Heirs to Heresy by Osprey Games. |
Heirs to Heresy is a roleplaying game about the fall of the Knights Templar in 1307 published by Osprey Games. It's an attractive 192-page hardback with lovely artwork and clean layout.
TL;DR: Heirs to Heresy has a solid game engine and a great framework for building a campaign around the fall of the Knights Templar. There's scope to range between the mundane politics of their fall and the full embrace of the many conspiracy theories that surround them. The book is nicely illustrated and well laid out.Heirs to Heresy (HTH) is written by Alan Bahr, a designer who has always left me impressed with the ideas he presents but I've always felt the systems (for example Cold Shadows) a little lacking leaving a feeling that the game has ended up a little undercooked and under-edited. I'm pleased to report that HTH breaks this feeling; the game system is coherent and well presented. The only obvious error is a layout one (part of the Holy Grail's Relic entry is under the entry for the sword of Hugh de Payens), but all the content is there. Bahr also clearly states that the book is meant to be a framework of rules and setting which you'll need to make your own.
The campaign will open on the night of Friday 13th October 1307 as the forces of the King of France take action (with the Pope's blessing) against the Knights Templar who are declared traitors and heretics.The characters are knights of the order who escape carrying with them a treasure, hoping to find refuge. This could be in Lisboa, Malta, Rhodes or even Scotland or England; the choice could be the character's own or they could be given a destination at the start by the Grand Master (GM), as the destination will likely determine the length of the campaign. The characters are numbered amongst the thirty that escaped.
The core game engine uses 2d10 with the addition of skill and attribute ratings. This is either against a task based target number representing the difficulty, or an opposed roll in a contest. Rolling doubles is a critical success. There is no fumble mechanic. Rolls can be at advantage or disadvantage (roll 3d10 and either keep the best or worst two results) and there are simple rules to encourage teamwork for aid in a test.
The character generation section opens with a brief history of the order and the countries of Europe that the Templars may have come from or travel to during their escape.
There are a number of key decisions to make in character generation. First of all, a player needs to decide whether their knight is dedicated or versatile. Versatile knights have balanced attributes whereas dedicated knights have focused on a couple of areas. There are six attributes; Might, Vitality, Quickness, Intellect, Courage and Faith. Versatile knights will have attributes between +3 and +1; Dedicated knights range between +4 and 0. Intellect and Faith limit how many advancement points you can gain in a session.
The next choice is for skills; again you can chose between focused (one skill raised high) or well-rounded (where you're a jack of all trades and capable in most areas). Well-rounded characters have more skill points in total but the skills are lower.
There are a short number of derived characteristics, and then you chose your starting equipment and establish the relationships within the group. It's simple, and quick. I do think it would lend itself well to being hacked into a playbook for convention use.
A knight's Faith attribute determines the number of Faith Points that they have. These can be spent to re-roll tests, affect incoming and outgoing damage and to power esoteric abilities, gifts and the use of relics. They can be stacked but only recover slowly (through prayer, or a single point every Sunday). However, should a Templar sin, they can lose Faith Points.
Combat uses the task system but works differently for Mobs and "Fearsome Foes". Mobs are a form of Mook rules and only get to act if a Templar fails to do damage on their action. Each point of damage will kill a member of a mob, so it's likely the heavily armoured knights will cut through lower grade opponents quickly. If the knights are facing only Mobs as opponents, the combat system works narratively with the Mobs only acting if a character fails to inflict damage. If a Fearsome Foe is faced, the initiative system is used. This involves putting a token into the bag for each Templar and Fearsome Foe. When a Templar token is drawn, one of the player knights gets to take two actions, with the same applying when a Foe is drawn. Mobs continue to act if a Templar fails to do damage on their action.
There are a variety of actions available to give some tactical variety. The game uses broad zones for combat rather than absolute distance. Damage for knights and fearsome foes first degrades stamina, and then causes crippling blows. The player decides which of the four different conditions for a crippling blow is most apt to select.
A knight's Faith attribute determines the number of Faith Points that they have. These can be spent to re-roll tests, affect incoming and outgoing damage and to power esoteric abilities, gifts and the use of relics. They can be stacked but only recover slowly (through prayer, or a single point every Sunday). However, should a Templar sin, they can lose Faith Points.
Combat uses the task system but works differently for Mobs and "Fearsome Foes". Mobs are a form of Mook rules and only get to act if a Templar fails to do damage on their action. Each point of damage will kill a member of a mob, so it's likely the heavily armoured knights will cut through lower grade opponents quickly. If the knights are facing only Mobs as opponents, the combat system works narratively with the Mobs only acting if a character fails to inflict damage. If a Fearsome Foe is faced, the initiative system is used. This involves putting a token into the bag for each Templar and Fearsome Foe. When a Templar token is drawn, one of the player knights gets to take two actions, with the same applying when a Foe is drawn. Mobs continue to act if a Templar fails to do damage on their action.
