150 8 451MB
David Chronister (order #31360124)
Core Rulebook
David Chronister (order #31360124)
David Chronister (order #31360124)
David Chronister (order #31360124)
FLAMES OF FREEDOM Grim & Perilous RPG
copyright © 2021 by Rogue Games. All rights reserved. Printed in China. No part of this book may be used or reproduced in any manner whatsoever without written permission except in the case of reprints in the context of reviews. Andrews McMeel Publishing a division of Andrews McMeel Universal 1130 Walnut Street, Kansas City, Missouri 64106 www.andrewsmcmeel.com 21 22 23 24 25 SDB 10 9 8 7 6 5 4 3 2 1 ISBN: 978-1-5248-6251-0 Library of Congress Control Number: 2021931893
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David Chronister (order #31360124)
Researched and inspired by history, the characters, world and situations in FLAMES OF FREEDOM are a work of fiction. This game was designed, developed and produced by a multicultural team of diverse identities, beliefs and orientation. FLAMES OF FREEDOM Lead Designer: Richard Iorio Powered by ZWEIHÄNDER Lead Developer: Daniel D. Fox Developers: Adam J. Rose, Anna Goldberg, Elijah Forbes, Gabe Hicks, James Introcaso, Kate Bullock, Sean Van Damme, Tanya DePass, Tanner Yea, TK Johnson, Walt Ciechanowski & Walter Fulbright Accessibility, Cultural & Safety Consultants: Adam DePaul, Alihelisdi Kimball, Anna Goldberg, Daniel Kwan, Elijah Forbes, Ethan Brown, Gabe Hicks, Joel Barnes, Kate Bullock, Kellin Slater, Kimimilasha James, Larry Madden, Loïk Raymond, Ronkwahrhakónha Dube, Rowan J. Coffey, Tanya DePass & TK Johnson Additional Contributions: Grim & Perilous Studios, Jason Birch, Jeff Heising, Kay Peek, Mike “Not Downstairs Mike” Bossaller, Nick O’Hare, Nora Cahill, Tim Cohron, Tom Grant & the Zweihänder RPG Discord community Line Editors: Anna Goldberg & Tanner Yea Editors: Elijah Forbes, Irene D.B., Jennifer Ford-Rose, Katie Gould & Matthew Pook Proofreader: Mariah Marsden Art Directors: Dejan Mandic, Elijah Forbes & Mitch Wallace Graphic Designers: Amber Seger & Diane Marsh Cover & Logo Illustrator: Ken Duquet Interior Illustrator: Dejan Mandic Cartography: Gabriel Brouillard, Glynn Seal & Kyle Latino UX Consultant: Amber Seger
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ON THE COVER
Leading the charge is Verity Trowbridge, an African Puritan whose name means hope. To her right is Azar Willington, a soldier who served with Captain Woodbridge’s Company. Azar’s Persian namesake comes from a friend to his father: a whaler who died at sea. The final person to Verity’s left is Mendon, who has no surname in the Massachusetts soldier’s role. Living as a tailor, they volunteered and fought at the battle of Bunker Hill. It is believed Mendon was of Indigenous and Spanish descent, having also fought at the battle of Jamaica Heights.
David Chronister (order #31360124)
CONTENTS PREAMBLE xi The Setting . . . . . . . . . . . . . . . . . . . . . . . . . . . . xii As A Character . . . . . . . . . . . . . . . . . . . . . . . xiii As The Historian . . . . . . . . . . . . . . . . . . . . . . xv Playstyle .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. xv Strength In Diversity . . . . . . . . . . . . . . . . . . xvi Creating A Positive Experience .. . . . . . . xix
ARTICLE 1: BASICS OF GAMEPLAY 1 Making Skill Tests .. .. .. .. .. .. .. .. .. .. .. 1 Difficulty Rating .. .. .. .. .. .. .. .. .. .. .. .. 5 Peril Condition Track Penalties .. . . . . . . . . 5 Total Chance . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 Matching Dice . . . . . . . . . . . . . . . . . . . . . . . . . . 6 Critical Success/Failure .. . . . . . . . . . . . . . . . . 6 Skill Tests Over 100% .. .. .. .. .. .. .. .. .. 7 Skill Tests Lower Than 1% . . . . . . . . . . . . . . 7 Re-Attempting Failed Tests .. .. .. .. .. .. 7 Assisted Skill Tests . . . . . . . . . . . . . . . . . . . . . . 7 Opposed Tests .. .. .. .. .. .. .. .. .. .. .. .. .. 8 Secret Tests . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9 Fail Forward Tests .. .. .. .. .. .. .. .. .. .. .. 9 Fury & Chaos Dice .. . . . . . . . . . . . . . . . . . . 10 Twist Of Fate: Coins . . . . . . . . . . . . . . . . . . 10
ARTICLE 2: CREATING CHARACTERS 13 Step 1: Starting Allegiance . . . . . . . . . . . . Step 2: Basic Tier & Primary Attributes . . . . . . . . . . . . . . . . . . Step 3: Determination & Secondary Attributes .. .. .. .. .. .. . Step 4: Character Background .. .. .. .. . Step 5: Archetype & Professions List .. Step 6: Physical Appearance .. .. .. .. .. . Step 7: Personality Traits & Conflict . . Step 8: Ratify Your Character .. . . . . . . . .
David Chronister (order #31360124)
13 14 15 17 26 40 43 49
ARTICLE 3: PROFESSIONS PAMPHLET 51 Actor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56 Alchemist * . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57 Animal Whisperer .. .. .. .. .. .. .. .. .. .. . 58 Apothecary * .. .. .. .. .. .. .. .. .. .. .. .. .. . 59 Architect .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. . 60 Artist . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 61 Aspirant * .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 62 Auxiliary .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. . 63 Barber .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 64 Bawd .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. . 65 Boatswain .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 66 Bookkeeper . . . . . . . . . . . . . . . . . . . . . . . . . . . . 67 Braucher * .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 68 Brewer .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. . 69 Cavalry . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 70 Clergy .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 71 Clerk .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. . 72 Counterfeiter . . . . . . . . . . . . . . . . . . . . . . . . . . 73 Crook .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 74 Deserter .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 75 Dilettante .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 76 Diplomat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 77 Dispatch Rider . . . . . . . . . . . . . . . . . . . . . . . . 78 Dowser * .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. . 79 Engraver .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. . 80 Farmer .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. . 81 Firebrand . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 82 Folk Healer * . . . . . . . . . . . . . . . . . . . . . . . . . . 83 Fortune Teller * . . . . . . . . . . . . . . . . . . . . . . . . 84 Freebooter .. .. .. .. .. .. .. .. .. .. .. .. .. .. . 85 Fur Trapper . . . . . . . . . . . . . . . . . . . . . . . . . . . . 86 Gambler .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. . 87 Greengrocer .. . . . . . . . . . . . . . . . . . . . . . . . . . . 88 Grenadier .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 89 Guerilla .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 90 Gunsmith .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 91 Herbalist * .. .. .. .. .. .. .. .. .. .. .. .. .. .. . 92 Hired Hand .. . . . . . . . . . . . . . . . . . . . . . . . . . . 93 Informant .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 94 Lamplighter .. . . . . . . . . . . . . . . . . . . . . . . . . . . 95 Lawyer .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. . 96 Libertine .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. . 97 Magistrate .. .. .. .. .. .. .. .. .. .. .. .. .. .. . 98 Mariner .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 99 Mendicant .. .. .. .. .. .. .. .. .. .. .. .. .. .. 100 Mentalist * .. .. .. .. .. .. .. .. .. .. .. .. .. .. 101
Merchant . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Midwife .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Militia .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Milliner .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Musician .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. Mutineer .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. Officer .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. Partisan . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Politician .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. Preceptor * .. .. .. .. .. .. .. .. .. .. .. .. .. .. Printer .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. Privateer .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. Publican .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Purveyor .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. Rambler .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Regular . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Resurrectionist .. .. .. .. .. .. .. .. .. .. .. .. Road Agent .. . . . . . . . . . . . . . . . . . . . . . . . . . Servant . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Sin Eater * .. .. .. .. .. .. .. .. .. .. .. .. .. .. Smith . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Spiritualist * .. . . . . . . . . . . . . . . . . . . . . . . . . . Stationer .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. Surveyor .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. Survivalist .. . . . . . . . . . . . . . . . . . . . . . . . . . . . Tailor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Tax Collector . . . . . . . . . . . . . . . . . . . . . . . . . Teacher . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Tout .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Town Crier . . . . . . . . . . . . . . . . . . . . . . . . . . . Tracker . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Translator .. . . . . . . . . . . . . . . . . . . . . . . . . . . . Turncoat .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. Vagrant . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Weaver .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. Whaler . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Wright .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. Writer .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139
ARTICLE 4: SKILLS & TALENTS 141 Skills Overview .. . . . . . . . . . . . . . . . . . . . . . 142 Talents Overview . . . . . . . . . . . . . . . . . . . . . 152
CONTENTS ARTICLE 5: WARES & WEAPONS 163 Specie Exchange Rates . . . . . . . . . . . . . . . Barter . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Buying & Selling Goods . . . . . . . . . . . . . Weapons .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. Qualities .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. Crafting Wares & Weapons .. .. .. .. ..
163 163 164 175 175 185
ARTICLE 6: NARRATIVE TOOLS 187 Social Interaction . . . . . . . . . . . . . . . . . . . . . 189 Chase Scenes . . . . . . . . . . . . . . . . . . . . . . . . . 197 Overland Travel .. . . . . . . . . . . . . . . . . . . . . . 202
ARTICLE 7: COMBAT ENCOUNTERS 213 Combat Terminology .. . . . . . . . . . . . . . . . Movement Actions . . . . . . . . . . . . . . . . . . . Attack Actions .. .. .. .. .. .. .. .. .. .. .. .. Rough & Tumble . . . . . . . . . . . . . . . . . . . . . Special Actions . . . . . . . . . . . . . . . . . . . . . . . Reactions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Guide To Attacking .. . . . . . . . . . . . . . . . . . Injury Tables .. .. .. .. .. .. .. .. .. .. .. .. ..
213 220 221 224 225 226 228 232
ARTICLE 8: HEALING, HAZARDS & HORROR 239 Healing Practices . . . . . . . . . . . . . . . . . . . . . Permanent Injuries . . . . . . . . . . . . . . . . . . . Hazards .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Ailments .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. Drugs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Extreme Weather . . . . . . . . . . . . . . . . . . . . . Falling .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. Fire . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Sleep Deprivation .. . . . . . . . . . . . . . . . . . . . Starvation .. . . . . . . . . . . . . . . . . . . . . . . . . . . . Suffocation . . . . . . . . . . . . . . . . . . . . . . . . . . . Horror .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. Three Types Of Horror . . . . . . . . . . . . . . . Despair . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Hardened . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Afflictions .. . . . . . . . . . . . . . . . . . . . . . . . . . . .
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239 242 245 245 248 251 252 252 253 254 254 255 255 257 258 259
ARTICLE 9: HEXENMEISTER’S ALMANACK 267 History Of Common Spells .. .. .. .. .. History Of Black & White Magic . . . History Of Witchcraft . . . . . . . . . . . . . . . History Of Alchemical Arts .. .. .. .. .. Learning Spells . . . . . . . . . . . . . . . . . . . . . . . Guide To Casting Spells .. .. .. .. .. .. .. Common Spells Listings . . . . . . . . . . . . . Black & White Spells Listings . . . . . . . Witchcraft Spells Listings .. .. .. .. .. .. Learning Alchemical Arts .. .. .. .. .. .. Alchemical Art Listings .. .. .. .. .. .. .. Sample Grimoires .. . . . . . . . . . . . . . . . . . . .
267 268 269 271 274 274 278 284 289 294 295 300
ARTICLE 10: LIFE DURING WARTIME 305 Marriage & Family . . . . . . . . . . . . . . . . . . . Clothing .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. Economics .. .. .. .. .. .. .. .. .. .. .. .. .. .. Food & Drink .. .. .. .. .. .. .. .. .. .. .. .. Education .. . . . . . . . . . . . . . . . . . . . . . . . . . . . Government .. .. .. .. .. .. .. .. .. .. .. .. .. Crime & Punishment .. . . . . . . . . . . . . . . . Travel . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Major Land Routes .. . . . . . . . . . . . . . . . . . Religion .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Libraries .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
305 308 310 310 311 313 314 315 317 319 324
ARTICLE 11: INDIGENOUS NATIONS 327 Abenaki .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Algonquin .. . . . . . . . . . . . . . . . . . . . . . . . . . . . Apalachee .. . . . . . . . . . . . . . . . . . . . . . . . . . . . Atikamekw . . . . . . . . . . . . . . . . . . . . . . . . . . . Catawba .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Chickasaw .. .. .. .. .. .. .. .. .. .. .. .. .. .. Haudenosaunee .. . . . . . . . . . . . . . . . . . . . . . Innu .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Lenape .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. Mahican .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. Massachusett . . . . . . . . . . . . . . . . . . . . . . . . . Powhatan . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Seminole .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. Shawnee .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. Tsalagi .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. Wampanoag .. . . . . . . . . . . . . . . . . . . . . . . . . .
331 333 335 337 339 341 343 346 348 350 352 354 356 358 360 362
ARTICLE 12: COLONIAL OBSCURA 365 Connecticut .. . . . . . . . . . . . . . . . . . . . . . . . . . Delaware .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. Georgia . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Maryland . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Massachusetts & Maine .. .. .. .. .. .. .. New Hampshire .. .. .. .. .. .. .. .. .. .. .. New Jersey .. .. .. .. .. .. .. .. .. .. .. .. .. .. New York . . . . . . . . . . . . . . . . . . . . . . . . . . . . . North Carolina . . . . . . . . . . . . . . . . . . . . . . . Pennsylvania .. .. .. .. .. .. .. .. .. .. .. .. .. Rhode Island . . . . . . . . . . . . . . . . . . . . . . . . . South Carolina . . . . . . . . . . . . . . . . . . . . . . . Virginia .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
366 368 370 372 374 376 378 380 382 384 386 388 390
ARTICLE 13: HISTORIAN’S SECRETS 393 Being The Historian .. .. .. .. .. .. .. .. .. Addressing Colonialism .. .. .. .. .. .. .. Using Horror . . . . . . . . . . . . . . . . . . . . . . . . . Conflict & Playstyles . . . . . . . . . . . . . . . . . Faith & Conflict .. .. .. .. .. .. .. .. .. .. .. Freemasons . . . . . . . . . . . . . . . . . . . . . . . . . . . The Inquisition . . . . . . . . . . . . . . . . . . . . . . . Knights Templar .. .. .. .. .. .. .. .. .. .. .. Rosicrucians .. .. .. .. .. .. .. .. .. .. .. .. .. Royal Society . . . . . . . . . . . . . . . . . . . . . . . . . The Mandoag .. . . . . . . . . . . . . . . . . . . . . . . . A Secret War . . . . . . . . . . . . . . . . . . . . . . . . . Path To Rebellion .. . . . . . . . . . . . . . . . . . . .
393 398 399 401 403 404 407 409 411 414 417 420 423
CONTENTS ARTICLE 14: THREATS 431 Alligator .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. Appalachian Giant . . . . . . . . . . . . . . . . . . . Apparition .. .. .. .. .. .. .. .. .. .. .. .. .. .. Apprentice Mage . . . . . . . . . . . . . . . . . . . . . Attorney .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. Beaver .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Bison . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Black Bear .. .. .. .. .. .. .. .. .. .. .. .. .. .. Black Mage . . . . . . . . . . . . . . . . . . . . . . . . . . . Black Shuck .. . . . . . . . . . . . . . . . . . . . . . . . . . Bog Body . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Carcajou .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. Choking Tree . . . . . . . . . . . . . . . . . . . . . . . . . Chupacabra .. . . . . . . . . . . . . . . . . . . . . . . . . . Constrictor Snake .. . . . . . . . . . . . . . . . . . . . Coyote .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. Crawler . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Devil Dog .. . . . . . . . . . . . . . . . . . . . . . . . . . . . Dog Ant .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. Eagle .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. Explorer .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Farmer .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. Freemason Agent . . . . . . . . . . . . . . . . . . . . . Freemason Alchemist .. . . . . . . . . . . . . . . . Freemason Entered Apprentice .. . . . . . Freemason Fellowcraft .. .. .. .. .. .. .. .. Freemason Master .. .. .. .. .. .. .. .. .. .. Gargantuan Spider . . . . . . . . . . . . . . . . . . . Ghoul .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Golem .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. Grizzly Bear .. .. .. .. .. .. .. .. .. .. .. .. .. Headless Rider . . . . . . . . . . . . . . . . . . . . . . . Hidebehind .. . . . . . . . . . . . . . . . . . . . . . . . . . Hodag .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
436 437 438 440 441 442 443 444 446 447 448 449 450 451 452 453 454 456 458 459 460 461 462 463 464 465 466 467 468 469 470 472 474 475
Hog .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Homunculus .. .. .. .. .. .. .. .. .. .. .. .. .. Hooded One . . . . . . . . . . . . . . . . . . . . . . . . . Horse . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Hunter-Gatherer . . . . . . . . . . . . . . . . . . . . . Hunting Dog . . . . . . . . . . . . . . . . . . . . . . . . . Inquisition Agent .. . . . . . . . . . . . . . . . . . . . Inquisition Fiscal . . . . . . . . . . . . . . . . . . . . . Inquisition Witch Hunter .. .. .. .. .. .. Insect Swarm . . . . . . . . . . . . . . . . . . . . . . . . . Journalist . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Knights Templar Initiate . . . . . . . . . . . . . Knights Templar Noble .. . . . . . . . . . . . . . Knights Templar Sergeant .. .. .. .. .. .. Knights Templar Squire .. . . . . . . . . . . . . . Knocker .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Kraken .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. Laborer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Lady In White .. .. .. .. .. .. .. .. .. .. .. .. Leeds Devil .. . . . . . . . . . . . . . . . . . . . . . . . . . Lycanthrope .. . . . . . . . . . . . . . . . . . . . . . . . . . Mammoth .. .. .. .. .. .. .. .. .. .. .. .. .. .. Mandoag Seeker .. .. .. .. .. .. .. .. .. .. .. Mandoag Sorcerer .. .. .. .. .. .. .. .. .. .. Military Captain .. .. .. .. .. .. .. .. .. .. .. Military Cavalry .. .. .. .. .. .. .. .. .. .. .. Military Officer .. . . . . . . . . . . . . . . . . . . . . . Military Private .. . . . . . . . . . . . . . . . . . . . . . Minuteman . . . . . . . . . . . . . . . . . . . . . . . . . . . Mischief Of Rats . . . . . . . . . . . . . . . . . . . . . Mountain Lion . . . . . . . . . . . . . . . . . . . . . . . Mouser . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Murder Of Crows .. . . . . . . . . . . . . . . . . . . . Night Mare . . . . . . . . . . . . . . . . . . . . . . . . . . .
476 477 478 479 480 481 482 483 484 485 486 487 488 490 491 492 494 495 496 498 500 502 503 504 506 507 508 509 510 511 512 513 514 515
ARTICLE 15: BOSTON BESIEGED 555 Story Hooks .. .. .. .. .. .. .. .. .. .. .. .. .. 557 Boston Besieged: Aftermath .. .. .. .. .. 595
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Ooze .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. Owl .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Poisonous Snake .. .. .. .. .. .. .. .. .. .. .. Red Coat Captain .. .. .. .. .. .. .. .. .. .. Red Coat Colonel .. . . . . . . . . . . . . . . . . . . . Red Coat Regular .. . . . . . . . . . . . . . . . . . . . Revenant .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. Robber .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. Sabertooth Tiger . . . . . . . . . . . . . . . . . . . . . Sasquatch . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Settler .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Shadow Thing .. . . . . . . . . . . . . . . . . . . . . . . . Shark . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Shoal Of Spikefish .. .. .. .. .. .. .. .. .. .. Skeleton .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Skin-Walker .. .. .. .. .. .. .. .. .. .. .. .. .. Snallygaster .. . . . . . . . . . . . . . . . . . . . . . . . . . Splintercat .. .. .. .. .. .. .. .. .. .. .. .. .. .. Spy .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. Swamp Ape .. . . . . . . . . . . . . . . . . . . . . . . . . . Tax Collector . . . . . . . . . . . . . . . . . . . . . . . . . Timber Wolf .. .. .. .. .. .. .. .. .. .. .. .. .. Tormentor .. .. .. .. .. .. .. .. .. .. .. .. .. .. Trader .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Vampiric Bat .. .. .. .. .. .. .. .. .. .. .. .. .. Vampyre .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. Vengeful Spirit .. .. .. .. .. .. .. .. .. .. .. .. Walking Dead .. .. .. .. .. .. .. .. .. .. .. .. Walrus .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. Water Nymph .. . . . . . . . . . . . . . . . . . . . . . . . Whale .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . White Mage .. .. .. .. .. .. .. .. .. .. .. .. .. Wild Boar .. . . . . . . . . . . . . . . . . . . . . . . . . . . .
516 517 518 519 520 521 522 524 525 526 527 528 530 531 532 533 534 535 536 537 538 539 540 542 543 544 546 548 549 550 551 552 553
AMENDMENTS Bibliography .. .. .. .. .. .. .. .. .. .. .. .. .. Random Encounters .. .. .. .. .. .. .. .. .. Initiative Tracker . . . . . . . . . . . . . . . . . . . . . Social Intrigue Tracker . . . . . . . . . . . . . . . Chase Scene Tracker .. .. .. .. .. .. .. .. .. Overland Travel Tracker .. .. .. .. .. .. .. Index .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. A Collection of Maps of the Thirteen Colonies . . . . . . . . . . .
608 620 628 629 630 631 632 639
Welcome to Flames of Freedom, where your
grim & perilous tale hangs in the balance.
David Chronister (order #31360124)
David Chronister (order #31360124)
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PREAMBLE I t i s th e daw n o f th e A m e r ica n R evolu tio na ry Wa r o f 1776. A ta n g l e d w eb o f c o n spi r acy spa n s
N orth A m e r ica . I t
d oe s not m at te r yo u r c r e e d, c olor,
c ultu r e , fa i th or g e n de r— a l l sta n d to g eth e r i n th e wa r for su rv iva l . patr iot ho l d s
aga i n st th e
Thom a s Pa i n e’ s C om mo n S e n s e
B r i ti s h E mpi r e . Th e
su r ro u n de d by
R eb e l
m i l i ti a s .
ci ty o f
But
B o sto n
a lo f t a s th ey ta k e u p a r m s
i s o c c u pi e d by th e
R e d C oat s ,
a s th e r evolu tio n h a s b e g u n , s om ethi n g fa r
mor e myste r io us sti rs .
Agents of the occult entreat both the Continental Army and British Empire. Freemasons conspire in the City of Brotherly Love. Maryland is in the throes of a witch hunt by the Knights Templar. Amid the chaos, other grim fairy tales have emerged. Ghouls have been tunneling beneath Boston. There are sightings of witches in the Great Dismal Swamp. Indigenous sachem speak of devils who walk among the living. The Leeds Devil haunts the Pine Barrens of New Jersey. And worse still, a shadowy collective called ‘the Mandoag’ seeks to consume all, Loyalists and Rebels alike. In this game, most people have either chosen to deny the supernatural or rationalize it away. A rare few accept it for what it is to act. You are among those heroes and destined for greatness . . . or death.
David Chronister (order #31360124)
FLAMES OF FREEDOM is an American gothic horror role-playing game powered by the ZWEIHÄNDER RPG D100 game engine. Intensely researched and developed by a diverse group of game designers, this tabletop RPG explores cultures beyond North America’s European experience. We created this game with Black writers, cultural consultants and Indigenous scholars of the Nations represented inside in the book. RPG safety and trauma experts guided our development cycle. We hope that this game can show how American gothic horror can be inclusive while also portraying the horrific realities of war and the supernatural.
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R eb e l
Ev e ry
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THE SETTING It is the eve of the Revolution in 1776, and life is on the verge of drastic change. The Europeans shun folklore and witchcraft as the so-called Age of Reason is upon them. Tucked between missionaries, mutineers and midwives, some know the actual truth. Magic—along with monsters, demons and mythological creatures—is real. This game is also about a different horror; one mired in mysteries, secrets and plots. The horror of 1776 relies heavily upon your imagination and ingenuity, using the tools we provide for you to play the game. As you discover more about the villainy of this world, you’ll realize that some enemies are all too human, while others are actual monsters from folklore. Some of these you will uncover for yourself, but there are far more sinister secrets that you will uncover only in the late stages of an adventure or campaign. USE & ABUSE OF HISTORY The game will thrust your character into situations where they will stand against enemies who use historically harmful acts to meet their heinous goals. While FLAMES OF FREEDOM creates a narrative of liberation and opportunity in-game, this was not the reality for many living within and near North America. We mustn’t ignore that the past’s terrible truths happend, even in a game centered in colonial America.
GRIM & PERILOUS THEMES
Whatever level of horror you play, the game functions on the premise that everything you can imagine in the supernatural—from the lowly dandelion plant to a sleeping stone giant making her home at the base of the Appalachians and the spirits that haunt Williamsburg— exists. Most people have rationalized the forces of darkness away, ignoring their attacks and picking up the pieces as best they can. Your reputation, mind and faith are all on the line. Your characters are the last line of defense for the innocent.
FLAMES OF FREEDOM draws heavily upon the American Gothic genre, rooted in Christian (specifically Puritan) ideas of good and evil, humanity’s sinfulness and the supernatural. However, Christianity is not the only religion practiced in this game, and players can and should play characters from a wide variety of spiritual and religious backgrounds. Article 10: Life During Wartime provides a historical context for portraying characters of different faiths.
On a larger scale, there is something off about the world: something sinister, malicious and purposeful. No one truly knows what is causing this world to go awry, not even the Indigenous Nations who have lived in this New World for many, many years. Whatever evil has infected the lands, it is up to the player characters to stand together against it. GENDER NEUTRAL LANGUAGE Throughout this book, we use the singular they along with its inflected forms—them or their— for indeterminate gender. Play examples will reference the pronoun appropriate to the identity of the player or their character.
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CHARACTER PERSPECTIVES
Here are some example character types you may experience in this game:
K As I walk the streets of my new homeland, it is hard
not to see the preparations for war. The very air calls for rebellion. Raising the liberty pole, we join in the cries of liberation with our fellow Rebels. Give me a position and show me where the ammunition is!
K The frontier is fraught with wild animals, robbers and
the armies of King George. It takes a stalwart heart, healthy communities and a primed musket when needed to eke out a living. When the sun sets, I’ve seen glowing eyes in the hills. We bar the door and windows at night to keep us safe. We look to others for guidance, but even they are fearful of what has come from across the sea. Some whisper of an evil that predates our ancestors.
K I come from a long line of people from Turtle Island,
and we have lived here long before the British Empire arrived. Change is in the air. Some of my people live among their own, standing against the invaders. Others live in harmony with the Europeans, keeping our traditions. As tempers flare in the cities, I cannot doubt that a war is coming. There is another war—a secret war—that we have fought for generations. It is against those who call themselves the Mandoag, and they seek to consume all.
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K I am a Black and Indigenous woman. My mother tells me stories of our homeland across the sea, while my father tells one of our ancestors’ journey across vast lakes and oceans. I have learned medicine from the elders of my Nation, while my mother teaches me to cultivate the earth. My time as a matriarch approaches quickly—in my dreams, the ancestors tell me to be vigilant, for change is on the horizon.
K Every parent tends to their little ones, soothing scuffed
hands and caring for them after their nightmares. For every nightmare, we administer love and prayer. However, they seem to grow worse. The children speak of ‘the skinny monster’ dwelling in the cupboards. We, too, are now experiencing the same dreams as the little ones.
K I walk deer paths and roads carved into the earth from a time before Roanoke. With a gun or bow in hand, I hunt to provide for my family. I have spent many years learning the ways of the woodlands. But among the trees, I have seen something . . . strange. The woods are not what they seem and herald a change that speaks of an evil as old as time itself.
K Do you ask if I am a Quaker, a member of the Society
of Friends? I once was, but I am now a Universal Friend. What is that, you ask? I have walked with Public Universal Friend, but likely you’ve never heard their story. They were a Quaker who succumbed to typhus but resurrected by God’s light. ‘The Friend’ has attracted several women to their side. Like all Universal Friends, we now spread the word of free will and abolition.
K We are free . . . in a way. My ancestors came to this
land against their will. I, too, spent time in bondage and have family members who remain disenfranchised. However, I am conflicted—there is no going home. I must make a life here now. What the people don’t understand is that stowaways of an older age were also in the holds. We have set these monsters loose and they will devour all, limb by limb.
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AS A CHARACTER . . . One or more people in the gaming group will each create a player character, an alternative personality in which you’ll take part in a supernatural horror tale set in and around the Thirteen Colonies. As a character, you can change the story’s outcome by deciding ‘in character’—putting yourself in their shoes to think like the character you’ve made. Rooted in the themes of grim & perilous gaming, your character’s story will be very personal, occupying a morass of conflicting values and credos, while set against the rise of the supernatural and the machinations of secret societies. Although you will come to better understand the game’s rules specific for your character, you must also share the load with other players and the referee (the Historian) to make the game enjoyable for everyone.
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K They sometimes call my trade ‘the world’s oldest,’ and
PREAMBLE
its practice dates well before Mary Chilton stepped ashore at Plymouth. I imagine that she’s rolling in her grave, knowing what I have to do to survive. As the conflict calls for people to report on the front lines, I worry for them—and myself.
K I’ve cared for many women during birth, welcoming
these little bundles of joy into the world. And helped the wives convalesce and pray when a child was stillborn. I take this charge seriously, and as the impending war places additional stresses upon women, I hold these labors even more sacred than before.
K We’ve
tended the land, but it has grown sick. My husband says that the trees ‘speak’ to him in his dreams. He’s become addled, growing more despondent. The children and I have taken over his duties, but we can feel something creeping into our dreams.
K “Believe in God and fear the Devil” is the guiding
principle that gives me strength. We shall stand together to protect believers and non-believers alike. We will fight the minions of darkness who linger at the periphery of the world. Fear not this evil, for you stand in the light—and that light is vast and will drive away the devils!
K As both a partner and trusted confidante, the politician
I serve is one of incredible influence and means. There is also one made behind closed doors behind every public dealing—necessary for the coming troubles. But I grow worried about darker dealings being done, not made in the light of the Lord, but made with the servants of Lucifer.
K I have walked the path of the occult; I have made the K There is an ancient art; one whose roots trace back to
ancient times. Though many now have embraced the natural sciences and have used it to define the world, I scoff at it. It is through the crucible, the forge and the elements I create objects that bring purity. If any seek to know the real secrets of this world, they only need to follow me to the forge. It is there I will show them the true face of God.
David Chronister (order #31360124)
darkness kneel before me. Others like me understand an ever-present evil over this Age of Reason. A pox on all who think I am delusional! Magic is real, and my people have practiced it for as long as time itself. What do the petty going-on of the Loyalists and Rebels have to do with the greater evil? Despite how many times they call me ‘mad,’ they’ll be begging for my help when they realize the truth of the world, to protect them from things in the darkness.
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YOUR FIRST ADVENTURE Using the Boston Besieged adventure in the back of this book, the game will start by enlisting the player characters in a conspiracy that spans Boston’s city, leading up to the siege of the city by George Washington. With the gaming group, you will explore the story, arbitrate the game rules, enact the NPCs’ plans and create your own vision of FLAMES OF FREEDOM.
PLAYSTYLE A Historian will use playstyles to craft stories with the players. Playstyles will evolve with the needs of the story and may change from adventure to adventure. The following refers to various books and films that fit the style. While not all the aforementioned media are perfect in their depictions, they represent a starting point to inspire a sense of historical fantasy. SUPERNATURAL HORROR
This style exposes the player characters to situations and experiences that give them a new perspective upon reality. They realize supernatural forces have made themselves known to the world. Sorcery is abroad, but
David Chronister (order #31360124)
its practice is well-hidden by mages. The Devil and his minions seek to corrupt all. Films like Brotherhood of the Wolf, Bone Tomahawk and Edge of the Knife have dark forces that fit this style. In works of literature, Mary Shelley’s Frankenstein; or The Modern Prometheus and Bram Stoker’s Dracula also evoke this horror style. Monsters are at the fore of the game, and players and their characters will use this learning to their advantage against the horrors that stalk the world. OCCULT MYSTERY
This style introduces players and their characters to the mysteries of 1776 but softens the horror. Adventures center on the mysteries of secret societies who pull strings behind the scenes. Video games such as Assassin’s Creed III and Never Alone, along with films like From Hell, Sleepy Hollow and The VVitch share elements suited to an occult mystery campaign. The works of Edgar Allan Poe, Nathaniel Hawthorne and Robert E. Howard’s Solomon Kane also represent a similar tone and scope. This playstyle encourages investigation of conspiracies and secret societies while downplaying magic and monsters. HIGH ACTION
Instead of slaying monsters, the characters will fight threats like French traders and the British Imperial military. It is rooted in ‘historical gaming,’ but without reprehensible actions like the genocide of Indigenous Nations and slavery. This style draws inspiration from the stories of James Fenimore Cooper and Brian Wood’s comic book Rebels. Films like The Last of the Mohicans, The Revenant and the television series John Adams and TURN: Washington’s Spies are also a great fit. Adventures could also take the shape of a military campaign or a story of spy-versus-spy. This style implies a greater sense of heroism and spycraft and works well for those who want to explore the natural, mortal world of 1776.
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AS THE HISTORIAN . . . One person in the gaming group will be the Historian. The Historian will create adventures inspired by North American history set in 1776. You’ll be responsible as the chief narrator of the character’s stories; you’ll be the keeper of secret plots and you’ll portray other personas (called a non-player character or NPC) and threats. You also serve as a ‘fan’ of the characters, promoting fun and fairness for players in equal measure. Although you will have to learn more about the game’s rules than players, you are not alone, as the players will share the load. A Historian will also be the ultimate arbiter of rules and detail a narrative that encapsulates what the players and their characters are experiencing.
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STRENGTH IN DIVERSITY FLAMES OF FREEDOM represents a mélange of heritages and conflicting beliefs, one where cultures and genders outside traditional standards were equally instrumental in fomenting and conducting the rebellion. And, although traditional games set during the Revolution place English men at the fore of the conflict, this game calls upon the secret history: one where heritage and genders outside the norm were just as important—and, often working behind the scenes— during this pivotal time in America’s founding.
BLACK PERSPECTIVES
Slavery ensured thousands of Black people lived and died in the fields of the New World—a small, but no less tragic, percentage of millions that toiled outside of North America. This gives those players wishing to play Black characters an exciting period to explore. Religious folk spoke against these terrible institutions, while freedmen were building churches and communities of their own. Abolitionist groups are growing, with memories of the New York Insurrection and Stono Rebellion fresh in the current generation’s minds to stoke the fires of freedom. Crispus Attucks was the first casualty of the early American Revolutionary War.
THIS IS AN exciting time in history and one
that demands both respect and introspection in the portrayal of the African diaspora. The Rebels work side by side with Black people as spies in the war (consider Cato, a Rebel courier for Hercules Mulligan), and still, more are fleeing to join Indigenous communities, each hoping for a life better than a drastically shorter existence of toil and misery. As a Black character, will you be a preacher with your church, desperate to keep your flock safe from the wolves prowling for conscripts in a war you have no stake in? Perhaps you are a woman looking to rescue her loved ones and so is reaching out to the power of her ancient ancestors to incite her own rebellion? Whether your character is a doctor, evangelist, magistrate or soldier, they will doubtless find themselves on the front lines of many battles, some far beyond human comprehension and others all too painfully human. We’ll help provide tips to help you create interesting Black characters without turning them into caricatures. We’ll provide guidance on how to portray Black people from this period in Article 10: Life During Wartime.
David Chronister (order #31360124)
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INDIGENOUS PERSPECTIVES
ONE IMPORTANT ASPECT to know about
the Indigenous peoples of Turtle Island is that they are a varied people and not a monolithic culture. They do not fit the television and cinema tropes of a tanned folk with stern faces on horseback but are individuals who still exist today. Matriarchs, two-spirit people (some of which were healers) and children gifted with dreams made up some of the most influential people in these communities. Some may have been noble in their pursuits, while others look to make a quick sterling before skipping town. While varied, their cultures tended toward respect for the earth and all the living and non-living beings living on it. There are obvious cases where European and Indigenous peoples have integrated into each other’s societies, conforming to new norms. How you juggle these concepts is what will make your Indigenous character of this background believable. We’ll provide you with guidance on how to portray a member of the Indigenous Nations prevalent from this period in Article 11: Indigenous Nations.
David Chronister (order #31360124)
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For the people of Turtle Island (North America and Canada), this tumultuous time is rife with conflict and intrigue. The Europeans are encroaching on the lands they have stewarded since before time had a name. Malevolent spirits threaten lives across community and clan lines. While Indigenous people look to their elders, each must choose: will they take a chance on these foreigners’ promises? Will they use their talents in medicine to support their own or help these haggard newcomers? Will they intercede with the spirits for their communities and beyond? Or will they swindle the descendants of pilgrims who cheated them first?
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WOMEN’S PERSPECTIVES
Despite their culture, women bring strict roles and beliefs with them wherever they came from. They decided what each could or could not do, rather than who they are or what they are capable of. But in the face of war, everything has changed. Those previously strictly bound by their gender find freedom in taking jobs and professions otherwise denied to them. Women now dare to express their true selves, sometimes openly and other times within the private company of those they trust. No one can afford to turn away help, and even fewer can afford to abide by cultural beliefs that no longer serve in the fires of war.
REMEMBER THAT WOMEN have shed
the constraints of what should and shouldn’t be and dare to be a light in the dark during this tumultuous time. Everyone can feel the pressure from the rising violence, and no one lifts a brow at those who break out of traditional gender roles to embrace themselves and manifest what women are just as capable of as men. Women take jobs as doctors, Indigenous two-spirit people become generals for the Colonies and men stay home to care for frightened children, the supposed ‘natural order’ forgotten in the battle for survival. Beyond the impending revolution, something else stirs. The darkness wages another war, the kind that destroys any notion of decency for the sake of survival. Evil doesn’t care who or what you are. It cares about how it can tempt you into its embrace. We’ll provide you guidance on how to portray women from this period in Article 10: Life During Wartime.
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NO DISCRIMINATION Let us be clear: FLAMES OF FREEDOM is not a tabletop role-playing game where you will discriminate against women, practice slavery and indentured servitude, slaughter innocent people or ‘tame the wilderness’ of Indigenous Nations. It is a game where people come together to fend off a secret war that took root long before the American Revolutionary War. In it, you are a person fighting against unseen powers which mean harm to every person. It is also a game where you’ll blaze your own path, free from outdated thinking. History informs the story, but we do not mean it to be entirely historically accurate. It is up to the gaming group to decide how strictly it will hew to history. Everyone should be a part of this decision, and it should be a unanimous one.
THIS GAME DOES not endorse racial or gender discrimination based on differences in the period. Regardless of their identity, there are no mechanical, intellectual, physical, emotional or spiritual distinctions between women,men,intersex, agender, non-binary and transgender characters. That said, people relate differently to one another, and there is no reason to ignore differences because the game world does not embrace discrimination as its real-world counterpart.
David Chronister (order #31360124)
CREATING A POSITIVE EXPERIENCE Hopefully, this game will teach you how to create engaging, meaningful and nuanced stories set during the American Revolutionary War. To do that, everyone at the table must have a positive gaming experience. It is the responsibility of every person at the game table to create an enriching, positive experience for themselves and for each other. It’s important to share our ideas, but doubly so when introducing content that could upset some players. Consent and agreement are vital to collaborative storytelling.
FOR THOSE WHO need RPG safety tools
at their game table or for online and convention play, you can download the Entreat The Darkness TTRPG Safety Tool from http://darkness. zweihander.game. It is designed for role-playing games Powered By ZWEIHÄNDER RPG.
Always remember that a positive experience doesn’t have to mean the game isn’t disturbing, horrifying or visceral. It means that everyone at the table works together to make the game they want to play—leaving no one behind—and actively engaging with each other to ensure everyone gets what they want out of the game.
David Chronister (order #31360124)
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Article
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BASICS
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G A M E P L AY Pow e r e d
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ZWEIHÄNDER,
ac c om modate s a pl aystyl e w h e r e rol e - pl ay i n g dr iv e s th e story. to thi s i s w h e n th e r e a r e c o n s e qu e n c e s for fa i lu r e .
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dic e ca l l e d u po n to dete r m i n e th e o u tc om e .
MAKING SKILL TESTS Melded with traditional narrative gameplay elements, there are four pillars of gameplay: Social Interaction, Chase Scenes, Overland Travel and Combat Encounters. All modes require you to roll percentile dice to determine success or failure using a Skill Test (also called a Test). Rolling equal to or under the Total Chance for success means you succeed. Rolling over means you failed. READING PERCENTILE DICE (D100 )
To make a Skill Test, you will roll percentile dice, referred to as D100 throughout the book. One die is the tens die (the die with faces 10, 20, 30, 40, 50, 60, 70, 80, 90, 00) and the other is the units die (the die with faces 1, 2, 3, 4, 5, 6, 7, 8, 9, 0). Given that D100 can sometimes generate odd results for those accustomed to using twenty-sided dice (D20) in other TTRPGs, consider these outcomes:
K If you rolled a face ‘60’ on the tens die and a face ‘9’ on the units die, you generated a result of 69%.
K If you rolled a face ‘60’ on the tens die and a face ‘0’ on the units die, you generated a result of 60%.
David Chronister (order #31360124)
K If you rolled a face ‘00’ on the tens die and a face ‘0’ on the units die, you generated a result of 100%.
K If you rolled a face ‘00’ on the tens die and a face ‘1’ on the units die, it is equal to 01%.
K If you rolled a face ‘10’ on the tens die and a face ‘0’ on the units die, it is equal to 10%.
BASICS OF GAMEPLAY
THE GOLDEN RULE Remember the most important rule: keep the game moving forward! Rulings are far more important than rules. If you have forgotten a specific game rule, ignore it and look it up later. If a rule gets in the way of having fun, your game group should work together to create a ‘house rule,’ personalizing it for your table.
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QUICK GUIDE TO SKILL TESTS
BASICS OF GAMEPLAY
In general, the Historian will call upon you to Test a specific Skill as you role-play within the campaign world. However, you can also request to use a Skill yourself if you want to change events into your or another’s favor. Here is how all Skill Tests work:
K Refer to the Primary Attribute percentage value related to the Skill you are using.
K Take account of how many Skill Ranks you have in the
Skill you are using. Every Skill Rank adds a cumulative +10%.
K Apply any penalties from your Peril Condition Track, as it may force you to ignore some or all your Skill Ranks.
K Add modifiers from Talents, Traits and Spells that may apply to the Skill’s use. The maximum modifier that can be applied is +30%, while the minimum total modifier is -30%.
PRIMARY ATTRIBUTES Your character has seven Primary Attributes, representing physical, mental and social capabilities. They range in a numeric value between 28% and 55%, with the average value being 42%.The seven Primary Attributes are Combat, Brawn, Agility, Perception, Intelligence, Willpower and Fellowship. Coupled with Skills, they define your character’s baseline chances for succeeding at Skill Tests.
K Combat: This is your ability to use ranged and melee weapons.
K Brawn: This is your physical prowess, durability and overall endurance.
This is your speed, nimbleness and physical readiness.
K Agility:
K Perception: This is for your senses and ability to react.
This is your ability to learn and
K The sum of the values above is all added up to determine
K Intelligence:
K The Historian will impose the drama of the situation as
K Willpower: This is your mental wherewithal and
K Take
K Fellowship: This is your charisma, likability and
the Base Chance.
a final modifier to Base Chance called Difficulty Rating. your Base Chance, and add or subtract the Difficulty Rating to determine Total Chance to succeed in the Skill Test.
K Grab D100, call out to the Historian what your Total
Chance is and roll the dice. If the results are equal to or less than your Total Chance, you have succeeded at the Skill Test. If the results are greater than the Total Chance, you have failed the Skill Test. If the dice match, it is a Critical Success or a Critical Failure. You’ll learn more about this below.
David Chronister (order #31360124)
memorize.
force for magic. social savvy.
You will never ‘test’ against Primary Attributes alone. Here are alternative Skills to consider:
K Feats of visual acuity: Awareness (Perception) K Feats of brute strength: Athletics (Brawn) K Feats of nimbleness: Coordination (Agility) K Feats of audial discernment: Eavesdrop (Perception)
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K Feats of stoutheartedness: Resolve (Willpower) K Feats of problem-solving: Scrutinize (Perception) K Feats of physical wherewithal: Toughness (Brawn) PRIMARY ATTRIBUTE BONUSES
Each Primary Attribute has a related benefit called a Primary Attribute Bonus, relevant to calculating Secondary Attributes in Article 2: Creating Characters. This bonus is equal to the tens digit of the related Primary Attribute, plus any related Bonus Advances you gain from your Profession later on. Below is a breakdown of what they affect and their abbreviated form: affects Total Damage inflicted with melee and ranged weapons.
K Combat Bonus [CB]
SKILLS Skills define what your character can do, such as fire a musket, bluff your way past a Red Coat patrol, distinguish between safe and poisonous herbs and so forth. Each Primary Attribute has a series of related Skills (a breakdown of what these Skills are in Article 4: Skills & Talents): Martial Melee, Martial Ranged, Simple Melee & Simple Ranged
K Combat:
K Brawn: Athletics, Drive, Intimidate & Toughness K Agility: Coordination, Pilot, Ride, Skulduggery Stealth
K Perception: K Intelligence:
K Agility Bonus [AB] affects Movement. K Perception Bonus [PB] affects Initiative and Distances
K Willpower:
K Intelligence Bonus [IB] affects the maximum number of Spells you can learn.
affects Peril Threshold and miscellaneous modifiers for spells.
K Willpower Bonus [WB]
K Fellowship Bonus [FB] affects how many people you
influence with Fellowship-based Skill Tests and the number of languages you can become fluent in.
For example, if a character has a Willpower of 52% (which results in 5 [WB]) and two Bonus Advances from their Profession, they will have 7 [WB] (5+2). Primary Attribute Bonuses will grow independently from your Primary Attributes, modified by Bonus Advances you earn during Basic, Intermediate and Advanced Tiers. PENALIZED PRIMARY & SECONDARY ATTRIBUTES There are times when game mechanics will temporarily penalize these values. Never reduce them below a value of 1.
David Chronister (order #31360124)
&
Awareness, Eavesdrop, Scrutinize &
Alchemy, Counterfeit, Education, Folklore, Gamble, Heal, Navigation & Warfare Tradecraft
Incantation, Interrogation, Resolve &
K Fellowship: Bargain, Charm, Disguise, Guile, Handle Animal, Leadership & Rumor
SKILL RANKS
Skill Ranks represent a dedication to a Skill, providing mechanical bonuses beyond mere raw ability. In addition to their mechanical modifiers, they also inform the level of experience a character possesses with the skill. If you’re using the official character sheet, you will see three circles beside each Skill. Each Skill Rank marked grants a cumulative +10% bonus when using the Skill. FLIP THE RESULTS TO FAIL
When your character wants to use a Special Skill they do not have any Skill Ranks in or during other rare circumstances, you will flip the results to fail at a Skill Test and take the worst result. Simply roll your units and tens dice together, but do not designate which die is the tens die and the units die. Compare both potential outcomes and accept the worst of the results.
BASICS OF GAMEPLAY
Survival
K Brawn Bonus [BB] affects Damage Threshold and Encumbrance Limit. for ranged weapons.
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M endon
an enemy’s sabre. This particular weapon requires the use of the Martial Melee Skill, which they possess no Skill Ranks in. Their Total Chance for success is 34%. Mendon rolls D100, generating 34%. Unfortunately, Mendon’s player must flip the results to fail, so Mendon instead has an output of 43%, failing their Martial Melee Skill Test. picks u p
BASICS OF GAMEPLAY
FLIP THE RESULTS TO SUCCEED
Under some circumstances, an ability will allow you to flip the results to succeed at a Skill Test and take the best results. Simply roll your units and tens dice together, but do not designate which die is the tens die and the units die. Compare both potential outcomes and accept the best of the two results. If you have two or more Traits that confer the ability to flip dice, you can only take advantage of one or the other, not both.
A za r
Wi l l i n g to n i s housing Red Coats. Inside, the officers are secretly plotting against General George Washington and his army at Whitemarsh. Their murmurs arouse Azar’s suspicions. Azar attempts to listen in on a conversation between the Red Coats through a keyhole. Their player knows this is an Eavesdrop Test, and Azar has a pretty good chance of succeeding. However, they fail at Azar’s Skill Test by rolling an 81%. Fortunately, Azar also possesses a particular Trait, which allows the player to flip the results to succeed at Eavesdrop Tests. Azar’s player flips the dice, making the 18% instead, which means they succeed, hearing what the Loyalist’s plans are. EDGE CASES Should you possess an ability that allows you to flip the results to succeed and is opposed by another’s ability or situation that forces you to flip the results to fail, they simply cancel each other out, meaning that you attempt a regular Skill Test.
David Chronister (order #31360124)
USING COMMON SKILLS
Skills that require no training to use are called Common Skills. Even though you may not have any Skill Ranks in a Common Skill, refer to your Primary Attribute to determine your Base Chance. However, some of the Talents and Traits you gain from your Profession may further modify the Base Chance.
A za r
Wi l l i n g to n ’ s te n t has been set ablaze, and he is also On Fire. The Historian announces that it will be an (Easy +20%) Coordination Test to snuff out the flames. Given that Azar does not have any Skill Ranks in the Common Skill of Coordination, he can only refer to his Agility to determine his Total Chance of success. USING SPECIAL SKILLS
Skills that require formal training are called Special Skills. These are on your character sheet with an asterisk (*) beside them. If you do not possess at least one Skill Rank in a Special Skill, refer to your Primary Attribute to determine your Base Chance and you must flip the results to fail the Test.
V e r i ty
Trow br i d g e ste a l s a foe’s pistol and aims at her foe. The Historian announces that it will be a (Hard -20%) Martial Ranged Test to fire the pistol, and she successfully shoots the enemy. Given that Verity doesn’t have any Skill Ranks in Martial Ranged, her player can only refer to Verity’s Combat Primary Attribute to determine her Total Chance of success. Furthermore, when calculating results, Verity’s player must flip the results to fail this Skill Test.
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DIFFICULTY RATING Circumstances directly impact your ability to succeed or fail with a Skill Test, and the Historian will assign a Difficulty Rating to any particular task you wish to attempt. A Historian will generally call out the Difficulty Rating for the Skill Test instead of telling you the bonus or penalty. DIFF. RATING
BASE CHANCE MODIFIER
Arduous
-30% Base Chance
Challenging
-10% Base Chance
Hard
Standard Routine Easy
Trivial
-20% Base Chance +/-0% Base Chance +10% Base Chance +20% Base Chance +30% Base Chance
watc h e s a lo n g the edge of the woods for signs that anyone followed them when they left for the Penobscot truck house to declare the nation’s allegiance to the Continental Army. It is dark outside, and Mendon has no light. The Historian considers the situation to determine the Difficulty Rating, telling Mendon’s player that it is a (Hard -20%) Awareness Test.
ADJUDICATING DIFFICULTY RATING
Here are the three most important considerations that a Historian will use to determine the level of hardship or ease of a Skill Test: DISTRACTION: Would something in the area prohibit you from doing things quickly? Would being surrounded cause you to load an arrow poorly or a raging fire be a distraction? TIME: How much time does it take to complete the task? Do you need an immediate result (like steering a cart away from tumbling off a cliff using Drive) or can you take your time to get it right (spending an extra few minutes to unlock a door using Skulduggery)?
David Chronister (order #31360124)
TOOLS: Do you have the right tool to get the job done? If not, are there available substitutes that would do in a pinch? A crowbar or mallet would break down a door (using Athletics), but a knife or a fire poker can remove the hinges (using Coordination).
PERIL CONDITION TRACK PENALTIES Your Peril Condition Track may impose penalties on your Total Chance for success. If you are Unhindered or Imperiled, you suffer no additional penalties. However, if your status on the Peril Condition Track is Ignore 1 Skill Rank, Ignore 2 Skill Ranks or Ignore 3 Skill Ranks, you must subtract the bonuses your Skill Ranks typically confer to you.
A f te r
m a n y w e e ks at sea, Verity Trowbridge prepares to step off the ship Sea Dragon. As the ship docks at Plymouth’s Wharf, she sees the famed Plymouth Rock. Faced with nervousness and excitement at the prospect of a New World unknown to Verity, the Historian tells their player they will need to make a Resolve Test. Resolve is a Willpower-based Skill. Verity’s Willpower is 55%, while they have three total Skill Ranks in Resolve. This gives her a Base Chance of 85% (55+10+10+10). However, Verity is suffering from ‘Ignore 2 Skill Ranks’ on the Peril Condition Track. This means that her Base Chance is now only 65% (55+10).
When your status on the Peril Condition Track is at Incapacitated!, do not roll D100, as you cannot succeed at any Skill Test until recovering. You will learn more about how your Peril Condition Track works and the effect it will have on your character in Article 7: Combat Encounters.
BASICS OF GAMEPLAY
M endon
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6 MATCHING DICE In some instances, you may generate matching dice results with D100. It occurs whenever you generate the same die result on both the tens and units dice (for example, 11, 22, 33, 44, 55, 66, 77, 88, 99, 00). In these cases, it is either a Critical Success or Critical Failure.
BASICS OF GAMEPLAY
TOTAL CHANCE Once the Historian tells you the Difficulty Rating, you will announce your Total Chance to succeed in the Skill Test. After rolling, announce whether you succeed or fail the Skill Test.
V e r i ty
Trow br i d g e n e e d s to make a Bargain to convince a group of Loyalist soldiers to let her enter Boston. Verity’s Base Chance is 76%, but the Historian has deemed it an (Arduous -30%) Skill Test. Her Total Chance for success is 46%. Grabbing D100, Verity’s player rolls a 45% and succeeds! If she had rolled a 46% or lower, Verity would still have been successful. However, rolling 47% or higher would have failed. COMMITTING TO YOUR ACTIONS Once you have announced what your character intends to do and the Historian calls out the Difficulty Rating, you must commit to your intended action. This game does not provide a complete list of every single Difficulty Rating for the situations your character may find themselves in. These decisions rely on the Historian’s adjudication of the rules. However, Article 4: Skills & Talents include example Difficulty Ratings to consider.
David Chronister (order #31360124)
CRITICAL SUCCESS If you succeed at your Skill Test and the dice match, it is a Critical Success. The effects are always to your benefit. These are contextual, and the Historian will announce any additional help or penalties tied to a match result.
V e r i ty Trow br i d g e i s fighting the Loyalist
army at the Battle of Great Bridge. To keep the Red Coats from crossing the bridge, she attempts to rip up one of its massive planks, despite being under heavy musket fire. Verity has a 55% Total Chance for success. Rolling D100, her player rolls a 33%! Because it is below the Total Chance for success, it qualifies as a Critical Success. The Historian notes that it is a Critically Successful Skill Test and considers other benefits. If Verity’s player rolled a 55%, 44%, 33%, 22%, 11% or 01%, it would be treated as a Critical Success.
CRITICAL FAILURE Conversely, should you fail your Skill Test and the dice match, it is a Critical Failure. The effects are always to your detriment, determined by the Historian.
U n de r a h a i l of gunfire, the Red Coats storm
the Barren Hill, where Azar Willington defends the approach in a thicket of bayonets. Azar has a 55% Total Chance for success. Rolling D100, his player rolls a 66%! But, because it is above his Total Chance for success and it is a match, it qualifies as a Critical Failure. The Historian notes that it is a Critically Failed Skill Test and considers other complications. If Azar’s player had rolled a 66%, 77%, 88%, 99% or 100%, it would be a Critical Failure.
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SKILL TESTS OVER 100 % It is possible to have a Total Chance for success over 100%. However, the Total Chance for success is capped at 99%. A result of 100% on D100 is always treated as a Critical Failure. SKILL TESTS LOWER THAN 1 % At other times, it is possible to have a Total Chance for success less than 1%. Roll a Skill Test regardless. A result of 01% on D100 is always treated as a Critical Success, despite not being a match.
RE-ATTEMPTING FAILED TESTS Whenever you re-attempt a failed Skill Test, the penalties rely on narrative changes or the imposition of other mitigating factors that the Historian decides. Only by gaining help, finding better tools, waiting an appropriate amount of time or increasing the Difficulty Rating allows you to re-attempt a failed Test.
V e r i ty
Trow br i d g e’ s n ew house has been set on fire by the Sons of Liberty, angry that she has continued distributing stamped paper upon the Stamp Act order. Verity has been fighting a furious battle against the flames spreading across her foyer. Narratively, Verity is trying to beat out the fire, but it is growing too big to snuff out independently. Mechanically, this means that Verity’s player has failed at her Coordination Test. With this consideration in mind, Verity begins running as quickly as possible to fetch water from a nearby well. With a few buckets of water in-hand, the Historian allows Verity to attempt another Coordination Test to put out the flames.
David Chronister (order #31360124)
There are some exceptions to this rule for combat, as every swing and shot promotes a new set of circumstances. We will talk more about how this works in Article 7: Combat Encounters.
ASSISTED SKILL TESTS Other characters can Assist your Skill Tests. Follow these steps whenever you receive or assist in others’ Skill Tests:
K Only
one ally can assist a Test. The Historian may adjust the Difficulty Rating if multiple allies try to help, however.
K The Assisting ally must have at least one Skill Rank in
the Skill they are assisting you with but cannot Assist if they are Incapacitated!.
K The
assisting player must describe their character’s action to illustrate to the Historian how they intend to help.
K Another player can announce assistance with a Test before or after the Difficulty Rating has been called out.
K An Assisting player hands one of their D100 (their
tens die) to you. This Assist Die can replace the tens die result of the next Skill Test you make.
K Roll
both your D100 and the Assist Die together. When determining results, refer to either the original tens die or the Assist Die for the results you prefer (typically the lowest result). If you had rolled a 45%, and your Assist Die comes up as face ‘30,’ your new derived result is 35%.
K Always assume the best result when gaining assistance
with an Assist Die, unless it is a Critical Failure. If the results are both a Critical Success and a Critical Failure, re-roll the Skill Test.
BASICS OF GAMEPLAY
NO RISK? NO TEST! Tasks without risk, such as climbing up ladders, maintaining a trusty musket, impressively riding your horse or writing in your character’s journal, are good examples of when not to Test. The Historian will be the final judge, merely asking the player to narrate what happens.
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8 OPPOSED TESTS Most Skill Tests assess a binary outcome of success or failure. Should there ever be a time when an Opposed Test is required (such as in a leg wrestling contest or competitive games of chance), not only do you need to succeed at the Skill Test, you must also refer to your Degrees of Success.
BASICS OF GAMEPLAY
DEGREES OF SUCCESS
V e r i ty
Trow br i d g e h a s bottomed out a wagon on the bed of a river as she attempted a crossing. The horses are struggling, and she and her friends are trying to drag it out without harming the draught animals. Verity knows how to ready oxen to hitch up to a wagon, having spent time loading trunks for ‘bigwigs’ in the city. Hence, her player asks the Historian if she can roll a Handle Animal Test to determine whether there is an easier way to unhitch the horses without further Injury. The Historian announces that the Skill Test’s Difficulty Rating will be (Challenging -10%), which means Verity’s Total Chance for success is 55%. Another player immediately pipes up, indicating that Mendon has raised horses and may provide some assistance with the work. The Historian tells Mendon’s player they can confer an Assist Die to Verity’s Skill Test. Verity’s player rolls a 63% on their D100 and a face ‘30’ on the other player’s Assist Die. Verity swaps the face ‘60’ for a face ‘30,’ with Verity’s derived result now a 33%—a Critical Success!
David Chronister (order #31360124)
You determine Degrees of Success by adding the tens die (a result between 1 and 10) and the relevant Primary Attribute Bonus the Skill is derived from. Whoever succeeds at their Skill Test and has the highest Degrees of Success automatically wins the Opposed Test. If the Degrees of Success match, make another Opposed Test until one side is declared the winner. In cases where you automatically succeed at a Skill Test, simply roll a 1D10 and add the related Primary Attribute Bonus as above. Any time a Skill Test in an Opposed Test results in Critical Success, that participant automatically wins the contest. If both participants roll a Critical Success, refer to the Degrees of Success to determine the winner. But, if the Opposed Test results in a Critical Failure, the participant automatically loses the contest.
A za r
Wi l l i n g to n i s posing as a schoolmaster while surveying the Loyalist defenses in Huntington. However, Major Robert Rogers of the British military has grown suspicious, so he corners Azar and interrogates him. The Historian decides to have Azar and Major Robert make an Opposed Test. Azar has an [FB] of 4. He then rolls 25%, succeeding at his Skill Test; he has generated 6 Degrees of Success (2+6). Major Robert has a [PB] of 2. He then rolls a 22%, a Critical Success. A Critical Success always wins in an Opposed Test—Azar Willington has been discovered!
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TARGET NUMBER
In some cases, the Historian may rule that the Opposed Test should play out dramatically. These sorts of Opposed Tests take place over several rolls. The Historian will announce how many Degrees of Success is required to win (called the Target Number). Each participant will take Turns making the relevant Skill Test, counting up their respective Degrees of Success. The first to exceed the Target Number with their total Degrees of Success wins.
V e r i ty
SECRET TESTS Sometimes, the Historian may not want you to know whether you were successful or not. Secret Tests hide the mechanics beneath the narrative, ensuring that you, as a player, do not know the immediate result. Examples include:
K Determine motivations (Scrutinize) K Forge a document (Counterfeit) K Holdout a weapon (Skulduggery) K Change your appearance (Disguise) David Chronister (order #31360124)
Under these circumstances, you will already have described what your character is doing. Should you possess a Talent or Trait, which allows you to flip or otherwise modify the Skill, be sure to tell the Historian. Under these circumstances, the Historian will not reveal the Difficulty Rating to you but keep it a secret. Simply announce your Base Chance and then roll the dice; the Historian will record the results secretly from you. The Historian will obfuscate the result within the narrative without directly revealing if you succeeded at the Test or not. The only exception is if you Critically Succeeded or Critically Failed, in which case the Historian will immediately reveal the results. No matter the situation, you cannot Assist a Secret Test.
M endon
to contact a spirit to reveal to them the location of a Freemason hideout. Although they have taken the proper precautions, spirits rarely bow so easily to human demands. After successfully casting their Spell, the creature appears, clad in chains and ectoplasm. The Historian secretly determines what the Difficulty Rating is and asks Mendon’s player to make a Secret Test using their character’s Bargain Skill to determine if Mendon’s force of will is enough to command the ghost to do their bidding. Recording the result in secret, the Historian will narrate the outcome. i s at temp ti n g
FAIL FORWARD TESTS There are times where a failed Skill Test does not always equate to failure. For instance, when you are sneaking, a Historian will ask for a Stealth Test. However, the circumstances may be so much in your favor that failing the Test will not reveal your location: this is an example of a Fail Forward Test. If you failed the Stealth Test and the Historian felt it was appropriate, you instead suffer 1D10+1 Peril due to the anxiety of being caught. Similarly, a Historian can call for an Athletics Test to climb up a wall. However, the wall is riddled with outcroppings, putting circumstances mostly in your favor. Failing the Skill Test to climb would result in additional fatigue, as you suffer 2D10+2 Peril.
BASICS OF GAMEPLAY
Trow br i d g e i s engaging in propaganda against the Loyalists. Key to this is the war of words to remove Thomas Hutchinson as governor of the Province of Massachusetts Bay. Using her propaganda against Hutchinson’s own, the Historian says that the first to succeed in their Charm Tests and reach the Target Number of 20 wins. Both Verity and Thomas roll opposed Charm Tests. Both succeed at their Charm Tests, so it is time to compare Degrees of Success. Verity rolls a 45% and adds her Fellowship Bonus [FB] of 5. Her total Degrees of Success is 9 (4+5). Thomas Hutchinson rolls a 35% and adds his [FB] of 7. His total Degrees of Success is 10 (3+7). The Historian makes a note of the current Degrees of Success, and the political bout continues. Verity rolls her Charm and Critically Succeeds! Unable to roll any longer due to Verity’s Critical Success, Thomas Hutchinson lost the political contest and is recalled to London, never to return to the Thirteen Colonies.
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BASICS OF GAMEPLAY
HISTORIAN TIP: ASSIGNING PERIL FOR FAIL FORWARD The Historian will not always reveal if a Skill Test is a Fail Forward Test before rolling dice. Furthermore, not all Tests are Fail Forward; a Historian will use them when it best fits the situation. Instead of outright failing in your task, the Historian would assign 1D10+1, 2D10+2 or 3D10+3 Peril, based on the relative challenge and conditions of the Test. However, Critical Failures have perilous results. Using the examples above, a Critical Failure for being caught if sneaking and climbing would result in the character falling to the ground.
FURY & CHAOS DICE Throughout this work, you’ll see mention of Fury Dice to generate Damage for melee and ranged weapons. A Fury Die is a six-sided die (the die with faces 1, 2, 3, 4, 5, 6). Fury Dice are covered more thoroughly in Article 7: Combat Encounters. Anytime you roll for Damage, if it generates a face ‘6’ on the Fury Die, the Fury Die explodes, roll another Fury Die and add it to the Total Damage value. If that Fury Die generates another face ‘6,’ it continues to explode, and so on. There is no upper limit to the number of times a Fury Die can explode. Calculate all results together to determine Total Damage.
A za r
Wi l l i n g to n suc c e s s f ul ly shoots a Loyalist with his musket. Azar’s Combat Bonus [CB] is 3. His player rolls a Fury Die, resulting in a face ‘6.’ Azar now adds another Fury Die, generating another face ‘6.’ His player rolls yet another Fury Die, resulting in a face ‘1.’ Azar inflicts 16 Total Damage (3+6+6+1).
Similarly, you may see mention of Chaos Dice. A Chaos Die is also a six-sided die (the die with faces 1, 2, 3, 4, 5, 6). Chaos Dice are for special situations that dictate something terrible will happen whenever it lands on face ‘6.’ They are generally brought into play when determining if an Injury occurs. Chaos Dice also have different implications, such as suffering Peril for David Chronister (order #31360124)
Risk Backlash. You’ll learn more about Chaos Dice as they relate to Injuries in Article 7: Combat Encounters and Chaos Dice as they pertain to Spells in Article 9: Hexenmeister’s Almanack.
TWIST OF FATE: COINS When the dice don’t work in your favor, you can call upon a dramatic ‘currency’ called Coins, which both players and the Historian can leverage to ramp up the action. Spend one Coin to gain one of these benefits:
K Immediately after you roll D100, re-roll to try generating a better result, but you must accept the outcome of the new die roll. Note that you cannot spend Coins to re-roll a Critical Failure on a Skill Test.
K Immediately after you roll a 1D6 Chaos Die or 1D6 Fury Die, you may treat the result as a face ‘6.’ However, you cannot spend more than a Coin to turn multiple Chaos or Fury Dice into face ‘6’ on the same Turn.
K During
combat, gain 1 Action Point to use immediately. You’ll learn more about this in Article 7: Combat Encounters.
K Suggest
a momentary ‘edit’ to a situation to the player’s advantage or the Historian’s disadvantage. It introduces a new narrative change, provided that it doesn’t directly contradict anything the Historian has already established or seriously disrupts the story flow. The ‘rule of cool’ generally follows here; players can have their characters do heroic, over-thetop actions that fit into the story milieu but are bound in reality. Edits don’t allow characters to avoid being Slain! or suffering an Injury, however (that is the function of Determination, which you’ll learn more about in Article 2: Creating Characters).
