Colonial Gothic: Rulebook
by
Richard Iorio II & James Maliszewski
Smashwords Edition
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Published by:
Rogue Games, Inc. on Smashwords
Colonial Gothic: Rulebook
Copyright © 2009 Rogue Games, Inc.
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This is a work of fiction. Names, characters, places, brands, media, and incidents are either the product of the author's imagination or are used fictitiously. The author acknowledges the trademarked status and trademark owners of various products referenced in this work of fiction, which have been used without permission. The publication/use of these trademarks is not authorized, associated with, or sponsored by the trademark owners.
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Curious Words
By Jennifer Brozek
5 April 1775
Dear Jeremy,
I hope this missive finds you well. I know it has been a long time since we spoke, especially on Society business. However, I found something I know you will be interested in. I am in Charlotte Haven in Florida at the moment, going through the effects of one Jeffrey Rumsey, a deceased member of our Society. Our highest superior felt it important to ensure that Society business remains within the Society. You know how interested we all are in keeping our esoteric information safe.
Mr. Rumsey disappeared six weeks ago. There was no sign of struggle within his home and his housekeeper said that he had a single gentleman visitor the night before. She does not know when he left as she was dismissed to her quarters shortly after the visitor arrived. In the morning, Mr. Rumsey and his visitor were gone. One week ago, Mr. Rumsey's body washed up on the northern end of Carlos Bay. The presumed reason for his death is drowning; although no one could tell me why Mr. Rumsey would have been on a boat. He detested open water and was frequently sick on most moving transportation, including carriages and horses.
When I arrived and began my sorting of Mr. Rumsey's effects, I discovered that our superior's thoughts were correct. There is something amiss here. There are large quantities of files missing from Mr. Rumsey's cabinets. Most of his correspondence to his immediate superior in the Society, Percival Bannister, have gone missing. Most of his investigation reports for the last year are missing as well. It is clear that someone does not want the Society to know exactly what he was investigating.
However, not all is lost. I found a hidden cache of papers in the study. These documents concern me greatly. I suspect that these were the target of the theft. As such, I will guard them with my life. If they are what I believe them to be, they could unlock a mystery that we have been seeking for more than two and a half centuries.
Attached to this missive are two other letters written in 1522 and 1524, respectively. Upon reading these two letters, my first thought was that they had to be forgeries. There was no other explanation. However, as our superior constantly instructs us to be vigilant and to investigate the impossible, I have come to believe these two documents are not forgeries. Otherwise, Mr. Rumsey would not have taken the care that he did to secure them.
This is where your expertise is needed, Good Sir. Please examine the two letters and verify their authenticity. This is important to both me and to the Society. I know you are the man with both the expertise and the discretion for this task.
I look forward to what you have to tell me with eager anticipation.
Kindest regards,
Hans Brockmeier
19 April 1775
Dear Hans,
Thank you for your correspondence and your trust. I admit I was surprised to receive the package that I did. I have examined these two letters with the most expert eye I could. The paper make is consistent with the 1500's. The aging of the paper is consistent with its purported age. However, the most convincing evidence of the authenticity of these letters is the signature on the bottom of each. I examined just the signatures and compared them to known authenticated signatures of the letters' author and they match. There is no doubt in my mind that these were penned by the man who signed them.
Of course, as you said, this should be impossible. That man died in 1521 in Havana, Cuba from a poisoned arrow in the shoulder. He was shot while he was in Charlotte Harbor, in an attack by Calusa Indians. His tomb is in the cathedral of Old San Juan, Puerto Rico. I will tell you now, with utmost certainty, that if we were to open that tomb, a body would be within.
What does this mean for us and for the Society? I do not know, yet. But I suspect that there might be a worm in the apple. What can you tell me of Mr. Rumsey? Do you know anything about his habits or his associates? Did you find any other oddities beyond these documents? More importantly, do you know if he had any specific loyalties within the Society?
As you must know, and if this is your first introduction to this, my apologies, but not all within the Society work towards the same goal. There is infighting and disagreements. There always is when men of strong opinion and intelligence gather together. It cannot be helped. I feel that there might be one of these disagreements at work in this case. I do not accuse one of our own of killing Mr. Rumsey - but I feel there is a possibility that one of our own is hiding his work and this cannot be allowed.
We must know what he was investigating. That is your task now, Hans. Gather all of Mr. Rumsey's effects that would be of interest to the Society and take them someplace safe. I have already begun arrangements to travel to Charlotte Haven to assist you. Let me know where you go and I will meet you there. It should be no more than a four day carriage ride from my present location if we press hard.
I do not say these things to alarm you, but I feel I must warn you that you may have stepped into an age old struggle within the Society. I do not want to see one as promising as yourself fall as a casualty of that struggle. Limit your correspondence about this to me and to our superior. You will be able to make a full report for the archives at a later date. I will inform our superior of these recommendations. Right now, your safety and the safety of what you have in your possession, is paramount.
Sincerely,
Jeremy R. Black
1 May 1775
Dear Jeremy,
I have taken your advice to heart and secreted myself away in the Society safehouse at the Spiritu Santo Lagoon. All my correspondence is being forwarded here. For the past few weeks, I have felt myself watched and I know it is not just my imagination. Over the last two weeks, I have seen the same two Spaniards appearing at the same places I have frequented since I arrived. I changed my habits and found them attending the same alehouse I switched to a day later. I have even seen them loitering outside of the gentlemen's club I have visited from time to time.
I must admit, Jeremy, while I was aware there was a schism within the Society, I had no idea that it had degenerated into sabotaging other Society members' investigations, especially an investigation into the death of one of our own. Now, to discover that I am being watched by unknown forces that may or may not be associated with the Society? It is enough to give a man nightmares. I am little more than a records keeper. A librarian of sorts. I am not cut from the same adventurous cloth as you, old friend. I will be very glad when you come to assist me. I know you can hold your own in a fight. I saw enough of that in our college days.
