Farmers & Fighters

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Farmers & Fighters A ROLE PLAYING GAME

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Farmers & Fighters A ROLE PLAYING GAME

Farmers & Fighters is set in a fantasy world not unlike the dark-ages or middle-ages of Europe. There is little education or technology and a lot of superstition and religion. There are also monsters, ghosts, and magic.

Created by Marshall Dillon Š 2010 Written by Marshall Dillon & Eric Keaton

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Character Creation Many races exist, but for easy game play the races you can actual make as a player character are limited Human Elf, and Dwarf.

1-2 = absolutely no magical affinity. You will NEVER have magical abilities 3-6 = you have some natural magical affinity. You can learn magic. Your Magic score is added to magical skills you learn later. If you roll a six on any of your dice roll that die again (continue this till you don’t roll a six!).

Human

Elf

Races

Sex = Player’s choice Age = 4D6 Height = 5 feet + 3D6 inches + Build Weight Men-150lbs + (15 X Build) Women 100lbs + (15 X Build)

Sex = Player’s choice Age = 4D6 Height = 5 feet + 5D6 inches + Build Weight Men-125lbs + (15 X Build) Women 75lbs + (15 X Build)

Hair Color = Player’s choice Eye Color = Player’s choice Skin Color = Player’s choice

Hair Color = Player’s choice Eye Color = Player’s choice Skin Color = Player’s choice

Physical Build = 1D6 1-2 = slight/thin 3-4 = normal 5-6 = thick

Physical Build = 1D6 1-2 = slight/thin 3-4 = normal 5-6 = thick

Physical Beauty = 1D6 1-2 = ugly 3-4 = normal 5-6 = beautiful Roll an additional D6 when you roll a natural 6. The number you have is added to Charisma.

Physical Beauty = 1D6 1-2 = normal 3-5 = beautiful 6 = super beautiful Roll an additional D6 when you roll a natural 6. The number you have is added to Charisma.

Mental Strength = 1D6 Mental Determination = 1D6 Mental Agility = 1D6

Mental Strength = 1D6 + 2 Mental Determination = 1D6 + 2 Mental Agility = 1D6 + 2

Charisma = 1D6 + Mental Agility + Physical Beauty + modifiers (super beauty / scars, etc.)

Charisma = 1D6 + Mental Agility + Physical Beauty + modifiers (super beauty / scars, etc.)

Physical Strength = 1D6 Physical Determination = 1D6 Physical Agility = 1D6

Physical Strength = 1D6 Physical Determination = 1D6 +2 Physical Agility = 1D6 + 4

Hit Points = 3D6 + Physical Strength + Physical Determination

Hit Points = 2D6 + Physical Strength + Physical Determination

Movement = Agility + Strength - Build

Movement = Agility + Strength - Build

Magic Affinity = 1D6 5

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Magic Affinity = 3D6 1 = absolutely no magical affinity. You will NEVER have magical abilities 1-18 = you have some natural magical affinity. You can learn magic. Your Magic score is added to magical skills you learn later. If you roll a six on any of your dice roll that die again (continue this till you don’t roll a six!). In addition to education and apprenticeship rolls, Elves automatically get 5 years education and a general apprenticeship.

Dwarf

Sex = Player’s choice -- should be male. Age = 4D6 Height = 3 feet + 3D6 inches Weight Men-185lbs + (20 X Build) Women 150lbs + (20 X Build) Hair Color = Player’s choice Eye Color = Player’s choice Skin Color = Player’s choice Physical Build = 1D6 1-2 = thick 3-4 = really thick 5-6 = really, really thick! Physical Beauty = 1D6 1-5 = normal 6 = super beautiful Roll an additional D6 when you roll a natural 6. The number you have is added to Charisma. Mental Strength = 1D6 + 2 Mental Determination = 1D6 + 2 Mental Agility = 1D6 + 2 Charisma = 1D6 + Mental Agility + Physical Beauty + modifiers (super beauty / scars, etc.) Physical Strength = 3D6 Physical Determination = 2D6 Physical Agility = 1D6 - 2 Hit Points = 4D6 + Physical Strength + Physical Determination + Age

Movement = Agility + Strength - Build Magic Affinity = 1D6 1 = absolutely no magical affinity. You will NEVER have magical abilities 1-6 = you have some natural magical affinity. You can learn magic. Your Magic score is added to magical skills you learn later. If you roll a 6 roll again (continue this till you don’t roll a six!) In addition to education and apprenticeship rolls, Dwarves automatically get a general apprenticeship.

Skills

Number of skills is equal to age. Prioritize skills in order they were learned (use common sense.) Skill improve by 1D6 per year.

Additional Skills

Education = 1D6 1-5 = No formal education 6 = 5 years of general education (Primary or Elementary education) (roll again) 1-5 =No further education 6 = 3 years of additional education (High School) (roll again) 1-5 = No further education 6 = 2 years of additional education (College) (roll again) 1-5 = No further education 6 = 2 years of additional education (Scholarly University) (roll again) Pursuing education earns 2D6 in a skill per year of study instead of the normal 1D6. Apprenticeship = 1D6 An alternative to formal education, and much easier to come by, is an apprenticeship. Apprenticeships last 6 months (can be renewed). 1-3 = no apprenticeship 4-5 = general apprenticeship (you are one of several apprentices to a mid level professional) 6 = coveted apprenticeship (you are one of a few apprentices to a high level professional) A general apprenticeship earns 4D6 in skills per 6 months of study. A coveted apprenticeships earn you 6D6 in skills

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Elf Human

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Dwarf

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2

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per 6 months of study. College education earns you two general apprenticeships Scholarly education earns you two general apprenticeships and one coveted apprenticeship. There is no max limit to the number of skills you can learn or the score you can have in each skill. Everyone can make mistakes -- so every time you attempt an action that is beyond rudimentary you must roll your total D6 count and add your modiďŹ ers.

Physical Beauty -Grooming / Hygiene -Fashion

Skill Sets Each attribute has skills based on it. Your attribute in each category is a base to which you add your skill score.

