FALLEN EBOOK-compressed
November 6, 2024 | Author: Anonymous | Category: N/A
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Published in 2022 by Perplexing Ruins. Cover by Zach Vaupen Hazard. Editing by Jim Parkin. Layout by Guilherme Gontijo.
2
F
sits somewhere in the historical precedent of the early-modern period; generally speaking, Euro-American 1600 -1850. It is influenced by the clash of superstition and knowledge, of folklore and science, and of faith and independence. I believe the book allows for historical play in these periods and associated settings. allen
However, Fallen is fictional. It aspires to catch a tone and mood more than historical fidelity. Muddy stagecoach routes, cider-serving taverns, dark forests, large estates , alchemy, demons, witchcraft, canals, card parlors, and strange lights in the old bell tower. These rules will be considered overly robust by some, and severely lacking by others. This line is a difficult one to navigate. I encourage using the rules to facilitate and guide, but play, narrative, discussion, and tone should be the guiding star. I tried to make something that tapped into what I perceive as an underrepresented period. There are medieval vestiges and omens of the future. There are enough tools in this book to allow the solo player to embark on their own journey. Between the gradations-of-success and narrative forward mechanics, the game is also more forgiving than some others. Also, it is not a combat heavy game, but one of mystery and discovery. The many generators herein can be enough to prompt one’s imagination into a fulfilling session of play. The layout of the text is presented in a learn to play as your learn to make fashion. Character creation is integrated into the rules explanation.
Acknowledgements This game takes its greatest inspiration from Cairn & Ironsworn. These two excellent games are foundational to my gaming thought. Solitary Defilement, Perilous Wilds, Trophy Dark, Bastards, Rogueland, Maze Rats, Hero’s Journey, and Blood in the Roots have all left imprints somewhere in this text.
3
ABILITIES
Strength Physical power. Used for acts requiring extraordinary strength or melee attacks.
You have four Abilities with which to modify your actions. Assign modifiers +0, +1, +2 +3 once each to an Ability of your choice, represented by placing 1d6 on your character sheet turned to the correct number. These dice also function as your Luck.
Focus Concentration. To not be distracted, use firearms
Agility
Alternatively, after assigning 0, you can roll d3 to randomly assign the remaining modifiers.
Speed and swiftness. Used to climb, sneak, dodge.
Will Mental fortitude. Used to resist Fear or to charm, deceive, interrogate.
RANK
EX: R6 PC takes 3 Harm, means remove 3 pips from their rank, leaving you with 3 pips of Health remaining in the current Rank. Should the PC suffer 3 or more additional Harm, reduce pips until R4.
Fallen uses a Rank system for all characters: 4, 6, 8, 10, 12, 20 Represented on character sheet by relevant die.
New characters begin at Rank 6. At zero, you must have success on a WILL test. If you Miss, you die. If you succeed, return to Rank 4 and gain an Injury. Recover t0 maximum Rank after a safe and comfortable night with sustenance. See Injuries for more detail.
When a character sustains a Wound, reduce Rank ( R ) 1 step (6 —> 4) When a character sustains Harm, reduce pips of Health equal to sustained Harm until next Rank is reached.
4
LUCK
Violence
Your modifier d6s are also your Luck dice. You may choose to roll any of these dice along with your 2d6 to increase your result. They must be chosen and rolled along with the 2d6. However, once “burned” for the day, the chosen dice is no longer in play, and its related modifier is now +0. Luck replenishes each new day.
Combat happens in rounds. Check Initiative each round: Roll d6.
HOW TO PLAY
AttAck
Play as Rogues or Highwaymen, protectors of the nobility or the Revolutionaries; wander as lone solvers of mystery and fighters of the horrific.
To hit with ranged, roll the dice + FOC
1-3 Foes take lead 4-6 Party takes lead PCs are either close (melee), or not (ranged).
To hit with melee roll the dice + STR
Success: deal 1 Wound
The Spinner will present a tale, an atmosphere, a situation. Rogues narrate their reaction. The Spinner decides what obstacles are in the way.
Complication: deal weapon Harm Miss: -1 to next Initiative check
deFenSe
Some tables may decide to share the duties of Spinner, each person thus having an opportunity to build the world and present its reality.
To evade, roll the dice + AGI. Success: parry the attack, deal 1 Harm
Consider the options. If the situation can be handled without negative consequences, you succeed. If the consequences are questionable, state what you want to accomplish and roll the dice.
Complication: take foe’s Harm Miss: take 1 Wound Subtract Armor Value (AV) from incoming Harm. To avoid Incantations, players roll the dice + WIL and must have Success.
Roll 2d6 + the relevant ability score or skill level.
The fiction of play should be considered. A knife, when used while being stealthy may slay a stronger foe. Numbers may be guides, but Fallen is not a wargame; it can be played entirely in narrative, with occasional dice rolling.
If the situation is irregularly against you, roll 3d6 and take the two lowest results. If advantaged from gear, position, or rele-vant skill, roll 3d6 and take the two highest results.
WhAt
the dice SAy:
Flee
Test Will. On Success move a safe distance away. If engaged in close combat, take 1 Harm.The fiction of play should be considered.
On a 10 or higher: Success. All goes to plan. On a 7-9: Complication. There is some success, but also a new difficulty or loss. On 6-: Miss. Nothing works out, and another challenge may present itself.
5
Inventory
Consumable Items
You can hold ten items. Only 2 weapons and 2 Armor.
Use a pool system for small or consumable items, where these items are tracked with a unified “Usage Dice” (Ud). Begin tracking at Ud20.
Weapons and armor take one slot each. Items like rings and chalk take no slots. Clothing takes no slots. Multiples, such as candles, arrows, and torches utilize the Usage Die (Ud) system described below. Injuries take up a slot of Inventory space that may not be used until the Injury is healed. If engaged in close combat, only the first four items are available to withdraw and use.
Motivations 1
Debt
4
Wealth
2
Honor
5
Revenge
3
Duty
6
Zeal
Names 1
Beatrice
11
Adolphus
2
Philippa
12
Angelo
3
Agnes
13
Athelstane
4
Mabel
14
Carlos
5
Godelena
15
Francis
6
Antonia
16
Samuel
7
Fanny
17
After an engagement using a consumable concludes, roll current Ud. On a 1 or 2 decrease Ud by one step. Once d4 decreases, the consumables in question are depleted and gone.
Gear Depletion The same rules for item depletion are used for gear depletion. After a combat encounter has been resolved, roll the current “Gear Dice” (Gd). On a 1 or 2, decrease Gd by one step, reflecting its wear. Once d4 empties, your gear is considered broken and beyond repair. You may attempt to repair gear at any step before full depletion.
