Anahuac Game Rules
Chris Franklin
August 3, 1999
Starting Level And Background Bonus
All new characters start out at 5th level. Extra experience is given for those who write detailed backgrounds.
The normal talent and flaws from the RMSS book are available, however there will have to be some conversions made when the skill does not match an Aztec world. There are two new background options that may be taken.
1. Nobility (Minor Talent)
Nobles have very restricted lives and may only enter certain professions. Only human characters may choose to be Nobles. Chichimecs, Lethelar, Jarn, Hisii and Tariks may not be Nobles. Nobles should take the adolescent skills of an Urban Man. Nobles are limited to the character classes: Artisan, Healer, Pluma Weaver, Knight, Priest, Talon Master, and Warrior. Nobles gain a Social Standing of 3 and may own land. Noble priests can gain extra power points through the practice of auto-sacrifice. Only Nobles may hold important jobs in the government and the temples. The sons of Noble are called Pilli.
2. Knighthood (Major Talent)
Knights represent the elite of the warrior society. Military commanders are generally drawn from the knightly orders. Becoming a knight provides additional abilities and responsibilities beyond those available to a normal character. There are four ranks and two paths of magic for knights in the One World. Entrance to these orders is generally obtained by feats of battle, although a ruler may sometime grant knighthood upon a subject who has done some great service for the state. Knights are well respected in society and are according many benefits.
Knights are expected to fight when there is a war and to show loyalty to the lord of the city in which they were accepted into the order. During times of war the knights act as leaders for the common soldiers. Knights are always expected to act with the dignity of their order.
Players may choose to have their starting character become an Eagle or Jaguar Knight by taking a major talent (minor talent for holy warrior and noble characters). Players may select the order of Arrow Knights at the cost of a lesser talent. The Otontin and Quachi are only obtainable through heroic actions in the game.
Knightly Titles:
Arrow Knight
The lowest of the knightly orders is awarded to those with great skill with the bow.
Eagle and Jaguar Knights
The Eagles and Jaguars are the most common of the knightly orders. These orders are open to both noble and commoner alike. Admission requires the warrior to have defeated several foes or done some great service to the state. The war god, Huitzilopochtli fights each night to prevent the demons of the underworld from stealing the sun when in passes through their realm during the night. His brother Quetzalcoatl aids him in this quest. Eagle Knights represent the earthly aspect of this divine struggle.
Otontin
Admission to this order is only open to nobles who have captured or defeated 5 or 6 worthy foes. Members are entitled to wear a net-device staff insignia, a shield with the four nose-moons device, and hair bound in a tassel with a red ribbon.
Quachi "Shorn One"
The Quachi is the elite of the knights. This order is only open to nobles who have defeated many foes and demonstrated at least 20 brave deeds. These knights totally shave their head except for a lock of hair above the left ear that is braided with a red ribbon.
Benefits of Knighthood:
A Knight is a well-respected individual in society. They may wear the uniform of their order or the clothing of a minor noble depending on the occasion. They may own land, slaves, weapons, and be armed in public. Knights are granted a monthly salary and given a place to live by the King. They may lead men in battle.
As the knight increases in status, they are granted more benefits. Knights are given land along with the rights to have peasants work it. These holding can become quite large to the point of including several Capulli. The knight holding land gains the title, status, and duties of a Tecuhtli.
Paths of the Eagle and Jaguar:
Eagle and Jaguar Knights gain a base list that is in addition to any other base lists that they possess. There are two paths of magic to follow the Jaguar and the Eagle. Jaguar magic is drawn from the dark teachings of the Talon, which Tezcatlipoca revealed to mankind. Eagle magic is derived from the teachings of Pluma, which Quetzalcoatl revealed to man and the code of Huitzilopochtli. The two paths are not available in all cities. Cities that hold Tezcatlipoca in high regard, tend to train most of their knights as Jaguars. The same is true for Quetzalcoatl, Huitzilopochtli, and Pluma magic.
