January 4th, 2009

This is the Modifier Group for the Action Attribute and deals with the character’s training routines and how familiarity affects their ability to perform physical actions. All the modifiers in this group are related to techniques and the practice of set pieces that when all collected are considered to be the character’s repertoire. Having general modifiers increases the chance of success in all Actions, but this is not as good as it sounds. The more important aspect of one’s repertoire  it allows options in how to perform tasks that are not available to all.

Therefore ‘Repertoire’ is a collection of techniques. A technique has a value which is used to modify (augment) the Action Attribute.


All the modifiers within the Repertoire of the fighter are derived from techniques, and ‘repertoire’ literally means a ‘collection of techniques’. The techniques can be further sub-grouped for ease of use for specific areas of expertise. With regard to combat the sub-group within Repertoire is ‘Martial Arts‘. This is abbreviated to ‘MA’. The Martial Arts sub-group can be further divided to give ever greater degrees of detail.

  • In the generalities of the Strategic Sphere the average of all techniques within the MA group is used to resolves tests.
  • In the Tactical Sphere the average of all techniques within a given sub-group of the MA group is used to resolves tests.
  • In the more detailed Technical Sphere the individual techniques within the MA sub-group may be singled out and tested individually.

This means all the Spheres are related, with each Sphere using a specific level of group.

This allows the Tactical and Technical Spheres to be related and interoperable. The Tactical Sphere really is a generalisation of the Technical Sphere, and within an RPG it is easy to convert a characters Technical Sphere values to the greater scope of the Tactical Sphere by simply averaging their MA modifiers.

What is known

This is a very important point of the system: as a general modifier in Action of +1 or +2 induced by constantly working out sounds good at first until your realise that it will only affect the techniques already known.

Note (27 Aug 2009): General modifiers may changed to an average of all sub-groups within Repertoire. This simulates the idea that a broad knowledge base and skill can improve a persons ability to do new things.

If a character does not know how to parry or bind, they do not suddenly gain the ability with an increase in the general modifier. What they need is a specific technique listed in their Repertoire. These listings may come with modifiers, but only if vigorously practised every day. As techniques are learnt first turn up at +0 modifiers, and will return to zero if not practised. Once learnt a technique can not be lost and will remain on the list.

‘Zero’ modifiers for techniques can be considered as ‘green’ (freshly learnt), or if they return to zero, they are said to be ‘rusty’. A zero modifier may seem like that it offers little, until you delve into combat and see the options available and how important techniques are to a character’s survival.

Example: In combat, if the character can not bind they may not chose any ‘bind’ options in the combat loop, and worse still: if they do not know how to defend, they can not select any defence options in the combat loop. Not having a defence means all the follow ons in that loop are also lost, such as countering.

A character with no combat techniques is reduced to basic animal instincts of  ‘cover’ reflex when close and ‘avoidance’ reflex when at range, and will be easy to force to give ground. Having a high Action Attribute will mean very little, it means they will perform the base instinct well and fast, but that hardly makes them threatening to an opponent who knows what they are doing.

[Note: Daily practice to improve specific technique modifiers will affect Status (the modifier group for the Stature Attribute). The practice works the body and affects your physical condition and therefore changes your status modifiers. This is how you can improve endurance and strength.

Stature also includes affect ‘social status’ in many cultures as healthier people are viewed in a more favourable light. Here the social status is looking good (females use make-up techniques to modify this) and the types of cloths worn can affect this. However clothing is an artificial modifier ‘tool’ and not part of the physical make-up. The use of the tool is the technique side of things.)

Group Trees

The sub-groups can be arranged into trees, with sub-sub-groups etc. The sub-sub-groups are collected together under their related parent sub-group. In the case of MA group, this would be ‘Armament Groups’.

Armament Groups (a sub-sub-group)

The are groups of techniques for certain weapon combinations, and are a sub-group of the MA group (a sub-sub group of Repertoire). All techniques for that weapon combination is grouped under an ‘armament group’.

For example: ‘Sword & Buckler’ includes all sword and buckler techniques. These techniques can be averaged to give a single modifier for brevity, or taken on an individual basis when ‘zooming’ into the action.

Individual and Unit armament groups.

‘Sword & Shield’ is not the same as ‘Shield Wall’. Sword and Shield is for individualised combat and is very different from the regimented and co-operative Shield Wall presented by a unit. The two are quite different and even though the armaments are the same, the way they are used are very different ways. In the case of the Shield Wall, much of the technique working with your neighbours to present a solid formation. Therefore the co-ordination and control of the Shield Wall is also covered by the Shield Wall modifier. It is also true for the Tactical Sphere that Shield Wall modifier is averaged over the whole unit.

Example: A hardened soldier with a Shield Wall: +9 joins a unit of 5 greenhorns with Shield Wall:+1. The average is 2.6, rounded down to 2. The influence of this single soldier is having the effect of strengthening the unit’s Shield Wall (doubling it). If the same hardened vet joint greenhorns is would average out as 1.8, rounded down to 1, so no effect.

Unit armament groups are important for the Tactical Sphere, whereas individual groups tend to be more for the Technical Sphere. That not to say individual groups do not turn up in the Tactical Sphere, for example the Spanish Rodeleros who used sword and buckler are unit but they are not using a unit armament group and as such do not gain any of the benefits of working together as a unit – this is not a problem though, because of the way they fight. The modifier is still average across the whole unit.

Category: Prototype Rules Page

Leave a Comment

If you would like to comment on this post please use the comment form below. All comments are moderated by me, so once you post your comment will disappear! Until I OK it ;) Please be patient as it can take a few days for your comment to show up. Rest assured that I do read all comments.