Equipment You begin with d6 coins, torches (Ud), rations (Ud), a shoddy hooded cloak, some worn clothes, and either a fine sash, rare hat plumage, or gloves. Roll to determine what else you have:
Gear - d20 x 3 (Cost) 1
Rope (2)
Gaius
2
Small cart (5)
3
Lockpicks (Ud) (1)
8
Eliza
18
Jethro
9
Peggy
19
Twill
4
Grappling hook (3)
Fabian
5
Brewing kit (Ud) (4)
6
Shovel (1)
10
Algerna
20
Surnames
7
Sleeping bag (1)
1
Brilliana
7
Winthorpe
8
Pack of candles (Ud) (1)
2
Randolph
8
Mucker
9
Lantern & oil (Ud) (2)
3
Danbury
9
Aldelbarth
10
Spyglass (4)
4
Bloodsworth
10
Theodosia
11
Horse (10)
5
Blackmire
11
Windfaire
12
Writing kit (Ud) (2)
6
Dirtsvile
12
Arrowsby
13
Set of silver spikes (Ud) (4)
14
Iron spikes (Ud) (1)
15
Animal trap (Ud) (2)
16
Fine saddle (5)
17
Venison jerky (Ud) (1)
18
Needle & thread (1)
19
Silver chain 12’ (6)
Firearms Firearms are fairly common and very deadly. Most encounters with human NPCs will not continue beyond the first Success roll when firearms are involved.
20 Rags (Ud) (1)
Weapon - d10 (harm/cost) 1
Hunting knife (d4 / 2)
2
Flintlock pistol (d6 / 6)
3
Whip (d6 / 3)
4
Pole arm (d6 / 4)
5
Musket (d8 / 8)
6
Sabre (d6 / 4)
7
Hatchet (d4 / 3)
8
Rifle (d10 / 12)
9
Rapier (d6 / 5)
Firearms cannot be fired during close combat unless you are able to secure some kind of advantage, such as stunning the opponent long enough to reload, running away and successfully hiding, having an ally successfully toss you an already-loaded pistol, etc. If you are firing from a surprising position, add +1 to your Violence roll. If it is raining, add -1 to your Violence roll. Reloading takes 1 round.
10 Smith’s hammer (d6 / 3)
horSeS
Protection - d8 (AV/cost) 1
Unfashionable helmet (1 / 4)
2
Buff coat (1 / 2)
3
Thin cloak (1 / 1)
4
Leather long coat (1 / 5)
5
Tricorn hat (1 / 1)
6
Cassock (2/5)
7
Cuirass (2 / 7)
8
Sturdy boots (1 / 2)
Cost: 10 coins It may be ruled that a well-treated horse grants bonuses when appropriate, given the context and care afforded. Horses have R4 and succumb to death at 0. PCs roll the dice for their mount to attack and evade. A PC may choose to include their own Luck dice when rolling for their mount. Horses may attack once per combat; Deal 2 Harm in Melee. A mounted PC receives +1 to Flee and Venture tests.
Random Item - d4 1
Nothing
2
Random 4 Random Trinket *** Pamphlet *
3 Random Elixir**
If concrete travel rules are desired, set horse Attrition at 4. After each stressful engagement or Waypoint reached, feed and water or reduce by 1. At 0, the horse is deceased from exhaustion and neglect.
*See Pamphlets pg. 13 ** See Elixirs pg. 28 *** See Miscellaneous items pg. 28
7
Fear When you come face to face with something horrifying for the first time, you must test your Will. Roll 2d6 + WIL (-Foe’s Fear Rating). On a Miss, gain 1 Fear Token. For every Fear Token you have, you must reduce any test result by that much.
1d6 Places of Peace
1d6 Places of Disturbance
These places resonate deeply in your mind and soul. Resting in these locations for a few hours removes all Fear Tokens.
These places resonate deeply in your mind and soul. If spending 1d6 hours in such a place, test Will. If you miss, take 1 Fear Token.
1
Cathedral
1
Cathedral
2
Babbling brook
2
Deep forest
3
Comfy inn
3
Large body of water
4
Solitary cave
4
Cemetery
5
Copse of healthy trees
5
Palace
6
Anonymous bustle of a city
6
Agitated bustle of a city
Injuries 3. Broken Bone
1. Permanent Scar 1
Head
1
Arm
2
Stomach
2
Leg
3
Arm
3
Head
4
Leg
4
Rib
5
Hands
6
Eye
4. Gaping Wound
2. shoCked
-2 to all Tests until healed (+1 to all Flee Tests).
Gain 1 Fear Token.
8
DUELING Blades & Boxing
Firearms
Blade & fist duels happen in Rounds.
Firearm duels happen in a single round.
Combatants roll d4 + WIL (or ½ Rank)*
Opposing characters simultaneously roll d4 & d6.
This gives the duelist’s Life Points.
The lower d4 result is the first shot fired. If the related d6 exceeds the opposing d4 result, the shot strikes. If equal or lower, the shot misses. To conclude the round, compare the second shooter’s d6 to the first shooter’s d4 following the same process.
Before a duel takes place, determine if the stakes are To-the-Death or Honorable Action.
Intentions
If To-the-Death, the duelist is dead. If Honorable Action, then zoom the fiction out again, and the duelist reduced to 0 first takes one Harm.
Example: Purple duels Black. Black rolls d4(1) d6(3), Purple rolls d4(4) d6(4). Black fires first, but their shot misses. Now Purple’s shot is d6(4) against Black’s d4(1). Depending if the duel intention is To-the-Death or Honorable Action, Black is either dead or takes one Harm.
Each round consists of: Both duelists roll d6 + d4 + STR (or ½ Rank) Whoever has the higher result, strikes their opponent, reducing their Life Points by 1. On a tie, both opponents are struck.
* If Dueling against an NPC, their Rank will modify the d4 roll instead of WIL.
When a duelist’s Life Points are reduced to zero, they have lost the duel.
9
SKILLS Distribute five points among whatever skills you choose. Skill Levels (SL) max out at four.
Diplomacy
Creature Mind Natural creatures sense something in you which makes them curious.
You know a thing or two about their ways. Polite deception.
Success
Achieve intended goal.
Success
Reduce creature hostility, gather information, acquire a companion, etc.
Complication
Complication
Something gets in the way. Based on the narrative context, maybe an NPC attacks, reports to authorities, or runs away.
Miss
Suffer Fate.
Spinner decides Creature increases in hostility, perhaps offers something then flees.
Miss
If Rank 4: the creature flees; If Rank 6+: the creature becomes aggressive and attacks with initiative.
Exploration
Companion
Traversing unknown locales or points of interest.
If used to accomplish a task, such as searching or combat, roll 2d6. If 5 or 6 is rolled on either die, the companion is successful.
Success
Proceed to the next space.
Crafting
Complication
Proceed to the next space but roll Ud.
Antidotes, elixirs, and potions. State intended product and pay two coins to represent material cost.
Miss
Exploring proves difficult. Roll Ud and Suffer Fate.
Success
Create the chosen item.
Complication Random result
Miss
Take one Harm & roll Ud.
10
Healing
Lore
Medicine and restoration. Can only be attempted in a peaceful moment.
Success
Folk knowledge and historical sleuthing. May be attempted just before a combat for 1 wild creature or beast. Used to read the rare occasional tract or ancient text.
Complication
Learn something previously unknown.