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DETERMINE COIN POOLS
Unlike ZWEIHÄNDER, this game uses two Coin Pools. The players share a Player Pool, while the Historian has their own Historian Pool. The interplay between the two pools by the Coin mechanic results in a tug of war during each game session. At the beginning of the game session, place pennies or tokens representing Coins in a stack, equal to 1 plus the number of players present. For example, if there are six players, then there are seven Coins in the stack. The Historian immediately takes one of these Coins and adds it to their Historian Pool. Then, each player rolls 1D6 Chaos Die. For every face 1–5, take a Coin from the stack and put it into the shared Player Pool. For every result of face ‘6,’ the Historian takes a Coin from the stack and places it into the Historian Pool. Trow br i d g e , A za r Willington and Mendon are sharing libations at the Green Dragon Tavern (the birthplace of the Sons of Liberty) when a group of three Red Coats and their captain enter, intent on arresting everyone. One of the players explains to the Historian that they wish to spend a Coin to establish that the pub not only has a back exit but that their table is conveniently located near it so they can beat a hasty retreat—unseen by the Red Coats. Unless the Historian has stated that there is neither a back exit nor a table located far from the door, this is a Coin’s legitimate use. However, if a player instead said that the ceiling collapses on the Red Coats, the Historian could refuse the edit. EBB & FLOW OF THE POOLS
Once spending a Coin, remove it from the Pool and place it into the other. If a Historian spent a Coin, it transfers into the Player Pool after use. The same goes for the players; for every Coin they spend from the Player Pool, it is moved into the Historian Pool. Once the next game session starts, you’ll determine the initial size of both pools once again, as Coin doesn’t carry over between sessions. David Chronister (order #31360124)
BASICS OF GAMEPLAY
V e r i ty
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13
Article
2
C R E ATI N G C H A R AC TE R S D iv e rs e str e n g th s i n p eopl e , c ultu r e a n d tho ug h t s h ap e d A m e r ica . Yo u r
c h a r acte r i s th e l e n s th ro ug h w hic h yo u i n te r act w i thi n th e wor l d o f
FLAMES OF FREEDOM. I n i n spi r e d
by
c o lo ni a l
th e f ictio n , w e c h a n n e l a wor l d m i r ror i n g a n d
A m e r ica ,
i n for m e d
by
our
shared
hi story.
Thi s
ga m e
pr e s e n t s th e pl ay e rs a n opportu ni ty to s how w h at nor m a lcy c o ul d lo ok l i k e in
1776
b u t d oe s not di sr e ga r d th e hor r i f ic tru th s i n
CHARACTER CREATION IS a mosaic, and
to frame how this crosses paths with the period, randomly generate your first character.
To create a character, you’ll need three 10-sided dice, a pencil and the character sheet found in the back of the book under Amendments. Create one with your entire gaming group so that everyone can share in the experience.
CREATING YOUR CHARACTER Following these steps, you will create a ‘Mad Lib’ persona at the top of the character sheet. It provides a way to speak aloud your character’s background to others at the game table:
David Chronister (order #31360124)
hi story.
STEP 1: STARTING ALLEGIANCE Whenever you create characters in FLAMES OF FREEDOM, you’re forming a party: a group of characters bonded by fidelity in the rebellion against the British Empire. Abstinence from the conflict is impossible. There is no middle ground. Your Allegiance will impact social interactions in the game. Every character begins gameplay by pledging their Allegiance to the Rebels, which you will write onto your character sheet now. What follows are the two major factions of the American Revolutionary War. THE REBELS Call them patriots or Rebels, but they believe in the rallying cry of “No taxation without representation.” From taxes on tea and sugar to stamp duty, they believe levying these taxes upon the people without their say is wrong. Even though the Rebels may feel a sense of fidelity to ol’ split lip King George, they affirm self-governance. Before the French and Indian War, it left the Colonials to manage their affairs and protect themselves with little to no help from the British Empire. They who call for rebellion want but one thing: selfrule. Whereas Loyalists are resistant to change, the Rebels are more progressive in ideals.
CREATING CHARACTERS
K STEP 1: Starting Allegiance K STEP 2: Basic Tier & Primary Attributes K STEP 3: Determination & Secondary Attributes K STEP 4: Character Background K STEP 5: Archetype & Professions List K STEP 6: Physical Appearance K STEP 7: Personality Traits & Conflict K STEP 8: Ratify Your Character
A m e r ica n
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CREATING CHARACTERS
THE LOYALISTS Loyalists are what the name implies: faith to the British Empire. Once called Tories and Royalists, they politically stand against self-styled Rebels who support the revolution. The Rebels do not trust them, and their hostility makes Loyalists’ lives dangerous. Some Loyalists have fled the Thirteen Colonies, but others stand against the fear and, despite the risk, work tirelessly for King George and the British Empire’s desires. The lessons learned from the 1745 Jacobite Rebellion have instilled a harsh reality, one where the promises of a ‘shining new future’ would be an absolute nightmare. Loyalists already know the outcome and fight to put conservatism at the fore.
STEP 2 : BASIC TIER & PRIMARY ATTRIBUTES Now that you know your character’s starting Allegiance, let’s move onto the nuts and bolts of character creation. BASIC TIER
A Tier is a measurement of mechanical competence, reflecting a character’s experiences throughout the story. As with other games Powered by ZWEIHÄNDER, there are three Tiers—Basic, Intermediate and Advanced Tiers. Mark that your character starts in Basic Tier.
David Chronister (order #31360124)
PRIMARY ATTRIBUTES
It’s time to generate your Primary Attributes, a set of seven innate scores representing an intriguing mix of strengths and flaws.
3 D10 AND add each face value to 25 to generate a total percentage result. That means if the dice land on faces ‘8,’ ‘5’ and a ‘9,’ you end up with 47% (25+8+5+9). As you generate each result, record it in the following order on your character sheet: Combat, Brawn, Agility, Perception, Intelligence, Willpower & Fellowship. ROLL
PRIMARY ATTRIBUTE BONUSES
Each Primary Attribute has a related benefit called a Primary Attribute Bonus, relevant to calculating Secondary Attributes. This bonus is equal to the tens digit of the related Primary Attribute and any Bonus Advances you earn through gameplay. Here is what they affect:
K Combat Bonus [CB] affects Total Damage with melee and ranged weapons.
K Brawn Bonus [BB]
Encumbrance Limit.
affects Damage Threshold and
№
Bonus [AB] affects miscellaneous modifiers.
K Agility
K Perception Bonus [PB] weapon Distance.
Movement
and
affects Initiative and ranged
K Intelligence Bonus [IB] affects the maximum number of Spells learned.
K Willpower Bonus [WB] modifiers for Spells.
affects Peril Threshold and
K Fellowship Bonus [FB] affects how many people you sway and languages.
V e r i ty
Trow br i d g e h a s a Willpower of 52% (which results in 5 [WB]). She later gains two Bonus Advances from her Profession, which means Verity has 7 [WB] (5+2).
Calculate your Primary Attribute Bonuses now on your character sheet. Don’t mark any of the Bonus Advances yet, as you will earn them through gameplay.
STEP 3 : DETERMINATION & SECONDARY ATTRIBUTES Secondary Attributes home in on combat statistics, affecting your survivability. Once reading this section, calculate all values on your character sheet. DETERMINATION
SACRIFICING & GAINING DETERMINATION
If spending Coins allows you to ‘edit’ a situation, Determination will enable you to take complete narrative control of a scene. By sacrificing 1 Determination permanently from your character sheet, you could avoid suffering an Injury, avoid being Slain! or becoming Incapacitated! Other ways they could use it would be to undo the effects of Spells and Spell-like effects. You David Chronister (order #31360124)
could also use it to save someone else from death or to slay a foe when it feels appropriate.
R e f e r e n ci n g
from Article 1: Basics of Gameplay, the characters share libations at the Green Dragon Tavern when a group of three Red Coats and their captain enter, intent on arresting everyone. Stating to the Historian you wish to sacrifice Determination to dispatch of the Red Coat captain, the Historian blesses the decision. Taking the narrative reins of the scene, you tell the story of how your character silently rears up with a knife behind the captain to deliver a killing blow. The Historian then resumes narrative control, telling you the repercussions. The remaining soldiers sound the alarm and work to apprehend all the characters. Everyone in the tavern is quick to point out the characters and quickly spread the word about their reprehensible actions. The characters will need to run for their lives. th e e x a mpl e
Once sacrificed, remove it from your character sheet permanently. You will gain more Determination as you embroil your character in the ongoing conflict (which you’ll learn about under Step 7: Personality Traits & Conflict). OTHER BENEFITS: Your Determination value also changes your Damage Threshold. Which brings us to . . . DAMAGE THRESHOLDS
Wounds inflicted by weapons, burns from fire, falling off high precipices, Spells, some environmental effects and poisons’ effects can harm characters. Your Damage Thresholds protect you from Damage, while each step of the Damage Condition Track illustrates how wounded your character is. Your character begins at Unharmed and will go up and down the Damage Condition Track as they adventure. You’ll suffer many Damage types, but they’ll all track to Damage Threshold. Whenever a character suffers Damage that exceeds their Damage Threshold, they move one or more steps down the Damage Condition Track negatively. The further down the track a character goes, the more likely they are to incur Injuries or face death:
CREATING CHARACTERS
Player characters are something special, cut from a different cloth than non-player characters and other threats. Call it individualism, the providence of a higher power or luck, made manifest through a mechanic called Determination. When you first create a character in the Basic Tier, you begin gameplay with 2 Determination.
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16
K Unharmed: You may have old wounds, stitches and
sutures that no longer threaten to open and bandaged limbs.
K Hurt: You have cuts, light bruising and an itch or mild
pain. You can shrug most of this off with perhaps a visit to the barber. You have moderate bruises, cuts that require sutures and lesions. You’re suffering in pain, and it’s about to get much, much worse.
K Moderately Wounded:
K Seriously Wounded: As your wounds get worse, your clothing darkens with blood. You likely have a busted nose, irregular gait and difficulty speaking.
K Grievously Wounded: Bone bruises, hyper-extended muscles, deep cuts and black contusions cover your body. Your clothing is likely blood-soaked.
K Slain!: Sadly, you are to the grave and food for the
worms. But will you heed death’s calling or defy it? Sacrifice Determination to die another day.
Peril Threshold, they move one or more steps down the Peril Condition Track negatively. The further down the track a character shifts, the more likely they are to temporarily ‘forget’ some of their training in their Skills as the pressure rises:
K Unhindered: You are the very model of health. You
face no road weariness, anxiety or other mental states . . . yet.
K Imperiled: Although you’re operating under a minimal
amount of strain, consider all choices with more care.
K Ignore 1 Skill Rank: The pressure is on, and you can
feel it. Your brow beads with sweat and you are more ponderous and slower with all actions.
K Ignore 2 Skill Ranks: You are toiling with every step you take, filled with anxiety. Likely, you’re suffering from intense doubt and worn to a frazzle.
K Ignore 3 Skill Ranks: You can barely hold on. You’re
facing a significantly reduced chance to succeed at any task but hold on . . . help may be on the way!
K Incapacitated!: Your body betrays you, dragging with DETERMINE YOUR DAMAGE THRESHOLDS
CREATING CHARACTERS
now by adding [BB] to your Determination value. We also note each additional step of Damage Threshold on the character sheet as (Damage Threshold+6), (Damage Threshold+12) and (Damage Threshold+18). For example, if the Damage Threshold is 6, record it as 6 (12/18/24). You will learn more about the Damage Condition Track in Article 7: Combat Encounters.
PERIL THRESHOLDS
Psychological stress, road fatigue, exposure to the horrors of the secret world, intimidation, suffocation, starvation, exposure, intoxication, social shame and the effects of drugs can harm characters. Your Peril Thresholds protect you from Peril while each step of the Peril Condition Track illustrates how wounded your character is. Your character begins at Unhindered and will go up and down the Peril Condition Track as they adventure. Whenever a character suffers Peril that exceeds their
David Chronister (order #31360124)
every step. When in this state, you cannot succeed at Skill Tests.
DETERMINE YOUR PERIL THRESHOLDS
now by adding 3+[WB]. We also note each additional step of the Peril Threshold on the character sheet as (Peril Threshold+6), (Peril Threshold+12) and (Peril Threshold+18). For example, if Peril Threshold is 10, record it as 10 (16/22/28). You will learn more about the Peril Condition Track in Article 7: Combat Encounters.
ENCUMBRANCE LIMIT
Encumbrance Limit governs how much your character can carry during combat without incurring penalties to Distance with ranged weapons, Initiative and Movement. Determine your Encumbrance Limit now by adding 3+[BB].
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OVERAGE For every point beyond your Encumbrance Limit, you suffer Overage: an ongoing, cumulative -1 to Distances with ranged weapons, Initiative and Movement. Should your Overage reduce Distance, Initiative or Movement to 0, you must drop enough wares & weapons to bring the value back to at least 1. For now, do nothing until you’ve recorded all your wares & weapons. You will learn more about wares & weapons’ Encumbrance values in Article 5: Wares & Weapons. INITIATIVE
During combat, Initiative determines the order of actions. Determine your Initiative now by adding 3+[PB]. MOVEMENT
During combat, Movement governs how far you can move. Determine your Movement now by adding 3+[AB]. You will learn more about Movement in Article 7: Combat Encounters.
STEP 4 : CHARACTER BACKGROUND Your character is far more than a collection of values on paper. To fully flesh them out, you will generate details about their identity. AGE
D100
AGE
1 to 20
Young
50 to 70
Mature
21 to 49 71 to 90
91 to 100
David Chronister (order #31360124)
Adult
Aging
Elderly
CULTURE
‘Culture’ is a catch-all word that could speak to your heritage, nationality or adoptive family—it is up to you to define what it means for your character. We do not intend it to imply that the culture is monolithic in sentiment or thought, as people are individuals. We have represented a handful of cultures important to this period. They are purposefully brief and related in the abstract. More in-depth details around common practices, national identities and other mannerisms are in Article 10: Life During Wartime and Article 11: Indigenous Nations. PLAYING CULTURES OTHER THAN YOUR OWN As you read the different cultures, they talk about experiences related to the American Revolutionary War. Consider the implications of playing a culture that isn’t your own. Your character is an inspiration formed from culture, not a stereotype. It is a manifestation of history, experiences, arts and achievements. Some people wear their culture proudly and in everything they do—like cooking, music and social interaction. How can you celebrate it? Where do you want to draw inspiration?
Determine your culture now, record starting languages and randomly determine additional language(s). For Indigenous cultures, also determine the member nation you’re descended from. Replace the Indigenous cultural term with the one related to your member nation (e.g., Mahican) on your character sheet. For Multicultural characters, randomly roll twice on the culture table to determine your mixed heritage. If you end up with the same results, roll again.
CREATING CHARACTERS
Is your character a hotshot young clerk still wet behind the ears and eager to prove their worth beyond the Caribbean? Or are they an old soldier who has been on one too many campaigns and seen too many friends die? Tracking distinct numbers isn’t necessary, as we use age as a descriptor. Determine your age now.
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18
D100
CULTURE
STARTING LANGUAGES
D100
ADDITIONAL LANGUAGES
1 to 12
Black
English and two additional languages
1 to 3
Abenaki
4 to 7
Algonquin
8 to 10
Apalachee
11 to 17
Atikamekw
18 to 21
Catawba
22 to 24
Chickasaw
25 to 28
Creole
29 to 31
Dutch
32 to 35
English
36 to 38
French
39 to 42
German
13 to 26
British
27 to 41
Colonial
42 to 57
French
58 to 72
Indigenous
73 to 86
Multicultural
English and two additional languages
French, English and one additional language
Member Nation language, English and one additional language English and two additional languages
Spanish, English and one additional language
87 to 100
Spanish
D100
MEMBER NATION
43 to 45
Greek
1 to 6
Abenaki
46 to 49
Haudenosaunee
12 to 18
Apalachee
50 to 52
Hebrew
53 to 55
Innu
56 to 58
Latin
59 to 61
Lenape
62 to 64
Lingua Franca
65 to 67
Mahican
Mahican
Powhatan
7 to 11
19 to 24 25 to 30 31 to 37 38 to 41 42 to 48 49 to 54 55 to 61 62 to 68 CREATING CHARACTERS
English and two additional languages
69 to 75 76 to 82 83 to 88 89 to 94
95 to 100
David Chronister (order #31360124)
Algonquin Atikamekw Catawba
Chickasaw
Haudenosaunee Innu
Lenape
68 to 70 71 to 73
Pidgin
Massachusett
74 to 76
Portuguese
77 to 79
Powhatan
80 to 82
Russian
83 to 85
Seminole
86 to 88
Shawnee
89 to 91
Spanish
92 to 94
Swedish
95 to 97
Tsalagi
98 to 100
Wampanoag
Seminole Shawnee Tsalagi
Wampanoag
Massachusett
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19
BLACK
I a m f r e e , a n d none can stand against this. My freedom is one I exercise
David Chronister (order #31360124)
CREATING CHARACTERS
daily: I choose where and how to live, and I root my beliefs in the plight of my ancestors. Some of my family came to this country in bondage. Others came to the Thirteen Colonies as indentured servants, guaranteed passage and opportunity. A rare few were born free. I am a part of the next generation of free folk and will make my mark on this world. Yet, there are other dangers afoot you’ve not seen . . . but I have. Something else is afoot. I have looked through the window into the world of spirits. The coming war—and make no mistake there will be one—is not a fight against the Rebels or Loyalists. It is a fight against perversions who recoil from the light. These shadows protest against the living and care not for the pigment of our skin. It is against this evil I will align myself with other unlikely heroes to bring stability and peace, and we shall gain our freedom from this inexorable fear that overshadows all.
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20
CREATING CHARACTERS
My
David Chronister (order #31360124)
BRITISH
its roots back to England, Ireland, Scotland or Wales—but that doesn’t make me a Loyalist. Some of my friends and family arrived in the colonies later, but we are all British, through and through. Some of us believe the Rebels’ needs take a backseat to the needs of the many in the British Empire. It is for this reason the Loyalists believe themselves best to govern the Thirteen Colonies. But there are other ways to ensure that the rule of law remains intact. Whether we be a Loyalist or Rebel, there is one truism: debate, compromise and consideration will solve the issue. The actions taken against Parliament by the Rebels are probably illegal. The British Empire defended us all, and now it’s time to pay up. Nothing comes without a price, some say, and these seven bloody years cost much more than wealth and blood. Freedom isn’t free. As for the ‘stories’ of things stalking the night, or forces most malign festering in the shadows? Those are untrue. The only malign forces in this world are radicals who do not understand that we must reason with one another to achieve peace. fa m i ly tr ac e s
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21
COLONIAL
I a m a C o lo ni a l , regardless of whether I was a German stepping off the
David Chronister (order #31360124)
CREATING CHARACTERS
docks in Philadelphia or born of British parents. Call me a New Englander, a Virginian or a resident of Baltimore, but whatever you do, remember that we do not bend the knee. We are something different and new—we are loyal to the ideals of freedom. We have no time for Parliament’s ignorant demands for the price of the French and Indian War. We already paid this price in blood! Where was Parliament when the people of Roanoke went missing? Where was the King when Jamestown’s survival was hanging by a thread? I will tell you: they were safe across the sea. Yet, I have learned an important secret—there are evil forces who walk among us, and feed in the shadows. There are shadowy threats and enemies within that go unseen. These ‘things’ are alive and want to kill us all. They care little if one is British, or Indigenous, or even the damned French. It will be up to me and my kin to fight and pay the ultimate price.
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22
CREATING CHARACTERS
My
David Chronister (order #31360124)
FRENCH
deep in this New World—I can trace them back to Jacques Cartier, who surveyed the Gulf of Saint Lawrence. My family’s beginnings started when the first Europeans stepped foot into Quebec. I can trace my lineage back to the Huguenots, who sought a new home safe from the Catholics’ persecution. Like an Acadian, we fled land with my family, and we carved out a life for ourselves in the New World. There is simmering anger toward the Loyalists and their ascension to the status of world power. You can see the self-made trap that they are about to walk into. If war comes to the New World, it’s a chance for France to strike a blow and weaken our long-standing enemy. Though my country may not be public with its support, I offer it in secret from the shadows. But there are whispers of something else hiding among them. I fear there is an inhuman foe to face, one which will force us to befriend our enemies to fight against the shadow. ro ot s ru n
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My
INDIGENOUS
always been here, but we are not one people. The Europeans—outsiders—see my people as children and, at worst, obstacles to run roughshod over. They all bring disease and their backward ways. Some of us have learned to adapt to European society, using it for our shared economic advantage. Yet, while our people debate, it is the young ones who pledge to fight on whichever side promises more. Despite the side we choose, the European’s promises are temporary and often broken. What they don’t realize is that there is a greater enemy. It is one who walked the land before all our people did. It is a sinister evil, one who feeds upon the unaware and whispers sweet words of venom. They speak with serpents’ tongues from the darkness and show no fear of the other evils that lurk in the periphery. They are the true enemy and threaten us all. p eopl e h av e
CREATING CHARACTERS
David Chronister (order #31360124)
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24
MULTI C ULT UR A L
CREATING CHARACTERS
W e m ay h av e been taken in by French settlers or raised among Indigenous
David Chronister (order #31360124)
communities. We are also sometimes from Colonial birthright, born as a Black person in the British Empire. Maybe we are Spanish by blood but French in name. Or even born in the Caribbean from a Scotsman dropped in the middle of a forgotten spot, I was made from many experiences. The situations of others do not devalue my own experience. I recognize these different parts of myself, and in doing so, I’m able to celebrate the me they blended to become. There are plenty of people around me who think the stories of the shadow people wandering the forgotten boweries are mere myths, but I know from one side of my life that they aren’t. The shadows are real, they take many shapes, and their presence has existed in stories and songs across every culture who lives in this New World. I will show you that no matter whose womb you were born from, the nation you lay claim to or the king you kneel before, that none will escape the oncoming storm.
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25
SPA NISH
I a m S pa ni s h, w h eth e r I was born in New Spain or arrived here from
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CREATING CHARACTERS
the motherland. The New World is ours, and it is one which my people came to first and mined her riches. Did England or France pay the price we gave in blood? Did they map uncharted lands filled with danger? Did they suffer the illness that killed many of our own? No. We Spanish are tied to this land by birthright, and it is this land I will fight for. Despite this, there is growing darkness that the priests have warned against. It is something that our Indigenous allies whisper in hushed tones. I have seen this evil . . . or at least glimpsed it. Their eyes glow from the shadows, and their chants carry upon the night’s wind. They are a shadow which our grandparents fought against in the Old World and stole away in our ship holds to come to the New World. They hide in forests, among swampy depths of the south and on islands throughout the Caribbean. Winning is out of the question; survival is the only thing we can hope for.
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26 STEP 5 : ARCHETYPE & PROFESSIONS LIST It’s essential to know who your character is and what occupation they have practiced for most of their life because of their upbringing or choice made at an early age. An Archetype categorizes similar Professions together, imprints a unique ability upon your character and determines what their starting Profession is in the Basic Tier. Determine your Archetype now, but don’t record it. Consulting the related Archetype Tables, record your wares & weapons, starting money and randomly determine a related Archetype Trait. You’ll determine your Archetype’s related Profession after this step. D100
ARCHETYPE
1 to 12
Commoner
27 to 41
Intellectual
13 to 26 42 to 57 58 to 72 73 to 86
CREATING CHARACTERS
87 to 100 OTHER CULTURES While we’ve presented the most common cultures from the American Revolutionary War, you can work with the Historian to introduce other cultures or Indigenous member nations that best fit the vision you have for your character.The Additional Languages table is a great place to start! Remember: cultures do not impart attribute changes but will inform their three starting languages. English must be one of those starting languages unless the Historian and players have a different story in mind to tell together. IDENTITY
This game asserts no mechanical differences based on gender. This is because gender is a diverse experience and, just as in actual life, gender is fluid and shifts as people age and learn. Pick your character’s identity and write it down on the character sheet.
David Chronister (order #31360124)
Frontier
Lawbreaker Mage
Urbane
Warrior
ARCHETYPE: COMMONER
Professions of this Archetype are typically run-of-themill people, taking on regular jobs. Their occupations may vary by culture, but they live by the philosophy that hard work will ensure a bountiful, healthy and productive life. STARTING WARES, WEAPONS & MONEY K Backpack, Bandages (3), Blackpowder w/ Bullets (18), Candles (9), Fowler musket, Knife, Laudanum, Set of inferior clothes, Smelling salt and Tincture
K 22 pence (p)
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D100
COMMONER TRAIT
1 to 10
Its Own Reward
21 to 30
Keep It Simple
11 to 20 31 to 40 41 to 50 51 to 60 61 to 70 71 to 80 81 to 90
91 to 100
Jack Of All Trades Low Profile
Makeshift Tools
Nose To The Grindstone Salt Of The Earth Show The Heels Skeleton Key
Work, Work, Work
ITS OWN REWARD
Nothing in life that’s worth anything is easy.
Effect: You never suffer Peril because of failed or Critically Failed Toughness Tests. JACK OF ALL TRADES
I’ve always had a knack for learning.
Effect: Add +5% Base Chance to any Skill you don’t have a Skill Rank in. KEEP IT SIMPLE
A famous man once said, “Those who expect to reap the blessings of freedom must undergo the fatigues of supporting it.”
LOW PROFILE
I try to stay out of other peoples’ way by keeping to myself.
Effect: All threats classified as Humanoid (including player cultures) suffer a -20% Base Chance to hit you until you initiate violence toward them or their allies.
GENERAL TERM which includes NPCs, creatures and other non-hostile entities in FLAMES OF FREEDOM—are always classified by one of these types: Abyssal, Animal, Beast, Humanoid or Supernatural. Humans and player cultures are always classified as Humanoid. THREATS—A
MAKESHIFT TOOLS
I’ve got a real ‘get ’er done’ attitude and don’t tarry over the details.
Effect: You can construct any tool smaller than an ox with materials you have on-hand without fail. After using the tool once, roll a 1D6 Chaos Die. On a result of face ‘1-5,’ nothing happens. On a result of face ‘6,’ the tool breaks and its user suffers 2D10+2 Peril. NOSE TO THE GRINDSTONE
I always say, “When the going gets tough, the tough get going.”
Effect: Whenever you triple the time required to make a Skill Test, ignore Peril Condition Track penalties when calculating Total Chance for success. SALT OF THE EARTH
My beginnings were humble, and people readily forgive my transgressions.
Effect: Whenever you fail a Bargain or Rumor Test, reroll to generate a better result (but you must accept the outcome). SHOW THE HEELS
It’s better to run and survive than to stay behind to die.
Effect: Whenever you Charge or Run, add +6 yards to Movement on foot. SKELETON KEY
To call me overprepared is a vast understatement; I’m ready for anything you throw my way.
Effect: Providing you can narratively justify it, you can substitute any Primary Attribute in place of another when making a Skill Test. David Chronister (order #31360124)
CREATING CHARACTERS
Effect: When in combat, you never gain Conflict because of failed and Critically Failed Skill Tests, nor from Injuries.
27
№
28
WORK, WORK, WORK
A TALL TALE
There’s always something left to do during the day, some tasks left incomplete.
I was born ‘bigger’ than most others—what big means is relative, I suppose.
Effect: You do not suffer the ill-effects of Peril until you are at ‘Ignore 3 Skill Ranks’ on the Peril Condition Track. ARCHETYPE: FRONTIER
Professions of this Archetype typically live on the fringes of urban society and in the frontier lands. They make trade off the bounty the land affords them, hiring themselves out as surveyors and protecting others. STARTING WARES, WEAPONS & MONEY K Bandages (3), Blackpowder w/Bullets (18), Camping kit, Hatchet, Hunting bag, Musketoon, Laudanum, Set of inferior clothes, Smelling salt and Tincture
K 33 pence (p) D100
FRONTIER TRAIT
1 to 10
A Tall Tale
21 to 30
Fortuitous Outcomes
11 to 20 31 to 40 41 to 50 51 to 60 CREATING CHARACTERS
61 to 70 71 to 80 81 to 90
91 to 100
Diamond In The Rough Frontier-Walker Gut Founded
Effect: Are you abnormally short or extraordinarily tall? Choose one. If Tall, you automatically inflict Moderate Injuries when fighting bare-handed in combat, but permanently reduce your Initiative by -1. If Slight, permanently add +1 to your Damage Threshold, but you cannot use two-handed melee weapons. When you come to determining stature, select the aforementioned size. DIAMOND IN THE ROUGH
Be at war with your vices, at peace with your neighbors and let every new year find you a better person. Effect: Immediately after you suffer Damage from a melee or ranged weapon, spend a Coin to ignore it. FORTUITOUS OUTCOMES
Touched by the darkness, but yet, I persist.
Effect: Whenever you gain an Affliction, immediately gain one Belief Rank. You’ll learn more about Afflictions in Article 8: Healing, Hazards & Horror. FRONTIER-WALKER
I have learned the most important lesson of traveling in the wild—leave no evidence, extinguish the fire and stagger ones’ steps to avoid being found.
Hands Of A Healer
Effect: When moving through uninhabited rural areas, you leave no trace of your passing and cannot be found with Skills or Spells.
Shadows Begone
GUT FOUNDED
Hit The Hay Sleep Tight
To The Bitter End
Whether I’m in the frontier or the cold climes of New France, I always find a way to survive. Effect: In rural areas, you can always provide yourself with food and water to live on, never suffering from the effects of Starvation. HANDS OF A HEALER
I have medical stigmata on my hands, and these have been present in our family.
Effect: Whenever you fail or Critically Fail a Heal Test, spend a Coin to turn it into a Critical Success. David Chronister (order #31360124)
№
29
TO THE BITTER END
Those that can have patience can have what will be.
Effect: Whenever rolling to determine which Injury you suffer, roll twice and choose the preferred results. ARCHETYPE: INTELLECTUAL
Professions of this Archetype are learned, lettered and understand the value of the written word. They are of higher means, malleable and socially mobile. STARTING WARES, WEAPONS & MONEY K Bandages (3), Blackpowder w/Bullets (18), Book (one topic), Flintlock pistol, Knife, Laudanum, Set of average clothes, Smelling salt, Tincture and Writing kit
K 33 shilling (s) D100
INTELLECTUAL TRAIT
1 to 10
By The Book
21 to 30
Encyclopedic Memory
11 to 20
HIT THE HAY
I can sleep anywhere: on the road, in the back alley and even with one eye closed on horseback.
Effect: You only need three hours of Sleep to restore your Peril Condition Track. In addition, you are always restored to Unhindered after Sleeping, even in unsafe places or when traveling.
I was born with a gift, one that runs deep in our family.
41 to 50 51 to 60 61 to 70 71 to 80 81 to 90
91 to 100
Enfant Terrible
Fit As A Fiddle
Hold On A Moment Knowledge Is Power Logician
Stiff Upper Lip
Tongue-Lashing
BY THE BOOK
Effect: You treat Total Darkness as if it is Perfect Light, able to see in the dark.
There is a process and a procedure to everything.
SLEEP TIGHT
CHAOS IS A LADDER
While the hand of a Barber or laudanum would be appreciated, I generally get by on my own.
In moments of violence, I can sense an opportunity.
Effect: Whenever you awaken from six hours of Sleep, you move one step up the Damage Condition Track positively. David Chronister (order #31360124)
Effect: You treat all Special Skills as Common Skills.
Effect: Whenever combat begins, you always gain the benefits of Surprise on your first Turn.
CREATING CHARACTERS
SHADOWS BEGONE
31 to 40
Chaos Is A Ladder
№
30
ENCYCLOPEDIC MEMORY
KNOWLEDGE IS POWER
I can absorb numbers and cipher at an alarming rate.
My words may be frightening, yes, but that’s precisely the point.
Effect: When attempting to recall written numbers or copy content, you automatically succeed at the Skill Test. ENFANT TERRIBLE
CREATING CHARACTERS
My ways may be unorthodox and shocking, but it gets things done.
Effect: When you succeed at an Education Test, spend a Coin to provoke Stress in one foe who can see and hear you clearly. LOGICIAN
Effect: Whenever someone fails an Intelligence-based Skill Test, you can interject and have them re-roll using your Base Chance without spending Coins. However, they gain 3 Conflict.
I’ve learned the patterns of magic and can break it down into simple arithmetic.
FIT AS A FIDDLE
STIFF UPPER LIP
“Cleanliness is next to godliness,” as they say.
I’m just biding my time until the moment is ready to strike.
Effect: You are immune to Smallpox. Whenever you are exposed to an Ailment, sacrifice one Determination to become immune to it. HOLD ON A MOMENT
Surely, we can find a way out of this mess that’s both beneficial for you and us . . .
Effect: Foes will never attack you on their first Turn of combat.
David Chronister (order #31360124)
Effect: You may substitute Education when it comes to Resisting Spells and Spell-like effects.
Effect: When in a social situation, you never gain Conflict because of failed or Critically Failed Skill Tests. TONGUE-LASHING
As you grace death’s door, let me enumerate the ways in which you’ll be tormented . . .
Effect: Whenever you inflict an Injury, your foe moves one step down the Peril Condition Track negatively if they suffer a Moderate Injury; two steps down if a Serious Injury; or, three steps down if a Grievous Injury. This only works on foes who can see and hear you clearly.
№
ARCHETYPE: LAWBREAKER
Professions of this Archetype are typically oath breakers or on the run from something or someone. They deal in lies, steal from the unwary and rabble-rouse to earn their keep, and with nothing to lose, they have little to fear. STARTING WARES, WEAPONS & MONEY K Antidote, Bandages (3), Blackpowder w/Bullets (18), Knife, Laudanum, Set of dark clothes, Smelling salt, Tincture, Tobacco (3) and Turnout pistol
K 11 pence (p) D100
LAWBREAKER TRAIT
1 to 10
Better Lucky Than Good
21 to 30
Entrepreneurial Spirit
11 to 20 31 to 40 41 to 50 51 to 60 61 to 70 71 to 80 81 to 90
91 to 100
ENTREPRENEURIAL SPIRIT
Flattery will get me everywhere.
Effect: Whenever you succeed at Skill Test to cheat, lie or steal, roll a D6 Chaos Die. If it lands on face ‘6,’ move one Coin from one Pool into another Pool. FAKE IT TILL I MAKE IT
I’m good at pretending; it does what it says on the tin.
Effect: You never suffer the effects of Critical Failures in Skills you don’t have Skill Ranks in. MOSTLY HARMLESS
If I just lie here and pretend to be hurt, they’ll think I’m dead or at worst harmless . . . Effect: Add +1 to your Damage & Peril Thresholds.
Dead To Rights
TAKE A MULLIGAN
Fake It Till I Make It
Effect: Whenever you spend a Coin to re-roll a Skill Test and fail, re-roll a final time (but you must accept the results of this final roll).
Mostly Harmless Take A Mulligan Treachery
Ring Of Truth Windfall
White Feathered
BETTER LUCKY THAN GOOD
Some higher power is looking out for me, thank God.
DEAD TO RIGHTS
Snooping, cheating and stealing are my most valuable assets.
Effect: Any Skill Rank you gain in Eavesdrop, Guile and Skulduggery modify your Base Chance by +15, instead of +10.
If at first I don’t succeed, I’ll try, try again.
TREACHERY
I’ve learned to read people and know when to act treacherously, catching them unaware. Effect: Whenever you deal Damage against a foe for the first time, add a 1D6 Fury Die to Total Damage. You can take advantage of this in combat by switching between multiple foes. RING OF TRUTH
As Thomas Paine said, “Of more worth is one honest person to society and in the sight of God, than all the crowned ruffians.”
Effect: Add an Assist Die whenever you make Guile Tests. In addition, you always succeed at Skill Tests to tell lies. WINDFALL
The wheel turns and turns, in favor of the just and the unjust alike.
Effect: Anytime you generate a Critical Failure, gain a Coin for yourself. Once spent, discard it permanently. It must be used before the end of the game session, or else it expires.
CREATING CHARACTERS
Effect: Whenever you spend a Coin to re-roll a Skill Test, if you fail the Test, put the Coin back into your respective pool (but you must accept the results of the die roll).
David Chronister (order #31360124)
31
№
32
WHITE FEATHERED
ABRACADABRA
I’m no coward—I am just adept at avoiding the worst of situations . . . particularly when they’re delivered at the end of a musket.
It’s difficult to be discovered if you’re keeping to yourself and moving among the crowds.
Effect: You may flip the results to succeed at Coordination Tests to Defend against attacks made with ranged weapons. ARCHETYPE: MAGE
Professions of this Archetype make use of strange healing arts, plumb the depths of the supernatural and study Spells. They come from all walks of life and have sacrificed some part of their humanity to further their aims. STARTING WARES, WEAPONS & MONEY K Bandages (3), Blackpowder w/Bullets (18), Book of Common Spells, Knife, Laudanum, Overcoat pistol, Set of average clothes, Smelling salt, Tincture and Writing kit
K 11 pounds (£) D100
MAGE TRAIT
1 to 10
Abracadabra
21 to 30
Devil In The Eye
11 to 20 31 to 40 41 to 50 CREATING CHARACTERS
51 to 60 61 to 70 71 to 80 81 to 90
91 to 100
David Chronister (order #31360124)
Absolution
Hand Of God No Illusions Ritualistic
Second Sight
Twist Of Fate
Well-Grounded Witches’ Mark
Effect: When moving through crowded urban areas, you leave no trace of your passing and cannot be found with Skills or Spells. ABSOLUTION
Mine own sins shall be forgotten, for I carry a light which cannot be extinguished within. Effect: You never gain Conflict for actions you can justify to the Historian are religiously or spiritually motivated. DEVIL IN THE EYE
I’ve always spoken with the shadows, and they speak to me of a greater darkness at play here.
Effect: You can use any Fellowship-based Skill to directly communicate with Abyssal threats you can see and hear clearly. This empathy acts as an all but paranormal type of communication, the complexity determined by the Historian. In addition, you are immune to being Compelled (a Trait that some threats possess). HAND OF GOD
There’s a power inside of me that I don’t yet understand, but it’s urging me to pick up iron to fight against the shadow . . . Effect: Any weapon you hold is treated as magically enhanced for purposes of striking threats that can only be affected by Spells or weapons imbued with it. NO ILLUSIONS
Conjurers of cheap tricks cannot persuade me!
Effect: You are immune to mind control and can see through illusions. RITUALISTIC
I begin my mornings in prayer, giving thanks and offering succor for the bounty provided.
Effect: Whenever you awaken from six hours Sleep, make a Resolve Test to pray. If successful, you add +1 to three different Bonus Advances until you rest once again. These effects are not cumulative day over day.
№
SECOND SIGHT
I have a gift that’s been passed down generations; I can see the ghosts that haunt these halls.
Effect: With a successful Scrutinize Test, you can detect the presence of supernatural phenomena nearby. If you Critically Succeed this Skill Test, you can accurately track where the phenomena is (as if you were tracking someone using Survival). TWIST OF FATE
I can see where the warp and weft of the world come together, and with a simple tug, I can cause it to come unraveled. Effect: Whenever you spend a Coin, roll a 1D6 Chaos Die. If the result is face ‘6,’ the Coin doesn’t convert to the other pool.
ARCHETYPE: URBANE
Professions of this Archetype are typically knitted into social circles and ingratiate themselves to others with their skills in bending people to their whim. They are able to weaponize words and art for good and as cruel barbs when necessary. STARTING WARES, WEAPONS & MONEY K Bandages (3), Blackpowder w/Bullets (18), Flintlock pistol, Knife, Laudanum, Ledger, Set of superior clothes, Smelling salt, Tincture and Writing kit
K 22 pounds (£) D100
URBANE TRAIT
WELL-GROUNDED
1 to 10
Between Two Worlds
I have walked in the world of spirits, and the stain they leave on others’ souls I am able to simply shrug off.
21 to 30
E Pluribus Unum
11 to 20
Dyed In The Wool
Effect: Whenever you suffer from Stress, Fear and Terror provoked by threats classified as Supernatural, you do not gain Conflict.
31 to 40
WITCHES’ MARK
61 to 70
Self-Reliant
71 to 80
Seventh Sense
81 to 90
Titan Of Industry
91 to 100
Vox Populi
I carry a terrible gift . . . one that could get me strung from a bridge if discovered.
Effect: Whenever you fail or Critically Fail an Incantation Test, you may turn it into a Critical Success. You move one step down the Peril Condition Track negatively as a result.
33
41 to 50 51 to 60
Fostering Community Level-Headed People Person
BETWEEN TWO WORLDS
Effect: Immediately after you suffer Peril from a threat classified as Abyssal, Supernatural or other situations deemed otherworldly, spend a Coin to ignore it. DYED IN THE WOOL
My ways aren’t capricious; I believe in what I believe.
Effect: Whenever you gain Conflict, decrease the number you gain by three (to a minimum of 1). This means that if you gain 6 Conflict, you gain 3 instead.
David Chronister (order #31360124)
CREATING CHARACTERS
In these streets, I have seen things you couldn’t imagine— things best left unspoken.
№
34
E PLURIBUS UNUM
TITAN OF INDUSTRY
Out of the many, there is one—one union, one strength and one that’s strengthened by our diversity.
My handiwork is unparalleled, and you’ve likely seen my maker’s mark before.
FOSTERING COMMUNITY
VOX POPULI
“Talk less, smile more” is the best way to navigate the politics of our time.
Friends, people of Boston, countryfolk—lend me your ears!
Effect: Whenever using social-based Skill Tests, gain two Assist Dice, using the best of all the results you roll.
Effect: Treat each Bonus Advance in Fellowship Bonus [FB] as if it were three times its normal value. This means if you had a [FB] 6, treat it as [FB] 18 instead.
LEVEL-HEADED
ARCHETYPE: WARRIOR
Effect: Whenever you Assist Skill Tests, the ally you’re helping gains one additional Assist Die.
When it comes to resolving the hardships we’ve wrought, I’m less inclined to give in to melancholy. Effect: At the end of the game session, roll two Conflict Dice and choose the preferred results. PEOPLE PERSON
Don’t call me an effete doodle; I just like rubbing shoulders with everyone . . . and know what makes them tick.
CREATING CHARACTERS
Effect: You can sway any number of people who can clearly see and hear you with Fellowship-based Skill Tests. This includes actions such as Words As Weapons in combat.
Effect: Any object you craft with your own hands cannot be broken or destroyed by normal means.
Professions of this Archetype are typically fighters of a type, but not necessarily trained in the ways of the military. Most are not long for this world, as the trades they ply deal strictly in violence as a means to an end. STARTING WARES, WEAPONS & MONEY K Bandages (3), Bayonet, Bedroll, Blackpowder w/Bullets (18), Brown Bess musket, Knapsack, Laudanum, Set of inferior clothes, Smelling salt and Tincture
K 22 pence (p)
SELF-RELIANT
D100
WARRIOR TRAIT
I always persevere, despite my circumstances.
1 to 10
Armed To The Teeth
21 to 30
Bite The Bullet
Effect: You never have to spend money on clothing, food or lodging, as you always have enough spare coins to pay for yourself and stable a horse. SEVENTH SENSE
I understand how to cultivate relationships and feel for the possibilities and nuances of societies and their expectations.
Effect: Whenever you interact with others using Fellowship-based Skill Tests, treat their Social Disposition as Helpful. You can learn more about Dispositions in Article 6: Narrative Tools.
David Chronister (order #31360124)
11 to 20 31 to 40 41 to 50 51 to 60 61 to 70 71 to 80 81 to 90
91 to 100
Battle Hymn
Bloody-Minded
Feather In The Cap Liberty Or Death
Lock, Stock & Barrel Make A Beeline Set My Sights
Turn The Tables
№
35
ARMED TO THE TEETH
Anything—and I mean anything—I pick up I can turn into a deadly weapon. Effect: Add both the Punishing and Vicious Qualities to any melee weapons you wield. BATTLE HYMN
Behold, growing strong and revered!
Effect: Whenever you suffer an Injury, immediately move one step up the Damage & Peril Condition Tracks positively. BITE THE BULLET
I power through the pain to get the job done.
Effect: Whenever you suffer an Injury, ignore its effects until one hour later. BLOODY-MINDED
Feh, you don’t scare me—I’m just biding my time for the right moment to strike back. Effect: You do not flinch from scenes of blood and viscera, nor gain Conflict because of it. FEATHER IN THE CAP
I’m a decorated warrior and earned every accolade I wear. Effect: Immediately gain 1 Determination. LIBERTY OR DEATH
We fight, get beat, rise and fight again.
LOCK, STOCK & BARREL
I’ve got everything a marksman needs to execute a foe at range. Effect: When you use Fury Dice to determine ranged weapon Damage, the dice explode on face ‘5–6.’
David Chronister (order #31360124)
CREATING CHARACTERS
Effect: Whenever you would be Slain!, you gain 3 Action Points that must be used immediately. If you kill the foe who slew you, you are Grievously Wounded instead.
№
36
MAKE A BEELINE
When bullets and arrows reign down, I manage to find an out.
Effect: Whenever you Charge, add +3 to your Damage Threshold until the beginning of your next Turn. When you Run, add +6 instead. This does not stack with the action of Take Cover in combat. SET MY SIGHTS
PROFESSIONS LIST Every Archetype has a series of Professions tied to it. As a part of character creation, you’ll begin in one Profession. Although it is assumed your character has spent most of their life in this career, a Profession is more meaningful than a simple job. It represents a personal attitude of the world at large, their economic fortunes and communal responsibilities, and lays out a blueprint for abilities you’ll develop.
CREATING CHARACTERS
Don’t fire until you see the whites of their eyes, then fire low!
Effect: Whenever you inflict Damage from a Targeted Attack, they also suffer an equal amount of Peril. TURN THE TABLES
I can call upon Providence to alter the course of events, but I dare not abuse Her favor.
Effect: Whenever a Coin is about to be spent, call out that you ‘turn the tables.’ The benefit of the Coin doesn’t take effect, and it is permanently discarded from both pools until the next game session. You can do this once a game session.
David Chronister (order #31360124)
AS YOU CONTINUE in the Basic Tier in your
Profession,you’ll eventually graduate to Intermediate and Advanced Tiers, taking on new Professions. You will learn more about how Professions function in Article 3: Professions Pamphlet.
Determine your Profession now, referencing the appropriate Archetype Table. Professions marked with a * beside it gain access to Spells, which you’ll learn more about later when filling in the details of your Profession. Record the iconic wares & weapons the Profession gives you.
№
37
COMMONER PROFESSIONS LIST D100
COMMONER PROFESSIONS
ICONIC WARES & WEAPONS
1 to 8
Brewer
Wagon & Coach horse
17 to 25
Hired Hand
General repair tools
9 to 16
26 to 33 34 to 41 42 to 49 50 to 58 59 to 67 68 to 76 77 to 85 86 to 92
93 to 100
Gunsmith Merchant Midwife
Publican
Purveyor Servant Smith Tailor
Weaver Wright
Brown Bess musket & Blackpowder w/Bullets (18) 10 pounds (£) in various commodities Tincture (9)
1D10+1 pounds (£), 2D10+2 shilling (s) & 3D10+3 pence (p) Cart & Donkey Pocket watch
Smithing tools Tailoring tools Weaving tools
Stone-working tools
FRONTIER PROFESSIONS LIST D100
FRONTIER PROFESSIONS
ICONIC WARES & WEAPONS
1 to 8
Animal Whisperer
Hunting dog
17 to 25
Dispatch Rider
Road horse & Horse tack
9 to 16
26 to 33 34 to 41 42 to 49 50 to 58 59 to 67 77 to 85 86 to 92
93 to 100
David Chronister (order #31360124)
Farmer
Greengrocer Mariner
Mendicant Rambler
Road Agent Surveyor
Survivalist Whaler
Rowboat
Farming tools & Field horse Provisions (30)
Scrimshaw tools Cross (superior) Spyglass
Duck-foot pistol & Blackpowder w/Bullets (18) Surveying tools
Selfbow, Quiver & Arrows (18) Harpoon & Six yards of rope
CREATING CHARACTERS
68 to 76
Boatswain
№
38
INTELLECTUAL PROFESSIONS LIST D100
1 to 8
9 to 16
17 to 25 26 to 33 34 to 41 42 to 49 50 to 58 59 to 67 68 to 76 77 to 85 86 to 92
93 to 100
INTELLECTUAL PROFESSIONS
ICONIC WARES & WEAPONS
Artist
Artist’s tools
Architect
Drafting tools
Barber
Surgical kit
Bookkeeper Dilettante Diplomat Engraver Lawyer Printer
Stationer Teacher
Translator
Ledger
Snuff & Snuffbox Passport
Engraving tools Book (law)
Magnifying glass & Reading glasses Stamped blank letters (25) Microscope
Book (foreign languages)
LAWBREAKER PROFESSIONS LIST D100
1 to 8
9 to 16
17 to 25 26 to 33 34 to 41 42 to 49 50 to 58
CREATING CHARACTERS
59 to 67 68 to 76 77 to 85 86 to 92
93 to 100
David Chronister (order #31360124)
LAWBREAKER PROFESSIONS
ICONIC WARES & WEAPONS
Crook
Blackjack
Counterfeiter
Counterfeiting tools
Firebrand
Blank pamphlets (10)
Freebooter Gambler
Informant Mutineer Partisan
Resurrectionist Tout
Turncoat Vagrant
Large chest & padlock & key (Arduous -30%) Weighted dice & Cheat cards
Broadsheet (12) & Magazines (4)
Double-barrel pistol & Blackpowder w/Bullets (18) Powder bomb (3)
‘Quick dig’ wood shovel
Maps: local & regional (9)
Red Coat uniform (superior) Cloak (winter)
№
39
MAGE PROFESSIONS LIST D100
MAGE PROFESSIONS
ICONIC WARES & WEAPONS
1 to 8
Alchemist *
Portable alchemy kit
17 to 25
Aspirant *
Amulet
9 to 16
26 to 33 34 to 41 42 to 49 50 to 58 59 to 67 68 to 76 77 to 85 86 to 92
93 to 100
Apothecary * Braucher * Dowser *
Folk Healer *
Fortune Teller * Herbalist *
Mentalist * Preceptor * Sin Eater *
Spiritualist *
Portable alchemy kit Symbol of faith Divining rod
Tincture (3) & Tobacco (9) Oracular device Sacred tool
Stage magician kit
Book (ancient history) Holy water (9) Spirit board
URBANE PROFESSIONS LIST D100
URBANE PROFESSIONS
ICONIC WARES & WEAPONS
1 to 8
Actor
Disguise kit
17 to 25
Clergy
Holy book
9 to 16
26 to 33 34 to 41 42 to 49 50 to 58 59 to 67 77 to 85 86 to 92
93 to 100
David Chronister (order #31360124)
Clerk
Libertine
Magistrate Milliner
Musician
Politician
Tax Collector Town Crier Writer
Turn-out pistol & Blackpowder w/Bullets (18) Blank book Opium (9)
Screw pistol & Blackpowder w/Bullets (18) Mercury (9)
Any musical instrument
Powdered wig and Parisian fashion clothing
Small chest & padlock w/key (Standard +/-0%) Young colt, Bit & saddle
Book (fiction) & Writing kit
CREATING CHARACTERS
68 to 76
Bawd
№
40
WARRIOR PROFESSIONS LIST D100
WARRIOR PROFESSIONS
ICONIC WARES & WEAPONS
1 to 8
Auxiliary
Dutch longpistol & Blackpowder w/Bullets (18)
17 to 25
Deserter
Blunderbuss & Blackpowder w/Bullets (18)
9 to 16
26 to 33 34 to 41 42 to 49 50 to 58 59 to 67 68 to 76 77 to 85 86 to 92
93 to 100
Cavalry
Fur Trapper Grenadier Guerilla
Lamplighter Militia
Officer
Privateer Regular Tracker
Horse tack & Turf horse
Pennsylvania longrifle & Blackpowder w/Bullets (18) Fused grenade (6)
Girardoni air rifle & Blackpowder w/Bullets (18) Lantern & Oil (9) Hanger sword Cavalry sabre Boarding axe
Infantry sword Gunstock club
STEP 6 : PHYSICAL APPEARANCE The game world is populated by a diverse, rich tapestry of people of various body types, skin tones and styles of dress. As with age, a character’s physical appearance has no bearing on game mechanics. If you end up with unusual results, simply choose those that best fit the vision you have for your character. STATURE
CREATING CHARACTERS
Determine your stature now. D100
STATURE
1 to 33
Slight
68 to 100
Tall
34 to 67
Average
BUILD
Determine your build now.
STYLE
The fashion stylings in 1776 are complex and varied, best told in Article 10: Life During Wartime and Article 11: Indigenous Nations. For now, reference this table to give you a quick overview of how your character tends to dress. Determine your style now. D100
STYLE
1 to 33
Shabbily
68 to 100
Fashionably
34 to 67
EYES
Determine your eyes now. D100
EYES
1 to 4
Big blue
9 to 12
Dark, deep-set
5 to 8
D100
BUILD
1 to 33
Lean
13 to 16
68 to 100
Stocky
21 to 24
34 to 67
David Chronister (order #31360124)
Normal
Modestly
17 to 20
Bright hazel
Dark, soulful
Dreamy hazel
Emerald green
№
D100
EYES
25 to 28
Fiery dark
33 to 36
Green, wistful
29 to 32 37 to 40 41 to 44 45 to 48 49 to 52 53 to 56 57 to 60 61 to 64 65 to 68 69 to 72 73 to 76 77 to 80 81 to 84 85 to 88 89 to 92 93 to 96
97 to 100
Grass green Icey blue
Innocent blue
Intelligent grey Intense hazel Keen grey
Kindly blue
Large green Large hazel
Mournful brown Shrewd hazel Small brown Soft green
Startling grey Stormy grey
Thoughtful grey
Unblinking blue
HAIR
Determine your hair now by rolling twice now, combining length, style & color on your character sheet (e.g. short textured brown). LENGTH
1 to 16
Cropped
34 to 50
Medium
17 to 33 51 to 67 68 to 83
84 to 100
Long
Near shaved Short
Very long
D100
STYLE
1 to 16
Braided
34 to 50
Natural
17 to 33 51 to 67 68 to 83
84 to 100
Straight
Textured Wavy
D100
COLOR
1 to 16
Auburn
34 to 50
Blonde
17 to 33 51 to 67 68 to 83
84 to 100
David Chronister (order #31360124)
Curly
Black
Brown Grey Red
CREATING CHARACTERS
D 100
41
№
42
MARK
Every character has a distinguishing mark; a physical affectation that they’re remembered by. Determine your mark now. D 100
1 2 3 4 5 6 7 8 9
10 11 12 13 14 15 16 17 18 19
CREATING CHARACTERS
20 21 22 23 24 25 26
MARK
A bald patch
A big forehead
A bulbous nose
A cherubic face
A Cheshire grin A cleft lip
A clubfoot
A crooked nose A double chin
A freckled face A gaunt face
A Glasgow smile A gravelly voice A lazy eye
A leering sneer A lightningstrike scar A long gait
A long neck
A mark of shame A missing eyebrow
A missing finger A narrow face A persistent cough
A pierced ear A pot belly
A red birthmark
David Chronister (order #31360124)
D100
27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50
MARK
A scarred face A serious underbite
A small nose A square jaw A thin nose A torn ear
A turned-up nose A visible tattoo A wide grin
A widow’s peak
A winning smile Acne scars
An aquiline nose An ominous birthmark
D100
51 52 53 54 55 56 57 58 59 60 61 62 63
An unfriendly smile
64
Balding pate
67
Bad acne
Beauty mark
Bloodstained clothes
Broad shoulders Broken teeth Bruised skin
Bushy eyebrows Chapped lips
65 66 68 69 70 71 72 73 74 75 76
MARK
Chickenpox scars Constant congestion
Crooked teeth Dimples
Droopy eyelids
D100
77 78 79 80
Excessive body hair
81
Flatulent
84
Facial paralysis Gangly arms
Grimy fingernails Hookworm rashes Jaundice
Keloid scars
Large hands
Long fingers
Luxurious hair
Mismatched eyes Missing teeth Patchy skin
Patchy white hair Perfect posture Perfect skin
Perfect teeth Permanent makeup Plump lips
Pockmarked skin
82 83 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100
MARK
Prominent wrinkles
Purple birthmarks
Rancid breath Red cheeks
Rotting teeth
Ruddy cheeks Scarified skin
Several moles Short legs Skin tags
Sleepy eyes
Sloping shoulders Slouchy posture Small hands
Smallpox scars Squinting eyes Stumpy legs
Stilted speech
Sunburned skin Sweat profusely Thick, luscious eyelashes Unkempt hair
Wind-chapped cheeks
Wooden dentures
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STEP 7: PERSONALITY TRAITS & CONFLICT Morally grey choices and the depths to which people will plunge to see their goals come to fruition will all weigh against a character’s mind. The ensuing internal tug-of-war is reflected by two simple, understandable personality traits: your Belief and Flaw.
YOUR BELIEF
Your Belief represents a strength that refuses to be extinguished and something you strive to idealize. In the course of gameplay, it is your Belief that leads you to gain Determination. Determine your Belief now.
D100
BELIEF
DESCRIPTION
1 to 3
Achievement
Completing something worthy of remembrance is an honor due to my well-lived life.
4 to 6
Authority
7 to 9
Autonomy
10 to 12
Beauty
13 to 15
Community
16 to 19
Compassion
19 to 21
Courage
22 to 24
Creativity
25 to 27
Curiosity
28 to 30
Destiny
31 to 33
Evolution
34 to 36
Faith
37 to 39
Family
40 to 42
Friendship
43 to 45
Glory
46 to 48
Growth
49 to 51
Honesty
52 to 54
Honor
Free will is our original and most precious gift, and I intend to cherish it for the rest of my days.
They will speak of glory and legacy; I believe beauty is the most authentic and passionate pursuit. Alone, we are fallible, but we can accomplish anything as a society by helping each other. Life is hard and cruel, and it is my responsibility as a moral person to provide the balm, through comfort and kindness. I believe that conquering one’s problems is mostly accomplished by boldly facing one’s problems.
War will decide borders, and laws will choose leaders, but our works of art will define us as who we indeed are. Knowledge and achievement can be elusive, but the pursuit of these is open to us all.
We are defined by a purpose, a role we all must play. To try and deny what fate plans for me is a disservice. The world deserves a drastic, fundamental shift toward something new, and I will help bring it about.
A greater entity guides my path and my salvation, and I trust in them to guide me to my purpose. I have sworn an oath to take care of my family, and this kinship bond steadies my home as much as brick or stone. Chosen bonds are strong as iron, and I will fight alongside my friends to the end of the world. Tales will be told of the deeds great people accomplished, and my name will be prominently listed among them.
I aspire to be better each day than the last, a path upon which I will stumble, but one that will always lead home.
The foundation of virtue is to be truthful, and it is my responsibility to honor the trust others place in me.
My deliberations with others are built on a foundation of fairness, a code I follow with friend and foe alike.
CREATING CHARACTERS
David Chronister (order #31360124)
Personal achievements are significant, but leading others to achievement changes the world.
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D100
BELIEF
DESCRIPTION
55 to 57
Humility
Every achievement is built on the backs of those before me, and to boast of my deeds is to diminish them and myself.
58 to 60
Joy
61 to 63
Justice
64 to 66
Knowledge
67 to 69
Logic
70 to 72
Love
73 to 75
Recognition
76 to 78
Responsibility
79 to 81
Retribution
82 to 84
Sacrifice
The way of righteousness is to give of yourself so that others may live, and I aim to fulfill that creed daily.
D100
BELIEF
DESCRIPTION
85 to 87
Security
Peace is achieved through demonstrated strength. Let my strength serve as a challenge to those who dare us.
88 to 90
Spirituality
91 to 93
Tolerance
98 to 100
Wisdom
CREATING CHARACTERS
94 to 97
David Chronister (order #31360124)
Truth
A light heart will carry me to the clouds and beyond . . . the great marvels and pleasures of this world give me meaning. What we as a people have made wrong, it is my duty to set right. All folk should get what they deserve, for better or ill.
My pursuit has always been to learn the unknown, and to have those great discoveries to determine my legacy. Decisions on the scale are complicated, and the morass of grey in the middle is not the stuff of religious texts. Are lonely days worthy of living at all? My heart yearns for the day it can be gifted to the one who will set me free. My peers’ respect is of tremendous importance to me, and to earn that is worth a lifetime of toil.
To know that I am relied upon with serious tasks intended for only the most studious is the highest honor. What was taken from me can never be replaced. But, I can certainly take something in return or die trying.
A healthy body is nothing if the spirit starves. I strive to commune and find answers through prayer or meditation. I endeavor to fight for the rights of those who are marginalized by society. The pursuit of truth is a challenging blend of honesty, logic and spirit.
The harshest lessons have come at the expense of pain. Strife and struggle will grant me foresight.
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YOUR FLAW
Conversely, you are troubled by a Flaw: a personal weakness that comes to the fore in stressful times, leading you to act in your worst interests. In the course of gameplay, it is your Flaw that leads you to gain Afflictions. We’ll talk about Afflictions in further detail below. Determine your Flaw now. D100
FLAW
DESCRIPTION
1 to 3
Apprehension
I am so terrified of certain situations that I can’t stop thinking about them, leaving me frozen for a moment whilst others act.
4 to 6
Arrogance
7 to 9
Avarice
10 to 12
Callousness
13 to 15
Carelessness
16 to 19
Cowardice
19 to 21
Deviance
22 to 24
Disloyalty
25 to 27
Disobedience
28 to 30
Duplicity
31 to 33
Envy
34 to 36
Formality
37 to 39
Hatred
40 to 42
Hypocrisy
43 to 45
Impatience
46 to 48
Impiousness
49 to 51
Indecisiveness
52 to 54
Irritability
55 to 57
Jinxed
I have unusual appetites and behaviors that I find sometimes difficult to control. I try to hide these if at all possible. I don’t read social cues well and come off as inconsiderate. I call myself honest; others call me a donkey’s ass. I have a terrible tendency to forget what I’m doing or working on . . . I just get so focused.
I might talk a big game, but when it’s time to take action, I’m incapable of doing so for fear of failure. Whether it be to derive sympathy or only gratification from pain, I find satisfaction in suffering. I owe no fealty to others and am always looking for a better deal and greener grass.
I strongly dislike being told what to do. I may choose a path I wouldn’t if simply to spite others. I will compulsively lie to get what I want, either not knowing or uncaring about those who get hurt in the process.
Others have possessions, titles and notoriety that are rightfully mine, and the thought of it just makes me sick. I am told I am joyless company because I do not enjoy the japes and tomfoolery of idle minds. We have work to do! Those who have wronged me have lit a fire in my heart. My seething distaste overwhelms my reason.
I give excellent advice but don’t always know how to apply it myself. Sometimes this is innocuous, sometimes a betrayal. I call myself a person of action, while others would call me impetuous and twitchy. I prefer action to words.
I don’t think it’s my job to show respect for others’ faiths and go out of my way to let them know it.
I find reasons to make every single possible decision difficult and will debate them all endlessly. I can see all the angles.
I become frustrated with a fit of quick-to-spark anger when even the slightest irritation breaks my focus. Whether it’s a cycle of self-defeat or something more mystical, I expect failure, so I continually harvest it.
CREATING CHARACTERS
David Chronister (order #31360124)
So much of my value is in my fragile self-worth . . . and I can’t help but let others know how great I am.
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46 FLAW
DESCRIPTION
58 to 60
Laziness
So much of this frontier life is simply toil. I don’t understand the rush, as the work will be there tomorrow.
61 to 63
Machiavellian
64 to 66
Misanthropy
67 to 69
Naivete
70 to 72
Petulance
73 to 75
Pride
76 to 78
Recklessness
79 to 81
Sarcasm
82 to 84
Selfishness
85 to 87
Superstitious
88 to 90
Vengeful
91 to 93
Vexation
94 to 97
Yearning
98 to 100
Zealotry
CREATING CHARACTERS
D100
David Chronister (order #31360124)
I will use trickery and emotional leverage on those close to me to make them feel how I want.
I want to cause pain to those who stand between me and my goals. I enjoy the feeling of inflicting power on others. I trust people when they tell me things and believe they have my best interests at heart. Once you’ve had the finer things in life, it’s acceptable to be discerning. Why settle for an inferior quality of life? I refuse to tarnish my dignity, no matter what outcome it might protect.
As long as I make a choice, that action cannot fail, even if unreasonable. Commitment over deliberation, I say.
I am unable to brook stupidity. If I am uncomfortable in a conversation, I will make sure they are, too, with caustic wit. My own regard has to come above all others. Who else will look out for me, if not myself?
All of our books speak of omens and warnings, and I’d prefer to be cautious, thank you very much.
I will not do justice to those who have wronged me or my kin but instead punish those responsible tenfold. My anger is a bold and bright flash when it strikes. People will get hurt . . . sometimes even those I don’t intend.
The things I have earned—such as trinkets and power—belong to me. I am disinclined to share them with others.
I do not believe that others take their faith seriously enough. I feel that salvation requires total devotion and that I can give.
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CONFLICT TRACKER
Characters will make morally ambiguous choices, be put in situations where there is no clear right or wrong answer and will fall prey to their worst fears. Your character will face at least one problem of this type during a game session. Based on your choices and the outcome, the Historian will give you a certain number of Conflict. Looking at the character sheet, you’ll see Conflict sits right in the middle of both your Belief & Flaw. This is the Conflict Tracker and is the tool you’ll use to track whether your character is pulled toward their Belief or Flaw by the end of a game session.
V e r i ty
Trow br i d g e h a s captured a group of Red Coats. Five of the Red Coats give up and toss their muskets down, while the sixth Red Coat runs away to alert others of the Rebel presence. There are few choices: does Verity shoot the Red Coat in the back, killing them before the fleeing soldier can alert others? Will she put a knife to one of the captured Red Coat’s throats to warn the other Red Coat to stop running? Will Verity take flight before the Red Coat comes back with reinforcements? There is no right or wrong answer, and these hard choices represent how the Historian would bestow conflict.
David Chronister (order #31360124)
from Step 3: Determination & Secondary Attributes, a character has murdered a Red Coat in the Green Dragon Tavern. No matter how grim & perilous the game is, murder is still murder. The Historian deems that the character who killed the Red Coat captain gains 6 Conflict, while the other characters gain 3 Conflict for being accomplices. th e
e x a mpl e
END OF SESSION RESULTS
Conflict builds during a game session and will pull you toward one of your personality traits by the end. At the end of every session, the Historian will roll a 1D10 Conflict Die to see if the effects scar your character (converting into Flaw Ranks) or if they become more resolute (converting into Belief Ranks):
K If the Conflict Die result is equal to or lesser than any
Conflict earned, mark one Flaw Rank on the Conflict Tracker.
K If the Conflict Die result is greater than any Conflict
earned, mark one Belief Rank on the Conflict Tracker.
K If
you gained zero Conflict, you choose: mark one Belief Rank or one Flaw Rank.
However, if you gain more than 10 Conflict in a game session, you automatically gain one Flaw Rank and must roll against the remainder to see if you gain additional Flaw Ranks. It is entirely possible to gain two or more Flaw Ranks in a single game session.
R ic h a r d’s c h a r acte r ac c umul ate d 12
Conflict in one game session. He automatically gains one Flaw Rank, and the Historian rolls a 1D10 Conflict Die against the remaining 2 Conflict to see if he gains an additional rank. Fortunately, the Historian rolled a 3 on the Conflict Die, so it does not result in another Flaw Rank. After rolling, erase the amount of Conflict you gained that game session, resetting it at zero for the next game session.