Mental Determination + Mental Strength -Psychology -Occupational Theology (Priest) -Finance / Accounting -Craftsmanship (must specify specialization) -Music (must specify specialization) -Art (must specify specialization)

Physical Build -Tool use (must specify specialization) -Labor

Mental Strength -Reading / Writing -Speak foreign language -Hard working -Chemistry -Cooking -History / Lore (must specify specialization) -Herbology

Mental Determination + Mental Strength + 7

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Charisma -Managing People / Groups Mental Determination + Mental Strength + Physical Determination -Fishing -Hunting -Farming (must specify specialization) -Butchering -Metal Smithing -Building -Survival -Sailing -Navigation -Mining Mental Determination -Solitude -Meditation -Resist Torture / Pain -Resist Manipulation Mental Agility -Manipulation -Poetry / Song writing / Story Telling Mental Strength + Mental Determination + Mental Agility -Strategy / Game Play / Gambling Charisma -Leadership -Socializing -Friendship Physical Strength -Throw / Lift / Push Physical Determination -Fitness / Health Physical Agility -Sewing -Scribe / Writing as a craft Hit Points -Tough Hide / pain threshold for small wounds Hit Points + Physical Strength + Physical Determination + Mental Determination

-Take a punch (without crying) Speed Physical Strength + Physical Determination + Physical Agility + Speed -Wrestling -Fighting -Swimming -Gymnastics -Evasion -Running -Horseback riding

Beliefs

A person’s beliefs shape the way they see the world. Eventually we will create sets of beliefs you can select, but for now create a brief description of your political, social religious and cultural beliefs. Don’t forget prejudices. They’re what make us “human”.

Social Status = 1D6

1-2 = Dirt Poor. You make your living trading goods and services, not buying and selling with gold 3-5 = Middle Class. You have gold, but you always need more. 6 = Filthy Rich. You need nothing. (Roll again. If you get another 6 you are heir to a Lordship, true Nobility)

Magic Skills

Magic skills are learned just like regular skills, and must me learned IN PLACE OF regular skills because they take time to learn just like regular skills do. If you have no Magic Affinity, you can’t have any magical skills. Your Magical Affinity score is added to your Magical skill. Prioritize skills in order they were learned (use common sense.) Skill improve by 1D6 per year.

Additional Magic Skills

Additional magic skills can be learned from another magic user, through independently exploring your own abilities, reading by books on magic. There are no magic schools, so there is no magic education. However, rarely, there are apprenticeships, these work just like

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Magic Apprenticeship = 1D6 1-5 = No apprenticeship 6 = general apprenticeship (you are one of several apprentices to a mid level magic user). Apprenticeships last 6 months (can be renewed) (Roll again, if you roll a 6 you have a coveted apprenticeship (you are one of a few apprentices to a high level magic user). A general apprenticeship earns 4D6 in magic skills per 6 months of study. A coveted apprenticeships earn you 6D6 in magic skills per 6 months of study. There is no max limit to the number of skills you can learn or the score you can have in each skill. Everyone can make mistakes -- so every time you attempt an action that is beyond rudimentary you must roll your total D6 count and add your modifiers.

Control element (specify type -- air, water, fire, earth) Create heat or cold Create light or darkness Create calm or anxiety Reanimate plants Conjure plants Reanimate animals (including people -- not necessarily with soul intact!) Conjure animals Trap Soul (removes a soul from a body -- allows you to influence the body and soul)

Magic Skills

Capture Soul (allows you to capture the soul of the dead so that they can be properly reanimated)

Heal (speeds recovery) Sickness (reduces immunity)

Animate and command objects Conjure object

Speed grow plants (must already exist) Wilt plants (shuts down their life functions)

Reanimate food and drink (freshens up spoiled food) Conjure food and drink

Summon insects Summon animals (specify type -- rodents, reptiles, domestics, etc) Calm / Disperse insects Calm / Disperse animals Summon Spirit (Not the same as conjuring. These spirits already exist in the world, you are just calling them to you) (specify type -- ghosts, demons, faeries, magical creatures). Bind / control spirits (specify type -- ghosts, demons, faeries, magical creatures) Conjure Spirit (pulls them from another dimension) (specify type -- ghosts, demons, faeries, magical creatures) Commune with spirits (ghosts, demons, faeries, magical creatures -- not specifiable) Commune with animals (specify types -- rodents, reptiles, cats, dogs, insects, etc)

Absorb magic Infuse magic (create magical item or gift magic to another) Sleep Immobilize Numb (shuts down nerves) Relax / Lose muscle control Blind Death Control luck Beautify Love Lust Learn Information (from a source -- like osmosis) Mind read Mood read Increase hearing 9

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Increase sight Increase attribute (specify type) Levitate Command animals (makes them want to do what you say) Command people (makes them want to do what you say) Control animal (against their will) Control person (against their will) Create barrier Open lock See invisible Become invisible Bestow invisibility Mimic appearance Create elemental creature (short life) Create elemental Homunculus (long life) Rejuvenate (make young) Age (make old) Steal life force (and bestow it elsewhere) Ghost hand (telekinesis) Teleport Banish (to another dimension) Spirit walk Dispel magic Magical herbology

People

City Folk Governor Lords Merchants Shop Owners Soldiers

Harlots Healers Priest / Priestess Tavern Keeper Wench Black Smith Servant Vagrants Traders Sailors Pirates Smugglers Gypsies Bards Cut Throats Woods-men Mountain-men Mystics Villagers Farmers Fishermen Sheriff / Constable Mayor Monk Inn Keeper Wench Black Smith Healer

Religions

Church (Typically Human) Saints Angels Heroes (Ancestors & Demigods) Nature Nature itself (Typically Elf) Earth (Typically Dwarf) Air (Mountain Tops) Sea (Lakes & Rivers) Fire (Typically Dwarf) Spirits / Ancestors / Demons / Angels Cult of the Sun Cult of the Moon

Languages of the World

Human (6 spoken, 4 written). Only 1 of each in J’Moutra.

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Elvish (unknown spoken, 2 ancient written, 1 current written. All Elves can understand all spoken versions, Humans and Dwarves must learn them individually) Three Elvish tongues are spoken in J’Moutra. Dwarven (3 spoken 4 written -- 1 is a code). Only one Dwarf language is spoken in J’Moutra. Faerie (1 spoken, 1 pictograph)

Technology

It’s well known that the ancient Elves possessed greater understanding of the world than we do today . We have Fire, the wheel, and complex metals, but we do not have the printing press, microscope, or any sort of advanced understanding of micro-biology or chemistry. Anything along those lines would be considered Magic or Alchemy.

