas (2) Personality: Local Junta Representative (1) Personality: Raul, Resistance Leader (2) Personality: General Alfonso, Spanish Army (3) Traits: Mountain Fighting, Ambush, Educated, Read & Write, Agitator, Second Language-French, Second Language-English, Cosmopolitan, Cheat Death Background Diego is a gentle man driven to acts of violence by circumstances beyond his control. Formerly the teacher of the children of General Alfonso, of his Majestys Army, Diego had a settled and prosperous lifestyle. However, during the invasion, the General had his children taken to safety and he had no place for their mentor. Diego was drawn. He knew of the academic advances that could come about under Napoleon but he was a loyal Spaniard and he could not see his country overran. He joined the partisans of the resistance and used his education and eloquence to both move the people and act as an unconventional general for the guerillas. He was not always successful, and his face shows the scars to prove it. Diego still trys to maintain a degree of normality for the children wherever he goes and he is always willing to sit and teach them whenever he gets the chance. He dreams that one day this nightmare will be over and he will be able to put down his gun and return to the profession that he loves so much.
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Skills: Awareness-4, First Aid-2, Haggle-2, Intrigue-5 , Riding-3, Profession (Farmer)-1, Romance-2 , Skulduggery-5, Scavenge-3. Wealth: 0, Heirloom Navaja (+1 Knife tests) Reputations: Institutional: Home Village (1) Institutional: Spanish Guerillas (2) Personality: Minor Duke (3) Personality: Major Bernard, French Cavalry (2) Personality: Raul, Resistance Leader (2) Traits: Knife-Fighting (3), Second Language - French, Fair of Face, Blameless, Assassin. Background Catalina grew up as a farmers daughter tending vineyards, where she caught the eye of a young Duke who tried to seduce her. She resisted his advances but the man was smitten and he continued to pursue her and even went as far as to ask for her hand in marriage, which she reluctantly accepted. Before they could be wed, the French invaded and her fiance was occupied with other matters. Catalina fell in with Raul and his partisans when the French ransacked the vineyards and killed her father. She uses her great beauty and the smattering of French she has gathered to move between the guerillas and the French troops, finding information and occasionally removing an officer who might suspect her true motivations. She is currently the target of the affections of a french cavalry officer who she has convinced of her total and utter devotion. Catalina is not a cold-hearted killer but she is very good at making men believe that she loves them and that opens doors for her. She does not, however, love her fiance and she would be rid of the man if she could. Maybe if her French officer and her fiance were to meet? A clash would surely be forthcoming and maybe they would both meet their ends?
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3 5 2 5
Skills: Awareness-4, Command-1, Courtesy-2, Diplomacy-4, First Aid-2, Intimidate-3, Haggle-4, Profession (Seamstress)-3, Riding-1, Scavenge-3, Skulduggery-2 Wealth: 0
Reputations Personality: Captain Benjamin, Engineering Corps +1 Institutional: The People of Saragossa +2 Institutional: Spanish Guerillas +3 Traits: Rabble Rouser, Second Language (English), Fearless, Knife fighting (2), Agitator (Spanish Rebellion), City Knowledge (Saragossa) Background: During the second siege of Saragossa, the French invaders slaughtered thousands of the cities inhabitants. One of the survivors was a young woman called Maria a woman who saw every other member of her family, including her young daughter bayoneted by French skirmishers. Maria vowed on that day that she would never surrender to the French, no matter what the weak-willed leaders of the city decided to do. When the fighting did stop Maria left the city and travelled deep into the higher countryside, seeking out the scattered groups of resistance and offering her services. Many of the leaders
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Sample Missions
Trust is Earned, Not Given Challenges: 4 Deadline: 2 Reward: +1 Institutional Rep: Spanish Guerillas, +1 Personality Rep: Guerilla Leader. Failure: -1 Influence, -1 (any) Reputation Notes: You have met with the Spanish Guerillas for the first time and they are unsure of you. To prove your worth to them, they ask you to retrieve an icon that has been hidden in the chapel in a nearby village - a village occupied by the French. Breaking Lines of Communication Challenges: 6 Deadline: 3 Reward: +2 Institutional Rep: French Couriers, +1 Influence Failure: Institutional Rep: Spanish Guerillas MAIMED, -1 Influence Notes: The French are moving, en masse, and you have no idea where. You are charged with intercepting one of their couriers (despite its cavalry escort), finding out what is happening and then informing the nearby British divisional command. Stopping the Carnage Challenges: 4 Deadline: 2 Reward: +1 Guts, +1 Discipline Failure: -1 Guts, -1 Discipline Notes: Word has come to you that a group of guerillas has taken residence in a nearby valley and they are acting as bandits rather than liberators - taking what they please and threatening violence against the villagers. Stop these men. Now. A Leadership Challenge Challenges: 4 Deadline: 2 Reward: +2 Trait points Failure: -1 Diplomacy or Intrigue Notes: The leader of your band of partisans has been killed in a skirmish with the French. You must choose a new leader. His second-in-command is seen as weak and there are factions moving to ensure that their choice is pushed to the top. Who will you stand with or will you become the leader? Scorched Earth Challenges: 8 Deadline: 4 Reward: +1 to any reputation, +1 Discipline, +1 Wealth Failure: -1 Guts, -1 Discipline, Institutional Rep: Spanish Guerillas MAIMED Notes: The French reinforcements have arrived and orders are to put down the rebellion once and for all, using any means necessary. There are large numbers of Frenchmen moving into your area and they are going to burn, rape, pillage and kill everything in their path. Somehow you have to stop them.
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By the early nineteenth century, the British army was deployed throughout the world bring the rule of King George III with them. The following are some of the more exotic areas where your character could possibly have been stationed prior to the Peninsular. Anholt and Heligoland - two islands that originally belonged to Denmark. Heligoland acted as a centre for smuggling against Napoleon and was one of the routes that Germans fled to join the Kings German Legion. Anholt was held by the British to maintain its lighthouse. Small garrisons were maintained on these islands, which could act as a backwater to which a character was banished. Bahamas, Bermuda, Jamaica, Leeward and Windward Isles - The West Indies were a major area of conflict between Britain and France as both struggled to gain control of the lucrative sugar and tobacco plantations. Whilst being stationed in the Caribbean may seem idyllic now, it was tantamount to a death sentence in the nineteenth century as the area was rampant with diseases. Honduras - this Central American colony was gained by Britain in a treaty with Spain in 1786. It was essential for the growth of the British Navy as its plentiful supplies of mahogany were needed for shipbuilding. The colony is small, under 5000. Bengal, Bombay and Madras - Britain ruled India during the nineteenth century, with an emphasis on trade and commerce. The power of the East India Company was at its height and they maintained their own armed forces and naval presence. Officers in India commanded British and
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India forces, putting down uprisings from local warlords and ensuring that the numerous treaties that held the country together were maintained. A number of prominent soldiers - Wellington included - made their names in India. Cadiz - A city standing on a peninsular in a natural bay in the south of Spain acted as the home for the free Spanish government during the occupation of Spain. Whilst the city was besieged by land, the sea routes were accessible because of the British naval superiority. A sizeable garrison of British soldiers were stationed in Cadiz helping to hold against the siege. Canada, Newfoundland and Nova Scotia - After the loss of the American colonies in the American Revolutionary War, Canada was Britains last outpost in North America and the destination of a number of fleeing loyalists from the newly formed United States. When Britain and America go to war in 1812, Canada was an active war front. Cape of Good Hope - The colony at the southern tip of South Africa was formerly a dutch possession, invaded twice (in 1795 and 1806) after the Netherlands was invaded by Napoleon. Its position on the crucial route between India and Europe gave it huge strategic importance. Ceylon - The island of Ceylon (now known as Sri Lanka) was conquered by the British East India Company in 1796 and it was declared a crown colony in 1802. Ceylon held tea, cinnamon, rubber, sugar and coffee plantations and added to Britains burgeoning trade routes. Madeira - an island in Atlantic, west of Morocco, was a Portuguese colony which was opened to a friendly British occupation during the Peninsular War period. Its position in the Atlantic made it too strategically important to risk losing to the French and the British officers and nobility had a fondness of Madeira fortified wine too! Malta - This Mediterranean island was invaded by Napoleon as his fleet progressed towards its invasion of Egypt. The locals resisted the occupation fiercely, aided by the British and the Kingdom of the Two Sicilies and in 1800 it was surrendered to Britain where it became a British dominion, cementing yet another piece of naval superiority. Mauritius - Originally a French colony (Ile de France) in the Indian Ocean, the island surrendered to the British in 1810 - it was the last French colony in East Africa to be conquered. New South Wales - Britains infamous penal colony on the South Seas, in what is now Australia, was a chaotic place in 1810. The British were just trying to ascertain control of the settlement under Lt Col. Lachlan Macquarie A soldier stationed in New South Wales was flung to the farthest colony and possibly the worst posting possible. No-one wanted to serve here.