There are a variety of actions available to give some tactical variety. The game uses broad zones for combat rather than absolute distance. Damage for knights and fearsome foes first degrades stamina, and then causes crippling blows. The player decides which of the four different conditions for a crippling blow is most apt to select.
Mass Battles have their own rules and Templars take the lead for units. The rules are simple but more crunchy than personal combat.
Advancement points are gained each time a critical is rolled, but a character can only gain as many as the highest rating of either their Intellect or Faith. They can be spent as a downtime action to boost attributes and skills.
Optional rules are given for Gifts. Very much like feats in other RPGs, these mark your character out with a special ability. It's suggested that the GM allows a character to gain a gift every four sessions or so.
Advancement points are gained each time a critical is rolled, but a character can only gain as many as the highest rating of either their Intellect or Faith. They can be spent as a downtime action to boost attributes and skills.
Optional rules are given for Gifts. Very much like feats in other RPGs, these mark your character out with a special ability. It's suggested that the GM allows a character to gain a gift every four sessions or so.
The section for the GM - or Grand Master - is useful. It discusses building a campaign, session zero and safely tools. The campaign opens on the fateful Friday 13th and will end when the last character dies or they reach Avallonis. Ava lloris is the name that the game gives for the place the Templars are escaping to. It could be a physical location such as Lisboa, or something holy or magical.
There is good guidance for campaign development, covering length and destination. Obviously, travelling to England will take less time than travelling to Malta or Portugal.
Once that's decided, the next step is to decide the level of Esoterica appropriate for the campaign; this is how much mysticism or magick is to be found in the world. You can run a mundane, political game; an infused game with hints of magick and mysticism; or a mystical game where demons, angels and fae stalk the Earth and the battle between Heaven and Hell is fought openly. In this case, Templar characters can learn magic and all the Esoterica rules are used.
There is good guidance for campaign development, covering length and destination. Obviously, travelling to England will take less time than travelling to Malta or Portugal.
Once that's decided, the next step is to decide the level of Esoterica appropriate for the campaign; this is how much mysticism or magick is to be found in the world. You can run a mundane, political game; an infused game with hints of magick and mysticism; or a mystical game where demons, angels and fae stalk the Earth and the battle between Heaven and Hell is fought openly. In this case, Templar characters can learn magic and all the Esoterica rules are used.
Finally, the GM needs to decide on scale. Are the Templars feared with a reputation that makes enemies think twice, or has their downfall led them to be mocked or diminished. I think their could be some fun moving this in a game as news of the Order's fall and trials for heresy spreads.
The toolkit approach continues with a discussion on how to prepare for the character's journeys and a discussion of the likely pursuit (King Philip IV's forces, or perhaps the Holy Inquisition). Creating appropriate foes and allies is discussed, along with what happens when the characters go off-piste from your plans. The importance of consistent tone & theme is stressed. There's also guidance on tailoring combat to make it memorable.
Page 99 sees the interesting parts of campaign development. This is guidance for the GM in establishing their truth about the Knights Templar:
The toolkit approach continues with a discussion on how to prepare for the character's journeys and a discussion of the likely pursuit (King Philip IV's forces, or perhaps the Holy Inquisition). Creating appropriate foes and allies is discussed, along with what happens when the characters go off-piste from your plans. The importance of consistent tone & theme is stressed. There's also guidance on tailoring combat to make it memorable.
Page 99 sees the interesting parts of campaign development. This is guidance for the GM in establishing their truth about the Knights Templar:
- Who and how where they really founded?
- Why were they given the Temple Mount in Jerusalem?
- How did they grow and obtain such power so quickly?
- How was their reputation built?
- What were their links to the Cathars?
- Why did the Templars not resist more effectively?
The fun in this toolkit approach is that every game will be different dependent upon the choices taken. The challenge is the preparation needed. You aren't going to play this without some work upfront. That's not a bad thing, just something to consider.
Relics of Saints, Old Testament figures or even of the Christ were very important to Catholics in this period, and Heirs to Heresy gives options to use them. These range from the Holy Grail, through Solomon's Library and Seal to artefacts significant to the history of the Knights Templar. Each relic has some basic powers, with further effects unlocked if a character invests advancement points. There's not a large number presented but the format is simple to adapt for yourself.
There are journey rules; the Templars must decide if they wish to travel on main roads (risking recognition but meaning they aren't going to get lost) or to head onto back routes using the Explore skill. Going off the main roads does give the opportunity to lose pursuers.