Known History

The commonly accepted history falls into three blocks of time called AGES. 1 -- Age of Faerie Before time had substance, before there was night and day, before death walked there were the Faerie Mists. A magical boundless realm where all creatures existed in harmony, playing mischievously in the branches of giant trees, and in shallow pools. Nothing was completely solid and nothing was evil. It was a time and place of great magic. Indeed magic and life were the same. 2 -- Age of Elves The mists lasted forever and then they faded, pulling slowly back and away until they were only a memory in the minds of old elves. As they disappeared death came into the lands. The first to die was a young elf named Fa’nalag’traz. He simply tripped over a root and fell on an elder wand. His death shocked the Elves and set them on the road to science in an attempt to understand the functions of the new world they inhabited. The Elder wand Fa’nalag’traz impaled himself on never again cast a spell. The Elves were so afraid of it and of what happened to the corpse of Fa’nalag’traz as it decomposed , they Elves heaped dirt and rocks onto them in an attempt to destroy death itself. The elves were the only race for millennia. They pursued many things. They lost their innocence and became obsessed with progress. Some among them clung to old ways and even managed to summon small

pockets of Faerie Mist. Many dark things happened during the age of Elves. Many things that have been erased from all record. 3 -- Age of Men Elves discovered a small settlement of Dwarves. Seeing their industrious nature, the Elves employed the Dwarves as miners and master craftsmen. Shortly there after Goblins appeared as domestic servants in Elven households and Dwarven mines. Goblins are thieves by nature and were quickly replaced my another race. Humans. Humans served Elves from that day till the fall of the Elven Empires. Now all races live independently. Most cities are governed by Humans, which seem to breed faster than the other races and be more willing to follow social norms, allowing them to toil at hard labor for the support of their society.

J’Moutra’s Lands

Weather The coastal flat lands of J’Moutra receive ample precipitation, borne in by western winds that must give up their moisture before climbing the mountains and glaciers. The springs are very wet with lots of flooding. The farm lands are fertilized by constant replenishment of vegetation. The summers are hot and sweaty, The autumns are short and cold. The winters are quite bitter with several feet of snow frequently falling in a single night. Within the mountains the wind are wiped up into a frenzy and deposit the remainder of their moisture in heaps. Travel through the mountains is almost impossible from the 10th month through the 4th. The rivers of J’Moutra come from the mountains, and are ice cold in summer and frozen solid in winter. Both liquid and frozen they are the best means of travel, as bridges are hard to come by and often washed out. Cities There are four main cities in J’Moutra. The capital city of J’Mar sits along the north western bend, with the resort town of J’bin further south along the coastline. The port city of J’Sok sits on the souther coast and is the main commerce hub for J’Moutra. Deep inland, at the crossroads between the cities and the mountain road lies M’Rrik. Also known as Rough Town. It’s a place where Dwarves must come to sell their gems to government middle men and pay taxes. It’s also where people come to 11

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The Lands & Seas of

Jemoutra Jenebtouhshfard

Our adventures take place in the land of “Jemoutra Jenebtouhshfard” an old Elvish name for flat land next to the jeweled mountains, commonly called J’Moutra today. It’s situated on a small peninsula at the western edge of a large continent, with several small islands around it and mountains and glaciers to the east. One treacherous road connects J’Moutra to the great inland cities, resulting in most trade is done by boat, rather than overland. There are woods and farms, lakes and rivers, cities and villages, ports and fishing villages, mines and marshes. This area was originally settled by Elves thousands of years ago. They brought the Dwarves in to mine the gems and the Humans to do everything else, including till the fields and dump the chamber-pots.

The time of Elf rule is long since past and now Humans govern, a yoke the Dwarves barely tolerate. It’s not much of a secret that the Dwarves smuggle gems through the mountains to sell across the Southern Sea, avoiding taxation in the markets of J’Moutra. Fearing a rebellion the Humans allow the dwarves freedom in their Eastern lands. Some Elves still live in the flatlands and woods of J’Moutra, but few live in the cities.

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get rich. Some through hard work, some through serving those doing the hard work and still others by any means possible. Villages Many small villages are sprinkled through J’Moutra. They have a myriad of names, and non are worth of much note, except to say that the larger ones have sufficient markets to support a small town where most comforts of the city can be found. Farms Several large farms supply the main cities with their food stocks they are held by Gentleman Land Barons who have found their way to get rich is to overcharge the city folk for meat and vegetables. Ruins Nearly all the ruins in J’Moutra are Elven and several thousands of years old. The Humans of old built mostly of wood, so their structures didn’t survive the ravages of time. The Dwarves still inhabit their ancestral homes, most of which are built of mountain stone. Mines There are three primary active mines on the Mountains. Many ancient mines have been closed down due to low yield, and several have been scouted for future sites, once the current mines fall into disuse. Some old mines, and some not yet in use are being used to store smuggled gems and to train Dwarves in their secretive ways.

Elven Secrets

The Races Long ago, sometime after the age of Faerie the Elves ruled the world. For millennia they lived in accordance with their design, healing and helping nature. Nothing lasts forever, however, and the Elves turned to Industry, Science, and Technology in an attempt to further influence the world around them. Great and terrible things were created, men and beasts and machines, magics and plagues and gods. It is a secret, little known, that the Elves were the first race. They were in fact the only race until they created the others, mixing parts of themselves with other things, animals, plants, spirits, and things not of this world. The first race they created were the Dwarves. A strong, brutish, yet controllable population that had an affinity for tight, dark spaces