I have done the investigation into Mr. Rumsey's past as requested. He was an odd man of odd hours and odd tastes. I received most of my information from Miss Sophia Logsdon, the housekeeper. Based on her testimony, I must conclude that Mr. Rumsey was, if not a practitioner, then a student of the occult. She told me of late night meetings with strange people, mysterious lights and strange smells coming from Mr. Rumsey's workroom as well as occasional sounds she could not identify. After all that though, she was quick to assure me that Mr. Rumsey was a good man and not one to do his servants harm. Miss Logsdon is a loyal sort of woman who should be commended. I may take her on as my housekeeper when this is all done. She has been a proper housekeeper and mine is getting on in age.
As for keeping my correspondences to a minimum, I have obeyed. I send regular progress reports to our superior and I have sent one polite response to Mr. Bannister, Mr. Rumsey's immediate superior, informing him that my work was ongoing but I had nothing to report at this time. I did not mention that I have moved myself and Mr. Rumsey's things to the Lagoon safehouse.
I look forward to seeing you soon, Jeremy. This investigation has become too adventurous for my taste. When you arrive, I will turn over the rest of the documents and the more esoteric items Mr. Rumsey had in his workroom, file my report, and be done with it.
Kindest regards,
Hans Brockmeier
8 May 1775
Dear Hans,
I would say I hope you are well but I fear you are not. Tell me more about these Spaniards. Tell me of their dress, how they travel, and if they are scarred in any way. Also, do they carry weapons openly?
I am not familiar with the Society safehouse at the Spiritu Santo Lagoon. I shall look up its location this afternoon and be on a carriage in the morning. I should see you no later than the 13th or 14th of this month if all goes well. I fear for your safety. Have you seen these Spaniards since you secreted yourself away? If you have, move again immediately and leave a clue as to where you are going at the safehouse or one of the drop boxes in Charlotte Haven. In the meantime, do not disparage your own abilities to keep yourself safe. I saw you make it through more than a few scraps at college and you were one of the best pugilists I knew back then. What happened to Hans "the Fist" Brockmeier?
I have more questions for you to think about before I arrive. You will not have time to respond before the 13th, I will wager. I might even make it to the safehouse before this letter does. If not, these are some of the questions I will be asking in regards to your investigation:
Miss Logsdon – Will she be able to provide an accurate description of Mr. Rumsey's last visitor? Is she a learned woman? You state she is a loyal woman but do you believe her to be trustworthy? Perhaps trustworthy enough to keep up a safehouse? If she is as you say she is, she may be too valuable to lose. When my part of this investigation is over, I will want to interview her.
These letters – While they, themselves, are of a mundane nature, their author cannot be ignored. The fact that he was supposed to have been dead at the time these were written begs the question: If he was alive then, why did he fake his death? My mind immediately goes to the thing he searched for and wonders if he actually found it. Is there anything else within Mr. Rumsey's effects corroborating this idea? A map, perhaps?
At this point, you may believe I jest at your expense. I do not. Not at all. The mere possibility that the Fountain of Youth exists and, possibly, someone knows its actual location, is a serious matter for all concerned; especially within the Society. Men would kill, and have killed I will warrant, to find its location. The simple knowledge that it is real would be a great boon to the Society. It could also warrant the attention and interference of some members of our society who actively hunt and purge the esoteric from the world as 'too dangerous' to be allowed to exist.
Finally, I will not speculate as to the existence of Ponce De León in this day and age. That is too fantastic for even me to consider until I see the other evidence you have on hand. I must see what you have first - with my own eyes. Then we may discuss such a possibility.
Stay strong, Hans, and stay safe. I will be there as soon as I can.
Sincerely,
Jeremy R. Black
Chapter 1: A Primer
Introduction
Colonial Gothic is a supernatural historical roleplaying game that draws inspiration from the colonial period of America. From discovery, to the war of Independence, Colonial Gothic gives you the tools to set games during this period. In Colonial Gothic you play a Hero, who through the course of their adventures, slowly uncovers the reality of the world in which they live.
What is this reality?
Lurking in the shadows are mysterious and foul plots. Enemies have been influencing events and pulling strings. Though the world is entering a new age of reason, many see the world in a different way. Creatures of the occult and supernatural exist. Magic is a real force of nature. Your Hero might know this, or they might come to know this.
Everything you need to know as a player and GM is found in this book. This primer tells you what to expect from the game, explains the core mechanic, and what to do with the game.
What to do with the game? Yes. Roleplaying games tend to forget to tell you what to do with the game. After all the rules and options, often little room is spent telling you what a game should feel like. As a player, you should know after reading this chapter what your Hero is able to do, and what they should expect from the world of Colonial Gothic. As a GM, you will know what to do with Colonial Gothic and the type of games you can run. The primer is your amuse-bouche if you will. This one bite sets the table for what is to come. So without further ado, here is Colonial Gothic.
Setting
Colonial Gothic is a world mired in mysteries, secrets and plots. Some of these secrets and plots you determine for yourself; others are found within this book. In this rulebook, the horror relies heavily upon your imagination and ingenuity in using the tools provided to you to play the game. Whether you choose to play a Hero fighting a campaign in the American Revolution who discovers the brutality of war, or you decide to play a Hero tracking down witches, it is entirely up to you. Your Hero will discover more and more about the Villains they face, and you will begin to realize that some enemies are all too human, while others might have never been human to begin with.
