The Witchfinders – The Basics

Here’s the basic rules and setting outline for the campaign:

  • Unless otherwise noted, the LotFP rules set applies.
  • There is going to be firearms. And chainmail armor is pretty much obsolete because of it. We’re trying out Jim’s upcoming firearms rules set.
  • Since shields have fallen out of style, carrying a light off-hand weapon gives the same bonus to AC in melee as a shield would. A light off-hand weapon might be a dagger, a maine gauche, a hatchet, a sword-breaker, a torch, a stool, a wrapped up cloak, or anything else that might fit the genre.
  • Initiative works like this: Every party involved rolls a die. Usually a die for the party, and a die for the enemy. On a tie, the players’ party are the winners. After determining which party is faster, the loser declares actions. Then the winner declares actions and acts, individual order decided by dexterity modifier. Then the loser acts, again individual order decided by dexterity modifier. Actions go off in this order: Movement, Magic, Ranged Attacks, Melee Attacks. Actions not specifically noted as being within these categories go off last. The order of action types trumps the order determined by dexterity.
  • Taking some time to clean and bandage wounds gives one hit point back instantly. This only works once per after combat phase. NOT bandaging wounds might mean the wounds continue bleeding, get infected, or some other unpleasantness.
  • Being Witchfinders does NOT mean there needs to be a cleric or clerics in the party. Neither does it mean you can go all Spanish Inquisition on Everyone You Meet. Do that, and I guarantee someone WILL slap you down. Don’t believe me? Go check out the ending of that movie where Vincent Price plays Matthew Hopkins, The Witchfinder General. Anyway, holier-than-thou clerics are boring as shit.
  • Regarding the setting: This is not Ye Merry Old England. This is 17th Century Weird Fantasy England. The Owls are not what they Seem.
  • You are NOT allowed to trump the referee with your superior knowledge of real world history.
  • You ARE allowed to do anything and go anywhere in the world. Wanna go fight a war on the continent? How about a expedition to Darkest Africa? How about the New World? You can do any of those things. Witchfinders in Civil War era England is just the starting point. Be advised, however, that you might wanna give the referee the heads up before going off the painted areas of the map, so that there will be something interesting for you to do when you get to where you were going.
  • That’s it off the top of my head. I’ll add to the list if I come up with anything else. I now have three interested players (Jim, Mattias, and Juho). I’m still waiting for a few people to reply, but looks like The Game Is a Go!


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