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A Matter of Class
Putting some meat on the bones of Social Class
Each social background covers a broad church of individuals who have found there way into Wellingtons army. Below are some suggestions for each individual class. Remember, these are not the only routes from any given class into the army - there are as many reasons for a man to be in Spain as there are soldiers wearing the Kings colours! Criminal - You are a cold-hearted murderer, employed to slit peoples throats in the dark winding streets of London - You are a sneak thief and a cutpurse, choosing recruitment into the army over the gallows - You grew up as a wastrel, living on the streets and joined the army for shelter and a regular meal. Worker - You work in the mines of the north of England and join the army to escape certain death below ground - You have worked on fishing boats all of your life, but a drunken night with a recruiting sergeant changed your life - You work as a labourer building the new Britain, but you have been called to defend it instead Farmer - You have lived your entire life tending animals on your family farm and join the army for excitement and adventure - Your family breeds horses and you have a natural affinity with them which leads you into the cavalry - You are a mountain of a man, bred to toil in the fields - a prime prize for a recruiting sergeant
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Artisan - You work as a tailor, making the finest clothes for gentlemen. Will your delicate fingers survive the war? - You are a watchmaker, spending hours building timepieces. Your understanding of higher concepts is second to none - You are a mapmaker and your hands are stained with the ink of hundreds of documents that have passed through them Church - You were raised by a man of God but your conscience took you into the army - Your father is a fire and brimstone preacher, travelling the land warning people of the threat of the papists - You grew up under the wing of a Catholic priest in Ireland and were pressed into the army during a local rebellion Professional - You are a lowly clerk, spending day after day filling ledgers and scratching a living with a quill. - You are a teacher, employed by the wealthy to tutor their sons in the knowledges required of a gentlemen. - You are a physician, capable of curing men of a wide range of maladies, given time and the correct remedies Military, Son of Rank & File - You were born and raised in camp, following the army with your mother and the other parts of the baggage train - You are a bastard, fathered by a soldier in a drunken tryst with your mother - You are the son of a soldier working at your home barracks, growing up around the heart of the regiment Merchant - Your family are shareholders in the East India Company but you had no yearning to join the business - You are the son of a factory owner, bored with the petty concerns of working folk in the mills. - Your families money has its roots in the slave trade, and the changes recently have forced you on hard times Military, Son of Officer - You are the son of a famous retired officer of the regiment and you have grown up in his shadow - Your father is a serving officer in the regiment, a fact that has brought some resentment from your peers - Your father was disgraced in battle and you are determined to bring pride back to your family name Noble - You are a minor member of the Royal family, determined to show your righteous nobility in the field of battle - You are descended from a Scottish laird and carry yourself with the bearing of your proud forefathers - You are related by marriage to a member of parliament and you play on this slender link to power for all it is worth!
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Curious Curiosities
Adding detail to your loot
When you are given the chance to create an item of curio for your character, some of the choices are very obvious and some can be a little more problematic. Included here are a list of possible items that you could choose related to each skill. Once again, they are not absolutes - rather they are a starting point. Note also, that some of the items are actually physical aspects of the character which have much the same effect as a physical item. Thats a perfectly legitimate way to realise this character benefit. Awareness A telescope, finely crafted by Austrian artisans, giving exceptional magnification and clarity A guard dog, trained to stand guard over you as you sleep and follow you on your campaigns A habit of sleeping very lightly, born from long nights hiding from gangs in damp sea ports. Command An exceptionally tailored uniform from Messrs Bainbridge and Lewis, London. The memoirs of the greatest military thinkers of modern times A gaze like tempered steel, that never waivers from a man even when sending him to his death Courtesy Manners Maketh the Man, a book of the rules of etiquette as practiced by an English gentlemen A golden pocket watch, inlaid with mother of pearl, that keeps exceptional time in any weather A fine oriental lace pocket handkerchief, to profer to a lady in need.
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Diplomacy A letter of introduction from the honourable Lt Col. Lord Montague of Abingdon, a family friend. Membership of the Excelsior Club, an exclusive gentlemens club frequented by nobility and officers of the highest calibre. A medal of honour, given by a minor noble in some far off land, for some act of courage Engineering A set of swiss engineered measuring tools, perfectly calibrated. A set of books, detailing the latest techniques in construction. An uncanny aptitude for dynamics and spacial reckoning. You are also very good at packing! First Aid A selection of ointments from the Middle East, recommended by wise men to cure all ills. Vinegar and brown paper... known to ease suffering when applied carefully. An ivory sewing needle and a particularly fine roll of thread, for fastening wounds Gambling Carved bone dice (loaded, of course) Well worn, marked, playing cards A double-headed golden dubloon, supposedly from the flagship of the Spanish Armada itself. Haggle A bag of interesting gems, sure to catch the eye of all but the most knowledgeable merchant. A letter of guarantee from your families factor guaranteeing the value of your note. A twinkle in your eye and a winning, honest grin. Intimidate A set of brass knuckle dusters, with an appropriate amount of dried blood visible in the grooves. A scar, running down your face over your eye, a sign of a violent past ... and future. A nasty pitted rusty knife, encrusted with the blood of a dozen dead men. Intrigue A selection of letters, holding embarrassing material on a surprising number of people Membership of a reclusive gentlemens society, restricted only to men of great power and influence. A bona-fide second identity that you are recognised as in some very specific society. Maritime A finely tuned hourglass, formed from perfect glass, that never loses time. A bronze sextant, perfectly calibrated, passed down from a great sea captain. A stomach of steel and legs that have never lost their familiarity with the sea. Music A fiddle, passed down through generations of musicians. A tin whistle that never loses its tone A chirpy yet tuneful whistle, bringing all manner of songs alive from between your lips
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Quartermaster A finely crafted set quill pens and ink, which add an accuracy to all records. A copy of the Company Agents orders, giving valuable insight into their reasoning! Chits, a large pile of unmarked chits that you can use to create your own requisitions. Riding Hand-made Austrian riding saddle, perfectly balanced for fighting or riding. Genuine hussars spurs, captured from a gallant soldier on a long forgotten field. A horse whip, bought from a Turkish merchant, who swears it belonged to a Mongol warlord Romance A book of French poetry, written to melt the heart of even the most resistant female. The finest golden cuff-links, with matching accessories, separating a gentlemen from the riff-raff. A fine quill pen and silk parchment, perfect for sending letters of adoration Scavenge An exceptionally sharp, broad-bladed knife, perfect for skinning animals and opening things meant to stay closed A large, leather burnished sack, capable of carrying a large load without breaking or puncturing. A trained ferret - a companion in camp and an excellent way of scaring rabbits and other prey. Siege A supply of extra-fine gunpowder, perfect for those extra special explosions. A reliable longmatch that seems impervious to wind or rain. A handbook of ranges, loads and elevations, acquired from a fine Eurpoean school of gunnery Skulduggery A set of lockpicks, as recommended by the most notorious scoundrels of Old London Town. A dense storm cloak, dark and shadowy - perfect for hiding amongst the shadows A tiny vial of poison - not fatal, but crippling - with which you can dose food and drink. Soldiering A plentiful supply of fine quality pipe clay, assuring you a clean crossbelt during inspection A high quality set of flints, perfectly carved for your weapon A strong needle and thread, alongside a provision of cloth and an eye for tailoring. The Arts A well-read copy of the Bible, bound in deep red leather A selection of the finest classics and the latest modern literature An exhaustive library of platitudes, quotations and pithy comments for any situation.