Downtime varies dependent upon whether you're in the wilderness or somewhere civilised. In the wilderness some areas will be too dangerous to do anything other then sleep, eat and stand watch. If it's a safer area, the knights will be able to take actions such as trying to conceal their trail from pursuit, training, praying (to restore Faith Points) or recovering health.
Civilised areas can be dangerous too. The larger the town, the less likely this is the case, as the Knights will be able to blend in better than in a small town or village. However, the pursuers are likely to draw closer when characters stay somewhere civilised if they aren't discrete. However, civilised locations provide the opportunity to find out information, improve attributes & skills, and meet allies (as well as all the actions available in wilderness areas).
The proximity of pursuit is modelled by a pool of pursuit points the GM holds. The pool starts at the number of knights; should it reach double their number, the pursuers will act. Typically this will involve a patrol or enemy knight discovering them. It can also make it harder to find somewhere safe to spend downtime. Characters can also increase the pursuit pool through their actions - anything drawing attention is likely to create more interest. If the Inquisition is close by, things will escalate.
There's a comprehensive section covering the enemies that the characters can face, whether mobs or fearsome foes. Some foes will have qualities that give them a unique feel or ability. These are used to address fantastical abilities for mystical or magical opponents. Mobs include peasants, men-at-arms, wolfpacks, goblins and fairies soldiers. Fearsome foes include knights, hunters, inquisitors, assassins, boars, bears, and even angels and demons. Hellhounds and dragons are possibilities as well as more traditional horror foes.
If your campaign includes Esoterica, this will manifest as magicks, blessings and martial esoteric.
Magick requires the character to learn the Gnosis skill. This is usually only possible if they have access to the Library & Seal of Solomon (one of the relics in the game). Spells are arranged in three circles of power and are cast through rituals. Each circle is progressively harder to cast. The third circle can bring heaven to earth, albeit temporarily. It can also be used to bind an angel or demon into providing a gift. Failure to strike a deal will condemn the caster to hell. They can never spend Faith Points or attempt bargain with a demon again. There's an extensive list of demons and angels at the end of the book, providing details of the gift they can provide.
There's a comprehensive section covering the enemies that the characters can face, whether mobs or fearsome foes. Some foes will have qualities that give them a unique feel or ability. These are used to address fantastical abilities for mystical or magical opponents. Mobs include peasants, men-at-arms, wolfpacks, goblins and fairies soldiers. Fearsome foes include knights, hunters, inquisitors, assassins, boars, bears, and even angels and demons. Hellhounds and dragons are possibilities as well as more traditional horror foes.
If your campaign includes Esoterica, this will manifest as magicks, blessings and martial esoteric.
Magick requires the character to learn the Gnosis skill. This is usually only possible if they have access to the Library & Seal of Solomon (one of the relics in the game). Spells are arranged in three circles of power and are cast through rituals. Each circle is progressively harder to cast. The third circle can bring heaven to earth, albeit temporarily. It can also be used to bind an angel or demon into providing a gift. Failure to strike a deal will condemn the caster to hell. They can never spend Faith Points or attempt bargain with a demon again. There's an extensive list of demons and angels at the end of the book, providing details of the gift they can provide.
Blessings can be obtained from relics or any other route the GM feels is appropriate. They require the Templar to have a sufficient level of piety (represented by the sum of their faith and religion skill) to work. A sample list is given.
Martial esoterica are abilities related to combat and can be leaned by whatever route the GM feels fit. They aren't necessarily magical; the right mentors or teaches could show a knight how to do them.
Heirs to Heresy wraps up with an introductory adventure "The Flight from Paris". It's designed as a framework to kick off a campaign. There are four pre-generated characters. It's worth noting that the game, by default, takes a diverse approach to characters. The scenario has a simple structure, but had me quickly thinking about how to run it. I suspect that it needs fleshing out a little and the first steps of the journeys the knights will take as they flee will need to be prepared for.
Heirs to Heresy wraps up with an introductory adventure "The Flight from Paris". It's designed as a framework to kick off a campaign. There are four pre-generated characters. It's worth noting that the game, by default, takes a diverse approach to characters. The scenario has a simple structure, but had me quickly thinking about how to run it. I suspect that it needs fleshing out a little and the first steps of the journeys the knights will take as they flee will need to be prepared for.
In summary, Heirs to Heresy has a solid game engine and a great framework for building a campaign around the fall of the Knights Templar. There's scope to range between the mundane politics of their fall and the full embrace of the many conspiracy theories that surround them. The book is nicely illustrated and well laid out.
Recommended
22 October 2022
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