and fine craftsmanship. The Dwarves were the first slave labor in the world. Dwarves embraced their existence because it was all they knew and they were happy to be serve, for a time. Elvish society flourished with the cheap labor and the fine gems and extravagant jewelry the Dwarves produced. Elvish society was elevated to such a height that it needed additional servants to support it. So they created the Goblins as domestic servants, messengers and aides to the Dwarves. Goblins proved to be less than happy with their position in the world and being less unified as a people they often abandoned their positions, and needed to be replaced. Then the Elves created Humans. They were the perfect replacement for Goblins, Setting all Goblins free and driving them away from Elven towns and settlements. Humans were not overly brutish as the Dwarves were, nor overly ambitious as the Goblins were. Their Physical make up was also not as disturbing to the Elvish eye, something desirable in chattel, but less so in Domestic help, something the Elves would face constantly through the centuries they help the humans in Slavery. Many other beings were created in the time Elves embraced science. Many of those went unrecorded due to their abominated nature. The Dark Races Long after the elves abandoned science they continued making strides in magic. Through scrying and dowsing they found a large mass of magical gemstones buried deep under a large gently sloping forested hill. Not prone to hard labor, nor to cutting their own gemstones the Elves employed their oldest creation, the Dwarves. A small group of Elves and Dwarves were entrusted to explore the hill and bring back samples. The quality of the gems and the power within them was intoxicating, and so a full mining operation was set up. Within month however side effects of the magic started to effect the miners, turning them violent, hostile and embodying them with magics unseen till that day. Fearing for the safety of the world if these magics were set free the Elves on the surface sealed the mine leaving those within to kill one another or starve to death. Magic is a force of nature, and nature has a habit of not bending to the wills of man. Those 13

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buried within the mine did not starve, Simple funguses and algae brought in by the miners were transformed by the magic into glowing monsters, providing light and sustenance. Although they had violent confrontations they eventually set up their own kingdoms, the Dark Elves taking one section of the mine, the Shadow Dwarves taking another. The Dark Races are are bitter enemies, and still have frequent clashes. Neither wishes to escape the mine however, fearing that the distance from the magical gems would weaken them enough for their enemies to overtake them. Recently Dwarves on the surface have discovered ancient references to the mine and the gems inside. Not knowing the full extent of the danger, they are planning an expedition to the hill in an attempt to extract gems to make into magical jewelry and sell abroad on the black market. Midnight Assassins The first vampires were a small unit of soldiers tasked with a difficult assassination. They were given supernatural powers in order to complete their task, and given the ability to drain life force, and magic through drinking the blood of their victims. This was done to ensure the magical powers of the victims were not collected postmortem by their surviving acolytes.

Combat Round = 6 seconds Turns per round = Agility Initiative = Agility X D6 vs opponent’s Agility X D6 (rolled every round) Punch = 1D6 Claw = 1D6 - 2 Elbow = 1D6 + 2 Kick = 2D6 Knee = 1D6+4 Stomp = 1D6 + 4 Head Butt 1D6 (Both parties must roll against their own Mental Determination to not get stunned) Tackle = 1D6 - 2 Body Block = 1D6-3 (target looses initiative)

Jump / Spin + attack = damage X 3 Must get 3 successful agility rolls or you forfeit initiative. Combat Fatigue / Trauma In the course of battle many horrific events may take place. If the Game-master thinks it is warranted you must roll vs your Mental Determination to see if you crack under the pressure. If you crack roll 1D6 1-2 = You are immobilized with fear. 3 = You are immobilized with fear. You cry and pee yourself. 4 = You are immobilized with Euphoria. 5 = Frenzy -- You kill everything in front of you. You receive 50% more turns per round. You can not defend except on a natural 6. You are effectively a wild beast tortured to the point of madness. You can not come out of this by yourself. 6 = Calm Frenzy-- You kill everything in front of you. You receive 25% more turns per round. Your defense capabilities are increased 25%. You are effectively a killing machine. You can not come out of this by yourself. After such an event you need serious help to function. This help can come from anyone, but if they are unskilled in therapy then they must battle your Mental Determination at least once a week for a number of weeks equal to your Mental Determination (if your Mental Determination is 4, then you need 4 weeks of Therapy). In the first week of treatment your loved ones must beat your Mental Determination every hour to avoid fighting or fleeing. In the second week of treatment your loved ones must beat your Mental Determination every six hours to avoid fighting or fleeing. In the third week of treatment your loved ones must beat your Mental Determination twice per day to avoid fighting or fleeing. From the fourth week till the end of treatment of treatment your loved ones must beat your Mental Determination once per day to avoid fighting or fleeing. You are prone to addictive behaviors during this time, such as drinking, using drugs, sex and violence and your defense against them is 1/2. Your defense against subsequent trauma is 1/2 while in treatment.

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Blood Loss After sustaining heavy damage there is a good chance you will have bleeding wounds. Blood loss is a very serious matter and can cause death in minutes. Treatment includes binding the wound and not agitating it with movement. If you sustain a serious wound (Game-master’s digression) you must role vs your Physical Determination once every 5 rounds. If you fail you pass out from blood loss. If you don’t receive treatment quickly you will die. You can not wake / recover without treatment, and will likely spend days in bed. Infection The battlefield is just about the dirtiest place on Earth. Mud, blood, sweat, and all kinds of nastiness get on every surface, and therefore into every wound. Even the smallest cut can get infected. If untreated these will lead to sickness and possible death. At the Game-master’s digression roll vs your Physical Determination once a day for a week (if you are getting medical treatment) four times a day if you are not. Failing a roll meant you have an infection. You get weak and develop a fever. Beating the infection without treatment is possible, but not very likely. Roll vs Physical Determination Once a day.

Disease

There are many diseases to contend with in the world of Farmers & Fighters. Cold -- Runny nose, cough, sore throat. Lasts 1D6 days. Roll vs Physical Determination once. Failed Roll results in Pneumonia. Food Poisoning -- Flu-like symptoms. Lasts 1D6 ÷ 2 days. Roll vs Physical Determination once per day. Successful roll results in recovery. Three unsuccessful rolls results in Flu. Flu -- Vomiting, Diarrhea, dehydration fever. Victim can barely walk. Highly contagious. Roll vs Physical Determination once per day. Successful roll results in recovery. 7 Days of unsuccessful rolls results in death. Pneumonia -- Fluid in the lungs. Starts off as a