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Skills: Command-4, Courtesy-3, Diplomacy-3, Intimidate-4, Intrigue-3, Riding-5, Soldiering-4, Skulduggery-3 Wealth: 2
Reputations Personality: Marshal Soult +1 Institutional: Spanish Guerillas +1 Institutional: French Cavalry +2 Traits: Educated, Natural Rider, Student of War, Disciplinarian, Strong Swordarm (1), Born in the Saddle, Second Language (Spanish) Background: The British army calls them Exploring Officers - men who rode into enemy positions, observed the disposition of the troops and making sketches of uncharted territory. The French are more pragmatic about their designation they are spies and Capitaine Gauthier is one of the best. He served for two decades as a hussar before losing his hand in a clash with Prussians. When it was replaced by a hook, Gauthier was pensioned off and spent two years wallowing in self-pity in the streets of Bordeaux. When Napoleon invaded Spain, Gauthier took his chance and presented himself as an aide to any intelligence efforts that the invading force required. Seeing a wily old soldier rather than a useless cripple, the commanders accepted and Gauthier rode off into the Spanish countryside. He has made impressive in-roads into Spain and he has followed a number of British companies at a distance. He is an elusive figure and he can cause chaos for any group who think that they are safe and secure. Gauthier can be the thorn in your characters side as he undermines their activities and leads French forces onto them. He has a network of contacts throughout Spain, amongst the Afrancesados, and he will trap characters in his web if they are not caref
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Sometimes you may need a little prompting to fill in the experiences that your character has had during their previous military career. Try these suggestions as starting points to expand upon for your character or as sparks to ignite your own adventures. Remember that each individual experience can be the starting point for the relationship between the character and another character, a NPC, another member of your regiment or an enemy. Think about the people who were around during your experience and see whether you can weave them into your story. After all, you never know when they will turn up again! Diamond Number - You were stationed in India, fighting alongside the local troops in a number of small skirmishes - You were stationed in Jamaica, garrisoning Port Royal for the navy - You were stationed in New South Wales, bringing order to the lawless convicts. - You were stationed in Ireland, dealing with minor insurrections and land disputes. Diamond Face - You fought in India, during the storming of the fortress of Seringapatam and fought ferociously. - You were part of the force which made the fighting retreat from Buenos Aires, carrying your fallen comrades to safety. - You fought the French in the first sortie into Spain and found it as dangerous as the enemy - You have taken French colonies alongside the Navy, burning and pillaging as you go. Diamond Ace - You single-handedly saved the life of a regimental officer in the face of the enemy - Outflanked and outnumbered, you fight off an enemy force and save the day - You rescue your regimental colours from certainly being captured by the French - You escape from the hands of the French with vital information about their forces
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Heart Number - During a siege, you experienced the destruction of the breach, during the cold light of day. - You were part of a rearguard during a siege, protecting the flanks of the cannons - You arrived as a reinforcement after a siege and garrisoned the town after the siegers left. Heart Face - You stormed into the breach of the siege, seeing your comrades shredded beside you. The memories are burned onto your mind. - Inside the city you witness scenes of brutality and debauchery. Do you join in or are you disgusted? - You reach the homes of the rich and influential before anyone else, pillaging their wealth. - You fall down, exhausted after the battle and awaken to see your comrades hanging from their necks - punished by the Provosts on Wellingtons orders. Heart Ace - You take part in a Forlorn Hope and survive the carnage - You take part in a Forlorn Hope and fall injured, but not killed, during the attack. - An massive explosion blows you off your feet, knocking you unconscious. Spade Number - You are clipped by a musket bullet, knocking you out and giving you a small scar in your forehead. - You suffer a vicious cut during a brawl and retire from the battle, bleeding out. - Your musket backfires, blinding you temporarily and sending you staggering back to your lines Spade Face - You suffer from exhaustion on the march and collapse, suffering heat stroke. - You are run through by a bayonet and lie bleeding as the battle rages around you. - You are ran down by a cavalry charge and battered to the ground. Spade Ace - You are cornered and lashed by a Hussar. Somehow you survive the flashing blade but the image of the sneering Frog will live with you forever. - You are caught in a blast of grapeshot and your comrades are torn apart, their fallen bodies saving your life. - You stand and watch as your company is picked off my fire from hidden muskets in an ambush. - You stand in a square, surrounded by horsemen, as your company is obliterated by cannon fire. Clubs Number - You acted as a quartermasters assistant, working on lists and accounts amongst the supply lines and the baggage. - You are part of a recruiting party, scouring your home county looking for new regimental recruits. - You act as an aide to a junior officer, a lieutenant in the commanding officers employ. - You work as an assistant in the commissary, providing food for the men. You are a glorified cook. Clubs Face - You act as your companies Quartermaster, in charge of the supplies and the wagon train. - You return to England as a recruiting officer, persuading men to join and fight the French - You are posted as an aide to a senior officer, working at Regimental headquarters on matters of finance and discipline - You act as the personal assistant and bagman to your commanding officer. Clubs Ace - You work back in London in the Office of the Quartermaster General, dealing with the insanity of the War Office. - You act as the right-hand man of a staff officer in your Regimental headquarters - You are the Aide de Camp for your regiments Commanding Officer - You act as official liaison with the Company Agent and are intimate with the finances they deal with.
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London Calling!
Things to do in the Capital
The war with France is a long one and on occasion, an officer and his entourage may return to England on regimental business. This occurrence is the perfect chance for a change of pace for a game and a whole different set of challenges. In this edition of the Almanac you will find a wide selection of hooks, distractions and background items to add into any sojourn back to London.
Transport
In order to get to England, the characters will most likely sail from Lisbon, across the Bay of Biscay and around Ushant into the Channel. They would most likely land in Plymouth or Portsmouth and then take a carriage to London.
Horse Guards
The centre of the British Army and the offices of the Commander-in-Chief are at Horse Guards in Whitehall, London. For senior officers, a summons to Horse Guards is always going to be a traumatic affair - either resulting in a dramatic redeployment, a shock promotion or some form of career-ending (or even life-ending!) punishment. Dealing with Horse Guards can be a difficult business for officers who are used to the functional formality of the Peninsula. For a start, getting the speak to the correct person can be very difficult. With an entire war to run, the officials have very little time for the whims of what they consider junior officers. Even the most minor functionary works under an unfamiliar set of rules with skimming, fraud and out-and-out bribery happening frequently.
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The Commander-in-Chief of the British Forces between 1795-1809 and 1811 onwards was HRH Fredrick, the Duke of York, second in line to the throne. Between 1809 and 1811, the position was held by Sir David Dundas. Whilst the position sounds grand, it had far less power than it appears with no power over the artillery, the engineers and the vast mechanics of the commissary and the supply of the army. These were commanded by the Master-General of the Ordnance, a position held by Lord Mulgrave (formerly Foreign Secretary and First Lord of the Admiralty) Another position of extreme importance was the Secretary of War. Whilst this position was not in the cabinet (that position being taken by the Secretary of War and the Colonies) it was the office which controlled the finances of the army and as such held and immense amount of influence. From 1809 onwards, the position was held by Henry John Temple, the 3rd Viscount Palmerston. Beneath these men were a vast bureaucracy of senior and junior officers, civil servants and functionaries. Of course, judicious characters will have prepared their ground with contacts within Horse Guards or the War Office. Officers appearing at Horse Guards should always be prompted, prepared and turned out in their very best uniform. They should be brief of who they are expected to meet and the topic that they wish to address. Even so, they may be routed and rerouted around the system and might even have to wait days for an audience with someone who could help them. Unless of course, they are being punished, in which case things might well go that little bit faster! Being summoned to Horse Guards should be a challenging and potentially disastrous encounter for all but the best connected of officers. It is a perfect time to make them exercise their Diplomacy, Courtesy, Intrigue and Command skills. It is also the perfect time to introduce the upper echelons of the Army establishment and allow the characters to interact with a totally different class of soldier.