CREATING CHARACTERS
GAINING CONFLICT The Historian determines the exact number of points of Conflict your character gains during a game session. This is all based on the playstyle the Historian is using for the adventure: Supernatural Horror, Occult Mystery or High Action. Each playstyle has its own frameworks the Historian will reference when giving out Conflict (covered more thoroughly in Article 13: Historian’s Secrets). Depending on the severity of the situation, your character will gain anywhere between 1 to 10 Conflict. The more situations your character faces in a session, however, the more Conflict you potentially gain. Finally, only player characters gain Conflict and benefit from Determination.
U si n g
47
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48 REACHING 10 BELIEF RANKS
Once you have marked 10 Belief Ranks, you gain one Determination (as described previously in this article). Update your Determination value and modify the Damage Condition Track. Finally, reset your Belief Ranks to 0 (unless you have permanent ranks) on the Conflict Tracker.
CHARACTER CANNOT have more than 6 Determination. If you ever gain 7 Determination, you’ll remain at 6 and mark a permanent Belief Rank in its place. YOUR
REACHING 10 FLAW RANKS
Once you have marked 10 Flaw Ranks, you gain a permanent Affliction: an impairment that also bestows a survival strategy, arising out of the horrors you’ve endured. Assignment of an Affliction is handled between you and the Historian, with consideration to your character’s story arc, and always at the end of the game session. Further details for Afflictions can be found in Article 8: Healing, Hazards & Horror. Update your character sheet with the Affliction. Finally, reset your Flaw Ranks to 0 (unless you have permanent ranks) on the Conflict Tracker.
CREATING CHARACTERS
THERE ARE RARE cases where you may
David Chronister (order #31360124)
gain permanent Flaw Ranks. If you ever have 10 permanent Flaw Ranks, you must retire your player character as an NPC.
There is no upper limit to how many times Belief & Flaw Ranks are moved and reset, outside of the Historian’s approval. They continuously oscillate in both directions as the story plays out, blossoming into additional Determination or manifesting into new Afflictions.
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STEP 8 : RATIFY YOUR CHARACTER By now, you’ve learned that randomly generated characters break down traditional stereotypes you may have about the period. Some of these results may feel at odds with one another. After all, why would a Black Milliner align themselves with an Indigenous Actor and a British Turncoat? Shared hardship can cultivate camaraderie during adversity while underscoring the importance of diversity in character makeup. YOUR CHARACTER’S NAME
Decide on a name for your character, and sign it at the top of the character sheet. FINAL PREP
Before gameplay begins, flip to the articles ahead to fill in these final details on your character sheet:
K Find
your Profession in Article 3: Professions Pamphlet and write in the effects of the paired Trait & Quirk. Also, your Profession has 10 Skill Ranks listed in a table called Abilities. Mark every Skill Rank it provides by filling in the circle on your character sheet. Each Skill Rank gives you a +10% Base Chance to use that Skill.
K Find
your wares & weapons in Article 5: Wares & Weapons and write in the details.
K As a group, head to Article 6: Narrative Tools to learn
how to begin and end a FLAMES OF FREEDOM game session. It’s time to play!
CREATING CHARACTERS
David Chronister (order #31360124)
David Chronister (order #31360124)
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Article
3
c h a r acte r h a s sp e n t mo st o f th e i r l i f e i n th e i r sta rti n g
b u t h a s not m a ste r e d a l l o f i t s abi l i ti e s .
A f te r
P ro f e s sio n
su rv iv i n g th e wor l d ’ s m a n y
hor rors , u n r av e l i n g c o n spi r aci e s a n d dr iv i n g away s e rva n t s o f th e o c c ult, yo u w i l l ga i n n ew abi l i ti e s a n d mov e i n to n ew
EARNING REWARD POINTS Success is as essential as failures are in a grim & perilous game. As you adventure, your character earns Reward Points (RP from here on out). They are awarded to you for role-playing your character’s personality, surviving and participating in the story. Once earned, you can spend RP to gain mechanical benefits from your Profession, called Profession Abilities. There are three distinct ways players will earn RP. We’ll talk more in-depth about earning RP in Article 6: Narrative Tools: RECAP: Before the game session formally begins, all attending players should jointly recap what happened during the previous one. Every player who participates gains 50 RP.
K PRE-GAME
K END OF SESSION: Every attending player gains 25 RP for every real-world hour played. If the session was at least a half-hour, the Historian will round up to treat it as if it were a full real-world hour played. DEBRIEF: As the game session formally wraps up, each player will go around the table to briefly talk about how the story impacted their character. Every player who participates gains 50 RP.
K POST-GAME
David Chronister (order #31360124)
P ro f e s sio n s .
BASIC TIER As mentioned before, a Tier is a measurement of mechanical competence, reflecting a character’s experiences throughout the story. There are three Tiers— Basic, Intermediate and Advanced Tiers. Characters begin gameplay in Basic Tier. SPENDING RP & COMPLETING BASIC TIER Refer to the Profession Abilities: each costs 100 RP. Buy them in any order you desire, but you must buy them all to complete the Basic Tier:
K Buy all three Talents. Talents are found in the second half of Article 4: Skills & Talents.
K Buy all seven Bonus Advances. You can buy each but once in this Tier, and they grant a cumulative +1 to the related Primary Attribute Bonus.
After you’ve bought the three Talents and seven Bonus Advances from your Profession’s Basic Tier, you are ready to move onto the Intermediate Tier. As a reward, you can remove your Basic Tier Profession’s Quirk, as your character has overcome its adverse effects throughout the story.
PROFESSIONS PAMPHLET
Y our
P RO F E S S I O N S PA MPH L ET
PROFESSIONS PAMPHLET
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INTERMEDIATE TIER The Intermediate Tier represents a new chapter in your character’s ongoing story—a definitive change from your Basic Tier. PICK A NEW PROFESSION
As you move into and through your second Profession, you will continue to draw from your past, so you never lose your old abilities. Take a look at the other Professions within your Archetype. Providing it is within the same Archetype, you can move freely into any other Profession.
L et ’s
Verity Trowbridge. In the Basic Tier, she enlisted as a Regular with the Rebels. Her experiences fighting in the Virginian battles of Kemp’s Landing and Great Bridge have swayed her chosen Profession. In the Intermediate Tier, Verity’s player decides to make her a Guerilla. lo ok
at
Should you elect to move into another Profession outside of your Archetype, the Historian must approve the switch. BUY TRAIT & QUIRK
Mark on your character sheet that your character is now in the Intermediate Tier. Spend 200 RP to enter your second Profession, gaining its Trait & Quirk.
SPENDING RP & COMPLETING INTERMEDIATE TIER Refer to the Profession Abilities: each costs 200 RP. Buy them in any order you desire, but you must buy them all to complete the Intermediate Tier:
K Buy all ten Skill Ranks. You can buy each but
once in this Tier, and they grant you a cumulative +10% to use the Skill. Skills are found in the first half of Article 4: Skills & Talents.
K Buy all three Talents. If it is a duplicate Talent
from a previous Profession, work with the Historian to find a new one appropriate to the Profession.
K Buy all seven Bonus Advances. You can buy each but once in this Tier, and they grant a cumulative +1 to the related Primary Attribute Bonus.
After you’ve bought all Profession Abilities from your Profession, you are ready to move onto the Advanced Tier. As a reward, you can remove your Intermediate Tier Profession’s Quirk, as your character has overcome its adverse effects throughout the story.
ADVANCED TIER The Advanced Tier is the final chapter in your character’s story, representing the culmination of their total growth throughout the campaign. PICK A FINAL PROFESSION
As you move into and through your third Profession, you will continue to draw from your past, so you never lose your old abilities. Take a look at the other Professions within your Archetype. Providing it is within the same Archetype, you may move freely into any other Profession.
David Chronister (order #31360124)
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at Verity Trowbridge, she has completed the Basic Tier as a Regular, and Intermediate Tier as a Guerilla. Her player decides that Verity’s final Profession in the Advanced Tier will be as an Officer. o n c e aga i n
Should you elect to move into a Profession outside of your Archetype, the Historian must approve the switch. BUY TRAIT & QUIRK
Mark on your character sheet that they are now in the Advanced Tier. Then, spend 300 RP to enter your third Profession, gaining its Trait & Quirk. SPENDING RP & COMPLETING ADVANCED TIER Refer to the Profession Abilities: each costs 300 RP. Buy them in any order you desire, but you must buy them all to complete the Advanced Tier:
K Buy all ten Skill Ranks. You can buy each but once in this Tier, and they grant you a cumulative +10% to use the Skill.
K Buy all three Talents. If it’s a duplicate Talent from a previous Profession, work with the Historian to find a new one appropriate to the Profession.
K Buy all seven Bonus Advances. You can buy each but once in this Tier, and they grant a cumulative +1 to the related Primary Attribute Bonus.
After you’ve bought all Profession Abilities from your Profession, your character has officially reached the upper limits of their potential. As a reward, remove your Advanced Tier Profession’s Quirk, as your character has overcome its adverse effects throughout their story.
David Chronister (order #31360124)
PROFESSIONS PAMPHLET
L o ok i n g
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PROFESSIONS PAMPHLET
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UNIQUE ABILITIES While there are other prerequisites set in place to govern how to move through a Profession, you can also spend RP on Unique Abilities. There are no upper limits on how many Unique Abilities you can purchase. LEARN NEW LANGUAGES
By spending 100 RP, you become fluent in a new language. It is always at the discretion of the Historian, who may impose additional limitations on how quickly you can learn the language. If you have at least one Skill Rank in Education, you can also read and write the language if it has a written form. However, your [FB] directly affects the number of maximum languages you can learn. LEARN SPELLS
By spending 100 RP you can also learn Spells. However, your [IB] limits the maximum number you can learn. Learning Spells is covered more thoroughly in Article 9: Hexenmeister’s Almanack. LEARN ALCHEMICAL ARTS
By spending 100 RP you can also learn Alchemical Arts. However, your [IB] limits the maximum number you can learn. Learning Alchemical Arts is covered more thoroughly in Article 9: Hexenmeister’s Almanack. SKILL RANKS OUTSIDE YOUR PROFESSION
The Historian may allow you to use your RP to buy different Skill Ranks that fall outside of your Profession Abilities under the following conditions:
K You can either replace a Skill Rank you have yet to acquire from your Profession Abilities or replace a Skill Rank you previously bought.
David Chronister (order #31360124)
K You must spend double the RP to buy the Skill Rank. For example, if you are in the Intermediate Tier, Profession Abilities normally cost 200 RP. A Skill Rank from outside of your Profession would cost 400 RP instead.
K You cannot buy more than one Skill Rank in the same
Skill within the same Tier. For example, this means you cannot buy two Skill Ranks in Simple Melee in the Basic Tier or three Skill Ranks in the Intermediate Tier.
TALENTS OUTSIDE YOUR PROFESSION
The Historian may allow you to use your RP to buy different Talents that fall outside of your Profession Abilities under the following conditions:
K You can either replace a Talent you have yet to acquire from your Profession Abilities or replace a Talent you previously bought.
K You must spend double the RP to buy the Talent. For
example, if you are in the Advanced Tier, Profession Abilities normally cost 300 RP. A Talent from outside of your Profession would cost 600 RP instead.
REMAINING IN THE SAME PROFESSION Some players may want their character to remain in the same Profession for Intermediate and Advanced Tiers. Simply spend future RP on the same Profession Abilities indicated by your Profession. However, instead of buying a Trait & Quirk, spend your RP to buy an Archetype Trait. Otherwise, spend 200 RP in Intermediate Tier and 300 RP in Advanced Tier for Professions Abilities.
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⅞
PROFESSIONS LISTING are arranged
the following format:
alphabetically, using
NAME: A Profession’s namesake is a guideline; you may have very different ideas about the attitudes it conveys and how it fits into your character’s culture. While some may have gendered names, you are not limited by identifying gender or sex as to what Profession your character can become. Finally, Professions that start with access to Spells are indicated in their listings and in the table below with a plus (+) beside their names. TRAIT & QUIRK: Every Profession possesses a unique knack, an ability that no other Profession has access to. The Trait immediately follows the Profession’s description. Whenever you acquire a Trait, it is paired with a Quirk which comes at no additional RP cost. The Quirk immediately follows the Profession’s Trait effects. COMMON SPELLS TABLE: Some Professions grant knowledge of Common Spells, marked with a * after its name. You can learn more about casting Spells and learning new ones in Article 9: Hexenmeister’s Almanack. COMMON SPELLS LISTINGS D100
SPELL NAME
1 to 8
Babblebook
17 to 25
Discern Persona
9 to 16
26 to 33 34 to 41 42 to 49 50 to 58 59 to 67 68 to 76 77 to 85 86 to 92
93 to 100
David Chronister (order #31360124)
Bludgeon With Elements Divine Breath
Eyes Of The Eagle Inspiring Homily Liquid Courage
Petition The Mountain Quicken Blood
Raise The Alarm Strike True
Wind’s Grace
THE BOOK OF COMMON SPELLS Mage
characters begin with contains every single Spell listed to the left, including the ones listed as Intermediate and Advanced Tier Spells in Article 9: Hexenmeister’s Almanack.
PROFESSIONS PAMPHLET
P ro f e s sio n s
PROFESSIONS PAMPHLET
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W ho
ACTOR
in times such as these? Preposterous. I am more needed than ever! Whether I hail from the English stage and feel complete reenacting Shakespeare’s King Lear upon these tawdry stages or have honed my performances in the cold winter nights of my clan’s lodge, I am a performer who deserves the esteem of my community. My abilities as a singer, dancer and thespian are self-evident, whether or not the fools can appreciate them in these Colonies. Maybe I should cut the people a break, as things are growing rather dire. The rising anger toward Britain, the Intolerable Acts and the increased military presence are lighting a fuse that will indeed explode into something bombastic and terrible. However, if push comes to shove, I will follow whoever can ensure my survival. Otherwise, the world would lose one of its great performers, which is a crime I cannot forgive! n e e d s p e r for m e rs
PERSONA, COME FORTH!
I slip into character as quickly as another may slip into costume, altering my appearance and mannerisms with only minutes of preparation. Effect: You may flip the results to succeed at Disguise Tests. When you succeed, it is always considered a Critical Success. In addition, when you successfully masquerade as a specific person, you can perfectly mimic their Allegiance. QUIRK: METHOD ACTOR
When I take on a role, I often lose myself so thoroughly that I can forget who I really am. Effect: Whenever you break character or fail in your Disguise, you gain 1 Conflict.
ACTOR ABILITIES { Trait & Quirk SKILL RANK
TALENT
{ Charm
{ [AB]
{ Charismatic
{ Eavesdrop
{ [FB]
{ Simon Pure
{ Disguise
{ Education { Folklore { Rumor
{ Scrutinize
{ Simple Melee
{ Simple Ranged { Skulduggery
David Chronister (order #31360124)
BONUS ADVANCE
{ [CB] { [FB] { [IB]
{ [PB] { [PB]
{ Costuming
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My
57
ALCHEMIST * PROFESSIONS PAMPHLET
sacred, and my desire to purify, mature and perfect formulas are ceaseless. It is through common aims that transmutation and distillation bring understanding to all. While the world might be embracing a more elevated view of itself, I know that this is pure folly. Through the concept of ‘natural science,’ the learned attempt to define God, His works and His creations within their alchemical practices.But they never will. God cannot be defined, nor can He be examined. He just is, and we live in a world of His creation. My ancient knowledge is written upon the Tabula Smaragdina, codified in Liber de Compositione Alchemiae and defined by Robert Bacon: it is the true path of understanding how the world works. The shadows loom over the world, and I have seen them. There is evil seeping into the whole of creation. To aid in the coming battle—and make no mistake, a battle is coming—new tools must be forged. The first is the Elixir of Life, which wards away death. The second is the Philosopher’s Stone, which brings change. Finally, there is Alkahest, which will break the shadows. wor k
is
THROUGH MY EYES
Through your time spent in the forge plumbing the hidden knowledge of God’s works, you have the ability to notice the smallest of things. Effect: You know the Alchemical Arts of Create Acid Bomb and Create Alkali (from Article 9: Hexenmeister’s Almanack) and randomly determine three Common Spells you learn as free Unique Abilities from the Common Spells Listings table. You treat all Critically Failed Alchemy Tests as regular failures, and treat all successful Alchemy Tests as Critical Successes. Finally, you can Risk Backlash and Unfetter your Spells (as covered in Article 7: Combat Encounters and Article 9: Hexenmeister’s Almanack). QUIRK: BOUND TO THE FORGE
You have spent most of your life in a space filled with fumes, liquids and the forge’s heat. Effect: Whenever you engage in physical activities such as running, jumping and climbing, you must flip the results to fail Brawn-based Skill Tests.
David Chronister (order #31360124)
ALCHEMIST ABILITIES { Trait & Quirk SKILL RANK
BONUS ADVANCE
TALENT
{ Alchemy
{ [AB]
{ Distilling
{ Education
{ [IB]
{ Science
{ Awareness { Folklore
{ Incantation { Rumor
{ Simple Melee { Skulduggery { Toughness { Tradecraft
{ [BB] { [IB]
{ [PB]
{ [WB] { [WB]
{ Pharmacopoeia
№
58
PROFESSIONS PAMPHLET
ANIMAL WHISPERER
S om e
can read others like a book, while others proclaim they read nature. I, however, read animals. Scoff if you must, but I know how to speak with them, and animals know how to talk with me. We share a bond, a means that is intuitive. I can tell you when they are frightened, when they suffer and—more importantly—what they feel. And, before you ask: no, I was not raised by wolves. I run with all beasts, even human ones. I run with the bison. I hunt with the fox. I climb with the squirrel in the forest’s green, leafy boughs. I respect them as equals, but I do not think for a moment that our understanding lets me control them. Nor can they control the change evident in the air. As I make my way through this wilderness, I learn from the rabbit something is wrong. My friend the pigeon tells me she has seen a shadow grow. Worse still, the salmon whispers of rot here. I talk with my brother turtle and sister snake, and both warn me. Their message is always the same: darkness is here. say th ey
WAY OF THE BEAST
Beasts are pure, primal creatures who must be treated as equals—not as some potential trophy or cattle led to slaughter. Effect: Threats classified as Animals or Beasts will never make you a target of attacks until you initiate violence toward them or their allies. QUIRK: AN OUTSIDER IN ALL WAYS
All see me as nothing but an animal, and I let them . . . after all, beasts are far more civilized. Effect: When interacting directly with anyone who is not classified as an Animal or Beast, you must flip the results to fail Fellowship-based Skill Tests.
ANIMAL WHISPERER ABILITIES { Trait & Quirk SKILL RANK
BONUS ADVANCE
{ Athletics
{ [AB]
{ Husbandry
{ Charm
{ [CB]
{ Train Animals
{ Awareness { Folklore
{ Handle Animal { Simple Melee
{ Simple Ranged { Stealth
{ Survival
{ Toughness
David Chronister (order #31360124)
{ [BB] { [FB] { [FB]
{ [PB] { [PB]
TALENT
{ Mimicry
№
I
59
A P O T H E C A RY * PROFESSIONS PAMPHLET
how the human body works, how the various medicinal treatments aid suffering and how to mend a body that’s been thoroughly broken. Though Barbers and Midwives are able to perform some of my duties, I bring to bear greater knowledge through the application of drugs called ‘sorcerous’ by some, traditional by others. Whether healing through the use of yarrow and milkweed, or powders and tinctures, I know what the people need to be well. As an Apothecary, I have learned herbology, the use of spices—and truthfully, anything that is natural—to fortify the body against sickness. The art I practice may have its roots in the ancient medical practices of white witches and survivalists or Indigenous medicine people, but the integration of medicines from many cultures is the only way to face the world in which we now live. I keep myself ahead of the latest discoveries to continue to hone my skills and perfect my craft. To do this, I work with patients who consent to my new, experimental treatments. po s s e s s k nowl e d g e o f
WHAT’S OLD IS NEW
Though I pride myself on keeping abreast of the latest developments of medicinal discoveries in Europe, I also possess deep knowledge of the ancient ways.
Effect: You know the Alchemical Art of Create Medicine (from Article 9: Hexenmeister’s Almanack) and randomly determine three Common Spells you learn as free Unique Abilities from the Common Spells Listings table. Laudanum you create moves a person two steps up the Damage Condition Track positively, while Smelling Salt you create moves a person two steps up the Peril Condition Track positively. Finally, you can Risk Backlash and Unfetter your Spells (covered in Article 7: Combat Encounters and Article 9: Hexenmeister’s Almanack). QUIRK: THEOREM, DEDUCTION, OUTCOME
When treating patients, I always need to test my experimental theories—for good or for ill.
Effect: After a person has used one of your medicines and goes to Sleep, roll a 1D6 Chaos Die. On a result of face ‘1–5,’ nothing happens. On a result of face ‘6,’ the person awakens Imperiled.
David Chronister (order #31360124)
A P O T H E C A RY A B I L I TI E S { Trait & Quirk SKILL RANK
BONUS ADVANCE
TALENT
{ Alchemy
{ [AB]
{ Brains Over
{ Bargain
{ [IB]
{ Awareness { Folklore { Heal
{ Incantation { Resolve { Rumor
{ Simple Melee { Survival
{ [FB] { [IB]
{ [PB]
{ [WB] { [WB]
Brawn { Pharmacopoeia { SelfMedication
№
60
PROFESSIONS PAMPHLET
A RCHITEC T
T h e r e i s a symphonic perfection in planes, angles and
arches. Some might write in prose or paint the world as they see it, but I create using the universal language most ancient: mathematics. With physics and engineering, I manifest form and function through the buildings I design. Math is God’s language and using it, I design everlasting works. My structures are not just places to live, but places speaking the language of the heavens. It is with geometry and calculus that I become closer to God and the enlightenment of His work. Many likely do not understand me. My thoughts are lofty, looking to the heavens, not as an astronomer would, but to realize the gifts God has given humankind—the ability to create from their mind’s eye. Even in the garden of this great world, however, something roils beneath the surface. The more I work in God’s language—the more angles and planes and calculations I perform—the more I learn those dark, unnatural secrets that belie God’s intention in the dark corners of this world. THE GOLDEN RATIO
There is one precept in all mathematics I hold dearest: the divine golden ratio of triangles that returns again and again in both nature and Man’s creations.
Effect: You automatically succeed at any Skill Test to determine distances. In addition, you treat Extreme and Long Distances as Medium Distance for purposes of using ranged weapons.
A RCHITECT ABI L ITI E S
QUIRK: THE CORNERS BETRAY
{ Trait & Quirk
When flat planes converge, the corners turn to shadowed portals, and from them emerge unspeakable shapes and vistas.
SKILL RANK
BONUS ADVANCE
{ Awareness
{ [CB]
{ Arithmetic
{ Education
{ [IB]
{ Stonemasonry
Effect: Whenever you fail a Resolve Test to withstand Stress, Fear or Terror afflicted by threats classified as Abyssal or Supernatural, you suffer an additional 1D10+1 Peril and 3 Conflict.
{ Bargain
{ Navigation { Rumor
{ Scrutinize
{ Simple Melee
{ Simple Ranged { Toughness { Tradecraft
David Chronister (order #31360124)
{ [FB] { [IB]
{ [PB] { [PB]
{ [WB]
TALENT
{ Perceptive
№
61
A RTI S T
I s e e th e wor l d
PROFESSIONS PAMPHLET
through a different lens. For me, there is beauty in everything, and to celebrate this beauty, I capture it so that it is preserved, and others may celebrate it. There is no ugly, for in everything, inner beauty shines. The way I capture this beauty depends on what my muse demands. I might write using language as my medium of choice. Perhaps I use beads and trade cloth to create beautiful costumes entirely representative of my client. Or, I might use oils to capture the shining world upon the canvas. Even still, I might weave baskets, engrave, print, carve or really do anything to capture the world around me. What I do not tell anyone is the truth in what you see. I must follow my muse and travel in the direction it guides me, but often this direction leads into darkness. There is a hidden world, one that many see only out of the corner of their eye. I have seen this world and it frightens me. I have even entered stupors while in my studio, creating in a frenzy only to snap out of it and discover my blasphemous, damned creation while in this fugue. THE ARTIST’S EYE
There is always some person, place or thing which wholly absorbs me and is my muse to create.
Effect: You gain a muse, which may be an object, person or place. When in the presence of your muse, you ignore Peril Condition penalties when creating works of art. You’ll gain new muses at each Tier. QUIRK: A TORTURED ARTIST
Evil seeps from the shadows and covers purity’s light in corruption—the darkness has eyes, and it is in these eyes I see something, or someone, familiar. Effect: Whenever in Fleeting Shadows and Total Darkness, you must flip the results to fail Resolve Tests.
A RTI ST A B I L ITI E S { Trait & Quirk SKILL RANK
BONUS ADVANCE
{ Awareness
{ [FB]
{ Artistry
{ Counterfeit
{ [IB]
Brawn { Perceptive
{ Bargain
{ Folklore { Guile
{ Resolve { Rumor
{ Scrutinize
{ Simple Melee { Tradecraft
David Chronister (order #31360124)
{ [FB] { [PB] { [PB]
{ [WB] { [WB]
TALENT
{ Brains Over
№
62
PROFESSIONS PAMPHLET
ASPIRANT *
I wa n t mor e . Not more wealth. Not more power. But something else—something that gives my life meaning. As to what, I do not have an answer . . . yet. I search for it in books. I search for it by working with my hands. I spend time in the wild communing with nature in hopes of gaining insight on my path to follow. It seems at every turn I am thwarted, and I remain empty and confused to my very core. What do I aspire to be? Sadly that is the question I still cannot answer. For as long as I can remember, I have asked myself a question: Is there more? The life that I live is a good one, but not the one I feel destiny wants for me—has created for me since the earth was made. I search for it, but it is something that remains just out of my grasp— taunting me like a child, laughing at my frustration. I have learned to see the world differently, and because of this, I know something is wrong. As is often the case with destiny, I do not know what stirs—yet this time, I feel, all will be revealed. IN TUNE WITH ÆTHER
Though you might try to deny it for your own peace of mind, I feel a divine connection to something otherworldly.
Effect: When you hold an amulet and Risk Backlash, you must roll two or more face ‘6s’ on Chaos Dice to trigger it. Randomly determine three Common Spells you learn as free Unique Abilities from the Common Spells Listings table. Finally, you can Risk Backlash and Unfetter your Spells (covered in Article 7: Combat Encounters and Article 9: Hexenmeister’s Almanack). QUIRK: THERE IS SO MUCH TO KNOW
In my pursuit for the true path, something new always pulls me away from that one thing.
Effect: When attempting Intelligence-based Skill Tests, you cannot take advantage of the Coin Pool or gain Assist Dice.
ASPIRANT ABILITIES { Trait & Quirk SKILL RANK
BONUS ADVANCE
{ Alchemy
{ [CB]
{ Astronomy
{ Education
{ [IB]
{ Planar
{ Eavesdrop { Folklore
{ Incantation { Resolve { Rumor
{ Scrutinize
{ Simple Melee
{ Simple Ranged
David Chronister (order #31360124)
{ [IB]
{ [PB] { [PB]
{ [WB] { [WB]
TALENT
{ Occult
Alignment
№
63
AUX I L I A RY
C o n tr a ry
PROFESSIONS PAMPHLET
you might believe, I am no mere ‘irregular.’ My forebears hail from the greatest warriors the world has ever seen! Do not confuse this reverence with being beholden to them. I fight under my own flag and proudly wear the uniform of my homeland. I bear loyalty to only two things: my people and the mission in front of me. Nothing shall see me deviating from those two loyalties, no matter what hardships I may face. I have been sent, along with my fellow soldiers, to protect our people. No matter what our enemies say, they are all damn fools anyway, quarreling like children with their home country instead of fighting for what they believe. I am not paid to have an opinion, however—I am paid to guard and watch and fight if need be, and it seems the likelihood of filling that need increases by the day. That is the mark of a proud soldier anyway—stand up, be quiet and do your job, as heavens know they’d be lost without us. to w h at
HONED BY CONFLICT
To secure peace is to prepare for war.
Effect: Whenever you make an Attack Action using a ranged weapon, foes must flip the results to fail to Defend or Resist it. QUIRK: STRANGER IN A STRANGE LAND
You have little in common with the plights of strangers.
Effect: You must flip the results to fail all Fellowshipbased Skill Tests when interacting with cultures other than your own.
AUX I L I A RY A B I L I TI E S { Trait & Quirk SKILL RANK
BONUS ADVANCE
{ Athletics
{ [AB]
{ Animalistic
{ Folklore
{ [CB]
{ Nimble
{ Awareness { Martial Melee
{ [BB]
{ [CB]
{ Martial Ranged { [IB] { Resolve
{ Simple Melee
{ Simple Ranged { Toughness { Warfare
David Chronister (order #31360124)
{ [PB]
{ [WB]
TALENT
{ Friendly Fire
Fingers
PROFESSIONS PAMPHLET
№
64
H um a nk i n d
BARBER
perfect machine, and in that same vein, I could be called the body’s carpenter. I wake up early every morning and here in my shop I prepare for the day. Ah, what a life, what a pleasure for a Barber of my quality! I am ready for anything, night and day—a nobler life cannot be found. With razors, combs, lancets and scissors at my command, I am ready for everyone who asks for me. Here are my wigs for powdering, my razor for shaving, leeches for bleeding—I mend and groom and send my clients on their way. I am a Barber, quick with the razor, quick with setting a broken bone, quick with whatever ails a person. Young and old, sick or well, I do not care—they are all the same. This war may come, or it may not, but I will stand stalwart as I always have. Everyone needs my services, and my work cares not for what someone believes or to whom they pledge loyalty. Though, if I were honest, there is something peculiar afoot that sometimes chills my spine. I see it in the eyes of those who come for my services. What this is, I hope never to find out. i s th e
AT EASE, MY FRIEND
I am a people person; I know how to talk with them and how to ease their tensions.
Effect: You ignore Peril Condition penalties associated with Skill Tests to heal people. In addition, your medicinal practices never result in a patient suffering from Sepsis. Finally, add an Assist Die when using any Healing Practice (as indicated in Article 8: Healing, Hazards & Horror). QUIRK: MY HUBRIS
I am always busy because I am the only person dedicated and knowledgeable enough to complete the task the right way.
Effect: Whenever your Flaw causes you to gain Conflict, you gain 3 additional Conflict.
BARBER ABILITIES { Trait & Quirk SKILL RANK
BONUS ADVANCE
{ Alchemy
{ [CB]
{ Field Dressing
{ Bargain
{ [FB]
{ Sagacity
{ Awareness { Charm
{ Education { Heal
{ Rumor
{ Scrutinize
{ Simple Melee { Toughness
David Chronister (order #31360124)
{ [FB] { [IB] { [IB]
{ [PB]
{ [WB]
TALENT
{ Ribaldry
№
65
B AW D
PROFESSIONS PAMPHLET
L o n e l i n e s s h au n t s thi s world, as it always has. It
isn’t desperation that drives people to me. It’s the need for tenderness and companionship, the need to feel cared for in a world too cold to be safe. My lips hold the promise of release and of silence. I am one of the greatest keepers of secrets. For every need in the city, there is someone who can provide. I meet them without flinching, for no desire is too strange, no hunger too consuming and no lust too overwhelming. But in these times, it is all a means to an end as secrets are sold for pounds sterling. My delicious skills have put me in touch with people from all parts of society. Rich or poor, prominent or unknown, I give them the comfort they seek. Secrets always spill forth from between lovers’ lips. Some deal with the coming conflict while others are of darker origin. I know how to whisper those secrets into the right ear, for the right price. Some private affairs, however, are particularly troubling. I suppose the secrets of the coming war are inconsequential when there’s something else stalking all of us out there. YOUR SECRETS REVEALED
I’ve always had a way with words, an ability to comfort others in their darkest moments.
Effect: Whenever you fail a Charm or Stealth Test, you may re-roll to generate a better result, but must accept the outcome. In addition, whenever you hide in urban environments during a Combat Encounter, it only costs 1 AP. QUIRK: WORLD’S OLDEST PROFESSION
Some consider my work tawdry in the streets, but they tend to think differently in the sheets.
Effect: When foes or strangers recognize you as a Bawd, you cannot gain an Assist for Skill Tests.
B AW D A B I L I T I E S { Trait & Quirk SKILL RANK
BONUS ADVANCE
{ Charm
{ [AB]
{ Folklore
{ [FB]
{ Eavesdrop { Guile
{ Resolve { Rumor
{ Scrutinize
{ Simple Melee { Skulduggery { Stealth
David Chronister (order #31360124)
{ [AB] { [FB]
{ [PB] { [PB]
{ [WB]
TALENT
{ Charismatic { Dressed To
The Nines { Talk Less, Smile More
PROFESSIONS PAMPHLET
№
66
As
B O AT S WA I N
B oat swa i n (pronounced BOH-sn), two things make me happy. The first is life upon the water. The second is a well-ordered dock. Though many might think there is no glamour in what I do, they would be wrong. I bring order to the chaos that is life at sea. The waters are the lifeblood of the world’s empires, and it is people like me who keep towns and settlements well supplied. Without me, no one working the deck would know their role, nor would the ship be able to function, nor would the world even function properly. Though I might appear to be skilled at producing order out of chaos, I harbor a secret: there is no order, only chaos. The things I have seen while sailing have shaken me to the very core. Things lurk within the water and dance in cresting waves while the storms surge. I’ve seen good people plunge overboard, searching for a mermaid I myself was not entirely convinced wasn’t real. There is another form of chaos brewing as well. But, between the blaring of the foghorn and the drums of war, an elder evil silently creeps into our world. a
A KNOTTED ROPE
Not everyone can tie a rope so tight and firm that a mano’-war won’t drift headlong into the shoals and scatter its precious cargo.
Effect: You may flip the results to succeed at Pilot Tests. When you succeed, it is always considered a Critical Success. In addition, when using the Movement subtype of Rowing, you do not have to add the additional 1 Action Point cost. QUIRK: TOO MUCH TIME AT SEA
Though I would not trade my life for anything, working and living at sea has taken its toll. Effect: Reduce your Willpower by -9%.
B O AT S WA I N A B I L I T I E S { Trait & Quirk SKILL RANK
BONUS ADVANCE
{ Athletics
{ [AB]
{ Coordination
{ [BB]
{ Awareness { Folklore
{ Martial Melee { Pilot
{ Resolve
{ Simple Melee
{ Simple Ranged { Toughness
David Chronister (order #31360124)
{ [AB] { [CB] { [CB] { [PB]
{ [WB]
TALENT
{ Cast-Iron
Stomach { Full Of Beans { Sailing
№
67
BOOKKEEPER
B a nk e rs
PROFESSIONS PAMPHLET
the money, merchants may make the money, but only I know how to hide the money. Without me, no one knows where anything is. That shipment of tea? That ‘arrived’ last week and ‘sold’ yesterday. The truth is that it arrived a month ago and I sold it for twice the asking price—netting myself a tidy profit. This is not to say that I am a thief. Still, with one stroke of my pen I can make a merchant’s wealth disappear or improve fortunes of the deserving. In truth, I am just an upstanding person who does what I love: keeping and fixing the books to my pleasure. In the booming ports along the coast, business grows. Money is made, deals are struck and debts are called in. What I do might not be the most dangerous job; after all, I record in ledgers and the only risk to my health is an ink spill or a papercut. Yet, things are changing. Dimly along the horizon, I see clouds gather as a storm brews. Soon the lightning will strike, and the peace will be shattered, and my books will do little good then. m ay h av e
IN THE MARGINS
I have an uncanny knack for seeing mistakes and making the numbers work for me, even if I have to exploit it to my advantage. Effect: Whenever you fail Counterfeit or Scrutinize Tests, you may re-roll to generate a better result but must accept the outcome. In addition, you always succeed at Skill Tests for mathematical exercises.
BOOKKEEPER ABILITIES
QUIRK: BAD POSTURE
{ Trait & Quirk
My life has been a soft one—my eyes are strained, and my back bent from spending countless hours hunched at a desk.
SKILL RANK
BONUS ADVANCE
{ Bargain
{ [FB]
{ Cheat Sheet
{ Eavesdrop
{ [IB]
{ Poker Face
Effect: You cannot take advantage of Long or Extreme Distances with ranged weapons.
{ Counterfeit { Education { Folklore { Guile
{ Resolve { Rumor
{ Scrutinize
{ Simple Ranged
David Chronister (order #31360124)
{ [FB] { [IB]
{ [PB] { [PB]
{ [WB]
TALENT
{ Ebb & Flow
№
68
PROFESSIONS PAMPHLET
BRAUCHER *
I a m f e rv e n tly r e l ig io us and hold deep beliefs,
far more profound than even my local preacher. Some claim to channel the power of God and work miracles in His name, but I have truly learned these mysteries. The Bible is only a fraction of God’s word—the RomanusBuchlein, Egyptian Secrets of Albertus Magnus and the Sixth and Seventh Books of Moses have opened the divine path to me! I know God’s true whims and meaning, and because of this, He has chosen to grant me the boon of performing miracles. Ministers have long tried to hide the truth but have failed in their endeavors to hide it from me. Many see me as deluded or even evil, saying my claim of this power is asinine at best and heretical at worst. Yet, I know the truth. The word of God—which is codified and written by the Prophet of Moses—gives one who is willing to read and learn the means of communing with God. I do not lie when I say I have spoken with God, and my powers are proof. But perhaps worse, God has warned me of a great coming calamity, second only to Judgment Day. FIND THE HIDDEN WORD
There is no greater act than adhering to the word of God, and he has rewarded me greatly for my penitence and devotion.
Effect: Whenever you bear a symbol of faith in hand, add +1 to your Damage and Peril Thresholds. Randomly determine three Common Spells you learn as free Unique Abilities from the Common Spells Listings table. Finally, you can Risk Backlash and Unfetter your Spells (covered in Article 7: Combat Encounters and Article 9: Hexenmeister’s Almanack). QUIRK: I ANSWER TO ONE LAW
There is no greater law than the Law of God, and I adhere to it, even if it costs me my life.
Effect: If you reach 10 Conflict during a game session, you temporarily lose your ability to cast Spells until the next game session.
BRAUCHER ABILITIES { Trait & Quirk SKILL RANK
BONUS ADVANCE
{ Awareness
{ [CB]
{ Folklore
{ [IB]
{ Education { Guile
{ Incantation { Resolve
{ Scrutinize
{ Simple Melee
{ Simple Ranged { Toughness
David Chronister (order #31360124)
{ [FB]
{ [PB] { [PB]
{ [WB] { [WB]
TALENT
{ Manna Of
God { Occult { Theology
№
N ot
69
BREWER PROFESSIONS PAMPHLET
my name, but they are undoubtedly familiar with my work. Brewing is a craft so ancient, so needed and in such demand that when it is done right, people sing my praises. Yes, the work is hot and dirty and breaks my back, but the results speak for themselves. Be it barrels of brown cow, cider, mead, rum, whiskey, wine or anything else with the kick of fire and the ability to make you forget, I can fill a keg with the sweet nectar. Truly, brewing is an art for the ages, and my skill equates me with the great masters of old who brewed the finest wines and meads for royal banquets and mighty emperors. In these troubling times—and make no mistake, these times are troubling—my job has elevated importance above its typical station. Not only can I help people forget their troubles, but my brews can numb pain and flush wounds. With the growing call for the rebellion and rumors of strange things seen in the dark of night, my skills are needed even more. After all, how better to gain courage than through a stiff and heady drink? many
k now
I HAVE TASTED IT ALL
My palate is so refined that I know if something is not aged right or if something is made incorrectly, or perhaps even poisoned.
Effect: You know the Alchemical Art of Create Drugs (from Article 9: Hexenmeister’s Almanack). With a sip, you automatically succeed at any Skill Test to determine if drinks have been drugged. Finally, you never suffer from the negative effects associated with Intoxication.
SKILL RANK
BONUS ADVANCE
QUIRK: JUST A SIP
{ Alchemy
{ [BB]
{ Distilling
I adore the taste of booze and its aroma—just a nip or two in the morning is enough to get me started.
{ Awareness
{ [CB]
{ Pot Valiant
Effect: You never gain the positive effects associated with Intoxication.
BREWER ABILITIES { Trait & Quirk
{ Athletics { Folklore { Resolve { Rumor
{ Simple Melee
{ Simple Ranged { Toughness { Tradecraft
David Chronister (order #31360124)
{ [BB] { [IB]
{ [PB]
{ [WB] { [WB]
TALENT
{ Hobnobbery
№
70
PROFESSIONS PAMPHLET
C AVA L RY
T h e r e i s no greater feeling than being in the saddle
atop a strong destrier racing with the wind. The horse is something I understand—while a simple Farmer sees them as a tool and others as simply a means of transportation, I see them as both a symbol of my status and a tool of war. A horse is not merely a luxury or a beast of burden, as it is truly an extension of one’s skill. I was born in the saddle and, by the grace of Divine Providence, was blessed with exceptional horsemanship and the chance to use this gift to its fullest. I am skilled in an art many will never be able to take part in, and for that, I’m truly blessed. My skills have been honed on the battlefields. I fight from the saddle, and due to my financial means, I am able to pay for the right to be in the Cavalry. Though I hear tales of things in the shadows, I laugh at such nonsense. War is in the air, and with its arrival, I once again take the saddle and bring the fight to the enemy—whoever they may be. DEVIL IN THE SADDLE
I fear that my enemies have underestimated my power while in the saddle.
Effect: Every time you inflict Damage on horseback using Actions In Combat, temporarily increase your Total Damage by +1 cumulatively, lasting until you are Slain! or combat ends. QUIRK: STABLE STENCH
I spend so much time around horses, I’ve forgotten how to pick up on social cues and feel ill at ease in social situations.
Effect: Whenever you spend a Coin in a social situation, roll a 1D6 Chaos Die. If the result is face ‘6,’ you must spend two Coins instead.
C AVA L RY A B I L I T I E S { Trait & Quirk SKILL RANK
BONUS ADVANCE
{ Coordination
{ [AB]
{ Horse Sense
{ Martial Melee
{ [BB]
Bridle { Stalwart
{ Navigation
{ [CB]
{ Rumor
{ [IB]
{ Handle Animal { [AB] { Martial Ranged { [CB] { Ride
{ Simple Melee
{ Simple Ranged { Toughness
David Chronister (order #31360124)
TALENT
{ [FB]
{ Off The
№
I
71
CL E RGY PROFESSIONS PAMPHLET
through which heavenly grace and compassion are brought to the world. I have spent years studying the scriptures, attending seminary and worshipping with every fiber of my being. By living by the tenets of my faith, I demonstrate to all that the only way to live is the way our faith teaches. God provides comfort and shelter, all in exchange for our devotion. I bring comfort to those in need, strength to those who are weak and guidance to those who are lost. I am at the heart of a community, providing stability and shelter to those in need, be they without a home or the wealthiest amongst us. The world is changing fast, and not for the better. There is lawlessness, there is blasphemy and there is anger. God sits in Heaven, enraged by the cruelty sweeping this land, leaving blood and tears in its wake. All of this heresy and sin stems from the current troubles. The British Empire and its church have its eyes turned toward this New World, and many want to rebel. The shadows are darkening as well, coalescing into something that may swallow the entire flock. a m a s h eph e r d
HEAVEN SENT
It is through my devotion that I am shielded, and as such, I walk amongst the shadows with no fear.
Effect: All foes classified as Abyssal or Supernatural suffer a -10% Base Chance to hit you, regardless of the actions you take against them.
CLERGY ABI LITIE S
QUIRK: THE ONLY LAW
{ Trait & Quirk
There is only but one law, and that law is found in the book of our faith.
SKILL RANK
BONUS ADVANCE
{ Awareness
{ [BB]
{ Charm
{ [FB]
Effect: Whenever your Flaw causes you to gain Conflict, you gain 3 additional Conflict.
{ Bargain
{ Education { Folklore { Resolve { Rumor
{ Scrutinize
{ Simple Melee { Toughness
David Chronister (order #31360124)
{ [FB] { [IB]
{ [PB] { [PB]
{ [WB]
TALENT
{ Brains Over
Brawn { Tenacity { Theology
№
72
PROFESSIONS PAMPHLET
CLERK
Gov e r nm e n t, b usi n e s s, fa r m i n g and the military
all have one thing in common: paper. From invoices to letters, to charters of governing and command, all documents require an expert skilled in writing and organizing. Clerical work may seem like simple drudgery, but the work I do provides me secrets that few can access. I know all that people want to conceal: troop movements, bank exchanges, decrees and upcoming events. I keep them under my wig for safety’s sake. If the price is right, I may allow my lips to loosen and my desk drawers to open for perusal. I have known about the brewing conflict for months now—orders of war, diplomatic correspondences and government decrees have all passed over my desk and under my eyes. However, there are other unsettling things—reports of strange animals, prisoners going missing and other disturbing stories that chill one’s spine. These all add up to a mystery to even myself, but I am sure that nothing good can come from either them or the looming conflict. STROKE OF MY QUILL
The long hours spent with a quill has trained me how to write in another’s hand. Effect: You reduce the time required to use Counterfeit Tests by half (suggestions include faking a seal, writing propaganda, determining false documentation, etc.). In addition, you automatically succeed at all Skill Tests to decipher counterfeited writing.
CLERK ABILITIES { Trait & Quirk
QUIRK: TIRED EYES
SKILL RANK
BONUS ADVANCE
All of that time spent writing might have given me the hands of an artist, but it has done a number on my eyesight.
{ Awareness
{ [AB]
{ Bookbinding
{ Counterfeit
{ [FB]
{ Turn The
Effect: You have difficulty seeing in low-light conditions, treating Fleeting Shadows as if it were Total Darkness.
{ Bargain
{ Education { Folklore { Guile
{ Rumor
{ Scrutinize
{ Simple Ranged { Stealth
David Chronister (order #31360124)
{ [FB] { [IB] { [IB]
{ [PB] { [PB]
TALENT
{ Role Reversal
Page
№
73
COUNTERFEITER
PROFESSIONS PAMPHLET
Bi l l s o f sa l e , discharge orders, land deeds—I can
take any document and make it appear as great as the real thing. I can do more than forge, though—I can clip and shave coins, gild objects with colored lead, even print banknotes if the price is worth the risk. I’m a master artist of deception, and every new job is an opportunity to demonstrate and test my skills. And the few times I have been caught, they had no evidence of any kind to convict me. With the shortage of hard cash and the new Stamp Act, my services have been in massive demand. People are becoming more and more desperate, and I am simply filling a need in a time of trouble—at a fair price, of course. But as I work away at my printing plates, a thought does enter my mind that all may not be well. I have little worry that as time grows grimmer, I will get richer, but there is always a turning point when money is not enough to shield one from violence. And with each protest or riot that occurs, it seems more and more likely the world will need to forge a new identity itself. MARK OF INAUTHENTICITY
Franklin said, “To counterfeit is death.” What does his opinion really matter to me in the end?
Effect: Any object you counterfeit is treated and appraised at its full value. Furthermore, you may flip the results to succeed Skill Tests to identify and create counterfeited objects.
COUNTERFEITER ABILITIES
QUIRK: EVERYONE SUSPECTS ME
{ Trait & Quirk
My reputation precedes me, and various run-ins with the law have not made me many friends.
SKILL RANK
BONUS ADVANCE
{ Awareness
{ [FB]
{ Cheat Sheet
{ Counterfeit
{ [IB]
{ Twistical
Effect: Whenever attempting to buy, sell or trade counterfeited objects or fake cash, you cannot use Coins to modify your Skill Test results.
{ Bargain
{ Folklore { Gamble { Guile
{ Rumor
{ Scrutinize
{ Simple Ranged { Tradecraft
David Chronister (order #31360124)
{ [FB] { [IB]
{ [PB] { [PB]
TALENT
{ Sagacity
PROFESSIONS PAMPHLET
№
74
Ev e ryo n e
C RO O K
make a living. Some might choose to do it honestly—after all, the world needs its deckhands, ditch diggers and laborers. That requires backbreaking work, though, and I’m not in favor of such hard labor. I prefer a more subtle approach to make my living, and that’s by robbery. Some people are shocked I’m so willing to admit it so plainly, but if people didn’t want their possessions stolen, they would lock their doors and shutters. Let’s face it: I am teaching people a lesson in both security and appreciation. As a great philosopher once said, “You don’t know what you got ’til it’s gone.” I am not a bad person, really—I just don’t have a problem with performing tasks others find dubious. I have missed being stabbed by the Bridport dagger many times. At least I’m honest with myself, unlike most people. Now there’s a chance to earn more loot with the coming war—as people flee their homes. A workday simply involves walking into these hovels and taking anything not nailed down. I don’t really care which side is right, or even which side wins, as I’m happy to plunder from Loyalists and Rebels equally. needs
to
WHAT I DO IN SHADOWS
Chief among my skills is the ability to blend in with my surroundings and stick to the shadows.
Effect: When you fail a Skulduggery or Stealth Test, you may re-roll to generate a better result but must accept the outcome. In addition, you always succeed at Skill Tests to disable locks. QUIRK: NOT ABOVE SUSPICION
While I pride myself on being able to steal things without being noticed, there is always the chance that I will get caught. Effect: When foes or strangers recognize you by your real name or by your crimes, you suffer from Stress.
C RO OK A B I L ITI E S { Trait & Quirk SKILL RANK
{ Awareness
{ [AB]
{ Folklore
{ [CB]
{ Disguise { Gamble { Guile
{ Rumor
{ Simple Melee
{ Simple Ranged { Skulduggery { Stealth
David Chronister (order #31360124)
BONUS ADVANCE
{ [AB] { [FB] { [FB] { [IB]
{ [PB]
TALENT
{ Fleece The
Sheep { Full Of Beans { Nom De Guerre
№
75
D E S E RTE R
PROFESSIONS PAMPHLET
I a m c o n si de r e d by many to be a coward. I broke
a commitment to fight for my country, be it on land or if by sea. I am not a coward, very far from it, to be exact—I am a realist. War never changes, and with it comes the highest cost of all: one’s life. I am by no means a pacifist or a scared child, but I know a fool’s gambit when I see one. The only people who win at war are great and powerful, and I am neither—so I slipped away with a clear conscience. The world is in turmoil and opinions are mixed. On one side, I have those who are calling for rebellion and tossing off the yoke of tyranny. On the other side, I have those who see the pointlessness of rebelling and instead search for a way to find common ground. I know what is coming—a fight. Like all fights, soldiers will be needed, not for philosophizing, but to be tossed into the machine of war only to be spat back out, changed forever, or worse. No matter what happens, I refuse to be one of those numbers. A SENSE FOR DANGER
To slip away from the military is a crime punishable by death, but I’m just someone who wishes to live a long life. Effect: Whenever you are Surprised, roll an Awareness Test. If successful, you and a number of allies equal to [PB] avoid Surprise. QUIRK: WANTED
I must always be careful and cautious with whom I trust—if anyone uncovers my secret, it’s to the gallows for me.
Effect: When foes or strangers recognize you as a Deserter, you cannot take advantage of Determination.
D E S E RTE R A B I L ITI E S { Trait & Quirk SKILL RANK
BONUS ADVANCE
{ Disguise
{ [BB]
{ Linear Tactics
{ Intimidate
{ [CB]
{ The Third
{ Guile
{ Martial Melee
{ [CB] { [FB]
{ Martial Ranged { [FB] { Rumor
{ Simple Melee
{ Simple Ranged { Toughness { Warfare
David Chronister (order #31360124)
{ [IB]
{ [WB]
TALENT
{ Poker Face
Degree
№
76
PROFESSIONS PAMPHLET
D I L E T TA N T E
N othi n g ev e r s e em s good enough or interesting
enough, and as soon as something novel piques my interest, my attention is then like gossamer, floating along with the breeze. It is not that I lack drive or a sense of commitment—it is just that I really do not care. I have money—or at least an inheritance coming to me—which ensures my needs are met. To fill my time, I must do something fun, which often means seeking new experiences. Sadly, even these new dalliances can hardly hold my attention for long. My idylls have brought me many things—namely connections and knowledge that come in handy from time to time. The downside of these experiences is that I have come into contact with some unsavory sorts, as well as seeing things I rather wish I did not. I have seen many unspeakable events and some unspeakable things no one should see. Though many fear a brewing violent confrontation here in the New World, I fear a greater darkness engulfing all. A LITTLE BIT OF EVERYTHING
I’ve got friends in high and low places, and because of this, there’s always someone for me to lean on.
Effect: Whenever you gain the benefits of an Assist Die, you gain two instead. QUIRK: CAN’T FEND FOR MYSELF
I am adequate at most things, but very rarely good at anything.
Effect: Whenever you fail or Critically Fail at Skill Tests, gain 1 Conflict.
D I L E T TA N T E A B I L I TI E S { Trait & Quirk SKILL RANK
BONUS ADVANCE
{ Bargain
{ [FB]
{ Eavesdrop
{ [IB]
{ Charm
{ Education { Folklore { Gamble { Resolve { Rumor
{ Scrutinize
{ Simple Ranged
David Chronister (order #31360124)
{ [FB] { [IB]
{ [PB] { [PB]
{ [WB]
TALENT
{ Charismatic { Common
Sense { Dressed To The Nines
№
T here
77
D I PL OM AT PROFESSIONS PAMPHLET
been a problem that could not be solved through compromise, and as an emissary, I pride myself on being the hand that reaches across the aisle. When dealing with aggrieved parties who are entrenched in their opinions, it takes a particular knack to sail between the two sides and find common ground. In the current time we live in, violence cannot be the answer. While some may try to strike at their friends, we must work in the best interests of our kin. That being said, I sense there is a shift in the air. I watch with growing dismay over the tensions rising between the Loyalists, Rebels and other factions. There is no need for these groups to escalate the troubles, and there is no need for their side to try and play a zero-sum game. Sadly, I feel that these growing tensions are about to explode and destroy everything around it. As for me, I am the best equipped to try to ease these tensions, and I promise I will try my damnedest to ensure that no war comes to this world. h a s n ev e r
READ THE ROOM
Being skilled in the soft art of diplomacy has provided me a number of tools I have honed over the years.
Effect: By presenting a passport, you determine the Allegiance, culture and Disposition of any person you interact with. Dispositions are covered in Article 6: Narrative Tools. QUIRK: THINK BEFORE ACTING
Every action needs careful consideration, and actions must never be rushed.
Effect: Whenever your Turn in combat comes up, roll a 1D6 Chaos Die. If it results in face ‘6,’ you lose 1 Action Point on this Turn.
DI PLOM AT A B I L ITI E S { Trait & Quirk SKILL RANK
BONUS ADVANCE
{ Awareness
{ [FB]
{ Education
{ [IB]
{ Bargain
{ Folklore { Guile
{ Leadership { Resolve { Rumor
{ Scrutinize
{ Simple Ranged
David Chronister (order #31360124)
{ [FB] { [IB]
{ [PB] { [PB]
{ [WB]
TALENT
{ Charismatic { Smooth
Talker { Talk Less, Smile More
PROFESSIONS PAMPHLET
№
T he
78
D I SPAT C H R I D E R
letters and parcels is absolutely vital, though I admit, it can be relatively slow even as a Dispatch Rider. Roads between towns—if they do exist— are nothing but two runs in a row. The less important mail is shipped on carriages that stop between towns to transport travelers in the safest way possible. If a person needs a message or package delivered with haste, they come and see me. The letter will arrive as quickly as my horse can carry me, and I can fend for myself should I be waylaid—that is, if anyone can ever catch me. Traveling by myself and carrying messages filled with private, sensitive content is not an easy task. Often it is just my trusty horse and me facing the dangers of the wild and any who see value in my letters—and the value is there, there is no denying. However, out of all the open road’s perils, it is the wilderness that has left a mark on me. I have seen for myself things hiding in the shadows—unnatural things. I have heard voices of unseen origin chanting at the night sky as I ride through the forests. Let others scoff at these omens, but I know evil is real. mov em e n t o f
BORN IN THE SADDLE
A life spent in the saddle has brought me much, including an empathetic bond with horses.
Effect: When you fail a Handle Animal or Ride Test, you may re-roll to generate a better result, but must accept the outcome. In addition, when using the Movement subtype of Riding, you do not have to add the additional 1 Action Point cost. QUIRK: I DISLIKE CROWDS
I have spent the majority of my life alone, and this has put me at a disadvantage. Effect: When foes outnumber you 3:1 or more in an Engagement, they add a 1D6 Chaos Die to determine Injuries against you.
DI SPAT C H R I D E R A B I L ITI E S { Trait & Quirk SKILL RANK
BONUS ADVANCE
{ Awareness
{ [AB]
{ Coordination
{ Handle Animal { [IB]
{ Martial Ranged { [CB] { Navigation
{ [CB]
{ Rumor
{ [PB]
{ Ride
{ Simple Melee
{ Simple Ranged { Toughness
David Chronister (order #31360124)
{ [AB]
{ [FB]
TALENT
{ Danger Sense { Horse Sense { Polar Star
№
T he
79
D OWSE R * PROFESSIONS PAMPHLET
many secrets unseen by mortal man. Within its fertile ground, the bounty necessary for life grows. As we push the frontier of this new land ever westward, we must ensure we have the most precious of Mother Earth’s gifts—water. I have the skill to divine what lies beneath the soil, and though most employ me for my skills at finding water, I can sense many things— good clay for throwing, burrows of vermin and even veins of lustrous gold. Some think me an off the hook charlatan, but the results of my labors more than support my claims. I did not ask for this gift, however. Though often it may seem a blessing, it is in fact a curse. The earth hides many things, good and bad, but lately, it seems the ground sours more and more every day. I used to find simple objects, precious stones or other sundry things, but I have stumbled on grotesqueries as of late: massive graves, pits leading to unknown depths and vile toxins that devour the land. A shadow seeps out of the earth, and it nourishes a vile crop, one that seems unnatural and hungry. The earth is growing ever darker, and I cannot reckon why. e a rth hol d s
TELL ME WHAT YOU SEEK
This simple forked stick allows me to commune with the earth, and I can ask it to provide me with her bounty.
Effect: Whenever attempting to track a threat classified as Humanoid (including player cultures), find a source of water or navigate to a location using a divining rod, substitute Incantation in place of other Skills required to do so. Randomly determine three Common Spells you learn as free Unique Abilities from the Common Spells Listings table. Finally, you can Risk Backlash and Unfetter your Spells (covered in Article 7: Combat Encounters and Article 9: Hexenmeister’s Almanack). QUIRK: NO RESPECT
Many look down upon me and believe my talents are a farce.
Effect: Whenever you attempt to re-roll Fellowshipbased Skill Tests using Coins, you must spend two Coins instead.
David Chronister (order #31360124)
D OWSE R ABI L ITI E S { Trait & Quirk SKILL RANK
BONUS ADVANCE
{ Athletics
{ [BB]
{ Ebb & Flow
{ Folklore
{ [IB]
{ Perceptive
{ Awareness { Incantation { Navigation { Resolve { Rumor
{ Simple Melee { Survival
{ Toughness
{ [CB] { [PB] { [PB]
{ [WB] { [WB]
TALENT
{ Ironclad
PROFESSIONS PAMPHLET
№
I
80 E N G R AV E R
a m a n a rti st.
Without me, the great events of our world would not be seen by the people. It is I who etch scenes of life, enabling printers to bring them to everyone. My work appears everywhere, from the numerous newspapers to unique prints commemorating important events. Yet, my work does not end with the printing press. As an Engraver, I also work in silver, pewter and other metals to bring a flourish of artistry to everyday objects. With a steady hand, focused eye and sharpened tools, I gouge smooth furrows to cement a moment permanently into metal. Many do not know—or do not wish to know— that there is evil hidden in the shadows. I have seen the shadows only briefly, and even then it shakes me to my very core. I have tried to capture this darkness at times in pewter or bronze, but its ever-changing form confounds me. My mind itself is like a slab of tin, engraved with these images permanently, and this creeping dread has changed my life for the worse. STEADY HANDS
Any little shake of the hand may ruin a piece, making me have to do the work all over again.
Effect: Any object you engrave is treated and appraised at its full value. Furthermore, you may flip the results to succeed at Skill Tests to identify and create engraved objects. QUIRK: PHYSIQUE OF AN ARTIST
Hunched over a table, often working by dim candlelight, I do not exactly lead what many would call a healthy life. Effect: Reduce your Combat by -9%.
E N G R AV E R A B I L I T I E S { Trait & Quirk SKILL RANK
BONUS ADVANCE
{ Awareness
{ [AB]
{ Blacksmithing
{ Charm
{ [FB]
Sense { Jaded
{ Bargain
{ Counterfeit { Folklore { Rumor
{ Scrutinize
{ Simple Ranged { Skulduggery { Tradecraft
David Chronister (order #31360124)
{ [FB] { [IB]
{ [PB] { [PB]
{ [WB]
TALENT
{ Common
№
81
FA R M E R
PROFESSIONS PAMPHLET
S om e m ig h t thi nk planting, tending and cultivating
crops and fish is easy, but it is the most difficult of all jobs, in truth. One bad rainstorm or parched growing season can spell doom for some, but I may not be as affected by the harsher seasons, as I can move my family to better soil. For those of us not raising crops, we may raise horses, cattle or even chickens. Very few people in the cities would choose to live the life I do. It’s hard, backbreaking work, but I have to have my heart in it— otherwise, the labor would surely kill me. I have weathered many of life’s storms. From raids to natural disasters, I have built up an immunity to all of this hardship. I farm outside of the city, making it easier to live off the land and be far away from war’s worst weathering. When I am alone with my work, it is hard to notice what is happening in the wider world. When I journey into town to sell my crops, though, the tension is so thick you could cut it with a knife. I’m not sure what the future will bring, but I can tell change is coming whether I welcome it or not. FARMER’S ALMANAC
Some laugh at me for claiming such, but due to a life spent working the land, I have an uncanny sense of the weather.
Effect: You can accurately predict the weather without having to make a Skill Test. In addition, you do not suffer from the effects of Rough Terrain in combat or while traveling.
FA R M E R ABI L ITI E S
QUIRK: BAD LUCK
{ Trait & Quirk
If life has taught me one thing, it’s that there is no such thing as good luck.
SKILL RANK
BONUS ADVANCE
{ Athletics
{ [AB]
{ Folklore
{ [BB]
Effect: Whenever you generate a Critical Success, roll 1D6 Chaos Die. If it lands on a face ‘6,’ it is instead treated as a Critical Failure.
{ Drive
{ Handle Animal { [CB] { Resolve
{ [FB]
{ Simple Melee
{ [WB]
{ Ride
{ Simple Ranged { Survival
{ Toughness
David Chronister (order #31360124)
{ [BB]
{ [PB]
TALENT
{ Break My
Fast { Farming { Herculean Effort
№
82
PROFESSIONS PAMPHLET
FIREBRAND
I l iv e l i f e th e way I wish—by doing what I want
and refusing to follow convention. Life is too short, and far too dangerous in the current day, not to practice what you preach. Many people don’t understand my opinions on this, thinking I am too brazen, even heretical at times. I’m not trying to be difficult for argument’s sake: it is simply how I am. I don’t let people define who I am or what I’m supposed to be, and neither should you. At the end of the day, you must define yourself by your own terms or you will never feel comfortable inside your own skin. Each day, the cry to join the Rebels—or snuff out the rebellion with the Loyalists—grows louder than the day before. Choosing a side to swear allegiance to will be difficult, but doubtless, I will anger someone no matter what I decide. However, what is most important is that the decision sits right within my soul and my mind— anything less would compromise my principles. I just hope others follow their hearts like I do and don’t end up regretting their decision for years to come. OPEN-MINDED
Through my willingness to debate, I’ve had many opportunities to come in contact with new people and new ideas.
Effect: Select any three Special Skills, and circle them on your character sheet. They are now treated as Common Skills. QUIRK: BIGMOUTH STRIKES AGAIN
Though I’m comfortable with my decisions and mistakes, my headstrong nature often pits me against our more conventional society. Effect: When foes attempt to hit you with Attack Actions and Rough & Tumble, they gain a +10% Base Chance to hit.
FIREBRAND ABILITIES { Trait & Quirk SKILL RANK
BONUS ADVANCE
{ Bargain
{ [AB]
{ Folklore
{ [FB]
{ Eavesdrop { Guile
{ Resolve { Rumor
{ Scrutinize
{ Simple Melee
{ Simple Ranged { Skulduggery
David Chronister (order #31360124)
{ [CB] { [FB]
{ [PB] { [PB]
{ [WB]
TALENT
{ Bear-Garden
Jaw { Charismatic { Rebel Yell
№
83
FOLK HEALER *
S om e
PROFESSIONS PAMPHLET
what I have is a knack, but I prefer the phrase ‘my calling.’ My mission in life is to nurse others and bring life into the world, while other so-called healers only bring death and pain. I soothe fears, bind wounds and calm tensions in times where it’s needed. I am a shoulder to cry on and much more, as I deal in the business of life—bringing it into the world, maintaining it or even snatching it back from beyond the veil of death. I have a duty in this world, and that is to protect all life. I have seen firsthand the darkness seeping into this world, and it is more than the conflict between governments. This darkness is a rot that kills everything it touches—animal or plant, evil or good. It is my duty—no, my responsibility—to fight this rot wherever it appears. At first, it was easy, but now it has grown too far and too powerful. People are fools if they think the most significant worry is the upcoming war between the Europeans, as there is a battle for the world’s very soul about to take place. wo ul d say
WE ARE THE LIGHT
Together, we draw forth a healing power from the grass, the stone and the sky.
Effect: Join hands with up to two allies, and all of you make an Incantation or Resolve Test to Bind Wounds. For every successful Skill Test, the person is restored one additional step up the Damage Condition Track positively. Randomly determine three Common Spells you learn as free Unique Abilities from the Common Spells Listings table. Finally, you can Risk Backlash and Unfetter your Spells (covered in Article 7: Combat Encounters and Article 9: Hexenmeister’s Almanack). QUIRK: LIFE IS PRECIOUS
I am so dedicated to the preservation of life that I am incapable of even contemplating taking the life of any living being. Effect: Whenever you take an innocent life of another threat classified as an Animal or Humanoid (including player cultures) unprovoked, you are unable to call upon your Spells for three days.
David Chronister (order #31360124)
FOLK HEALER ABILITIES { Trait & Quirk SKILL RANK
BONUS ADVANCE
{ Awareness
{ [CB]
{ Burn Bright
{ Heal
{ [IB]
{ Tenacity
{ Folklore
{ Incantation { Leadership
{ [FB]
{ [PB] { [PB]
{ Martial Ranged { [WB] { Resolve { Rumor
{ Simple Ranged { Survival
{ [WB]
TALENT
{ Field Surgery
№
84
PROFESSIONS PAMPHLET
F O RT UN E TE L L E R *
I am
is able to divine the future. I am in tune with forces beyond the comprehension of mere mortals. With my third eye, I see what is to come. People must simply ask what they wish to know. Do they want true love, fortune, fame? I can consult my tools to see what lies in wait for anyone. From tea leaves to bone casting to reading the tarot, I can see all futures, but it is up to each person to decide what can put them on the path to the future they desire. Fate can be altered, but it is a fickle thing that should not be toyed with. I am worried as of late, for there is something terribly wrong. My cards speak ill tidings, and worse, I no longer trust what they reveal. In my attempts to divine what is wrong, my skills fail me. The tea leaves dissolve, the bones are gibberish and even my crystalline ball remains cloudy. It is only through resorting to darker means that I’m able to learn something—and that something spells doom not only for those in cities but potentially all of us. Darkness grows, the shadows advance and an ancient evil is here. o n e th at
WANT TO KNOW YOUR FORTUNE?