mild cough that produces phlegm. Progresses over a month into a massive infection if untreated. Roll vs Physical Determination once per week. Failure results in further weakened immune system (Physical Determination reduced by 2) and an additional two weeks of sickness. Can cause death. STDs -- Common among prostitutes, soldiers, and City dwellers. More common among Humans than Elves or Dwarves. 1-2 = Bumps -- Very common. Unsightly red bumps appear around orifices 1-2 times a year. Can be treated easily with ointments. 3-4 = Ooze -- A badly smelling ooze secretes from sexual organs, causing itchiness. If untreated will cause madness in 1D6 years. 5 = Sex Craze -- Sexual organs are hyperactive. After one week the libido catches up to the body and behavior starts to change. After four weeks the victim will have sex with anything that will allow it. If untreated the victim will usually “handled” by friends and neighbors. 6 = Uselessness -- Sexual organs shut down. After a week the emotional stat of the victim is compromised. Plague = 1D6 1-2 = Massive infection of lymphatic system. Glands swell all over the body. Color turns read. Lumps are itchy. Mid-grade fever. Highly contagious. Usually not life threatening to those in good health. Most often kills the young, the old, and the sick. Sickness 1D6 + 2 days. Roll vs Physical Determination every day. Successful roll ends sickness. If you fail rolls for two weeks straight you die. 3-4 = Boils form around all orifices, including eyes, nose, throat, ears, etc. Pustules pop easily spreading the disease. Victim can barely walk. Highly contagious. Sickness lasts 1D6 ÷ 2 weeks. Roll vs Physical Determination once per week. Any unsuccessful roll results in death. 5-6 = Skin blackens in patches around orifices. You are bed-ridden . Highly contagious. Sickness lasts three weeks. Sickness lasts 1D6 days. Roll vs Physical Determination once per hour. Any unsuccessful roll results in death.

Creatures 15

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Dog (Farms, Villages & Cities) Wolf (Woods & Grasslands) Bear (Woods, Grasslands & Mountains) Cat (Farms & Villages & Cities) Mountain Lion (Mountains &Woods) Cow (Grasslands / Farms & Villages) Chicken (Farms & Villages) Sheep (Grasslands / Farms & Villages) Goat (Grasslands / Farms & Villages / Mountains) Rat (Farms & Villages & Cities & Ships) Musk Rat (Lakes & Rivers) Raccoon (Woods & Grasslands) Squirrel (Woods & Grasslands) Otter (Lakes & Rivers) Beaver (Lakes & Rivers) Mouse (Farms & Villages) Lizard (Woods & Grasslands) Snake (Woods & Grasslands) Poisonous Snake (Woods & Grasslands) Wild Elven Lithe Horse (Grasslands) Dwarf Labor Horse / War Horse (Mountains) Horse (Farms, Villages, Cities & Grasslands) Donkey (Farms, Villages, Cities) Bat (Farms, Villages, Cities, Mountains & Woods)

Supernatural Creatures

Vampires Vampirism is a mystical enhancement of the body and soul. Originally bestowed on a select few, it can now be passed through the bite of another vampire. All the natural statistics of a race are doubled. In exchange they must consume the blood and life force of one adult per year, and they will never see the light of day again. As long as they follow these simple guidelines natural death will never come for them. For every life they drain, they gain 25% of the Magic Affinity from their victim as well as 25% of the victims Magical Skills -- add up total Magic Skill Point and divide by four. Then choose how much of each Magical Skill you’d like to add to your own Magical Skills -- Be sure not to exceed the victim’s limit in each Magical Skill. A vampire can endure full sunlight for a number of seconds equal to his years of life + his Magical Affinity. Ghouls -- Those that are not vampires, but emulate them in practice can gain some benefit from it. They are not vampires, they will not live forever, not will the sun turn them to ash, but they

are effected by consuming what they can of blood and soul. Physical Build = - 2 Physical Beauty = - 4 Mental Strength = - 3 Mental Determination = - 3 Mental Agility = - 3 Charisma = - 4 Physical Strength = + 1D6 Physical Determination = + 1D6 Physical Agility = + 3 Hit Points = +6 when well fed. -6 when fasting Movement = +6 Magic = unaffected Risen Dead -- The bodies of the dead can me reanimated. Usually for the purpose of attacking the enemy or the person raising them. Their stats are reduced by 75%, and have no Magical Affinity or Magical Skills. Ghosts -- The souls of the dead can sometimes wonder the world or be summoned into it. They have no substance at all but can become corporeal for a number of minutes equal to their Magical Affinity before they are dispelled till midnight. Physical Build = Ø Physical Beauty = same Mental Strength = same Mental Determination = same Mental Agility = same Charisma = Ø Physical Strength = same (when corporeal) Physical Determination = same (when corporeal) Physical Agility = X 2 Hit Points = 3D6 Movement = X 2 Magic = same Shades -- Those that were great in life can be great in death as well, these Ghosts are called Shades. Shades can become corporeal for a number of minutes equal to their Magical Affinity before they are dispelled till midnight. Physical Build = Ø Physical Beauty = same Mental Strength = X 2 Mental Determination = X 2 Mental Agility = X 2 Charisma = Ø Physical Strength = X 2 (when corporeal)

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Physical Determination = X 2 (when corporeal) Physical Agility = X 4 Hit Points = X 2 Movement = X 4 Magic = same Faeries Sometimes annoying and mischievous, generally considered good luck because they keep other things away. Pixie -- Live in the woods. Patterned after Elves. Brownie -- Live in the homes and villages (not cities). Patterned after Humans. Obsessed by domestic life / stealing things Can be driven away by gifts of clothing. Gnome -- Live underground. Patterned after Dwarves Gremlin -- Live in mills and around mechanical items.

Mythological Creatures

These creatures are rumored to exist, but there is little evidence to support it. Demigods (Lady of the Lake, etc.) Angels Dragons Unicorns Harpies Mermaids Banshees Sea Serpents Giants Troll Satyrs Centaurs Griffons Hydras Shape Shifters Werewolves Changelings