Miss
Unable to Heal. Roll 1d4 on Suffer Fate
Take one Fear Token while researching / lose attack initiative
Incantation
Suffer Fate
Heal 1 + SL Health.
Success
Heal 1 Health and roll Ud.
Complication
Miss
Spellcasting, arcana, and the occult. See Incantations for more detail.
Mending
suCCess
Make things work again. Devise crude fixes in a pinch. Augment gear.
Spend any available dice from your pool.
Success
CompliCation
Increase Gd by one step or narrate with Spinner a benefit to current gear.
Spend one available die from your pool.
miss
Complication
Take one Fear token and roll Curse.
Increase Gd by one step but roll Ud.
Miss
Reduce Gd by one step.
Investigation Connecting dots, finding documents, searching rooms, etc.
Stealth Steal it. Hide it. Sneak past it.
Success
Pick up a piece of useful information. If searching a room, find something hidden ; useful.
Success
Achieve intended goal.
Complication
Complication
Find something that complicates the situation, such as a new quest thread, a danger, or a trap.
Achieve intended goal but roll 1d8 on the Suffer Fate table.
Miss
Miss
Suffer Fate.
Suffer Fate.
11
Venture
Survival Forage, track wild game, or make camp.
Undertaking hazardous journeys. Travel distance is measured in Waypoints. Venture rolls represent the time, danger, and discoveries experienced while underway.
Success
Reach a Waypoint safely. Roll Ud. Roll 1d20 on In the Wild table (p.18)
Complication
Reach a Waypoint with difficulty. Roll Ud. Roll 1d20 on In the Wild table. Roll 1d6:
Success
Increase Ud by one step and recover one Health per party member.
Complication
Increase Ud by one step. Take one Harm from a related mishap.
[1-4] Suffer Fate [5-6] without further event.
Miss
Miss
Reduce Ud by one step and Suffer Fate.
Travel proves treacherous. Reduce Ud and Suffer Fate.
INCANTATIONS
Suffer Fate 1
Resources are wasted. Decrease Ud. (if tools/implements not used in the action, narrate a result that makes sense in the fiction)
2-4
A new development complicates your situation.
5-6
Something of value is permanently lost.
7
You or someone you know is thrust into immediate danger
8-9
A new adversary or environmental conflict is introduced.
10
Shaken. Take 1 Fear Token.
Magic in the world of Fallen is earthen, elemental, and incantatory. It is rooted in both the dark regions of soil and cavern and the lighter spheres of dawn and breeze. Magic is powered by the godly and the demonic. Incantations are dange rous, mercurial, and unpredictable, but can offer immense advantages to players. Magic takes the form of an Incantation skill test, completed in the same manner as any other test. For each skill level used to advance your Incantation skill, mark a dark or light incantation die, up to a combined maximum of four. This creates your dice pool, and narratively represents your access to the raw energy that circulates within and through everything.
12
DARK
Roll the dice pool. Choose Incantations that correspond to the results according to the adjacent table (a 3 on a Light die grants access to Ward, Web, or Bone). Combine results to create stranger effects. Paint the desired effects with words. Use the Incantation skill as many times a day as you have dice remaining in your pool.*
suCCess
Spend any available dice from your pool.
CompliCation
Spend one available die from your pool.
1
3
5
1
Ashen
Carve
Claw
2
Pillage
Beast
Entrails
3
Decay
Darkness
Silence
4
Ruin
Explode
Writhe
5
Deplete
Lightning
Blood
6
Ghost
Swarm
Rot
2
4
6
LIGHT
miss
Take one Fear token and roll a Curse.
dAMAge
incAntAtionS
Deal (rolled Incantation result) Harm.
heAling
incAntAtionS
Recover (rolled Incantation result) Health.
pAMphletS
1
Illuminate
Shroud
Mind
2
Reflect
Repel
Wood
3
Ward
Web
Bone
4
Orb
Field
Moss
5
Mend
Portal
Raise
6
Summon
Dream
Hold
CURSE
To determine a Pamphlet’s contents, roll 1d6 for which group then roll 1d6 within that group. Repeat. Turns to dust after use.
1
Exchanged: You and those nearby suffer a blast of d4 Harm
Restrained: Struck by the resentful nature of Magic’s mysterious plane, you 2 lose the ability to speak for the remainder of the day
*Example: you have one Dark skill point and three Light skill points, for a total of four available incantations. If you use one Dark die and one Light die in tandem for a battle, you have a total of two more Light incantations to use in the day.
3
Dark Tidings: Your declared intentions manifest as hallucinations happening to yourself
Rift Sick: You become temporarily 4 nauseous with the malpractice of Magic, and lose your next action
13
5
Blighted: You or someone close to you becomes temporarily covered in mouldering vegetation
6
Seared: your lips begin burning with extreme dryness and cracking
ADVANCEMENT
Upon each advancement, a character gains one Tarnish Point. These points are used to grant permanent enhancement to equipment or items.
All characters begin at R6. Characters advance when they acquire 5 suitable experiences to warrant gaining a Rank. Rank are thus: 6
☞ 8 ☞ 10 ☞
To create your own enhancements, the effect should be earthy, cosmic, philosophic. The items enhanced thus, should have taken place in the adventures, having had the opportunity to become Tarnished and Folded within the fabric of the connected universe. The degree of its power should be reflected in an appropriate Cost.
12
Such milestones may include:
☞ Defeat a major enemy in conflict ☞ Make a major discovery in exploration ☞ Learn something about or share with a
Space
companion
of
Shadows
You may call on the item to engulf yourself in a shadow sphere 12 feet in diameter, giving +2 bonus on defense roll to all enclosed and one free action. Lasts two rounds of violence while in the same location. You take one Fear token for each use.
☞ Witness the demise of a companion ☞ Offer meaningful assistance to an NPC ☞ Bring a significant treasure to a safe
location
Upon gaining a new Rank, a player may choose one option below:
Cost: 2 Tarnish Points
☞ Increase an Ability modifier by +1 ☞ Distribute two Skill points ☞ Add one narrative Aspect based on pre-
Bone Grafted A tarnished melee weapon causes +1 Harm to targets. Tarnished Armor increases Armor Value by +1. While using this item, you have a 50% chance to heal one Health lost by melee damage instantly, once per day.
vious sessions. Gain advantage when using an Aspect during a test. Aspects are positive narrative traits characters may have picked up while adventuring. Some examples:
Cost: 4 Tarnish Points
Ambitious, Cautious, Clever, Courageous, Gritty, Loyal, Merciful, Quick, Sneaky, Thoughtful, Willful
Temptation Despair
THE FOLDING
to
Any target without a Fear Rating you touch with the item momentarily loses their constitution, yielding their turn or space for you to act in any way.
Those traversing the world of Fallen are touched, tarnished, and folded into the fabric of earthen markings. To exist in the planes where darkness and light are born is often met with melancholy, but those able to persevere become Tarnished: an odor, a covering, a molding that marks the spirit of one’s growth.