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Entertainment
Georgian Europe was the crucible for some of the works of literature, theatre and music that we now view as classics and masterpieces. A gentlemen at home in London and wishing to impress a lady could do worse than escort her to a reading, a musical performance or a theatrical production. Consider at these times that the works of Mozart and Beethoven were merely a few scant years old. Theatres would regularly perform Shakespeare as well as the plays of Richard Sheridan and Oliver Goldsmith, as well as operas such as The Beggars Opera. For those who enjoy literature, the novel was established as a form of entertainment - Defoes Robinson Crusoe was one of the popular books in this time. There was even a following for erotic literature and romance. A young lady, one Jane Austen, published Pride and Prejudice in this time. Poetry came from Wordsworth, Colleridge and later Shelley whilst Blake and Turner were popular artists of the time. For those with more aggressive tastes - and definitely not something for the ladies - London was a centre for fighting of all sorts. It was not unusual for gentlemen to wager extravagant sums on fights between rat and dog, and dog and bear. Even common pugilistic fist fighting was popular. Whilst this information is mainly colour for the setting, a character with an artistic background could be involved in the salons of London and could meet people of note at recitals to which he has been invited.
Dangerous Liaisons
Returning to England would give a soldier a chance to meet with his family and settle business with his wife and children. This could be a very emotional time as it wouldnt be unusual for an officer to have never held their child, fathered before they left for the war and born whilst he was on the battlefield. In all likelihood, a new child could well be sired during the trip home. Of course, not everyone is married with children and the responsibilities that they bring - some men have mistresses and pleasant acquaintances with which to renew relations whilst others would avail themselves of the services of some of the over 30,000 prostitutes that plied their trade in London. Whether this was a twopenny whore from the rat-
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infested streets or a high class lady who escorted men of rank for substantial payment to functions and after, it was an accepted part of society. Indeed, some officers would even charge the fees for their various dalliances against their regimental expenses! Naturally, a mans family business could have huge potential in play. It doesnt have to be restricted to his wife and children either. Parents, uncles, nephews and other more distant relatives may hear of his return and call upon his aid. After all, the presence of a Kings officer in the midst of a dispute could easily swing the conflict towards the relative!
Shopping
However hard the tailors of Lisbon try, they simply cannot match the workmanship and quality of a well-made uniform crafted in London. The streets of the capital have establishments that can produce the very best dress uniforms and regimental accessories for the well-to-do gentlemen, and something less grand for those that find themselves lacking coin and seeking a line of credit. However, it isnt just uniforms that an officer will be shopping for when he returns home. There are luxuries like new boots, sturdy underclothing and their favourite foodstuffs which can be purchased. If you partake, it will be far easier to find decent snuff or tobacco in the shops of London than on the trails of Portugal! Occasionally gentlemen who have come into money during their campaigns will also take the chance during a return to London to invest their money in a bank or a (hopefully) profitable business venture. Naturally, such activities can be restricted to a single test of Wealth or even Haggle and should form part of the preparations for something grander, like an audience at Horse Guards. However, dont overlook these details. Nothing makes an officer feel more ... regimental ... than a fine piece of uniform!
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that were so popular at the time. Cock-fighting was another popular past-time and a soldier could easily find himself betting at a mains. He may even find himself the fighter in a bare-knuckle fight that his officer was betting upon - how that plays out is up to you! Fornication is not the sole domain of the upper classes and if the soldier returning home has enough coin in his pockets he will easily find a woman of loose morals to relieve him of some of it. Of course, soldiers who have families at home rather than one that travels with the camp could well have family business to see to as well. Ensuring that the Rank and File troops, who travel with their officer back to London, have something to do is crucial. Comparing and contrasting the polished, precise high society of Georgian England with the hand-to-mouth, dirty, desperate life on the street would make for a fine game.
New Traits
Gentlemens Club Membership Cost: 2* You are a member of one of Londons new brand of Gentlemens Clubs and as such you can eat, drink and gamble with some of the most powerful men in Britain when you are home. Gain +1 Institutional Reputation (Your Club) and +1 Personal Reputation with a member of that club. *Purchase of this trait is restricted to officers and members of the Noble, Military (Officer), Professional and Merchant social classes. Influence at Horse Guards Cost:1 You have the ear of some of the minor functionaries at Horse Guards and you can use them to bypass some of the complications that occur when you are working within that administration. Gain +1 to all tests taken whilst at business at Horse Guards. City Knowledge (specify city)* Cost:1 You are a native of London and know the streets of the capital like the back of your hand. You are a familiar face in your particular social circle and you can leverage that influence and knowledge to your advantage. Get +1 to any test involving knowledge or general contact with the city and its inhabitants with which you are familiar. * This trait can be taken multiple times, which each one counting for a different city
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I Demand Satisfaction!
Duelling in Duty & Honour
Duelling is a staple of Napoleonic fiction, and heroes will have to answer a demand for satisfaction from their adversary during their adventures. A duel, with all of the associated dangers, makes an excellent final challenge in a mission and a suitable way to deal with an enemy who happens to be on your side of the battle. Of course, there is the small matter of illegality, but thats never stopped a determined man!
What is a Duel?
A duel is a form of trial by combat, usually carried out with pistols or swords, initiated to make recompense for a real or perceived slight upon someones honour. The rules of duelling the Code Duello formalises the way that these battles are conducted, adding a veneer of respectability to the proceedings.
Illegal Duelling
Whilst duelling was illegal in most countries in Europe, it was still practised, especially in Ireland, Spain and Italy. It was expressly forbidden by Wellington, but that still did not stop officers challenging each other and meeting in mist-shrouded clearings at dawn. The need to uphold personal honour would outweigh the risk of being cashiered and demoted. There were other risks if a man were killed in a duel, the killer could be charged with murder. If they could prove that they shot in self defence, they would only be charged with manslaughter. It was therefore important that duels were quiet affairs, witnessed only by like-minded men of honour. It was unlikely that a rank and file soldier would partake in a duel with another man of low rank it was far more likely that they would resort to base pugilism. Men of breeding and honour settled the differences with duels and on those occasions niceties such as comparative rank or noble station were waived that is, until the courts came to prosecute the survivor, upon which a young lieutenant could be accused of murdering his superior officer and a peer of the realm, with all of the dire consequences that came with that accusation.
Starting a Duel
To precipitate a duel, someone will make an affront to anothers honour and refuse to apologise or back
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down from that affront. This can be something as simple as an accusation of cheating or a slur upon a woman. The hurt party will demand that the remark is withdrawn, sometimes on more than one occasion and if it is not they will have no other option but to demand satisfaction i.e. present themselves for a duel. A time and date is then stated and seconds are named. A second is a friend or ally who will serve to organise the duel and check the weapons. In some cases, the second may stand in for the duel if the primary combatant is unable. The terms of the duel will also be agreed. If the combatants have chosen swords as their weapons, this can be first blood or to the death. If it is pistols, each man will be expected to receive fire at least once for honour to be served. This can be deadly, but there is always to option to delope i.e. fire your pistol into the air, sparing your opponent. Pistols are the weapons of choice for the modern duellist and favoured amongst civilians. Officers prefer to do battle with swords. However, there is nothing to stop an officer taking up a pistol duel!
On the day of the duel, the men will meet in a secluded spot. In attendance there will be a master of ceremonies, a physician, some spectators and the two seconds, as well as (naturally) the two duellists.
Pistol Duelling
The duellists will be asked a number of times whether there is any way that they can settle this dispute amicably, and it is not without honour to do so before the duel. If they do not, the seconds
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will check, prime and load each pistol, ensuring that it is in good working order. The pistols are then given to the duellists who stand back to back, walk ten paces and then
FIRE!
You shoot at your opponent. Make a combat test using a pistol and apply your damage to your opponent. Once you choose FIRE! in subsequent phases you can only choose STAND! (with no Discipline test) or BEG! for the rest of the duel.