Through tarot, tea leaves, the flight of birds and even the bumps on your head, I can see your future.
Effect: You can attempt an Incantation Test to tell a person’s future using an oracular device, providing they can clearly see and hear you. If you succeed, they gain a Coin for personal use only. If you Critically Succeed, they gain two Coins instead. Once the Coins are spent, they are discarded, not placed into the Coin pools. This benefit must be spent before they have their fortune told again. Randomly determine three Common Spells you learn as free Unique Abilities from the Common Spells Listings table. Finally, you can Risk Backlash and Unfetter your Spells (covered in Article 7: Combat Encounters and Article 9: Hexenmeister’s Almanack). QUIRK: UNKNOWN FATE
I may know what the future holds, but my own fate remains obscured. Effect: If the person whose fortune you told fails their Skill Test using their personal Coins, you suffer 2D10+2 Peril. If they Critically Fail, you suffer 3D10+3 Peril instead.
David Chronister (order #31360124)
FO RTUNE TE L L E R A B I L ITI E S { Trait & Quirk SKILL RANK
BONUS ADVANCE
{ Awareness
{ [FB]
{ Close Shave
{ Folklore
{ [IB]
{ Occult
{ Charm
{ Gamble { Guile
{ Incantation { Resolve { Rumor
{ Scrutinize
{ Simple Melee
{ [FB] { [PB] { [PB]
{ [WB] { [WB]
TALENT
{ Mettle
№
The
85
FREEBOOTER PROFESSIONS PAMPHLET
I n tol e r ab l e A ct s? Please, when it comes to smuggling, they may as well be called the Tolerable Acts! Ports are closed and taxes are through the roof, but that just means more business for me. I’ve spent enough years running blockades, hiding contraband and greasing the palms of dockworkers to know this will pass—but while it’s here, why not take advantage? No job is too big or too small for me as long as the price is right. After all, the wheels of commerce still have to turn, even if we are at war. There will be war, too, make no mistake—but I couldn’t care less. Rebels and Loyalists need contraband goods no matter what flag they live under, so whoever wins won’t affect my margins in the least. War brings more profits and opportunities to my business, so the longer the conflict lasts, the better, I say. I’m not a mercenary or a warmonger—I’m just an honest business owner trying to make a few pounds sterling in a less than the conventional way. I’m certain there will come a time when I have to make a decision as to where my allegiances rest. WITHIN MY REACH
No matter what anyone needs from me, I can always find it in a moment—for the right price, of course.
Effect: Whenever you fail a Guile or Intimidate Test, you may re-roll to generate a better result, but must accept the outcome. In addition, you always succeed at Skill Tests to resell illegal wares & weapons.
FREEBOOTER ABILITIES { Trait & Quirk
QUIRK: RISKY BUSINESS
SKILL RANK
BONUS ADVANCE
I rely on a lot of contacts in my line of work, but unfortunately, there is no honor among thieves.
{ Awareness
{ [AB]
{ Poker Face
{ Guile
{ [CB]
{ Under The
Effect: Any time you sell illegal or stolen wares & weapons to a contact, roll 1D6 Chaos Die. If it results in face ‘6,’ you’ve been ‘sold out’ and will have to contend with an important NPC in the next twenty-four hours.
{ Bargain
{ Intimidate
{ Martial Melee
{ [CB] { [FB]
{ Martial Ranged { [FB] { Rumor
{ Simple Melee
{ Simple Ranged { Skulduggery
David Chronister (order #31360124)
{ [BB]
{ [PB]
TALENT
{ Twistical
Gun
PROFESSIONS PAMPHLET
№
86
Ma n y
FUR TR APPER
fur trade is long gone, but the truth is far from that. Cities along the coast might no longer trade in pelts from beavers, bears and other animals. But other regions farther west and north still deal with the furs that everyone desires to withstand the frontier’s rigors. I tread in lands even more remote from the border. I stalk the forests of the Illinois Country, Ohio and other wild, hidden places. It is here where I hunt, trap and struggle against wild animals and beasts in order to line my pockets for a few meager meals. I have seen many sights in the wild. Some of these vistas are beautiful beyond description, but more often than not, they are despicable lands straight from the depths of hell itself. I have seen foul and horrific monsters and beheld the evil which has stalked the darkness there since the dawn of time. Though many feel war with the British Empire and their Loyalist forces is coming, I know the truth. There is another war, and its soldiers will crawl through the primordial muck to kill us all. thi nk th e
BEAST SLAYER
My life of trapping and hunting has taught me to know instantly where I am and where best to look for resources to survive the harsh wilds.
Effect: After you have successfully defeated any threat classified as an Animal or Beast, its kind becomes your chosen enemy. When striking chosen enemies, add an additional 1D6 Fury Die to Total Damage with ranged weapons. Note that there is no upper limit to the number of chosen enemy types you may have. QUIRK: A HIGH PRICE TO PAY
The scars I bear serve as a warning to pay more attention to my surroundings. Effect: Reduce your Perception by -9%.
FUR TRAPPER ABILITIES { Trait & Quirk SKILL RANK
BONUS ADVANCE
{ Athletics
{ [BB]
{ Folklore
{ [BB]
{ Handle Animal { [CB] { Martial Melee
{ [CB]
{ Navigation
{ [IB]
{ Martial Ranged { [FB] { Simple Melee
{ Simple Ranged { Survival
{ Toughness
David Chronister (order #31360124)
{ [PB]
TALENT
{ Animalistic
{ Gut Instinct
{ Leatherworking
№
Ga mb l i n g
87
GAMBLER PROFESSIONS PAMPHLET
not the purest of career choices, but the people who say that are just jealous of the life I lead. I laugh at those fools, toiling away in the fields or hauling cargo at the dock for meager pay. Let the foolhardy attempt to carve out life along the unpredictable frontier—I am not made for that. I thrive in the ordinaries (taverns) and coffee houses, depending on my wits and charm to earn my place in the world. Whether I study the history of the four kings, dice or games of drink, I am a master of hazards and chance. Well, I also have help from Divine Providence—whose luck and good fortune shines upon me. Trouble is here, and I feel in my bones that my good luck may have run its course. I have seen this trouble brewing, even been caught up in it at times. The docks teem with anger toward the Loyalists’ actions; the ordinaries foment anger toward everybody else. Meanwhile, I sense a growing threat deep in the shadows that wants to destroy it all. No matter who spills the first blood, fortune is a fickle mistress, and we are all at the mercy of Divine Providence. i s obv io us ly
FORTUNE IS PLEASED
I might not believe in much, but the one thing I do know is that I’m Fortune’s favorite.
Effect: Whenever you spend a Coin to re-roll a failed Skill Test, you don’t need to roll, as you Critically Succeed instead.
GAMBLER ABILITIES
QUIRK: FORTUNE IS VEXED
{ Trait & Quirk
Divine Providence is fickle: one minute She shines down upon you, and the next, She reminds you that nothing is certain.
SKILL RANK
BONUS ADVANCE
{ Awareness
{ [AB]
{ Cheat Sheet
{ Gamble
{ [FB]
The Nines { Holdout
Effect: When you spend a Coin for Fortune Is Pleased, you move one step down the Peril Condition Track negatively.
{ Charm { Guile
{ [CB] { [FB]
{ Martial Ranged { [IB] { Rumor
{ Scrutinize
{ Simple Melee
{ Simple Ranged { Skulduggery
David Chronister (order #31360124)
{ [PB] { [PB]
TALENT
{ Dressed To
№
88
PROFESSIONS PAMPHLET
G R E E N G RO C E R
T h e fa r m e r pl a n t s, the fisher fishes and the hunter
hunts. All three work to provide for those who hunger and to ensure that bellies are full. That might be good enough for those in the rural areas, but that backward frontier-folk hardly ever think of us folks in the city. That is where I come in as a grocer—I buy foodstuffs for a low price and sell it at a profit for those incapable of producing their own. Yes, I am a split fig, and some may malign me for marking up the price on essential items. Yet in times like these, every coin counts when it comes to weathering the coming storm. There is trouble lately, and not just in the cities. This trouble is not only the never-ending rise in taxes or the growing tensions between the Loyalists and the Rebels. No, the problem is much more sinister. Crops are yielding less, the fish are getting smaller and meat is getting harder to acquire. Worse yet, I am hearing concerning rumors of strange people and creatures stalking the night. Disappearances, t errifying noises, strange lights and chanting from the woods. This all adds up to one thing: evil. A FAIR PRICE
Bargaining runs through my veins, and without the thrill of haggling, negotiating and debating, life would not be fun—or even worth living!
Effect: Whenever you fail a Bargain or Rumor Test, you may re-roll to generate a better result but must accept the outcome. In addition, you always succeed at Skill Tests to haggle down prices for legal wares & weapons. QUIRK: OUT OF MY DEPTH
I might be a shrewd negotiator, but when I’m away from my sales, I am lost.
Effect: Any time you use Simple Ranged or Martial Ranged, each Skill Rank counts for +5% instead of the normal +10%.
G R E E N G RO C E R A B I L ITI E S { Trait & Quirk SKILL RANK
BONUS ADVANCE
{ Awareness
{ [FB]
{ Arithmetic
{ Counterfeit
{ [IB]
{ Role Reversal
{ Bargain
{ Gamble { Guile
{ Rumor
{ Scrutinize
{ Simple Melee
{ Simple Ranged { Tradecraft
David Chronister (order #31360124)
{ [FB] { [IB]
{ [PB] { [PB]
{ [WB]
TALENT
{ Hobnobbery
№
89
GRENADIER
A dm i t te dly
PROFESSIONS PAMPHLET
not much need for someone skilled with the art of artillery in this day and age. Regardless we—the proud few—lead the battle charge. On horseback, we’re the first to spy the battlements . . . and often, the first to die. So why would we volunteer for such grim work? The pay and the glory, of course! But we tow-rows are not merely roughnecks. The teachings of Newton, Leibniz, von Guericke and others inform our methods of destruction. All of this reading and study has led me to create theories on artillery, firing angle and the amount of blackpowder to use. We are condemned to die, yes. Though tensions are on the rise and I fear there might be some physical altercation, I hope and pray cooler heads prevail. That being said, loath as I am to admit it, the possibility of these tensions boiling over brings excitement. Perhaps if war comes I will finally put into practice all of the time I’ve spent teaching myself the finer points of physics and their more ‘creative’ applications. th e r e
is
FORLORN HOPE
We are the suicide squad, condemned to die on the battlefield.
Effect: You may flip the results to succeed at Warfare Tests. When you succeed, it is considered a Critical Success. In addition, add 1D6 Fury Die to Damage with any weapon with the Bomb Quality. QUIRK: MY EARS STILL RING
Gunfire is loud—so loud that I’ve lost part of my hearing.
Effect: You must flip the results to fail Skill Tests that rely on hearing.
GRENADIER ABILITIES { Trait & Quirk SKILL RANK
BONUS ADVANCE
{ Athletics
{ [AB]
{ Gut Instinct
{ Intimidate
{ [BB]
{ Ricochet
{ Awareness
{ [BB]
{ Martial Ranged { [CB] { Ride
{ [IB]
{ Scrutinize
{ [PB]
{ Rumor
{ Simple Ranged { Toughness { Warfare
David Chronister (order #31360124)
{ [PB]
TALENT
{ Militaristic
№
90
PROFESSIONS PAMPHLET
GUERILLA
I’v e l e a r n e d th e ways of warfare more than others.
I knew the art of irregular war from living along the frontier and surviving everything that comes my way. I fight the way I do not because it is the conventional way, but because it is smart. It makes no sense marching in a line, standing in front of rows of enemy infantry waiting for their volley and then firing yours. It is smarter to use the natural cover around me and pick off my opponents when they least expect it. If I take out a captain, even better. Some say this makes me a coward, but at the end of a fight, my side has fewer dead. I earned my stripes in the French and Indian War, or one of many smaller, lesser-known conflicts. I have seen the blood flow in Georgia and Virginia. I have fended off raids, even those carried out by darker forces. Many do not believe what I say, but I have seen ancient enemies that move like shadows between the trees. They are known by many names, but the one that sends shivers down my spine is the secret enemy, ones who call themselves the Mandoag. AMBUSH TACTICS
Strike first, strike hard and give them no mercy, friends!
Effect: Whenever you deal Damage, spend a Coin to hide immediately or to remain hidden (thereby gaining Surprise on your next Turn). QUIRK: LONER
Alone, I am a killing machine, but when it comes to fighting in coordination with others . . . that is a different story.
Effect: You cannot give nor gain the benefits of Assist Dice unless you’re 3 yards or closer to an Assisting ally.
GUERILLA ABILITIES { Trait & Quirk SKILL RANK
BONUS ADVANCE
{ Athletics
{ [AB]
{ Ambidexterity
{ Martial Melee
{ [CB]
{ Nimble
{ Awareness
{ [BB]
{ Martial Ranged { [CB] { Simple Melee
{ [IB]
{ Stealth
{ [WB]
{ Simple Ranged { Survival
{ Toughness { Warfare
David Chronister (order #31360124)
{ [PB]
TALENT
{ Militaristic
Fingers
№
Ma n y
91
GUNSMITH PROFESSIONS PAMPHLET
to craft a gun, but I am a true artisan when it comes to firearms. I come from a long line of artists who have earned a living via crafting not just a weapon, but a thing of beauty. I know how to forge a long barrel that is rifled for a perfect shot. I have a knack for taking a piece of ordinary wood and carving it into a barrel of incredible beauty and balance. Unlike my more rebellious friends, I mix well with all my customers. Everyone needs my skills after all, as well as my advice when it comes to firearms. I gladly give it, up to a point—there are secrets to gun making I will not share. Trouble is brewing and evil is coming—an evil that is twofold. One is the growing call to break away from the British Empire and the Loyalists. It is a call that will bring death and ultimately prove that neither side is correct. The second is another call, but one that is far darker, more sinister and more ominous. This evil—and make no mistake, it is pure evil—will not be fought with just fate and faith, but with the righteous fury of a finely honed musket. k now how
MY RETRIBUTION
With a gun in hand, I bring fire and fury to my enemies.
Effect: You know the Alchemical Art of Create Blackpowder (from Article 9: Hexenmeister’s Almanack), as you learn it as a free Unique Ability. Any weapons you craft of the Blackpowder Quality do not take on the negative effects imparted by their Qualities and don’t misfire. QUIRK: PHANTOM LIMB
No weapon but a gunpowder weapon feels quite right in my hands—everything else feels alien and strange. Effect: You cannot Take Aim with weapons other than those with the Blackpowder Quality.
GUNSMITH ABILITIES { Trait & Quirk SKILL RANK
BONUS ADVANCE
{ Alchemy
{ [BB]
{ Awareness
{ [CB]
{ Athletics { Bargain
{ [FB]
{ Martial Ranged { [IB] { Rumor
{ Simple Melee
{ Simple Ranged { Toughness { Tradecraft
David Chronister (order #31360124)
{ [CB]
{ [PB]
{ [WB]
TALENT
{ Nimble
Fingers { Ricochet { Whites Of Their Eyes
№
92
PROFESSIONS PAMPHLET
HERBALIST *
I tr ac e my sk i l l s back to an earlier time, well before
the New World existed. Though there is a growing trend of taking the old knowledge and using it in a new way, I practice the old methods. The world teams with life, and all life stems from the natural world of plants. Without flora, life as we know it would not exist. I am one of the few who knows the secrets of plants and possesses the ability to unlock their latent properties. Recently, I have watched as many plants near my home sicken and wither with a blight I’ve never seen before. This so-called war on the horizon is just a leaf in the wind if this evil spreads further, like a choking vine. The blight not only kills but also mutates and changes things that it touches. I have had to uproot many beloved herbs because they began to make people ill instead of well. It concerns me greatly, as I have watched this darkness spread from nothing to a dark plague that will not only consume my harvest but also, I fear, the whole of the world. A TRACE OF LIFE
Every plant, tree and blade of grass is attuned to the world’s seasons, and I am able to harness this power.
Effect: Whenever attempting to track a threat classified as an Animal or find a place using a sacred tool, substitute Incantation in place of other Skills required to do so. Randomly determine three Common Spells you learn as free Unique Abilities from the Common Spells Listings table. Finally, you can Risk Backlash and Unfetter your Spells (covered in Article 7: Combat Encounters and Article 9: Hexenmeister’s Almanack).
SKILL RANK
BONUS ADVANCE
QUIRK: BLOODLESS HANDS
{ Bargain
{ [FB]
I respect the preciousness of life, and the thought of taking a life runs counter to my beliefs.
{ Handle Animal { [IB]
Effect: When you take an innocent life unprovoked, you gain 9 Conflict.
HERBALIST ABILITIES { Trait & Quirk
{ Folklore { Heal
{ [PB]
{ Navigation
{ [WB]
{ Incantation { Resolve
{ Simple Ranged { Survival
{ Toughness
David Chronister (order #31360124)
{ [FB]
{ [PB]
{ [WB]
TALENT
{ Field Dressing { Manna Of
God { Post-Haste
№
93
HIRED HAND
W i tho u t
m e , ho us e s
PROFESSIONS PAMPHLET
would not be built, ships would not be unloaded, bricks would not be made, none of the work a thriving settlement needs would get done! So many think I’m nothing but a simpleminded, faceless worker in the crowd. My self-worth is hard-earned and not given to me on a platter, like those dandyish types. It doesn’t matter if what I do takes only brawn and not brain. I am happy knowing that my determination and hard work earns me a living and supports my loved ones. I see and hear a lot, working and socializing in circles outside of polite society. Spending an evening in a coffeehouse laughing, swapping stories and drinking is the best way to pass the time. If I were honest with myself, it is during these revels that my mood darkens. Every day, word reaches me of rebellion, deep-rooted anger and whispers of things best left unsaid. The political reasons behind all the anger are readily apparent, but it is the other things I hear that puzzle me—ghost stories made flesh, ghouls who haunt the graveyards and shadows that plague dreams. ROUGH WORK
It doesn’t matter if I am hurt, bleeding or sick—the work must be done.
Effect: You may flip the results to succeed at Toughness Tests. When you succeed, it is always considered a Critical Success. Furthermore, you never reduce your Movement due to Overage.
HIRED HAND ABILITIES
QUIRK: STUBBORN AS A MULE
{ Trait & Quirk
People tend to treat me like I’m some common criminal or vagabond—I’m not here to cause trouble.
SKILL RANK
BONUS ADVANCE
{ Athletics
{ [AB]
{ Gut Instinct
{ Coordination
{ [BB]
{ Woodworking
Effect: Whenever attempting to buy, sell or trade wares & weapons, you cannot use Coins to modify your Skill Test results.
{ Charm
{ Eavesdrop
{ [BB] { [FB]
{ Handle Animal { [FB] { Rumor
{ Simple Melee
{ Simple Ranged { Toughness { Tradecraft
David Chronister (order #31360124)
{ [PB]
{ [WB]
TALENT
{ Pot Valiant
PROFESSIONS PAMPHLET
№
I
94 INFORMANT
and let me tell you, it is a dangerous business. If anyone follows or even sees my contact, both of our lives are at risk. I know the secrets people search for, as well as the plans they think no one else knows. Name your price, and I’ll have the answers you need. If someone can’t afford my rates, they should not be offended when I render my services to someone else. And if they decide to inform on me, well . . . they shouldn’t be surprised when people in power start hearing their name whispered as a potential traitor. Many things are hiding in the shadows—far more than most even realize. On one side, you have the Sons of Liberty, protesters and those who wish to establish their own government. On the other side, you have Loyalist officials who bleed for king and country. Both sides want to know what the other is plotting, and I’m able to provide that intelligence. There are secrets even I don’t know, however, and the rumors of dark things lurking in the woods and marshes make me secondguess my knowledge at times. p e ddl e i n s e c r et s
SHADOW BROKER
I’ve got dirt on practically every person in this city.
Effect: You can dig up sensitive information on a character who has been listed in a broadsheet (newspaper) or magazine. Using this information, you then gain an Assist Die to interact with them in social situations. You can take advantage of this Trait once a game session.
INFORMANT ABILITIES
QUIRK: TOO MANY SECRETS
{ Trait & Quirk
I know everyone’s dirty secrets, which has earned me some enemies along the way.
SKILL RANK
BONUS ADVANCE
{ Awareness
{ [AB]
{ Disguise
{ [FB]
Effect: You begin gameplay with a nemesis, a ‘named’ enemy you will create with the Historian. Whenever you are face-to-face with this enemy, you cannot take advantage of the Coin Pool. Once this enemy is defeated, the Historian will secretly create another nemesis and will tell you who they are only at the most inopportune moment.
{ Counterfeit { Eavesdrop { Guile
{ Rumor
{ Scrutinize
{ Simple Melee
{ Simple Ranged { Stealth
David Chronister (order #31360124)
{ [CB] { [FB] { [IB]
{ [PB] { [PB]
TALENT
{ Nom De
Guerre { Poker Face { Whip Jacket
№
95
LAMPLIGHTER
PROFESSIONS PAMPHLET
In th e da r k n e s s of a moonless night, I am the one
that brings light to civilization. Mine is a lonely vigil as I walk shadowed streets each evening, ensuring peaceful and safe slumber for the city’s residents. People take the lamps for granted. After all, very few people even see me do my work if they stay in their houses past sundown. But I do more than just light and maintain the lamps—I make candles, distribute oil and repair broken lamps. My light banishes away the shadows, and when villains creep about, I remind them of my duty with the butt end of my musket. I keep a secret—one that would brand me mad if others knew. On my patrols, I’ve seen more than just stray cats and town drunks. I’ve seen shadows—dark things that some would call monsters, creeping at the edges of our sleepy settlements. Evil moves under cover of night, its dark intentions blending in with its surroundings. I fight a war of my own, using my bravery and my light pole as my only tools. I kindle the lights at night and fill them with oil in the morning so I can provide at least a little solace against the night. NIGHT SIGHT
I have adapted to the dark more than others—I see better, hear better and, if need be, fight better while shadowed.
Effect: You can see in the dark, treating Fleeting Shadows and Total Darkness as if it were Perfect Light. QUIRK: LIGHT SENSITIVE
Though darkness doesn’t harm my vision, in an ironic twist of fate, my eyes are now quite sensitive to the light. Effect: In Perfect Light, reduce Distances by -3.
LAMPLIGHTER ABILITIES { Trait & Quirk SKILL RANK
BONUS ADVANCE
{ Awareness
{ [AB]
{ Burn Bright
{ Folklore
{ [BB]
Sense { Whip Jacket
{ Eavesdrop
{ Intimidate
{ [AB] { [CB]
{ Martial Ranged { [PB] { Resolve
{ Simple Melee
{ Simple Ranged { Skulduggery { Stealth
David Chronister (order #31360124)
{ [PB]
{ [WB]
TALENT
{ Common
PROFESSIONS PAMPHLET
№
I
96 L AWYE R
life to the pursuit of the worthiest of all endeavors: law. For many years, I studied under another lawyer and learned my craft. Since then I have lived for one thing and one thing only: ensuring everyone has recourse to justice. As a black box, it is my calling to help anyone in dire legal straits. It does not matter if they are guilty or innocent; I must invoke the letter of the law on their behalf. No matter what resentments my clients hold, I shall defend them. I take this job seriously enough that people’s opinions of me no longer matter in the long run. Now more than ever, the law is vital to navigating these troubled times. The Rebel mob wishes to rebel, while the Loyalists back a king who seeks to impinge upon all humankind’s natural rights. The violence has done nothing but escalate on both sides, and I sense that this escalation will turn into armed conflict. When the first cannon is fired, the law will be thrown to the wind and chaos will reign unhindered. Perhaps that is why I feel I must work at this time, to keep us away from the brink of ruin and disaster. h av e de dicate d my
TRUTH SHALL SET YOU FREE
My faith in the law has allowed me a keen insight into people, and I’m able to navigate past any lie or falsehood a client may tell me. Effect: You can determine if someone is lying without making a Skill Test, providing you can clearly see and hear them. In addition, your lies are seen as being truthful by others, unless aided by Spells or by another Lawyer. QUIRK: UNYIELDING IN ALL THINGS
While being stubborn and obstinate in court is a boon, in other aspects of life, it has caused me nothing but despair.
Effect: Any time your die rolls result in a Critical Failure, gain 3 Conflict.
L AWYE R A B I L I T I E S { Trait & Quirk SKILL RANK
BONUS ADVANCE
{ Awareness
{ [AB]
{ Charm
{ [FB]
{ Bargain
{ Education { Guile
{ Interrogation { Ride
{ Rumor
{ Simple Ranged { Toughness
David Chronister (order #31360124)
{ [FB] { [IB] { [IB]
{ [PB]
{ [WB]
TALENT
{ Charismatic { Smooth
Talker { Talk Less, Smile More
№
97
L I B E RTI N E
W e a r e o n this
PROFESSIONS PAMPHLET
earth for such a short time—why should I not attempt to get as much out of it as I can? It does not matter what I indulge in: pleasures of the flesh, impish delights or potent stuff—just as long as it is enjoyable, I shall engage in it to the fullest. It doesn’t mean I lack morals or decency. I would say I’m more moral than most people who walk around with their noses high in the air. I simply ignore those urges of responsibility or duty to enjoy the bounty of life. After all, what purpose does life hold if it is not to be enjoyed to the utmost? Just because I enjoy everything in this life doesn’t mean I’m an addlepate without the ability to be serious or notice what is happening all around us. True, I sometimes hide my thoughts behind a facade, but it is no mystery that I worry about the change that is coming. There shall be war, and there shall be dust and blood, but through it all, I am determined to enjoy life—to do otherwise would spell despair and disgust. The time may come where I feel guilty for downing a celebratory drink, but at least for now, another round! WELL, ACTUALLY . . .
My freewheeling, indulgent ways have garnered me many unique experiences and diverse acquaintances, however brief our time together.
Effect: Whenever you attempt to determine whether you have heard of someone, a story or other folktale, roll a 1D6 Chaos Die. If the result is face ‘6,’ you immediately recall a factoid about it. QUIRK: PLUCK THE DAY
Life should be enjoyed to its fullest, with indulgence and fervor—damn the consequences!
Effect: Whenever confronted with drugs, luxurious things and new experiences, you must indulge or else gain 3 Conflict.
L I B E RTI NE A B I L ITI E S { Trait & Quirk SKILL RANK
BONUS ADVANCE
{ Charm
{ [AB]
{ Education
{ [FB]
{ Eavesdrop { Folklore { Gamble { Guile
{ Rumor
{ Scrutinize
{ Simple Melee { Skulduggery
David Chronister (order #31360124)
{ [FB] { [IB] { [IB]
{ [PB] { [PB]
TALENT
{ Cast-Iron
Stomach { Costuming { Dressed To The Nines
PROFESSIONS PAMPHLET
№
98
A
M AG I S T R ATE
L aw y e r us e s th e word of law to advocate for the guilty and innocent, but I am the true impartial arbiter of the law. It is my duty to know the law inside and out and have the prudence to apply it fairly. My task is not an easy or popular one due to the simple fact that the law must have no prejudice or bias. I spent years in school and as a lawyer myself to represent the government and its laws as fairly as possible, and the summation of my learning is this: justice is simply a matter of true or false—nothing more, and nothing less. It is hard not to notice the growing tensions and how they are boiling over into those eager to break the law. Laws rule society, and society creates the very means to judge those who refuse to obey these laws. I do not care about tax increases or royal blockades—the law created them, and so they must be upheld. Those who break the law break the contract we all make to our society. It doesn’t matter which side of the conflict is right. Whether they be Rebels or the Loyalists, they all break the law and in my eyes, are all equally guilty. JUDGMENT IS HERE
I interpret the law, listen to the arguments, then render a judgment which is guaranteed fair and unbiased.
Effect: Whenever you or an ally succeeds at a Skill Test, spend a Coin to turn it into a Critical Success. QUIRK: EVEN-HANDED
Law has no sides, and as a magistrate, I speak my mind and hold my position, no matter how stubborn or tenacious it may make me. Effect: After you use Judgment Is Here, the Coin is immediately discarded for the rest of the game session.
M AG I ST R ATE A B I L ITI E S { Trait & Quirk SKILL RANK
BONUS ADVANCE
{ Awareness
{ [AB]
{ Ebb & Flow
{ Education
{ [FB]
{ Trivium
{ Bargain { Guile
{ Interrogation { Leadership { Ride
{ Rumor
{ Simple Melee { Toughness
David Chronister (order #31360124)
{ [FB] { [IB] { [IB]
{ [PB]
{ [WB]
TALENT
{ Sagacity
№
T ho ug h
99
MARINER PROFESSIONS PAMPHLET
of me as a Jack Nasty-Face, doing so is an insult to my worthy occupation. They simply work on the deck or riggings, and their only responsibility is to ensure the boat functions at a bare minimum. A Mariner does far more than that. I have my own routines to ensure the boat stays afloat, and I perform more important duties than simply swabbing the deck. I fight, maintain, navigate and, most importantly, I keep the crew alive. You might think there is no difference between a run-of-the-mill ship hand and me, but when you’re adrift in dangerous waters, you’ll soon see the truth. Tensions are ever-increasing, but I care very little, if at all, what broods between these petulant children. All I care about is making it to the next port with my body, mind and soul intact, as the seas will soon darken with more than just the blood of warfare. I’ve seen things of unspeakable beauty on the open water, yes, but the waters hide unspeakable horrors as well. The water hides the evil and then belches it upon the shores, corrupting everything it touches. m a n y thi nk
A LIFE AT SEA
Thanks to my life at sea, I’m sure-footed and nimble— otherwise, how would I keep my footing on icy decks or during rough storms? Effect: You may flip the results to succeed at Coordination Tests. When you succeed, it is always considered a Critical Success. In addition, when using the Movement subtype of Swimming, add your Initiative value to the Distance you swim.
SKILL RANK
BONUS ADVANCE
QUIRK: SEA LEGS
{ Athletics
{ [AB]
{ Full Of Beans
{ Coordination
{ [BB]
Effort { Sailing
I live for the sea, and when on land, I don’t feel at home.
Effect: When not borne upon water or a boat, reduce your Initiative by your Flaw Ranks.
MARINER ABILITIES { Trait & Quirk
{ Awareness { Folklore
{ [BB]
{ Martial Ranged { [CB] { Navigation { Pilot
{ Simple Melee
{ Simple Ranged { Toughness
David Chronister (order #31360124)
{ [AB]
{ [IB]
{ [PB]
TALENT
{ Herculean
№
100
PROFESSIONS PAMPHLET
MENDICANT
I a m o n a spiritual journey to deepen my faith. There
is no more extraordinary task—no greater calling—than to expand my understanding of my faith by interacting with others outside of it. Despite our beliefs, we all share in that there is something greater than all of us. To discover it, I shall brave every danger, overcome every obstacle and face every challenge with a sacred light filling and guiding me. To ensure that I am not lured away from my mendicancy, I travel with little, save for that which I can carry on my back or by charity. As I walk the earth, I have heard stories and seen the proof of real, tangible evil. It is called many things by many different people. But it is sinking its claws into us, deeper and deeper. There are devils within the shadows that wish to twist those who it can toward evil and consume those who are unwilling to yield. But I know within my heart of hearts that I will continue to be guided on my mission and to serve as a shield to the downtrodden. GUIDING LIGHT
There is a light that never goes out inside of me.
Effect: Whenever an ally fails or Critically Fails a Resolve Test to withstand Stress, Fear or Terror provoked by threats classified as Abyssal or Supernatural, make a Resolve Test. If successful, your ally ignores Stress, Fear and Terror provoked by it, providing they can see and hear you clearly. A Critical Success allows them to gain the benefit above and temporarily adds +3 to their Peril Threshold while in the presence of the threat. QUIRK: ASCETICISM
I take with me only that which I truly need, and give all else away to those in need.
Effect: You cannot own more than 10 pounds (£) in coins, or have more wares & weapons than you can carry. If you do, you cannot take advantage of Skill Ranks until you donate it or give it away.
MENDICANT ABILITIES { Trait & Quirk SKILL RANK
BONUS ADVANCE
{ Charm
{ [BB]
{ Folklore
{ [IB]
{ Education { Navigation { Resolve
{ Scrutinize
{ Simple Melee
{ Simple Ranged { Survival
{ Toughness
David Chronister (order #31360124)
{ [FB] { [IB]
{ [PB] { [PB]
{ [WB]
TALENT
{ Brains Over
Brawn { Mettle { Theology
№
101
M E N TA L I S T *
PROFESSIONS PAMPHLET
I a m no m e r e stage magician! Scoff if you must, but
there are powers in this world that ordinary folk cannot comprehend. Real strength is not found within the flesh or tendons, but within the mind. The actual depth and complexity of our psyche are unknown to many, and those who understand this wield Spells outside of mortal ken. I am one of those people, trained to have unlocked metaphysical aptitudes. Even now, I am but a novice, slowly walking the path to reach my true potential. Some think my magics are mere parlor tricks. Worse are those who fear I am out of my gourd and want nothing more than to lock me up for my own protection. I can sense spiritual phenomena slowly creeping into our world that haven’t been seen for hundreds—if not thousands—of years. I’m not exactly sure what it is, but I feel that something is amiss. The more I try to focus on the feeling, the more I feel as if an oily shadow is spilling onto my brain. NO MERE PHENOMENA
My mind is a finely honed weapon, trained to tap into forces that can alter reality.
Effect: You can manipulate physical objects no larger than a book with your mind. This allows you to automatically hit a single foe within 3+[PB], as the foe suffers 1D10+1 Peril. You can also pair this with Skulduggery to make objects disappear and to reappear. Randomly determine three Common Spells you learn as free Unique Abilities from the Common Spells Listings table. Finally, you can Risk Backlash and Unfetter your Spells (covered in Article 7: Combat Encounters and Article 9: Hexenmeister’s Almanack). QUIRK: NOSEBLEEDS
My power frightens me, for if I push too hard or too often, my body begins to break down.
Effect: Whenever you manipulate objects using No Mere Phenomena, you move one step down the Peril Condition Track negatively. If you become Incapacitated! due to this, you also begin Bleeding.
M E N TA L I S T A B I L I TI E S { Trait & Quirk SKILL RANK
BONUS ADVANCE
{ Awareness
{ [AB]
{ At A Distance
{ Folklore
{ [FB]
{ Mettle
{ Charm { Guile
{ Incantation { Resolve { Rumor
{ Scrutinize
{ Simple Melee { Skulduggery
David Chronister (order #31360124)
{ [FB]
{ [PB] { [PB]
{ [WB] { [WB]
TALENT
{ Holdout
PROFESSIONS PAMPHLET
№
102
T here
M E RCH A NT
ways to make money, but I can turn my own money into even more income. I risk my capital to buy and sell wares & weapons in a speculative way, selling them when the market demands. I have bankrolled expeditions east for new and exotic products, funded businesses that turn into profit creators themselves, and I am not above using some golden grease to convince officials to look the other way. Goods move in and out of the country, and I sit in the middle of it all—wealth revolving around me like the moon round the sun. I might not let on, but current tensions have me worried. The anger will do nothing but make my job harder. I only need to look at the Intolerable Acts and the continued taxation to see my fears are valid and my bottom line is ever increasing. Both sides of this argument have merit, but no matter which side I choose, both my businesses and I will lose out—maybe permanently. The only solution I see is pitting both sides against each other, but that is a game not many walk away from. are
many
TIP THE SCALES
Risky investments, speculative trading, slush funds—I know how to work money and trade in my interest, even if it means having to put all my cards on the table.
Effect: Whenever you fail a Bargain or Guile Test, you may re-roll to generate a better result, but must accept the outcome. In addition, you always succeed at Skill Tests to resell legal wares & weapons. QUIRK: HUSTLE & FLOW
Everything takes a backseat to income and profit, and when I lose out, the sting is unbearable.
Effect: Whenever you fail a Fellowship-based Skill Test, you move one step down the Peril Condition Track negatively.
M E RCHA NT ABI L ITI E S { Trait & Quirk SKILL RANK
BONUS ADVANCE
{ Awareness
{ [FB]
{ Arithmetic
{ Education
{ [IB]
{ Rebel Yell
{ Bargain
{ Gamble { Guile
{ Rumor
{ Scrutinize
{ Simple Melee
{ Simple Ranged { Tradecraft
David Chronister (order #31360124)
{ [FB] { [IB]
{ [PB] { [PB]
{ [WB]
TALENT
{ Jaded
№
Life
103
M I DWI FE i s pr e cio us .
PROFESSIONS PAMPHLET
It is to be cherished and, above all, protected. With each newborn child that I usher into this world, I welcome another wondrous soul to our community. I know how to ease the pain and ensure life, not death, comes from birth. It is I, and I alone, who brings comfort to parents and children. I am the doctor when your life is at risk, the nursemaid to your baby and the gentle comfort when the worst happens. It is my sacred duty. I have ushered many new lives into this world, which brings me great joy. More than anything, it fills me with a purpose far more significant than most understand. This understanding tells me something is spiritually amiss in our world, far greater than the war. I feel this wrongness deep within my bones. I hear it in the cries of dying infants and see it in the unearthly hollowness in parents’ eyes. Infants die and stillbirths grow even more common. Shadows and darkness lurk within the sacred moments of birth. There are eyes in those shadows, watching and waiting to snuff away these precious gifts of life. I am fearful of what is to come. EASE THE PAIN
There, there . . . hush now and let the pain flow outside your body.
Effect: You know the Alchemical Art of Create Medicine (from Article 9: Hexenmeister’s Almanack), as you learn it as a free Unique Ability. Whenever you successfully Bind Wounds to heal Damage, your patient moves one additional step up the Damage Condition Track positively and an equal number of steps up the Peril Condition Track. QUIRK: THE OLD WAYS
There are some things beyond my own skills, treatments that exceed my medical knowledge.
Effect: Whenever attempting to Perform Surgery or Trepanation, you must flip the results to fail Heal Tests.
M I DWI FE ABI L ITI E S { Trait & Quirk SKILL RANK
BONUS ADVANCE
{ Alchemy
{ [BB]
{ Field Dressing
{ Charm
{ [IB]
God { Pharmacopoeia
{ Athletics { Folklore { Heal
{ Resolve { Rumor
{ Scrutinize { Survival
{ Toughness
David Chronister (order #31360124)
{ [FB] { [IB]
{ [PB] { [PB]
{ [WB]
TALENT
{ Manna Of
№
104
PROFESSIONS PAMPHLET
MILITIA
F e a r a n d c o n fl ict have gripped the New World
since its founding. From hostile attacks by enemy powers to self-inflicted strife, war is a part of life. I have wrested my own patch of land from the wilderness, but it comes with its own violent price. To live and be truly free, you must know how to shoot and how to stalk, but it is the Militia who knows how to kill. I have answered the call every time to fight for our heaven-sent rights, yet it seems the Loyalists hesitate to respond in defense of their own liberty. Whether they believe in liberty, the independence of Indigenous lands or in loyalty to the motherland, I will defend those who need such a shield. When the fighting ceases, which eventually will, I will be scorned for my violence and willingness to strike. Just keep one thing in mind: I am no parish soldier—if you want to think that, then you’ll find hell to pay. DON’T TREAD ON ME
Liberty or death!
Effect: You never Bleed or suffer from Sepsis. Furthermore, you are never rendered Incapacitated! or made Unconscious from Injuries. QUIRK: TOO INDEPENDENT
Life has made me fiercely independent, and I want nothing to do with those on the other side of the war. Effect: When interacting directly with those of an Allegiance other than your primary one, you must flip the results to fail Fellowship-based Skill Tests.
MILITIA ABILITIES { Trait & Quirk SKILL RANK
BONUS ADVANCE
{ Athletics
{ [AB]
{ Folklore
{ [BB]
{ Coordination { Martial Melee
{ [BB]
{ [CB]
{ Martial Ranged { [CB] { Resolve
{ Simple Melee
{ Simple Ranged { Toughness { Warfare
David Chronister (order #31360124)
{ [IB]
{ [WB]
TALENT
{ Chase The
Pain { Friendly Fire { Militaristic
№
I
105
MILLINER a m a n a rti sa n ,
PROFESSIONS PAMPHLET
and my fellow artisans and I take pride in the works of art we create every day. My specialty is the humble hat, which is so much more than a head covering. There is purity and honor in working with ones’ hands to create something that people need. You may think a hat is a plebian item, but all manner of folk wear them upon their heads. I know deep within my soul that the crafting of a hat is a pure art form. Stone, tin and gold are of course beautiful mediums, but there is a subtle grace in the art of felt and leather. Like many, it is hard for me not to notice the rising tensions. These tensions are amongst my fellow Milliners, as well as between the Loyalists and Rebels. I really do not know what to think about all of this, and I’m not sure if I should have an opinion. My craft involves no bloodshed, save a few pricked fingers, and swears no fealty to any side, but I will lose business whichever way this conflict goes. I worry most for the small crafters such as myself who are caught in the middle of a mess that none of us asked for. IT’S JUST BUSINESS
I leave my opinions at my shop’s door, which allows me to slip into whatever mannerisms endear me to my customers.
Effect: Whenever using Skill Tests to interact with those of the same or different Allegiance, you gain an Assist Die. QUIRK: MAD HATTER SYNDROME
Hat making is not the most glamorous of professions, and it even carries the stigma of being quite batty. Effect: You gain one permanent Flaw Rank.
MILLINER ABILITIES { Trait & Quirk SKILL RANK
BONUS ADVANCE
{ Awareness
{ [AB]
{ Costuming
{ Counterfeit
{ [FB]
{ Tailoring
{ Bargain
{ Eavesdrop { Folklore { Guile { Ride
{ Rumor
{ Simple Ranged { Tradecraft
David Chronister (order #31360124)
{ [FB] { [IB]
{ [PB] { [PB]
{ [WB]
TALENT
{ Hobnobbery
№
106
PROFESSIONS PAMPHLET
MUSICIAN
M usic i s th e key to life. It is essential to celebrate
all the world’s wonders, from the first note of birth to the final chord of death. Through music, I rejoice in the beauty around me, as well as the beauty inside everyone. Music comes in many forms, from a dirge to a sonata to a waltz, played on a harp, fiddle, fife or any instrument I can get my hands on. Music isn’t merely playing what you feel, though that is a significant component. No, there is a mathematical order to music that few see, and those who know to look for it realize that the universe moves in a beautiful 4/4 time. I seem useless on the battlefield, but what better time to enjoy music than in the throes of war? Bombastic celebrations of victory and pensive opuses on mortality all soothe us during these times. War is looming, and no matter how much I hope they would, music and jubilation cannot solve every problem. That will not stop me from composing and playing, however, as a song in one’s heart is the greatest defense against the sorrows and pains of conflict. RISING ANTHEM
Music is a powerful tool—it can drive away fear, inspire others and even serve as a clever barb against an enemy.
Effect: You can attempt a Charm Test to perform with a musical instrument. If successful, a number of characters equal to your [FB] are Inspired (Words As Weapons in Article 7: Combat Encounters) for twenty-four hours. If you Critically Succeed, they also gain an Assist Die to Resist Stress, Fear and Terror. A character may only gain the benefit of this performance once a day, which takes at least an hour of time to perform. QUIRK: NOT YOUR SOLDIER
When thrown in any kind of fracas, my instrument makes for a very poor—and very expensive—weapon. Effect: Any time you use the Simple Ranged or Martial Ranged Skills, each Skill Rank counts for +5% instead of the normal +10%.
MUSICIAN ABILITIES { Trait & Quirk SKILL RANK
BONUS ADVANCE
{ Athletics
{ [AB]
{ Artistry
{ Charm
{ [CB]
{ Ribaldry
{ Awareness { Coordination { Folklore { Guile
{ [FB] { [FB] { [IB]
{ Martial Ranged { [PB] { Simple Melee
{ Simple Ranged { Warfare
David Chronister (order #31360124)
{ [BB]
TALENT
{ Perceptive
№
107
MUTINEER
PROFESSIONS PAMPHLET
T h e r e a r e ti m e s when a person must stand up for
what they believe in, and I’ve lived through one of those times. My crewmates and I overthrew the captain of our vessel, but we were left with few choices. Corporal punishment, starvation and inept leadership aboard the ship were killing us without mercy. It is one thing to be led by someone incompetent and quite another by someone who is a tyrant. I may be called traitor or coward, but drastic times call for extreme measures. If we hadn’t rebelled, I am sure we would all be dead. Granted, it’s all honey or all turd with my fellow mutineers, and like them, I’ve been branded a rabblerouser and a whistleblower. I wear these monikers with pride. As the Loyalists and Rebels continue to tear at each other’s throats, we need decisive leadership. Neither side has a use for cruel leaders in a time when a false move could spell the end of a nation. Now is the time to rise up and band together, to throw off the fetters of the inept to forge our own destiny in a world teetering on the brink of despair. CALL TO ARMS
I can inspire those around me, driving my allies to great deeds and feats they didn’t realize they could perform.
Effect: Whenever you succeed at using the action in combat Words As Weapons, combatants double the benefits or penalties. QUIRK: TROUBLEMAKER
I have a reputation of being a rabble-rouser and an upstart, which means very few in power trust me.
Effect: When foes or strangers recognize you as a Mutineer, you must attempt to hide your true identity. The Historian will likely ask you to make a Secret Test for Disguise when in public, only revealing the results at the most inopportune of times.
MUTINEER ABILITIES { Trait & Quirk SKILL RANK
BONUS ADVANCE
{ Awareness
{ [AB]
{ Jaded
{ Leadership
{ [CB]
{ Under The
{ Intimidate
{ Martial Ranged { [CB] { Navigation
{ [FB]
{ Rumor
{ [PB]
{ Pilot
{ Simple Melee
{ Simple Ranged { Toughness
David Chronister (order #31360124)
{ [BB]
{ [IB]
TALENT
{ Linear Tactics
Gun
PROFESSIONS PAMPHLET
№
108
T he
OFFICER
fast approaching when the simmering tensions will boil over into conflict. During times like these, someone must step forward and take on the mantle of leader, and that person is me. I’ve learned leadership skills through many years of combat and schooling, and I shall ride at the vanguard of those charging into battle. My abilities and scars are souvenirs from countless conflicts before. It was then, with musket balls flying past my head, that I learned to lead and value my companions’ lives more than my own. I didn’t become an officer for the money—most of my funds go toward maintaining my militia, but my real reward is making my unit into one that will be envied. I’ve learned by studying the great masters of war, and I have grown into an efficient and effective leader who doesn’t shy from battle. My brand of leadership is exactly what is needed now, especially if the rumors of dark things are true. No matter which side I choose, they’ll welcome my bravery forthright. ti m e i s
BATTLE BUDDY
My friends don’t follow me for a paycheck; they follow me for my leadership, charisma and camaraderie I have fostered among them.
Effect: Select one ally as combat begins. You both gain a +10% Base Chance to Defend and cannot be Flanked, providing you are able to clearly see and hear one another. QUIRK: ARMS FOR THE POOR
Though the Devil may dance in my pocket, I must supply the greater war effort out of my own coin purse.
Effect: You must donate one out of 9 pence (p) you have to the local militia.
OFFICER ABILITIES { Trait & Quirk SKILL RANK
BONUS ADVANCE
{ Intimidate
{ [AB]
{ Close Shave
{ Martial Melee
{ [CB]
{ Whites Of
{ Leadership
{ [BB]
{ Martial Ranged { [CB] { Navigation
{ [FB]
{ Ride
{ [WB]
{ Resolve
{ Simple Melee
{ Simple Ranged { Toughness
David Chronister (order #31360124)
{ [IB]
TALENT
{ Militaristic
Their Eyes
№
109
PA RTI S A N
PROFESSIONS PAMPHLET
T ro u b l e i s br ew i n g, and with risk comes change.
When two sides of any conflict begin to tear at each other’s throats, they need people like me to champion their cause. I believe wholeheartedly in my allegiances and defend them every chance I get. Whether through public debate or a street brawl against my political opponents, I know that might makes right when it comes to pushing opinion. Some of those in charge see me as rash and violent, but when intentions turn away from peace, they rely on true believers like me to grab the narrative and shove it back our way. I don’t have any regard for the rumors I keep hearing of things lurking in the shadows—the only true fight is against the other side—whoever they may be. My superiors are relying on me to lead the charge and shape the country into what they want, and who am I to deny them? Tales of demons, ghouls and witches are old wives’ tales meant to distract from the real conflict that peeks over the horizon daily. MOB RULE
The only way to get what you want is by force—anything else is just lip service.
Effect: Whenever you and your allies face foes 6:1, both you and a number of allies equal to [FB] add 2D6 Fury Die to Total Damage, instead of the normal 1D6. QUIRK: SERPENT EATING ITS TAIL
It’s not too hard to instigate a mob, but one false move or careless word, and your allies will turn against you quickly. Effect: For every failed Skill Test in combat, you suffer 1D10+1 Peril.
PA RTI S A N A B I L ITI E S { Trait & Quirk SKILL RANK
BONUS ADVANCE
{ Awareness
{ [AB]
{ Friendly Fire
{ Intimidate
{ [CB]
{ Simon Pure
{ Guile
{ Leadership
{ [BB] { [FB]
{ Martial Ranged { [FB] { Rumor
{ Scrutinize
{ Simple Melee
{ Simple Ranged { Skulduggery
David Chronister (order #31360124)
{ [PB] { [PB]
TALENT
{ Rebel Yell
PROFESSIONS PAMPHLET
№
In
110 POLITICIAN
of troubles with so much at stake, only I can navigate these increasingly choppy political waters. As a chosen representative, I am a voice for the people. Many may not consider what I do vital to our people’s survival, but they are wrong. With the growing tensions, someone skilled in the art of negotiation, debate and leadership is a necessity. We may be spat upon, insulted and threatened, but our role is vital—now more than ever. Everyone is divided now, from my fellow representatives to those in the local governments. We are treading through thorny issues with the lives of our constituents in our hands. Debate and diplomacy will set the world’s course for many years to come—whether the Colonies become independent or not. I’m a firm believer that negotiation can solve the problems that trouble our people, but I can sense time to bridge that gap is running out. Right now, any other concern of unrest or things in the dark is secondary, as the future of the world is at stake if I do not reach across the proverbial aisle (and isle) to create some sort of compromise. th e s e ti m e s
ART OF COMPROMISE
By weighing each side of an argument, I can assuredly find the area of common ground. Effect: When using Skill Tests, you do not suffer any additional penalties due to differences in Allegiance. QUIRK: OVERLY CAUTIOUS
Careful consideration might be the hallmark of my career, but it is a detriment outside of the political chamber.
Effect: You must triple the time required to make Skill Tests outside of combat.
POLITICIAN ABILITIES { Trait & Quirk SKILL RANK
BONUS ADVANCE
{ Awareness
{ [AB]
{ Counterfeit
{ [FB]
{ Bargain
{ Education { Folklore
{ Leadership { Ride
{ Rumor
{ Scrutinize
{ Simple Ranged
David Chronister (order #31360124)
{ [FB] { [IB] { [IB]
{ [PB] { [PB]
TALENT
{ Bear-Garden
Jaw { Charismatic { Twistical
№
111
PRECEPTOR *
PROFESSIONS PAMPHLET
L et m e te ac h your child about the ways of the world,
filled with discoveries and wonder. These enlightened times bring new perspectives to old thoughts and beliefs. Gone are the days of relying on superstition and myth. Now is the age of fact: of discovery, knowledge and natural philosophy. I do not teach the antiquated ways; I am a disciple of modernity. This new knowledge is necessary for your children to thrive as they grow to adulthood. I am the one who will guide your children through the ways of the world, an intellectual parent when you cannot be. I will shape your child into someone capable of navigating the world with an eye for modernity. However, what I do not speak about outside of private company is that I also teach the secret truths of the world. When the shades are drawn, you and I shall conspire by the fireside, discoursing upon the secret calculus that allows us to open new vistas hidden from view. I’ve learned that this darkness has a name, but what it intends, I do not know. Fear it, for to doubt it is to be disarmed. SCHOLAR & STUDENT
I’ve spent the bulk of my life as a student, and I cannot easily let go of my insatiable curiosity. Effect: You only need to spend half the RP to buy Skill Ranks. Randomly determine three Common Spells you learn as free Unique Abilities from the Common Spells Listings table. Finally, you can Risk Backlash and Unfetter your Spells (covered in Article 7: Combat Encounters and Article 9: Hexenmeister’s Almanack). QUIRK: OVERLY SKEPTICAL
When my assumptions are proven false, I am shaken to my very core. Effect: Whenever you fail at Skill Tests to withstand Peril, you suffer an additional 1D10+1 Peril.
PRECEPTOR ABILITIES { Trait & Quirk SKILL RANK
BONUS ADVANCE
{ Alchemy
{ [CB]
{ Folklore
{ [IB]
{ Education { Incantation { Resolve { Rumor
{ Scrutinize
{ Simple Melee
{ Simple Ranged { Survival
David Chronister (order #31360124)
{ [IB]
{ [PB] { [PB]
{ [WB] { [WB]
TALENT
{ Brains Over
Brawn { Occult { Sagacity
PROFESSIONS PAMPHLET
№
112
P r i n ti n g
PRINTER
one thing that binds us, and in these troubled times, it is one of the most important occupations. I am how people stay informed in the cities. Pamphlets, broadsheets, newsletters, books both sacred and secular—with my press and movable type, I can create it all. My work has inspired people to unite, to rebel, to learn and to find salvation. Few others can make such a claim, but my ink-stained hands and my sore shoulder muscles are proof. No matter who writes the copy, I will make it available to everyone willing to read it. Now more than ever, these skills I command are needed. The escalating tensions between Rebels and Loyalists have made Printers indispensable. I publish the words of the people on both sides and pass it along to the common folk. More concerning, however, are some of the jobs I have taken recently—dark texts and pamphlets warning of something coming besides the inevitable war. It concerns me greatly, but who am I to deny them their right to speech? i s th e
PASSIVE KNOWLEDGE
You would be surprised what you pick up as a printer—I have a particular knack for learning uncommon tongues. Effect: You always gain access to use a printing press in any settlement you’re in. In addition, you can attempt to fluently communicate in any language you don’t know with a successful Education Test.
PRINTER ABILITIES
QUIRK: ANGRY READERSHIP
{ Trait & Quirk
Though I print for everyone for a price, I do have certain biases that my reading public don’t always agree with.
SKILL RANK
BONUS ADVANCE
{ Awareness
{ [BB]
{ Bookbinding
{ Education
{ [FB]
{ Smooth
Effect: When foes or strangers recognize you as a Printer, you cannot succeed at Charm or Leadership Tests.
{ Charm
{ Leadership { Resolve { Rumor
{ Scrutinize
{ Simple Melee
{ Simple Ranged { Toughness
David Chronister (order #31360124)
{ [FB] { [IB]
{ [PB] { [PB]
{ [WB]
TALENT
{ Poker Face
Talker
№
113
P R I VA T E E R
PROFESSIONS PAMPHLET
L otm a n’ i s suc h a disgusting word—I’m not some ‘ pirate who lacks decency. After all, the letters of marque
I bear ranks me a cut above those swashbucklers. My thievery is legal as long as I poach the right ships under the right flag. I’m not bound by your frivolous laws or morals. On my ship, everyone is a king, and we all work for the good of one another. The work is dangerous and challenging, but the thrill of capturing a treasure ship and taking our share is one that’s hard to match. Many ships fat with ill-gotten gains must be raided, so my sponsor’s enemies are harmed. Now with the war in the air, my skills are going to be required even more than before. The seas will run red with blood and splintered ships, and the loot shall be immense. Still, when the seas are silent as we search for our prey, dark things cross my mind—the horrors I’ve seen and the rumors I’ve heard in ports of a deep evil approaching. Perhaps even worse things will darken the sea than the corpses of a few sailors, and I pray that a wave doesn’t swallow all I know. FIRE IN THE HOLE
I fear nothing—I’ve looked devils in the face and spat in their eyes, laughing all the while.
Effect: After you make an Attack Action, immediately make a Counterattack with any one-handed ranged weapon on the same Turn. QUIRK: NO HOME PORT
Though I may sail ships for a certain flag, I still have no port of call that I am truly at home with.
Effect: When foes or strangers recognize you as a Privateer, you cannot succeed at Bargain or Rumor Tests.
P R I VAT E E R A B I L I T I E S { Trait & Quirk SKILL RANK
BONUS ADVANCE
{ Athletics
{ [AB]
{ Polar Star
{ Martial Melee
{ [BB]
{ The Third
{ Bargain
{ [BB]
{ Martial Ranged { [CB] { Pilot
{ [CB]
{ Rumor
{ [WB]
{ Resolve { Simple Melee
{ Simple Ranged { Toughness
David Chronister (order #31360124)
{ [FB]
TALENT
{ Sailing
Degree
№
114
PROFESSIONS PAMPHLET
PUBLICAN
W e lc om e o n e a n d all to my ordinary! I can get you
anything you desire—a stiff draught of ale, a fine stew I just whipped up or maybe just a nice spot by the fire and a plug of our fine tobacco? Everyone can eat, drink and be merry in my establishment because I am the monarch and demand peace here. Travelers, merchants, lone wanderers—whoever needs rest and a full belly is more than welcome to sit awhile and tell their stories. You’re in luck because I am not your typical Admiral of the Blue. I’ve been around for a while, and I’ve developed a reputation for friendly service and a convivial atmosphere. I have seen many changes in this pub—from wars to strange occurrences on the road, I have weathered it all. Many think of the small city taverns as the real ones, but mine is a true fortress of protection and sanctuary. I know trouble is brewing in the townships—some calling for rebellion and others want to stay the course. All I know is that if the fighting comes out here, my customers will be safe and taken care of no matter what. KNOWS YOUR NAME
I pride myself in knowing a place where people are all the same—and I make sure that I know everybody’s name. Effect: You always gain free room and board in any settlement you’re in. In addition, you always succeed at Skill Tests to recall a name, place or piece of information you’ve been told before. QUIRK: DEBT IS OWED
Having friends in high places is wonderful, but it’s a drain on time, money and sometimes even my own needs. Effect: You must donate one out of 9 pence (p) you have to the local tavern.
PUBLICAN ABILITIES { Trait & Quirk SKILL RANK
BONUS ADVANCE
{ Bargain
{ [BB]
{ Distilling
{ Eavesdrop
{ [FB]
{ Mettle
{ Charm
{ Folklore { Gamble { Rumor
{ Scrutinize
{ Simple Ranged { Toughness { Tradecraft
David Chronister (order #31360124)
{ [FB] { [IB]
{ [PB] { [PB]
{ [WB]
TALENT
{ Hobnobbery
№
115
P U RV E Y O R
PROFESSIONS PAMPHLET
W h e n a l ab or e r comes back from an honest day’s
work, they just want to take their boots off, kick their feet up and have a nice pot of coffee. But where do they get the excellent pair of boots, a sturdy footrest, the coffee beans and a pot? All from me, of course: the humble Purveyor. Alongside the Greengrocer, I bring the comforts of modern life to all my customers, and all I require in exchange is a thank-you and a few coins deposited into my coffer. As a plyer, I come into contact with all types of people. Each one has different opinions, and all this discord is what’s driving the tensions currently spreading throughout the Colonies. There is no denying trouble is brewing and war shall soon darken our doorstep again. Trade for the small luxuries I stock all but dries up during those lean times, and I may have to resort to selling hunting rifles or hastily made bandages. It won’t be my first time as a wartime peddler, but it never gets easier seeing the desperation and fear on the faces of my customers, who used to greet me with a smile and a friendly chat. ALWAYS PREPARED
I would never come to a party without a gift, so why would you think I’d come unprepared for this trip?
Effect: Whenever you need a mundane item in hand valued less than 1 pound (£), you do not have to spend a Coin to edit the situation. You may take advantage of this Trait once a game session. The Historian may impose other limits. QUIRK: FRAIDY CAT
What do you mean there’s something evil prowling out there in the dark?
Effect: You treat failed Resolve Skill Tests to withstand Stress, Fear and Terror as Critical Failures instead.
P U RV E Y O R A B I L I T I E S { Trait & Quirk SKILL RANK
BONUS ADVANCE
{ Awareness
{ [BB]
{ At A Distance
{ Charm
{ [FB]
Sense { Perceptive
{ Bargain
{ Intimidate
{ [FB]
{ Martial Ranged { [PB] { Rumor
{ Scrutinize
{ Simple Ranged { Toughness { Tradecraft
David Chronister (order #31360124)
{ [CB]
{ [PB]
{ [WB]
TALENT
{ Common
PROFESSIONS PAMPHLET
№
T he
116 RAMBLER
new to this land calls the frontier the wilderness is because it is foreign to those from Europe. Some people may claim to know how to avoid its perils, but the fact of the matter is the world outside of farms and cities is dangerous to those who do not know how to traverse it. It is a place so beyond normal understanding that if ordinary folk walked the trails I blaze, they would flee in terror. I’m more than just a wanderer, however—I explore uncharted areas, cutting the trails and indicating the best spots for roads for those who will come after me. I spend enough time away from townships to not care about the growing tensions of war—no matter what happens, nothing ever changes anyway. I’ve seen much more worrisome things in my rambles in the wild, things of darkness and evil. There is a shadow, large and beyond anyone’s worst nightmare. It has teeth and claws sharper than any beast, and it gnaws at the bones of the unwary. I fear this beast of pure malice, not some petty squabble between two factions that will result in nothing but bloodshed. reason
a n yo n e
BACK OF MY HAND
Whether I’m wandering lonely trails or familiar territory, I know the way back home.
Effect: You cannot get lost in the wilderness, and characters who are with you cannot either. You also always succeed at Skill Tests to withstand Peril while traveling.
RAMBLER ABILITIES { Trait & Quirk
QUIRK: ANTISOCIAL
SKILL RANK
BONUS ADVANCE
The wild may not hold surprises for me any longer, but civilization—that is where the real monsters reside.
{ Athletics
{ [BB]
{ Animalistic
{ Martial Melee
{ [CB]
{ Under The
Effect: You cannot recover your Peril Condition Track in urban areas.
{ Awareness
{ Martial Ranged { [IB] { Navigation
{ [PB]
{ Simple Melee
{ [WB]
{ Resolve
{ Simple Ranged { Survival
{ Toughness
David Chronister (order #31360124)
{ [CB]
{ [PB]
TALENT
{ Mettle
Gun
№
S ince
117
REGULAR PROFESSIONS PAMPHLET
age, my life has been dedicated to war. Signing up or being pressed into the military has left an indelible mark upon me. I grew up on the battlefield, drilled into a precise cog that whirs in the military’s great machine. My musket and I are one, and together, we’ve slain many enemies. I never willingly think about the human cost of my profession, nor do I think about the stain upon my soul, which indeed grows greater every time I dispatch another foe. I know my hands are soaked in blood, and if I were honest with myself, the terror of it haunts me every night when it grows dark. I no longer see others as innocent, as I have learned through challenging experience that everyone is a potential enemy. For every person I meet, I think about how best to overpower them or kill them if need be. Now there is a new war coming, and I relish it. The tensions are growing between the Rebels and Loyalists, and I know within my bones that soon I shall be on the battlefield again. Very soon, my peace shall come. a n e a r ly
DEATH PROOF
I have fought on the battlefield so long that the horrors I see no longer have an effect on me.
Effect: Whenever you are Moderately Wounded, temporarily add +1 to Damage Threshold. Whenever you are Seriously Wounded, temporarily add +2 to Damage Threshold instead. And finally, whenever you are Grievously Wounded, temporarily add +3 to Damage Threshold instead. These benefits do not stack and only count whenever you are in combat. QUIRK: GUILTLESS
At night I see the faces of the many people I have killed over the years, but I feel completely numb when I stare at these phantoms.
Effect: Any time you take the life of a threat classified as a Humanoid (including player cultures), you gain 6 Conflict instead of the normal 3.
REGULAR ABILITIES { Trait & Quirk SKILL RANK
BONUS ADVANCE
{ Athletics
{ [AB]
{ Friendly Fire
{ Intimidate
{ [BB]
{ Under The
{ Interrogation { Martial Melee
{ [CB]
{ Martial Ranged { [CB] { Resolve
{ Simple Melee
{ Simple Ranged { Toughness { Warfare
David Chronister (order #31360124)
{ [BB]
{ [IB]
{ [WB]
TALENT
{ Militaristic
Gun
№
118
PROFESSIONS PAMPHLET
RESURRECTIONIST
P eopl e wo n’ t a dm i t it openly, but everyone needs
smuggled wares & weapons or illegal commodities they can’t get. I provide a similar service, but my business involves exhuming the dead instead of running blockades. I’ve been asked to steal odd things from graves, even dead bodies. What people want with them, I never ask. They can eat the damned bones for all I care; as long as they pay me, I will happily march into the damn graveyard with a shovel in hand. All go to the diet of the worms, and the fields of the dead are a frightening place during the daylight, but even worse at night with risk of capture. I’ve been doing this a long time, and I’ve seen odd things in these graveyards: creatures half-formed, illuminated by the crescent moon, strange robed figures entering mausoleums and clawing noises from deep inside the earth. At the bottom of my heart, I know that one day this job will be the death of me—I just hope my death comes at the end of a hangman’s noose and not one of those nightcrawlers who haunt my reality. VERY SNEAKY
To be a good resurrection-cove, I not only have to sneak into the graveyard, but also sneak out with a whole other person! Effect: In Perfect Light, add an Assist Die to Stealth Tests. In Fleeing Shadows, you may flip the results to succeed Stealth Tests. In Total Darkness, you automatically Critically Succeed Stealth Tests.
RESURRECTIONIST ABILITIES
QUIRK: GRAVE STENCH
{ Trait & Quirk
The smell of grave soil and decay does not readily come out in the wash.
SKILL RANK
BONUS ADVANCE
{ Awareness
{ [AB]
{ Folklore
{ [BB]
Effect: You treat failed Fellowship-based Skill Tests as Critical Failures instead.
{ Coordination { Resolve
{ Simple Melee
{ Simple Ranged { Skulduggery { Stealth
{ Survival
{ Toughness
David Chronister (order #31360124)
{ [AB] { [CB] { [PB] { [PB]
{ [WB]
TALENT
{ Common
Sense { Take A Gander { Whip Jacket
№
T he
119
ROA D AG E NT PROFESSIONS PAMPHLET
oftentimes long and treacherous. Though some are well-developed and link the major cities, most are hunting trails connecting smaller communities and homesteads. The world is vast, and it is impossible to ensure every traveler is safe—which is where I come in. Everyone needs to make a living during these tough times, but I just happen to make it off of the unfortunate souls who wander down the wrong bend. If you travel alone or with no guards, don’t be surprised if I step out of a copse of trees and relieve you of your hard-earned cash. Life on the road is tough—I’ve seen things, you know. Even though growing tensions have made my job a bit easier, the aggression and desperation I see on my marks’ faces disturb me. I’ve also stumbled across unpleasant things in the wilds by the roads—things I cannot fully explain. I’m no stranger to fending off wild animals or upstart brigands, but ghosts of the civil dead wander the countryside, too. Soon, it won’t just be me who is stalking the roadways—and trust me, spirits aren’t as generous as I am. roa d s a r e
HELLO, TRAVELER
Well met . . . now kindly hand me all your cash before you regret it. Effect: At your option, you may substitute the Charm Skill in place of Intimidate. In addition, you may substitute Charm in place of any Skill required to Defend against Actions In Combat.
ROA D AG E NT A B I L ITI E S { Trait & Quirk
QUIRK: COWARD’S HEART
SKILL RANK
BONUS ADVANCE
Getting the jump on someone is great, but I really need your help here!
{ Awareness
{ [AB]
{ Intimidate
{ [BB]
Effect: When foes outnumber you 3:1 or more in an Engagement, you cannot Defend.