Weapons

You can use a weapon to slash, stab, chop, bludgeon. Some weapons and/or techniques continue to cause damage over time. All chopping takes 2 turns (only 1 initiative required). Crossbows are used for aimed or blind attacks only, NOT to be used in open combat. Blind

attacks = 1/2 turns (reloading time). Crossbow aimed attacks require initiative + only 1 turn per round. Bow aimed attacks = 1/2 turns and require initiative. Knives Short Knife Slash = 1D6 Stab = 2D6 + (1D6/day for 1 week) Throwing Knife Stab = 1D6 +2 + (1D6/day for 1 week) Long Knife Slash = 2D6 Stab = 4D6 + 2 + (2D6/day for 2 week) Axes Woodsman Hatchet Chop = 2D6 + (1D6/day for 2 week) Woodsman Axe Chop = 3D6 + (2D6/day for 4 week) Throwing Axe Chop = 2D6 + 3 + (1D6/day for 2 week) Pole Axe Stab = 2D6 + (2D6/day for 2 week) Chop = 4D6 + (2D6/day for 2 week) Battle Axe Chop = 5D6 + (2D6/day for 8 week) Movement Reduced Swords Short Sword Stab = 2D6 + 3 +(2D6/day for 2 week) Chop = 5D6 + (3D6/day for 4 week) Long Sword Chop = 7D6 + (3D6/day for 6 week) Broad Sword Chop = 9D6 + (3D6/day for 8 week) Movement Reduced Wooden Weapons Club = 2D6 + Stun vs Physical Determination Staff = 1D6 + Stun vs Physical Determination Arrowed Weapons Short Bow = 4D6 + (2D6/day for 4 weeks) Long Bow = 7D6 + (2D6/day for 6 weeks) Crossbow = 6D6 + (2D6/day for 6 weeks) Shields Small Shield - Wood = 10 HP 17

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Small Shield - Metal = 35 HP (10 HP threshold) Large Shield - Wood = 30 HP Large Shield - Metal = 100 HP (10 HP threshold) Reduced Movement Armor Leather Armor = 15 HP / turn for 3 turns No defense for Chop or Bludgeon. Chain Mail Armor Slash = 55 HP (10 HP threshold) Stab = 20 HP (Ø HP threshold) Chop = 35 HP (Ø HP threshold) Plate Armor = 150 HP (10 HP threshold) Impervious to Slash Reduced Movement

Magical Items

Any item can be made into a magical item. The oldest know magical items were simple wooden wands. It’s believed that Elves emerged from the Faerie mists with wands already in their possession. In the time of Faerie death was unknown, so if a tree gave a piece of itself to an elf the piece continued to live. These Elder Wands were actual living embodiments of nature , Elven magic, and the bond the Elves have with the Earth. It is rumored that no ill magic can come from an Elder Wand. After the Faerie mists receded Elves fashioned wands from sticks and twigs that trees had dropped, seeing it as some-what similar to the gifting the Faerie Trees had done. These wands are the most widely used magical items through out the ages. Just as any item can be made magical, any magic can be bestowed on an item. A locket that holds a love charm, or a potion that dispels sickness are very common. A some-what common phenomena is the Magical Heirloom. Any item passed down through a family can be imbued with magic by the generations that have owned it. Most striking is that they can do this unknowingly. Any item you use regularly enough becomes a part of your persona, and can become a vessel you channel your magic through, so a knight that has magical affinity might find that his sword cuts deeper than it should, never tarnishes, or repels certain types of enemies. A lady of stature might find that her favorite

mirror allows her to spy on her social rivals, or a ring once designed to carry poison prevents her from being poisoned or even getting sick in turn.

Notes on Game-Mastering

The roll of the Game-Master is to direct the players through a story. To that end it’d be in your best interest not to kill the characters. Or at least not to keep them dead. You should always have the enjoyment of the players in mind, its the whole point of the game. If they’re missing the direction you want them to go in insert a NPC that gives them reason to move in that direction. This type of NPC don’t need to be rolled out. It is in effect just a crutch to advance the story along. Obviously if you were writing a novel you’d like to mask that as much as possible, but you’re playing a game and you need to be able to think on your feet, so don’t over think it. If any rule doesn’t make sense to the way you and your players play the game then throw it out. If you have a better idea, institute it. In fact its almost certain you will have ideas that you like more. This is definitely an instance when “house-rules” trump the rule book. A player should NEVER grab the rule book and quote chapter 3 page 7 paragraph 5. The Game-Master’s decisions are final. If the players don’t like it the Game-Master has failed his audience. If you’re facing a mutiny you’ve got to find a way to right the ship and quick! Once you loose their respect the game’s over. A story is by definition linear. There is a beginning, a middle and an end. As a Game-Master you’ll have to generate those elements and guide the players to the direction you want them to go in. That usually means you’ll have to at least consider the character’s life path while creating the ideas you’ll use in the game. I like to do this by having the players create the basic character and then run a “get-to-know-you” campaign. This works REALLY well to get novices familiar with game-play and lets everyone get a little more familiar with who their characters are before they find themselves neck deep in Troll blood or Dragon guano. After that introductory campaign I like to outline some ideas about each character and present them to the players (not in a group). Talk over character motivation and personal character paths. It’s a good way to assert a little control while at the same time expressing

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care and concern for the character that the player is in fact creating through game-play. You’ll get a lot farther as partners on a journey together that you would as a manager telling people what to do.

Story Nodes

I thought of setting up fully fleshed-out adventures complete with NPCs and Themes and what-not, but that’d take out half the fun for the Game-Master. So instead I’m giving you Story nodes -- Ideas that you can use to base your campaigns on. Of course you can throw these out, merge them with your ideas or play them as straight as you like. Node 1 -- Getting to know you. The players get together and becoming a cohesive group. This can happen at a secret meeting of like minded people or a drunken tall-tale session at the local tavern. Something should happen to thrust the group into a common direction. I like the idea of someone older and wiser pushing them towards action. It doesn’t need to be anyone grand and wise nor does it have to be some one nefarious. It might be just an older brother or soldier teaching them to fight or daring them to do some fool-hardy action that works as the powder keg to ignite the campaign. There should be a lot of chaotic action using rudimentary skills and stats. Running, Punching, kicking, Physical Agility rolls and intelligence rolls. This will help the players understand the idea of role-playing and give them immediate connection to the characters and an interest in preserving their well-being. Ounce they’ve survived the powder keg and are thrust in the direction of adventure their personalities need to come out. If they’re not wondering what to do or why they’re on the run or who’s fault it is then they’re accepting things as they happen rather than making them happen and you’ll need to find a way to interject some kernel to make them think. Some sort of quest should occur, even if its just moving to the next town over to avoid the Constable or the Farmer who’s daughter a player got to know all-to-well the night before. This gets characters out of their small town and into the hands of fate -- the hands of the Game-Master. Node 2 -- Exploring connections. The players travel together to an uncles house, a cousin’s tavern, or to the big city to connect with someone they know. This allows the Game-Master