Colonial Gothic is designed with a simple premise: the occult and supernatural are real. Drawing upon history, Colonial Gothic’s perspective is how the colonists viewed the occult and supernatural. Witches are real. Devils exist, as do demons. Magic actually exists and is able to be worked. Colonists have dealt with magic in one of three ways: they have chosen to rationalize the occult and supernatural away, they have been irreversibility damaged by their experiences with magic, or they have accepted it for what it is. Those accepting it have chosen to put their sanity, faith and reputation on the line. Viewing themselves as the last line of defense, these Heroes war with forces out of sight in the shadows.
On a larger scale, there is something not right in the world of Colonial Gothic. Something dark, malicious and purposeful gnaws are the edges and its touch causes the world to go awry. Though many try to give this a name, no name defines it and no one knows what it truly is. Not even the Natives who have lived on the land before the White Man, know what it is. They know evil infects the land, and it is spreading. What is this evil? There are many theories, but no real answers. What is known is that it influences things, inspires events, and threatens all life. Who stands against this? Your Hero.
Are you up to the challenge?
For the Players
Your Hero is a colonist hailing from one of the colonies found in the New World. For the most part the world is entering a new age: The Age of Reason. The world is slowly leaving behind its roots of myth and superstition and is embracing a world defined by mathematics and science. It was Descartes, Hobb, Newton and others who moved the world into this new way of thinking. Though most have embraced these new roots, some have not. There are those who know the truth—magic is real!
In Colonial Gothic you play a Hero who not only knows magic is real, but the horrors it creates. These monsters could be anywhere. They could be witches cursing a settlement, vampires that followed European immigrants to the New World, or angry spirits terrorizing a Cherokee tribe. Whether you are fighting in the frontier or you are fending off a supernatural disease like Curse from the Grave, you along with others like you, wage a hidden war because there is no one else brave enough to face the Devil’s minions, fight them and win.
Heroes, be warned: something waits for you in the dark.
And it hungers.
For the GM
As a GM, you create adventures and campaigns inspired by Colonial American history. The horror adventures you create revolve around the supernatural and the mundane. From monsters, to scheming merchants and politicians, there are many campaign possibilities for you to discover in Colonial Gothic. To help you craft your game, we have outlined three different styles of play: High Action Style, Occult & Mystery and Supernatural Style.
High Action Style downplays the supernatural and the occult. Instead of slaying demons, the Heroes will fight against more common threats like slavers, French Traders, and the British Military, to name a few. Campaigns working well for this style can be found in movies like Last of the Mohicans, Dances with Wolves or The Patriot; or the stories of James Fenmoor Cooper. If a military campaign does not interest you, you could create a campaign based around discovery or exploration. The colonies are still new to most people—many resources and native cultures are waiting to be discovered. This style works well for players that like a lot of movement in their game; it also works well for players that want to explore the natural side to this setting.
Occult & Mystery Style introduces players to the occult, but takes a softer approach to the horrors awaiting them. The threats your players face are few and far between because you create adventures focused around a mystery. The mystery you design might be based on a strange cult intent on winning the War for its own devilish reasons, or a mage intent on infiltrating the militia. While the setting details of movies like Sleepy Hollow and From Hell are not an exact fit to Colonial Gothic, these are two movies in a similar vein—strong setting, an aura of dark mystery, and a suspension of disbelief. As for books, the writings of Edgar Allan Poe, Nathanial Hawthorn, Irving Washington and H. P. Lovecraft, and Robert E. Howard are ideal for tone, setting and scope. Whatever mystery you choose, the goal of this style is to utilize players that are more interested in investigation than engaging in constant, heavy combat.
Supernatural Style is the default style of Colonial Gothic. Similar to Occult & Mystery, this style has that same touch of magic and mayhem. However, in this style of play, the Hero’s threats are more ancient and widespread than they would be in Occult & Mystery. Similarly themed examples of a larger, supernatural threat that would be considered “epic” would be movies like Pirates of the Caribbean, and Brotherhood of the Wolf. These movies each have a large-enough threat that, if it succeeds, would change the world’s fabric of reality. For writers, Shelly and Stroker have the style to set the tone. Many Heroes don not know how Magic works; they only have a vague understanding of how to fight the monsters it sometimes creates. Some Heroes try to use Magic and the occult to their own advantage; others shy away from it.
Regardless of the style you choose, action in Colonial Gothic is larger-than-life. What does this mean to you as a GM? Heroes and Villains are capable of performing feats that others find impossible. When designing adventures and running your games, remember to think “big” but allow your players to react “bigger.”
12°
Everything you need to know in order to play Colonial Gothic is found in this book. The basics found in this chapter allow you to quickly understand the game’s mechanical foundations. Of course, Colonial Gothic, is not complex. Most rules are fairly straightforward and easy to remember. Nevertheless, there are a handful of occasions when multiple modifiers and special cases come into play. The better you understand the basic rules, the better equipped you will be to deal with those few exceptions.
Playing the Game
To play Colonial Gothic you need:
Two twelve-sided dice (D12). GMs might want to have a few more handy.
A blank piece of paper (or a Hero sheet) and a pencil.
A willingness to have fun.
Rules Overview
Action in Colonial Gothic is not intended to be “realistic” or “gritty.” It is meant to recreate the type of action you are likely to read in books, see in comic books, or watch in a movie or television show. Note—Colonial Gothic is not cartoonish or ridiculously over the top, but the emphasis is on verisimilitude and plausibility rather than a strict reality simulation. The game’s rules, known as 12°, are designed to accommodate this style of play with ease. Action is about doing things in a flashy and larger-than-life way. It is one thing to say your Hero is fighting a zombie; it is another to say they are doing so while balancing on a church roof.
Every action, regardless if your Hero is firing a musket, or intimidating a merchant, is handled the same way. Roll 2d12 and if the result is equal to or less than your Target Number (TN), the action succeeds.