Cost: 3 Tarnish Points 14
Dust Touched
Forest Born
Your weapon can deposit dust that glows distinctly crimson to your eye only. Undead cannot cross the dust. Headgear can be removed and shaken out with dust, which, when blown, grants +1 to Exploration and Investigation tests, revealing otherwise hidden elements.
An organic item that is tarnished, if invoked, will grant +1 on Crafting tests. The crafted item will have a bonus to its intended effect. If using the tarnished item during a Crafting test, a Miss will cause it to decompose into dust.
Cost: 3 Tarnish Points
Cost: 2 Tarnish Points
Light Ward
Blight Touched Your weapon that inflicts Harm causes the flesh of the target to begin growing pus-00zing pustules. Armor will be resistant to acidic and corrupting effects. Liquid poured from a vessel on a full moon will become poisonous liquid silver.
The item becomes a holy symbol for you. You have a 50% chance to avoid Fear, and the item grants +1 to Incantation tests. The item is permanently grafted to your soul, and thus must always be kept equipped or worn. Only by willingly taking on d6 Fear Tokens during a sincere ritual will you be able to relinquish the item.
Cost: 3 Tarnish Points
Cost: 4 Tarnish Points
Constellated
Illusory Will
in
Silver
When invoked, the tossed item will dissipate into a thousand particles of silver matter, manifesting to the human eye in what appears to be a microcosm. The spectacle that ensnares any entity, should it have any sensitivity to silver, will course through its body causing a thousand microexplosions. Deals X Harm equivalent to the number of Tarnish points invested. The said item no longer exists.
Your weapon has gained nominal sentience, lashing out at enemies with its own innate power when used during an attack. Add 1d4 Harm when an attack with this weapon is Successful. On a 4 result, you take 1 Fear Token. Modified Protective gear may mumble odd things to you in the dark, but consumes 1 additional Harm.
Cost X
Modified Armor
consumes 1 additional Harm
Cost: 3 Tarnish Points
15
TRAVEL Fallen uses a Waypoint travel system, where the map is marked with location points and connected with travel routes. Whether through wilderness or established paths, travel is handled by the Venture skill. It is not necessary for the Spinner to label each journey, nor is it always necessary to use the Waypoint formula from the table below. These are flavor guides and suggested distance only. Travel will happen based on the Venture result and should be narratively constructed between Rogues and Spinners. Rolling may not even be needed. Present information, challenges, and encounters (be they social or violent) to build the world and action together. When Venturing or Exploring, the party chooses a different member for each space to roll. This assures inclusivity and makes sure not one Rogue becomes the designated “mover.” If you are playing solitaire mode, the formulas may offer more structure from which to springboard your action.
Journey Type | Waypoints / Spaces 1
Disquieting | D4 + 1
2
Perilous | D6 + 1
3
Foreboding | D8 + 2
4
Portentous | D10 + 3
16
C1
D1 D2
E
B1
B2
C2
A
EXPLORATION
LOCATIONS & ADVENTURES
Exploration of locales and points of interest functions much the same way as overland travel.
Locations can be as simple or complex as serves your needs and the narrative, and are generally constructed with nodes and points. If it is to be a “dungeon” or “ruin,” assign a number of Spaces. Otherwise, just decide on a theme, its nature, and perhaps something hidden within. After the location is known, allow the Exploration rolls to dictate its evolution. Using the node system allows for narrative forward play. If you want to throw traps, secret passages, perhaps wandering monsters, go for it. Add dressing.
When a new location is encountered, the Spinner may want to determine the number of Spaces it contains. Use the following tables to randomly ascertain theme, nature, and other details. Each time the party progresses through a locale, follow the procedures described in the Exploration skill - when all Spaces have been found, the site is considered fully explored.
On
a
Success
On
a
Complication
On
a
Miss
If writing an Adventure for Fallen, it should be coated in atmosphere and narrative. If it includes points of exploration (nodes/waypoints) consider writing a small table for each node that can randomly add flavor, encounters, and context. Your location may have a specific Suffer Fate table with results that should be analogous to the Suffer Fate table in the core book. PCs will use Exploration Skill tests at each point to find and progress. What will they find if they use Lore? Investigate? Explore?
PCs reach the next space. Using the tables, narrate the space. Players can Investigate, react to presented narrative, and choose to continue. PCs proceed to the next Space, but with minor difficulty and roll Ud. Use this opportunity to present puzzles, NPC Encounters, or traps, and generally enhance narrative.
No meaningful progress is made. PCs roll their Ud and 1 Random PC Suffers Fate. Spinners should use the table results to dial the tension and danger. This is where the many surprises can endanger the situation. 17
GENERATORS This section is here for the solo player or Referee’s liberal use. When prompted by various mechanics, these tables can assist with improvisational world-building. Use these lists to prepare Operations, NPCs, or Adventures. Fallen is strongly rooted in abstracted space and story-driven play. It is not a tactics game, so measurements and tracking are not crucial to play. Use these tables like sparks or touchstones to facilitate a session. Mood and tone should be the other tools to consider.
In
the
Wild
In
the
City
1
Statue
11
Waterfall
1
Cemetery
11
Palace
2
Cairn
12
Fields
2
Clock tower
12
Market
3
Outpost
13
Trail
3
Windmill
13
Sewer
4
Cemetary
14
Swamp
4
Factory
14
Apothecary
5
Pond
15
Camp
5
Prison
15
Town square
6
City
16
Ruin
6
Asylum
16
Catacombs
7
Chapel
17
Rapids
7
Hideout
17
Church
8
Hunting lodge
18
Village
8
Statue
18
Workshop
9
Mill
19
Woods
9
Fountain
10
Lair
20
Bridge
10 Stables
19
Atelier
20
Guild Hall
Theme If you are creating a specific location for Exploration, then roll its Theme and Nature, if they are unknown.