{ Charm
{ Martial Ranged { [CB] { Ride
{ [FB]
{ Simple Melee
{ [PB]
{ Rumor
{ Simple Ranged { Stealth
{ Survival
David Chronister (order #31360124)
{ [AB]
{ [PB]
TALENT
{ Off The
Bridle { Pugilism { Rebel Yell
№
120
PROFESSIONS PAMPHLET
S E RVA N T
I c ho s e to b e c om e a Servant for one sole reason:
to raise my stock in life. The work isn’t easy, and the pay is meager, but I am afforded an opportunity very few have—for I am privy to the dealings of the rich and powerful. People look down their noses at what I do, while others flat out ignore me. To give them credit, Servants are not meant to be seen or heard. Like a ghost, I tend to my duties as quickly and silently as possible. But I have listened to the gossip, rumors and tragedies from my scullery. And I know they’re worth something to the right people. I know firsthand about the rising tensions in the Colonies, as I hear my employers talk about them every day. Though some of them are firmly set in their allegiances, others are not so sure. I follow that same logic, as I’ve heard too many things to believe there is one cut-and-dry path forward. I’ve heard other mutterings, though, such as rumors of vast conspiracies and monsters who stalk the wilderness. I’m sure some are just ghost stories children tell each other, but who can be sure in tumultuous times such as these? HIDE IN PLAIN SIGHT
My years of staying out of my betters’ way have taught me to blend into my surroundings without so much as a nod of acknowledgment.
Effect: When you fail an Eavesdrop or Stealth Test, you may re-roll to generate a better result, but must accept the outcome. In addition, you always succeed at Skill Tests to hide among crowds. QUIRK: LOW CLASS
No matter what I do or how hard I work, my betters will never see me as their equal.
Effect: You must flip the result to fail at Skill Tests to interact with threats classified as Humanoid (including player cultures) of a Risk Factor or Tier higher than your Tier. As an example, if you are of Basic Tier and they are of Intermediate Risk Factor or Tier, you flip the results to fail to interact with them.
S E RVA N T A B I L I T I E S { Trait & Quirk SKILL RANK
BONUS ADVANCE
{ Drive
{ [AB]
{ Folklore
{ [BB]
{ Eavesdrop { Rumor
{ Scrutinize
{ Simple Melee
{ Simple Ranged { Skulduggery { Stealth
{ Toughness
David Chronister (order #31360124)
{ [BB]
{ [CB] { [FB]
{ [PB] { [PB]
TALENT
{ Break My
Fast { Hobnobbery { Pugilism
№
121
S I N E ATE R *
H um a nk i n d
PROFESSIONS PAMPHLET
into sin—there is no such thing as innocence. Many claim children are born without sin, but all humanity is cursed with a dark soul ever since our fall from grace. We are all bound for the eternal fires of hell unless we pray and make reparations, and I can aid in the process. I sacrifice my soul, eating the faults of all sinners to free them from eternal torment. When I absorb their misdeeds, they are with me forever—I can recall them with clarity, and I must account for them at the hour of my judgment. I know I have damned myself, but it is for love of this world that I do it, so I gladly accept. Evil has existed since the world was young, but as of late, it has grown with a fetid stink that may soon blossom out of control. This is undiluted sin, an evil waiting for a dark heart to do its bidding. Every sin we commit opens the well wider until we drown in the dark river of this evil. This malevolence can think and feel and hate, and it wants nothing more than to flood the world with its pitch-dark vileness. This makes my mission even more important. i s b or n
GIVE YOUR SIN UNTO ME
I did not ask for this gift, but it is now my duty to rescue my people from damnation.
Effect: You can spend a Coin to immediately remove a curse or dispel harmful Spell or Spell-like effects that ail another. In addition, you can sacrifice Determination to immediately reduce another character’s Flaw Ranks equal to your [WB]. You must be able to touch the person in order for them to be absolved. Randomly determine three Common Spells you learn as free Unique Abilities from the Common Spells Listings table. Finally, you can Risk Backlash and Unfetter your Spells (covered in Article 7: Combat Encounters and Article 9: Hexenmeister’s Almanack). QUIRK: A HEAVY BURDEN
Every sin I have ever absorbed weighs on my mind and soul— they are not others’ misdeeds anymore, but my own. Effect: Any time you spend Coins or sacrifice Determination for the benefits above, you take on the effects yourself. David Chronister (order #31360124)
SI N E ATE R A B I L ITI E S { Trait & Quirk SKILL RANK
BONUS ADVANCE
{ Awareness
{ [BB]
{ Folklore
{ [IB]
{ Education { Heal
{ Incantation { Intimidate { Resolve
{ Simple Melee
{ Simple Ranged { Toughness
{ [CB] { [IB]
{ [PB]
{ [WB] { [WB]
TALENT
{ Brains Over
Brawn { Burn Bright { Planar Alignment
PROFESSIONS PAMPHLET
№
122
W i th
SMITH
hammer, I take metal and forge it into objects not only useful but also beautiful in their craftsmanship. People take horseshoes, plows and castiron pans for granted, but when their horse throws a shoe, I become the most critical merchant in town. When I have no orders, I let my creative mind wander at the forge—forging beautiful cavalry sabres or ornate iron sculptures. Through my hands and knowledge, I bring meaning and function to a chaotic world. War is coming, though. I have seen the signs and heard the arguments, and I know humankind has a propensity to be unyielding when faced with difference. Humankind is like iron: once it is forged, it is nearly impossible to reshape. However, some nights when I dwell late by the forge, I feel a prickling on the back of my neck—like someone is watching me, waiting. I’ve heard stirrings of things at the edge of the cities. If worse comes to worse though, I am certain I can forge a blade to vanquish whatever is coming. fire and
TECHNICAL MASTERY
Through extensive study and years of training, I understand how to make the most of my materials. Effect: Any time you use a Skill Test to create wares & weapons, add one Quality for free. QUIRK: FORGE-SCARRED
You don’t become as good a Smith as I without walking away with burns, bruises and hands as tough as leather. Effect: Reduce your Fellowship by -9%.
SMITH ABILITIES { Trait & Quirk SKILL RANK
BONUS ADVANCE
{ Athletics
{ [AB]
{ Ambidexterity
{ Coordination
{ [BB]
{ Natural
{ Awareness { Intimidate
{ Martial Melee { Rumor
{ Simple Melee
{ Simple Ranged { Toughness { Tradecraft
David Chronister (order #31360124)
{ [BB]
{ [CB] { [CB] { [PB]
{ [WB]
TALENT
{ Blacksmithing
Wrestler
№
My
123
SPI R ITUA L I ST * PROFESSIONS PAMPHLET
not of this world, as I possess the gift of sight beyond sight. Spirits exist everywhere, and I see them regularly. There are the spirits of animals and plants, spirits of the wind and an infinite number of others. I pay reverence to these invisible forces because I can commune with them—and they, in turn, interact with me. Most spirits are benevolent, natural parts of our world, but there are also dark spirits—specters of the dead, or even creatures that some call demons or devils. It may not be comforting to think so, but these dark spirits are just as natural to our world as the others. It is hard to ignore the troubles plaguing our world right now. I do not need the printed word to keep informed, as the trees and rocks whisper to me of the coming conflict. Maybe both sides have valid points, but there are bigger issues brewing. The dark spirits I see are growing in number, and some have even managed to cross the veil into our reality. The spirits tell of a dark shadow they refuse to name, and this fact alone chills me to my marrow. sk i l l s a r e
SPEAK WITH SPIRITS
I have learned to speak with the spirits of the other world—all it takes is a little patience and bravery.
Effect: You can use any Fellowship-based Skill to communicate with Supernatural threats using a spirit board. Randomly determine three Common Spells you learn as free Unique Abilities from the Common Spells Listings table. Finally, you can Risk Backlash and Unfetter your Spells (covered in Article 7: Combat Encounters and Article 9: Hexenmeister’s Almanack).
SKILL RANK
BONUS ADVANCE
QUIRK: I SEE DEAD PEOPLE
{ Awareness
{ [BB]
{ Occult
Spirits are intensely powerful entities, and I would be lying if I said they did not scare me.
{ Charm
{ [FB]
Medication { Tenacity
Effect: Whenever you Critically Fail to communicate with Supernatural threats, you suffer from Terror.
SPI R ITUA L I ST ABI L ITI E S { Trait & Quirk
{ Bargain
{ Folklore
{ Incantation { Resolve
{ Scrutinize
{ Simple Melee
{ Simple Ranged { Toughness
David Chronister (order #31360124)
{ [FB]
{ [PB] { [PB]
{ [WB] { [WB]
TALENT
{ Self-
PROFESSIONS PAMPHLET
№
I
124 S TATI O N E R
of fine books, broad-sheets, literature and other works of the printed arts. I sow and harvest the seeds of knowledge and aid in ridding the world of ignorance. I sell other trifles beyond books— parchment, paper, quills and ink—but my primary income comes from the written word. I provide texts from Europe, the east and even local authors of note. My clientele is devoted, continually hungering for the newest journals, magazines and newspapers hot off the presses, here and in England. My calling is to help spread the beauty of the written word to all, rich and poor. Not all the books I procure are common—I also have questionable texts that cover topics both esoteric and profane: occult codices, lost religious treatises, even mystical tomes that date back to the most ancient times. In my spare time, I have read many of these hermetic books, and they mention many disturbing things involving foul creatures and the coming darkness. The more I read, the more I notice patterns—not just within the text, but with events and rumors I hear from my patrons. Could these grimoires be more than philosophical meditations? am
a
pu rv eyor
I READ ABOUT IT ONCE
My studies have taught me two things: how to intuit sorcery when I see it and all the ways to avoid it. Effect: At your option, you may substitute the Education Skill in place of Incantation. In addition, you may substitute Education in place of any Skill required to Resist against Spells. QUIRK: BEFUDDLED
Well, I did read about it in a book once . . . I guess I was wrong!
Effect: When you fail to Resist Spells and Spell-like effects, treat it as a Critical Failure instead.
S TATI O N E R A B I L I TI E S { Trait & Quirk SKILL RANK
BONUS ADVANCE
{ Awareness
{ [FB]
{ Counterfeit
{ [IB]
{ Bargain
{ Education { Folklore
{ Incantation { Resolve { Rumor
{ Scrutinize
{ Simple Ranged
David Chronister (order #31360124)
{ [IB]
{ [PB] { [PB]
{ [WB] { [WB]
TALENT
{ Bookbinding { Common
Sense { Turn The Page
№
125
S U RV E Y O R
PROFESSIONS PAMPHLET
S u rv ey i n g m ay not be an occupation most people
require every day, but land speculators and other people of means find my skills invaluable. I stake out the boundaries of their newly purchased parcels, traveling unexplored regions and charting them—geographical features and all. My alliances with the Indigenous Nations surrounding us are paramount to everyone’s survival. Without their aid, I would not know who lived in what lands and in what season. Though both Loyalists and Rebels have employed my services, I can tell the tensions between them are reaching a breaking point. I have my opinions on which side is correct, but what concerns me, even more, is the strange things I’ve seen on recent surveying assignments—odd geographic features and cyclopean structures beyond description that sicken the land. A shade is slowly descending over the earth, covering everything in a darkness so thick it is almost tangible. I’ve only caught glimpses of it, but I know that the shadow is growing larger and more powerful beyond the horizon. LAND READER
My primary skill as a Surveyor is my ability to read and take note of the landscape around me. Effect: You always Critically Succeed Skill Tests to find the three basic needs: food, water and shelter. QUIRK: ALONE RANGER
My job is a lonely one, and my years of facing danger and distress alone have pushed me away from others. Effect: You treat failed Charm and Rumor Skill Tests to interact with others as Critical Failures instead.
S U RV E Y O R A B I L I T I E S { Trait & Quirk SKILL RANK
BONUS ADVANCE
{ Awareness
{ [AB]
{ Arithmetic
{ Martial Melee
{ [CB]
{ Science
{ Education
{ [CB]
{ Martial Ranged { [IB] { Navigation
{ [IB]
{ Simple Melee
{ [PB]
{ Ride
{ Simple Ranged { Survival
{ Toughness
David Chronister (order #31360124)
{ [PB]
TALENT
{ Polar Star
PROFESSIONS PAMPHLET
№
126
W hen
S U RV I VA L I S T
I a m in the woods, I have no time for jovial laughter, polite conversation or deep debate. I am here, rifle or bow in hand and a clear eye on the game I’ve been tracking for hours. I don’t kill for fun or enjoyment; I kill because I have to eat and survive. I stalk my prey, bring it down as quickly and painlessly as possible and take every part of the animal I can use. The beast’s deathly sighs bring me no pleasure or any grim satisfaction—the only thing about this job that brings me joy is the fact that many will eat and live another day. I’ve seen the results of the looming rebellion, and I shake my head at the folly of humankind and what it will bring soon enough. But I’ve seen worse things on my prowls in the woods—tracks made by no animal I have ever seen, or carcasses eviscerated in ways that not even a bear or catamount could attempt. I’ve heard tales of terrible creatures that stalk the thickets and fens of the New World, and I dismissed them as mere children’s fables. However, if the stories bear fruit, I will have a new game to hunt. RURAL STALKER
I may not know much, but if there’s one thing I do, it’s how to move through the woods without being seen or heard. Effect: You automatically succeed at all Skill Tests to sneak in rural areas, unless you give yourself away by running through them or making loud noises. In addition, whenever you hide in rural environments during a Combat Encounter, it only costs 1 AP.
S U RV I VA L I S T A B I L I T I E S { Trait & Quirk
QUIRK: OUT IN THE OPEN
SKILL RANK
BONUS ADVANCE
I prefer the quiet of the woods and frontier settlements, as opposed to the hard cobbled streets.
{ Athletics
{ [AB]
Effect: Whenever you fail to use Charm or Bargain, you cannot use Coins to change the results.
{ Martial Melee
{ Martial Ranged { [CB] { Navigation
{ [CB]
{ Simple Melee
{ [PB]
{ Resolve
{ Simple Ranged { Stealth
{ Survival
{ Toughness
David Chronister (order #31360124)
{ [BB]
{ [IB]
{ [WB]
TALENT
{ Danger Sense { Mimicry
{ Polar Star
№
127
TA I L O R
PROFESSIONS PAMPHLET
M e , a spy? No, no . . . clothes may not be the most
essential thing in people’s minds, but without my skills, everyone would be wearing rags, rope and sackcloth like the old days. I usually work for exclusive clients, but that exclusivity is fine with me. Instead, I create for more discerning, affluent clients than those who think lace and buckles are unnecessary fripperies. After all, their cash is as important as the secrets they know. I know war is coming, as it is the one topic all my clients speak about. The wealthy are upset about taxation, which I admit does cut into my profits. Those who call for independence are willing to risk everything for it, but losing their patronage would also cut into my profits. As things stand now, I take no sides because shouting about my ideals would spell my financial ruin. For now, I sit back, sewing and smiling, but I am sure a day will come when I am forced to declare my allegiances. Until then, I can blend into the background, sell my secrets and pursue my art unaccosted. RESPECT THE DRIP
I cut, sew and measure—all the while keeping an eye on who’s coming and going.
Effect: When you fail a Charm or Eavesdrop Test, you may re-roll to generate a better result, but must accept the outcome. In addition, you always succeed at Skill Tests to accurately estimate Distances. QUIRK: DISCERNING TASTES
I covet the finer things in life—what does a person’s worth matter if their riches are not on display?
Effect: You must pay the full price for anything you buy.
TA I L O R A B I L I TI E S { Trait & Quirk SKILL RANK
BONUS ADVANCE
{ Awareness
{ [AB]
{ Costuming
{ Coordination
{ [FB]
Fingers { Tailoring
{ Charm
{ Counterfeit { Disguise
{ Eavesdrop { Rumor
{ Simple Melee
{ Simple Ranged { Tradecraft
David Chronister (order #31360124)
{ [FB] { [IB]
{ [PB] { [PB]
{ [WB]
TALENT
{ Nimble
№
128
PROFESSIONS PAMPHLET
TA X C O L L E C T O R
It ’s no s e c r et. I am one of the most hated people
in the cities. Ever since the Stamp Act passed, I have been spat on and had stones thrown at me by Rebels and Loyalists alike. I serve an essential purpose, though: taxes help pay for roadways, ports, imported commodities and the army. It’s not my fault my superiors passed these laws; I’m just doing my job when I come to collect. However, I grow weary with the daily insults and the fact that I must always watch my back to prevent being assaulted or worse. The more tax is squeezed from the people, the angrier they get—it’s inevitable at this point that a conflict will break out. Many are misplacing their anger, though, attacking quill-pushers like myself who have no real power in these deliberations. This anger will soon turn to bloodshed, and I wouldn’t be surprised if my fellow collectors are the first to be tarred and feathered. EYES IN THE BACK OF MY HEAD
I have to be careful when I’m doing my job, as I’ve collected more than a few scars from thrown rocks and broken bottles.
Effect: Whenever you fail a Bargain or Scrutinize Test, you may re-roll to generate a better result, but must accept the outcome. In addition, you always succeed at Skill Tests to demand debt owed to you or another character. QUIRK: POLITICAL RESPONSIBILITIES
You’re not the only person who owes a tax; I pay a ludicrous amount to maintain my title!
Effect: You must donate one out of 9 pence (p) you have to the local government.
TA X C O L L E C T O R A B I L I TI E S { Trait & Quirk SKILL RANK
BONUS ADVANCE
{ Awareness
{ [BB]
{ Perceptive
{ Counterfeit
{ [FB]
{ Steadfast
{ Bargain
{ Eavesdrop { Guile
{ Intimidate { Rumor
{ Scrutinize
{ Simple Melee { Toughness
David Chronister (order #31360124)
{ [FB] { [IB] { [IB]
{ [PB] { [PB]
TALENT
{ Rebel Yell
№
T here
129
TEACHER PROFESSIONS PAMPHLET
more critical career than teaching. Whether I’m tutoring younger children or students enrolled in one of the colleges, I take my role very seriously. Teaching is a way to share knowledge and experiences, helping society and culture grow. It is the only way to banish the darkness of ignorance. Few can read, write or do simple arithmetic, and I have to teach these skills to as many as possible. I have noticed something amiss as of late. It is not just the growing tensions between the Loyalists and Rebels. There is something in the air I just cannot put my finger on. I return to my teachings and textbooks to find an answer among them, but even then, the facts elude me. I believe truth and knowledge will shed light on every problem, but I cannot help but feel this may be different. I fear what the winds of change will bring. is
no
WELL-READ
I may not be a professor, but I’m well-read and knowledgeable enough to learn just about anything.
Effect: You only need to spend 25 RP to buy Unique Abilities (instead of the normal 100). QUIRK: FISH OUT OF WATER
You’ll find me in the recesses of my library before you’ll find me at a fête.
Effect: Whenever you enter public spaces, you must succeed at a Resolve Test or else suffer Stress.
TEACHER ABILITIES { Trait & Quirk SKILL RANK
BONUS ADVANCE
{ Charm
{ [FB]
{ Sagacity
{ Eavesdrop
{ [IB]
{ Turn The
{ Counterfeit { Education { Folklore
{ Interrogation { Leadership { Rumor
{ Scrutinize
{ Simple Ranged
David Chronister (order #31360124)
{ [FB] { [IB]
{ [PB] { [PB]
{ [WB]
TALENT
{ Trivium
Page
№
130
PROFESSIONS PAMPHLET
TOUT
If yo u ev e r need a guide, a clever word or a quick
joke, I’m the one you should hire. I’m a storyteller, bringing out the best tales and yarns from across the land directly to the masses. I know the history of every store on the market street, the family drama of the landowner and the finest places to wine and dine guests. I’ve lived in this city nearly my entire life. Whether my family hails from England or an Indigenous community, I know its ins and outs even better than its founders. If you are seeking a merry tale and a good time, you can always find me in the local wine sink, itching for entertainment. I’m not indifferent to the smoke billowing on the horizon. Too many people on both sides want to fight, and every day brings a new scuffle or a riot. I do not understand why they don’t all sit down with a tall drink and talk out their differences, but maybe that isn’t for me to know. All I can do now is keep living as I have been, but I worry that soon my freewheeling ways will be a thing of the past when the first cannonball wrecks my favorite bakery. A SIMPLE LIFE
From every church, coffee shop and house of ill repute, nothing happens without my knowledge.
Effect: Whenever you succeed in a Fellowship-based Skill Test in urban areas, you can ask for the Historian to give you an important rumor from your investigations you may not have already thought of or overlooked. This benefit cannot be gained more than once a game session.
TOUT ABILITIES { Trait & Quirk
QUIRK: HELP ME, STRANGER
SKILL RANK
BONUS ADVANCE
I love my city like it’s my child, but honestly, I’m a bit out of sorts when outside the confines of civilization.
{ Charm
{ [AB]
{ Folklore
{ [FB]
Effect: Whenever you fail in a Skill Test in rural areas, you gain 1 Conflict.
{ Eavesdrop { Gamble { Guile
{ Rumor
{ Scrutinize
{ Simple Melee { Skulduggery { Stealth
David Chronister (order #31360124)
{ [AB] { [FB] { [IB]
{ [PB] { [PB]
TALENT
{ Fleece The
Sheep { Freerunning { Hobnobbery
№
131
TOWN CR I E R
PROFESSIONS PAMPHLET
H e a r y e , h e a r y e! I read the same screed day in
and day out by the honorable governors’ orders, informing my fellow citizens of all the latest news. Ahem,“ . . . a proclamation in the Loyalists’ name, commanding all persons in the city to be of peaceable and civil behavior when the Royal Tax Collectors travel the streets and rows while performing their charged duties. Anyone objecting to this decree will be sentenced to fourteen days in the stockades and a 10 shilling fine.” Thus ends my official mandate. Meh. I walk the streets daily, ringing my bell while reading advertisements, news and official proclamations, even as people pelt me with stones and rotten eggs if the information is bad—they still need to hear it! The reports have become worse as of late, as I’ve announced more dire events and stringent laws. I do not know what I’ll do if tensions boil over, but maybe then my job will become even more vital as I inform people of the war effort. We will have to wait and see, for the conflict is only a matter of time now. DON’T SHOOT THE MESSENGER
I am sometimes the bearer of bad news, and when people get upset, I’ve learned to tuck tail and run.
Effect: You may flip the results to succeed at Skill Tests to Defend against ranged weapons and other Distancebased attacks. QUIRK: PERSONAL HANG-UP
Sometimes people feel I am the personified will of a certain faction, which can get me in trouble with the more passionate parts of the public. Effect: You cannot use Fellowship-based Skill Tests to interact with those of an opposing Allegiance unless you spend one Coin first.
TOWN CR I E R ABI L ITI E S { Trait & Quirk SKILL RANK
BONUS ADVANCE
{ Athletics
{ [AB]
{ Close Shave
{ Drive
{ [BB]
{ Whip Jacket
{ Coordination { Folklore { Guile
{ [BB]
{ [CB] { [FB]
{ Martial Ranged { [FB] { Resolve { Rumor
{ Simple Melee
{ Simple Ranged
David Chronister (order #31360124)
{ [WB]
TALENT
{ Danger Sense
PROFESSIONS PAMPHLET
№
132
Ev e ryo n e
TRACKER
frontier needs to know how to stalk, track and hunt, but my skills are honed to a level that makes me stand out amongst my fellows. I know how to read the world around me either through reading or from the histories passed down to us. I study tracks, examine spoor or refuse and have even wandered into places no settler has. I track not only animals but also people—who are probably the cruelest of all creatures. There is no one I haven’t been able to track down, thanks to my many years of experience. As the hunting paths and roads become more dangerous due to the rising conflict, my work is in higher demand. People trust only me to tread the paths that terrify others, to search out where potential enemies or targets may hide. This is the easiest part of my job, and I sense my most difficult quarries are coming soon. I’ve seen signs of dark entities on my journeys—things that have in the past only been whispered to children to scare them. If this so-called shadow grows any more, I pray that I have the strength to face it head-on. o n th e
IN TUNE WITH NATURE
My time in the wild has put me in touch with the rhythm of the natural world—almost to a supernatural degree.
Effect: You cannot be Surprised by enemies in rural areas. QUIRK: URBAN IGNORANCE
I might put on a brave face, but the time I have spent in the wilderness has left me unable to cope with the hustle and bustle of city life. Effect: You cannot Surprise enemies in urban areas.
TRACKER ABILITIES { Trait & Quirk SKILL RANK
BONUS ADVANCE
{ Awareness
{ [AB]
{ Folklore
{ [BB]
{ Handle Animal { [CB] { Martial Ranged { [FB] { Navigation
{ [IB]
{ Simple Ranged
{ [PB]
{ Simple Melee { Stealth
{ Survival
{ Toughness
David Chronister (order #31360124)
{ [PB]
TALENT
{ Astronomy { Ironclad { Nimble
Fingers
№
As
133
T R A N S L AT O R PROFESSIONS PAMPHLET
more people migrate and immigrate, my job as a Translator becomes all the more critical. I am a master of languages, from Portuguese to French to Spanish to Indigenous dialects. I serve as a mediator for business and political endeavors. I’ve also had experience translating tongues long forgotten, tomes that contain mysteries pertaining to cultural advancement and religious study. Most people only know one or two languages, whereas my studies have made me a true polyglot. My skills are always in demand, and I am happy to provide them—for a price, of course. Lately, these skills have been put to even greater use by the various councils and politicians. Interestingly, I have been contracted by people who have more bizarre or erudite tastes. As more and more ancient texts and tomes pass into my hands, I become increasingly concerned. At first, I approached these books as tests of my skills, but each of their pages warns of people called the Mandoag. Could this pattern be a fluke, or is there merit to the words? mor e
and
POLYGLOT
Let’s use the universal greeting, “Bah Weep Granah Weep Nini Bong.” Effect: You can read and write every language, despite your [FB]. QUIRK: SKILL DETRIMENT
I have spent so much time studying other cultures that I have let all my other skills be pushed to the wayside. Effect: You must spend an additional 50 RP for Skill Ranks outside those the Translator provides to you.
T R A N S L AT O R A B I L ITI E S { Trait & Quirk SKILL RANK
BONUS ADVANCE
{ Awareness
{ [BB]
{ Charm
{ [FB]
{ Bargain
{ Education { Folklore { Resolve { Rumor
{ Scrutinize
{ Simple Ranged { Toughness
David Chronister (order #31360124)
{ [FB] { [IB]
{ [PB] { [PB]
{ [WB]
TALENT
{ Dressed To
The Nines { Jaded { Talk Less, Smile More
PROFESSIONS PAMPHLET
№
134
Do
T UR N C OAT
what it’s like to dedicate your life to something only to find out that you were used, exploited for your loyalty and set up to take the fall for a dire mistake? Well, I do, and I have sworn to myself I will never be that scapegoat again. Ever since that incident, I have decided to look out for myself and never trust anyone again. I’m not a traitor or a coward but a realist who understands that those in power do not care about the common folk. Don’t look at me like that; I was not born on Newgate Steps—I have honor! I laugh at the absurdity of drawing lines in the conflict to come. On one side, the Rebels are crying louder each day for independence and the right to govern their own nation. On the other side, the Loyalists are trying to exert their dominance over the New World, as anything else would spell the beginning of the end of their British Empire. Some people feel that this situation can be solved with mediation and diplomacy, but they are wrong—the only way to resolve such a dispute is through a fight. When the fight does come to these shores, people must pick a side, and I already know whose side I will be on—my own. yo u k now
FLUID ALLEGIANCE
Whatever side offers me the best deal is the one I take, but they’d better watch their back if they change their minds about my usefulness.
Effect: You do not have to make Skill Tests to masquerade as someone of a different Allegiance, fitting in without fail. QUIRK: MARKED FOR DEATH
My shifting attitudes and alliances have made me a lot of enemies, some of whom hunt me to this day.
Effect: You begin gameplay with a nemesis, a ‘named’ enemy you will create with the Historian. Whenever you are face-to-face with this enemy, you cannot take advantage of the Coin pool. Once this enemy is defeated, the Historian will secretly create another nemesis and will tell you who they are only at the most inopportune moment.
David Chronister (order #31360124)
TUR N C OAT A B I L ITI E S { Trait & Quirk SKILL RANK
BONUS ADVANCE
{ Athletics
{ [BB]
{ Poker Face
{ Disguise
{ [CB]
{ The Third
{ Bargain
{ Interrogation { Intimidate
{ Martial Melee
{ [BB]
{ [CB] { [FB] { [FB]
{ Martial Ranged { [WB] { Simple Melee
{ Simple Ranged { Toughness
TALENT
{ Role Reversal
Degree
№
135
VA G R A N T
PROFESSIONS PAMPHLET
T h e way I see it, people are divided into two types:
the haves and the have-nots. I know that having nothing liberates me and allows me to look for freedom while those other folks sit miserably in their ivory towers. I’m not a layabout or a tatterdemalion; if anything, I’m more dynamic than most. I’m not tied down by anyone or anything, leaving me free to do what I want and go where I please. The world is a cruel place, and life is hard, but with the wind at my back and satchel on my hip, I can’t help but feel I took the best path. My ramblings have led me to many places, whether I’m working for a meal or holding down a labor job for a few months. I’ve seen and heard a lot, and some of it scares me. Sometimes when I’m at my campsite warming my supper, I hear things in the dark that don’t sound like any animal I’ve ever heard. I’ve heard rumors all throughout the country of dark things, and it’s always the same story: out there, just beyond our vision, something is shifting and stirring. What it is exactly, I’m not sure, but I’ll bet my last pence it’s nothing good. VAGRANT STORY
I’ve seen far-flung places, shaken hands with strange people and always know my way along the path.
Effect: When you fail a Folklore or Navigation Test, you may re-roll to generate a better result, but must accept the outcome. QUIRK: UNHEALTHY
Being constantly on the move hasn’t done my health any favors, and most times, I feel worn down and tired. Effect: Reduce your Brawn by -9%.
VA G R A N T A B I L I T I E S { Trait & Quirk SKILL RANK
BONUS ADVANCE
{ Awareness
{ [AB]
{ Folklore
{ [FB]
{ Eavesdrop
{ [AB]
{ Handle Animal { [IB] { Navigation
{ [PB]
{ Simple Melee
{ [WB]
{ Rumor
{ Skulduggery { Stealth
{ Survival
David Chronister (order #31360124)
{ [PB]
TALENT
{ Cast-Iron
Stomach { Freerunning { Whip Jacket
№
136
PROFESSIONS PAMPHLET
W E AV E R
I h av e h e a r d th e learned say that one of the first
skills people developed was weaving, and I hold that fact close to my heart. We can trace weaving’s roots back thousands of years, carrying on my forebears’ traditions and patterns. Baskets, blankets, cedar mats, nets and other wares require a skilled eye, a patient mind and an artistic soul. People can thank me for giving them storage or keeping them warm at night, and my creations get passed down throughout the generations. That also means that I will live on through my work, persisting throughout time after my mortal days come to an end. My weaving is not just art of fibers and knots— through my craft, I have obtained supernatural insight into the world. Whether it be a cord of hemp or a strand of fate, every thread is connected with another to form a complete tapestry. A single thread may seem insignificant on its own, but the whole picture’s majesty is glorious when they are assembled. As I can predict the future through my weaving, the picture is frighteningly becoming darker and harder to see. THREADS OF FATE
It is through the weaving that I am able to catch a glimpse of what is to come.
Effect: Whenever a game session begins, roll 3D6 Chaos Dice. For every die that lands on face ‘6,’ place an additional Coin into your respective pool. Whenever they are spent, they are immediately discarded for the rest of the game session.
W E AV E R A B I L I T I E S { Trait & Quirk
QUIRK: A TANGLED WEB
SKILL RANK
BONUS ADVANCE
Humans live complicated and tangled lives, and sometimes the knots become too much to unravel.
{ Awareness
{ [AB]
{ Ebb & Flow
{ Coordination
{ [IB]
{ Weaving
Effect: Whenever there are no Coins remaining in your respective pool, you cannot use Determination.
{ Bargain
{ Folklore { Guile
{ Resolve { Rumor
{ Scrutinize
{ Simple Ranged { Tradecraft
David Chronister (order #31360124)
{ [FB]
{ [PB] { [PB]
{ [WB] { [WB]
TALENT
{ Tenacity
№
T ho s e
137
WHALER PROFESSIONS PAMPHLET
who dare to call themselves ‘Jack Tar’ make me laugh. Like the Wampanoag Nation’s storied ancestors, I hunt and chase my prey: the deadly and enormous leviathan of the sea. When I am in my longboat, harpoon in hand, I stare in death’s face and grin. I have stared into the abyssal eyes of the whale and have struck them down. I live for the thrill, for the feats of strength and courage that each hunt requires. I am as dedicated to my code of honor as any knight on horseback ever was. I’ve noticed the ocean’s tides are changing in the lull between looking for new pods to hunt. Every day I pass Loyalist ships loaded with beasts for the west coast, spelling doom for all who live there. But even in the dark waters where giant squids dwell, I have seen odd things. I have come across entire pods of dead whales in the middle of the sea, floating belly-up in a sargasso of blood and ambergris. Even our crew can only take a whale or two at a time—whatever is killing them is a monster far more powerful than any whale I’ve ever hooked. c owa r dly
sa i lors
BLOOD & THUNDER
I’ve seen the great baleen off the coasts, slaughtered man-eating walruses and fought against the leviathan of the Atlantic.
Effect: Threats who are Large Sized or Huge Sized only reference 1D6 Fury Die due to their Size to deal Damage to you (as opposed to their normal number of Fury Dice).
WHALER ABILITIES
QUIRK: WHITE WHALE, HOLY GRAIL
{ Trait & Quirk
Below the bounty of the waters, strange things stir within the depths.
SKILL RANK
BONUS ADVANCE
{ Athletics
{ [AB]
{ Martial Melee
{ [BB]
Effect: When you’re immersed and you cannot see the water’s bottom, you must succeed at a Resolve Test or suffer from Stress.
{ Folklore
{ Martial Ranged { [CB] { Navigation
{ [CB]
{ Resolve
{ [WB]
{ Pilot
{ Simple Melee
{ Simple Ranged { Toughness
David Chronister (order #31360124)
{ [BB]
{ [IB]
TALENT
{ Chase The
Pain { Gut Instinct { Take a Gander
PROFESSIONS PAMPHLET
№
138
E v e ry
WRIGHT
see, every ship you board, each canoe traversing the river, every barrel you store pickles in—you have us to thank for that. My work is indispensable, as I provide roofs over peoples’ heads and places to keep their food. Using simple tools and wood from humble trees, I can build nearly anything. Not only that, my handiwork and care make these mundane objects into beautiful pieces of art people are proud to use. I have plenty of splinters and calluses to show for all my hard work, but I can rest easy at night knowing I finished a job well done. My orders for all sorts of items have increased tenfold in the past few months: wheels for cannons, stocks for guns, jolly boats for ships. Only a fool would deny that war is on the horizon, and my work will serve as a lynchpin in the conflict. I have heard both sides of the debate, and while I have my own opinions, my mind is firmly focused on my work. Violence will undoubtedly strike very soon, and I need to be prepared no matter who contracts me for work. And if I have to fight to defend myself, I have plenty of ways to build weapons as well. ho us e yo u
MASTER BUILDER
I’ve spent so much time at my lathe and saw that I can whip together or patch up anything made of wood in no time. Effect: You always Critically Succeed Tradecraft Skill Tests to create objects larger than an oxen.
WRIGHT ABILITIES
QUIRK: HACK-HAND
{ Trait & Quirk
Measure twice, cut once—unfortunately, wood isn’t the only thing I’ve cut!
SKILL RANK
BONUS ADVANCE
{ Athletics
{ [BB]
{ Bargain
{ [CB]
Effect: Reduce your Agility by -9%.
{ Awareness { Intimidate
{ [BB] { [FB]
{ Martial Ranged { [FB] { Rumor
{ Simple Melee
{ Simple Ranged { Toughness { Tradecraft
David Chronister (order #31360124)
{ [PB]
{ [WB]
TALENT
{ Herculean
Effort { Jaded { Woodworking
№
P ay
139
WRITER h e e d,
PROFESSIONS PAMPHLET
friend, because I am not some talentless quill diver! By one stroke of the pen, I can rally anyone to a cause. It might be through the letters I send to one of the numerous newspapers decrying taxation. Or the demands from Indigenous Nations to the European powers who promise to reimburse them in this time of theft. Perhaps I might pen a broadsheet in which I speak out against the rabble-rousing Rebels! As the tensions grow, my quill is more critical than ever. Words win wars, and it doesn’t matter which side I choose, for it remains my duty to sway opinions in favor of whomever I follow. Others may dismiss me as a firebrand or a nebbish person whose only defense is an inkpot—but I care little. I take my responsibilities as seriously as any soldier’s sworn duty. I only speak the truth, and any of those other writers who put forth frivolous rumors of evil manifest are little more than charlatans looking to make a quick shilling. my
WELL-PUBLISHED
My writing is both admired and well-respected among those who deal in literary circles.
Effect: When strangers recognize you by your real name or by your works, you treat all successful social Skill Tests as a Critical Success. QUIRK: PEN NAME
I don’t always publish my most fiery opinions under my true name—to do so would risk the safety of me and my loved ones. Effect: When foes or strangers recognize you by your real name or by your works, you suffer from Stress.
WRITER ABILITIES { Trait & Quirk SKILL RANK
BONUS ADVANCE
{ Charm
{ [CB]
{ Folklore
{ [FB]
{ Education { Gamble
{ Leadership { Resolve { Rumor
{ Scrutinize
{ Simple Melee
{ Simple Ranged
David Chronister (order #31360124)
{ [FB] { [IB] { [IB]
{ [PB]
{ [WB]
TALENT
{ Nom De
Guerre { Ribaldry { Turn The Page
David Chronister (order #31360124)
№
141
Article
4
SKILLS
&
TA L E N T S
S k i l l s de f i n e w h at yo u r c h a r acte r k nows . A Ta l e n t i l lustr ate s a pa rtic ul a r k nack w i thi n th e
Sk i l l,
a l low i n g yo u to ta k e a dva n tag e o f yo u r abi l i ti e s .
COMMON & SPECIAL SKILLS Skills are categorized in two ways: either as Common (marked with * in the table below) require at least or Special. As stated in Article 1: Basics of Gameplay, one Skill Rank to use. Otherwise, you must flip the Common Skills can be used by anyone. Special Skills results to fail when using them.
PRIMARY ATTRIBUTE
Alchemy*
Intelligence
Awareness
Perception
Athletics Bargain Charm
Coordination Counterfeit* Disguise* Drive
Eavesdrop
Education* Folklore Gamble Guile
Handle Animal Heal
Incantation*
Interrogation
David Chronister (order #31360124)
Brawn
Fellowship Fellowship Agility
Intelligence Fellowship Brawn
Perception
Intelligence Intelligence Intelligence Fellowship Fellowship
Intelligence Willpower Willpower
SKILL NAME
PRIMARY ATTRIBUTE
Intimidate
Brawn
Martial Melee*
Combat
Leadership
Martial Ranged* Navigation* Pilot*
Resolve Ride
Rumor
Scrutinize
Simple Melee
Simple Ranged Skulduggery Stealth
Survival*
Toughness Tradecraft Warfare*
Fellowship Combat
Intelligence Agility
Willpower Agility
Fellowship Perception Combat Combat Agility Agility
Perception Brawn
Willpower
Intelligence
SKILLS & TALENTS
SKILL NAME
№
142
ALCHEMY (INTELLIGENCE)
AWARENESS (PERCEPTION)
Alchemy represents your ability to divine the hidden secrets of transmutation. Its everyday use tends to consist of concocting abortifacients, pain relievers, serums and other medicines. An alchemist’s laboratory tends to be a strange amalgam of scientific notes, erudite magical symbols and boiling baubles.
Awareness represents your ability to notice minute details and sounds, watch for ambushes and spot snares designed to trap or kill. You’ll also use it to gather information through smell, taste and touch. This Skill doesn’t allow you to see through lies or sense motives—refer to Scrutinize and Eavesdrop to listen to hidden conversations.
+30%): Identify an unknown alchemical substance
K (Trivial +30%): Listen for sounds through a thin door K (Easy +20%): Smell a distinct spice in a dish K (Routine +10%): Spot an obvious snare K (Standard +/-0%): Stand watch at a campfire on a clear
K (Trivial
K (Easy +20%): Assemble an alchemical laboratory K (Routine +10%): Create one dose of a poultice blackpowder
or
K (Standard +/-0%): Create two doses of a poultice or
SKILLS & TALENTS
blackpowder
night
K (Challenging -10%): Find someone obscured by mist or darkness
K (Challenging -10%): Create three doses of a poultice or blackpowder
K (Hard -20%): Estimate the total value of a mountain
K (Hard -20%): Brew rare alchemical mixtures K (Arduous -30%): Brew a true panacea
K (Arduous
ATHLETICS (BRAWN)
BARGAIN (FELLOWSHIP)
Athletics represents your prowess in physical activities. It reflects your ability to scale up surfaces and ropes, tread water and swim without tiring, propel vessels while rowing, overpower others in contests of strength and push heavy objects. It also aids you when lifting heavy objects or in great feats of stamina, such as lifting a tree trunk, which has pinned an ally in place, or running many miles to deliver word of an army’s movement.
Bargain represents your ability to interpret the underlying factors of a commercial transaction. You also use it to haggle over prices, find common ground with another group, grease the wheels of commerce through the use of bribery, appraise the worth of objets d’art and even procure illegal contraband.
K (Trivial +30%): Climb up a tree with many branches K (Easy +20%): Swim while wearing summer clothing K (Routine +10%): Jump over a pit while wearing heavy clothing
K (Standard +/-0%): Row a boat through rapid water K (Challenging -10%): Push an object three times your weight
of coins quickly
-30%): Spot a trap camouflaged almost perfectly into the forest
K (Trivial +30%): Evaluate the worth of a gem or finery you procured
K (Easy +20%): Broker a trade deal between two merchants K (Routine +10%): Interpret the profit and loss of a major financial deal
K (Standard +/-0%): Procure black market goods from a fence
K (Challenging -10%): Find
common ground between two people of different Allegiances
K (Hard -20%): Pull a coach stuck in the mud out with
K (Hard -20%):
K (Arduous -30%): Climb the sheer face of a cliff
K (Arduous -30%): Bribe the local watch to walk away
the aid of a horse
David Chronister (order #31360124)
Convince an innkeeper not to report criminal mischief on your part from the scene of a crime
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143
CHARM (FELLOWSHIP)
COORDINATION (AGILITY)
Charm represents your ability to please others with flattery and honeyed words. A soft smile, a pleasant handshake or hug may be used to illustrate your charisma and enchant others. You can use Charm to persuade others in your favor or cause them to change their opinions about things they may not necessarily support. For lies, false accounts or con games, refer to Guile instead.
Coordination represents your ability to be dexterous and flexible, maintain your balance and move with grace. You can use this Skill to perform acrobatic feats, slip out of bonds, avoid falling debris, manipulate objects with delicacy and avoid oncoming attacks by leaping out of the way. Its most common applications are to evade traps, avoid being pushed off your feet and weasel out of bonds and shackles.
K (Trivial +30%): Whistle or sing a popular song in tune K (Easy +20%): Remember and retell a funny joke K (Routine +10%): Recite a famous story before an
K (Trivial +30%): Catch a small object in hand as it falls K (Easy +20%): Walk across a tree log over a river K (Routine +10%): Juggle otherwise innocuous objects K (Standard +/-0%): Leap across a campfire K (Challenging -10%): Perform an intricate dance
audience
K (Standard +/-0%): Read poetry with a straight face in front of a lover
K (Challenging -10%): Seduce someone outside of your Allegiance K (Arduous -30%): Seduce someone who does not share your values
K (Hard -20%): Twist your body to fit into a very small space K (Arduous -30%): Contort your wrists to escape bonds or manacles
COUNTERFEIT (INTELLIGENCE)
Counterfeit represents your ability to falsify documents, making them appear official. This Skill is frequently used to duplicate signatures and handwriting styles and author fake records. It’s also related to your ability to reproduce near-replicas of objets d’art, cobbling together a facsimile of a painting, statue or item of jewelry. It also includes the forging of coins and currencies.
K (Trivial +30%): Create a simple reproduction of a ring or other item of finery
K (Easy +20%): Craft a false estimate of work to collect pay
K (Routine +10%): Clip coins, producing 1 new one from the pieces of 9 others
K (Standard +/-0%): Pass off a painted wooden token as a gold piece
K (Challenging -10%): Forge a signature K (Hard -20%): Reproduce an intricate artwork without the skills necessary to do so
K (Arduous -30%): writing
David Chronister (order #31360124)
Perfectly reproduce someone else’s
SKILLS & TALENTS
-20%): Pick up an instrument you’ve never played and learn a song
K (Hard
among other cultures
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144
DISGUISE (FELLOWSHIP)
EAVESDROP (PERCEPTION)
Disguise represents your ability to masquerade as someone else, hide your own identity in public or conceal your emotions from others. Theatrics and imitation are the foundation of any good disguise. The more you know about the people (or person) you’re trying to hide or mimic, the more effective your disguise.
Eavesdrop represents your ability to listen in to perceive low sounds, usually conversations between two or more people. By listening to them or watching the movement of their lips, you can make out distinct sounds and determine the differences between mumbling and actual words. You can also use it to hide from lip reading.
K (Trivial +30%): Convincingly act as another in a cheap
K (Trivial +30%): Listen in to a conversation next to you K (Easy +20%): Hide your lips from being read by others K (Routine +10%): Use hand signals to indicate simple
play
K (Easy +20%): Pretend Allegiance
to be someone of a different
K (Standard +/-0%): Read a person’s lips from across a
+/-0%): Impersonate someone from a foreign land
K (Challenging -10%): Listen to a conversation through
K (Standard
K (Challenging -10%): Convincingly act as another in a SKILLS & TALENTS
thoughts
K (Routine +10%): Create a false identity and live behind it
well-known playhouse
Impersonate
K (Hard
-20%): appearance
another’s
personal
K (Arduous -30%): Perfectly impersonate another person in looks and voice DRIVE (BRAWN)
Drive represents your ability to control standard vehicles, such as simple carts, overland coaches, dog-drawn sleds and so forth. The Skill is also used to maneuver vehicles around tight corners, race across the countryside, plow through a hedge and roll over others who stand in your way.
K (Trivial +30%): weather
Drive a wagon overland during fair
K (Easy +20%): Break through a low barrier or over a hedge on horseback K (Routine weather
+10%): Trek overland during inclement
K (Standard +/-0%): Race by cart and horse K (Challenging -10%): Take a vehicle off-road and across country
K (Hard -20%): Jump a vehicle from one road to another K (Arduous -30%): Ford a deep river with a vehicle David Chronister (order #31360124)
well-lit room
a wooden door
K (Hard -20%): shadows
Read a person’s lips through fleeting
K (Arduous -30%): Listen to a conversation through a metal door
EDUCATION (INTELLIGENCE)
At its most basic, Education represents your ability to read and write, but it extends far beyond simple literacy. This Skill lends significant insight into the histories and practices of the world you live in. Education covers many different fields of study, each representing a body of lore, possible academic research or ‘rogue scholar’ pursuits.
K (Trivial +30%): Understand local laws K (Easy +20%): Identify specific constellations night sky
K (Routine +10%): province
in the
Know a specific leader of another
+/-0%): Understand the relationships between the gods
K (Standard
K (Challenging -10%): Identify the flags of rival nations K (Hard -20%): Translate ancient writings into your own tongue
K (Arduous -30%): Understand the difference between a Ghast and a Ghoul
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LITERACY IN FLAMES OF FREEDOM It is assumed that there is a basic level of functional literacy among people, whether they have a Skill Rank in Education or not. If a language has a written form, most people can read and write it without possessing a Skill Rank in Education. For characters with the Education skill, the differing Skill Ranks represent how quickly they can read, their understanding of what complex terms and phrases mean and their capacity to interpret religious and philosophical ideas.
145
K (Trivial +30%): Play and win a game of cards against greenhorns
K (Easy +20%): Fix a cockfight in your favor K (Routine +10%): Play and win a standard game of chess K (Standard +/-0%): Guess the number of stones in a large jar
K (Challenging -10%): Fix a fistfight in your favor K (Hard -20%): Play and win a game of dice against a veteran gambler
K (Arduous -30%): Guess the next card to be played FOLKLORE (INTELLIGENCE)
K (Trivial locals
+30%): Interpret the funerary practices of
K (Easy +20%): Use the proper courtesies of other cultures K (Routine +10%): Identify a local landmark and its importance
K (Standard +/-0%): Recall legends from history K (Challenging -10%): Know about local flora and fauna K (Hard -20%): Identify a famous person from their burial marker
-30%): Forecast the weather based on historic patterns
K (Arduous
GAMBLE (INTELLIGENCE)
Gambling represents your ability to play parlor games of chance, such as cards, darts and dice. Although anyone can make wagers and play games, some are more skillful or adept when it comes to spotting common mistakes and preying upon their opponents’ weaknesses. This Skill also allows you to cheat.
SIDE GAMES Some Historians prefer players to roll dice and participate in real-world use of cards, checkers and chess to resolve high-stakes gambling. The Historian may call for Gamble Tests during the game to change any outcomes. GUILE (FELLOWSHIP)
Guile represents your ability to use underhandedness, lies and bluster to get what you want. It is also used to subtly manipulate others’ feelings and emotions by sowing the seeds of doubt within their mind. You can also play word games or use irony to confuse others and engage in political machinations.
K (Trivial +30%): responsibility
Bluster and blather your way out of
K (Easy +20%): Use innuendo to imply one thing while saying another
K (Routine +10%): Engage in wordplay with another to appear smarter
+/-0%): Blend into the crowd to look innocuous and harmless
K (Standard
K (Challenging -10%): Bluff your way into a Red Coat compound
K (Hard -20%): Understand Thieves’ Cant in the middle of hostile repartee
-30%): Appear innocent of a crime you clearly committed
K (Arduous David Chronister (order #31360124)
SKILLS & TALENTS
Folklore represents your secondhand and first-person knowledge of the histories, traditions, faiths and notable figures of a particular region. Drawn from the stories, oral traditions and rumors you’ve heard from family, merchants and travelers, it also confers a deeper understanding of various cultures, food, religion and daily practices.
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146
HANDLE ANIMAL (FELLOWSHIP)
HEAL (INTELLIGENCE)
Handle Animal represents your ability to command, subdue and train threats classified as Animals. Although this Skill doesn’t allow those who use it to domesticate animals that are not meant to be domesticated, it does allow you to tame them. This Skill also teaches the proper way to care for and groom an animal, establishing a bond of trust and submission.
Heal represents your ability to understand the body’s humors and how the wounded can be treated by paying heed to these temperaments. It is also used to tend to ache and pains, act as a midwife, render abortifacients and treat the injured. It helps you identify Ailments and other patterns of sickness (such as being drugged).
K (Trivial +30%): Treat Typhoid in a patient K (Easy +20%): Perform a Trepanation on someone K (Routine +10%): Treat an Injury to begin recuperation
its
K (Standard +/-0%): Treat an Ailment in a patient K (Challenging -10%): Treat Heatstroke on an Injured person
K (Hard -20%): Treat deadly Ailments in a Grievously SKILLS & TALENTS
Wounded patient
K (Arduous -30%): Use a Kiss of Life on someone who is at death’s door
INCANTATION (WILLPOWER)
Incantation represents your ability to tap into powers unknown to cast Spells. It can be used to identify strange magical symbols, understand occult activities, participate in rituals, research otherworldly threats, interpret omens and gain an understanding of superstitions made real.
K (Trivial +30%): Cast a spell in a place regarded as holy to your faith
K (Trivial +30%): animal
Shoe a horse or groom a domestic
K (Easy +20%): Teach a simple trick to an animal, like fetch, lie down or sit
K (Routine +10%): sheepdog
Rustle a flock of sheep without a
K (Standard +/-0%): Calm a frightened horse K (Challenging -10%): Break a young horse for riding K (Hard -20%): Calm a frightened stampede of wild cattle
K (Arduous -30%): Break a wild horse for riding David Chronister (order #31360124)
K (Easy +20%): Interpret a person’s future based on their personality quirks
K (Routine +10%): Cast target while hidden
a spell upon an unsuspecting
K (Standard +/-0%): Cast toward you
a spell as foes are Charging
K (Challenging -10%): Hypnotize a willing subject K (Hard -20%): Cast a spell when miscasting could harm your friends
K (Arduous -30%): Cast a spell in the midst of a riot
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INTERROGATION (WILLPOWER)
Interrogation represents your ability to draw answers from an unwilling subject using a variety of physical and emotional methods. It allows you to cause duress in your subject, inflicting mental fatigue upon them as you begin to get at the heart of the truth. Interrogation often relies on physical torture.
K (Trivial +30%): Gaslight a friend or loved one K (Easy +20%): Pour hot tar over someone K (Routine +10%): Strike the head off of the guilty in one stroke
K (Standard +/-0%): Force a witness to relive a traumatic experience
K (Challenging -10%): Convince truth, after a round of torture
someone to tell the
OF INTERROGATION oftentimes borders on topics that can be triggering for some gamers. Before using the Skill, be sure to consult with the gaming group before doing so. Historians are strongly encouraged to dispense Conflict in all cases of torture—both physical and psychological—despite the reasoning. USES
K (Trivial +30%): Bully your way to the front of a soup line
+20%): Insinuate violence through force of presence and words
K (Easy
K (Routine +10%): Cause innocent people to cow before you in a public place
K (Standard +/-0%): Shove or push someone out of your way
K (Challenging -10%): Cow foes into giving up K (Hard -20%): Make a threatening gesture to force a guard to abandon their post
K (Arduous -30%): Force an undefeated rival to kiss your boots
LEADERSHIP (FELLOWSHIP)
Leadership represents your ability to gain the support of allies, unifying them under your guidance against common foes or causes. You can use this Skill to give tactical orders to forces under your command, much like a general does on the battlefield, as well as to stir emotions and foment rebellion.
K (Trivial +30%): Lift the spirits of a close friend in the wake of harm
K (Easy +20%): Spread rumors and news among a crowd of people
K (Routine +10%): Use Words As Weapons when you’re Hurt
K (Standard +/-0%): Convince your flock to change their principles
INTIMIDATE (BRAWN)
Intimidation represents your ability to bully others into doing something you want. By using both your physical appearance and verbal commands, you try to cow others before you, posturing aggressively like a dog ready to pounce. You attempt to terrify others with your words and actions, suggesting that you’ll do violence upon them should they not back down.
David Chronister (order #31360124)
K (Challenging -10%): Command a military campaign to besiege a stronghold
K (Hard -20%): Uplift a congregation which has lost its faith in God
Convince an enemy Allegiance to fight alongside you
K (Arduous -30%):
SKILLS & TALENTS
K (Hard -20%): Torture a friend or an ally K (Arduous -30%): Torture the truly innocent
147
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148
MARTIAL MELEE (COMBAT)
NAVIGATION (INTELLIGENCE)
Martial Melee represents your degree of proficiency in the melee weapons specific to the American Revolutionary War. Besides enabling you to effectively wield weapons in hand-to-hand combat, it also allows you to maintain the quality of Martial Melee weapons and perform general maintenance to keep them in usable condition.
Navigation represents your ability to accurately determine direction, distance and routes from one place to another, orienteering over land. It relies on landmarks and maps to find your way overland, and the movement and alignment of the stars and constellations as the seasons pass to help you find your way across the sea.
K (Trivial +30%): Hit a foe who’s Prone on the ground K (Easy +20%): Use a Counterattack against an enemy
K (Trivial +30%): Determine true north on a cloudy day K (Easy +20%): Discern the constellations to guide your
K (Routine +10%): Flank foes that are outnumbered in a
K (Routine +10%): Chart out an overland route lasting
Fight toe-to-toe with an evenly
K (Standard +/-0%): Identify foreign landmarks to make
who’s moving away melee engagement
K (Standard +/-0%): matched aggressor
K (Challenging -10%): Strike someone in fog, mist or SKILLS & TALENTS
smoke
K (Hard -20%): knife
Parry a two-handed weapon using a
journey by sea several days
your way without a map
-10%): Chart out an overland route lasting several weeks
K (Challenging
K (Hard -20%): Realign your travels after getting lost for days in the wilderness
K (Arduous -30%): Strike someone in the dark
K (Arduous -30%): Determine true north below ground
MARTIAL RANGED (COMBAT)
PILOT (AGILITY)
Martial Ranged represents your degree of proficiency in the ranged weapons specific to the American Revolutionary War. Besides enabling you to effectively fire missile weapons in ranged combat, it also allows you to maintain the quality of Martial Ranged weapons and perform general maintenance to keep them working.
Pilot represents your ability to sail or row water-going vessels, from simple river rowing boats and barges to dinghies and the triple-masted ships of the open seas. It also covers general maintenance and upkeep of these boats: scrubbing decks, unloading and reloading cargo, repairing broken oars, patching holes, attending to torn sails and other repairs.
K (Trivial +30%): Fire a shot at a foe who’s climbing a
K (Trivial +30%): Maintain the integrity of any water-
K (Easy +20%): Fire and land a shot in the outer rings of
K (Easy +20%): Pilot a ship in calm conditions by sea K (Routine +10%): Sail a riverboat through rapids K (Standard +/-0%): Right a boat that’s being spun out of
tree
a stationary target
K (Routine +10%): Fire a shot from higher ground K (Standard +/-0%): Fire a shot at someone who’s unprotected by cover
K (Challenging -10%): Fire at someone standing in fog, mist or smoke or on horseback
K (Hard -20%): Fire a ranged weapon into an Engagement with allies nearby K (Arduous -30%): Fire at a foe in the dark David Chronister (order #31360124)
going vessel
control by a river eddy
K (Challenging -10%): Pilot a ship in stormy conditions by sea
K (Hard -20%): Assure that cargo arrives unmolested if sent across a rough sea
K (Arduous -30%): Right a boat that’s threatening to be swallowed by the sea
№
149
RESOLVE (WILLPOWER)
RUMOR (FELLOWSHIP)
Resolve represents your ability to keep calm under pressure. It allows you to steel your mind, focusing on your inner strength to maintain resolve when thrust into situations that test your mettle. When confronted by the supernatural or horrifying situations, you use this Skill to let the fear wash over you and through you—for fear is the ‘little death.’
Rumor represents your ability to gather information from social circles, stimulating conversation by being gregarious and talkative. It can be used to interact with strangers and friends alike, appealing to them with your personality or just chewing the fat. It is also used to appeal to larger groups to gather the latest political or social news, dissect the newest gossip and spread rumors.
K (Trivial +30%): Maintain your cool when piloting or
K (Trivial +30%): Lubricate
K (Easy +20%): Withstand the effects of Stress K (Routine +10%): Ignore the impact of spells
K (Easy +20%): Hobnob with locals while participating
driving a vehicle in a tense situation
may cause anxiety
which
K (Standard +/-0%): Withstand the effects of Fear K (Challenging -10%): Withstand being intimidated by out-of-touch aristocrats
beast
Ride represents your ability to mount threats classified as Animals, such as horses and ponies. This Skill enables you to gallop and race, leap over hedges and fences, ride across rugged terrain, or leap atop your mount from a window.
K (Trivial +30%): Ride a horse in the water as it swims K (Easy +20%): Break from a gallop into a charge K (Routine +10%): Ride a horse from village to village at fast speeds
saddle
+/-0%): Spread gossip of an impending attack with locals
K (Standard
K (Challenging -10%): Speak fluently before a court of your betters
K (Hard -20%): Befriend foreigners who don’t particularly -30%): Stimulate casual conversation in foreign tongues
K (Arduous
SCRUTINIZE (PERCEPTION)
Scrutinize represents your ability to sense motives and underlying intentions in others. It relies on hearing and vision to assess each participant’s part in a conversation. You can also deduce tone and intent from the written word. Finally, it can be used to recall things from memory, to describe something you saw or to quickly perform arithmetic or other feats of estimation.
K (Trivial +30%): Remember into the
K (Hard -20%): Jump over hedges at a gallop K (Arduous -30%): Take control and ride a threat that’s classified as a Beast
Speak in Pig Latin or other odd languages with friends
K (Routine +10%):
care for your kind
RIDE (AGILITY)
K (Standard +/-0%): Perform simple tricks K (Challenging -10%): Drop from a window
in tavern games
previous day
K (Easy +20%): Read body language to understand the Allegiance of another
K (Routine +10%): Decode a secret message in your own tongue
K (Standard +/-0%): Remember an important task you forgot to attend to
David Chronister (order #31360124)
what you had to eat the
SKILLS & TALENTS
K (Hard -20%): Withstand the effects of Terror K (Arduous -30%): Steel yourself before a legendary
alcohol to learn rumors
local gossipmongers with
№
150
K (Challenging -10%): Decode foreign tongue
K (Hard -20%): deadly fight
a secret message in a
Memorize the order of events after a
K (Arduous -30%): Determine if someone with whom you aren’t familiar is telling lies
Simple Melee represents your ability to use standard weapons in hand-to-hand fights and battles. Simple Weapons, such as a knife or hatchet, are easy to use, require little training and are commonly carried on a belt. This Skill is typically gained by training with improvised weapons taken from the battlefield that were left shattered and abandoned or by being members of a militia. SKILLS & TALENTS
K (Trivial +30%): Re-wrap leather around the hilt of a broken saber
K (Easy +20%): Strike a foe who is sitting in their chair with their back turned toward you
K (Routine +10%): Use your weapon alternatively as a tool for work K (Standard +/-0%): Grapple the haft of a boarding axe to bash a door down over your knee
a Simple Melee weapon
K (Hard -20%): Dig a shallow grave using your weapon K (Arduous -30%): Scavenge a Simple Melee weapon to become usable
Simple Ranged represents your ability to wield standard weapons to fight with at a distance. Most are easy to use, such as a short bow. The Skill is used by hunters turned militia or by irregular forces; you likely gained training from one of these groups. It also allows you to maintain the quality of your weapon.
K (Trivial +30%): Fire a shot at a person who’s climbing
SIMPLE MELEE (COMBAT)
K (Challenging -10%): Break
SIMPLE RANGED (COMBAT)
a tree
K (Easy +20%): away
Fire a shot at someone who’s running
Fire a shot at a foe who’s pinned against a wall or in the corner
K (Routine +10%):
K (Standard +/-0%): Fire a warning shot at someone’s feet K (Challenging -10%): Fire a shot at someone on horseback
K (Hard -20%): Fire into an Engagement, where you may potentially harm your allies
K (Arduous -30%): Fire at an enemy in darkness SKULDUGGERY (AGILITY)
Skulduggery represents your ability to use larcenous or illegal means. It can be used to bypass locked doors and chests without a key, disable security contrivances and elaborate traps, use simple prestidigitation to palm small objects and hide cards and conduct simple robberies, such as cutting coin purses and snatching bracelets.
K (Trivial +30%): Use a simple card trick to distract others K (Easy +20%): Filch a pie off a windowsill K (Routine +10%): Disable a wire trap intended to set off an alarm
K (Standard +/-0%): Pick the pocket of a passerby in a crowded street
K (Challenging -10%): Pick the lock off a strongbox or fortified trunk
K (Hard -20%): Pick the pocket of a passerby in a nearempty street
K (Arduous -30%): Palm an object in front of a merchant’s stall
David Chronister (order #31360124)
№
151
STEALTH (AGILITY)
TOUGHNESS (BRAWN)
Stealth represents your ability to use concealment, shadows, foliage, people and other distractions to move about without being seen or heard. You can also lie in wait to ambush others using this Skill. You can stalk a mark while moving among crowds, and even attempt to conceal a cache of armaments from enemy spies.
Toughness represents your ability to exhibit unparalleled stamina and endurance. It reflects the ability to withstand pain and exposure to the elements, withstand the powerful effects of spells, endure a forced march, run for an extended period of time, resist fatigue and hold your breath underwater.
K (Trivial +30%): Move quietly, so as to not awaken your
K (Trivial +30%): Resist the effects of sickness after a bad
K (Easy +20%): Stalk someone through a crowded street K (Routine +10%): Reconnoiter the rim of a mining
K (Easy
enemies
deposit
K (Standard +/-0%): Set
up a good vantage point to waylay a Red Coat baggage train
meal
+20%): Resist the effects of Ailments after robbing the interred dead +10%): Withstand one dose of Throat Distemper
K (Routine
K (Challenging -10%): Shadow an animal through the
K (Standard +/-0%): Resist the effects of Morsal K (Challenging -10%): Withstand the effects of French
K (Hard -20%): Move quietly, so as to not awaken your
K (Hard -20%): Withstand
K (Arduous -30%): Hide in plain sight
K (Arduous -30%): Get back on your feet after falling off
woods
SURVIVAL (PERCEPTION)
Survival represents your ability to live out in the wilderness and live off the land. It can be used to forage for roots, hunt for food, find suitable shelter, follow trails left behind by animals or people and locate somewhere safe to lay your head. In addition, it allows you to prepare simple meals, construct rudimentary weapons and build traps to hunt with.
K (Trivial +30%): Go fishing with adequate supplies K (Easy +20%): Forage for roots and berries in the wild K (Routine +10%): Build a shelter out of limbs and grass K (Standard +/-0%): Construct an improvised weapon K (Challenging -10%): Track a small animal’s prints K (Hard -20%): Track the passing of a single person through the wilderness
K (Arduous -30%): Find a source of water in the deep desert
David Chronister (order #31360124)
for six hours a house
Intoxication after drinking
SKILLS & TALENTS
children
Pox
№
152
TRADECRAFT (WILLPOWER)
Tradecraft represents your ability to craft and the ability to run a business based on it. Anyone with a Skill Rank in Tradecraft has the potential to practice any trade. It takes time to learn and master exclusive training.
K (Trivial +30%): Meltdown or repurpose materials from destroyed objects
K (Easy +20%): Make minor repairs and restore an item to like-new condition
K (Routine +10%): Conduct the last repairs to restore an object from the Ruined! Quality
+/-0%): Create an object with minimal materials and no stressors
K (Standard
K (Challenging -10%): SKILLS & TALENTS
appear as your own
Mimic someone else’s work to
K (Hard -20%): Invent a new ware or weapon K (Arduous -30%): Repair a Kentucky Longrifle that’s been busted into tiny, tiny pieces
WARFARE (INTELLIGENCE)
Warfare represents your ability to use war machines to break down walls, smash doors, crash through an army’s defenses and wreak havoc upon an enemy’s supply lines. This Skill helps you understand strategies utilized in warfare (both mobile and ensconced within a fortification) as well as how to erect appropriate defenses and conduct psychological warfare upon the enemy.
K (Trivial +30%): Take account of supplies and provisions for a war campaign
K (Easy +20%): Load a war machine with assistance K (Routine +10%): Determine weaknesses in enemy lines K (Standard +/-0%): Conduct a massive troop movement in the midst of battle
K (Challenging -10%): Find soft spots in fortifications K (Hard -20%): Prognosticate the tactics an unknown enemy is using
-30%): Count the number of troops remaining on a battlefield
K (Arduous
David Chronister (order #31360124)
TALENTS OVERVIEW Learned from the harsh rigors of experience, practice and training, Talents are abilities like Profession Traits. Unlike Professional Traits, Talents are found among the same group of Professions within an Archetype. USING TALENTS Talents are innate abilities that act as ‘riders’ to the actions your character takes during play. Unless specified otherwise, you can use Talents in combat freely without having to dedicate Action Points to use them. Finally, you can never gain the same Talent more than once. AMBIDEXTERITY
We were given two hands: one to receive with and the other to give with.