AIM!
You hold your fire, level your weapon and take aim at your opponent. Make a Discipline test. If you fail, you FIRE! For each consecutive turn that you successfully AIM! you gain +1 card to your test when you fire.
STAND!
You stand and await your opponents fire. Make a discipline test; if you fail, you FIRE! If you succeed your opponent has -1 card to their combat test when they FIRE!.
BEG!
You fall to your knees and beg for mercy from your opponent. You must choose an appropriate reputation and MAIM it. Once you have chosen BEG! you lose all remaining phases.
MERCY!
You fire your shot into the air, showing mercy (or disdain, depending) on your opponent. Once you choose MERCY! you can only choose STAND! or BEG! during subsequent phases. On the final, fourth phase, both sides MUST choose FIRE!, BEG! or MERCY! if they have not already. Example: After a number of clashes, Captain Lonsdale finally insults Lt. Lord Percival one time too many in the defence of Lady Jeffers honour, and the Lord demands satisfaction with a duel. Both sides are unwilling to back down, and seconds are chosen. The two duellists meet on a misty plain at dawn the next day. Their seconds load their pistols, and the nature of the duel (one single shot) is decided. One last time the two are asked whether they can settle their dispute amicably, but they refuse. Lonsdale has DISCIPLINE 4 and a total card pool for his pistol of 3. He also has Cheat Death and Tis But A Scratch, Sir!
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Percival has DISCIPLINE 4 and a total card pool for his pistol of 6. Both men step out ten paces and turn.! Percival turns and fires. Lonsdale turns and calmly aims his pistol. The CoF is 6D and Percival overturns 6S, 10C, QD, 4H, KH and AH a critical success. Lonsdale takes the shot and would be MAIMED, but he uses his Tis But A Scratch Sir! trait to reduce it to INJURED. Percival now has no further phases he can act in. He is at Lonsdales mercy. Lonsdale makes a successful Discipline test for his AIM! Action and gains +1 card to his pool when he fires. Lonsdale has still not fired and is still standing. Percival has fired, and now he must receive fire from Lonsdale. Steadying himself, Lonsdale chooses to AIM! again. Lonsdale makes his Discipline test, gaining an additional +1. Lonsdale now has five cards in his pool, and Percival is staring down the barrel of a loaded gun. In the third phase, Percival drops to his knees and BEGS! for mercy from Lonsdale and MAIMS his reputation with Lady Jeffers. Lonsdale once again AIMS! and makes his Discipline test, increasing his pool to six cards. Percival is finished! Lonsdale now has a choice to make. He can AIM!, FIRE! Or MERCY! Smiling he raises his pistol chooses MERCY! and fires into the air, sparing his opponent and humiliating him in the eyes of Lady Jeffers.
Sword Duelling
A sword duel is a simpler affair to run during a game. In this formalised one-on-one combat challenge, the rule that a combat is completed in one overturn of the cards is suspended. The duellists can continue for more rounds. If the rules of the duel are to first blood then the first person to score a success against their opponent wins. If both men are injured in the test, the man with the worst wound loses. If the rules of the duel are to surrender then, at the end of any test, one side can surrender and lose the duel. This avoids the chance of an Injured result being turned into a Death by a chance Maim. If the duel is to the death then the duel continues until one or both are dead.
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New Traits
Unwavering Hand Cost: 1 You are an expert pistol duellist. You gain +1 card to your pool when using a pistol in a challenge during a duel. Additionally you gain +1 card to your Discipline test if you choose the STAND! action. Schooled in the Finest Salons in Europe Cost: 1 You are an expert sword duellist. You gain +1 card to your pool when using a sword or sabre in a challenge during a duel. Additionally, in a to first blood duel, you will always win if you have the same level of injury as an opponent. In the case of two characters with this trait fighting, both cancel each other out. Known Braggart Cost: 1 You are known for wilfully entering duels and then backing out at the last moment, regardless of the stain this causes to your character. If you choose the BEG! action in a duel before you choose FIRE! the reputation you choose is INJURED, rather than MAIMED.
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Skills: Awareness -4 Courtesy -6, Diplomacy -3 Gambling -6, Intrigue -5 Riding -3, Romance -4 The Arts -4 Reputations Personality Reputation: Captain Archibald Smith (2) Personality Reputation: Patrick Corrigan, Surgeon (3) Personality Reputation: Jacobs (2) Institutional Reputation: Martinez Family Mercantile Company (4) Institutional Reputation: Lisbon High Society (3) Traits: Educated, Cheat Death, Duellist x3, Unwavering Hand Antonio is the third son of an influential Spanish merchant family, who has fled the French occupation to take up residence in Lisbon. He ostensibly controls his fathers affairs in Portugal, but virtually all of the business is dealt with by his factor, an Englishman called Jacobs. Antonio spends the majority of his time moving through the upper echelons of Portuguese society and fulfilling his one passion embarrassing English officers on the duelling field. Antonio is an expert duellist and is rumoured to have been responsible for the killing of at least four men in the last year. He taunts and mocks men until they say or do something that can be misconstrued as a slight upon his honour and then demands satisfaction. He is in cahoots with the local surgeon, Patrick Corrigan, who attends his duels and ensures that his victim is more than aware of the damage that he has seen on the field of honour. Usually, the victim will withdraw or beg for mercy, allowing the legend of Martinez prowess to grow and grow. One such victim is Captain Archibald Smith, a young and naive officer in the Foot Guards. Smith and Martinez got into a disagreement over the ownership of a prime mare, a duel was fought, Smith fired first and missed. Martinez made his victim wait until Smith fell to his knees, begged for mercy and, worst of all, soiled himself in fear. Martinez now holds sway over the young officer, blackmailing him with the threat of humiliation, aided by the supposedly neutral surgeon, Corrigan. Any officer could become the next mark for Martinez if they move in the correct circles. He is exceptionally confident and he has no qualms in attempting to seduce any woman he wishes, knowing he can enforce his will with his pistols. The players may also be introduced to him through dealings with Jacobs, or they could become acquainted with young Captain Smith and seek to aid the young man to rebuild his honour.
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Introduction
Stumbling upon the bleeding and defeated remains of an infantry company, the characters realise that they have placed themselves well and truly in harms way. They are charged to not only return with their information to their commanding officer, but also to return the survivors to safety, deal with a roaming French presence and deliver another, more complicated prize! Its a race against time for the characters as the French close in on them bringing certain death!
Synopsis
The players are faced with a massive complication to what should be a simple mission - to deliver some plans back to their camp. They cannot leave their injured comrades to the French and they absolutely cannot leave their commanding officers family to the Frogs. What should have been a quick return has suddenly been slowed to a crawl and they know that sooner rather than later the French will descend. They can push on for the camp or there is a broken down old Spanish fort on the hilltop nearby, if things look bleak. And a leper colony - theres always a leper colony...
The Characters
This adventure is designed with the signature characters from the Duty & Honour rulebook in mind, but it is easily adapted to any collection of soldiers or even Spanish guerillas. Simply alter the name and the relationship of Lady Jeffers and her daughter to a connection with the characters Commanding Officer .
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The NPCs
Lady Jeffers - Not unlike one of the British Armys shrapnel shells, Lady Jeffers is a bomb ready to explode upon arrival at the regiments camp. Having decided that her husband has been away far too long she has taken it upon herself to travel to Spain and stand by his side. A remarkable, feisty, independent and yet obviously well-heeled woman, she will not back down in the face of a few French revolutionaries, nor will she let some common Captain tell her whats best for her and her daughter! Abigail Jeffers - The seventeen year old daughter of Col. and Lady Jeffers has been dragged out to Spain by her mother totally against her wishes. A younger version of her formidable mother, Abigail has decided to take this opportunity to escape her parents clutches once and for all and find an officer to marry! It doesnt really matter which officer as chances are he will be killed and she will inherit his estate. Of course, the most obvious officer is the player officer! Ensign Archibald Caldecott - This fresh-faced young chap is the only officer remaining in the company of infantry that has been attacked. He has a slight nick to his forehead but otherwise he is unwounded physically. Mentally however, he could never have been prepared for the brutality of this battle and it has shaken him to the core. Aged only 14, he will be aggressive and bullish in front of the men, but he will sob himself to sleep at nights as he remembers the carnage. Father Ignacio - A catholic priest who has pledged his life to the care of those suffering that most feared disease - leprosy. Father Ignacio is an elderly man who has seen all of the horrors that man can suffer on his fellow man. He does not scare easily. All he wants to do is protect his charges and spread the word of the Lord.