Simple as that.
Your TN is a number based on two associated Abilities or Skills plus or minus any modifiers. For example, if your Hero wants to throw a tomahawk and has an Agility 6 and Throw 6, your TN is 12. Thus, rolling a 2d12 and getting a result of 11 results in success; rolling 2d12 and getting a 23 results in failure.
Tests
All actions in Colonial Gothic are called Tests. There are three types of Tests — Ability, Skill, and Opposed — that depend on specific situations; the Game Master will tell you what type of Test you need to make if it is not obvious.
Ability Tests
Ability Tests depend on one of your Hero’s Abilities and is used in times of great need or danger. These Tests are not tied to Skills; instead they are tied to your Hero’s inherent ability to do something. Your Target Number is always the unmodified Rank in your Ability.
For example, suppose your Hero is running away from some cultist thugs. You decide to shake your pursuers by declaring your Hero is diving into a nearby canal and holding his breath while underwater, hoping the thugs do not spot him. Once your Hero reaches his limit, your GM tells you to make a Body Test, to see if your Hero still manages to hold his breath. In this case your TN would be your Hero’s Body Ability (8). Rolling 2d12 the result is 15, failure. Thus your Hero fails his Body Test and begins to drown.
Skill Tests
Skill Tests are the most common tests found in Colonial Gothic. Most actions, from shooting a musket to researching a demon, are handled by Skill Tests. Your Target Number in a Skill Test equals your Skill Rank plus the Rank of the Skill’s associated Ability, plus or minus any bonus or penalties associated with the Test. The resulting number is the one you need to meet in order to succeed.
For example, your Hero is climbing a wall. This is normally a Routine Test. Unfortunately, your Hero is attempting to climb a wall in the pouring rain while not being spotted by guards patrolling the area. Your Hero’s Athletics skill is 7 and his Agility is 6, making your TN 13. Due to the rain and the need for your Hero to be silent, your GM assesses your Hero a –4 penalty, which lowers your Hero’s TN to 9 for this Test.
Opposed Tests
Opposed Tests are tests between two separate Heroes, usually occurring when your Hero is competing against another Hero or is acting out against a non-player Hero of some sort. Opposed Tests are necessary because the degree of your Hero’s success (or failure) determines how the game’s events unfold. Opposed Tests require two or more parties to make a Test; whoever rolls highest, but still below their Target Number, succeeds. Opposed Tests also come into play for some specific skills, such as Stealth, as well as in combat.
An example of an Opposed Test for Stealth would be in the case of hiding. Your Hero is trying to sneak into a protected house. A guard is keeping watch, and the GM states that the guard has a chance of noticing your Hero sneaking into the house. The GM tells you to make a Stealth Test; while the GM makes an Observe Test. Rolling the dice your result is a 4 (your TN was 12)—success! The GM, rolling for the guard (whose TN is 9), rolls a 12—failure. Your Hero easily sneaks into the house, while the guard standing watch fails to notice him.
Success & Failure
As long as you roll a number equal to your Target Number or lower, your Hero succeeds at his actions. Any time you roll higher than your TN, your Hero fails. In some cases, your Hero may also experience a Dramatic Success or a Dramatic Failure.
Dramatic Success
Any time you roll a “2” on a 2d12, you score a Dramatic Success. The meaning of a Dramatic Success varies with the type of Test being used. Typically it means your Hero has not only succeeded, but did so in a spectacular, memorable fashion. In combat, a Dramatic Success indicates you have dealt your opponent maximum damage for his weapon type, whereas in a Skill Test it indicates that you have achieved what you were attempting and more.
Dramatic Failure
Rolling a “24” on a 2d12 means your Hero experiences a Dramatic Failure. What this means is that your Hero not only failed their Test, but also performed his action so badly that he has either placed himself in danger or otherwise adversely affected himself (and possibly his companions). In combat, a Dramatic Failure indicates that your sword breaks, while in a Skill Test it indicates that you are either badly mistaken or have failed in such a way so as to make the situation more precarious.
Degrees
As you might expect a game mechanic called 12°, your Hero’s Degree of Success is important. Your Degree of Success is the amount by which you roll under your Target Number. For example, your Hero’s TN is 14 and you roll 11, your Degree of Success is 3. In combat, your Degree of Success acts as a multiplier to your weapon’s base damage.
Using the above example, if your Hero is fighting with a sword with a base damage value of 5 and acheives 3 Degrees of Success, he would deal 15 points of damage to his opponent.
In skill use, Degrees of Success have a much more “impressionistic” meaning, which is to say, it is largely up to the GM. Generally, degrees of success either indicate the time factor removed from the task or the increase in its effectiveness. Returning to the above example, a task normally taking 10 rounds might take only 7 if you achieve 3 Degrees of Success. Ultimately, the Game Master is the final arbiter of how Degrees of Success improve Skill-based tasks, but it should always be an obvious improvement that increases with the more degrees of success a Hero achieves.
Bonus & Penalties
Sometimes, depending on the situation, your Hero gains a bonus or penalty to a Test. These modifiers change the Target Number of the Test, making it easier (or harder) for your Hero to achieve what you want. Bonuses and penalties are never applied to the die roll; they are added (or subtracted) directly to the TN.
GMs, as they run adventures, determine what the situations are and whether any penalties come into play. For example, suppose you are the GM, and one of your players wants to fire a musket while riding a running house. Typically, firing a musket is a Routine Task (no modifier), but firing it from a running horse is more challenging. As the GM, you decide that due to the nature of this task, the player suffers a -3 (Challenging) penalty while firing from a running horse.