Effect: You never suffer penalties when using tools or weapons in either hand. If you ever suffer an Injury where you cannot use your primary hand, you do not suffer penalties when using your off-hand. ANIMALISTIC
Vicious and uncouth—that’s what they say behind my back because they’re afraid of what I may do.
Effect: Whenever you roll Chaos Dice to determine whether you inflict an Injury, add 1D6 Chaos Die. When you inflict an Injury, you gain 3 Conflict. ARITHMETIC
Whether I’m crunching numbers or attempting to explain Descartes, I know how to break down the answer.
Effect: Record this Talent name by your Skill Ranks— Arithmetic. Whenever you use a Skill that could be paired with Arithmetic, ignore any penalties your character is currently suffering from due to your Peril Condition Track. You also gain a +10% Base Chance to use the Skill when paired.
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ARTISTRY
BOOKBINDING
I learned how to paint, write poetry, compose music and sing with a pitch-perfect voice.
Printmaking, vellum production and sewing the perfect binding are an art unto themselves.
Effect: Record this Talent name by your Skill Ranks— Artistry. Whenever you use a Skill that could be paired with Artistry, ignore any penalties your character is currently suffering from due to your Peril Condition Track. You also gain a +10% Base Chance to use the Skill when paired. ASTRONOMY
Whether you need to know of matters cartographical or the movement of the heavenly spheres, I am here.
AT A DISTANCE
Stand where you’re at; I’ll toss you what you need!
Effect: By spending 3 Action Points, you can Inject Quicksilver, Inject Tincture, Use Laudanum or Use Smelling Salts at a Distance of 3+[BB]. This is mostly relevant to the action of First Aid, but can also be used outside of combat in other narrative situations. BEAR-GARDEN JAW
You don’t like my vulgar tone, eh? A pox on thee, and thy mother, too!
Effect: When you succeed at a Skill Test meant to ridicule or taunt someone, they suffer 1D10+1 Peril. BLACKSMITHING
The art of turning metals, filing silver and smelting ores into usable objects takes a certain kind of skill. Effect: Record this Talent name by your Skill Ranks— Blacksmithing. Whenever you use a Skill that could be paired with Blacksmithing, ignore any penalties your character is currently suffering from due to your Peril Condition Track. You also gain a +10% Base Chance to use the Skill when paired.
David Chronister (order #31360124)
BRAINS OVER BRAWN
Keep a clear mind and you’ll never suffer the enemy.
Effect: You may alternatively use [WB] in place of [BB] when calculating your Damage Threshold. BREAK MY FAST
A hearty meal is the source of good nutrition, a healthy spirit and the best way to start your day.
Effect: Whenever you eat in the morning, move one step up the Damage Condition Track positively. BURN BRIGHT
Shadows begone!
Effect: Whenever you are holding a source of light, you and your allies treat Fleeting Shadows as if they were Perfect Light. If doing so in combat, you must spend 1 Action Point every Turn to maintain this effect. CAST-IRON STOMACH
I’ve built up a tolerance for bad food and dirty water on the road. Effect: When Resisting the effects of Ailments and Drugs, you gain a +10% Base Chance to Skill Tests. CHARISMATIC
They say I am affable, engaging and the life of the party. Effect: Permanently add +6% to your Fellowship.
SKILLS & TALENTS
Effect: Record this Talent name by your Skill Ranks— Astronomy. Whenever you use a Skill that could be paired with Astronomy, ignore any penalties your character is currently suffering from due to your Peril Condition Track. You also gain a +10% Base Chance to use the Skill when paired.
Effect: Record this Talent name by your Skill Ranks— Bookbinding. Whenever you use a Skill that could be paired with Bookbinding, ignore any penalties your character is currently suffering from due to your Peril Condition Track. You also gain a +10% Base Chance to use the Skill when paired.
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CHASE THE PAIN
CLOSE SHAVE
With . . . every . . . damned . . . wound . . . I . . . only . . . grow . . . stronger!
I’ve got some fight left in me . . . now, have at you!
Effect: Whenever you are Hurt add +1 to Total Damage. If Moderately Wounded, add +2. If Seriously Wounded, add +3, and if Grievously Wounded, add +4 to Total Damage. You must be using a melee weapon to take advantage of this Talent. CHEAT SHEET
I make words sometimes stand for one thing, and sometimes for another.
Effect: When counting or cheating, you gain a +10% Base Chance to Skill Tests.
Effect: Whenever you would suffer a Moderate Injury, spend one Coin, to ignore it. When suffering a Serious Injury, spend two Coins, or when suffering a Grievous Injury, spend three Coins to ignore it. COMMON SENSE
Thomas Paine says, “The mind once enlightened cannot again become dark.”
Effect: Whenever you are faced with instances of Stress, Fear and Terror you’ve already been Hardened to, temporarily add +3 to your Peril Threshold. Hardened is covered more thoroughly in Article 8: Healing, Hazards & Horror.
SKILLS & TALENTS
COSTUMING
From ball gowns to theatrical dress and even military styles, I’ve made them all. Effect: Record this Talent name by your Skill Ranks— Costuming. Whenever you use a Skill that could be paired with Costuming, ignore any penalties your character is currently suffering from due to your Peril Condition Track. You also gain a +10% Base Chance to use the Skill when paired. DANGER SENSE
I can feel the hackles rise on the back of my neck when things are about to go amiss.
Effect: Whenever you are Surprised, you are not Defenseless. In addition, permanently add +1 to your Initiative.
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DISTILLING
FIELD SURGERY
Beer won’t brew itself, nor will the myriad of spirits and clean water we need to survive.
I am only doing what is necessary for you to survive.
Effect: Record this Talent name by your Skill Ranks— Distilling. Whenever you use a Skill that could be paired with Distilling, ignore any penalties your character is currently suffering from due to your Peril Condition Track. You also gain a +10% Base Chance to use the Skill when paired. DRESSED TO THE NINES
I was taught how to present myself to ensure proper, seamless interaction with others.
Effect: When you attempt to persuade those of a different Allegiance than your own, you gain a +20% Base Chance to Charm. EBB & FLOW
Effect: Whenever a Coin is spent, automatically cancel its usage. You can call upon this ability once a game session. FARMING
Planting, growing and harvesting crops and fish, along with keeping up the farm, was how I was raised.
FLEECE THE SHEEP
My pockets aren’t going to line themselves, so why not fill them with others’ riches? Effect: When picking pockets, you gain a +20% Base Chance to Skulduggery Tests. FREERUNNING
With a hop, skip and a jump, we can make our way out of there.
Effect: Provided you have a wall as tall as you are nearby, you can double your vertical Jump in combat. In addition, permanently add +1 to your Movement. FRIENDLY FIRE
With steady hands and careful aim, we avoid hurting our friends . . .
Effect: Provided you can clearly see and hear, you never suffer penalties to use ranged weapons when firing at foes who are Engaged with allies. FULL OF BEANS
Effect: Record this Talent name by your Skill Ranks— Farming. Whenever you use a Skill that could be paired with Farming, ignore any penalties your character is currently suffering from due to your Peril Condition Track. You also gain a +10% Base Chance to use the Skill when paired.
Nimble, lithe and quick . . . just like my family before me.
FIELD DRESSING
Effect: You may alternatively use [BB] in place of [WB] when calculating your Peril Threshold.
Let me lay upon hands, and feel heaven’s grace channel through me.
Effect: It takes you less than one minute (1 Action Point in combat) to Bind Wounds. In addition, you reduce the use of other First Aid-related actions by -1 Action Point (to a minimum of 1 Action Point).
David Chronister (order #31360124)
Effect: Permanently add +6% to your Agility. GUT INSTINCT
I always know there’s something deeper at play—I can feel it in my gut.
HERCULEAN EFFORT
Witness such feats of strength!
Effect: You never suffer Peril due to climbing or lifting. In addition, permanently add +1 to your Encumbrance.
SKILLS & TALENTS
If you only could see the strings of Fate, you’d see how easily they can be cut.
Effect: It only takes you one minute (3 Action Points) to Treat Moderate & Serious Injuries. In addition, it only takes you ten minutes to Perform Surgery.
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HOBNOBBERY
LEATHERWORKING
I find it incredibly easy to rub shoulders with a wide spectrum of people; chalk it up to my people skills!
Whether it be skinning animals, cobbling, tanning or making simple accoutrements like belts and boots, I’m your person.
Effect: When gossiping or inquiring about local rumors, you gain a +20% Base Chance to Rumor Tests. HOLDOUT
What key are you talking about, sirrah—the one that the thief down the road stole?
Effect: You always succeed at Skill Tests to conceal objects no larger than a knife in your clothing. HORSE SENSE
My horse and I have established such a bond that we are able to intuit one another’s feelings.
SKILLS & TALENTS
Effect: When you attempt to interact with horses, you gain a +20% Base Chance to Handle Animal. HUSBANDRY
I’ve bred, reared and trained animals of all kinds: bison, chickens, cows, dogs, falcons—you name it. Effect: Record this Talent name by your Skill Ranks— Husbandry. Whenever you use a Skill that could be paired with Husbandry, ignore any penalties your character is currently suffering from due to your Peril Condition Track. You also gain a +10% Base Chance to use the Skill when paired. IRONCLAD
I learned to survive through a trial by fire—both literally and figuratively. Effect: Foes must roll two face ‘6’s on Chaos Dice to Injure you. You also no longer suffer Moderate Injuries. JADED
I’ve learned that you can’t count on anything in this world but yourself.
Effect: When suffering Peril from Stress, Fear or Terror, reduce it by your [FB].
David Chronister (order #31360124)
Effect: Record this Talent name by your Skill Ranks— Leatherworking. Whenever you use a Skill that could be paired with Leatherworking, ignore any penalties your character is currently suffering from due to your Peril Condition Track. You also gain a +10% Base Chance to use the Skill when paired. LINEAR TACTICS
I’ll fire and retreat, and you take my place!
Effect: Whenever you deal Damage to a foe with a ranged weapon, immediately switch places with an Engaged ally. MANNA OF GOD
Look deeper within, my child—it is there you shall find the light. Effect: Spend one Coin to automatically restore your Damage & Peril Condition Tracks by one step positively once a day. METTLE
My mind is an iron fortress, buttressed by an enduring willingness to keep calm.
Effect: Whenever you suffer Peril from mental activities, reduce your Peril Condition Track by one less step negatively.
M endon
su f f e rs 13 Peril, which normally would move them one step down on the Peril Condition Track. However, because they have the Mettle Talent, Mendon doesn’t move any steps whatsoever.
MILITARISTIC
Training and constant drilling are key for battle-readiness. Effect: Permanently add +6% to your Combat.
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MIMICRY
OFF THE BRIDLE
“Whoo, whoo,” is the sound the barn owl makes. “Squee, squee,” is what the pig says.
Like the Horsemen, we shall ride down those who stand before us!
Effect: When imitating the calls of threats classified as Animals and Beasts, you gain a +20% Base Chance to Disguise Tests (even when making calls in Languages other than your own). NATURAL WRESTLER
They say you always want one throat to choke, but I can grab two with hands like these!
Effect: You only require one hand to use Chokehold. In addition, you only need to spend 1 Action Point to maintain a Chokehold. Finally, you penalize your foe’s ability to Resist a Chokehold by a -10% Base Chance. NIMBLE FINGERS
Effect: Reduce the Load value of all ranged weapons with the Blackpowder Quality by -1 Action Point (to a minimum of 1 Action Point). NOM DE GUERRE
I adopted a war identity so that my deeds wouldn’t bring harm to my loved ones.
PERCEPTIVE
Yes, young cub, I’ve got eyes in the back of my head.
Effect: Permanently add +6% to your Perception. PHARMACOPOEIA
To create potions, medicines and drugs is no trivial matter.
Effect: Record this Talent name by your Skill Ranks— Pharmacopoeia. Whenever you use a Skill that could be paired with Pharmacopoeia, ignore any penalties your character is currently suffering from due to your Peril Condition Track. You also gain a +10% Base Chance to use the Skill when paired. PLANAR ALIGNMENT
I can see where our material plane and the spirit realm coincide, and it gives me power.
Effect: Whenever you Risk Backlash, reduce the number of Chaos Dice you roll (to a minimum of one die). POKER FACE
Effect: You now have a secret identity. It requires no Skill Tests to live and to interact as that identity among those who know you by the secret identity. However, when interacting with strangers who may know you outside your secret identity, you must succeed in a Disguise Test or else be discovered.
Love the game’s intuition; play the cards with spades to start.
OCCULT
I need only to look at the heavens to understand which direction to go.
I have seen the dark truth that hides in every man’s soul, and learned to understand its esoteric meanings.
Effect: Record this Talent name by your Skill Ranks— Occult. Whenever you use a Skill that could be paired with Occult, ignore any penalties your character is currently suffering from due to your Peril Condition Track. You also gain a +10% Base Chance to use the Skill when paired.
David Chronister (order #31360124)
Effect: Your Allegiance cannot be discovered unless you tell someone, and you cannot be made the target of the Scrutinize Skill to determine your Allegiance. POLAR STAR
Effect: When you can see the stars, you gain a +20% Base Chance to Navigation Tests. In addition, you always know how to find true north, even during inclement weather.
SKILLS & TALENTS
“When you set your mind to something,” my pa always said, “you can learn to do anything faster than the person who does nothing but stares at the stars.”
Effect: When riding a horse in combat, add +3 Movement. You can also Get Up in the saddle for 0 Action Points.
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Get moving as quickly as you can, as if your lives depend upon it! Effect: You reduce all Movement Actions by -1 Action Point (to a minimum of 1). POT VALIANT
Raise your cups, for tonight we either dine in hell, or we revel with Bacchus! Effect: When you are Intoxicated, will you be a merry drunk or a moody drunk? When you’re merry, gain a +10% Base Chance to Coordination Tests while Intoxicated. When you’re moody, gain a +10% Base Chance to Athletics Tests while Intoxicated. You can make this choice every time you become Intoxicated.
SKILLS & TALENTS
PUGILISM
There’ll be two hits: me hitting you and you hitting the ground. Effect: Whenever your Rough & Tumble misses or is Resisted, immediately Rough & Tumble again for 0 Action Points. You can only take advantage of this once a Round. REBEL YELL
If you lift a finger, we will destroy every last one of you!
Effect: When you attempt to incite violence, you gain a +10% Base Chance to Skill Tests. RIBALDRY
Have you ever seen a poodle tip the velvet of a dandy lad?
Effect: At your option, you can substitute the Charm Skill in place of Resolve when withstanding the effects of Stress, Fear and Terror. RICOCHET
Well, that was a lucky shot!
Effect: Whenever a foe is Slain! from an attack you’ve made with a ranged weapon, spend one Coin to inflict the same amount of Total Damage against a foe who is within 3 yards of them.
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ROLE REVERSAL
SMOOTH TALKER
My lack of ability and sheer pluck will get me out of this situation.
Why, yes, I do know so-and-so—we got along famously!
Effect: Before a foe rolls a Skill Test, spend one Coin for them to instead refer to your Primary Attribute and Skill Ranks (or lack thereof ) when determining the Total Chance for success. SAGACITY
“Smart, reasoned and experienced” is how I shall be remembered. Effect: Permanently add +6% to your Intelligence. SAILING
Swabbing decks, caulking hulls, repairing sails and piloting boats are tasks I am well acquainted with.
SCIENCE
Sacred geometry, mathematics and life sciences are my specialties.
Effect: Record this Talent name by your Skill Ranks— Science. Whenever you use a Skill that could be paired with Science, ignore any penalties your character is currently suffering from due to your Peril Condition Track. You also gain a +10% Base Chance to use the Skill when paired. SELF-MEDICATION
Madness can be a medicine in the modern world.
Effect: Whenever you are suffering from Stress, Fear or Terror, add +3 Initiative. SIMON PURE
Rest assured, fair friend, that I am indeed the great George Washington!
Effect: When masquerading as someone notably famous (or infamous), you gain a +20% Base Chance to Disguise Tests. David Chronister (order #31360124)
STALWART
Strong, rugged and steadfast are my three key strengths. Effect: Permanently add +6% to your Brawn. STEADFAST
No matter the cost, I shall persevere!
Effect: Whenever you suffer Peril from physical activities, reduce your Peril Condition Track by one less step negatively.
V e r i ty
Trow br i d g e su f f e rs 23 Peril, which normally would move her two steps down on the Peril Condition Track negatively. However, because she has the Steadfast Talent, Verity only moves one step. STONEMASONRY
I’ve learned to chip away at stone to create beautiful buildings, monuments and statues. Effect: Record this Talent name by your Skill Ranks— Stonemasonry. Whenever you use a Skill that could be paired with Stonemasonry, ignore any penalties your character is currently suffering from due to your Peril Condition Track. You also gain a +10% Base Chance to use the Skill when paired. TAILORING
Stitching clothes, hat-making and other sundries I can readily take care of.
Effect: Record this Talent name by your Skill Ranks— Tailoring. Whenever you use a Skill that could be paired with Tailoring, ignore any penalties your character is currently suffering from due to your Peril Condition Track. You also gain a +10% Base Chance to use the Skill when paired.
SKILLS & TALENTS
Effect: Record this Talent name by your Skill Ranks— Sailing. Whenever you use a Skill that could be paired with Sailing, ignore any penalties your character is currently suffering from due to your Peril Condition Track. You also gain a +10% Base Chance to use the Skill when paired.
Effect: When you attempt to persuade those of Allegiances other than your own, you gain a +20% Base Chance to Charm Tests.
SKILLS & TALENTS
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TAKE A GANDER
THEOLOGY
What do you mean you cannot see them . . . they are standing right in front of us!
It is one thing to say you know God, but it is another to say you understand the multitude of spirits in this world and their true aims.
Effect: Ignore the effects of Concealment & Weather conditions for purposes of using ranged weapons. TALK LESS, SMILE MORE
Don’t let them know what you’re against or what you’re for.
Effect: When you attempt to peacefully negotiate, you gain a +10% Base Chance to Skill Tests. TENACITY
Dedication and commitment are necessary tools for survival. Effect: Permanently add +6% to your Willpower. THE THIRD DEGREE
I know precisely where to land my shots to make them count . . . and make them hurt. Effect: When you Injure a foe with a weapon, you inflict two Injuries instead of one.
David Chronister (order #31360124)
Effect: Record this Talent name by your Skill Ranks— Theology. Whenever you use a Skill that could be paired with Theology, ignore any penalties your character is currently suffering from due to your Peril Condition Track. You also gain a +10% Base Chance to use the Skill when paired. TRAIN ANIMALS
Sit, lie down, stay and attack are the foremost (and four best) tricks you teach your dog.
Effect: You can teach threats classified as Animals a number of commands. Suggested ones may include attack, fetch, go and stay—the limits are up to you and the Historian to decide. An animal can learn a number of commands equal to your [FB], but you may train multiple animals different commands. It takes a week of training to teach an animal a command. If using a command in combat, spend 1 Action Point to command it.
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TRIVIUM
WEAVING
The arts of grammar, rhetoric and logic are subtle, and it takes years of failure to become an expert in them.
Baskets, textiles and ancestral blankets are what I have practiced my hand on.
TURN THE PAGE
WHIP JACKET
Ego sum celeritate lectorem!
Look, I’ve been called far worse, but simply trying to survive the city’s streets requires a certain je ne sais quoi.
Effect: Record this Talent name by your Skill Ranks— Trivium. Whenever you use a Skill that could be paired with Trivium (the study of grammar, logic and rhetoric), ignore any penalties your character is currently suffering from due to your Peril Condition Track. You also gain a +10% Base Chance to use the Skill when paired.
Effect: You can read and write a number of pages equal to [IB] a minute. TWISTICAL
Effect: Record this Talent name by your Skill Ranks— Weaving. Whenever you use a Skill that could be paired with Weaving, ignore any penalties your character is currently suffering from due to your Peril Condition Track. You also gain a +10% Base Chance to use the Skill when paired.
Effect: When you attempt to hide in urban environments, you gain a +20% Base Chance to Stealth Tests. WHITES OF THEIR EYES
UNDER THE GUN
WOODWORKING
We have no time to laze about, for there is more work to be done!
Whether it be barrel-making, carpentry or furniture-making, I can do them all with equal finesse.
Effect: When you attempt to deceive someone, you gain a +20% Base Chance to Guile Tests.
Effect: You reduce the time to Recuperate from Injuries by three days. In addition, you never Bleed.
David Chronister (order #31360124)
Stay at my side, friends, and remain steadfast!
Effect: Whenever foes gain the benefit of Low Cover, you ignore it for purposes of hitting and dealing Damage.
Effect: Record this Talent name by your Skill Ranks— Woodworking. Whenever you use a Skill that could be paired with Woodworking, ignore any penalties your character is currently suffering from due to your Peril Condition Track. You also gain a +10% Base Chance to use the Skill when paired.
SKILLS & TALENTS
Have you ever considered that some lies are a necessary means to an end?
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Article
5
Va r io us
WA R E S
WEAPONS
&
for m s o f c u r r e n cy a r e us e d i n th e
sp e ci e (c oi n s ), ba rte r a n d b o ok c r e di t.
‘ c u r r e n cy,’ yo u ’ r e i n
Thi rte e n C olo ni e s ,
To g eth e r,
r a n g i n g f rom
th e s e a r e c ol l e ctiv e ly ca l l e d
a n d h av e a va luatio n th at i s ho nor e d ev e ry w h e r e , de spi te w h eth e r
B o sto n,
th e
C a r i bb e a n
or
N ew F r a n c e .
SPECIE EXCHANGE RATES The standard units of currency are the pound (£), shillings (s) and pence (p). For the sake of simplicity, all values are converted into this system, regardless of national origin:
K 240 pence (p) equals 1 pound (£) K 12 pence (p) equals 1 shilling (s) K 1 pound (£) equals 20 shillings (s) BARTER Generally, brand-new goods and services are exchanged at a 1:1 ratio, and such an exchange doesn’t require a Skill Test.
NEGOTIATE CHECK
Effect: If successful, the merchant will enter into a book credit arrangement, which must be paid back by a number of weeks equal to your [FB]. If haggling, reduce the sale price by -10% or increase the resale price by +10% for every 6 points of your [FB]:
K [FB] 1 to 6: 10% K [FB] 7 to 12: 20% K [FB] 13+: 30% Critical Success: You multiply your [FB] by 3 instead for purposes of negotiating. Critical Failure: The NPC will never negotiate with you ever again. Other Considerations: NONE
Let’s make a deal!
Negotiate Check: When entering into a book credit arrangement, haggling for a lower price or reselling goods to an NPC, make a Bargain or Guile Test. Depending on their Disposition, the Difficulty Rating eases or worsens:
David Chronister (order #31360124)
by the Historian, but you can find more information about them in Article 6: Narrative Tools. DISPOSITIONS
ARE
HANDLED
WARES & WEAPONS
BOOK CREDIT Book Credit is similar to bartering and, using this method, a character can quickly outfit themselves with needed goods. It is a form of credit a character can enact with a legitimate merchant to pay back money owed within an appointed time. You can make a Negotiate Check to determine the amount of money and length of time to pay it back.
K Helpful: (Trivial +30%) Skill Test K Friendly: (Easy +20%) Skill Test K Polite: (Routine +10%) Skill Test K Indifferent: (Standard +/-0%) Skill Test K Impolite: (Challenging -10%) Skill Test K Unfriendly: (Hard -20%) Skill Test K Antagonistic: (Arduous -30%) Skill Test
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BUYING & SELLING GOODS While prices for goods follow, assume that it already includes the proper local and national tax. However, creative Historians may increase the tax by anywhere from +1% to +100% to reflect the British Empire’s taxes over the Thirteen Colonies. RESELLING SCAVENGED GOODS & WEAPONS Scavenged items are resold for 50 percent of their listed price unless you use a Negotiate Check. Goods that you know are stolen must always be resold with a Negotiate Check using Guile, following the same aforementioned requirements. Torn, bloody uniforms and other clothing that has undergone wear from war are worthless. The Historian will ultimately arbitrate the final trade value of goods and services.
ALCHEMICAL, DRUGS & MEDICINE
Antidote (by dose)
18s
Arsenic (by dose)
£1
Aqua vitae
5p
Cocoa (by serving)
10s
Cyanide (by dose)
£1
Hemlock (by dose)
£1
Charcoal (by use)
Coffee (by serving) Ergot (by dose)
Laudanum (by dose) Opium (by dose)
Portable alchemical laboratory Prosthetic foot
Prosthetic joint Prosthetic leg
1s 1s
£1 £1 £1
£25 3s 3s 1s 6s
Quicksilver (by dose)
£1
Saltpeter (by use)
15s
Smelling salt (by dose)
7s
Salt (by use)
Sulfur (by use)
Snuff (per use) Surgical kit
Talc (by use) WARES & WEAPONS
£3
Bandages
Prosthetic hand
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PRICE
Tea (by serving)
Tincture (by dose) Tobacco (per use) Yupa (per use)
2s 3s
10s
£18 2s 1s
£1
5p
12s
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ANIMALS & TRANSPORT
PRICE
Calf
10s
Cart
£5
Canoe
3s
Chicken
4p
Cow
£2
Coach horse (slow) Donkey (slow) Falcon
Field horse (slow) Goose Hog
Homing pigeon
£5 £1 £3 £3
10p £1 8s
Horse tackle
£1
Lamb
15s
Leather saddle
£2
Hunting dog Large but tame rat
5s
1p
Mouser cat
3p
Rowboat
£1
Road horse (fast)
£9
Saddle gun holster
15s
Sidesaddle
£6
Saddlebags
Small but vicious kitten
6s
1p
£12
Wagon wheel
12s
Yoke
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£15 7s
ARMOR? While some refuse to let the past die and wear old cuirasses of metal or rawhide, armor is otherwise seen as a fruitless endeavor, given that bullets can easily punch through armor. Therefore, there are no armors or shields in FLAMES OF FREEDOM. Armor imported from ZWEIHÄNDER is considered obsolete when struck by weapons of the Blackpowder Quality, and characters do not add Determination to their Damage Threshold while wearing it.
WARES & WEAPONS
Turf horse (fast) Wagon
165
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CLOTHING
PRICE
CLOTHING
PRICE
Bonnet (cotton)
£1
Gown (linen)
£13
Bonnet (linen)
6s
Handkerchief (linen)
Bonnet (full trim) Bonnet (silk)
£2
Boots (jockey)
£2
Bonnet (wool)
5s
Boots (leather)
12s
Breeches (cotton)
£1
Breeches (buckskin) Buckles (shoes)
Buckles (shoes & knee) Cap (leather)
10s £1 £5 4s
Cap (linen)
8p
Cap (worsted)
4p
Cap (velvet)
2s
Cloak (broadcloth)
15s
Cloak (silk)
15s
Coat (greatcoat)
£2
Cloak (satin)
Cloak (winter)
£3
19s
Coat (jacket)
10s
Disguise kit
£5
Coat (wool) Ear horn
WARES & WEAPONS
7s
£1 1s
Earrings (Average)
24p
Earrings (Superior)
£1
Earrings (Inferior) Fan (Average)
10p £5
Fan (Superior)
£15
Gloves (cotton)
1s
Girdle
Gloves (silk)
Gloves (white) Gold watch
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9p 3s 5s
£30
Gown (silk)
Handkerchief (silk)
Handkerchief (wool)
£30 2s 4s 1s
Hat (beaver)
12s
Hat (felt)
1s
Hat (cocked)
13s
Hat (leather)
20s
Hatpin
2p
Hat (tricorn) Neckcloth
12s 5s
Neckerchief (silver buckle)
£2
Necklace (Inferior)
3p
Parisian fashion clothing
£9
Necklace (Average)
Necklace (Superior) Petticoat
Pocket watch
Prosthetic foot
Prosthetic hand Prosthetic joint Prosthetic leg
9s
£2
£10 £10 3s 3s 1s 6s
Red Coat uniform (Average)
£6
Red Coat uniform (Superior)
£9
Red Coat uniform (Inferior) Ring (Average) Ring (Inferior)
£3 £1 5s
Ring (Superior)
£3
Set of dark clothes
£2
Set of Average clothes Set of Inferior clothes
Set of Superior clothes Shawl (cotton)
£2 6s
£6 4s
№
CLOTHING
PRICE
Shawl (linen)
9s
Shawl (silk)
£6
Shirt (linen)
8s
Shirt (hunting) Shoes (calico)
Shoes (deerskin) Shoes (leather)
2s 6s 8s 3s
Shoes (silk)
£3
Stockings (cotton)
£1
Stockings (threaded)
1s
Stockings (coarse) Stockings (silk)
Stockings (worsted) Trousers Vest
Waistcoat
1s 7s 2s 2s 2s 3s
Wampum (purple bead)
3p
Wheelchair
£1
Wampum (white bead) Wig (Average) Wig (Inferior)
Wig (Superior)
167
2p £3
12s £9
WARES & WEAPONS
David Chronister (order #31360124)
№
168
COMMODITIES
PRICE
COMMODITIES
PRICE
Ale by gallon
8p
Molasses by gallon
18s
Beef by pound
1p
Nutmeg by pound
2s
Butter by pound
9p
Allspice by pound Bread loaf
Cheese by pound
Chocolate by pound
2s
1p 4p 2s
Cider by barrel
£2
Cider by gallon
4p
Coffee by pound
£1
Cider by cask
Cinnamon by pound Mace by ounce Milk by gallon
5s
£1 2s
1p
Mutton by pound Pepper by pound Pork by pound
6p
11s
Rum by gallon ( Jamaican)
20s
Rum by gallon (Colonial)
Rum by gallon (New England) Rum by gallon (West Indies) Snuff by pound
15s 11s 16s £2
Sugar by pound
1p
Tea by pound (Hysea)
2s
Tea by pound (Congo) Tea by pound (Hyson)
6s
£1
Tea by pound (Imperial)
15s
Tobacco by pound (leaf )
11p
Wheat by bushel
13s
Tobacco by pound (pigtail) Whiskey by gallon
White ginger by pound
7p
10p 10s 1s
Wine by gallon (Madeira)
16s
Wine by gallon (white)
4s
Wine by gallon (sweet)
WARES & WEAPONS
3s
Potatoes by bushel
Tobacco by pound (cut)
David Chronister (order #31360124)
1p
3s
№
169
FUR TRADE
PRICE
FUR TRADE
PRICE
Alligator hide
10s
Large cat pelt
11s
Badger hide
2s
Mink pelt
1s
Ant mandible
5p
Bat hide
5p
Beaver skin
8s
Bear hide
£3
Bison hide
£1
Bobcat pelt
£1
Black Shuck pelt Carcajou pelt
£1 1s
6p
Dog pelt
6p
Feathers (by pound)
18p
Giant constrictor snakeskin
£1
Horse hide
16s
Deer pelt
Eagle feathers (by pound) Fox pelt
Grizzly bear hide Kraken skin
David Chronister (order #31360124)
3s 1s 4s
£3 £6
Moose hide
£3 £2
Mountain lion pelt
11s
Owl feathers (by pound)
18p
Poisonous snakeskin
6p
Rat pelt
1p
Otter skin Pig skin
Raccoon pelt
8s 5s 2s
Raven feathers (by pound)
10p
Shark hide
£1
Sabertooth tiger hide Spider carapace
£3 2s
Swarm shells
1p
Whale skin
£3
Woodchuck skin
4s
Walrus hide Wolf pelt
8s 1s
WARES & WEAPONS
Coyote pelt
Mammoth hide
№
170 TOTAL DARKNESS
16 to 39 yards
40 yards+
PRICE
DURATION
PERFECT LIGHT
Bonfire
NONE
3 hours
1 to 30 yards
31 to 59 yards
1p
3 hours
1 to 5 yards
6 to 9 yards
Campfire
Candles (10) Lamp
Lantern
Match (20) Oil pot Torch
NONE 1s 3s 1s
5p 1p
9 hours 6 hours
1 to 15 yards 1 to 5 yards
6 to 19 yards
6 hours
1 to 15 yards
16 to 39 yards
3 minutes
1 to 5 yards
6 to 9 yards
1 minute 1 hour
1 yard
1 to 10 yards
2 to 4 yards
11 to 29 yards
60 yards+ 10 yards+ 20 yards+ 40 yards+ 5 yards+
10 yards+ 30 yards+
LITERARY NEEDS
PRICE
LITERARY NEEDS
PRICE
Book (ancient history)
£10+
Magazine
1s
Book (foreign languages or law)
£5 to £8
Map (local)
10s
Book (esoteric topics or fiction) Book (occult topics) Book (one topic)
Book or ledger (blank) Broadsheet newspaper Broadside poster Calendar
Chalkboard
Colonial Gothic book Fountain pen Inkpot
Lead pencils Ledger WARES & WEAPONS
FLEETING SHADOWS
LIGHT SOURCES
Letter case
David Chronister (order #31360124)
£5+
£10+ £3 £1
5p 1s
4p 3s
£1776 6p 1s
£1
10s £3
Magnifying glass Map (regional) Map (world) Microscope Pamphlet Passport
Pigment by pound (any color) Printing press
Reading glasses
Stamped blank letter Weekly journal Writing kit
ZWEIHÄNDER book
£1 £1
£10 £20 8s
£15 £1
£75 10s 7s 3s
£1
£666
№
LODGING & FOOD
Bottle of sherry
PRICE
Pitcher of cider
£1
Pitcher of milk
FREE
Pitcher of water
FREE
Pot of Congo tea
3p
10s
Bottle of wine (Inferior)
3s
Bottle of wine (Superior)
£3
Gambling ante (Inferior)
6p
Game of betting (cockfighting & boxing)
2p
Gambling ante (Average) Gambling ante (Superior) Game of debate
Game of ninepin (bowling) Pitcher of ale
PRICE
1s
Bottle of spirits
Bottle of wine (Average)
LODGING & FOOD
171
1s 3s
FREE 3p 1p
Pitcher of ‘flip’ (beer, molasses & water) Pitcher of punch (tea, lemon & rum) Pot of coffee
Pot of Hysea tea
1s
2p 1p 5p 1p
Pot of Hyson tea
10p
Provisions by day
4p
Pot of Imperial tea
7p
Room & board (common area)
10p
Room & board (stables)
2p
Shot of sherry
1p
Room & board (private room) Shot of rum
Shot of whiskey Snuff by pinch
3s
1p 2p 1s
Supper & breakfast (Average)
3p
Supper & breakfast (Superior)
9p
Supper & breakfast (Inferior)
1p
David Chronister (order #31360124)
WARES & WEAPONS
PROVISIONS, NOT RATIONS One day’s provisions will provide one character beans, bread, a candle, cider, meat, milk, oats, rice, salted meat and soap. One day’s provisions weigh 1 Encumbrance.
№
172
OCCULT
Amulet Broom
Cauldron
Common Book of Prayers Cross (Average) Cross (Inferior)
PRICE
£10 2p 1s
£15 10s 3s
OCCULT
PRICE
Stage magician kit
15s
Tarot cards
10s
Wolfsbane paste
5s
Symbol of faith
1s
Wax seal
SERVICES
Cross (Superior)
£2
Holy book
£5
Buy ticket (Average seats)
Oracular device (cards, mirror, etc.)
£3
Buy ticket (Superior seats)
5s
Distract beggars
£2
Exchange currency
1s
PRICE
5s
Bribe a doorman
4p
£1
Buy ticket (Inferior seats)
2p
1s
Charter a ship
£1
Sacred tool
£1
Draft legal contract
Spirit shield
15s
Gain courtesan’s company
Divining rod
Holy water vial Prayer beads Runestones
Spirit board
5p £1
5% of value £1
4p
Get a tattoo
6p
Get fortune told Give alms
Have ice delivered
2p 4p
1p 2s
Have portrait painted (Average)
£10
Have a portrait painted (Superior)
£30
Hire a tout
1p
Have portrait painted (Inferior) Hire a knocker-up (weekly)
WARES & WEAPONS
£1
Gain prostitute’s services Get a shave & haircut
Hire quartermaster (weekly) Hire Richard
Hire scout (weekly)
Hire trailblazer (weekly)
Hold a Boston Tea Party
House call from a doctor Pay bridge toll
Pay docking fee
David Chronister (order #31360124)
6s
£3
2p
10s
A cup of coffee 10s 10s 2s
£1
1p 1s
№
SERVICES
Pay for an artistic performance Pay import tax
Pay military captain daily Pay military cavalry daily
PRICE
1s
1% of the value 25p 7p
Pay military officer daily
15p
Retain lawyer’s services (daily)
£1
Pay military private daily
Send a letter (international)
5p 7s
Send a letter (local)
1p
Send a package (local)
1s
Send a package (international) Shoe a horse
£5 2s
Smuggle goods
25% of the value
Tithe excess
10% of the value
Spread disinformation Train a hunting dog or falcon
Translate document (per page)
8p £3 3s
Unload & load cargo (daily cost)
3p
Visit doctor
1s
Use printing press per cheap copy
1s
TOOLS
4-inch nails (1,000)
PRICE
1s
9-inch nails (1,000)
£1
Beeswax by pound
£1
Artist’s tools
£5
Brush
5p
Carpentry tools
£2
Buttons
Cauldron Chalk
Chest (large)
6p £2 8s
£1
Chest (small)
14s
Counterfeiting tools
£1
Coopering tools Drafting tools
Engraving tools
Fabric by yard (broadcloth) Fabric by yard (calamanco) Fabric by yard (Damask)
Fabric by yard (Holland)
Fabric by yard (Irish linen)
£2 £5 £5 7s
10p 1s 1s 4s
Fabric by yard (muslin)
17s
Fabric by yard (satin)
9s
Fabric by yard (Persian) Fabric by yard (silk) Fringe by yard
5s 7s 2s
£1
Gunsmith’s air pump
15s
Lace by yard
£6
Looking glass (mirror)
£7
Mortar & pestle
2s
Kite & key
Ladder (ten-foot)
Looking glass (polished metal)
£5 1s 3s
£1
WARES & WEAPONS
General trade tools Gun tools
David Chronister (order #31360124)
173
№
174 TOOLS
Puckwhegonnautick drill (for wampum) ‘Quick dig’ wood shovel (Superior)
Scented hair powder by pound
4s
Signet ring
£1
Soap by pound (cheap)
6p
Soap by pound (regular)
1s
Stone-working tools
Padlock & key (Hard -20%)
£1
WARES & WEAPONS
Padlock & key (Routine +10%)
7p
Padlock & key (Trivial +30%)
3p
Pipe (scrimshaw)
£1
Playing cards
6p
Padlock & key (Standard +/-0%) Pipe (clay)
Pipe (wood)
Portable alchemy kit
David Chronister (order #31360124)
8s 4s 8s
£15
6s
£2
£19
Tailoring tools
£3
Tea kettle (brass)
6p
2s
Surgical kit
Surveying tools
Padlock & key (Easy +20%)
9s
£2
Soap by pound (Irish)
11s
£1
Smithing tools Snuffbox
Padlock & key (Challenging -10%)
£1
14s
‘Skeleton key’ (lockpicks)
£6
£3
Sealing wax by pound Sewing silk by pound
Padlock & key (Arduous -30%)
£1
1p
Scrimshaw tools
PRICE
1s
Rope by yard
Scales & weights
TOOLS
PRICE
£3 6s
Tea kettle (copper)
£1
Telescope
£22
Thread by pound (colored)
10s
Thread by pound (fine)
£2
Tea kettle (iron)
Thread buttons (12)
Thread by pound (cotton)
1s
3p 3s
Toothbrush
2p
Violin
£10
Weighted dice & cheat cards
£1
Twine by foot Weaving tools
Wind-up clock Wool blanket
1p £4
10s 1s
№
8s
QUALITIES Every weapon possesses one or more Qualities to consider for Combat Encounters. Qualities are benefits and penalties gained while wielding the weapon in hand. If two weapons have the same Quality, they do not stack benefits or penalties.
£2
ACCURATE: This weapon ignores Difficulty Rating penalties associated with Long and Extreme Distances.
TRAVELING
PRICE
Bedroll
14s
Canteen (tin)
3p
Camping kit
Canteen (wood) Cartridge box
Coffee or teapot & grinder Compass
Crampons
Fishing pole
Hunting bag Knapsack
Leather backpack Match case Mess kit
Provisions by day Sack
Spyglass
Tent for 1 person Tent for 6 people
3s
2s
£1
2p 1s 1s
£2 8s 1s
£1
4p 1s
£2 3s
£5
WEAPONS Whether you craft your own bow or you purchase a finely crafted sword, these weapons will allow your character to hunt animals, fight monsters and defend their beliefs against the Loyalists.
ACID: When dealing Damage, reference [PB] instead of [CB]. After you deal Damage, the foe does not suffer standard Injuries. Roll Chaos Dice as you normally would, but if any land on face ‘6,’ they cannot restore their Damage or Peril Condition Tracks until using Alkali as a part of the healing practice. If you miss hitting a foe, roll 1D6 Chaos Die. On face ‘1–5,’ it bounces harmlessly elsewhere. On face ‘6,’ it bounces back to hit you. BACKSLASH: When attacking with this weapon, you gain an Assist Die. BLACKPOWDER: With this weapon, your Fury Dice explode to deal additional Damage on a face ‘1’ or face ‘6.’ You cannot attack with a Blackpowder weapon while Engaged unless it has the Pistol Quality, nor can you Load this weapon while mounted, unless it has the Carbine Quality. Finally, if you roll a Critical Failure with this weapon, reference both the Critical Failure effect of the Action In Combat you’re using and the Misfire table in Article 7: Combat Encounters. BOMB: This weapon’s Damage and other effects impact multiple combatants in a Burst Template. If you miss hitting a foe, roll 1D6 Chaos Die. On face ‘1–5,’ it bounces harmlessly elsewhere. On face ‘6,’ it bounces back to hit you. BREAK: After dealing Damage, this weapon is destroyed. CARBINE: You can Load this weapon while mounted. This weapon’s Fury Dice does not explode to deal additional Damage at Long Distances, unless it has the Accurate Quality. COLD IRON: This weapon is considered to be magic. When you deal Damage against Abyssal foes, they suffer an equal amount of Peril. Critically Failing to hit with this weapon destroys the weapon.
WARES & WEAPONS
RANGED WEAPONS & REALISM This game uses medium tactical combat options but recognizes that many game tables do not have massive spreads to accommodate large scale battlefields using miniatures. Distances in this game are not realistic. They reflect the needs of the game for grid-based and theater of the mind combat.
David Chronister (order #31360124)
175
№
176 INACCURATE: This weapon cannot take advantage of Long or Extreme Distances. INFERIOR: When attacking with this weapon, you suffer a -5% Base Chance to hit. PISTOL: You can make a Counterattack using this weapon, and can make Attack Actions with it while Engaged. In addition, this weapon’s Fury Dice do not explode to deal additional Damage at Medium & Long Distances unless it has the Accurate Quality. PNEUMATIC: Whenever you Critically Fail to hit with this weapon, you must reload it outside of combat with a gunsmith’s air pump. POWERFUL: After you deal Damage, at your option, automatically shove a foe away from you 1 yard. Their movement does not provoke Counterattacks PUMMELING: This weapon can only inflict Moderate Injuries, and never causes a foe to Bleed. When dealing Damage, reference [BB] instead of [CB]. PUNISHING: When dealing Damage with this weapon, optionally spend 1 AP to roll an additional 1D6 Fury Die.
CUMBERSOME: While carrying this weapon, you cannot Charge, Maneuver or Run. DEFENSIVE: When using this weapon to Defend against melee weapons, add +10% Base Chance. DEVASTATING: When you inflict Injuries with this weapon, they are always treated as Grievous Injuries.
WARES & WEAPONS
FAST: Foes suffer a -10% Base Chance to Defend against attacks you make with this weapon. When dealing Damage, reference [AB] instead of [CB]. HOLY: This weapon is considered to be magic. It deals 2D10+2 Damage to threats classified as Abyssal or Supernatural. Exceptions may be made by the Historian. It is otherwise treated as a magical improvised weapon. IMMOLATE: After you deal Damage with this weapon, it is extinguished but the foe does not suffer standard Injuries. Roll Chaos Dice as you normally would, but if any land on face ‘6,’ they are On Fire instead (see Article 8: Healing, Hazards & Horror).
David Chronister (order #31360124)
REACH: When a foe Charges or Runs to Engage or disengage with you, make a Counterattack with this weapon. REPEATING (*): This weapon can be fired a number of times equal to the value in parenthesis (e.g., 3) before needing to be Loaded again. Spend 2 AP to Load one ammunition. RUINED: This weapon suffers -3 to Total Damage until repaired. Repair costs 25% of retail value. If this weapon is already Ruined and is once again Ruined, it is destroyed instead. SKEWERING: When this weapon is held two-handed and you successfully hit a foe (but before Damage is dealt), they must Resist using Resolve or be Disarmed. Whenever they Resist, they must flip the results to fail. SILENT: Whenever you are Hidden and make an Attack Action using this weapon, optionally spend 2 AP to make a Stealth Test to try hiding again as a Reaction.
№
SILVER: This weapon is considered to be magic. When you deal Damage against Supernatural foes, they suffer an equal amount of Peril. Critically Failing to hit with this weapon destroys the weapon. SLOW: Foes gain a +10% Base Chance to Defend against attacks you make with this weapon. SMOKE: As this weapon lands, it emits smoke in a Burst Template, creating Heavy Obscurement. Combatants inside cannot take advantage of Medium, Long or Extreme Distances. Additional modifiers may be put in place if attackers attempt to hit combatants inside the smoke. It does not break the line of sight. The smoke’s effects remain for 1D10+1 minutes unless the Historian determines heavy wind disperses it after one minute. SOCKETED: This weapon is considered an improvised weapon unless attached to a two-handed weapon with the Blackpowder Quality. It takes 1 AP to plug the weapon into the barrel and must be removed before the weapon can be fired. STRANGLING: After hitting a foe with this weapon (but before Damage is dealt), they must Resist using Toughness or be caught in a Chokehold. Whenever they Resist, they must flip the results to fail. If the weapon also has the Sweeping Quality, choose which you want to use whenever you hit. SUPERIOR: Add +5% Base Chance to hit with this weapon. SWEEPING: After hitting a foe with this weapon (but before Damage is dealt), they must Resist using Coordination or be knocked Prone. Whenever they Resist, they must flip the results to fail.
VICIOUS: When determining if a foe is Injured with this weapon, roll an additional 1D6 Chaos Die. WEAK: This weapon cannot inflict Grievous Injuries.
David Chronister (order #31360124)
CONE, BURST & EXPLOSION TEMPLATES Some weapons affect multiple targets at once. In these cases, refer to one of the Template types below:
K Cone Template: Extends
straight in a 16-yard line from where you stand, 1 yard wide at its starting point and 5 yards wide at its endpoint. You can aim weapons that reference the Cone Template so that it can be used to hit foes only. However, you will need to succeed at an Awareness Test to not harm allies.
K Burst Template: Bursts outward in a circle with
a diameter of 6 yards in all directions. Select a point of origin within your line of sight and the Burst then takes effect. A Burst affects both allies and foes alike. The Historian will determine who is affected. Template: Explodes outward in a circle with a diameter of 10 yards in all directions. Select a point of origin within your line of sight and the Explosion then takes effect. An Explosion affects both allies and foes alike. The Historian will determine who is affected.
K Explosion
Hard barriers limit areas over which Templates take effect. However, soft barriers such as bushes, trees and the like will not. The best rule of thumb to follow is that if the barrier totally prevents line of sight, it will limit the area of effect for the Template, reshaping it to meet the constraints of the space available. As an example, a duck-foot pistol can be fired through a crate of bottles, but not through a wooden palisade.
WARES & WEAPONS
THROWING: This weapon cannot take advantage of Medium, Long or Extreme Distances.
177
WARES & WEAPONS
№
178
WEAPON STATISTICS FORMAT K Weapon Name: Every weapon possesses a proper K Distance: Melee weapons require you to be name. Many weapons are known by different standing toe-to-toe (Engaged) with a foe, names (such as the knife may be called a dirk, or whereas ranged weapons require you to be one a fowler musket may be called a fusil), but record or more yards away from a foe. Some weapons its proper name on your character sheet. can be used both while Engaged or at Distance if thrown. Finally, some weapons reference the K Skill To Hit: Every weapon requires a specific Cone Template for Distance and affected targets. Skill to hit with using Attack Actions. Some weapons can also be thrown, and the related Skill K Damage: Generally references [CB] to deal is indicated in braces. Damage. If Damage is SPECIAL, refer to the weapon’s Qualities. Weapons that deal no K Handling: Weapons are always used in either one Damage are indicated with NONE. (1H) or two hands (2H). Qualities: These are the inherent benefits or K Load: Ranged weapons, which can be used at a K penalties the weapon confers when used for Distance greater than 1 yard, require you to load combat purposes. them with ammunition before firing. Loading a weapon requires a certain number of Action K Encumbrance Value: Encumbrance Values are Points (abbreviated to AP). If a melee weapon has added up to determine whether or not you’re a Load value, do not account for it unless used as suffering Overage. a ranged weapon. K Price: This is the retail cost of the item, but may be adjusted by the Historian at their discretion. K Ammo Type: Some ranged weapons require ammunition to be fired.
David Chronister (order #31360124)
№
SKILL TO HIT
HANDLING
LOAD
AMMO TYPE
Acid Bomb
Simple Ranged
1H
1 AP
NONE
1H
1 AP
Javelins
2H
4 AP
Bullets
Martial Ranged
2H
3 AP
Bullets
9+[PB] yards
[CB]
Charleville Musket
Martial Ranged
2H
3 AP
Bullets
9+[PB] yards
[CB]
DoubleBarrel Pistol
Simple Ranged
1H
SPECIAL
Bullets
1+[PB] yards
[CB]
Duck-Foot Pistol
Simple Ranged
1H
3 AP
Bullets
Cone Template
[PB]
Dutch Longpistol
Martial Ranged
1H
2 AP
Bullets
3+[PB] yards
[CB]
Ferguson Rifle
Martial Ranged
2H
2 AP
Bullets
9+[PB] yards
[CB]
1H
2 AP
Bullets
Simple Ranged
2H
3 AP
Bullets
9+[PB] yards
[CB]
Fused Grenade
Martial Ranged
1H
1 AP
NONE
1+[PB] yards
[CB]
Fused Grenade Mortar
Martial Ranged
2H
4 AP
NONE
6+[PB] yards
Girardoni Air Rifle
Marital Ranged
2H
SPECIAL
Bullets
Musketoon
Martial Ranged
2H
2 AP
Bullets
1H
1 AP
NONE
Simple Ranged
1H
2 AP
Bullets
Pennsylvania Martial Longrifle Ranged
2H
4 AP
Bullets
Atlatl Blunderbuss Brown Bess Musket
Flintlock Pistol Fowler Musket
Net Overcoat Pistol
David Chronister (order #31360124)
Martial Ranged Simple Ranged
Simple Ranged
Simple Ranged
DISTANCE DAMAGE
1+[PB] yards
QUALITIES
ENCUMBRANCE VALUE
PRICE
1
10s
[PB]
Acid, Break, Throwing
[CB]
Silent, Throwing
2
7p
[PB]
Blackpowder, Vicious, Weak
2
£2
3
£4
2
£3
1
£2
1
£3
1
£4
2
£8
1
£2
2
£2
Blackpowder, Bomb, Break, Throwing
1
5s
[CB]
Blackpowder, Bomb, Throwing
3
£4
6+[PB] yards
[CB]
3
£6
6+[PB] yards
Pneumatic, Repeating (20), Silent
[CB]
Blackpowder, Carbine
2
£2
NONE
Sweeping
2
1s
1+[PB] yards
[CB]
Blackpowder, Pistol, Weak
1
£1
12+[PB] yards
[CB]
4
£6
6+[PB] yards
Cone Template
3+[PB] yards
1+[PB] yards
[CB]
Accurate, Blackpowder
Carbine, Blackpowder, Weak
Blackpowder, Pistol, Repeating (2), Weak
Blackpowder, Pistol, Slow, Weak Accurate, Blackpowder, Pistol Blackpowder, Carbine Blackpowder, Pistol, Weak
Blackpowder, Inaccurate, Weak
Accurate, Blackpowder, Punishing
WARES & WEAPONS
RANGED WEAPONS
179
№
180
RANGED WEAPONS
SKILL TO HIT
HANDLING
LOAD
AMMO TYPE
Powder Bomb
Simple Ranged
1H
1 AP
NONE
1+[PB] yards
NONE
Rampart Gun
Martial Ranged or Warfare
2H
6 AP
Bullets
15+[PB] yards
[CB]
Screw Pistol
Simple Ranged
1H
3 AP
Bullets
3+[PB] yards
[CB]
ENCUMBRANCE VALUE
PRICE
1
£1
6
£10
Blackpowder, Pistol, Weak
1
£2
QUALITIES
Bomb, Break, Smoke
Accurate, Blackpowder, Cumbersome, Devastating
Selfbow
Martial Ranged
2H
1 AP
Arrows
9+[PB] yards
[AB]
Fast, Silent
2
5s
Turn-Out Pistol
Simple Ranged
1H
1 AP
Bullets
1+[PB] yards
[CB]
Blackpowder, Inaccurate, Pistol, Weak
1
£1
DID YOU KNOW? When precision is required, a pistol is rested on the forearm or the elbow while the aim is calculated (unlike the way modern firearms are aimed). ACID BOMB: This distillation of elements is the foremost tool of alchemists on the battlefield. ATLATL: A weapon that uses levers to throw a javelin. The atlatl has a shaft with a cup at one end in which the butt of a javelin is placed. It is a favored weapon of Indigenous cultures.
WARES & WEAPONS
DISTANCE DAMAGE
DUCK-FOOT PISTOL: A pistol with four splayed barrels, the duck-foot is particularly useful against rowdy crowds but impossible to aim precisely. Also, every trigger blast carries a significant amount of kickback. DUTCH LONGPISTOL: These 14-inch barreled pistols are manufactured in the Netherlands and have slowly become available for sale in the Thirteen Colonies. They are renowned for their deadly accuracy. FERGUSON RIFLE: This breech-loading rifle is exceedingly expensive to carry and quite deadly to those caught on the wrong end of the barrel.
BLUNDERBUSS: A favored weapon of Mutineers and Privateers, the blunderbuss is loaded with a mixture of gunpowder and small pellets, and the shot scatters into a cloud, hitting anything in its path.
FLINTLOCK PISTOL: With a 9-inch barrel length, the flintlock is the most common type of pistol found in the Colonies. Flintlocks are produced by a variety of gunsmiths, both in the Thirteen Colonies and abroad.
BROWN BESS MUSKET: Those who find a Brown Bess use a musket leftover from the French and Indian War. They’re commonly found in the hands of the British Empire and Loyalists.
FOWLER MUSKET: Sometimes called the Hudson Valley Fowler or New England Fowler, this musket is the most commonly found musket in the Thirteen Colonies. With a 48-inch barrel, it is primarily used for hunting.
CHARLEVILLE MUSKET: Considered to be superior by the French, this particular musket will give the Brown Bess a run for its money in the heat of battle.
FUSED GRENADE: It is a hollow iron ball packed with gunpowder, ignited using a string fuse. When detonated, the ball shatters, sending iron shards in all directions.
DOUBLE-BARREL PISTOL: Designed for naval boarding, this pistol is deadly in close fighting but loses its punch at farther distances.
FUSED GRENADE MORTAR: This is the ubiquitous grenade lobber. Though it looks like a blunderbuss, it fires a grenade much farther than it is typically thrown.
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GIRARDONI AIR RIFLE: These curious devices are powered by pneumatics, producing little noise and no smoke. However, they also have one decisive disadvantage: empty reservoirs must be refilled using a large air-pump, which is not portable. MUSKETOON: This is a shorter version of the fowler musket. Its shorter length means even less accuracy but offers the possibility to reload while on the back of a horse or in confined spaces. NET: Nets have been used for centuries to catch fish or fowl, and the more adventurous sometimes use heavy nets to secure live specimens or legendary creatures. OVERCOAT PISTOL: This is a small pistol designed to hide in a jacket pocket or muff, and many wealthy merchants and travelers carry it. PENNSYLVANIA LONGRIFLE: Created by German gunsmiths living in southern Pennsylvania, these rifles are favored by those moving to the frontier areas. With barrels ranging from 44 to 46 inches, these rifles are feared for their deadly accuracy. POWDER BOMB: This bomb is not deadly; instead, it produces a cloud of smoke that obscures vision. RAMPART GUN: With a 46-inch barrel, these muskets are more like mini-cannons than shoulder arms. Used aboard ships and atop palisades, these guns are a rarity in the Colonies.
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SCREW PISTOL: Sometimes called a cannon barrel pistol, this pistol is designed to be deadly at close range. It is readily hidden, as its barrel can be released by unscrewing it from the stock. SELFBOW: Carved from a single piece of wood and with a draw range of 2 feet, a selfbow is capable of taking down a buffalo with multiple shots, or a rabbit with one shot. TURN-OUT PISTOL: This pistol does not require loading the conventional way: wadding, powder and shot and shoved down with a ramrod. Instead, a turn-out pistol’s barrel is unscrewed, allowing both the powder and shot to be loaded into the firing chamber. DID YOU KNOW? As the camp quiets, militia and soldiers melt bullet molds to create their own bullets. With a disk of lead, a bucket of water and bullet mold, it takes an hour to create 20 bullets. AMMUNITION
PRICE
Arrow
2p
Bullet mold (120 bullets)
1s
Blackpowder w/Bullets (10)
2p
Cold Iron bullet (Cold Iron Quality)
2p
Quiver
1s
Javelin (atlatl)
Silver bullet (Silver Quality)
4p 2s
WARES & WEAPONS
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MELEE WEAPONS
Agricultural Tool Bare-handed Bayonet Blackjack Boarding Axe Cavalry Sabre
Garrote
Gunstock Club Hanger Sword
WARES & WEAPONS
Harpoon
SKILL TO HANDLING HIT
Simple Melee
Simple Melee or Athletics Martial Melee
Simple Melee or Athletics Martial Melee Martial Melee
Simple Melee or Athletics Martial Melee (Martial Ranged thrown) Simple Melee
Simple Melee (Simple Ranged thrown)
ENCUMBRANCE VALUE
PRICE
2
3s
LOAD
AMMO TYPE
DISTANCE DAMAGE
2H
0 AP
NONE
Engaged or 1 yard
[CB]
1H or 2H
0 AP
NONE
Engaged
[BB]
2H
1 AP
NONE
Engaged or 1 yard
[CB]
Socketed, Vicious
1
8s
1H
0 AP
NONE
Engaged
[BB]
Pummeling, Silent, Slow
1
6p
1H or 2H
0 AP
NONE
Engaged
[AB]
Backslash, Fast
1
7s
1H
0 AP
NONE
Engaged
[CB]
Backslash, Slow
1
£5
2H
0 AP
NONE
Engaged
NONE
Silent, Strangling
1
1s
1H or 2H
0 AP (1 AP thrown)
NONE
Engaged or 1+[PB]
[CB]
Backslash, Throwing
2
9s
1H
0 AP
NONE
Engaged
[CB]
Weak
1
£1
1H or 2H
0 AP (1 AP thrown)
Engaged NONE or 1+[PB] yards
[AB]
Fast, Skewering, Throwing, Weak
2
3s
QUALITIES
Sweeping, Slow, Weak
Pummeling, Slow NONE
NONE
Hatchet
Simple Melee
1H
0 AP
NONE
Engaged
[CB]
Slow, Weak
1
10p
Holy Water
Simple Melee
1H
1 AP
SPECIAL
Break, Holy, Throwing
1
£1
Horsewhip
Simple Melee
Engaged NONE or 1+[PB] yards
1H
0 AP
NONE
Engaged or NONE 1 yard
Strangling, Sweeping
1
£2
1H or 2H
0 AP (1 AP thrown)
Break, Pummeling, Throwing
1
Historian’s decision
Improvised
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Simple Melee (Simple Ranged thrown)
Engaged NONE or 1+[PB] yards
[BB]
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MELEE WEAPONS
Infantry Sword Knife
Loaded Stick
Spear
Spontoon Stake
Tomahawk
Torch War Shield Zweihänder
QUALITIES
ENCUMBRANCE VALUE
PRICE
[CB]
Defensive
1
£3
Engaged or 1+[PB] yard
[AB]
Fast, Throwing, Weak
1
4s
NONE
Engaged
[CB]
Defensive, Slow, Weak
1
3s
0 AP (1 AP thrown)
NONE
3+[PB] yards
[AB]
Fast, Throwing, Weak
1
2s
2H
0 AP
NONE
Engaged or 1 yard
[CB]
Reach, Skewering
2
10s
1H
0 AP
NONE
Engaged
[BB]
Break, Cold Iron, Pummeling
1
3p
1H
0 AP (1 AP thrown)
Engaged NONE or 1+[PB] yards
[CB]
Throwing
1
10s
1H
0 AP
NONE
Engaged
[BB]
Break, Immolate, Pummeling
1
1p
1H
0 AP
NONE
Engaged
[BB]
Defensive, Pummeling, Slow
2
1s
2H
0 AP
NONE
Engaged or 1 yard
[CB]
Punishing, Reach
3
£12
SKILL TO HANDLING HIT
Martial Melee
Simple Melee (Simple Ranged thrown) Simple Melee
Simple Melee (Simple Ranged thrown) Martial Melee Simple Melee
Martial Melee (Martial Ranged thrown) Simple Melee
Simple Melee or Athletics Martial Melee
LOAD
AMMO TYPE
1H
0 AP
NONE
Engaged
1H
0 AP (1 AP thrown)
NONE
1H
0 AP
1H or 2 H
BARE-HANDED: Underground pugilist clubs sponsored by the aristocracy, the tried-and-true pugilist bouts and sanctioned boxing matches are part and parcel of life in 1776. Real weapons are far more effective, but a cross to the jaw, roundhouse kick to the kidney or knee to the groin sometimes speaks louder than words alone.
DISTANCE DAMAGE
BAYONET: Slowly coming into use among the British Army, the bayonet is uncommon in 1776. It employs a triangular blade that creates lasting wounds. Because they are plugged into a barrel, they must be removed before the weapon can be fired again. BLACKJACK: A blackjack is a small leather club favored by robbers. This little weapon is used to knock out an opponent quickly and quietly. BOARDING AXE: This naval weapon is used to cut nets, slash rigging and smash through cabin doors. It is an easy, inexpensive multitool for Privateers.
WARES & WEAPONS
AGRICULTURAL TOOL: Ranging from useful tools such as pitchforks, scythes and sledgehammers, these ubiquitous weapons are used in farming and war.
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CAVALRY SABRE: Mainly used by Cavalry, these swords are designed for chopping at an opponent. Sabres are easily distinguished because the back of the blade is serrated and used to slash back and forth quickly. GARROTE: Made from cat muscle or steel wire attached between two spools, this is the quintessential assassin’s weapon. Skilled assassins can put people ‘to sleep’ permanently, whereas the unskilled will butcher a victim’s neck in the process, to the sound of much gurgling and screaming. GUNSTOCK CLUB: This unusual weapon is found in Indigenous warriors’ hands, made in a musket shape and sporting a sharpened stone or heart-shaped metal blade. HANGER SWORD: Shoddy and more for show than any real fighting, hanger swords are used in duels for reputation. HARPOON: Used by whalers and found only in maritime areas, the harpoon can make an effective weapon against humans as well. Six feet long overall, it consists of a massive wooden shaft about five feet long and terminating with an iron tip and cruel barb. HATCHET: Hatchets are small, handheld axes used for clearing trails, foraging and a variety of other survival skills. An excellent multipurpose blade, it allows the lightweight hatchet to be readily carried on a belt or into a fight.
WARES & WEAPONS
HOLY WATER: Blessed by all faiths’ clerics, these sacred water bottles are harmful to spirits and devils. It otherwise shatters into shards of glass and harmless water when thrown at people of this realm. HORSEWHIP: Used to drive cattle and horses, these makeshift devices can be used by coordinated folk to entangle and take down foes. IMPROVISED WEAPON: Ale steins, billiards cues, broken chair legs, fire pokers and the like are examples of these types of shoddy weapons. INFANTRY SWORD: Though soldiers are slowly adopting the bayonet, the infantry sword is still carried by the rank and file. Unlike the sabre, the infantry sword is a cutting weapon designed to be used on foot.
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KNIFE: As a proper multipurpose tool, knives are carried by every person, spanning all cultures. Knives are meant to be used in close quarters but can be thrown in a pinch. LOADED STICK: Whether called a club, a shillelagh, stone-headed club or a walking stick with an iron head, these weapons are often innocuous, carried openly. SPEAR: Used for hunting, on horseback and for war, the spear remains a versatile weapon. SPONTOON: Despite its archaic appearance, this short, halberd-bladed spear is used by the British Empire. It is used to defend a regiment’s colors against cavalry attacks and held crosswise behind their rank and file to discourage soldiers from breaking. STAKE: Tipped with cold iron, these unusual weapons are carried by superstitious people. TOMAHAWK: Traditionally made of hickory with a stone or metal blade, the tomahawk is used as a weapon and sometimes a ceremonial tool. TORCH: Swabbed in oil and cloth, torches are used to light the path and sometimes repurposed as cruel weapons against the wronged. FLAMING ARROWS Using a bandage and a pot of oil, you may impart the Immolate Quality to 9 arrows. You can also grant the Immolate Quality to melee weapons or ranged weapons that possess the Throwing Quality, but they immediately gain the Ruined Quality upon dealing Damage. WAR SHIELD: These Indigenous shields of leather are painted with stories and used in war. ZWEIHÄNDER: Sometimes, it is called a bastard sword (mostly because you will be cursing whoever wields it). Other times, it’s called a great sword (partially because it requires great strength to swing it). It is a surprisingly more popular alternative than its predecessor, the ubiquitous war hammer.
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CANNONS & OTHER WAR MACHINES? This game is not one of large-scale siege warfare. Instead, it concentrates on characters’ personal trials. War machines will be more explicitly detailed in a future supplement. To answer a final question: how much Damage does a cannon do to a character? Enough to render them Slain! without a chance to Defend. Or—to put it another way—force the British Empire to surrender Boston on March 17, 1776.
CRAFTING WARES & WEAPONS There will come a time when your character will want to gather the raw materials themselves to create their own items or weapons. While a generally laborious process, crafting items can save a fortune, depending on the Grade of the item you intend to craft. CRAFTING PHARMACOPOEIA? Details regarding drugs, laudanum, smelling salts, tincture and other rare substances is covered in Article 9: Hexenmeister’s Almanack. GRADE
All crafted objects have a Grade assigned to them, which will reflect the cost of raw materials and the benefits the item confers to you:
K Inferior (25% of cost): Increase by 1
Encumbrance Value
one Skill it will modify
For example, if you crafted a Superior Red Coat uniform, you could state that the uniform confers a +5% Base Chance to Intimidate Tests. This should be a decision made between you and the Historian. Note that you cannot stack the same +5% Base Chance benefit to the same Skill by wearing different items together.
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CRAFT ITEM
This may take a while . . .
Craft Item Check: When you intend to make your own goods or weapons, make a Survival or Tradecraft Test (the Historian will make this determination for you). Depending on the Grade you want to make, the Difficulty Rating eases or worsens:
K Inferior Goods: (Easy +20%) Skill Test K Average Goods: (Standard +/-0%) Skill Test K Superior Goods: (Hard -20%) Skill Test Effect: If successful, you’ve created the item and can add any one additional Quality to it if it’s a weapon. If failed, you recover the raw material and can try again, following the time to craft outlined in Other Considerations. Critical Success: You can also remove any one Quality from the weapon (unless it’s the Break Quality). If the item was intended to be Inferior or Average, it is upgraded to Superior. Critical Failure: You ruin the raw material and must purchase it again. Other Considerations: The time it takes to craft items varies—for every pound (£) or less the item costs typically, it takes one day to craft. Simply divide the object’s cost in pence (p) to determine if you can craft more than once per day. You may bring on help to reduce the time to craft by one day per helper (up to 9 helpers). The Historian will make the final call on raw materials, resources and time needed to craft an item.