Military Missions
Name: Race for Home You have the plans of the French military disposition in the area, a half company of wounded men and the immediate family of your commanding officer. You have to get them all back to camp before the French catch you and decimate your small force. Challenges: 6 Deadline: 3 You have taken too long and the French forces you scouted have swept past your position and moved towards your encampment. Reward: +1 Personal Reputation (Col. Jeffers), +1 Institutional Reputation (French Cavalry)+1, +1 Soldiering Failure: -1 Discipline (Rank & File) or -1 Influence (Officer), Reputation (Rank & File) or Reputation (Officers Mess) - MAIMED
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The knowledge the characters have of the area tells them that the company was probably ambushed by the same French forces that the characters have been scouting - a force consisting of at least half a battalion of infantry with cavalry support and some light artillery. More than enough to decimate this small group. To get back to the camp will be a hard march through dangerous (and unladylike) rocky terrain, made all the harder by the presence of the wounded men. In the distance, however, there is a broken old Spanish fort. That could provide some protection for the evening at least.
Planning Session
There are two circumstances that need to be addressed in this session and two givens. The circumstances are the transport of the wounded men and the safe delivery of both the scouting information and the ladies. The given occurrences are at least one intervention by the French and some insanely dangerous and misplaced bravado on the part of Lady Jeffers. Beyond that, the players have free reign to author the challenges as they see fit. Some possibilities include gathering a herd of wild horses, having the ravine lead down to a river and travelling by boat or hiding the injured men in the fort and making a dash during the hours of darkness seeking reinforcements.
The Twist
Whatever the characters do, complicate matters by introducing the leper camp and the stubborn figure of Father Ignacio. The path chosen by the characters will take them directly through the colony (and by extension, will draw the French through the colony as well, almost certainly dooming the lepers to a brutal death). As if the characters didnt have enough on their plate, this complication will force them to make some difficult decisions. Additionally, the French will almost certainly catch the fleeing soldiers. This is a chance for some desperate heroics on the part of the characters. They can seek to create a desperate rear guard to protect the wounded and the women. They could try to hole up in the fort and mount a defence from there, whilst someone rides for reinforcements? Use the French NPCs in the D&H rulebook and bust out the Extended Skirmish rules or even the Artillery rules to challenge the players and decimate their forces. Depending on the type of game you are running, this can be a heroic stand against the inept Frogs, a desperate battle against vastly superior numbers or a gut-wrenching slaughter of the wounded and dying.
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Denouement
If the characters return in time with the disposition of the French troops, the British will be able to bring another force into the field in time to reinforce the 22nd and repel the French. The scouting mission will have been a success and some of the men may be mentioned in dispatches. If the characters were too late, the camp has already been skirmishing with French scouts when they arrive and is quickly being broken up to move back to a safer position. Lord Jeffers is not impressed by the lack of urgency that the men showed and will let them and anyone who can hear him know that. If the characters successfully return Lady Jeffers and Abigail to the camp, they will meet with a mixed reception. Lord Jeffers is not impressed by the arrival of his wife and will initially show his anger at the characters for placing his wife in such terrible danger!. Assuming they have not done anything to alienate Abigail during the trip, she will make representations to her father about the gallantry of the men, especially the officer to whom she has taken a fancy, and he will soften, eventually thanking them personally for the service they have done for him and his family. Should Lady Jeffers or Abigail fail to make it back to the camp ... may God have mercy on the characters souls! If the characters make it back with some of the wounded infantrymen, they will be hailed as heroes by their peers for refusing the leave the men behind. Should the characters leave the infantrymen in the field, they will be slaughtered by the pursuing French. Eventually word will reach the camp of the slaughter and questions will be asked. There may be a survivor who will lay blame at the feet of the characters. Whilst no man will ever out-and-out accuse them of cowardice, they will be forever tarnished with the shame of leaving a fallen comrade to die. If they rescue the lepers from the French, Father Ignacio will keep his distance from the camp as he moves on, but he will remember the men that showed such kindness to his charges and in the future, he might be able to help them if they have need of him or his guerilla contacts. If they abandon the lepers, Ignacio will recognise them as just another band of marauding Protestants, carving up his land for their own purposes. He will be of no further use to them.
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Cadiz or Bust!
An Adventure for Duty & Honour
Introduction
On April 6th 1812, the Duke of Wellingtons army finally wrestled the fortress town of Badajoz from the French defenders. Due to the dogged resistance of the French, the British armies felt it their right to perpetuate an orgy of rape, pillage, murder and destruction distinguishing little between the French and the Spanish denizens of the town. At the same time, deep to the south of Spain, the French besiege the city of Cadiz, the home of the rebel Spanish government (the Cortez of all the Spains), but the besieging army knows that it cannot stay here for long. Rumour has it that one last effort to assault Cadiz must come soon
Synopsis
In the midst of the chaos after the victory at Badajoz, it becomes apparent that someone has escaped from the city carrying despatches. Contacts in the town say that this runner is headed for Cadiz and that the orders were from Bonaparte himself. Wellington needs to have these orders intercepted before they arrive at Cadiz but it is a deadly mission as the pursuers will be marching into enemy territory, towards an enemy siege. The orders pertain to a complex mission to take down the Cadiz Cortez and fracture the resistance in Spain, undoing the plans of Wellington. To do this, Napoleon has sent vast monetary tribute to the court in Tripoli, in order to bring the Tripolitan pirate ships out of port and into the conflict. He has also ordered his fleet currently under blockade in Toulon to break out of their confines at whatever cost and join with these pirates.
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This entire affair has been triggered by three circumstances. In the first instance, if Wellington pushes further into Spain, the besieging force at Cadiz will need to withdraw, lest it is flanked. This is the last chance they have to take the city. The second is the return of a French patrol that has spent the last two years at sea in the East Indies and beyond. These extra ships, with veteran sailors onboard, will tip the balance of the affair. Finally, Napoleon has a spy in Cadiz who has been working between there and Gibraltar and this spy is ready to bring their part in the mission to fruition that being the assassination of the Commanderin-Chief of British forces in Gibraltar. The ensuing confusion should provide a window where the damned British fleet will not be able to intervene. Three fleets and one army against one city. Surely this will be enough to take down these awful British and the rugged Spanish? There are four sets of orders. The first is for Marshal Victor of the army besieging Cadiz, informing him of the plan to assault the city. The second is a licence for the spy to travel to Gibraltar to start the assassination. The third is to be passed from Cadiz to Tripoli via a trading vessel, to alert the Tripolitan pirates. The fourth is to be signalled to the returning East Indian squadron, to order their attack.
The Characters
This adventure is suitable for any British infantry company it would be far too easy for a group of cavalrymen! There is also a good reason to have a Spanish guide added to the mix. If you are using the pregenerated characters in the Duty & Honour, use Lonsdale, Jenkins, Potter, Pike and Rodriguez.
The NPCs
Captain Shanks Shanks is an Aide de Camp to Wellington and has been charged with making some sense of the dozens of sources of intelligence that have come into British hands since the fall of the city. He is a flustered, vexed man with a tiny shred of patience remaining after the battle of the previous night. Captain Shanks is the man that gives the company their mission. Martineau A French officer who has been given the mission to escape from Badajoz and deliver the message to the French at Cadiz. Martineau is a hero of the Republic, having commanded cavalry units in some of Napoleons most famous victories. A cunning, resourceful maverick, he has no qualms about using trickery and dishonourable tactics to complete his mission.