Situation Modifier
Impossible -6
Daring -5
Reckless -4
Challenging -3
Difficult -2
Hard -1
Routine 0
Feeble +1
Easy +2
Trivial +3
Simple +4
Basic +5
Instinctive +6
Fate Cards & Faith Points
Colonial Gothic succeeds, or fails, based on how the Heroes play. Of course, the Game Master’s skill at creating an interesting and fun adventure is almost as important, but it is the Heroes and their actions driving the game. In order to encourage you to create interesting and well-rounded Heroes, and to bring their most interesting Heroics to bear in your adventures, Colonial Gothic uses Fate Cards (or Hooks).
Fate Cards are roleplaying tools that describe some aspect of your Hero’s past history, personality, or connections to other Heroes, among other things. For example, a Hero might have “Last surviving member of their family” or “Bearer of the devil mark” or “Strong as an ox” as Hooks. Each of these hooks is suggestive about your Hero and possibly about his relationship to the larger world—both of which make them invaluable to the GM as he plans engaging adventures in Colonial Gothic. Besides suggesting interesting things about your Hero to the GM, hooks have another more immediate benefit: Faith Points.
Faith Points (or Action Points) are dramatic “currency” you acquire by creating Hooks. They can be traded for situational boons, such as bonuses to your Target Number, free re-rolls, and other benefits. Fate Cards are finite in number, with Heroes having no more than 10 at any given time, sometimes less. Fate Points can be regained by bringing your hooks to bear in an adventure in ways your GM thinks makes the game more exciting and fun for everyone.
Chapter 2: Hero Creation
This chapter gives you the rules you need to create and detail your Hero.
The Hero Creation Process
The process of creating a Hero for Colonial Gothic has five simple steps. Each step is described in greater detail below. These steps are:
Choose Abilities: Divide 45 Abilities Points between your Hero’s five Abilities.
Choose Background: Your Background helps define your Hero, and helps set the path they took before undertaking a life dedicated to combating the Agents of the Occult and Supernatural.
Choose Skills: You have 55 Skill Points, which you use to purchase the skills your hero knows.
Choose five Fates, three based on your Hero’s background, one based on the life they had before they began fighting the Agents of the Occult & Supernatural, and one based on the personality of the Hero.
Finishing Touches.
Notes: Bonus Points
Whenever points are available to spend on Abilities and Skills without specification, the points may be spent on a one-to-one basis when purchasing Skills and a two-to-one basis when purchasing Abilities. This is a universal rule throughout Colonial Gothic.
Abilities
All Heroes are defined by five Abilities. Abilities range in numeric value between 1 to 12, with 7 being average for most. You have 55 Attribute Points to divide amongst your Hero’s Abilities at his creation. Once the Abilities are set, they are unlikely to change over the course of play, so allocate them wisely.
Abilities, like many other game mechanics in Colonial Gothic, have Ranks. These Ranks are used to measure your Hero against others. These Ranks also set the Target for your Tests. Colonial Gothic’s five Abilities are: Might, Nimble, Vigor, Reason, and Resolution.
The value of an Attribute also determines the base Rank of all of your skills. For example, if you wanted to build a strong Hero, any skills you would buy associated with Might would have a base Rank equal to your Might’s numeric value. If you have a Might of 7, all corresponding skills would be at a base Rank of 7.
Might
Might measures how physically strong you Hero is. You use this stat to determine how much you can lift, how far you can throw, and how hard you can hit. Might is the sheer amount of brute force your Hero has, and can affect your Hero’s appearance. The more Might your Hero has, the more muscle you will have.
Nimble
Nimble measures how agile your Hero is, as well as his physical dexterity. It also is used to determine how fast your Hero’s reactions are. In combat, Nimble is used to determine when your Hero acts during a Combat round.
Vigor
Vigor measures how healthy your Hero is, and also acts as your endurance. Vigor is different than Might, because Vigor is not dependant on how physically strong your Hero is—a very weak Hero could have a lot of Vigor and vice versa.
Reason
Reason measures your Hero’s ability to think. Your Hero’s thought processes include memory, knowledge, and logical or basic reasoning. A Hero with a lot of Reason might have an infallible memory; one with little Reason might be very forgetful.
Resolution
Resolution measures the emotional strength and inner fortitude of your Hero. Resolution is important when your Hero comes into contact with horrific scenes or creatures of the supernatural.
Vitality
Vitality is, in some ways, a sixth Attribute, representing a Hero’s ability to take damage of all types, whether physical, mental, or emotional. Unlike other Abilities, you determine Vitality’s numerical value not by spending Attribute Points, but by a simple calculation, namely [(Might + Vigor) ÷ 2] x 5. Thus, a Hero with 7 Might and 6 Vigor (7 +6 = 13 ÷ 2 = 6) has 30 Vitality.
Vitality is represented on the Hero sheet by boxes. Every time your Hero takes damage of some type, check off the appropriate number of boxes. As more boxes are checked, your Hero suffers a variety of mounting damage penalties making it more difficult for your Hero to act. Your Hero is either unconscious or dying if you check off all the boxes in the course of combat. Further information on Vitality and how it relates to damage is found in Chapter 5.
Resolve
Resolve is a mental counterpart to Vitality and represents a Hero’s determination and the strength of his convictions. Resolve is equal to [(Reason + Resolution) ÷ 2] x 5. Like Vitality, Resolve possesses five levels, each equal to one-fifth of the total. Thus, a Hero with 60 Resolve has five levels, each with 12 points. These points correspond to five levels of attitude toward others. For more on this Attribute and how it comes into play, please see Chapter 5.
Sanity
Every Hero has a measure of Sanity that tells you about your Hero’s mental well-being. This stat can sometimes be even more important than your Vitality. Coming face-to-face with a swamp demon or your undead sister will have an effect on your Hero’s Sanity. Sanity also comes into play for those skilled in the art of Magic. Some spells require the spellcaster to call upon their sanity, the more powerful the magic is; the more sanity comes into play.