to introduce positive NPCs that can be used to help the characters further along their path. The person they are meeting should be a little more worldly and street-wise than they are and should help them get outfitted for the action to come. Getting them provisions, weapons, and maybe a little training. Combat should be heavier than in Node 1, but not crazy yet. Remember they’re not soldiers. The person they’re meeting should only join the group if he’s a new player character (should be a seasoned player). I don’t like the idea of NPCs being part of a group for very long. They should serve the purpose of moving the story along and not be the Game-Master’s means of playing his own game. By the end of this campaign the players should be familiar with what they’re doing and how its done. They should also be itching for the next game, so I recommend working in some sort of cliff-hanger ending. Something that’s got a lot of emotional impact and brings the players back for the next game. Node 3 -- Learning about the REAL world. In this node we explore the mechanicians of politicians, tribal leaders or chieftains. The players get embroiled in a situation not of their own making. Caught in a turf war of some sort where they are stuck fighting for their lives in a battle that’s not their own. Maybe they were just in the wrong place at the wrong time and got lumped in with one group or the other. Maybe they’re being blackmailed into action. This is the perfect time to insert a race or or type of character your players are unfamiliar with. If one of the characters is a dwarf, but grew up in a human settlement this would be a perfect opportunity to discover the Dwarfs and their relationship to the government through the characters getting involved with the smuggling of gemstones. This campaign could last several sessions of game-play, so its important to introduce a satisfactory ending. Something where the characters are on the road home would be good. Node 4 -- JACKPOT! Your comes across a cache of some sort. Gold, weapons, magical items, etc. There should be a guardian of some sort. It doesn’t need to be a 3 headed dog, it might be a nice old man, or the treasure might appear unguarded, but is in fact cursed. This is the campaign where you super-power your characters. Either giving them more powerful weapons, deeper pockets, or magical abilities. No 19

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matter what they’ve gained from the encounter the second part of the campaign should be them dealing with others trying to take their new-found items. If its weapons or magical items it opens the player’s eyes to possibilities. Node 5 -- Elven Secrets. This campaign should focus on reclaiming lost knowledge. It can be organized as a mission or it can be just a few characters stumbling upon information on their own. The nature of the information should be such that its worth getting. Some of the ideas outlined in the Elven Secrets section would be good to introduce here.

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Character Sheet Sample

Name ___________________ Hit Points _____ Social Status ________ Race ________ Skin Color ________ Sex ________ Age ________ Height ________ Weight ________ Hair Color ________ Eye Color ________ Physical Beauty ________ Physical Build ________ Physical Strength ________ Physical Determination ________ Physical Agility ________ Movement ________ Mental Strength ________ Mental Determination ________ Mental Agility ________ Charisma ________ Magical AfďŹ nity ________ Beliefs _______________________________ _____________________________________ _____________________________________ _____________________________________ _____________________________________ _____________________________________ Possessions _____________________________________ _____________________________________ _____________________________________ _____________________________________ _____________________________________ _____________________________________ _____________________________________ Weapons _____________________________________ _____________________________________ _____________________________________ _____________________________________ _____________________________________ _____________________________________ _____________________________________

Skills _____________________________________ _____________________________________ _____________________________________ _____________________________________ _____________________________________ _____________________________________ _____________________________________ _____________________________________ _____________________________________ _____________________________________ _____________________________________ _____________________________________ _____________________________________ _____________________________________ _____________________________________ _____________________________________ _____________________________________ _____________________________________ _____________________________________ _____________________________________ _____________________________________ Magic Skills _____________________________________ _____________________________________ _____________________________________ _____________________________________ _____________________________________ _____________________________________ _____________________________________ _____________________________________ _____________________________________ _____________________________________ _____________________________________ _____________________________________ _____________________________________ _____________________________________ _____________________________________ _____________________________________ _____________________________________ _____________________________________ _____________________________________ _____________________________________ _____________________________________ Gold ________ Social Status: 21

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NPC Human #1

Sex = Male Age = 23 Height = 5’ 10” Weight = 210lbs Hair Color = Black-Long Eye Color = Green Skin Color = Pale Physical Build = 4 = normal Physical Beauty = 2 = ugly Mental Strength = 1 Mental Determination = 5 Mental Agility = 6 Charisma = 10 Physical Strength = 4 Physical Determination = 4 Physical Agility = 6 Hit Points = 18 Movement = 6 Magic Affinity = 2 -- NO MAGIC Social Status = 5 = Middle Class. He has gold, but he always needs more. Skills -- No formal education -Speak foreign language: Dwarf = 23D6 +1 -Grooming / Hygiene = 22D6 + 4 -Fashion = 21D6 + 4 -Managing People / Groups = 20D6 + 16 -Music: Flute = 19D6 + 6 -Fishing = 18D6 +10 -Hunting/Bow = 17D6 +10 -Butchering = 16D6 +10 -Building = 15D6 +10 -Survival = 14D6 +10 -Manipulation = 13D6 +6 -Poetry / Song writing / Story Telling = 12D6 + 6 -Take a punch (without crying) = 11D6 +33 -Resist Torture / Pain = 10D6 + 5 -Resist Manipulation = 9D6 + 5 -Labor = 8D6 + 4 -Strategy / Game Play / Gambling = 7D6 + 12 -Socializing = 6D6 + 10 -Friendship = 5D6 +10 -Wrestling = 4D6 + 20 -Fighting = 3D6 + 20 -Evasion = 2D6 + 20 -Running = 1D6 + 20

Gold: 50 coins/week. Carries on his person at all times. Weapons: 2 long knives 1 Butcher knife Small Bow and arrows Possessions: 100 meters rope Backpack Heavy blanket Hatchet Small tent Food and water for 3 days Cheater’s dice Cards Comb, brush, tooth brush, soap, tooth paste, cologne Nice boots and travel cloak Standard pants and shirt Home: Small apartment above a shop owned by Family. Three rooms, one of which is for formal visitors. Furnished modestly. No servants. Once a month the family’s staff arrived to spruce the place up. NPC barely uses this apartment, preferring the mobility of his backpack and the warm beds of brothels.