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Skills: Awareness-4, Command-4, Courtesy-3, Diplomacy-2, First Aid-2, Intrigue-5, Riding-4, Romance-3, Skulduggery-4, Soldiering-4, The Arts-3 Wealth-3 Reputations Personality Reputation: Juliette Fornier, a lady in Paris - 2 Personality Reputation: Emperor Napoleon - 2 Institutional Reputation: French Cavalry 3 Institutional Reputation: British Infantry 1 Traits: Educated, Cosmopolitan, Duellist x2, Strong Swordarm x2, Cheat Death, Second Language (English), Second Language (Spanish) The Military Missions The scenario plays out in two consecutive four challenge Military Missions. The first involves the chase after the spy, the second on a clash with a pursuing French force. The degree by which the players succeed or fail in the first mission will also inform the opening situation if you are following up this adventure with City of Vipers Name: Capture the Despatches French despatches, critical to the war have managed to get out of Badajoz during the evening that the British stormed the town. You have been told that they are headed for Cadiz. Do whatever you have to do to capture these despatches. Beware, however, that you are heading deep into enemy territory! Challenges: 4 Deadline: variable If the characters fail three or more challenges, the despatches are too far away and they have reached their targets. The full operation will be triggered. If the characters fail two challenges, the despatches to the French Army, the Spy and the Pirates have reached their targets. If the characters fail one challenge, the despatch to the French Army and the Spy have escaped, but the pirates are out of the equation. If the characters fail no challenges, the only orders delivered are those for the spy in Cadiz Reward: +1 Personal Reputation (Commanding Officer), +1 Institutional Reputation (Cadiz Cortez) Failure: -1 Personal Reputation (Commanding Officer), -1 Personal Reputation (another character of the players choice)
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Name: Escape The Damned French A French cavalry troop is on your tail and you have to evade them or defeat them to get the missives to Cadiz. The besieging army make it almost impossible to get there by land. You will either have to come up with something more cunning, or indeed, achieve the impossible and break into a siege! Challenges: 4 Deadline: 2 failure in this mission means that the despatches are lost in the struggle to get to Cadiz. Whilst the gist of the French plot is understood, the coded details are not. Reward: +2 points towards traits Failure: -1 Guts, -1 Influence
Opening Scenes
The previous night was the breaking of the Siege of Badajoz. Describe the battle and what has gone before. Detail the carnage wrecked upon the town and the debauchery of the British soldiers. Ask each of the characters what they did during the battle and during the night. Ask them where they are now. Encourage them to illustrate the moral leanings of their characters at this moment of high spirits. A smoke filled, quiet morning, the lull after the night before. Provosts attempt to keep order and rumour has it that Wellington will be hanging men as an example of the order that he wants maintained. Captain Shanks finds the Company Commander and gives him his orders, a matter of the utmost urgency. He must gather his men and leave as soon as possible. Captain Shanks informs the Company Commander that the outcome of this mission is crucial and could possibly turn the war itself. When the company captures the despatches, the commander is to read them and then act on his own initiative to deal with their contents.
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Planning Session
Let the players come up with the sort of cool stuff they want to see as their four challenges. Almost certainly they will want a scene where they discover who the person they are chasing is. And they will want one where they stop and/or capture him. The other scenes will probably be some sort of confrontation with the French.
The Twist
Introduce the Priory of St Jose at Aracena, the home of Father Torres. This is a ramshackle monastery, home to a handful of monks who tend to the local peasants and take in those that have been injured during the battles in the region. The Father hates the fact that his country has become a battlefield between the British and the French and he really doesnt want to have anything to do with either. A great way to introduce this place is to have Martineau take sanctuary in the Abbey!
The Outcome
Capturing any of the despatches will alert Lonsdale to the imminent danger to the stability of Cadiz. It should be made plain to him that warning the authorities in Cadiz is his number one priority.
Denouement
Upon arrival in Cadiz, the players will be ushered to the quarters of the Officer Commanding - Colonel Pennington - and asked to deliver what they have captured. Their bravery will be commended to their commanding officer in despatches and they will be introduced to representatives of the Cadiz Cortes, who are very grateful for their efforts on behalf of Free Spain. However, Colonel Pennington will inform the Company Commander that he has one more mission for them catch the spy in Cadiz!
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Cadiz
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City of Vipers
An Adventure for Duty & Honour
Introduction
This is a follow-on adventure from Cadiz or Bust! This scenario offers a different take on a Duty & Honour adventure, with a more investigative political scenario instead of a military battle. It also opens up the distinct possibility of a radical divergence from the path of history, by unlocking Frances fleet in the Mediterranean, and offers Cadiz as a possible campaign setting. Cadiz is threatened from land and from sea. Marshal Victor is besieging the city and has been ordered to make one final push to take the city and this time he will be aided by a fleet making a death-or-glory sortie from Toulon, Tripolitan pirates and a returning naval force from the East Indies. To make matters worse, a fever has spread through the defending British army and it is unlikely that they will be at full force to defend against the French. Panic is rife in the city as it prepares for the worst.
Synopsis
Following the events of Cadiz or Bust, the players are given the task to find the spy who is hidden in the city. If you are playing this scenario as a stand-alone, then the despatches carried by the French spy Martineau have all been delivered into the city but some of the intelligence has fallen into the hands of the British. A spy is hidden somewhere in the city, ready to execute their orders and the characters must flush it out.
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If you are playing this scenario as a follow-on to Cadiz or Bust, the number of failures that the characters achieved during the first mission will dictate which of the orders have been put into action. In the best case scenario, there is a spy in the city who has been tasked with escaping to Gibraltar and assassinating the commander there! The first part of the game is to find and stop this spy from delivering any of the remaining despatches as well as stopping their escape to Gibraltar. The second, the climax of the adventure, is to rush to Gibraltar to stop the second assassin and to alert the fleet of the impending danger.
The Characters
This adventure is suitable for any British infantry company it would be far too easy for a group of cavalrymen! There is also a good reason to have a Spanish guide added to the mix. If you are using the pre-generated characters in the Duty & Honour, use Lonsdale, Jenkins, Potter, Pike and Rodriguez.
The NPCs
Lord Abercrombie A Scottish noble and representative of King George III in Cadiz. Abercrombie has carved a very pleasant niche for himself in this most complicated of cities and he resents the complications that this spy creates. Abrupt and aloof, Abercrombie is only interested in ridding his city of this aberration and ensuring that the French do not attack again. Francisco Fernandez de la Cueva - the Duke of Albuquerque, representative of his Catholic Majesty, King Ferdinand VII of Spain. The Duke leads the delegates from the Cortes in their deliberations with their British allies and he is the prime contact for the players with the Spanish politicians. He is a proud man, used to being treated with great respect and he is quick to take offence to anything other than the highest of manners. General Manuel La Pena the Spanish commander of armed forces in Cadiz. He is a lazy, languid and potentially incompetent soldier who has time and time again failed to engage the French when he could. He is a laughing stock amongst his troops and is considered a liability by the British, but he holds onto his position and enjoys the influence that it brings. Colonel Pennington - British commander of armed forces in Cadiz. Pennington is a classically educated gentlemen who has served across the globe and was given the position in Cadiz as he is considered a safe pair of diplomatic hands by Horse Guards. Pennington endures the politics of the city and the constant pandering to the different factions as he desperately organises the ongoing resistance to the siege. Lady Elaine Spencer - the young Mistress of Lord Abercrombie and probably the prettiest lady in the court. This flower of Scotland inspires great passions amongst men and a number of the gentlemen have attempted to woo her from under the nose of His Lordship. Lady Spencer is a tease and she encourages his outrageous behaviour amongst her suitors, a habit which enrages the normally calm Abercrombie. She is accompanied everywhere by her maid, Consuela.
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Opening Scenes
Colonel Pennington briefs the characters about their mission. It is imperative that the spy is caught before any of the orders can be sneaked out of Cadiz. The madness of the city should be illustrated. This is a small city, accessible only by sea because of the siege that has been held for years. It is a city filled with politicians and their retinues, making proclamations and edicts for a country that is not theirs to control. The British position is simple hold the city and placate the needs of their allies, the Spanish. Moreover, the city is currently gripped by a choking fever which has laid a good proportion of the city low, including a number of the British and Spanish soldiers. The weak are dying in their homes and some people are trying to escape the city by any means necessary making a cordon of the city even more difficult.