Sanity is generated by taking the Resolution stat and multiplying it by 5; this gives you your Hero’s starting Sanity as well as the maximum number their Sanity can raise. Like your Hero’s Vitality, Sanity is represented on your Hero Sheet by small circles. Every time your Hero loses Sanity, fill in the appropriate number of circles.
As your Hero loses Sanity, he is negatively effected. The more Sanity he loses, the greater the risk your Hero runs of gaining a Disorder. If your Hero’s Sanity reaches zero, they have fallen into madness and your Hero can no longer function because whatever Disorders he has acquired has taken over his mind. The rules for Sanity can be found in Chapter 5.
The Three Formulas for a Hero’s Well Being
[(Might + Vigor) ÷ 2] x 5 = Vitality
[(Reason + Resolution) ÷ 2] x 5 = Resolve
Resolution x 5 = Sanity
Fate Cards
Heroes begin the game with five Hooks or Fate Cards. Fate Cards are noteworthy qualities, people, events, locations, or even objects linking your Hero to them as well as describing him more fully. Two cards are provided in the back of the book to photocopy and use. To use these cards, write down one or two sentences that offer an insight into your Hero’s true nature. When the moment strikes, you play them during the adventure. Your GM, using the rules in Chapter 8, will then spin them into an adventure.
Fate Cards are the little touches that help bring out different aspects of your Hero. By using these Fate Cards, you are able to add drama to the adventures you are taking part in.
So what should you write down on the cards? Statements could be related to several different things like Magic, the War, your background, other Colonists or Natives, your Faith, your Sanity or your trade. Some examples are:
“Your father was killed by a 10-headed snake demon, and you have feared snakes ever since.”
“The woman you love betrayed you using black magic. You believe all Magic is evil.”
“You might not win this fight as your memory flashes back to when you let a child die to save yourself.”
For more information on how to provide useful information about your Hero’s background on your Fate Cards, please visit the Player’s Guide in Chapter 7.
Fate Cards have another purpose beyond roleplaying: they let you gain and spend Faith Points for your Hero (see below). Fate Cards provide you with a justification for using Faith Points at an appropriate time in an adventure. Conversely, if you can connect one or more of your Fate Cards into the current adventure in a way that makes your Hero’s life more difficult (which is to say, more exciting), you gain a Faith Point. Likewise, the Game Master may at certain times decide that one or more of your Fate Cards is relevant and introduce new obstacles to your Hero’s progress, in which case you also gain Faith Points.
Faith Points
Every newly created Hero starts with five Faith Points. Faith Points allow you, as a player (rather than as your Hero), to influence events in the game in small, but interesting ways. Faith Points can be used in one of several ways.
+1 Bonus
The most basic use of Faith Points is to grant a +1 bonus to the Target of any dice roll.
Fate Card
If you have a Hook that you feel is applicable to your Hero’s current situation, you may mention this to the GM and, if he agrees, you may then spend a Faith Point to do one of the following:
Re-roll any dice roll
+2 bonus to any Target.
You may use as many Fate Cards as you wish to any single action, provided the GM agrees that they apply to the situation and you have sufficient Faith Points to do so. You may not, however, use the same Fate Card multiple times to spend multiple Faith Points on the same action.
“Editing”
Faith Points can also be used to “edit” an adventure to introduce additional elements, provided they do not directly contradict anything that has already been established by the GM or otherwise disrupt its flow. For example, your Hero and his companions are having a drink in a seedy bar in some city when a pair of bounty hunters enters intent on capturing them. You spend a Faith Point to establish that the bar not only has a back exit but that your table is conveniently located near it so that you and your friends can make a hasty retreat. Unless the GM had specifically stated that there was either no back exit or that your table was located far from any exit, this is a perfectly legitimate use of a Faith Point. On the other hand, if you had attempted to use a Faith Point to say that the ceiling collapsed on the bounty hunters just as they entered the bar, killing them in the process, the GM would have been well within his rights to overrule you.
In general, GMs are encouraged to be fairly lenient with the use of Faith Points to edit adventures, particularly if the player makes some connection to one of his Fate Cards. In the example above, if one of the players had had a Hook for his Hero called “Easy Getaway” and had established that he always makes sure he knows where multiple exits are to escape from potentially dangerous situations, the GM would have had less of a reason to deny his use of the Faith Point to find a back exit.
More information on the use of Faith Points can be found in Chapter 3.
Backgrounds
Your Hero is more than a collection of Stats and Skills; to flesh out your Hero you will need to ask yourself a few basic questions about the Hero you want to be.
Where and when were you born?
How do you feel about Magic?
What makes you a Hero?
What do you think about the War for Independence?
What defines your Faith?
Magic
Heroes using Magic fall into a few different categories. Some Heroes might reluctantly use it, believing knowledge of the occult (through books or through practicing magic) is a means to an end. Other Heroes might despise Magic completely, opting to avoid it at all costs. Still others might embrace Magic completely, learning whatever Magic they can to use it against every Villain they come across. Whatever level of Magic you decide to use (or not use), as part of your Hero creation you should have an opinion about how you feel about it, because sooner or later you will come into contact with magical forces—whether you like it or not!
All Heroes in Colonial Gothic have a background. Backgrounds are important because they help loosely define your Hero’s place in this world.
Colonists
The majority of those living in the Colonies are known collectively as “colonists.” Many trace their ancestral roots back at least one generation or more. Within this group of people you will find the sparks of revolution about to flare up. There are two types of Colonists: Frontier and Urban. If you choose the Colonist Background for your Hero, you must choose either one of the two options; you cannot pick both.