RESELLING NEWLY CRAFTED ITEMS BY GRADE New items of Inferior or Superior grade you’ve crafted resell for varying retail prices. You’ll make a Negotiate Check (as indicated earlier in this article):
K Inferior: 50% of listed retail cost K Average: As retail cost K Superior: 300% of retail cost
WARES & WEAPONS
K Average (50% of cost): No benefits K Superior (300% of cost): Assign a +5% Base Chance to
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Article
6
N A R R ATIVE T O O L S
th e
H i stor i a n
a n d pl ay e rs w i l l g o th ro ug h a si mpl e e x e rci s e at th e b e g i n ni n g
a n d e n d o f th e s e s sio n .
PRE-GAME RITUALS
As the players and Historian gather to kick off the game session, follow these steps: WARES & WEAPONS: Players will review any wares they may have gained in the last game session and make any necessary mechanical updates for the weapons they have on their character. If any shopping needs to happen ‘off-camera’ for new wares & weapons, it should happen now.
K UPDATE
Players will update their character sheet by spending Reward Points (RP) on Professions’ Abilities or Unique Advances. They need not spend all RP right now but will not have this opportunity during the game session.
K SPEND REWARD POINTS:
K TAKE ACCOUNT OF CONDITION: Players will review their current Damage & Peril Condition Tracks and look for any lasting effects of Injuries from which they are in Recuperation. They should also account for any effects of any Afflictions or other penalties they may be suffering from.
COIN POOLS: The players will each grab one D6 Chaos Die, and roll to determine the Player & Historian Pools for the session (as outlined in Article 1: Basics of Gameplay).
K DETERMINE
Players will roll Initiative for their character at the start of a game session. This will both help keep the focus on the narrative and ease the transition into structured time. Each player will roll 1D10+Initiative value from their character sheet. Should they match, simply have players decide who will go first. One player who is not the Historian will then record results on the Initiative Tracker (found in Amendments at the back of the book), highest to lowest. Initiative is covered in Article 7: Combat Encounters.
K ROLL INITIATIVE:
K PRE-GAME RECAP FOR RP: All attending players
will jointly recap what happened during the previous sessions. Using game notes is encouraged as a part of this process. Did they make new friends or enemies? Did something momentous happen that led to new discoveries or revelations? Did they unearth some deadly secret or put evil to rest? Did any content come up from a previous session they want to omit from future ones? Every player who participates gains 50 RP.
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NARRATIVE TOOLS
T o e n su r e a ste a dy sta rt a n d e n d o f a FL A MES OF FR EEDOM ga m e s e s sio n,
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NARRATIVE TOOLS
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POST-GAME RITUALS
There are only a few post-game rituals; however, players may repeat any of the pre-game rituals during this time, too: The Historian will roll 1D10 Conflict Die to determine whether the player’s character gains a Belief Rank or a Flaw Rank, following the steps outlined in Article 2: Creating Characters. They will also address any new Afflictions a character may have gained.
K ROLL FOR CONFLICT:
CONFLICT: Players will mark their Conflict at 0. Remember, Conflict is a temporary value and reset at the start of every game session.
K RESET
K END OF SESSION RP: Every attending player gains
25 RP for every real-world hour played. If the session was at least a half-hour, the Historian will round up to treat it as if it were a full real-world hour played.
K POST-GAME DEBRIEF FOR RP: As
the game session formally wraps up, each player will go around the table to briefly talk about how the story impacted their character. Did their character’s relationships change? Did they fail in a personal endeavor? Did the story lead to new understandings or challenge their Belief & Flaw? Did any content come up during the game session they want to omit from future ones? Every player who participates gains 50 RP.
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THREE PILLARS OF GAMEPLAY Below you’ll find three of the four major pillars of gameplay:
K Social Interaction K Chase Scenes K Overland Travel Combat is the fourth pillar, and is covered in Article 7: Combat Encounters.
F L A M E S OF FREEDOM game session uses a free-flowing back-and-forth conversation called narrative time. Interactions within the campaign world can transpire over hours, days or even months of in-game time. There aren’t any hard and fast rules to handle these sorts of interactions. Most of the time that passes during a game session is in narrative time, moving in flux with the choices players make. A
TYPICAL
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SOCIAL INTERACTION c ombat i s not the only way a character interacts with others in the world. Indeed, violence is a last resort rather than the first course of action. Verbal sparring is more than a pastime for those quick of wit and silver of tongue—and such individuals are capable of dealing with more complex situations.
USING SOCIAL INTERACTIONS
When player characters seek to either convince NPCs of a significant falsehood, persuade NPCs to capitulate to demands they’d not otherwise readily agree to or plant their own agendas into the mind of NPCs with a profound effect, you will engage in a mechanic called Social Interaction.
WHENEVER
SOCIAL
INTERACTIONS
begin, the Historian will secretly maintain the Social Intrigue Tracker, found in Amendments.
SOCIAL INTERACTION AS A NARRATIVE TOOL Social Interaction covers both direct interactions and complex social dealings. Unlike Combat Encounters, Social Interaction refers to narrative time. The time during a Social Interaction is malleable, with the length set by the Historian, depending on how they wish to frame the event.
RUNNING A SOCIAL INTERACTION Below is a guideline to follow when running Social Interactions:
K STEP 1: Determine Complexity K STEP 2: Resolve Simplified Interaction K STEP 3: Establish Social Intrigue Tracker K STEP 4: Select Social Tactic David Chronister (order #31360124)
K STEP 5: NPC Disposition & Allegiance K STEP 6: Make Social Tactics Check K STEP 7: Determine NPC Attitudes K STEP 8: Role-play Interaction K STEP 9: Resolution
NARRATIVE TOOLS
P e rs o na l
NARRATIVE TOOLS
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STEP 1: DETERMINE COMPLEXITY Initially, the Historian will decide how simple or complex they want the interaction to be. There are two types of Social Interaction. SIMPLIFIED INTERACTION: These require one well-reasoned argument or one Skill Roll between a character and an NPC. The results determine success. Examples include haggling over the price of something, bribing a minor official to ignore trespass, gathering rumors and so on. This is the most common form of Social Interaction you’ll use. Keeping most interactions simple like this is ideal.
STEP 2 : RESOLVE SIMPLIFIED INTERACTION Simplified Interactions generally take no more than five minutes in the game world. The Historian will narrate what is happening and let the players decide how their characters react or respond.
V e r i ty
Trow br i d g e — a Rebel officer—is at the door of a public house. Verity’s friends Azar Willington and Mendon are inside, in disguise. They are waiting to meet Henry Jones, an information broker who owes fealty to neither side of the rebellion. Verity forgot to remove her Rebel uniform beforehand, however, and a Loyalist-aligned doorman bars her entry.
IF YOU ARE using a Simplified Interaction,
move onto Step 2: Resolve Simplified Interaction.
COMPLEX INTERACTION: These require continuous engagement, requiring one Skill Test between multiple characters and an NPC. However, the results do not necessarily determine success. Roleplaying lies at the heart of Complex Interactions. Examples include convincing a Loyalist to capitulate to demands they would typically find unreasonable or gain access to a formidable Loyalist fortification through Social Interaction. Complex Interactions generally require more than a simple verbal barb or a bit of flattery to convince another. Historians will use this kind of interaction when characters’ plans involve sowing seeds of discontent with a major NPC mover and shaker.
IF YOU ARE using a Complex Interaction,
skip Step 2 and move onto Step 3: Establish Social Intrigue Tracker.
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NO RISK? DON’T ROLL
If the Historian determines that how the player roleplayed their character is enough to convince the NPC without a Skill Test, the character succeeds in their endeavor. From there, the interaction plays out between the NPC and the player characters.
V e r i ty
Trow br i d g e i s dressed as a Rebel officer, and the Loyalist doorman sees this. Ariana, the player of Verity, tells the Historian that she intends to bribe them to get in, handing roughly one week’s wage over to grease his palm. The Historian will generally rely on a Bargain Test to see if this is successful. Still, because the amount of money was so ridiculously high, the Historian dismisses the Skill Test altogether and tells Ariana that Verity is allowed into the public house without further questioning. IF THERE’S RISK, MAKE A TEST
If the Historian decides that what the player is asking on behalf of their character puts their character’s reputation, life or something else at risk, a Skill Test is required. If the Historian decides a Skill Test is required, they will then determine the NPC Disposition.
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INTERACT CHECK
When characters interact with a non-player character, the Historian determines how the NPC feels about a character, using one of the following seven NPC Dispositions as a starting point.
I feel you should reconsider your position, friend . . .
HELPFUL: NPCs will go out of their way to aid the characters, either out of admiration, duty or notoriety. They share an almost familial bond, willingly putting their fortunes at stake to ensure that the characters come out on top. FRIENDLY: NPCs share a bond of fealty with the characters, one that would be shared between those who have deep loyalties to the party. Although they still need to be persuaded, it would be quite common for the NPC to help the characters to the best of their ability. POLITE: NPCs view the characters favorably. While they would not go so far as to state that they’re friends, acquaintanceship may guarantee some sort of benefit. They won’t quickly put themselves at risk unless there is something to be gained from doing so. INDIFFERENT: NPCs have no particular feelings toward the characters, either for good or ill. They can be bargained with, but only if persuaded with favors or compensation. They will likely follow orders out of duty, but won’t put themselves into harm’s way. IMPOLITE: NPCs have a general disdain toward the characters. This mistrust may be in relation to the characters’ misdeeds or general outlook of the NPC they’re interacting with. They certainly won’t entertain an alliance and are difficult to convince otherwise. UNFRIENDLY: NPCs do not like the characters. Their reasoning is grounded in their own misgivings, or maybe due to their own personal hang-ups. Unfriendly people can rarely be convinced to work in the characters’ favor and entertain conspiracies to take them down. ANTAGONISTIC: NPCs intend malicious harm to the characters. They actively participate in efforts to bring them down or destroy their reputations. It would take the movement of mountains for them to cede to the characters’ demands.
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Interact Check: Whenever you are interacting with an NPC, make a relevant Skill Test. Depending on their NPC Disposition, the Difficulty Rating eases or worsens:
K Helpful: (Trivial +30%) Skill Test K Friendly: (Easy +20%) Skill Test K Polite: (Routine +10%) Skill Test K Indifferent: (Standard +/-0%) Skill Test K Impolite: (Challenging -10%) Skill Test K Unfriendly: (Hard -20%) Skill Test K Antagonistic: (Arduous -30%) Skill Test Effect: If successful, the NPC will capitulate to your demands, providing that does not put them into harm’s way. If failed, nothing happens. The Historian will be the ultimate judge of how the NPC reacts. Critical Success: You also change the NPC’s Disposition toward you one step positively when you Interact with them now and in the future. As an example, this means if the NPC was previously Indifferent, they are now Polite. Critical Failure: You also change the NPC’s Disposition toward you one step negatively when you Interact with them now and in the future. As an example, this means if the NPC was previously Indifferent, they are now Impolite. Other Considerations: Whenever you Interact, the Historian will determine which Skill you need to Test.
SKILL TESTS AGAINST CHARACTERS?
Social Interaction mechanics are strictly intended for player characters to interact with NPCs only. While NPCs can certainly use Skills associated with Social Interaction, it is up to the player to roleplay reactions as their characters. Historians should not use Social Interaction Skills to force players to role-play a certain way unless they possess a Trait, Talent or Spell that has a related effect to the Skill.
NARRATIVE TOOLS
NPC DISPOSITION
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NARRATIVE TOOLS
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STEP 3 : ESTABLISH SOCIAL INTRIGUE TRACKER At this point, the Historian has determined that a Complex Interaction is needed rather than a Simplified Interaction. The players will discuss objectives out of character to discuss three things that will affect a Complex Interaction. WHO WILL PARTICIPATE?
The players must decide which characters will participate in Social Interaction. The more players who participate, the better chance they have of producing a desirable result, based on the results of their dice rolls. It’s also important to remember that players don’t have to be the best role-players to participate in Social Interaction. Both first- and third-person role-playing are perfectly valid ways to engage in a tense session of Social Interaction. The Historian will place the character’s names at the top of the Social Intrigue Tracker. It is secretly maintained by the Historian.
A f te r g et ti n g pa st the doorman, Verity
Trowbridge meets up with Mendon and Azar Willington in the public house. With the Rebels assembled, they prepare for their negotiation with Henry Jones. Stepping into a back room, they meet with the information broker. Azar’s player seems ill-equipped to deal with Skill Tests related to Social Interactions, and his player Elijah defers to the others to lead the interaction. This leaves both Verity and Mendon’s players to participate in the exchange. WHAT IS TO BE GAINED?
All players—no matter whether their characters intend to participate in Social Interaction—will discuss the broad strokes of their objectives. Likely, there will be several agendas in play. For instance, one player may wish to ferret out secrets from the person their characters are interacting with, whereas another may want to establish a firmer relationship or patronage. These objectives do not have to be shared in character between the players, but everyone should be made aware of what the other players are after. Some players may wish to hide their character’s agenda from the others, David Chronister (order #31360124)
but this should only be for role-playing purposes and because it fits their character’s Beliefs & Flaw, rather than out of a desire to derail the game. They may also choose a person on point to lead the discussion, while the other characters wait in the wings. Once the players have agreed upon their objectives, it will give them a solid theme to adhere to during Social Interaction.
H e n ry
J o n e s g iv e s the characters the promise of information. They decide they need to learn three critical things during the interaction: finding the secret entrance to the Freemason vault, what local stevedore gang the Freemasons have paid to guard it and how many people the gang has protecting the vault. They mutually agree upon the objectives, and the Historian asks them what may be at stake should they proceed onward. WHAT IS AT STAKE?
When characters enter into a Social Interaction, they always have something at stake, whether it be esteem, Allegiance or even their lives. Players should announce and agree upon what will be at stake when entering Social Interaction. The Historian and players should keep these stakes in mind for later when it’s time to roleplay, as potential pressure points during negotiations. As before, discussing stakes should be done out of character.
D ealing
H e n ry Jones carries its own risk: by seeking information from him, Henry may later sell information about them in turn. Mixing themselves up with an infamous information broker may arouse suspicions should anyone find out. The players go on to discuss other things at stake, settling upon them as the Historian then looks at the NPC’s Allegiance. w i th
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K Bargain (Fellowship) K Charm (Fellowship) K Guile (Fellowship) K Interrogation (Willpower) K Intimidate (Brawn) K Leadership (Fellowship) K Rumor (Fellowship) Once each player has selected their Social Tactic, the Historian will write it down beside the character’s name on the Social Intrigue Tracker. They’ll secretly refer to this later during the interaction.
A s o nly M e n d o n and Verity Trowbridge
chose to participate in the Social Interaction event, the players discuss which Social Tactics may prove useful to get the information out of this Henry Jones.Verity feels that the exchange of information may be helpful to solicit intelligence out of the information broker. Her player selects Bargain. Meanwhile, Mendon wants to lean on his expertise as a former guerilla. Trained in the ways of extracting information using psychological techniques, his player chooses to use Interrogation.
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STEP 5 : NPC DISPOSITION & ALLEGIANCE As detailed in Step 2: Resolve Simplified Interaction, the Historian will secretly record the NPC’s Disposition.
K Helpful K Friendly K Polite K Indifferent K Impolite K Unfriendly K Antagonistic T he
i n for m atio n brok e r Henry Jones is upset that the characters are not there on time. The Historian decides he is Impolite for this Complex Interaction.
NPC ALLEGIANCE
Unlike during a Simplified Interaction, however, an NPC’s Disposition alone does not determine the Difficulty Rating. Allegiance is worn (often literally among soldiers) on its people’s sleeve, be they Loyalist, a Rebel or one of the Secret Societies the Historian may bring into the story. Certain mannerisms, political leanings and ways of talking are all a part of one’s Allegiance, and difficult to hide. In a Complex Interaction, Allegiances are foremost in the minds of NPCs. They will tend to side with and understand those with whom they share an Allegiance. Characters may attempt to masquerade as other Allegiances if they have reason to, but such decisions are likely already made before entering a Social Interaction. The Historian will secretly record the Allegiance of the NPC on the Social Intrigue Tracker.
NARRATIVE TOOLS
STEP 4 : SELECT SOCIAL TACTIC Social Interaction requires honeyed words, deals struck, pledges given, lines drawn and veiled threats of violence to force NPCs to acquiesce to demands they’d not normally say yes to. Before role-playing commences in a Complex Interaction, each player will select a Social Tactic. This tactic should be related to what the characters are trying to achieve (as What Is To Be Gained?). Using a Skill Test, it will generate Attitudes the Historian will refer to whenever they role-play with the characters as the NPC. Only the following Skills can be selected by players for a Social Tactic:
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STEP 6 : MAKE SOCIAL TACTICS CHECK Taking into consideration all steps as laid out above, players are now ready to make a Social Tactics Check. Attitudes are drawn out by Social Tactics, revealing an NPC’s nature and how they generally react. They are like personality traits but are more interchangeable, depending on how players approach the NPC during Social Interaction. The results will generate a set of Attitudes the Historian will refer to whenever it’s time to role-play the interaction. SOCIAL TACTICS CHECK
Here’s how it’s going to play out . . .
Social Tactics Check: Whenever in a Complex Interaction, make a relevant Skill Test. Depending on their Disposition and Allegiance with the character, the Difficulty Rating eases or worsens. NPC HAS SAME ALLEGIANCE
K Helpful: (Trivial +30%) Skill Test K Friendly: (Trivial +30%) Skill Test K Polite: (Easy +20%) Skill Test K Indifferent: (Easy +20%) Skill Test K Impolite: (Routine +10%) Skill Test David Chronister (order #31360124)
K Unfriendly: (Standard +/-0%) Skill Test K Antagonistic: (Challenging -10%) Skill Test NPC HAS DIFFERENT ALLEGIANCE
K Helpful: (Routine +10%) Skill Test K Friendly: (Standard +/-0%) Skill Test K Polite: (Challenging -10%) Skill Test K Indifferent: (Hard -20%) Skill Test K Impolite: (Hard -20%) Skill Test K Unfriendly: (Arduous -30%) Skill Test K Antagonistic: (Arduous -30%) Skill Test Effect: Regardless of success or failure, the Historian will secretly record the NPC’s attitudes. Critical Success: The Historian will secretly record the Attitude as if the NPC was of the Helpful Disposition and move 1 Coin from the Historian Pool into the Player Pool. Critical Failure: The Historian will secretly record the Attitude as if the NPC was of the Antagonistic Disposition and characters suffer 2D20+2 Peril. Other Considerations: NONE
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many different applications, but will primarily fuel how the Historian will role-play the NPC the characters are interacting with.
SUCCESSFUL NPC ATTITUDES SKILL
HELPFUL
FRIENDLY
POLITE
INDIFFERENT
IMPOLITE
Bargain
Charitable
Gracious
Willing
Generous
Considerate
Trusting
Positive
Assured
Charm
Loving
Guile
Interrogation Intimidate
Leadership
Affectionate
Supportive
Subdued
Demoralized
Impassioned
Helpful
UNFRIENDLY ANTAGONISTIC
Flexible
Favorable
Sympathetic
Worried
Disheartened
Nervous
Judgmental
Loyal
Cooperative Familiar
Agreeable
Conciliatory
Pensive
Contemplative
Gullible
Impressionable
Tormented
Demoralized
Gossipy
Trusting
Confiding
HELPFUL
FRIENDLY
POLITE
INDIFFERENT
IMPOLITE
Uncharitable
Ungracious
Unwilling
Selfish
Inconsiderate
Cynical
Skeptical
Negative
Uncertain
Unmoved
Inflamed
Infuriated
Vexed
Dubious
Mistrustful
Broken Ardent
Rumor
Civil
Shocked
Menaced
Alarmed
Motivated Startled Genial
Cordial
Hopeful
Unnerved Idle
FAILED NPC ATTITUDES SKILL
Bargain Charm
Offended
Guile
Interrogation
Intimidate
Leadership Rumor
It
Annoyed
Unfeeling
Discouraging
Stoic
Pensive
Unconcerned Unmotivated
Disloyal
Uncooperative Disagreeable
Untrusting
Distressed
Irritated
Frustrated
Withdrawn
Distrustful
Cautious
Disappointed Half-Hearted
time for players to roll their characters’ Social Tactics Check. However, the Historian must first consider Henry Jones’s profile to help set the Difficulty Rating. Henry is Loyalist-aligned, with an Impolite Disposition. Verity Trowbridge is a Rebel—a different Allegiance than Henry Jones. Her player chose to use Bargain. Referring to the Difficulty Ratings for NPC HAS DIFFERENT ALLEGIANCE, the Bargain Test will be (Hard -20%). Verity’s player succeeds! Her successful Bargain Test determines the Considerate Attitude. i s now
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Unhelpful
Unfavorable
UNFRIENDLY ANTAGONISTIC
Inflexible
Rude
Unfeeling
Disgusted
Flustered
Angry
Defiant Upset
Doubtful Enraged
Mutinous
Suspicious
Mendon is masquerading as a Loyalist. Their player chooses to use Interrogation. Referring to the Difficulty Ratings for NPC HAS SAME ALLEGIANCE, the Interrogation Test will be (Routine +10%). Rolling all the dice, Mendon’s player fails. Spending one Coin to re-roll, Mendon Critically Fails! His Critically Failed Interrogation Test would typically determine the Disheartened Attitude, but because it was a Critical Failure, it determines the Judgmental Attitude instead.
NARRATIVE TOOLS
STEP 7: DETERMINE NPC ATTITUDES As each Skill Test is resolved, the Historian will compare the results to the Attitudes table below and write them down on the Social Intrigue Tracker. Attitudes have
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STEP 8 : ROLE-PLAY INTERACTION Unlike a Simplified Interaction, failure and success don’t necessarily mean that the characters are going to get what they want. Once the Historian has written down the Attitudes, the role-playing portion of Social Interaction commences. This is entirely free-form, but the Historian will consider the Attitudes to drive how the NPC interacts with the player characters. Even if the Social Tactics check was successful, the role-playing will likely turn into conniving, debate and negotiation against one another. We’ve provided some tips to consider.
PLAYERS PORTRAYING THEIR character
during Social Interaction can use ‘active’ or ‘descriptive’ role-playing perspectives—either is acceptable. Active role-playing means a player declaring things as if they were their character, such as when they narrate in character, “I demand you tell us what we need to know or else you’ll live to regret that decision!” Descriptive roleplaying means a player describes the actions their character is engaging in, like, “My Character demands the governor gives up what we want, using her force of personal strength.”
UNDERSTANDING NPC MOTIVATIONS
There are times when players will be suspicious of NPCs. For instance, perhaps they smell deception, in that someone is masquerading as the person they were supposed to meet. An Awareness Test may determine that the military garb that the person wears is put on incorrectly or the medals are displayed in the wrong order. An Eavesdrop Test may give a notion of a conversation this same false count is having behind a whispered hand with a confidante. Similarly, a Scrutinize Test may help players understand that the imposter’s demeanor is nervous, betraying their ruse.
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HISTORIAN TIP: IMPARTIALITY There is no right or wrong way to role-play these reactions. The Historian must remain as impartial as possible, letting both the personality of the NPC bubble up along with their Attitudes and any sort of prior relationship the characters may have with them to influence how they respond. It may even be helpful to simply time the interaction using a watch or other time-telling device, breaking and fast-forwarding the interaction at moments that make sense.
When players want to understand these things, the Historian should have them make these related Skill Tests during the Complex Interaction as a Secret Test, referring to the same Difficulty Rating chart they’d used for Social Tactics Check. As stated in Article 1: Basics of Gameplay, the Historian won’t reveal the Difficulty Rating, success or failure of a Secret Test unless it is a Critical Success or Critical Failure. One of the many tools a Historian can use is to obfuscate the truth through narration, leaving players to wonder whether what their Characters are experiencing—seeing and hearing—is real or not.
STEP 9 : RESOLUTION As the Complex Interaction plays out, there will come a time when the role-playing must end: when all objectives have been stated, risks addressed and points of negotiation finalized. This is the moment where the Historian will wrap up the Complex Interaction and determine the outcome. CONCLUDING A SOCIAL INTERACTION
As a reward for the characters engaging in a Complex Interaction, the Historian will remove any remaining Coins from the Historian Pool and place them into the Player Pool.
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CHASE SCENES qu ick da s h th ro ug h the streets of Lexington, a daylong pursuit of a Boo Hag through the Great Dismal Swamp or a weeklong march in search of a rogue Rebel military unit that betrayed General Washington are ways in which characters give pursuit. Chases can take place during Overland Travel in an attempt to flee an angry grizzly bear, or at the end of a Social Intrigue event, as an assassin fails in their endeavors to kill a welllanded aristocrat of Rebel leanings.
USING CHASE SCENES
When foes run away from combat, Chase Scenes are an exciting way to continue dice rolling. Chase Scenes also make for a fun pacing mechanic Historians can use to break up narrative interactions to liven up the mood.
WHENEVER A CHASE Scene begins, the
Historian will secretly maintain the Chase Scene Tracker, found in Amendments.
CHASE SCENES AS A NARRATIVE TOOL Unlike Combat Encounters, Chase Scenes refer to narrative time. The time during a chase is malleable, with the length set by the Historian, depending on how they wish to frame the escape.
RUNNING A CHASE SCENE Below is a guideline to follow when running Chase Scenes:
K STEP 1: Set The Scene K STEP 2: Establish Chase Scene Tracker K STEP 3: Set Escape Condition K STEP 4: Begin Pursuit K STEP 5: Catch Your Breath K STEP 6: New Rounds David Chronister (order #31360124)
NARRATIVE TOOLS
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STEP 1: SET THE SCENE As this is a narrative approach to structuring chases, neither a battle map nor figures are necessary to depict a chase. Characters, NPCs and creatures are always broken down between two types: either they are Pursuers or Escapees. As a Chase Scene begins, the Historian will highlight four major elements: LOCATION
The Historian will narratively describe where the Chase Scene will play out. While this doesn’t necessarily have any game mechanic elements tied to it, it will be essential to frame each player’s perspective as to where their characters are, as this will inform their mindset as the Chase Scene begins. DISTANCES
A Chase Scene doesn’t necessarily play out in local movement as it would for combat. Whenever you begin a Chase Scene, the Historian will tell you the Distance measurement unit that the Chase Scene will use narratively: yards, miles or leagues. ESCAPEE & PURSUERS
A character who is attempting to escape is the Escapee. A character chasing after them is called the Pursuer. ROUNDS
A Chase Scene uses Rounds. A Round reflects the time it takes for Escapees and Pursuers involved to complete their Turn. During a Round, assume every character will get a Turn unless there are extenuating circumstances. Unlike Combat Encounters, a Round is an indeterminate amount of time. Unlike combat, a Round can be equal to minutes, hours or days—the Historian will provide clarity in the Escape Condition.
STEP 2 : ESTABLISH CHASE SCENE TRACKER The Escapee’s name is written at the top of the Chase Scene Tracker. It is similar to the Initiative Tracker, displayed out in the open for all to see. If there are multiple Escapees, they’ll be put in any order on the Chase Scene Tracker. The Historian will also put in each Pursuer’s name in any order. The Chase Scene Tracker can be found in the Amendments at the back of the book. David Chronister (order #31360124)
STEP 3 : SET ESCAPE CONDITION The Historian will announce the Escape Condition: the distinct number of Rounds it will take before the Escapee completely eludes the Pursuer. SHORT CHASE—THREE ROUNDS
This is a good way to handle Chase Scenes for groups of five players or more at the game table. This allows every character to contribute while not extending the time to run a Chase Scene beyond fifteen minutes of real-world time. LONG CHASE—SIX ROUNDS
This is ideal for a group of four players, introducing more opportunities for random elements to occur during the chase. This also mirrors the average length of combat between equally powerful opponents. EXTENDED CHASE—NINE ROUNDS
This is ideal for when three or fewer players are involved. Extended Chases allow for multiple opportunities for smaller groups to make waves, despite their party’s size.
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F r e em a s o n ag e n t h a s assassinated an aide-de-camp to George Washington. The aide was carrying battle plans intended to be given to Henry Knox, detailing the cannonade’s recovery at Fort Ticonderoga. With the battle plans in hand, the assassin flees the camp. Rebel spies later report that a Freemason agent was spotted in Lexington, most probably the woman who stole the plans and killed the aide-de-camp. Donning disguises, the heroes Azar Willington, Mendon and Verity Trowbridge manage to track her down to Buckman Tavern. They spy the Freemason agent across the room. The agent smells danger and flees from the pub. The characters then give chase. There are three players (Pursuers), and the relative Distance between them and the Freemason agent (Escapee) is relatively close. As they race through Lexington to track her down, the Historian sets the Escape Condition as an Extended Chase (nine Rounds).
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HEAD START
The Historian will determine whether an Escapee or Pursuer has a Head Start. If so, they’ll add +3 to their Movement, but only on the first Round. ALTERNATIVE FORMS OF MOVEMENT Most Chase Scenes take place on foot, so you’ll refer to a character’s Movement value. However, some take place on horseback, by canoe, scrambling down a cliff or by ship. These forms of movement will affect the calculation of Movement for both Escapees and Pursuers. The Historian will determine if and how these other modes of movement apply:
K Balancing: [AB]+0 K Climbing down: [BB]+0 K Climbing up: [BB]-6 K Crawling: [BB]-3 K Driving a fast vehicle: [BB]+9 K Driving a slow vehicle: [BB]+3 K Flying: [AB]+12 K Riding a fast animal: [AB]+12 K Riding a slow animal: [AB]+6 K Rowing downriver: [BB]+9 K Rowing upriver: [BB]+3 K Sneaking: [AB]-1 K Swimming above water: [BB]+0 K Swimming below water: [BB]-6
David Chronister (order #31360124)
DETERMINE ESCAPE VALUE
At the beginning of each Round, the Escapee will take flight by generating an Escape Value. It represents the relative Distance they’re ahead of the Pursuer for that Round. Record the Escape Value beside the Escapee’s name. Determine the Escape Value by adding the Escapee’s Head Start+Movement+1D10 Chase Die. Calculate all results together to determine total Escape Value, recording it on the Chase Scene Tracker. Player characters who are Escapees determine individual Escape Values. However, NPCs will typically roll a single Escape Value if the player characters are Pursuers (unless the Historian rules otherwise).
T h e F r e em a s o n ag e n t is on the run. She has
a Head Start of 3 and adds it to her Movement of 4. Rolling a 1D10 Chase Die, it lands on face ‘8.’ The Escape Value for the first Round is set at 15 (3+4+8).
NARRATIVE TOOLS
STEP 4 : BEGIN PURSUIT It’s time to begin the chase! The players and Historian should narrate together what happens during a Chase Scene.
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DETERMINE PURSUIT VALUE
CAPTURE
After the Escape Value is set, the Pursuer will begin chasing after the Escapee by determining their Pursuit Value. Determine the Pursuit Value by adding their Head Start+Movement+1D10 Chase Die. Calculate all results together to determine total Pursuit Value, recording it on the Chase Scene Tracker. Player characters who are Pursuers should always determine their Pursuit Value. However, NPCs will typically roll a single Pursuit Value if the player characters are Escapees (unless the Historian rules otherwise).
I’ve got you now, you pox-stained cur!
PURSUIT VALUE IS EQUAL TO OR BELOW ESCAPE VALUE: If Pursuit Value is below the Escape Value, the Pursuer doesn’t catch up to the Escapee.
A za r
Wi l l i n g to n i s on foot and has a 17 Pursuit Value. Mendon hops onto a fast horse, using an alternative form of movement. However, it does them no good, as Mendon’s player has a 9 Pursuit Value. The chase continues, as Verity Trowbridge is up next to roll her Pursuit Value . . . PURSUIT VALUE EXCEEDS ESCAPE VALUE: Whenever Pursuit Value is equal to or exceeds the Escape Value, a Pursuer can attempt to Capture the Escapee.
V e r i ty
Trow br i d g e tu r n s up a 19 for her Pursuit Value, catching up to the Freemason agent’s Escape Value of 18! She prepares to capture her quarry (guaranteeing she can make her next roll) . . .
Capture: Whenever Pursuit Value is equal to or exceeds the Escape Value, a Pursuer will make an Athletics or Coordination Test. Depending on what Round it is, the Difficulty Rating eases or worsens:
K Round 1: (Trivial +30%) Skill Test K Round 2: (Easy +20%) Skill Test K Round 3: (Routine +10%) Skill Test K Round 4: (Standard +/-0%) Skill Test K Round 5: (Challenging -10%) Skill Test K Round 6: (Hard -20%) Skill Test K Round 7 and up: (Arduous -30%) Skill Test Effect: After successfully rolling, the Escapee will attempt to Resist using Athletics or Coordination. Depending on what Round it is, the Difficulty Rating eases or worsens (as demonstrated in the bullet points above). If the Pursuer fails or the Escapee successfully Resists, the Escapee gains a Head Start in the next Round of the chase. If the Escapee fails to Resist, they are knocked Prone, suffer 2D10+2 Peril and are captured. Critical Success: If a Pursuer Critically Succeeds, the Escapee is Incapacitated! and captured. If an Escapee Critically Succeeds, the Pursuer suffers 3D10+3 Peril. Critical Failure: If a Pursuer Critically Fails, you can no longer participate in the Chase Scene due to narrative complications the Historian will create. If an Escapee Critically Fails, they are knocked Prone, Incapacitated! and captured. Other Considerations: NONE
V e r i ty
Trow br i d g e rol l s a Coordination Test and succeeds. However, the Freemason agent succeeds in her Coordination Test, thereby escaping and gaining a Head Start in the next Round. ATTACKING ESCAPEES?
Chase Scenes are focused on momentum. If a character wants to attack with a weapon at any point, it is better to switch from a Chase Scene into a Combat Encounter immediately. David Chronister (order #31360124)
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NARRATIVE TOOLS
STEP 5 : CATCH YOUR BREATH During a Chase Scene, characters on both sides will grow tired and run the risk of stumbling into trouble or worse. CATCH YOUR BREATH
I’m . . . not . . . done . . . with . . . you . . . yet!
Catch Your Breath: If a Capture fails or the Pursuer fails to catch up, both Escapee and Pursuer must make a Toughness Test at the end of the Round. Depending on what Round it is, the Difficulty Rating eases or worsens:
K Round 1: (Trivial +30%) Toughness K Round 2: (Easy +20%) Toughness K Round 3: (Routine +10%) Toughness K Round 4: (Standard +/-0%) Toughness K Round 5: (Challenging -10%) Toughness K Round 6: (Hard -20%) Toughness K Round 7 and up: (Arduous -30%) Toughness Effect: If Catch Your Breath succeeds, nothing happens. When Catch Your Breath fails, the character temporarily reduces their Movement by -1, until the Chase Scene ends. Critical Success: You gain a Head Start at the beginning of your next Round. Critical Failure: You temporarily reduce your Movement by -3 until the Chase Scene ends. Other Considerations: NONE
A za r
Wi l l i n g to n u n fortu nate ly fails his Toughness Test, suffering 2D10+2 Peril. Mendon succeeds at his Skill Test, suffering no Peril. Verity Trowbridge, however, Critically Fails her Toughness Test, thereby reducing her Movement by -3. Hopefully, they’ll be able to catch the Freemason agent before she gets away!
STEP 6 : NEW ROUNDS Once a Capture fails or the Pursuer fails to catch up to the Escapee, start a new Round by beginning at the top of the Chase Scene Tracker in Step 4: Begin Pursuit. Do this for subsequent Rounds until one of the situations is met:
K Escapee is Captured K Escape Condition is met K Escapee or all Pursuers give up CONCLUDING A CHASE SCENE
As a reward for the characters engaging in a Chase Scene, the Historian will remove any remaining Coins from the Historian Pool and place them into the Player Pool.
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NARRATIVE TOOLS
OVERLAND TRAVEL T he
pl ay e r c h a r acte rs ’ story will take them far beyond the cities. Traveling invites several questions for players to answer: How will they get there and by what means? Will they go by horse or on foot? Perhaps they ride in the back of a procurer’s wagon? Will it be a safe, quick travel sequence, or will it be filled with hardship and adversity?
USING OVERLAND TRAVEL
When player characters seek to travel for longer than a day, Overland Travel is used. Without direct reference to either Primary Attributes or Movement, it allows the Historian to track how fast the party reaches their destination, examine the hardships they face and set the pace of danger assigned to each leg of the trip.
WHENEVER OVERLAND TRAVEL begins,
the Historian will secretly maintain the Overland Travel Tracker, found in Amendments.
OVERLAND TRAVEL AS A NARRATIVE TOOL Precise distances are not a consideration of FLAMES OF FREEDOM, which relies on narrative approaches to framing a Journey in an intriguing way, punctuated by exciting moments that may lead to exploration, break out into Chase Scenes, erupt into fierce Combat Encounters or tense Social Interactions.
RUNNING OVERLAND TRAVEL Below is a guideline to follow when running Overland Travel:
K STEP 1: Determine Approach & Terrain K STEP 2: Resolve Fast Travel K STEP 3: Chart The Route K STEP 4: Establish Overland Travel Tracker K STEP 5: Terrain & Threat Level K STEP 6: Select Roles K STEP 7: Make Role & Endure Checks K STEP 8: Roll For Random Encounter K STEP 9: Making Camp K STEP 10: New Stretches
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FAST TRAVEL: Historians can simply summarize Overland Travel using Fast Travel, telling the players, “You take horses from Trenton to Boston, arriving at the besieged city several days later,” and that’s fine. If characters are not actively leading the travel sequence (for example, if they chartered a coach to Boston), the Historian should use Fast Travel. JOURNEY: Unlike Fast Travel, a Journey is a featurelength travel sequence. Each character takes on a different responsibility, from charting the route, supporting one another on the road, keeping the provisions and avoiding danger. Much like a Combat Encounter, a Journey takes roughly an hour of real-world time but may span several days, weeks or months of in-game time. REGIONAL BENEFITS FOR CHARACTERS Some characters may hail from or be intimately familiar with the region the party is traveling in. In these situations, the Historian will grant an Assist Die for that character’s Arrive Checks, Role Checks, Endure Checks and for Hunt & Forage Checks. TERRAIN
The type of Terrain will have an impact both on Fast Travel and a Journey, as it sets the Difficulty Rating for character’s Skill Tests. The Historian determines the Terrain type using one of the following seven types as a starting point:
K ARDUOUS
TERRAIN (Arduous -30%): Consists of rough seas, river rapids, blighted areas, impenetrable forests, mountains and open deserts.
Consists of hills, deep cave systems, badlands, tundra-like conditions and barren taiga.
K HARD TERRAIN (Hard -20%): K CHALLENGING
TERRAIN (Challenging -10%): Consists of overgrown forests, caverns, fastflowing rivers, open seas, wastelands and foothills.
K STANDARD
TERRAIN (Standard +/-0%): Consists of paths around large lakes, slow-moving rivers, marshes and forests with little undergrowth.
K ROUTINE
TERRAIN (Routine +10%): Consists of rolling hills, discernible trails through the wilderness, upriver travel and open badlands.
K EASY TERRAIN (Easy +20%): Consists of well-
worn paths over open ground, easy hunting tracks, walking across open plains and meadows and travel downriver or on an easily navigable river.
K TRIVIAL TERRAIN (Trivial +30%): Consists
of well-paved roads, graveled paths and other roadways marked or demarcated by signs and patrolled.
PROVISIONING
Provisioning is a necessary preparation to make before traveling. Unlike rations in other games, one provision provides a character a day’s worth of beans, bread, a candle, cider, milk, oats, rice, salted meat and soap. A day’s provision weighs 1 Encumbrance. Characters can either buy provisions, or they can hunt and fish along the path. Should they bring their own provisions, characters gain an Assist Die to Arrive & Endure Checks during Overland Travel. If they hunt instead, they do not gain these benefits.
IF FAST TRAVELING, move onto Step 2:
Resolve Fast Travel. If using a Journey, skip Step 2 and move on to Step 3: Chart The Route.
David Chronister (order #31360124)
NARRATIVE TOOLS
STEP 1: DETERMINE APPROACH & TERRAIN Initially, the Historian will decide how quickly they want the Journey to be resolved. There are two types of Overland Travel.
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STEP 2 : RESOLVE FAST TRAVEL Assuming there is no danger on the road, the Historian will quickly narrate what happens as the characters undertake Fast Travel. The players need only to mark off provisions they’ve consumed day over day; then the Historian will ask characters to make an Arrive Check at their destination. ARRIVE CHECK
Hi ho, hi ho, it’s off to Boston we go . . .
Arrive Check: Assuming characters have enough provisions and arrive at their destination, make a Survival or Toughness Test. Depending on the type of Terrain, the Difficulty Rating eases or worsens:
K Trivial Terrain: (Trivial +30%) Skill Test K Easy Terrain: (Easy +20%) Skill Test K Routine Terrain: (Routine +10%) Skill Test K Standard Terrain: (Standard +/-0%) Skill Test K Challenging Terrain: (Challenging -10%) Skill Test K Hard Terrain: (Hard -20%) Skill Test K Arduous Terrain: (Arduous -30%) Skill Test Effect: If successful, each character eats a day’s worth of provisions for each day of the trip and is Imperiled as they arrive. If failed, a character eats a day’s worth of provisions for each day of the trip and is at Ignore 1 Skill Rank instead as they arrive. Critical Success: As succeeded, but the character is Unhindered instead. Critical Failure: As failed, but the character is at Ignore 2 Skill Ranks upon arrival. Other Considerations: NONE
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STEP 3 : CHART THE ROUTE The characters will have their final destination in mind, influenced by the adventure or larger story arc. Announcing their final destination, they will chart each leg of their Journey. HOW DO WE GET THERE?
Characters will have some general knowledge of how to get where they need to go. The players have access to the FLAMES OF FREEDOM world map and other maps from supporting products as reference material to chart their Journey. Should traveling go off the beaten path, characters will have to inquire with local folk, buy maps, consult a library or do other kinds of research to chart their Journey properly.
V e r i ty
Trow br i d g e , M e n d o n and Azar Willington are in Trenton, situated inside the New Jersey Colony. Having wrapped up their grim business with the Quaker Livingstone Hobb, they need to head to the besieged city of Boston to meet their contact Henry Jones. Unfurling Azar’s map, they chart out that they are headed to the Massachusetts Bay Colony, where Boston is located. Their first major stopover will be in Dedham, then to Brookline’s sleepy village, and they’ll take the road up to Cambridge. Knowing that the Loyalists are occupying the bay outside of Boston, they have to cross the Mystic River to reach Charlestown and remain there until they can be smuggled into Boston.
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HISTORIAN TIP: EVERY STRETCH IS UNIQUE Some Journeys may begin on foot but continue in the back of a coach, by canoe and end on stolen horses. Adjust the Difficulty Rating and make any necessary adjustments to make the Journey feel more perilous or easier, working in the narrative to tell the tale of the journey.
Each Stretch is secretly maintained by the Historian on the Overland Travel Tracker. DETERMINING STRETCH TYPE
Dividing the charted route into Stretches is the province of the Historian. It is unnecessary to disclose the exact mileage unless the players feel it adds to the story. Keeping the distance abstract can help the Historian introduce rumors, new people, minor events or smaller plot points to characters, reinforcing a living, breathing world without having to worry about tracking fiddly numbers. The Historian will disclose to the players the length of the Stretch between each location they’ve plotted out in three distinct ways.
STRETCH: This is the distance between settlements and villages, from a town to a roadside trading post or hunter’s lodge a day or so from civilization. Anywhere from a day to one week’s travel is a good measure of the time needed to complete a Short Stretch. If using the overland map, a Short Stretch is 1 to 7 hexes.
K SHORT
K MEDIUM STRETCH: This is the distance across
a vast forest, over foothills leading to a mountain or along the coast of an uncharted island. One or two weeks’ travel generally describes the distance of a Medium Stretch. If using the overland map, a Medium Stretch is between 8 to 14 hexes.
K LONG STRETCH: This is the distance required
to pass through a mountain range into an adjacent country, explore the frigid north’s coast or journey across a great, unsettled plain. Travel over three weeks and beyond constitutes a Long Stretch. If using the overland map, a Long Stretch is between 15 to 21 hexes.
Taking
how the players want to travel, the Historian establishes the Overland Travel Tracker: ac c o u n t o f
Trenton to Dedham: Medium Stretch Dedham to Brookline: Short Stretch
The Historian decides that Brookline to Cambridge and to Charlestown is close enough to one another, so they instead establish the following: Brookline to Charlestown: Short Stretch
The Historian also decides that Charlestown to Boston poses a different kind of challenge: the players will have to evade the Loyalist ships. The Historian decides to say that the Journey ends at Charlestown so that the players can figure out how to make their way into Boston. HEXED-BASED MOVEMENT
Whenever using hex-based maps in FLAMES OF FREEDOM, simply assume that each hex takes one day to travel through. David Chronister (order #31360124)
NARRATIVE TOOLS
STEP 4 : ESTABLISH OVERLAND TRAVEL TRACKER Every Journey is broken up into manageable legs called Stretches. It outlines an itinerary for the Journey, allowing the Historian to pace Overland Travel narratively and allowing players to plan. However, the length of a Stretch is not measured in specific miles but abstracted using days. Along each Stretch, players will make Skill Tests to ensure that they get through the Stretch safely and check against the Threat Level for encounters. This also grants characters opportunities to investigate geographic points they encounter on their Journey, resupply and interact with others.
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STEP 5 : TERRAIN & THREAT LEVEL Once the route has been charted into Stretches, the Historian will assign the Terrain and Threat Level. The Historian generally won’t disclose to players the Terrain or Threat Level for each Stretch. TERRAIN
As detailed in Step 1: Determine Approach & Terrain, the Historian will secretly determine the Terrain by Stretch:
K Trivial Terrain: (Trivial +30%) Skill Test K Easy Terrain: (Easy +20%) Skill Test K Routine Terrain: (Routine +10%) Skill Test K Standard Terrain: (Standard +/-0%) Skill Test K Challenging Terrain: (Challenging -10%) Skill Test K Hard Terrain: (Hard -20%) Skill Test K Arduous Terrain: (Arduous -30%) Skill Test As before, you need not disclose this to the players. Let it act as a story aid as you describe the wilderness. Narrate what they see during their travels: describe the sounds heard, what sort of plants grow, the coolness of the river, the fetid stench of a bog, the fragrant smell of a heavily forested vale, the intense heat of the desert. We cannot provide rules to follow in these cases, as they go beyond this book. But approach the narration in the same way that your favorite storyteller or novelist writes it. Feel free to crib their descriptions, jotting them down as you read other books, or make up your own along the way. We encourage Historians to steal, reuse and appropriate when needed!
WEATHER MAY be a factor for consideration of Terrain Type. When the Historian feels this would impact a Journey (such as extremities like summer heat, brutal winters and the like), they will change the Terrain Type. THE
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THREAT LEVEL
A Threat Level represents the possibility that an external situation—whether it’s an encounter with a creature, people or roadside hazard—influences the character’s Journey during a Stretch. Random chance plays a huge role here. The events derived from the randomized results can help flesh out the tale, removing some of the pre-planning it takes for the Historian to craft a memorable adventure. The Historian will use the following guideline to assign an appropriate Threat Level for each Stretch. Following each Threat Level are a number of D6 Chaos Dice. These are the dice players will roll along each Stretch. Only record the appropriate number of D6 on the Overland Travel Tracker: No danger means just that; nothing will impose any sort of challenge whatsoever on the characters.
K NO DANGER (0D6):
K MILDLY DANGEROUS (1D6): Some hazard
or hindrance exists, especially for those who go looking for it. Washed-out roads, forested paths or less well-traveled areas pose a danger.
K MODERATELY DANGEROUS (2D6): This is oftentimes true wilderness areas. Animals and beasts of all types may hunt these areas, and easy routes across them are rare.
DANGEROUS (3D6): High mountain passes prone to rockslides, overgrown forests where ancient creatures stir, wartime encampments and angry locals qualify.
K HIGHLY
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Trenton to Dedham: Mildly Dangerous (1D6) Dedham to Brookline: No Danger (0D6) Brookline to Charlestown: Highly Dangerous (3D6)
STEP 6 : SELECT ROLES There are three Roles that the characters declare they take on at the start of a Stretch, each with its own set of responsibilities. Every Role has a Skill Test they’ll make as the characters embark over each Stretch. Players should choose among themselves the best-qualified character to fill each role:
K THE
TRAILBLAZER (Folklore or Navigation): They are the guide of the Journey. They use the position of stars, maps and telltale signs of other travelers to lead the way.
K THE QUARTERMASTER (Heal or Survival): They are vigilant and watchful. They manage foodstuffs, track wildlife if the party ever needs to make camp, build a fire and attend to other duties that increase the party’s comfort.
SCOUT (Awareness or Stealth): They oftentimes trek ahead of the party, looking for immediate signs of danger. They set the watch cycle, determine the safety perimeter and ensure that other hazards are avoided.
K THE
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ASSISTED ROLES
While each Role must be filled, each Role may be filled by more than one character. Players will choose a point person, and they will gain an Assist Die if two characters are filling the Role. If a character is Assisting another character in a Role, they cannot take on a Role themselves. EVOLVING ROLES
Once a character selects a Role, it does not mean that it is their Role for the duration of the Journey. Characters can change Roles at the end of a Stretch or after Making Camp. TAKING ON TWO ROLES OR MORE
A single character can also take on more than one Role, but it makes their Difficulty Rating for Role Checks and Endure Checks worse by one step negatively for each additional Role.
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pl ay e rs de l i b e r ate amongst themselves to find the best Character to fill the Trailblazer and Quartermaster Role. Although none of their characters has a Skill Rank in Folklore or Navigation, Verity Trowbridge has a high Intelligence and Willpower. After some deliberation, they decide that Verity will fill both Roles, while Azar Willington will take on the Scout Role, and Mendon will Assist Azar. Because Verity has taken on one additional Role, her Difficulty Rating will be adjusted by the Historian when the time comes to make her Travel & Endure Checks (Standard +/-0%).
Once all of these considerations have been taken into account, it is time for the characters to embark upon the first Stretch of their Journey.
NARRATIVE TOOLS
H i stor i a n h a s already made the determination that the Threat Level from Trenton to Dedham will be Mildly Dangerous, due to Loyalist patrols. From Dedham to Brookline, there is No Danger. With Loyalist activities near Charlestown and Boston, the Historian rates the final Stretch from Brookline to Charlestown as Highly Dangerous. The Historian then assigns the Threat Level for each Stretch of the Journey:
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STEP 7: MAKE ROLE & ENDURE CHECKS When the Journey begins, one Character within each Role must make a Role Check in the order given below. Only one Role Check is required, regardless of the length of the Stretch. The Historian will consider the Terrain to determine the related Difficulty Rating and adjust it if a character has taken on two or more Roles. Player characters will also make Endure Checks between Role Checks, ensuring they can withstand the road’s rigors. The number of Endure Checks is determined by the length of the Stretch and has the same Difficulty Rating as Role Checks:
K SHORT STRETCH: Make one Endure Check after the Trailblazer makes a Role Check
STRETCH: Make one Endure Check after the Trailblazer makes a Role Check and a final one after the Scout.
K MEDIUM
K LONG STRETCH: Make
one Endure Check after the Trailblazer makes a Role Check, one after the Quartermaster and a final one after the Scout.
As Role & Endure Checks are made, the Historian will begin to narrate what happens over the Stretch of their Journey. THE TRAILBLAZER
If we take this path, I believe we’ll get there faster. Follow me, I’ve got the map. Role Check: As the Journey begins, make a Folklore or Navigation Test. Depending on the type of terrain, the Difficulty Rating eases or worsens:
K Trivial Terrain: (Trivial +30%) Skill Test K Easy Terrain: (Easy +20%) Skill Test K Routine Terrain: (Routine +10%) Skill Test K Standard Terrain: (Standard +/-0%) Skill Test K Challenging Terrain: (Challenging -10%) Skill Test K Hard Terrain: (Hard -20%) Skill Test K Arduous Terrain: (Arduous -30%) Skill Test Effect: If successful, the Terrain eases by one step positively for this Stretch. This means if it was Hard Terrain, it is now Challenging Terrain. If failed, the Terrain worsens by one step negatively for this Stretch. This means if it was Challenging Terrain, it is now Hard Terrain. Critical Success: The Terrain eases by two steps positively for this Stretch. Critical Failure: The Terrain worsens by two steps negatively for this Stretch. Other Considerations: If the Trailblazer is Incapacitated! during this Stretch, the party must Make Camp. Furthermore, if Arduous Terrain is made worse by one or more steps on this Stretch, the party must Make Camp. David Chronister (order #31360124)
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ENDURE CHECK
Keep moving your legs, keep your eyes open and push . . .
K Trivial Terrain: (Trivial +30%) Skill Test K Easy Terrain: (Easy +20%) Skill Test K Routine Terrain: (Routine +10%) Skill Test K Standard Terrain: (Standard +/-0%) Skill Test K Challenging Terrain: (Challenging -10%) Skill Test K Hard Terrain: (Hard -20%) Skill Test K Arduous Terrain: (Arduous -30%) Skill Test Effect: If successful, the character suffers no Peril. If failed, the character suffers 2D10+2 Peril. Critical Success: As succeeded, and you share your comfort with another character who failed their check. One other character may automatically succeed. Critical Failure: The character suffers 3D10+3 Peril instead. Other Considerations: If they are Incapacitated! in extreme cold or hot climates, they suffer Frostbite or Heatstroke, respectively. THE QUARTERMASTER
I’ll keep the foodstuffs and ensure we are well-rested along our path. Should it come to it, we’ll make camp and do some hunting. Role Check: In the middle of the Journey, make a Heal or Survival Test. Depending on the type of terrain, the Difficulty Rating eases or worsens:
K Trivial Terrain: (Trivial +30%) Skill Test K Easy Terrain: (Easy +20%) Skill Test K Routine Terrain: (Routine +10%) Skill Test K Standard Terrain: (Standard +/-0%) Skill Test K Challenging Terrain: (Challenging -10%) Skill Test K Hard Terrain: (Hard -20%) Skill Test K Arduous Terrain: (Arduous -30%) Skill Test David Chronister (order #31360124)
Effect: If successful, each character eats a day’s worth of provisions for each day of the trip. If failed, each character eats two days’ worth of provisions for each day of the trip. Critical Success: As succeeded, and the party may ignore one Endure Check on this Stretch. Critical Failure: As failed, but the party must add one additional Endure Check on this Stretch. Other Considerations: If the Quartermaster is Incapacitated! during this Stretch, the party must Make Camp. Furthermore, if the party runs out of provisions during this Stretch, they must Make Camp. ENDURE CHECK
We have to keep pushing; it’s not far now . . .
Endure Check: If a Medium or Long Stretch, all player characters make a Survival or Toughness Test. Depending on the type of Terrain, the Difficulty Rating eases or worsens:
K Trivial Terrain: (Trivial +30%) Skill Test K Easy Terrain: (Easy +20%) Skill Test K Routine Terrain: (Routine +10%) Skill Test K Standard Terrain: (Standard +/-0%) Skill Test K Challenging Terrain: (Challenging -10%) Skill Test K Hard Terrain: (Hard -20%) Skill Test K Arduous Terrain: (Arduous -30%) Skill Test Effect: If successful, the character suffers no Peril. If failed, the character suffers 2D10+2 Peril. Critical Success: As succeeded, and you share your comfort with another character who failed their check. One other character may automatically succeed. Critical Failure: The character suffers 3D10+3 Peril instead. Other Considerations: If they are Incapacitated! in extreme cold or hot climates, they suffer Frostbite or Heatstroke, respectively.
NARRATIVE TOOLS
Endure Check: If a Short, Medium or Long Stretch, all player characters make a Survival or Toughness Test. Depending on the type of Terrain, the Difficulty Rating eases or worsens:
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THE SCOUT
NARRATIVE TOOLS
I’ll trek along the roads ahead and set the watch. Don’t tarry too long here—we’ve got a lot of ground to cover before dusk. Role Check: Near the end of the Journey, make an Awareness or Stealth Test. Depending on the type of terrain, the Difficulty Rating eases or worsens:
K Trivial Terrain: (Trivial +30%) Skill Test K Easy Terrain: (Easy +20%) Skill Test K Routine Terrain: (Routine +10%) Skill Test K Standard Terrain: (Standard +/-0%) Skill Test K Challenging Terrain: (Challenging -10%) Skill Test K Hard Terrain: (Hard -20%) Skill Test K Arduous Terrain: (Arduous -30%) Skill Test Effect: If successful, the party watches effectively on the Stretch and reduces the Threat Level by 1D6 Chaos Die. If failed, the party watches marginally well on the Stretch but increases the Threat Level by 1D6 Chaos Die. Critical Success: As succeeded, and if the party encounters any danger, they gain Surprise on their first Turn against foes. Critical Failure: As failed, and if the party encounters any danger, foes gain Surprise on their first Turn. Other Considerations: If the Scout is Incapacitated! during this Stretch or characters need to recover their Damage Condition Tracks due to an encounter, the party must Make Camp. ENDURE CHECK
It’s not that much farther . . . just over yonder hill!
Endure Check: If a Long Stretch, all player characters make a Survival or Toughness Test. Depending on the type of Terrain, the Difficulty Rating eases or worsens:
K Trivial Terrain: (Trivial +30%) Skill Test K Easy Terrain: (Easy +20%) Skill Test K Routine Terrain: (Routine +10%) Skill Test K Standard Terrain: (Standard +/-0%) Skill Test K Challenging Terrain: (Challenging -10%) Skill Test David Chronister (order #31360124)
K Hard Terrain: (Hard -20%) Skill Test K Arduous Terrain: (Arduous -30%) Skill Test Effect: If successful, the character suffers no Peril. If failed, the character suffers 2D10+2 Peril. Critical Success: As succeeded, and you share your comfort with another character who failed their check. One other character may automatically succeed. Critical Failure: The character suffers 3D10+3 Peril instead. Other Considerations: If they are Incapacitated! in extreme cold or hot climates, they suffer Frostbite or Heatstroke, respectively.
STEP 8 : ROLL FOR RANDOM ENCOUNTER After all Role & Endure Checks are made for the current Stretch, the Scout will roll an appropriate number of D6 Chaos Dice equivalent to the Threat Level. The number of Chaos Dice is determined by Threat Level. If it is Mildly Dangerous, roll a 1D6 Chaos Die. If it is Moderately Dangerous, roll 2D6 Chaos Dice instead. But if it is Highly Dangerous, roll 3D6 Chaos Dice. Additional Chaos Dice may fall upon the party if they previously failed their Role Checks. If the Scout generates one face ‘6,’ an encounter is sprung upon the party as they break camp early in the morning. If they generate two face ‘6s,’ an encounter is sprung upon the party in the afternoon. If they generate three face ‘6s’ or more, an encounter is sprung upon the party as they are asleep. Following these results, the Historian will craft their own scenario or randomly roll against the Random Encounters table in Amendments. HISTORIAN TIP: FRIENDLY ENCOUNTERS The Random Encounters tables are a mixture of friendly and hostile encounters, without any sort of game mechanic for their effect and resolution. This gives players the opportunity to gain news, rumors or to trade with other travelers. Savvy Historians can chart out their own unique encounter tables beforehand.
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HUNT & FORAGE CHECK
Let’s head out to find something to eat . . .
Hunt & Forage Check: One character makes a Survival Test. Depending on the type of Terrain, the Difficulty Rating eases or worsens:
K Trivial Terrain: (Trivial +30%) Skill Test K Easy Terrain: (Easy +20%) Skill Test K Routine Terrain: (Routine +10%) Skill Test K Standard Terrain: (Standard +/-0%) Skill Test K Challenging Terrain: (Challenging -10%) Skill Test K Hard Terrain: (Hard -20%) Skill Test K Arduous Terrain: (Arduous -30%) Skill Test Effect: If successful, a character sources enough days of food for themselves equal to 1+[PB] within 1D6 hours. If failed, a character sources no food and wastes 1D6 hours. Expend ammunition equal to the number of days of food acquired.
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Critical Success: If successful, a character sources enough days of food for themselves equal to 3+[PB] within 1D6 hours. Expend ammunition equal to the number of days of food acquired. Critical Failure: If failed, a character sources no food, and wastes 2D6 hours. Other Considerations: If they are Incapacitated! in extreme cold or hot climates, they suffer Frostbite or Heatstroke, respectively.
CHARACTERS ALWAYS MAKE Camp for
no less than twenty-four hours. Account for any spent supplies during this time. When awakening from Making Camp, characters recover their Peril Condition Track to Imperiled. After breaking camp, characters can continue on their Journey where they left off without additional penalty.
STEP 10 : NEW STRETCHES Once the players reach the end of a Stretch, it’s time to celebrate! You should likely Make Camp to prepare for the next Stretch. Afterward, you’ll simply start a new Stretch by beginning once again at Step 6: Select Roles. Do this for subsequent Stretches until your Journey comes to its end. CONCLUDING OVERLAND TRAVEL
As a reward for the characters engaging in a Journey, the Historian will remove any remaining Coins from the Historian Pool and place them into the Player Pool.
NARRATIVE TOOLS
STEP 9 : MAKING CAMP During regular gameplay, characters can simply Sleep to restore Peril with natural recovery, Bind Wounds with the Heal Skill and use other medicines to recover. However, once a party has struck out in Overland Travel, they cannot restore their Damage & Peril Condition Tracks or account for Recuperation from Injuries unless they Make Camp, or unless their Journey is interrupted by an encounter. Sometimes, a party may have no choice but to Make Camp for a day or more. During this time, they can take on any number of activities, such as changing Roles, healing, hunting, recuperating from Injuries, reorienting, resting or committing to other tasks that require an extended amount of time and effort. One example of activity players may use is below, but Historians should devise their own rules for other activities that fits the needs of their group.
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Article
7
C OM B AT E N C O UN TE R S
W hen
yo u r
c h a r acte r
g et s
h u rt
in
FLAMES OF FREEDOM,
nap s
d o n’ t
h e a l stab wo u n d s ; mu n da n e m ag ic w hic h i n sta n tly h e a l s a s ev e r e d h a n d a n d r e su r r e ctio n sp e l l s d oe s n ’ t e x i st.
Victory
i n ev i tab ly c om e s at a ph ysica l c o st
a n d a p syc ho lo g ica l to l l .
ROUNDS WHENEVER A COMBAT Encounter begins,
COMBAT TERMINOLOGY In this article, combatant refers to player characters, non-player characters (NPCs) and other creatures from Article 14: Threats. Sometimes, this will be broken down further between attacker and defender in the descriptions, and even as an ally or foe as needed. You are always considered your own ally.
TO CONTROL THE chaos that happens in
combat, the Historian will impose structured time. Once structured time is introduced, these terms become relevant:
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TURNS & ACTION POINTS
A Turn reflects when a combatant takes a set number of actions dictated by their reserve of Action Points (AP hereafter). A combatant begins their Turn with 3 AP. Although Initiative determines Turn order around the game table, they take place simultaneously in the game world. The length of time that passes during a Turn is variable. It could be six seconds, ten seconds or even a full minute, but however long, its passage of time does not need to be tracked. DIFFICULTY RATINGS & HISTORIAN FIAT A variety of dynamic circumstances can rapidly change the battlefield, presenting all-new challenges. You can use them to your advantage, such as leaping behind cover and using it to impede foe’s attacks against you. At other times, these conditions can impose incredible difficulty upon combatants and obscurement, rendering ranged weapons nearly useless at longer distances. Ask the Historian about the environment you’re fighting in for opportunities that may pose benefits or penalties during battle. Be open, and remain alert for narrative clues the Historian may present. Remember: the Historian sets all Difficulty Ratings based on the situation.
COMBAT ENCOUNTERS
one player who is not the Historian will maintain the Initiative Tracker, found in Amendments. Unlike other trackers, players will help maintain it, available for public viewing. Characters can assume that they understand the Combat Conditions, Damage & Peril Conditions and Injuries that their foes suffer (unless there is a compelling reason the Historian wants to keep it secret). This should be a unanimous decision amongst the gaming group.
Unlike ZWEIHÄNDER, this game uses Rounds. A Round reflects the time it takes for combatants involved to complete their Turn. During a Round, every combatant will get a Turn, unless there are extenuating circumstances. A Round is equal to one minute in the game world, no matter the number of combatants or actions they’ve taken.
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RUNNING COMBAT ENCOUNTERS Below is a guideline to follow when running Combat Encounters:
COMBAT ENCOUNTERS
K STEP 1: Set The Scene K STEP 2: Refer To Initiative Tracker K STEP 3: First Round K STEP 4: New Rounds DESCRIPTIVE COMBAT Although Turns introduce a uniform way to handle Actions In Combat, it should never hinder roleplaying. Using personal descriptions to represent daring stunts in the middle of adrenaline-packed action scenes is enjoyable for everyone at the game table. Just remember not to hog the spotlight and try to limit your descriptions to ten seconds or less!
STEP 1: SET THE SCENE As combat readies to unfold, the Historian will narratively explain what the battlefield is like. They will also disclose the position of foes who are not hidden. In addition, they will outline two important elements that are found in the battlefield. These elements should be recorded on the Initiative Tracker. LIGHTING K Perfect Light (no ambient penalties): daytime, in a direct source of light
K Fleeting Shadows (must flip the results to fail vision-related Skill Tests; cannot give or gain the benefits of Assist Dice): dawn, dusk or clear night skies
K Total
Darkness (cannot be targeted unless Engaged; line of sight is broken): blinding light, moonless night, pitch-black
OBSCUREMENT K Light Obscurement (cannot use Extreme Distances): mist, light rain or light snow
K Medium Obscurement (cannot use Extreme or Long Distances): fog, heavy rain or heavy snow
K Heavy Obscurement (cannot use Extreme, Long or Medium Distances): sleet, smoke or blizzard
If combatants are using light sources, you can determine the Distances their light gives in Article 5: Wares & Weapons.
STEP 2 : REFER TO INITIATIVE TRACKER Following the Pre-Game Rituals from Article 6: Narrative Tools, players should have already rolled Initiative. HISTORIAN ROLLS THEIR INITIATIVE
The Historian will determine Initiative for threats, NPCs and other creatures they may be controlling. Historians should group similar enemies together when rolling Initiative unless they are special, a ‘named’ foe or are different types or classifications of threats. They’ll David Chronister (order #31360124)
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roll 1D10+Initiative from their threat listing. One player who is not the Historian will then record combatants on the Initiative Tracker, highest to lowest. Should two or more combatants generate the same Initiative result, the combatants can either decide who goes first or each roll 1D10, until one of them generates a higher value and is declared the winner. INSTIGATING COMBAT OUTSIDE THE TRACKER
Sometimes a character will instigate combat on their own, falling outside the normal flow of Initiative. In these cases, simply have that combatant go first at the top of the Initiative Tracker and refer to their normal Initiative result on the next Round.
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SECRET EVENTS
The environment also plays a role in combat. Examples include a blazing fire, lightning strike or a keg of blackpowder exploding. The Historian will roll 2D10+2 to determine the event’s placement on the Initiative Tracker.
STEP 3 : FIRST ROUND Whichever combatant has the highest Initiative value starts the first Round by taking their Turn. Once they declare the end of their Turn, the combatant with the next highest value takes a Turn and so o n, until all combatants have taken their Turn. Remember, when a combatant starts their Turn, they immediately ‘refresh’ 3 AP to spend on Actions In Combat.