Spell abilities are not available to Arrow Knights. Training in spells in provided at the Calmecac by instructors from the temples of Tezcatlipoca or Huitzilopochtli and by senior knights. Knights are not under any obligation to learn the spells. Spell ability does not factor into the seniority system. The Path of the Eagle and the Path of the Jaguar are channeling base lists. Non-spell casters develop these lists at a cost of 8 development points and may only develop one rank per level. Non-channeling spell casters develop these lists as if they were other realm open lists.
Training Packages
Up to two training packages may be purchased per character. Only one may be a lifestyle package. Each package should be incorporated into the character background. The Knight, and Martial Artist Training packages are not allowed in the Aztec world. Some common Aztec training packages are listed below.
Ambassador (RMSS Diplomat TP)
Serve the state as an ambassador. Often these people are also responsible for gathering information. The post of Ambassador accords one a certain amount of status. Normally only Nobles may enter this profession.
Constable (RMSS Detective TP)
Investigate crimes for the judges and enforce the city laws.
Entertainer (RMSS Performer TP)
The opportunities for this profession are endless. Dancers are needed for religious festival, singers for Pochtecas banquets, poetry reading in the market, etc.
Shape-shifter (New Lifestyle Training Package)
The ultimate mimic, the Shape-shifter has studied the esoteric knowledge that can transform the body into alternate forms, whether those forms be plant, animal, humanoid race, legendary beast or a specific individual. What is less well known is the Shape-shifter’s power, with sufficient preparation, to adopt the personalities and abilities of the alternate forms.
Quote: Think like a bird. A bird does not see a county or a kingdom. A bird sees the sky, the earth and the water. You must let go of your human desires. You must become the bird in all aspects. For if your design contains too many flaws you will come to a great fall.
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Time to train: |
Stat Gains: |
Starting Money: |
|
150 months |
Memory |
normal + d10 (open-ended) |
Special
d5 Body patterns of plants (GM choice) 50
d5 Body patterns of land-bound animals (GM choice) (not large carnivores) 50
A Body pattern of a land-bound carnivore (GM choice) (e.g. wolf, tiger, lion) 40
Book (+10 to Flora Lore) 30
Book (+10 to Fauna Lore) 30
A Body pattern of an aquatic animal (GM choice) (e.g. dolphin, otter,fish) 30
A Body pattern of a flying creature (GM choice) (e.g. hawk, falcon, owl) 20
A bestiary (+10 to Monster Lore) 0
|
Artistic * Active |
2 |
Outdoor * Environmental |
1 |
|
Acting |
2 |
choice of one skill |
1 |
|
Mimicry |
2 |
Subterfuge * Mechanics |
1 |
|
Awareness * Searching |
1 |
Disguise |
1 |
|
Read Tracks |
1 |
Subterfuge * Stealth |
1 |
|
Tracking |
1 |
Hiding |
1 |
|
Lore * General |
2 |
Stalking |
1 |
|
Fauna Lore |
2 |
Spells * Own Realm TP |
n/a |
|
Flora Lore |
2 |
Body Shifting spell list* |
3 |
|
Monster Lore |
2 |
Mind Shifting spell list* |
3 |
Note: * These spell lists will be found in Mentalism Companion.
Vendor (RMSS Merchant TP):
Vendors are small time merchants who are not part of the Pochteca. These individuals set up stalls in the markets to sell their goods. They may make the goods they sell or they might buy from craftsmen. Vendors conduct a small amount of trade between cities. The Pochteca guild does not pay attention as long as they do not try to move too much.
1. Prohibited Skills
Basically all skills that are not logical for a Meso-American game should be avoided. The following skills are definitely off limits. Martial Arts Strike(Rank 2+), Martial Arts Sweeps and Throws(Rank 2+), Transcend Armor, Adrenal Defense, Lock Lore, Pick Locks, Yado, Jousting, Riding, Skating, Skiing, Mnemonics, Adrenal Toughness, Dragon Lore, and Fairy Lore.