18
1
Haunted
2
Sacred
3
Ancient
4
Enchanted
5
Desolate
6
Corrupted
7
Decomposed
8
Infested
9
Guarded
10
Sacrificial
Nature 1
Ruin
2
Barrow
3
Woods
4
Catacomb
5
Lair
6
Grave
7
Mine
8
Quarry
9
Field
10
Estate
Passage / Corridor
2
Ritual /Shrine
3
Crypt / Grave
4
Workshop / Forge
5
Library / Gallery
6
Rich Chamber / Poor Chamber
7
Laboratory / Washroom
8
Storeroom / Pantry
9
Pit / Tunnel
10
Level Change / Transition
11
Hall / Cavern
12
Pool / Well
Damp / Mildew / Remote
2
Dusty / Mementos / Blocked
3
Caliginous / Markings / Charming
4
Overgrown / Crumbling / Odorous
5
Bones / Remains / Broken
6
Tortured / Past / Dark
7
Stone / Pillars / Carved
8
Ashen / Stained / Abandoned
9
Acrid / Shattered / Hidden
10
Tapestry / Power / Beautiful
Rustic / Uncanny / Majestic
13
Animal / Glaring / Polluted
14
Tools / Shrieking / Barren
15
Trapped / Tracks / Bloody
16
Shrouded / Symbol / Complex
17
Wooden / Statue / Figure
18
Scorched / Valuables / Open
19
Cosmic / Threshold / Stain
Taverns 1
The Black Humors
2
The Smoking Hearth
3
The Shod Pony
4
The Ale & Scraps
5
Warick’s Tavern
6
The Forgotten Dragon
7
Jorgen’s Tavern
8
The Raised House
9
White Plank Inn
10
The Raven’s Den
Offers (cost)
Detail 1
Rotten / Furniture / Shady
20 Marble / Hearth / Dead
Room Types 1
11 12
19
1
Cider, ale, and light fare (1)
2
Cider and gossip (2)
3
Cider, stark rooms, and stables (4)
4
Ale, liquor, fine rooms, and stables (5)
NPCS Position 1
Noble
2
Soldier
3
Mystic
4
Farmer
5
Mercenary
6
Rogue
7
Philosopher
8
Occultist
9
Tradesperson
10
Criminal
11
Performer
12
Pilgrim
8
Create discord
9
Explore the world
10
Destroy an evil
11
Find a missing person
12
Protect a community
Wanderers
Personality & Traits 1
Haughty
11
Suspicious
2
Philosophical
12
Friendly
3
Cunning
13
Caring
4
Brave
14
Fatalistic
5
Dangerous
15
Anxious
6
Timid
16
Surveyor
10
Highway Rogue
Interaction
7
They are fleeing a region with growing conflict
8
They have an injured companion and seek medical aid
Disfigured
20
Strong
Motive
Repay a debt
Rebels
They are traveling to the foothills for the festival
10
Revolt against power
8 9
6
Somber
7
Performance troupe
They seek to join a village rumored to be immune to disease
19
6
7
5
Frightened
Seek revenge
Soldiers
They are following a band of rebels
9
5
Farmer’s cart
4
Grieving
Obtain power
5 6
They are going to the next village to gain news of violent creature attacks
Diligent
Chronicle events
Religious procession
3
17
4
Chandler and cobbler cart
4
Cautious
18
3
3
They warn of dark tidings in the valley just yonder
Greedy
Collect a debt
Ale and paper cart
2
Loyal
2
2
They want to sell you something
7
Seek the truth
Relic Merchant
1
8
1
1
20
Hirelings (cost
per day )
Rivals
Escaped criminal (provide hiding) 1
2
1
Hunter
Whenever in a city or crowded space, roll 2d6, if any result is 6, they will not run away. Carries knife or pistol.
2
Soldier
3
Holy Mercenary
4
Treasure Hunter
Folklorist (2)
5
Social Elite
Offers +1 bonus to Creature Mind & Lore tests. No weapons.
6
Past Acquaintance
Reputation
Shepherd (3) 3
4
1
Cruel and determined
Scholar (4)
2
Charming and deceitful
3
Loyal and destructive
Offers +1 to Lore & Investigation tests. No weapons.
4
Controlling and risk-taking
Offers +1 bonus to Creature Mind & Survival tests. Carries a knife.
Quirk
Cleric (5) 5
Can heal 1 Health instantly per day during engagement. Carries knife. Mercenary (6)
6
Acts as a regular party member. Create a new character but only distribute 1 Skill point. Roll for weapon. Adds +1 to Initiative rolls. Requires daily check for loyalty: roll 1d6 + Diplomacy Level; if result is 9+, they stay on, otherwise they leave. Highway Rogue (7)
7
Acts as a regular party member. Create a new character. Roll for weapon. Requires daily check for loyalty: roll 2d6 + Diplomacy Level; if any result is 6, they stay on, otherwise they leave. Alchemist (8)
8
Can create 1Elixir per day. Will not participate in Violence. No weapons.
21
1
Uses a cane with a golden duck head
2
Compulsive gambler
3
Always finely dressed, recites poetry
4
Wears farmer’s clothing
5
Obsessed with magic
6
Scar across forehead
7
Outdoor painter
8
Walks a large goose on a leash
OPERATIONS Actions 1
Steal
2
Rescue
3
Capture
4
Revolt
5
Punish
6
Track
and
What
Motivations
1-3) From / Create a random npC 4-6) For 1
for monetary reward
2
in service to duty
3
out of revenge or punishment
4
out of desperation
5
to claim power
6
to find a cure
Old windmill / mountain pass
2
Woodland chapel / ancient forest
3
Small hut / strange valley
4
Modest estate / cursed meadow
5
Crumbling ruins / distant hillside
6
Crossroads / nearby
7
Battlefield / field of fire
8
Abandoned farm / two valleys distant
9
Sewers / beneath hallowed halls
10
Ruined abbey / peaceful creek
11
Swamp / cemetery
12
Small village / harbor
Several disappearances
2
Livestock mutilated
3
Permeating stench
4
Rumors of a dangerous curse
5
Shrieking noises nightly
6
Merciless tyrant
7
Reports of mysterious creature
8
Spreading illness
9
Violent group of highway rogues
10
Outbreak of conflict
11
Emergence of secret society
12
Reports of a conspiracy
ESOTERICA Use these broad lists of words as large spark tables. Roll 3 - 5 words to get a random answer, an adventure, a hook, a rumor, title.