Frontier Colonist
Many colonists are located in growing urban centers and bustling seaports; but there are those who shun this life in favor of a rougher, freer one along the frontier. Whether from New York’s wilds, Carolina’s mountains, or the largely unexplored western lands of Ohio and Kentucky, places along the frontier are the mostly “uncivilized” places found in the colonies. Facing threats from nature, as well as vicious Villains, those living along the frontier suspect the land is filled with more dangers than they realize—and some know firsthand that there are unspeakable horrors preying on the innocent, far more dangerous than the wilderness.
Frontier colonists are tough; more concerned with survival than they are with how much money they have. Though some feel that frontier colonists are nothing more than stubborn, uneducated dolts, the fact of the matter is that these colonists are the Colonies’ first line of defense against trouble. Besides being harsh in nature, those living on the frontier have a reputation for having great strength. Choosing this background for your Hero means you are strong because you have lived, and endured many hardships far removed from civilization.
No one questions a frontiersmen’s fortitude. Though the urban centers are seen by many as being the heart of the revolution, along the frontier you will hear the true call for independence. Memories of the French-Indian war still linger, as well as Pontiac’s Rebellion and countless raids suffered at the hands of warring tribes. Many brave men and women have died on the frontier; these Colonists are accustomed to looking after their own without any help from the military—whether that military is England’s or the Colony’s.
Background Bonuses: Survival at Base Rank, Trade (Husbandry), Trade (Farming) or Tracking at Base Rank. Language (English—Fluent)
Wars and Raids
Throughout the colonial period, the region is plagued with numerous hostilities between colonists and natives. The first example of this is King Philip’s War (1675-1676). Numerous people on both sides of this conflict died, and several tribes were completely wiped out. In the aftermath of this war, the Colonists dominated New England, and many tribes were forced to go west.
The French and Indian War (1754-1763) was part of a much larger, bloodier conflict and was part of the Seven Years War. Making up a large part of this war were numerous Native Raids that were encouraged by the French, and as a result, many colonists died. The western regions of New York, Pennsylvania, Virginia, and much of the south experienced the highest casualties. England spent millions fighting The French Indian War, this spending caused Parliament to impose numerous taxes on the Colonies to pay for it.
Pontiac's Rebellion (1763-1766) started because the tribes were dissatisfied with British policies in the Great Lakes region after England won the French and Indian War/Seven Years' War. Warriors from numerous tribes joined in the rebellion in hopes of driving British soldiers and settlers out of the region. Due to the aftermath of the French and Indian War, Britain was slow to respond to the Rebellion and the tribes, under the leadership of Pontiac, destroyed eight British forts and killed hundreds of colonists.
Urban Colonist
Making their living in one of the many colonial port towns, Urban Colonists specialize in several trades and services which makes Urban Colonists more prosperous than most. Due to living in areas like Boston, Arkham, Philadelphia, Charleston, Providence, New York, New Haven, Baltimore, New Orleans, Saint Augustine, Havana and Québec, Urban Colonists are not only safer than most, but also have access to better goods and more opportunities. When it comes to the supernatural, Urban Colonists have not seen much horror first-hand. Most of what they know is from stories other Colonists or Natives tell, and for some of them, that is reason enough to fight.
Urban Colonists, like most colonists, can trace their family heritage back to England, France, Spain or other parts of the world. In some cases, some might have entered into an apprenticeship after their parents paid their passage to the Americas by becoming indentured servants. Unlike the frontier, life within urban centers is diverse. Here, along the docks of the port towns you find ships not only from England, but also from smugglers who have traveled from the Caribbean, Madagascar and even India to trade exotic or black market goods. Smaller ships sail up and down the coast to dock at cities built along numerous rivers bringing goods to be distributed further into the heartland. From glassmakers to silversmiths, lawyers to ship makers, many skilled and specialized trades are found in the urban centers creating a complex economy and a number of opportunities for the savvy urban colonist.
Background Bonuses: Streetwise at Base Rank. Trade with specialization of choice at Base Rank. Language (English, Spanish or French—Fluent)
Immigrant
Your Hero has traveled to the colonies searching for something. Whether it is safety, a new start, or a chance to own something of their own, the colonies offer many possibilities not available in your homeland. Like other immigrants, your Hero comes from all walks of life. Not every immigrant is poor; many are wealthy and visit the colonies to make a name for themselves.
Your Immigrant Hero might have worked a small farm in Ireland, only to lose it because you were not able to pay your taxes. Your Hero might have been the son of a German blacksmith, who left home seeking a new life in the Colonies. Or, your Hero might have moved his entire family from London, seeking a place to practice your family’s religious beliefs freely. You may be an Italian sailor who, after arriving on a merchant ship in the Boston Harbor, saw the prospects the colonies offered, and sought a new life here. Coming from the Old World, immigrants have heard the stories about Witches, Demons, and other monsters stalking the land. Some immigrants may have experienced horror first-hand; others may be traveling to the New World to escape their troubled past.
Background Bonuses: Trade or Craft with specialization of choice at Base Rank. +1 Faith Point. Language (Spanish, Portuguese, German or French—Fluent)
Freeman
Two types of Freeman exist in the Colonies: those who have worked off their time as indentured servants, and those who have been freed from the shackles of slavery. Many Freemen might have witnessed Magic either during their years in service or through their Faith but, for the most part, Freedmen have not battled banshees or zombies in the New World.
Freed Slave
Though many look down on the practice, slavery is a reality for some in the New World. As the colonies become more progressive, many colonists saw slavery as a challenge to their religious principles, as well as their notion of independence. Many freed slaves work hard to become established and take opportunities wherever they can find them. Whether they have fled to the frontier or have joined the militia, freed slaves are capable and determined despite being considered social outcasts.