2. Gaining Spell Lists
Learning a new spell lists requires that the character have access to the list in some fashion. The time required learning the list would vary depending on the situation. Characters in magical guilds have the best opportunity to learn new lists since they have teachers available.
1. Base time to learn a spell list is 10 days.
2. Time to learn is based on studying 8 hours per day. Increased hours can reduce the number of days (up to x2).
3. Apply learning modifications (Familiarity, Instruction, and Number of Current Lists)
4. Time to learn a list is modified by the learner’s Empathy bonus (Treat as percentage reduction).
5. Minimum time is 5 days, regardless of modifications (except for studying more hours per day).
Research may be used to gain new lists, but this is a very time consuming process, which is likely to remove the character from the game for a period of time.
3. Changes to Skills
Ambush - May only be used with melee weapons.
4. Changes to Magic Spells
Certain types of magic do not work in the One World.
Elemental Spells:
Elemental Spirits are the servants of the gods in Aztec mythology. Elemental Spirit spells (summon elemental, control elemental, create elemental) do not exist in the One World. Priests may be able to summon elemental spirits through sacred ceremonies. The reason for the summoning must be important to the god of the priest.
Healing Spells:
The powers of Life Giving and Life Restoring do not function in the One World. One a spirit is severed from the body it is forever gone.
Knowledge Spells:
The most powerful divination spells require the use of hallucinogenic herbs. These herbs allow the caster to obtain information through hallucinations.
Movement Spells:
Teleport spells do not function in the One World.
5. Mechanics of Subterfuge Stealth
A successful maneuver by a character using any of these skills will result in a modification for any related 'awareness' static maneuvers that are made by anyone else. Such a modification is -25% of the character's Hiding skill bonus for a 'partial success,' -50% for a 'near success,' -100% for a 'success,' and -150% for an 'absolute success.
Ball Game (Athletic Gymnastic)
The most important sporting event in Payit society is the Ball Game. It is played with a rubber ball 2" to 10" in diameter and weighing about 5 pounds. There are 2 to 11 players on a team. The game is played in a stone court with walls along two sides. The objective is to strike a side marker (or hole depending on the court) or to get the ball through the opponents end zone. The ball is kept in motion by being hit with the hips, thighs, forearms, and possibly the shoulders and head. Players wear protective equipment consisting of a broad belt of leather or wickerwork, and hip and knee pads. Talented ball players are held in high regard by the Payits. Because of the religious nature of the game in some societies there may be restrictions on which characters may take this skill. In Aztec and Payit societies only Nobles, priests, and specially designated individuals are allowed to learn this skill.
Feather Working (Crafts)
This is the art of decorating mantles, clothing, tapestries, jewelry, shields, headdresses, and almost anything else with feathers. This skill allows identification of feathers, their values, and the birds that produce them. Heraldry skill is also required when fashioning war-suits.
Sacrifice (Lore Magical)
This is the knowledge of the tools and methods to use when sacrificing blood, objects, animals, and people to the gods. Higher sacrifice skills allow the sacrifice of more valuable offerings. One still needs religion to know the appropriate prayers, rituals, and feast days for the sacrifice.
Changes to the Action Resolution Rules
The game will be played using the RMSS rules. The rules will be followed to the letter unless stated otherwise by this document or by the game master. Most changes to the rules are intended to streamline the system during play.
1. Spell Casting Static Maneuver
Spell casters may not make static maneuvers to cast spells. Spell casters must meet the listed criteria to cast a spell. If a static maneuver would be required, then the spell may not be cast.
2. Exhaustion Rules
Not used.
3. Ten Second Round Phases
Only the normal action phase is used. All actions occur in the same phase.
4. Negative Effects of PP and HT Loss
The negative adjustments for use of power points and the loss of hits are not used.
5. Static Maneuver Resolution
Static Maneuvers are resolved on the Generic Static Maneuver Table.