Nouns
Where 1
1
22
1
Séance
2
Knock
3
Research
4
Fraud
5
Clergyman
6
Hallucination
7
Drummer
8
Silver
9
Spiritism
10
Haunting
11
Hypothesis
12
Mediumship
13
Scientist
14
Investigator
15
Caretaker
16
Crystal
17
Veil
54
Agency
18
Trance
55
Interpretation
19
Dissociation
56 Groan
20 Spiritist
57
Monastery
21
Intervention
58
Parson
22
Marvel
59 Love
23 Commissioner 24
Disturbance
25
Environment
60 Demon 61
62 Coffin
26 Manifestation 27
Analysis
28
Deception
Lodging
63 Cure 64
Phenomena
65 Achievement
29 Feat
66 Phase
30 Spectre
67
Horseman
68
Wizard
31
Coincidence
32 Apparatus
69 Rogue
33 Confessor
70
Hypnotism
34 Text
71
Fidelity
35 Identity
72
Mysteria
36 Relick
73
Panic Tumult
37
Convulsion
74
38
Colleague
75
Corpse
39 Detective
76
Bedside
40 Suicide
77
Executioner
41
Rectory
78
Pistol
42
Plague
79
Stimulus
43
Riddle
80 Madame
44
Clairvoyance
81
Contribution
45
Sequel
82
Remembrance
46
Corruption
83
Biographer
47
Visitation
84
Equation
48
Arrest
85
Antechamber
49
Accusation
86
Transference
50 Mystification
87
Honesty
51
Essence
88
Exhibition
52
Witchcraft
89
Biography
90 University
53 Quest 23
Baron
26
Haughty
92 Glass
27
Ardent
93 Spasm
28
Startling
91
29
Medieval
95 Battle
30
Unnecessary
96 Conjurer
31
Forthcoming
97
Stranger
32
Wounded
98
Gazer
33
Sensational
99 Researcher
34
Alarmed
94
100
Grandmother
Nobility
35
Manifest
36
Hallucinatory
37
Painful
Supernatural
38
Loyal
2
Psychical
39
Tragic
3
Mute
40
Naturalistic
4
Unseen
41
Amateur
5
Telepathic
42
Incredible
6
Subliminal
43
Impressionable
7
Contemporary
44
Undisturbed
8
Superstitious
45
Selfish
9
Marvelous
46
Systematic
10
Telepathy
47
Beheld
11
Supernormal
48
Authenticated
12
Skeptical
49
Venerable
13
Insane
50
Substantial
14
Abnormal
51
Momentous
15
Hypnotic
52
Hearty
16
Weird
53
Desirous
17
Detailed
54
Robust
18
Astonishing
55
Nearby
19
Unstable
56
Far
20
Hysterical
57
Astonished
21
Surprising
58
Merry
22
Favorable
59
Spontaneous
23
Fraudulent
60
Fanciful
24
Enthusiastic
61
Elegant
25
Inexplicable
62
Multiple
Adjectives 1
24
63
Deceased
64
Amazing
65
Negative
66
Tangible
67
Logical
68
Unique
69
Shadowy
70
Extravagant
71
Obscure
72
Clairvoyant
73
Unpleasant
74
Confident
75
Historic
76
Malicious
77
Imperative
78
Ecclesiastic
79
Secretive
80
Foremost
81
Zealous
82
Suspicious
83
Unscrupulous
84
Unrelenting
85
Fragile
86
Partial
87
Incredulous
88
Melodramatic
89
Uneasy
90
Agonizing
91
Instrumental
92
Unwitting
93
Observable
94
Sensitive
95
Emotional
96
Dark
97
Noisy
98
Identical
99
Unwelcome
100
Ghostly
Verbs
25
1
Demonstrate
2
Torment
3
Affirm
4
Investigate
5
Solve
6
Bewitch
7
Reward
8
Plague
9
Labor
10
Testify
11
Blossom
12
Journey
13
Peer
14
Seek
15
Locate
16
Vouchsafe
17
Credit
18
Warrant
19
Illumine
20
Throng
21
Terrify
22
Ensue
23
Detain
24
Teleport
25
Elapse
26
Devour
27
Confront
28
Denounce
29
Favor
30
Emphasize
31
Unfold
32
Transcend
33
Abduct
34
Interpret
35
Traverse
72
Gather
36
Invoke
73
Admonish
37
Suffice
74
Drum
38
Neighbor
75
Rain
39
Poison
76
Repose
40
Conspire
77
Topple
41
Benefit
78
Embolden
42
Destroy
79
Vex
43
Debate
80
Unbelieve
44
Endow
81
Frighten
45
Regain
82
Adore
46
Enact
83
Mystify
47
Hypnotize
84
Scry
48
Curse
85
Usher
49
Burn
86
Devour
50
Embark
87
Dedicate
51
Trade
88
Stamp
52
Register
89
Extract
53
Reveal
90
Haunt
54
Stifle
91
Torture
55
Exorcise
92
Infer
56
Afflict
93
Trail
57
Dislike
94
Grind
58
Apprehend
95
Brush
59
Hover
96
Banish
60
Lapse
97
Rustle
61
Besiege
98
Collapse
62
Provoke
99
Exaggerate
63
Prick
100
Dictate
64
Whirl
65
Dispatch
66
Hint
67
Gallop
68
Doom
69
Strangle
70
Loosen
71
Participate 26
ARTIFACTS, TREASURE, & TRINKETS These items should be largely narrative. If they offer mechanical benefits, keep balance in mind. Items with too much power, such as Harm- and Armor-increasing effects, may remove challenge from play. Parts from creatures may contain within them certain aspects that can be discovered from Lore tests. Crafting and Mending may be used.
Coin & Stones
Roll on the tables below for simple items. For enhanced or odd items, roll Adjectives and/or Verbs. For more magical items, roll on Incantation tables.
Jewelry 1
Ring
2
Talisman
3
Necklace
4
Earring
1
2d6 coin
2
2d6 x 2 coin
3
d4 emeralds & rubies
4
d4 diamonds
Vessel 1
Powder box
2
Leather pouch
3
Glass bottle
4
Chalice
1
Hat
2
Cloak
Weapon
3
Helmet
4
Boots
Armor
1
Dagger
2
Sabre
potion
3
Pistol
Roll Elixirs (pg. 28) or Incantations (pg. 13)
4
Whip
pAMphlet Roll two Incantation words (pg.13)
27
Miscellaneous 1
Bone
2
Mirror
3
Fabric
4
Brass construction
5
Dice
6
Deck of cards
7
Tool
8
Crystal
9
Bag
10
Candle
Elixirs 1
Twilight Honey – recover one Health.
2
Bitter Infusion increase next Skill test +1.
3
Moon Glass reduce the effects of Fear for 1 day.
4
Slug Brew increase ability tests +1 for one day.
5
Bark Tea – Fortitude against Fear; +1 for Wil tests against Fear for one day.
6
Black Root Tea – you are satiated with food and thirst for two days.
7
Raven’s Blood Scourge – mask all bodily odor and noise for one day.
8
Crimson Lichen Jelly – general purging antidote for numerous poisons.
9
Crushed Beetle Powders – only effective against Humans, cause d4 Harm.
10
Fungal Root Grease – one application (smeared protective gear receives +1 AV for half a day; step Gd down one step).
To create new substances, make them up, or roll for two words on Incantation tables and decide what they do.
28
BESTIARY
Menace Some creatures have a Menace rating, which functions like a form of experience. By banishing a dark and dangerous foe from a populated area, or per a contract, the Party will increase their renown equal to a creatures Menace. This can be used to influence social interactions like Diplomacy tests or better rates on goods, weapons, or lodging. It is up to players to decide the impact of this mechanic.
Creatures in Fallen are handled with four stats.
Rank Rank functions nearly the same way as with PCs. Creatures deal a base Harm equal to half their Rank (R8 deals 4 Harm). A creature’s Rank determines its Health and Harm values in combat.
Lore
At zero Health, adversaries are removed from the battle, though if it makes narrative sense, particularly with higher Ranks, this may mean they vanish for a future encounter.
Narrative and lore should be the main drivers for creating entities. Give your creatures, monsters, and spirits reasons to be and act. Integrate specific tactics, use the environment, and make them elusive. Fallen is not a tactical combat game, so encounters should be part of the narrative, not always back and forth bashing. Use degrees of results to create new windows for both creatures and PCs.
Armor Is reduced from incoming Harm.
Fear
To create your own monster or convert others from most old-school systems, simply remove all stats, replace HD with Rank, and create an appropriate Fear rating. Some Ranks will need to be adjusted down to accommodate the numbers of Fallen.