Background Bonuses: Trade with specialization at Base Rank. Craft with specialization at Base Rank. Language (English—Fluent)
Freedom & Slavery
The first case of a Freed Slave in the Colonies was in 1646 when New Haven’s Governor, Theophilis Eaton, freed his two slaves and built a house for them. From this point forward, the number of freed slaves in New England grew, inspired by his example. Some were freed after a set length of time in service, some were freed via wills, and some were given their freedom outright.
Former Indentured
Besides those once held against their will, many people come to the colonies as indentured servants. A person voluntarily (or involuntarily) doing so is legally bound to a “master” for a period of time ranging between two to twelve years. Indentured servants then work for their “master,” and when their length of service concludes, they receive termination pay of £10, two sets of clothing, and sometimes a plot of land.
Indentured servitude is one of the main ways new settlers are able to afford to travel to the colonies; and although the thought of working for someone for a period of time is not attractive, the chance to be in a new land, filled with possibilities, is too great to be ignored. Though life as a servant is hard, when compared to their lives back in the Old World, it is easy. More often than not, however, former indentured servants do not face the same social challenges freed slaves do upon re-entering society.
Background Bonuses: Trade or Craft with specilization at Base Rank. +£10. Language (English—Fluent)
Slavery vs. Indentured Service
To be honest, there is little difference between slavery and indentured service. Life is hard, and though indentured servants have the hope of working off their debt, many former servants are left broken, abused and victimized by their masters. Though indentured servants entered into service willingly, many upon reaching the colonies, soon regret their decision.
Military
Though a career in the military is often a fatal one, some soldiers find a kind of camaraderie, as well as a chance for social mobility, that they might not have experienced if they chose not to join. As a member of the military, you may have experienced horrors that may or may not be supernatural. Depending upon what your position is in the military, you could have come face-to-face with an undead creature only to be told later on that it was an animal shipped from the Far East. If you choose this background, your Hero will be fluent in the English Language.
Militia
The colonies have different ideas about how to defend themselves. Many of the colonies have their own militias made up of volunteers. These volunteers are farm-or-land owners, ex-military, patriots, and concerned citizens. Members of the militia have their own weapons, even though most colonies provide muskets, powder, and lead for bullets. Your Hero can be a former militiaman, a Minute Man, or someone who has served and fought during the French-Indian War.
Background Bonuses: Shoot at Base Rank. Track at Base Rank. Language (English—Fluent)
Minute Men
All colonies have militias which are open to all men. Militias are founded by the colonies, and only assembled in time of need. Minutemen, while similar to the militia, are on call throughout the year. In times of conflict, a Minute Man has to be ready to assemble and defend the settlement. During the French Indian-War militias fought, but it is not uncommon for colonists to volunteer and serve in a Volunteer Regiment attached to the regular British Troops.
British
Though there are many romanticized views of the British military, the truth of the matter is that the English soldier’s life is often short-lived. Many regard the Navy in a favorable light, and believe that the army is rife with poor degenerates. Once an English soldier’s term of service is over, he has little prospects. Some travel back to Britain to find work. Others travel to the New World searching for the opportunities offered there. Those in the Navy have the chance of a better life. Most find work as sailors on private ships, while British Naval officers, along with their Army counterparts, often turn to a life in Parliament or royal office. Members of the British military must declare whether they served (or still serve) in the Army or Navy.
Background Bonuses: Shoot at Base Rank. Tactics at Base Rank. Language (English—Fluent)
England’s Army & Navy
During this time, there are two branches of English military, the Army and the Navy. The Army is the main military force throughout the British Empire. The bulk of all soldiers are from the poorer classes, while officers are often the younger sons of royalty or wealthy merchants who purchased their commission. Soldiers have a poor reputation, which is largely due to being from England’s lower economic class.
The British Royal Navy is England’s prized jewel, and many look favorably upon it. Life as a sailor is as hard as a soldier’s, but the rewards are much greater. The British Navy, much like the British Army, is known for its successes and, is the most powerful military force found anywhere in the world.
Native American
As a Native, you can either choose to be born into a tribe, or adopted into a tribe. No matter which choice you make, your Hero is going to be looked at with suspicion or pity by the majority of the Colonists, unless they have established a relationship based on trade or war with them. Due to their connection with the land, the majority of the Native Americans have battled monsters at some point in their life.
Natives are deeply troubled, they are not sure why so many creatures are stepping out of the shadows into the light of day. Some believe that these monsters are vengeful, angry spirits who have come to punish the Colonists or other tribes. Others believe that Colonists have intentionally (or unwittingly) brought horrors with them to the New World beyond disease or blight. For more information on tribes and how they feel about Magic and the occult, refer to Chapter 8.
Colonial Tribes
Abenaki
Catawba
Cherokee
Chickasaw
Haudenosaunee
Lenape
Mahican
Shawnee
Native Born
Before the arrival of the Colonists and other Europeans, there were the Natives. Tracing their history back numerous generations, the natives are the first-born and the rightful inheritors of the Great Spirit’s land. It is their hope that one day they can attain enough power to rid the land of the invaders and restore it to a natural, more peaceful state.
Native Borns originate from one of the many tribes living and surviving in the New England, Mid-Atlantic and Southern Colonies. Because of their deep connection to nature, most Native Borns continue to live as they always have but attempt to seek a balance with the Colonists. Some have followed the path of war after watching other tribes decimated by diseases, aggression, and untold monsters who have slashed their way into their tribes. To say that a Native-Born is “angry” is an understatement—especially when talking about their immense loss of land, family, and food. Some Native-Borns want nothing more than to avenge their losses and dip war axes into their enemies’ blood; others desperately want peace at any cost.