Planning Session
With an entire city at their disposal and an undisclosed spy, the players have an expansive canvas to play with as they plan the mission. It is crucial that you listen very carefully to the suggestions of the players because they will lead you to the most important person in this adventure the spy! At the beginning of the adventure, there is no predetermined spy, rather the identity is informed by the areas that the players want to investigate and the NPCs that they want to introduce and interact with. (Editors Note: In the three times I have ran this scenario the spy has been Consuela, the maid of Lady Spencer, Captain Aragones a Spanish turncoat soldier serving with the bodyguard of the Duke of Albuquerque and One-Eyed Elijah, a brigand hiding in the dockyard taverns of the port)
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The Twist
If the players succeed in their mission, they capture the spy and the full nature of Napoleons plan is revealed to them assuming the spy is captured alive! If the scenario is being played as a stand-alone, the spy will reveal the planned four-pronged attack: an assault on the city by the besieging troops, the assassination of the commander in Gibraltar, the attack of the returning East Indian fleet and the assistance of the pirates from Tripoli. If the scenario is being played as a follow-up to Cadiz or Bust, the progress of the plan will depend upon the number of challenges lost in that adventure, which the spy will reveal. Regardless, the spy will reveal that there is a second agent in the city and they have made good their escape on a Spanish commercial ship filled with fleeing merchants, heading for Gibraltar.
Denouement
The outcome of this scenario can range from a close escape from a spy to a catastrophic assault upon the British position in the Mediterranean, depending on the actions of the players. If the players manage to stop all of the plans, they will be commended again by both their superior officers and the politicians of the Cortes. Indeed, the Spaniards will be so enamoured by their work that they will officially request that they are seconded to be stationed in Cadiz on detachment, opening a whole new
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front for the campaign. If the players allow the commander to the assassinated, the military force in Gibraltar will be hampered enough to allow a slight delay in tackling the returning East Indian fleet. If the pirates or the fleet from Toulon have been brought into play by the French then a grand sea battle will occur. The outcome of this battle is wholly at the discretion of the GM. If the British win, history will almost certainly continue as written. If the French and their allies win things could be very different. If the forces besieging Cadiz are ordered to attack whilst the fleet is distracted by the sortie from Toulon, a grand land battle will occur. Again, the outcome of this is dependent on the GMs discretion. If you wish to continue to use Cadiz as a campaign setting, a closely fought stalemate would be a reasonable conclusion.
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Skills: Awareness-4, First Aid-3, Haggle-2, Riding-2, Scavenge-5, Siege-4, Soldiering-4 Wealth: 1
Reputations Personality: Diego, his constant companion +2 Institutional: Spanish Rank & File +1 Institutional: Spanish Guerillas +2 Traits: Urban Fighting, Ambush, Stiff Upper Lip, Perfect Shot (2), Cosmpolitan Background: Alfredo Ortega is not a reluctant soldier. However, that is not to say that he relishes his role either. Rather, he takes a philosophical attitude to his predicament and suggests that one way or another, the fighting will be over soon. Ortega started his life on a farm on the outskirts of Cadiz but he was recruited into the army in his youth and started an odyssey around the world, serving in Spanish principalities in southern America, the East Indies and off the African Cape. Over the years, Alfredo managed to carve a niche for himself within the artillery, having a good eye for aiming cannon and was slowly promoted to Sergeant a position he has inhabited for years, with no desire to seek further promotion. During his time in Peru, Ortega befriended a mountain man who he called Diego. The Spaniard too pity on the native and took him on as his man-servant. Diego is a simple soul, speaking little comprehensible Spanish and having almost no comprehension of the nuances of modern society much to the exasperation of Sergeant Ortega. Sgt. Ortega is a classic bait and switch character. When he is introduced, he (and Diego) can be comedy characters a bumbling, foolish pair who have hidden in the Spanish army for years, and are very comfortable with their lot in life. However, when the chips are down and Ortega gets his hands on a cannon, its another matter altogether. He could be the man who stands between victory and defeat for them Within the walls of Cadiz, he can provide an interesting perspective on the political intrigues of the city, cutting through the double-dealing and back-stabbing to point out, almost absent-mindedly, that there is a distinct possibility that this prototype democracy will be snuffed out when the King returns from his exile.
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Nothing is created perfect! Here are some of the clarifications, errors and rewrites that have come to light in the first few months of D&H being available. These errata were incorporated into the currently available D&H Second Print and are only applicable if you are using the First Printing.
Errata
Note - these errata do not include a number of spelling errors that have been corrected but have no effect on the rules themselves. ERRATA: p.8 - Measures Measures are the four parameters that define your characters resilience and ability to recover from setbacks, be they physical, social, military or financial. Each Measure represents the characters ability to resist the travails that the Peninsular War throws at them. A high Measure would be indicate true hardiness and resourcefulness in that area whereas a low Measure would be a weakness and vulnerability.
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ERRATA: Tests p. 51 - The GMs Deck The GMs deck is a standard 52 card deck with NO Jokers. Add The GM will decide what the card pool is for the other participant. This will usually be a combination of skill, reputation, equipment and traits belonging to the character opposing the player. ERRATA: p.54 - Step Five Add: If you have included a Reputation in your card pool and you lost, that Reputation is INJURED. If it is already INJURED, it becomes MAIMED. If it is MAIMED, it is DEAD. For more information on Damage see pg. 55 ERRATA: p.72 - Command against Dead Morale Normally, the final Command test in a Skirmish is made as a contested test between the two Commanding Officers. However, if your opponent has had their Company Morale reduced to Dead, they are no longer in control of their troops and the Command test is made against a static Card of Fate. ERRATA: p.73 - Skirmish Range. There are three default narrative ranges in the game. Too Far to Shoot - you can see the enemy, but you are too far away to try to shoot at them. This is beyond Extreme range for your weapons. Near Enough to Shoot - you can shoot at the enemy! This is anywhere between Extreme and Point Blank. If you are at this range and choose to Bayonet Charge, you move into Hand to Hand range. Hand to Hand - you can see the whites of their eyes and smell the garlic on their breath. This is everything from Point Blank range inwards. ERRATA: p. 74 - Tactical Orders:Retreat. This is the full scale removal of the company from the battlefield. When the Retreat is ordered, the Commanding Officer must make a standard Discipline test. If he fails the test, the company is in a shambles. Company Morale is INJURED, your company has -4 cards on attacks that they make during the retreat. If he succeeds, the company makes an orderly controlled retreat from the field and attacks made by your enemy are at -2 cards. If you choose this order twice in a row, you are considered to have left the battlefield. ERRATA: p. 74 - Tactical Orders:Pursue Pursue can only be ordered when your enemy has chosen to Retreat or their Company Morale is DEAD. When you have ordered Pursue, your enemy cannot revise their tactical orders for the rest of the battle unless they choose to Stand and Fight. The Commanding Officer of the pursuing company may make an immediate Command test to heal Injured morale, if necessary. If you choose this order twice in a row you are considered to have left the battlefield. ERRATA: p.74 - Tactical Orders: Example .. thus the enemy has -2 cards on their combat tests should read ... thus the redcoats have +2 cards on their combat tests. and p75. should read The French have a total of 3 cards on their tests (-2 for Slow Withdrawal and 1 for Injured Morale) whilst the English are at +3 cards (-2 for Slow Withdrawal, +2 for Sustained Volley, +2 for cover, +1 for infantrymen).
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ERRATA: p.77. - Artillery In the example, 10H should be 9H ERRATA: p.101. - Private Pike Musician should be Pitch Perfect
FUTURE PLANS
Q. Will you publish the stats for Sharpe etc. A. No. Q. Any plans for a non-Napoleonic setting? A. The game is very adaptable to a number of military settings. However, I have no plans at the moment to write anything other than material in and around this conflict. Q. When is Beat To Quarters coming out? A. Im aiming to release BtQ in Autumn 2009
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