This is the psychic impact an entity may have on characters. Much like Rank, Fear can be dialed up and down for scenario context. The lower the Fear, the closer to character expectations of reality. Reduced from PC WIL test upon first encounter. On a Miss, PC tales 1 Fear Token. 29
Aesce Giant
B
orn from the ash of dead fires. These creatures are sometimes witnessed growing from the aftermath of tragic village fires and plague pits, where they engage in extreme violence towards one another. It is speculated that they appear in civilization upon reaching maturation, where they seek the point of their birth. rank
armor
menace
fear
8
1
0
1
Impervious to flame. Weak against blessed pond water. Reaction: Rage – When steps to R6, deal 1 Harm to near PC. Reaction: Desperate – When steps to R4, charge near PC [test AGI 7 or take 2 Harm] – Aesche Giant loses all initiative for the remaining combat
“Flame and ash, most monstrous birthed
Blood Sack Moth
A
ttracted to fire, these massive moths terrorize those that dare to kindle flame in the wilderness. If one is known to be about, all outdoor festivities with fire are canceled. Encamped armies set up sentries to fire upon its barred wings should it descend upon the camp. Its two powerful fangs pierce and suck the blood of its victims. When satiated, its pulsing abdomen turns a violent crimson. rank
armor
menace
fear
12
1
1
2
Initiative: Sweeping Stoop – Winged attack on random PC; Successfully dodge or take Vertigo condition [unable to use ranged weapons on next attack]
30
Flap and flutter ‘twas never heard
Bogge Trolle
B
irthed in swamps. Reclusive and mean-tempered. Their harsh formative years has made them smart and cautious. Only occasionally, during their middle-growth period, will they seek out the world and present a true danger to human communities. No one knows what they seek during this time. Camouflaged in swamps and boggy forests (will always have initiative). rank
armor
menace
fear
6
1
0
0
Reaction: Illusory – When steps to R4; 50% chance escapes and recovers 1 Rank.
…the marsh has sinned…
Bone Collector
D
wellers of the opium dens and plague tents and pauper cemeteries, these wicked figures cut a bleak and feared cloth. Often in the employ of nefarious nobles and wayward Magicians, the Bone Man seeks to collect parts from the recently deceased for use in the black trade of parts. Often accompanied by thugs and street urchins, the Bone Man is a dangerous and mysterious foe. rank
armor
menace
fear
6
0
0
1
Initiative: Leader – d4 R4 Thugs appear Reaction: Concede – When steps to R4, and all Thugs are removed, will plead for life, offering to give information.
31
Be wary, be wary, the Bone Man brings no tidings a’merry
Dead Knight
D
ishonored warrior of the Holy Wars, now an eclipsed spirit that wanders the cemeteries and churches, terrifying the people and slaughtering the elders. These relentless spirit warriors scream their songs of devastation while tears of black run over their sallow cheeks. rank
armor
menace
fear
10
1
0
2
Weak against incantations [+1 to incantation tests targeted at Dead Knight] Special: incants Darkness when attacking [target must test WIL 7 or take Darkness condition: - 1 to all violence tests until healed]
Hush thyself, hear rusted blade; still thyself, when last have ye prayed
Demon Boar
N
ature’s aggressive retaliation against centuries of hunting. Only by removing the glowing eyes will the creature cease to spawn again. Once removed the eyes turn to incredibly valuable healing powder. rank
armor
menace
fear
10
2
1
1
Reaction: Wrathful – When steps down 1 Rank, +1 Harm on next attack Reaction: Confused – When steps to R4, PCs gain +1 to dodge rolls Special: Ferocity – Deal 1 Harm to melee attacking PC
32
A foggy night will bring a hellish mornin’, when the Demon Boar comes a’roarin’
Galdr
S
ingers of incantations and ancient songs. Often the midwives and healers of a community, but often maligned for their earthy knowledge of fluid and flesh. Many Galdr participate in obscure festival of wood and harvest, donning extravagant costumes, while singing on parade through the snowy wilds. Will often know 2 - 3 incantations and wield agricultural tools and bells. Lives in close communities. rank
armor
menace
fear
4
1
1
0
Special: When dealt Harm, incants: 1-2 Decay – target reduces Ud 1 step 3-4 Swarm – target takes 2 Harm from a swarm of bees 5-6 Writhe – target loses next turn
…a song most low was heard…
Giant Flay Spider
M
ottled pattern of brown, white, and black fur camouflages this creature on tree trunks, resembling burls. It slowly peels itself from the tree to fall on its target. Not venomous, it instead chases its catch like other carnivores and devours them alive by using its powerful grip and large mandibles to peel off layers of flesh. It hunts by sight and motion detection. rank
armor
menace
fear
10
1
3
2
Initiative: Ambush – Drops from above and deals 2 Harm. Reaction: Climb – When steps to R4, 50% chance retreats into tree tops and recovers 1 Rank. Special: Toxin – While R10, a Wound causes target to take Poison condition [WIL -1 until healed with antidote]
…a shadow fell, though no eclipse it was… 33
Giant Rat
A
brutal spawn of their pestilence-carrying cousins. Many believed it was the emergence of wolves again, that slaughtered the livestock, but once homes began to be raided and it was realized the ears were round and not pointed, an entirely new horror began to grip the villages. Likely to appear in groups of three to four. rank
armor
menace
fear
6
0
1
1
Reaction: Shriek – When steps to R4, 50% chance of another Giant Rat appearing. Special: Toxin – While R6, a Wound causes target to take Poison condition [WIL -1 until healed with antidote]
filth and fur…gnash, gnash, gnash
Grigling
T
roublesome creatures with a long history of struggling for a place among human communities. Vicious; known to fight any creature to the death until fully incapacitated. Cave dwellers; there is new evidence that they create elaborate tunnel dwellings underground. Clever; known to use traps, surprise, and trickery. rank
armor
menace
fear
4
0
0
0
Special: Ferocity – Deal 1 Harm to melee attacking PC
Sleep fit, sleep well, tend thy well, for goblins thirst to quell.
34
Headless Rider & Demon Steed
M
ost often the ghost of a criminal or soldier, that seeks revenge. It’s appearance portents the arrival of pestilence and darkness on the land. Tribute to their memory, or pacification of their wishes is a common way to persuade the creature back to whence it came. Pure gold has been shown to thwart its passing. rank
armor
menace
fear
8/6
0/1
2
2
Reaction: when steps to R4, incants Portal; 50% chance of disappearing through portal Reaction: Kick – when Steed steps to R4, near PC must successfully dodge or take 1 Harm
Hath seen the rider? Aye, crossed Potter’s Bridge last dawn.
Magician
K
nown to embrace a variety of esoteric positions. Practitioners of occult ceremony and mystical traditions’ pursuers of sacred texts; students of black magic and alchemy. One of the only spheres in which nobility interacts with the common person. May know incantations, summons of strange creatures, or possess damaging political knowledge. rank
armor
menace
fear
6
0
1
0
Initiative: incants Shroud – gains +1 Armor Value Special: incants Claw – Burns target with claw marks ( 2 Harm) Special: incants Summon – One R6 Malevolent Entity per day
Whispers spoken in dark halls 35
Mob
T
hese are revolutionary and frightening times. Political upheaval, rampant fury of new ideas, the clash of science into faith. One takes a position, a stand, and pours lead. Unpredictable, ebullient with rage, and determined to bring the past dragged into the future. rank
armor
menace
fear
8
2
0
1
Weak against range attacks. Special: Filch – On missed dodge, target PC loses 1 coin.