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NPC Human #2

Sex = Male Age = 22 Height = 6’ 2” Weight = 180lbs Hair Color = Blonde - Short - Spiky Eye Color = Blue Skin Color = Dark Physical Build = 2 = slight/thin Physical Beauty = 7 = beautiful Mental Strength = 4 Mental Determination = 4 Mental Agility = 6 Charisma = 19 Physical Strength = 2 Physical Determination = 5 Physical Agility = 6 Hit Points = 17 Movement = 6 Magic Affinity = 2 --NO MAGIC Social Status = 6 = Filthy Rich Skills -- No formal education -Grooming / Hygiene = 22D6 + 7 -Reading / Writing : Human = 21D6 + 4 -Speak foreign language: Elf = 20D6 + 4 -Fashion = 19D6 +7 -Gymnastics = 18D6 +19 -Evasion = 17D6 +19 -Running = 16D6 +19 -Socializing = 15D6 + 19 -Managing People / Groups = 14D6 + 27 -Hunting = 13D6 + 13 -Horseback riding = 12D6 + 19 -Finance / Accounting = 11D6 + 8 -Resist Manipulation = 10D6 +4 -Manipulation = 9D6 + 6 -Poetry / Song writing / Story Telling = 8D6 + 6 -Meditation = 7D6 + 4 -Strategy / Game Play / Gambling = 6D6 + 14 -Leadership = 5D6 + 19 -Friendship = 4D6 + 19 -Fitness / Health= 3D6 +5 -Wrestling = 2D6 + 19 -Fighting = 1D6 + 19

Gold: 5000 coins/week. 500 of which are on his person at any one time and 250 with each of his man servants. More gold can be acquired for business purposes. Weapons: NONE Possessions: Extravagant shoes (Not boots) and travel cloak. Brightly colored and custom fitted shirt and pants with frills and custom embroidery including a family name/crest. Two man servants dressed less flashy, but better than a commoner. A one-horse carriage and driver. Carriage is plush and has lantern within and without as well as windows and curtains. Home: Fully furnished penthouse apartment in a luxurious building near the action. Not in an apartment building = privacy. A team of cleaning servants come once a week. Personal cook keeps an apartment in building just to server as needed -- but he generally eats out due to age, his is often courted by gentlemen trying to marry off their daughters.

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NPC Human #3

Sex = Female Age = 16 Height = 6’ 4” Weight 115lbs Hair Color = Brown -- Shoulder length Eye Color = Brown Skin Color = lightly tanned Physical Build = 1 slight/thin Physical Beauty = 4 = normal Mental Strength = 5 Mental Determination = 1 Mental Agility = 2 Charisma = 11 Physical Strength = 6 Physical Determination = 6 Physical Agility = 1 Hit Points = 27 Movement = 6 Magic Affinity = 5 Social Status = 4 = Middle Class. She have gold, but she always need more.

as she could buy off the rack. Half length skirts. Hair clips and adornments. Cheap jewelry, perfume, rudimentary make-up Home: Cheap one room apartment. poorly furnished with a small cooking stove and a bed. In a flop house style building where the rent is cheap but they don’t snoop and if you need help just yell people will come running. Gold: 40 coins a week. Carries on her person at all times. Using all the skills at her disposal she’s ruined the life of a somewhat wealthy family member who now pays her the coin she needs to live off of.. She spends her time hanging out in Taverns looking for some kind of action. Often simply playing games with Men trying to get their attention. Sometimes she uses that to get free drinks, or a free meal. Sometimes for a shopping spree or even as blackmail to improve her standard of living.

Skills -- No formal education -Speak foreign language: Elf 8D6 + 5 -Managing People / Groups 9D6 + 17 -Meditation = 2D6 + 1 -Resist Torture / Pain 10D6 + 1 -Resist Manipulation 11D6 + 1 -Take a punch (without crying) 12D6 +40 -Wrestling 4D6 + 19 -Fighting 6D6 + 19 Magic Skills Create calm or anxiety 14D6 + 5 Summon animals 13D6 (Rodent. Prefers Ferret) Reanimate food and drink (freshens up spoiled food) 15D6 + 5 Absorb magic 5D6 +5 Sleep 7D6 +5 Lust 3D6 + 3 Learn Information (from a source -- like osmosis) 4D6 + 5 Mimic appearance = 1D6 + 5 Weapons: none Possessions: Town Clothes -- light half length cloak. Flashy books. Clothes that are tight and as close to fitted 24

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NPC Elf #1

Sex = Male Age = 13 Height = 6’ 11” Weight Men-185lbs Hair Color = white Eye Color = black Skin Color = black (no, really -- BLACK!) Physical Build = 4 = normal Physical Beauty = 5 = beautiful Mental Strength =3 Mental Determination = 6 Mental Agility = 5 Charisma = 15 Physical Strength = 5 Physical Determination = 5 Physical Agility = 7 Hit Points =18 Movement = 8 Magic Affinity = 9 Social status = 5 = Middle Class. You have gold, but you always need more.

Weapons: none Possessions: Walking stick/Wand/Staff -- Regularly infuses with magic. Long extreme weather Elven Travel cloak. Simple woodland clothes. Flint striker. Elven Hatchet. Elven tree tent. Elven Warming Stone. Three days food and Drink. Gold: 50 gold per week. Carries on his person. He’s on an exploration of the world. Finding out what the world is all about . It’s common among Elven Priests to do this, although Humans rarely know they’re priests.

Skills --Reading / Writing: Elven = 6D6 + 3 -Speak foreign language: Human = 5D6 + 3 -Occupational Theology (Priest) = 7D6 + 9 -Solitude = 9D6 + 6 -Meditation + 8D6 + 6 -Manipulation = 4D6 + 5 -Tough Hide / pain threshold for small wounds = 3D6 + 18 -Take a punch (without crying) = 2D6 + 34 -Evasion = 1D6 + 25 Magical Skills Mood read = 2D6 + 9 Relax / Lose muscle control= 2D6 + 9 Create barrier = 2D6 + 9 Create heat or cold = 2D6 + 9 Dispel magic = 2D6 +9 Commune with spirits (ghosts, demons, faeries, magical creatures -- not specifiable) 13D6 Absorb magic = 12D6 + 15 Infuse magic (create magical item or gift magic to another) = 10D6 + 14 Increase attribute (Mental Strength) = 11D6 +14

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Welcome to

Jemoutra Jenebtouhshfard Also known as

J'MOUTRA

Back cover copy here...

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