Hail, hail, we flame the pyre; move, move, we stoke the fire
Murderous Noble
U
pper echelon of society, with access to power, deeds, and document. All nobles are on a side, and thread their machinations through the course of events, however, some move within the lowest quarters, putting to motion schemes that may have the direst of consequences: war, regicide, manipulation of science and progress. Weak in their own right, but wealthy enough to hire the worst sort. rank
armor
menace
fear
6
1
0
2
Reaction: When steps to R4 50% chance calls 1 R8 bodyguard Special: Hidden dagger – When PC successfully dodges, takes 1 Harm
Discourse, direction matter to thee Discourse, direction, belong to me 36
Nuckelavee
H
aunts inland water, which fills with salt. When the creature ventures near settlements, it brings a rash of psychotic nightmares and paranoia to the inhabitants and is said to be the harbinger of a corrupted harvest. The only known deterrent is fresh water and summer months. rank
armor
menace
fear
12
1
3
3
Weak against fresh water. Initiative: always has initiative Reaction: when steps R6, incants Ruin Mind [PCs must test WIL or take 1 Fear Token] Special: incants Blood Raise – target’s skin blisters, leaking pus and ooze [- 3 to FOC tests until healed]
Oh fear! for the rotted horsemen appear
Special: incants Deplete Dream – -1 to WIL tests for 2 days
Reegant
A
creature that evokes much fear in the winter months. Flies in silence, stalking travelers for long periods of time; several reports of intense dreams of the creature have led many to suspect it has telepathic capabilities. Strange lights often accompany its appearance. A handful of grisly cases have been noted. Some say they are ancestors looking out for kin, others say they are doom heralds. rank
armor
menace
fear
8
2
2
3
Can only be harmed with ranged weapons.
Black wings, black form, black shadow, but oh, how red were the eyes! 37
Trezlya
C
ursed individuals risen from their grave years later in a tortured form. Known to haunt woods and caves near their home villages, they first visit their survived family to satiate their bloodlust. Intensely strong and fast, they use their gnashing teeth and razor claws to inflict devastating damage. Only visible at night. Mortal enemies of Upior and Wirwalfs. Destroyed by direct sunlight or dousing in Upior blood. rank
armor
menace
fear
12
0
3
2
Weak against silver [+1 to attacks using pure silver] Initiative: +2 Harm on first attack Reaction: Calloused Skin – when steps R10, 1 Armor
…pain drinks deep of the blackened moon…
Reaction: when steps R6, 50% chance of hiding [regains 2 Health]; on Fail, next PC attack roll gains +2 Special: incants Dream – target sleeps for 2 rounds
Rogue
D
andy. Wealthy. Sophisticated. Eccentric. Dangerous. The bane of country travelers, these bandits tend to target the well-off and nobility. Some have gone so far as to nurture their “bastard of the people” reputations. And yet, they will not hesitate to don their masked visage to any unfortunate soul that happens to wander by.
Seek no more my count’ance, for yours I find the first
38
rank
armor
menace
fear
6
0
0
1
Upior
A
death born human. A nocturnal hunter, it consumes the blood of living creatures. Can convert other humans to its kind. Moves silently, has super strength, and preternatural senses. Can only be permanently killed by removing the head or the heart. If bitten, but not turned or killed, a player character will be haunted by nightmares for d6 nights. rank
armor
menace
fear
10
1
1
2
Initiative: +1 Harm on first attack Reaction: when steps R6, 50% chance regenerates to R8 Reaction: when steps R4, 50% chance regenerates to R6 Special: Charm – target loses action next round
Death is life, but of what sort?
Wirwalf
R
arely appearing in creature form, however their presence in known by the trail of gore and destruction in their wake. Especially dangerous because the human reasoning that remains active while transformed allows them to counteract their hunters in clever ways; but this also makes the susceptible to emotional vulnerabilities. Decapitation is the only way to cure the curse. rank
armor
menace
fear
12
2
2
3
Weak against silver [+1 to attacks using pure silver] Initiative: +2 Harm on first attack Reaction: Calloused Skin – when steps R10, 1 Armor Reaction: when steps R6, 50% chance of hiding [regains 2 Health]; on Fail, next PC attack roll gains +2 Special: incants Dream – target sleeps for 2 rounds
Blood on the wheat, blood on the board; prepare thyself, draw thy sword 39
Make A Creature
Feature 2
To create your own monster or convert others from most old-school systems, simply remove all stats, replace HD with Rank, and create an appropriate Fear rating. Some Ranks will need to be adjusted down to accommodate the numbers of Fallen. Spinners should feel free to adjust Ranks among the same creatures. There can be R8 AND R20 Upiors. Fear should not exceed 3. Create different Reaction mechanics. A whole session could revolve around a new wicked monster, and work backwards; let the creature help dictate the world the players are in.
1
Antlers
2
Wings
3
Scales
4
Hooves
5
Odorous
6
Fangs
7
Tail
8
Eyeless
9
Horns
10
Speech
Base 1
Wolf
2
Human
3
Spirit
4
Troll
5
Wraith
6
Spider
7
Demon
8
Horse
9
Bat
10
Vampire
Feature 1 1
Frost
2
Blood
3
Hair
4
Metallic
5
Ethereal
6
Heat
7
Acid
8
Water
9
Bark
10
Skeletal
Origin
40
1
a curse
2
a lie
3
an incantation
4
from the dark woods
5
from nightmares
6
from a well
7
from a cave
8
from a tower
9
from Nature
10
from humans
Acts 1
Aggressive
2
Jealous
3
Bold
4
Mysterious
5
Hostile
6
Wounded
7
Reclusive
8
Cunning
9
Vengeful
10
Stealthy
Seeks 1
Blood
2
Revenge
3
Flesh
4
Artifact
5
Mate
6
Uncertain
7
Home
8
Safety
9
Escape
10
Power 41
The wind was strong enough. The stars were right. Pine needles whisk angrily in the night, Brushing and raking together. A carriage passes in the darkness, A madcap casket on wheels rocking. The old inn, an island solitary in the yawning black, Marked by a broken sign slapping against its post. Two thin dogs awaken inside with a start Near a chipped hearth filled with smoldering cinders. Beneath the roughhewn planks, a shoulder Presses up from under the cellar. Sherry and cider loosed from upturned barrels Swirl together on the stone floor, dripping down Onto the figure pulling itself from the pit. It shambles, moist and unsteady, like some Cosmic toddler, seven or eight steps to the stair. The dogs bark weakly, then whine and retreat. They wet themselves, one against the other, as Something which was forgotten passes to the larder, Then the parlor, come to reckon with civilization, Bearing greenflame eyes.
Jim Parkin
43
www.perplexingruins.com
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