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REFRESHING & BANKING AP
AP refreshes at the start of your Turn, not the beginning of the Round. This is important to remember when it comes to the Initiative Tracker, as defenders with lower Initiative values generally don’t have the AP to use Reactions that have an AP cost associated with them (unless they have banked AP from a previous Round or from a Talent, Trait or other ability). Combatants are not required to spend all of their AP on their Turn and can hold on to them—banking AP—to perform Reactions outside of their Turn. A combatant cannot carry AP over into their next Turn. When a combatant’s new Turn begins, all of their banked AP are lost and it refreshes with the usual allotment of 3 AP (unless a condition stipulates otherwise).
UNLESS SPECIFICALLY INDICATED in its
description, the use of Traits & Talents cost 0 AP and can be triggered either before, during or even after your Skill Test (with Historian approval).
GAINING SURPRISE
Unlike ZWEIHÄNDER, there is not a Surprise Turn in FLAMES OF FREEDOM. Instead, when the Historian feels it’s appropriate, an attacker can gain the benefits of Surprise on their Turn, regardless of whether this is the first Round of combat or a later one. The benefits of Surprise rarely last more than one Turn. BENEFITS OF SURPRISE Attackers who gain the benefits of Surprise treat their Actions In Combat as (Easy +20%) and add a 1D6 Fury Die to Total Damage. In addition, the combatant you hit with your next Attack Action or Rough & Tumble is Defenseless to it.
COMBAT ENCOUNTERS
I ni ti ativ e Tr ack e r was previously determined at the start of a game session. Mendon has an Initiative of 12, the Red Coat an 11, Verity Trowbridge a 9 and Azar Willington a 3. Verity pulls her pistol on a Red Coat, instigating combat. The Historian allows Verity to go first, with Mendon (12), the Red Coat (11) and Azar (3) to follow. On the second and subsequent Rounds, the players and Historian stick with the Initiative Tracker, with Mendon (12) going first, the Red Coat (11), Verity (9) and finally Azar (3).
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COMBAT ENCOUNTERS
STEP 4 : NEW ROUNDS Once the first Round of combat ends, begin again at the top of the Initiative Tracker for the next Round. Do this for subsequent Rounds until the players and Historian both agree that combat should end. The players and Historian will then narrate together how it ends.
CONCLUDING A COMBAT ENCOUNTER
As a reward for the characters engaging in a combat encounter, the Historian will remove any remaining Coins from the Historian Pool and place them into the Player Pool.
COMBAT CONDITIONS K Bleeding: You Bleed every minute at the K Incapacitated!: You cannot succeed at any Skill beginning of your Turn. If you Bleed for a number Tests. of minutes in excess of your [BB], you are Slain!. K Inspired: Add +1 to Damage Threshold & Peril Threshold until the end of combat. K Choked: Cannot use any Action In Combat, unless you have successfully Resisted escaping K Intimidated: Suffer -1 to Damage Threshold & using Athletics. Peril Threshold until the end of combat. Defenseless: Cannot use any Reactions K K Low Cover: Add +3 to Damage Threshold against whatsoever. Damage from ranged weapons. K Disarmed: Any weapon in your primary hand is K Medium Cover: Add +6 to Damage Threshold knocked or thrown from your grasp and lands against Damage from ranged weapons. 3 yards away; cannot use primary hand or twohanded weapons until next Turn. K Prone: You are on the ground and suffer an additional 1D6 Fury Die to Total Damage. The K Disoriented: Must spend 1 additional AP for only Movement Actions you can use while Prone Reactions until the end of combat. are Get Up, Hustle and Maneuver. K Engaged: Two or more combatants stand toe-to- K Shaken: Must spend 1 additional AP to Load a toe, less than 1 yard away. If using miniatures and weapon until the end of combat. a map grid, Engaged is whenever combatants are standing in an adjacent square or hex. K Strained: Must spend 1 additional AP for Attack Actions until the end of combat. K Gutted: Must spend 1 additional AP for Movement Actions until the end of combat. K Surrounded: When three or more foes stand Engaged with a single defender, they add 1D6 K Hastened: Add +1 to Initiative and Movement Fury Die to Total Damage. The Historian may until the end of combat. make exceptions to this rule (such as facing foes which are significantly bigger than the attackers). K Hidden: Your foe is surprised when you take your Turn. K Unconscious: Asleep for 1 hour and can be Slain! with any attack. K High Cover: Add +9 to Damage Threshold against Damage from ranged weapons.
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FURY DICE
Keep in mind that using multiple Actions In Combat confer the same sort of bonuses, and conditions against a single foe do not stack. This means you could not take advantage of Charging multiple times to generate a handful of Fury Dice for Total Damage against one foe, and combatants can’t continuously Disorient a foe until they no longer have any AP. Always consider a condition or bonus but once.
You’ll see mention of a 1D6 Fury Die to generate Damage with melee and ranged weapons. Anytime a combatant rolls for Damage and it lands on face ‘6,’ the die ‘explodes,’ generating an additional 1D6 Fury Dice. There is no upper limit to the number of Fury Dice that can explode when calculating Damage. Tally the results from each 1D6 Fury Die together to determine Total Damage. As a rule, Fury Dice are used with weapons only. Magick Spells don’t gain the benefits of exploding Fury Dice (unless the Spell’s entry indicates otherwise in Article 9: Hexenmeister’s Almanack). Where reference is made to D10, of any number, they never explode as Fury Dice do.
ALTHOUGH
COMBAT
CONDITIONS
generally persist until the end of combat, your Historian may allow you to spend one Coin to ‘edit’ the situation to escape its effects.
David Chronister (order #31360124)
COMBAT ENCOUNTERS
STACKING EFFECTS
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MOVEMENT ACTIONS
Charge
2 AP
Charge at 2x Movement and add 1D6 Fury Die to Damage from a melee weapon.
Hustle
1 AP
Hustle at 1x Movement. Invokes Counterattack if moving out of an Engagement.
Get Up Maneuver
2 AP 2 AP
Run
3 AP
Take Cover
1 AP
ATTACK ACTIONS
COMBAT ENCOUNTERS
AP COST DESCRIPTION
Varies
Fire Through Cover
Varies
Melee Attack
1 AP
Targeted Attack
2 AP
ROUGH & TUMBLE
Maneuver 3 yards out of an Engagement, avoiding all Counterattacks.
Run at 3x Movement, gain Low Cover. Invokes Counterattack if moving out of an Engagement. Gain +3, +6 or +9 Damage Threshold, depending on the cover type. Invokes Counterattack if moving out of an Engagement.
AP COST DESCRIPTION
Cast Spell
Ranged Attack
Stand up from Prone, mount a horse or embark in a vehicle.
1 AP
Make an Incantation Test to use a Spell.
Ignore Low Cover for 2 AP, Medium Cover for 3 AP or High Cover for 4 AP. Then make a Combat-based Test. The foe must Defend or suffer Damage. Make a Combat-based Test. The foe must Defend or suffer Damage. Make a Combat-based Test. The foe must Defend or suffer Damage.
Declare to hit either arm, body, head or leg. The foe must Defend, or suffer Damage and one of four Combat Conditions.
AP COST DESCRIPTION
Make an Athletics or Guile Test. The foe must Resist Toughness or be Gutted. When Gutted, your foe must spend 1 additional AP for Movement Actions until the end of combat.
Below The Belt
1 AP
Chokehold
1 AP
Eye Gouge
1 AP
Make a Guile or Intimidate Test. The foe must Resist Awareness or be Disoriented. While Disoriented, your foe must spend 1 additional AP for Reactions until the end of combat.
1 AP
Make an Athletics or Coordination Test. The foe must Resist Coordination or be knocked Prone. While Prone, a foe drops to the ground until they Get Up. If they are Defenseless, they are also Unconscious. While Unconscious, they are asleep for one hour and can be Slain! with any attack.
Knockdown
David Chronister (order #31360124)
Make an Athletics Test or Toughness Test. The foe must Resist Athletics or be Choked. Suffer 1D10+[BB] Peril immediately and on your Turns when maintained, until Resisted.
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SPECIAL ACTIONS
AP COST DESCRIPTION
First Aid
Varies
Load
Varies
Quickload
0 AP
Take Aim
1 or 2 AP
Wait Words As Weapons REACTIONS
0 AP 1 AP
When Engaged with an ally, perform one of the following Healing Practices: Apply Tourniquet, Bind Wounds, Kiss of Life, Inject Quicksilver, Inject Tincture, Use Laudanum or Use Smelling Salts. Load a ranged weapon.
Load a ranged weapon, but can only take advantage of Short Distance and remain Defenseless until the beginning of your next Turn.
Spend 1 AP to gain +10% Base Chance or spend 2 AP to gain +20% Base Chance to your next Attack Action or Rough & Tumble. Cannot Take Aim for Cast Spell. Wait until later to spend your APs.
Declare to use either Hastened, Inspired or Intimidated; then make a relevant Skill Test. Combatants cannot Resist and gain one of three Combat Conditions until the end of combat.
AP COST DESCRIPTION
Varies
Counterattack
0 AP
Defend
1 AP
Risk Backlash
1 AP
0 AP
You can attempt to Assist an ally’s Skill Test.
Make a Combat-based Skill Test in specific situations, and one foe is Defenseless to this attack. Make a Combat-based or Coordination Test to avoid Damage from attacks. Resist the effects of Actions In Combat.
Before or after a Difficulty Rating is called out, modify the Difficulty Rating by one, two or three positive steps, but suffer Conflict.
ACTIONS IN COMBAT FORMAT K Effect: An Effect describes what happens after K Critical Failure: The Action In Combat fails an expenditure of AP or a Skill Test has been and incurs additional penalties indicated in the successfully made. description. Not every Action has a Critical Failure component. K Critical Success: The Action In Combat works and gains additional bonuses indicated in this K Other Considerations: Before and after an Action description. Not every Action has a Critical In Combat has been used, some conditions need to Success component. be observed. These factors are mostly immutable unless the Historian approves of substitution of alternative situations where they’re not required.
David Chronister (order #31360124)
COMBAT ENCOUNTERS
Assist
Resist
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MOVEMENT ACTIONS Actions In Combat for Movement Actions follow: CHARGE (2 AP)
Tally-ho, let’s run them down!
Effect: Charge up to 2x your Movement. If you Charge at least 3 yards and successfully make a Melee Attack or Targeted Attack on the same Turn, add a 1D6 Fury Die to Total Damage.
COMBAT ENCOUNTERS
Other Considerations: Charging provokes a Counterattack if you move away from being Engaged with foes. JUMP & LEAP On the same Turn after Charging or Running, you may jump horizontally two yards for every 3 points of [BB] or leap vertically one yard for every 6 points of [BB]. GET UP (2 AP)
Once I get up off the ground, you’re in for a world of hurt!
Effect: Get Up from the ground Prone, mount a horse or embark into a vehicle. If you have at least one Skill Rank in Coordination, Get Up for 1 AP instead. Other Considerations: Get Up does not provoke Counterattacks. You can Get Up while Prone. HUSTLE (1 AP)
Pick up the pace—we’ve got them cornered!
Effect: Hustle up to 1x your Movement. Other Considerations: Hustling provokes a Counterattack if you move away from being Engaged with foes. You can Hustle while Prone. MANEUVER (2 AP)
Ha, try again, you fiend—your weapon shall not find purchase here!
Effect: Maneuver 3 yards to get out of Engaged without provoking Counterattacks. Other Considerations: You can Maneuver while Prone.
David Chronister (order #31360124)
RUN (3 AP)
Move, Move, MOVE!
Effect: Run up to 3x your Movement, and gain the benefits of Low Cover until the beginning of your next Turn. Other Considerations: Running provokes a Counterattack if you move away from being Engaged with foes. CASES OF SEE AND HEAR CLEARLY While a Historian will impose Difficulty Ratings based on visibility conditions, Total Cover and Total Darkness both break line of sight, and combatants cannot be targeted by Actions In Combat, unless the Historian rules otherwise. TAKE COVER (1 AP)
Stay in the shadows of the tree and look for our enemies!
Effect: Move up to 1 yard and Take Cover by crouching down behind a solid barrier, gaining the benefits of Low Cover, Medium Cover, High Cover or Total Cover until the beginning of your next Turn. Other Considerations: If you make an Attack Action or Rough & Tumble after Taking Cover, you no longer gain its benefits (until you Take Cover once again). Taking Cover provokes a Counterattack if you move away from being Engaged with foes. Finally, Taking Cover never completely breaks the line of sight unless behind Total Cover. BEING HIT WHILE IN COVER Any time a defender is Taking Cover and an attacker successfully deals Damage to the defender, that specific cover no longer affords any benefit to the defender. They must Take Cover elsewhere.
K Low Cover: behind a cart, low stone wall or tree stump
K Medium Cover: short tree
behind a wagon, boulder or
K High Cover: behind a pillar, tall tree or plinth of rock
K Total Cover: behind a building or totally hidden
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MOVEMENT ADDENDUM
BATTLEFIELD CLUTTER
The battlefield will be fraught with boulders, crates, crowds of harmless people, dead bodies, fallen trees, low fences, low-running rivers, tree roots and the like. In order to move over and through them, it costs 2 yards of movement instead of 1 yard. CARRYING A PERSON
When in a situation where you need to carry someone else, reduce your Movement by -3 yards (to a minimum of 1 yard). MOVEMENT SUBTYPES
K Balancing (Coordination): [AB]+0 K Climbing down (Athletics): [BB]+0 K Climbing up (Athletics): [BB]-6 K Crawling (Toughness): [BB]-6 K Driving a fast vehicle (Drive): [BB]+9 K Driving a slow vehicle (Drive): [BB]+3 K Flying (Awareness): [AB]+12 K Riding a fast animal (Ride): [AB]+12 K Riding a slow animal (Ride): [AB]+6 K Rowing downriver (Athletics): [BB]+9 K Rowing upriver (Athletics): [BB]+3 K Sneaking (Stealth): [AB]-1 K Swimming above water (Athletics): [BB]+0 K Swimming below water (Athletics): [BB]-6
David Chronister (order #31360124)
ATTACK ACTIONS Actions In Combat for Attack Actions follow: CAST SPELL (VARIES)
You shall rue the day you crossed me, disbeliever!
Effect: When Engaged or at a Distance with a foe, select a Spell and make an Incantation Test. The AP cost is dictated by the Spell. Further details are covered by the Spell’s entry. Critical Success: Positive benefits are covered in the Spell’s entry. Critical Failure: Negative outcomes are covered in the Spell’s entry. Other Considerations: A full reference for Spells is found in Article 9: Hexenmeister’s Almanack. FOUR CARDINAL RULES FOR CASTING SPELLS K You must be able to see.
K You must be able to speak. K You must have one hand free. K You must have all reagents handy. FIRE THROUGH COVER (VARIES)
I’ve got them in my sights—FIRE!
Effect: When at Distance from a foe, ignore the effects of Low Cover for 2 AP, Medium Cover for 3 AP or High Cover for 4 AP for your next Attack Action. Then, make a relevant Combat-based Skill Test. After successfully rolling (and the foe cannot or fails to Defend using Coordination), they suffer 1D6+[CB] Fury Die to Total Damage. Critical Success: Your foe cannot Defend, and you add a 1D6 Fury Die to Total Damage. Critical Failure: If an ally is nearby, you hit them instead. The ally cannot Defend, and you add a 1D6 Fury Die to Total Damage. Other Considerations: You must be using a weapon with Blackpowder Quality unless you are using a weapon with the Pistol Quality.
COMBAT ENCOUNTERS
There are other subtypes of Movement, such as balancing, climbing and sneaking. They act as ‘riders,’ pairing with other Movement Actions and increase the AP cost by 1. For instance, if you intend to Charge while riding, it costs 3 AP instead of 2 AP. Movement cannot be reduced to less than 1 yard. You generally don’t need to make a successful Skill Test to use a Movement subtype, unless the Historian says otherwise. Replace your Movement with the values below, but be sure to consider the impact of Overage. If the Historian requires a Skill Test, refer to the related Skill in brackets:
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222 MELEE ATTACK (1 AP)
Draw your blade, and we shall settle this now as our ancestors did!
Effect: When Engaged with a foe, make a relevant Combatbased Skill Test. After successfully rolling (and the foe cannot or fails to Defend using a relevant Combat-based Skill Test), they suffer 1D6+[CB] Fury Die to Total Damage. Critical Success: Your foe cannot Defend, and you add a 1D6 Fury Die to Total Damage. Critical Failure: You are Disarmed. Other Considerations: If you are Engaged with foes, you cannot make a Melee Attack against another opponent unless you are using a weapon with a Distance of Engaged or 1 yard. COMBAT ENCOUNTERS
MOUNTED COMBAT You can attack while mounted using a Melee Attack, but with these changes:
K When Engaged with a foe, make a Ride Test to attack with your horse or a relevant Combatbased Skill Test if using a melee weapon.
K After successfully rolling (and the foe cannot
or fails to Defend using Coordination), they suffer 1D6+[AB] Fury Die to Total Damage if attacking with your horse. If using your melee weapon, they suffer 1D6+[CB] Fury Die to Total Damage. If striking foes who are on foot or Prone, add a 1D6 Fury Die to Total Damage.
K If you Critically Succeed, reference the normal benefits.
K If you Critically Fail, you are thrown from the SPARING HUMAN ENEMIES Whenever you deal enough Damage to kill a combatant classified as Humanoid (including player cultures), the Historian will ask whether you wish to let them live or kill them. If you let them live, they are Grievously Wounded, Incapacitated! and Unconscious for an hour. If you kill them, you gain 3 Conflict as they are Slain!.
David Chronister (order #31360124)
horse, suffer 1D10+1 Damage from falling and are knocked Prone.
If riding and your horse begins to Bleed or suffers an Injury, make a Handle Animal Test. After successfully rolling, you keep control of your horse for the rest of the combat. If failed, the horse remains Prone until the end of combat. If Critically Failed, you are thrown from the horse, suffer 1D10+1 Damage from falling and are knocked Prone.
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RANGED ATTACK (1 AP)
I am not throwing away my shot!
Effect: When at a Distance from a foe, make a relevant Combat-based Skill Test. After successfully rolling (and the foe cannot or fails to Defend using Coordination), they suffer 1D6+[CB] Fury Die to Total Damage. Critical Success: Your foe cannot Defend, and you add a 1D6 Fury Die to Total Damage. Critical Failure: If an ally is nearby, you hit them instead. The ally cannot Defend, and you add a 1D6 Fury Die to Total Damage. Other Considerations: If you are Engaged with foes, you cannot make a Ranged Attack against another opponent unless you are using a weapon with the Pistol Quality.
D100
MISFIRE EFFECT
1 to 40
You must spend 3 AP to fix the firing mechanism before attacking with this weapon again.
41 to 70 71 to 90 91 to 100
The weapon is inoperable until you can clear the barrel after combat ends.
The weapon was primed with too much blackpowder and fires with a loud bang, knocking you Prone. The weapon is destroyed, and you suffer 2D10+2 Damage from fire.
TARGETED ATTACK (2 AP)
Aim small, miss small!
Effect: When Engaged or at Distance with a foe, declare that you want to hit the arm, body, head or leg of a foe, then make a relevant Combat-based Skill Test. After successfully rolling (and the foe cannot or fails to Defend using Coordination if avoiding a ranged weapon, or relevant Combat-based Skill Test if avoiding a melee weapon), they suffer 1D6+[CB] Fury Die to Total Damage, and suffer the following Combat Condition: David Chronister (order #31360124)
K Arm: Disarmed K Body: Gutted K Head: Disoriented K Leg: Prone Critical Success: Your foe cannot Defend, and you add a 1D6 Fury Die to Total Damage. Critical Failure: Your weapon malfunctions until repaired outside of combat. Other Considerations: You cannot make a Targeted Attack with a melee weapon when not Engaged with foes. You cannot make a Targeted Attack with a ranged weapon while Engaged with foes unless using a weapon with the Pistol Quality. ATTACK ADDENDUM
ATTACKING LARGER & SMALLER FOES
Some attacks may suffer additional bonuses and penalties to attack or wrangle foes larger or smaller than an attacker. In these situations, the Historian will change the Difficulty Rating based on factors that may influence the outcome. FLYING FOES
Unless you are at the same altitude as a foe in flight (e.g., being on its back/having climbed onto it), the foe cannot be targeted with melee weapons or Rough & Tumble. Any time that a flying foe is made to Bleed or suffers an Injury, they must immediately succeed a Toughness Test or be forced to the ground and knocked Prone, suffering falling Damage (as indicated in Article 8: Healing, Hazards & Horror). If you are on a flying foe and want to bring it down to the ground using your strength or riding skills, make an Opposed Test using Athletics or Ride, with the Target Number being 3x that of the flying threat’s [BB]. For instance, if a threat has a [BB] of 7, the Target Number to reach is 21 (7x3). The loser of the Opposed Test suffers falling Damage; the other remains unscathed.
COMBAT ENCOUNTERS
MISFIRES Whenever you roll a Critical Failure with a weapon of the Blackpowder Quality, roll D100 to see what else occurs:
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224 CHOKEHOLD (1 AP)
HELPLESS FOES
Any time a combatant is Unconscious, asleep, pinned beneath a heavy object, shackled or otherwise unable to escape on their own accord, they are Defenseless and can be automatically Slain! by any attack. MULTIPLE ATTACKS
Rolling to hit and dealing Damage has been carefully balanced and designed to be swift and merciless. Consequently, the system has not been designed with making multiple attack rolls on the same Turn in mind.
COMBAT ENCOUNTERS
SWAPPING WEAPONS
At the beginning of your Turn, you may either draw any weapon from your own body, pick up a weapon you dropped at your feet, swap weapons at your side or give a weapon to an ally for 0 AP. Swapping multiple weapons around requires the expenditure of 1 AP.
ROUGH & TUMBLE Actions In Combat for Rough & Tumble follow: BELOW THE BELT (1 AP)
Do not expect manners when it comes to a fight.
Effect: When Engaged with a foe, make an Athletics or Guile Test. After successfully rolling (and the foe cannot or fails to Resist using Toughness), they are Gutted. When Gutted, your foe must spend 1 additional AP for Movement Actions until the end of combat. Critical Success: Your foe cannot Resist and is knocked Prone. Critical Failure: You are Gutted. Other Considerations: One hand must be free to use Below The Belt. A foe remains Gutted until they successfully Resist at the beginning of their Turn.
David Chronister (order #31360124)
Say hello to Morpheus when you see the gates of horn and ivory!
Effect: When Engaged with a foe, make an Athletics or Toughness Test. After successfully rolling (and the foe cannot or fails to Resist using Athletics), they are Choked. While Choked, your foe immediately suffers 1D10+[BB] Peril and again at the start of each of your Turns if you maintain the Chokehold. It costs 3 AP to maintain a Chokehold, requiring no additional Skill Tests to maintain. If the foe drops to Incapacitated!, they are Unconscious. Your Choked foe cannot use any Actions In Combat, except to Resist your Chokehold. Critical Success: Your foe cannot Resist your Chokehold (but can try while you maintain), and is Strained. Critical Failure: You are Choked. Other Considerations: Both hands must be free to use and maintain a Chokehold. You can only use Movement Actions, Special Actions and Reactions while maintaining a Chokehold. If your Damage or Peril Condition Track drops one or more steps negatively while maintaining a Chokehold, you immediately release your hold. You may release a Chokehold at any time. EYE GOUGE (1 AP)
We knew going in that striking the eyes was considered to be fighting fair! Effect: When Engaged with a foe, make a Guile or Intimidate Test. After successfully rolling (and the foe cannot or fails to Resist using Awareness), they are Disoriented. While Disoriented, your foe must spend 1 additional AP for Reactions until the end of combat. Critical Success: Your foe cannot Resist and suffers 2D10+2 Peril. Critical Failure: You are Disoriented. Other Considerations: One hand must be free to use an Eye Gouge.
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KNOCKDOWN (1 AP)
LOAD (VARIES)
Stay down for your own good!
Prime, load, aim, then FIRE!
Effect: When Engaged with a foe, make an Athletics or Coordination Test. After successfully rolling (and the foe cannot or fails to Resist using Coordination), they are knocked Prone. While Prone, a foe drops to the ground until they Get Up. If they are Defenseless, they are also Unconscious. While Unconscious, they are asleep for one hour and can be Slain! with any attack. Critical Success: Your foe cannot Resist and must spend 3 AP to Get Up. Critical Failure: You are knocked Prone. Other Considerations: You must be standing to use a Knockdown. ROUGH & TUMBLE ADDENDUM
Some Talents, Traits and weapon Qualities allow you to trigger Rough & Tumble in unique ways— in these cases, foes must Resist its effect prior to accounting for Damage. If the foe Defends successfully, no Resist is required.
Effect: Spend a number of AP listed under a ranged weapon’s listing to Load. Other Considerations: You may Load weapons over two or more Turns as needed. However, you cannot Load a weapon while Engaged with foes.
V e r i ty Trow br i d g e b e g i n s the first Round
on her Turn by making a Ranged Attack (1 AP). Her ranged weapon requires 3 AP to reload, however. Verity spends her remaining 2 AP on this Turn to begin Loading, and when her Turn comes up during the second Round, completes the Load sequence for 1 AP. QUICKLOAD (0 AP)
Reload as if Old Scratch was nipping at your heels!
Effect: On your Turn, Quickload a ranged weapon for 0 AP. Other Considerations: You can only take advantage of your weapon’s Short Distance and are Defenseless until the beginning of your next Turn. TAKE AIM (1 OR 2 AP)
If . . . they’d . . . only . . . hold . . . still . . . this wouldn’t be so damned hard!
SPECIAL ACTIONS Actions In Combat for Special Actions follow:
Effect: Spend 1 AP to gain a +10% Base Chance to your next Attack Action or Rough & Tumble on this Turn. If you spend 2 APs, you gain a +20% Base Chance instead.
FIRST AID (VARIES)
Other Considerations: You cannot Take Aim to Cast Spell.
Hold still, damn it—we need to bind the bloody wound!
Effect: When Engaged with an ally, perform one of the following Healing Practices: Apply Tourniquet (3 AP), Bind Wounds (3 AP), Kiss of Life (3 AP), Inject Quicksilver (1 AP), Inject Tincture (1 AP), Use Laudanum (1 AP) or Use Smelling Salts (1 AP). Most of these practices are listed later in this article. Other Considerations: Refer to the Healing Practice’s other considerations.
David Chronister (order #31360124)
COMBAT ENCOUNTERS
WEAPONS WHICH TRIGGER ROUGH & TUMBLE ACTIONS
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WAIT (0 AP)
Give me a moment; I want to watch the action unfold and wait for the opportune time!
Effect: You opt not to act, holding all APs in reserve to act later. You must act before your next Turn begins, as you cannot take two Turns back-to-back. Other Considerations: You cannot use an Action In Combat, then elect to Wait on the same Turn. Your Initiative doesn’t change due to Waiting. Finally, you must spend one Coin to interrupt a foe’s Turn on the Initiative Tracker.
COMBAT ENCOUNTERS
V e r i ty
Trow br i d g e’ s pl ay e r has a 14 on the Initiative Tracker. She decided to Wait on her Turn, hoping for an opportune moment to act. When a Red Coat with an Initiative value of 9 is about to use their Turn, Verity spends a Coin to go before the Red Coat.
Other Considerations: Foes cannot Resist Words As Weapons. Both you and combatants must be able to clearly see and hear one another. Combatants can only be made subject to each Combat Condition once during combat. You cannot use Words As Weapons if you are under the effects of Stress, Fear or Terror. SPECIAL ACTIONS ADDENDUM
HIDING FROM FOES
Characters may want to try hiding in combat. Providing you’ve broken line of sight, spend 2 AP to attempt a Stealth Test to hide. Once Hidden, you gain the benefits of Surprise against a foe. After attacking afterward (regardless of success or failure), your position is revealed, as you are no longer Hidden. The exception to this is if you are using a weapon with the Silent Quality.
WORDS AS WEAPONS (1 AP)
I should expect no less from an unlicked cub such as yourself!
Effect: When Engaged or at Distance with combatants, declare that you want to use Hastened, Inspired or Intimidated on combatants, then make a relevant Skill Test explained below. After successfully rolling, select a number of combatants equal to your [FB] to gain one of the following Combat Conditions until the end of combat:
K Test Warfare for Hastened: Add +1 to Initiative and Movement.
Leadership for Inspired: Add +1 to Damage Threshold & Peril Threshold.
K Test
K Test Intimidate for Intimidated: Suffer -1 to Damage Threshold & Peril Threshold.
Critical Success: You inflict one of the Combat Conditions above to combatants, and bank 1 AP for free. Critical Failure: You suffer one of the Combat Conditions of the Historian’s choice.
David Chronister (order #31360124)
REACTIONS Actions In Combat for Reactions follow: ASSIST (VARIES)
I’ve got your back!
Effect: Whenever an ally is about to use an Action In Combat that requires a Skill Test, you help them succeed. The Historian takes into consideration the situation you and your ally are in, the Distance between you and the ally, and finally assigns the appropriate number of AP required for you to Assist. Other Considerations: An Assist never requires a Skill Test from the Assisting character. You are otherwise bound to the same rules for Assisted Skill Tests in Article 1: Basics of Gameplay. COUNTERATTACK (0 AP)
Only a gollumpus would think they could get the jump on me!
Effect: In specific situations and while Engaged, interrupt an Action In Combat by making a Melee Attack or Ranged Attack for 0 AP. A foe cannot Defend against a Counterattack.
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Critical Success: As Attack Action Type
Critical Success: Bank 1 AP for free.
Critical Failure: As Attack Action Type
Critical Failure: You are Defenseless until the beginning of your next Turn.
Other Considerations: You cannot make a Counterattack when left Defenseless, on the ground Prone, Taking Cover or while Concentrating on Spells. You can also make a Counterattack using ranged weapons with the Pistol Quality.
THERE WILL BE situations where foes will
RISK BACKLASH (1 AP)
Must . . . dig . . . deeper . . . aaargh!
Effect: Either before or after the Difficulty Rating is called out by the Historian, you may positively modify your Difficulty Rating using one of these three options:
K Increase the Difficulty Rating by one positive step and DEFEND (1 AP)
Whew, that was a close one!
Effect: If struck by a ranged weapon, but before Damage is determined, make a Coordination Test. If struck by a melee weapon, but before Damage is determined, make a relevant Combat-based Skill Test. After successfully Defending, avoid all Damage. Critical Success: Bank 1 AP for free, and make a Counterattack against the foe. Critical Failure: You suffer 2D10+2 Peril. Other Considerations: You cannot Defend when Defenseless. Note that if you are not already armed with a weapon, you cannot draw one in order to Defend against an Attack Action. RESIST (0 AP)
Ugh, that one . . . stung a bit.
Effect: When you are the victim of Rough & Tumble, Spells or other Talents and Traits that require you to Resist a Combat Condition, Spell or Trait’s effects, make a relevant Skill Test, referring to the Skill indicated necessary to withstand it. After successfully Resisting, you shake off all their effects. David Chronister (order #31360124)
gain 1 Conflict. Roll 1D6 Chaos Die after your Spell is cast to determine if you suffer 1D10+1 Peril.
K Increase
the Difficulty Rating by two positive steps and gain 2 Conflict. Roll 2D6 Chaos Dice after your Spell is cast to determine if you suffer 2D10+2 Peril.
K Increase the Difficulty Rating by three positive steps and gain 3 Conflict. Roll 3D6 Chaos Dice after your Spell is cast to determine if you suffer 3D10+3 Peril.
Other Considerations: You must have the proper Trait to Risk Backlash. You suffer Peril if any Chaos Dice land on face ‘6,’ regardless of whether Cast Spell was successful or not.
V e r i ty
Trow br i d g e i s using Cast Spell. The Historian announces the Difficulty Rating is (Hard -20%). Considering that Verity’s player wants the Spell to work, she decides to Risk Backlash for two positive steps. This means the Difficulty Rating is now (Standard +/-0%).
COMBAT ENCOUNTERS
use Actions In Combat which will provoke Counterattacks. When this occurs, not every combatant can initiate a Counterattack. Instead, the combatant with the highest Combat value is allowed to make a Counterattack. This will help control the flow of dice rolls.
Other Considerations: In cases where your Turn starts and you are currently suffering from multiple Combat Conditions, you can attempt to Resist as your Turn begins, rolling once for all effects. If successful, you recover from the negative effects. If unsuccessful, you may attempt to Resist again at the start of your next Turn. Regardless of success or failure, you then refresh AP (as indicated earlier in this article). You cannot Resist when left Defenseless.
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228 ⅞
GUIDE TO ATTACKING W h e n ev e r
armed with a melee or ranged weapon, the ability to hit and the Damage dealt is determined the same way. Follow this guideline: yo u a r e
COMBAT ENCOUNTERS
K STEP 1: Choose Weapon K STEP 2: Make The Attack K STEP 3: Foe Defends K STEP 4: Roll Damage K STEP 5: Record Damage Condition K STEP 6: Roll For Injury K STEP 7: Sacrifice Determination K STEP 8: Suffering Peril STEP 1: CHOOSE WEAPON Whenever you wish to hit, decide what kind of weapon to use. MELEE WEAPONS WHILE ENGAGED
With a melee weapon, you make either a Simple Melee or Martial Melee Test, depending on the type of melee weapon your character is armed with. Generally, you must be Engaged, otherwise standing next to the foe, to hit. Fighting with hands, headbutts, feet, fist and knees are considered to be bare-handed weapons.
YOU CAN WIELD any two one-handed
weapons in combat. When striking with a weapon held in your off-hand, follow the standard rules for Attack Actions, but you must flip the results to fail. Using two weapons to roll to hit twice on your Turn is generally not an option in FLAMES OF FREEDOM.
David Chronister (order #31360124)
RANGED WEAPONS AT DISTANCE
With a ranged weapon, you will make either a Simple Ranged or Martial Ranged Test, varying by the kind of weapon they’re wielding. Distance is generally measured by your character’s [PB], modified by the ranged weapon you’re using. It represents the number of yards you can accurately target a foe:
K Short Distance is the minimum range you can stand
away from a defender without suffering an additional penalty to your attack. This means that there must be a bare minimum of 1 yard between you and the defender. While at Short Distance, you do not suffer any additional penalties to your Skill Test due to Distance, unless the Historian dictates otherwise.
K Medium Distance is 2x Short Distance. This means
you can stand even farther away from a defender to fire effectively. While at Medium Distance, the Difficulty Rating becomes worse by one step on the Difficulty Rating Chart, determined by the Historian.
K Long Distance is 3x Short Distance. At this range, firing a ranged weapon and hitting a defender can be considerably difficult. While at Long Distance, the Difficulty Rating becomes worse by two steps on the Difficulty Rating Chart, determined by the Historian.
is 4x Short Distance. While at Extreme Distance, the Difficulty Rating becomes worse by three steps on the Difficulty Rating Chart, determined by the Historian. At such ranges, a ranged weapon must subtract 1D6 Fury Die to Total Damage.
K Extreme Distance
K Some
ranged weapons possess the Throwing Quality and do not have Medium, Long or Extreme Distances.
STEP 2 : MAKE THE ATTACK Actions In Combat generally have a fixed Difficulty Rating of (Standard +/-0%). The Historian may reward you with more favorable Difficulty Ratings, based on how you describe the actions your character is taking.
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V e r i ty
Trow br i d g e i s ready to attack a Red Coat with her musket. Unfortunately, the target is standing among Verity’s allies. This will make it incredibly challenging to get a shot in, requiring extreme precision. Knowing this, Verity describes precisely how she’s going to line up her shot, waiting for the right moment to launch a Ranged Attack and not hit her friends. The Historian thinks for a moment, at first suggesting an (Arduous -30%) to hit. However, after consideration, the Historian decides to move it to (Challenging -10%) instead. ROLL TO HIT
A ddi n g
the modifiers, Verity Trowbridge’s Total Chance for success is 25% or below. Rolling the dice, she comes up with a 24—barely succeeding—but still hits the Red Coat. If Verity’s player had rolled a 26% or above, she would have failed. up
all
STEP 3 : FOE DEFENDS Providing they are not Defenseless or Unconscious, a defender has two options: DEFEND VS. RANGED WEAPONS
A defender can attempt a Coordination Test to avoid ranged weapon Damage. The Test’s Difficulty Rating is based on the Difficulty Rating of your Attack Action and always translates into its opposite as a bonus or penalty. This means that if your Attack Action had a David Chronister (order #31360124)
Difficulty Rating of (Routine +10%), the defender’s Difficulty Rating to Defend is (Challenging -10%). If successful, the defender avoids all Damage.
V e r i ty
Trow br i d g e i s hit by a Red Coat’s ranged weapon and seeks to Defend herself. Fortunately, because the Red Coat’s Difficulty Rating to attack was (Hard -20%), her Difficulty Rating to Defend is (Easy +20%). DEFEND VS. MELEE WEAPONS
A defender can attempt a Combat-based Test (referring to the weapon they’re wielding) to avoid melee weapon Damage. The Test’s Difficulty Rating is based on the Difficulty Rating of your Attack Action and always translates into its opposite as a bonus or penalty. This means that if your Attack Action had a Difficulty Rating of (Easy +20%), the defender’s Difficulty Rating to Defend is (Hard -20%). If successful, the defender avoids all Damage.
V e r i ty
Trow br i d g e i s struck by the Red Coat’s knife, and she tries to Defend. However, because the Red Coat’s Difficulty Rating was (Challenging -10%), Verity’s Difficulty Rating to Defend with her own knife is (Routine +10%). The Red Coat’s knife strikes Verity Trowbridge
The size of a weapon and foe should be considered when Defending and will change the Difficulty Rating. For example, Defending against your knife while the defender is unarmed may be considerably more difficult. The Historian will make this call. RESISTING COMBAT CONDITIONS Before moving on, look at your weapon’s Qualities. Does it force a defender to Resist a specific Combat Condition (such as the Entangling Quality)? If so, the defender must now successfully Resist or else suffer the Combat Condition.
COMBAT ENCOUNTERS
Once you know what weapon you’re using and the Total Chance, roll D100. Should the result meet the Total Chance for success or result below it, the attack hits. Should the result exceed the Total Chance for success, the attack misses. Always announce your character’s Total Chance for success before rolling a D100. Conversely, the Historian likely won’t reveal the Total Chance for success for NPCs and threats, so as to keep players guessing about the foe’s true capabilities.
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230
STEP 4 : ROLL DAMAGE After you successfully hit and the foe cannot or fails to Defend, you’ll roll Damage. Generally, this is 1D6+[CB] Fury Die for the weapon. Some Actions In Combat or other special situations, Talents or Traits may change the way Total Damage is calculated.
V e r i ty
COMBAT ENCOUNTERS
Trow br i d g e suc c e s s f ul ly hits with her melee weapon. Verity’s [CB] is 3 and she rolled a 1D6 Fury Die, resulting in face ‘6.’ She now adds 1D6 Fury Die, generating another face ‘6.’ Verity rolls yet another Fury Die, resulting in face ‘3.’ Therefore, Verity inflicts 18 Total Damage (3+6+6+3). BIGGER FOES DEAL MORE DAMAGE Your size will modify how many Fury Dice to roll when calculating Total Damage. All cultures (including player characters) reference Normal Size, as do the Actions In Combat in this chapter. Threat sizes are explained further in Article 14: Threats, but here’s the standard table to refer to in other cases:
K Small Size: No Fury Dice 1D6 Fury Die (already factored into Attack Actions)
K Normal Size:
K Large Size: 2D6 Fury Dice K Huge Size: 3D6 Fury Dice CONSIDER DAMAGE THRESHOLD
After you tally Total Damage, a defender must now compare it to their Damage Threshold: EQUAL TO OR BELOW DAMAGE THRESHOLD
If Total Damage is equal to or below the Damage Threshold, nothing happens.
David Chronister (order #31360124)
EXCEEDS DAMAGE THRESHOLD
When Total Damage exceeds one or more Damage Thresholds, consider how many steps a defender moves down the Damage Condition Track negatively:
K If Total Damage exceeds the base Damage Threshold, the defender moves one step down the Damage Condition Track negatively.
K If
Total Damage exceeds 6+Damage Threshold, the defender moves two steps down the Damage Condition Track negatively.
K If
Total Damage exceeds 12+Damage Threshold, the defender moves three steps down the Damage Condition Track negatively.
SUDDEN DEATH
If Total Damage suffered in one attack exceeds 18+ Damage Threshold (four steps or more), the defender is instantly Slain!
EACH LEVEL OF Damage Threshold is noted
on the threat profile or character sheet as base Damage Threshold (Damage Threshold+6/ Damage Threshold+12/Damage Threshold+18). For example, if Damage Threshold is 10, it is recorded as such: 10 (16/22/28).
T he
R e d C oat ’ s Damage Threshold is 7 (13/19/25). Verity Trowbridge inflicted 24 Damage, thus the Red Coat is moved three steps down the Damage Condition Track negatively.
STEP 5 : RECORD DAMAGE CONDITION Any time a defender suffers Damage that exceeds their Damage Threshold, the player or Historian must announce to the game table where they are on the Damage Condition Track: Unharmed, Hurt, Moderately Wounded, Seriously Wounded, Grievously Wounded or Slain!.
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STEP 6 : ROLL FOR INJURY When a defender’s Damage Condition Track drops to Moderately Wounded, Seriously Wounded or Grievously Wounded, they are at risk of suffering an Injury. In some cases, particular Talents or Traits may make said Injuries more (or less) severe. However, combatants are never at risk of suffering Injuries if they move up the Damage Condition Track, only when they move down the Damage Condition Track:
K Unharmed: NONE K Hurt: NONE K Moderately Wounded:
Roll 1D6 Chaos Die. If it lands on face ‘6,’ suffer a Moderate Injury. Roll 2D6 Chaos Dice. If any lands on face ‘6,’ suffer a Serious Injury.
K Seriously Wounded:
lands on face ‘6,’ suffer a Grievous Injury.
Dead, but player characters can spend Determination to live.
K Slain!:
David Chronister (order #31360124)
V e r i ty
Trow br i d g e i s struck by the Red Coat’s knife, moving to Hurt. There is no risk of Injury. In the next Round, Verity is struck again, suffering enough Damage to go from Hurt to Grievously Wounded. After her player records Verity’s new position on her Damage Condition Track, she then rolls 3D6 Chaos Die to determine whether she suffers a Grievous Injury. Rolling a face ‘5,’ ‘1’ and ‘6,’ she has to roll on the Grievous Injury table to see what fate has in store for her.
Injuries vary by three types: Moderate, Serious and Grievous Injuries. When determining an Injury, roll a D100, referring to the relevant table below. In addition, player characters gain 3 Conflict for Moderate Injuries, 6 Conflict for Serious Injuries and 9 Conflict for Grievous Injuries. Finally, combatants cannot heal their Damage & Peril Condition Tracks until Injuries are in Recuperation. PERMANENT INJURIES Grievous Injuries must undergo a successful Perform Surgery within twent-four hours of suffering it, or else a combatant gains its related Permanent Injury. Healing treatments and Permanent Injuries are covered in Article 8: Healing, Hazards & Horror.
COMBAT ENCOUNTERS
K Grievously Wounded: Roll 3D6 Chaos Dice. If any
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COMBAT ENCOUNTERS
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D100
MODERATE INJURY DESCRIPTION
1 to 4
Narrow Escape!
5 to 8
Ankle Graze
9 to 12
Blurred Vision
13 to 16
Boxed Ear
17 to 20
Broken Fingers
21 to 24
Bruised Eye Socket
25 to 28
Chest Wound
29 to 32
Cracked Wrist
33 to 36
Dislocated Shoulder
37 to 40
Grazed Shoulder
41 to 44
Gut Buster
45 to 48
Hyperextended Elbow
49 to 52
Jammed Finger
53 to 56
Jammed Toes
57 to 60
Neck Spasm
61 to 64
Pierced Throat
65 to 68
Pulled Muscle
69 to 72
Rattled Brain
73 to 76
Scrapped Buttock
77 to 80
Sprained Wrist
David Chronister (order #31360124)
You don’t suffer an Injury.
You are Bleeding. A caregiver must Treat Injury. Until fully Recuperated, reduce your Encumbrance Limit by -3. You are Bleeding. A caregiver must Treat Injury. Until fully Recuperated, reduce your Damage Threshold & Peril Threshold by -1.
You are Bleeding. A caregiver must Treat Injury. Until fully Recuperated, you must flip the results to fail Skill Tests which rely on hearing. You are Bleeding. A caregiver must Treat Injury. Until fully Recuperated, you must succeed at a Coordination Test to Load & Quickload ranged weapons.
You are Bleeding. A caregiver must Treat Injury. Until fully Recuperated, you must flip the results to fail Skill Tests which rely on vision. You are Bleeding. A caregiver must Treat Injury. Until fully Recuperated, reduce Distances with ranged weapons by -3.
You are Bleeding. A caregiver must Treat Injury. Until fully Recuperated, you cannot add Skill Ranks when wielding weapons in combat. You are Bleeding. A caregiver must Treat Injury. Until fully Recuperated, start your Turn with 1 fewer AP. You are Bleeding. A caregiver must Treat Injury. Until fully Recuperated, you must succeed at a Toughness Test to use ranged weapons.
You are Bleeding. A caregiver must Treat Injury. Until fully Recuperated, you suffer 1D10+1 Peril after eating.
You are Bleeding. Until fully Recuperated, you must flip the results to fail all Actions In Combat that rely on ranged weapons.
You are Bleeding. A caregiver must Treat Injury. Until fully Recuperated, you must flip the results to fail all melee weapon attacks with your primary hand. You are Bleeding. A caregiver must Treat Injury. Until fully Recuperated, you must spend 1 additional AP to Maneuver and Take Cover.
You are Bleeding. A caregiver must Treat Injury. Until fully Recuperated, you cannot take advantage of weapons or Spells that have Burst, Cone and Explosion Template effects. You are Bleeding. A caregiver must Treat Injury. Until fully Recuperated, you suffer 1D10+1 Peril after speaking.
You are Bleeding. A caregiver must Treat Injury. Until fully Recuperated, you must flip the results to fail all Brawn-based Skill Tests. You are Bleeding. A caregiver must Treat Injury. Until fully Recuperated, reduce your Initiative by -3. You are Bleeding. A caregiver must Treat Injury. Until fully Recuperated, you cannot sleep soundly, awakening to Imperiled. You are Bleeding. A caregiver must Treat Injury. Until fully Recuperated, you cannot hold anything in your primary hand or wield two-handed weapons.
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233
D100
MODERATE INJURY DESCRIPTION
81 to 84
Strained Groin
85 to 88
Swollen Eyelid
89 to 92
Twisted Ankle
93 to 96
Vicious Haircut
97 to 100
You are Bleeding. A caregiver must Treat Injury. Until fully Recuperated, all failed Fellowship-based Skill Tests are treated as Critically Failed instead.
It Gets Worse . . .
Roll on the Serious Injury table instead!
D100
SERIOUS INJURY
DESCRIPTION
1 to 4
Narrow Escape!
You don’t suffer an Injury.
5 to 8
Bashed Skull
9 to 12
Bleeding Groin
13 to 16
Bloody Hamstring
17 to 20
Busted Kneecap
21 to 24
Chest Wound
25 to 28
Cleft Skull
29 to 32
Cracked Collarbone
33 to 36
Devastated Foot
37 to 40
Elbow Crushed
41 to 44
Grazed Brow
45 to 48
Hacked Calf
49 to 52
Lacerated Shoulder
53 to 56
Minor Concussion
You are Bleeding. A caregiver must Treat Injury. Until fully Recuperated, you suffer 1D10+1 Peril after reading and writing.
You are Bleeding. A caregiver must Treat Injury. Until fully Recuperated, reduce your Movement by -3.
You are Bleeding. A caregiver must Treat Injury. Until fully Recuperated, you cannot use Special Actions in combat.
You are Bleeding. A caregiver must Treat Injury. Until fully Recuperated, you wake up every morning having suffered 2D10+2 Peril. You are Bleeding. A caregiver must Treat Injury. Until fully Recuperated, you begin Bleeding at the end of your Turn if you use a Movement Action.
You are Bleeding. A caregiver must Treat Injury. Until fully Recuperated, any time you fail a Skill Test that relies on Agility or Brawn, you suffer 2D10+2 Peril. You are Bleeding. A caregiver must Treat Injury. Until fully Recuperated, you are Shaken.
You are Bleeding. A caregiver must Treat Injury. Until fully Recuperated, you cannot give or gain the benefits of Assisted Skill Tests. You are Bleeding. A caregiver must Treat Injury. Until fully Recuperated, you cannot use Rough & Tumble.
You are Bleeding. A caregiver must Treat Injury. Until fully Recuperated, reduce your Movement by -6. You are Bleeding. A caregiver must Treat Injury. Until fully Recuperated, you cannot use two-handed weapons.
You are Bleeding. A caregiver must Treat Injury. Until fully Recuperated, you suffer 2D10+2 Peril whenever you fail Intelligence-based and Willpower-based Skill Tests.
You are Bleeding. A caregiver must Treat Injury. Until fully Recuperated, you must add an additional 1 AP to Charge, Maneuver and Run.
You are Bleeding. A caregiver must Treat Injury. Until fully Recuperated, you start your Turn with 2 less AP. You are Bleeding. A caregiver must Treat Injury. Until fully Recuperated, you cannot add Skill Ranks to your Skill Test.
COMBAT ENCOUNTERS
David Chronister (order #31360124)
You are Bleeding. A caregiver must Treat Injury. Until fully Recuperated, you remain Strained.
COMBAT ENCOUNTERS
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234
D100
SERIOUS INJURY
DESCRIPTION
57 to 60
Punctured Armpit
You are Bleeding. A caregiver must Treat Injury. Until fully Recuperated, reduce your Encumbrance Limit by -6.
61 to 64
Rib Wound
65 to 68
Ruptured Tendon
69 to 72
Shell Shocked
73 to 76
Shin Crushed
77 to 80
Shredded Muscle
81 to 84
Skull Fracture
85 to 88
Slashed Larynx
89 to 92
Smashed Mouth
93 to 96
Stab Wound
97 to 100
You are Bleeding. A caregiver must Treat Injury. Until fully Recuperated, you cannot Defend.
It Gets Worse . . .
Roll on the Grievous Injury table instead!
D100
GRIEVOUS INJURY EFFECT
1 to 4
Narrow Escape!
5 to 8
Bashed Head
9 to 12
Battered Face
13 to 16
Brain Abscess
17 to 20
Butchered Shank
21 to 24
Cerebral Contusion
David Chronister (order #31360124)
You are Bleeding. A caregiver must Treat Injury. Until fully Recuperated, you cannot add Skill Ranks to Agility or Brawn-based based Skill Tests. You are Bleeding. A caregiver must Treat Injury. Until fully Recuperated, you cannot stand on your own. You are Bleeding. A caregiver must Treat Injury. Until fully Recuperated, you cannot add any Fury Dice to Damage.
You are Bleeding. A caregiver must Treat Injury. Until fully Recuperated, you must flip the results to fail all Reactions. You are Bleeding. A caregiver must Treat Injury. Until fully Recuperated, you must roll 1D6 Chaos Die at the end of your combat Turns. If it lands on face ‘6,’ you are knocked Prone.
You are Bleeding. A caregiver must Treat Injury. Until fully Recuperated, reduce all Primary Attribute Bonuses by -1. You are Bleeding. A caregiver must Treat Injury. Until fully Recuperated, you must succeed at a Toughness Test to speak.
You are Bleeding. A caregiver must Treat Injury. Until fully Recuperated, you must flip the results to fail all Skill Tests that rely on using your voice.
You don’t suffer an Injury.
You are Bleeding. A caretaker must Perform Surgery. If the surgery is failed or if 24 hours pass, you gain the Sanguine Temperament Permanent Injury. If you already have this Permanent Injury, you are Slain! instead. Until fully Recuperated, you suffer -9% Perception.
You are Bleeding. A caretaker must Perform Surgery. If the surgery is failed or if 24 hours pass, you gain the Phlegmatic Temperament Permanent Injury. If you already have this Permanent Injury, you are Slain! instead. Until fully Recuperated, you suffer -9% Brawn. You are Bleeding. A caretaker must Perform Surgery. If the surgery is failed or if 24 hours pass, you gain the Planet-Struck Permanent Injury. If you already have this Permanent Injury, you are Slain! instead. Until fully Recuperated, you suffer -9% Willpower.
You are Bleeding. A caretaker must Perform Surgery. If the surgery is failed or if 24 hours pass, you gain a Prosthetic Leg Permanent Injury. If you already have this Permanent Injury, you are Slain! instead. Until fully Recuperated, you suffer -9% Agility. You are Bleeding. A caretaker must Perform Surgery. If the surgery is failed or if 24 hours pass, you gain the Headmould-Shot Permanent Injury. If you already have this Permanent Injury, you are Slain! instead. Until fully Recuperated, you suffer -9% Intelligence.
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D100
GRIEVOUS INJURY EFFECT
25 to 28
Cracked Skull
29 to 32
Crushed Toes
33 to 36
Cut Artery Destroyed Digits
41 to 44
Hacked Calf
45 to 48
Mangled Organ
49 to 52
Mauled Lughole
53 to 56
Mutilated Palm
57 to 60
Penetrated Gut
61 to 64
Pierced Sternum
69 to 72
Punctured Chest
Rattled Brain
David Chronister (order #31360124)
You are Bleeding. A caretaker must Perform Surgery. If the surgery is failed or if 24 hours pass, you gain the Choleric Temperament Permanent Injury. If you already have this Permanent Injury, you are Slain! instead. Until fully Recuperated, you suffer -9% Intelligence. You are Bleeding. A caretaker must Perform Surgery. If the surgery is failed or if 24 hours pass, you gain a Prosthetic Foot Permanent Injury. If you already have this Permanent Injury, you are Slain! instead. Until fully Recuperated, you suffer -9% Brawn.
You are Bleeding. A caretaker must Perform Surgery. If the surgery is failed or if 24 hours pass, you gain the Bleeder Permanent Injury. If you already have this Permanent Injury, you are Slain! instead. Until fully Recuperated, you suffer -9% Brawn. You are Bleeding. A caretaker must Perform Surgery. If the surgery is failed or if 24 hours pass, you gain a Prosthetic Hand Permanent Injury. If you already have this Permanent Injury, you are Slain! instead. Until fully Recuperated, you suffer -9% Agility. You are Bleeding. A caretaker must Perform Surgery. If the surgery is failed or if 24 hours pass, you gain the Falling Sickness Permanent Injury. If you already have this Permanent Injury, you are Slain! instead. Until fully Recuperated, you suffer -9% Agility. You are Bleeding. A caretaker must Perform Surgery. If the surgery is failed or if 24 hours pass, you gain the End of Line Permanent Injury. If you already have this Permanent Injury, you are Slain! instead. Until fully Recuperated, you suffer -9% Fellowship. You are Bleeding. A caretaker must Perform Surgery. If the surgery is failed or if 24 hours pass, you gain the Ruptured Eardrum Permanent Injury. If you already have this Permanent Injury, you are Slain! instead. Until fully Recuperated, you suffer -9% Perception.
You are Bleeding. A caretaker must Perform Surgery. If the surgery is failed or if 24 hours pass, you gain the Butterfingers Permanent Injury. If you already have this Permanent Injury, you are Slain! instead. Until fully Recuperated, you suffer -9% Agility. You are Bleeding. A caretaker must Perform Surgery. If the surgery is failed or if 24 hours pass, you gain the Sour Stomach Permanent Injury. If you already have this Permanent Injury, you are Slain! instead. Until fully Recuperated, you suffer -9% Brawn. You are Bleeding. A caretaker must Perform Surgery. If the surgery is failed or if 24 hours pass, you gain the Failing Heart Permanent Injury. If you already have this Permanent Injury, you are Slain! instead. Until fully Recuperated, you suffer -9% Combat. You are Bleeding. A caretaker must Perform Surgery. If the surgery is failed or if 24 hours pass, you gain the Weak Lungs Permanent Injury. If you already have this Permanent Injury, you are Slain! instead. Until fully Recuperated, you suffer -9% Willpower.
You are Bleeding. A caretaker must Perform Surgery. If the surgery is failed or if 24 hours pass, you gain the Melancholic Temperament Permanent Injury. If you already have this Permanent Injury, you are Slain! instead. Until fully Recuperated, you suffer -9% Willpower.
COMBAT ENCOUNTERS
37 to 40
65 to 68
235
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236
D100
73 to 76
Ripped Elbow
77 to 80
Ruptured Disk
81 to 84
COMBAT ENCOUNTERS
GRIEVOUS INJURY EFFECT
Severed Tendon
85 to 88
Shattered Orbit
89 to 92
Slashed Nose
You are Bleeding. A caretaker must Perform Surgery. If the surgery is failed or if 24 hours pass, you gain a Prosthetic Joint Permanent Injury. If you already have this Permanent Injury, you are Slain! instead. Until fully Recuperated, you suffer -9% Combat.
You are Bleeding. A caretaker must Perform Surgery. If the surgery is failed or if 24 hours pass, you gain the Hemiplegy Permanent Injury. If you already have this Permanent Injury, you are Slain! instead. Until fully Recuperated, you suffer -9% Agility. You are Bleeding. A caretaker must Perform Surgery. If the surgery is failed or if 24 hours pass, you gain the Tendonitis Permanent Injury. If you already have this Permanent Injury, you are Slain! instead. Until fully Recuperated, you suffer -9% Combat.
You are Bleeding. A caretaker must Perform Surgery. If the surgery is failed or if 24 hours pass, you gain the Missing Eye Permanent Injury. If you already have this Permanent Injury, you are Slain! instead. Until fully Recuperated, you suffer -9% Perception.
You are Bleeding. A caretaker must Perform Surgery. If the surgery is failed or if 24 hours pass, you gain the Split Face Permanent Injury. If you already have this Permanent Injury, you are Slain! instead. Until fully Recuperated, you suffer -9% Fellowship.
93 to 96
Smashed Jaw
97 to 100
You are Bleeding. A caretaker must Perform Surgery. If the surgery is failed or if 24 hours pass, you gain the Disfluency Permanent Injury. If you already have this Permanent Injury, you are Slain! instead. Until fully Recuperated, you suffer -9% Fellowship.
Headshot!
Leather, steel, blood & bone marks your doom. You are Slain!.
STEP 7: SACRIFICE DETERMINATION A player character can sacrifice Determination permanently from their character sheet to avoid suffering an Injury, avoid being Slain! or becoming Incapacitated!. Another way Determination can be used would be to undo the effects of Spells. Players can also use it to save someone else from death or to instantly slay a foe when it feels appropriate to the story. As mentioned in Article 2: Creating Characters, the Historian will declare when your narrative control ends, and enact repercussions that feel tense and exciting for the story.
STEP 8 : SUFFERING PERIL A combatant may suffer Peril from Rough & Tumble, or in other situations in and outside of combat. You will track Peril suffered on the Peril Condition Track. CONSIDER PERIL THRESHOLD
When Peril is tallied, the defender must now compare it to their Peril Threshold: EQUAL TO OR BELOW PERIL THRESHOLD
If Peril is equal to or below the Peril Threshold, nothing happens. EXCEEDS PERIL THRESHOLD
When Peril exceeds one or more Peril Thresholds, consider how many steps a defender moves down the Peril Condition Track negatively:
K If Peril exceeds base Peril Threshold, the defender moves one step down the Peril Condition Track negatively.
David Chronister (order #31360124)
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two steps down the Peril Condition Track negatively.
K If Peril exceeds 12+Peril Threshold, the defender moves
three steps down the Peril Condition Track negatively.
SUDDEN INCAPACITATION
If Peril suffered in one instance exceeds 18+Peril Threshold (four steps or more), the combatant is instantly Incapacitated!.
EACH LEVEL OF Peril Threshold is noted on
the threat listing or character sheet as base Peril Threshold (Peril Threshold+6/Peril Threshold+12/ Peril Threshold+18). For example, if Peril Threshold is 10, it is recorded as such: 10 (16/22/28).
V e r i ty
Trow br i d g e’ s P e r i l Threshold is 5 (11/17/23). Verity Trowbridge suffered 22 Peril, thus she will move three steps down the Peril Condition Track negatively.
When a defender’s Peril Condition Track drops, they are at risk of suffering penalties to their Skill Tests until healed:
K Unhindered: Not hurt. K Imperiled: No penalties, yet . . . K Ignore 1 Skill Rank: Ignore one Skill Rank. K Ignore 2 Skill Ranks: Ignore two Skill Ranks. K Ignore 3 Skill Ranks: Ignore three Skill Ranks. K Incapacitated!: You cannot succeed at any Skill Tests and suffer 6 Conflict.
Healing Peril and Damage is covered in the next article.
David Chronister (order #31360124)
COMBAT ENCOUNTERS
K If Peril exceeds 6+Peril Threshold, the defender moves
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David Chronister (order #31360124)
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Article
8
HEALING, HAZARDS & H O R RO R
M a n y si tuatio n s w i l l pl ac e a c h a r acte r’s b ody, m i n d a n d s o ul at r i sk. Whi l e de ep k nowl e d g e o f e ac h i s n ’ t r e qu i r e d to pl ay
FL A MES OF FR EEDOM,
a
ba sic u n de rsta n di n g o f th e s e su b s e ctio n s w i l l h e lp si tuate ev e ryo n e i n to th e grim
&
p e r i lo us wor l d o f
1776.
⅞
HEALING PRACTICES HEAL PERIL: SLEEP
Off to never-never land . . .
Sleep: Sleep for six hours. Effect: Recover your Peril Condition Track to Unhindered in a safe place, or recover to Imperiled in an unsafe place. Other Considerations: When you Sleep, the Historian will determine whether you are in a safe or unsafe place. You can break up the six hours of Sleep over nine hours to recover. Sleeping never allows the character to recover from Damage unless a Trait dictates otherwise. Finally, you cannot recover from Peril until your Injuries are in Recuperation.
It’s made from the spirit of hartshorn and ammonia. Here, try it . . . Use Smelling Salt: You must have a smelling salt and spend one minute (1 AP if in combat) to Use Smelling Salt.
Effect: You move one step up the Peril Condition Track positively, but gain 1 Conflict. Other Considerations: You can only Use Smelling Salt once every twenty-four hours. Finally, you cannot recover your Peril Condition Track until your Injuries are in Recuperation. HEAL DAMAGE: USE LAUDANUM
Pop the cork and down the hatch! You may feel a funny sensation, but don’t worry . . . Use Laudanum: You must have laudanum and spend one minute (1 AP if in combat) to Use Laudanum.
Effect: You move one step up the Damage Condition Track positively, but gain 1 Conflict. Other Considerations: You can only Use Laudanum once every twenty-four hours. Finally, you cannot recover your Damage Condition Track until your Injuries are in Recuperation.
David Chronister (order #31360124)
HEALING, HAZARDS & HORROR
IN RECUPERATION You’ll see this term pop up in this section often. Being ‘in Recuperation’ means that your Moderate or Serious Injuries have undergone treatment. You’ll learn more about this later in the article.
HEAL PERIL: USE SMELLING SALT
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HEAL DAMAGE: BIND WOUNDS
If you’d just sit still, I could patch you up . . .
Bind Wounds: A caregiver must have a bandage and spend one minute (3 AP) to Bind Wounds. Depending on where you’re at on the Damage Condition Track, the Difficulty Rating eases or worsens:
K Hurt: Automatically succeed K Moderately Wounded: (Routine +10%) Heal K Seriously Wounded: (Standard +/-0%) Heal K Grievously Wounded: (Challenging -10%) Heal Effect: If successful, you move a number of steps up the Damage Condition Track positively for every 6 points of the caregiver’s [IB]. If failed, nothing happens:
K [IB] 1 to 6: one step up positively K [IB] 7 to 12: two steps up positively K [IB] 13+: three steps up positively Critical Success: You move three steps up the Damage Condition Track positively. Critical Failure: You suffer from Sepsis.
HEALING, HAZARDS & HORROR
DIRTY BANDAGES In a pinch, a character can strip a piece of cloth from their own clothes. After the healing practice is completed, however, roll a 1D6 Chaos Die. If it lands on face ‘6,’ the character who was healed contracts Sepsis. HEAL SEPSIS: BLOODLETTING
Gangrene, sepsis, tetanus—these are all words for what ails you. Let’s see if we can ooze the sanguinity with this hollow needle to restore your equilibrium . . .
Bloodletting: A caregiver must have a surgical kit, a bandage and spend one hour for Bloodletting. Depending on where you’re at on the Damage Condition Track, the Difficulty Rating eases or worsens:
David Chronister (order #31360124)
K Hurt: Automatically succeed K Moderately Wounded: (Routine +10%) Heal K Seriously Wounded: (Standard +/-0%) Heal K Grievously Wounded: (Challenging -10%) Heal Effect: If successful, you are no longer suffering from Sepsis. If failed, you continue suffering from Sepsis. Critical Success: Move one step up the Damage & Peril Condition Tracks positively. Critical Failure: You continue suffering from Sepsis and contract the Ailment of Morsal. Other Considerations: You can only have Bloodletting performed once every twenty-four hours. However, you must undergo Bloodletting within twenty-four hours of suffering Sepsis or else permanently lose 3% Brawn every day until healed. Finally, you cannot recover your Damage & Peril Condition Tracks until your Injuries are in Recuperation. HEAL BLEEDING: APPLY TOURNIQUET
Whither the tourniquet or fire poker, that is the question . . .
Apply Tourniquet: A caregiver must have a bandage and spend one minute (3 AP if in combat) to Apply Tourniquet. Effect: You stop Bleeding. Other Considerations: If a caregiver doesn’t have a bandage, they can cauterize the Bleeding instead. However, you suffer 3D10+3 Peril and are Unconscious once cauterized. You cannot recover your Damage & Peril Condition Tracks until your Bleeding has undergone Apply Tourniquet. Finally, if you Bleed for a number of minutes in excess of your [BB], you are Slain!. PHYSICIAN, HEAL THYSELF Some healing practices require Skill Tests. You must treat the listed Difficulty Rating worse by one step any time you use one of these methods on yourself. This means if your chances were (Challenging -10%), they would be (Hard -20%) instead.
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SUPPRESS INJURY: INJECT TINCTURE
Yes, madam doctor, my leg feels better, but I feel like I am floating . . . Inject Tincture: You must have a tincture and spend one minute (1 AP if in combat) to Use Tincture.
Effect: You ignore the temporary effects of an Injury for twenty-four hours, but gain 1 Conflict. Other Considerations: A character can only Use Tincture once every twenty-four hours. Using Tincture does not allow you to ignore the impact of a Permanent Injury. HEAL INJURY: TREAT INJURY
Take a load off, a deep breath and bite down on this stick . . .
Treat Injury: A caregiver must have a bandage, a tincture and spend ten minutes to Treat Injury. The more Injuries you’re suffering from, the more the Difficultly Rating eases or worsens:
K One Injury: (Routine +10%) Heal K Two Injuries: (Standard +/-0%) Heal K Three Injuries or more: (Challenging -10%) Heal Effect: If successful, one Injury is in Recuperation, but you still suffer from the Injury’s effects until you are fully Recuperated. The length of time to fully Recuperate is based on the Injury type:
K Moderate Injury: 1D10+1 days to fully Recuperate K Serious Injury: 2D10+2 days to fully Recuperate
Critical Success: Reduce Recuperation by three days. Critical Failure: You suffer from Sepsis and permanently lose 3% Brawn.
David Chronister (order #31360124)
Other Considerations: Every Injury must undergo its own Treat Injury. You can only have Treat Injury performed on you once every twenty-four hours. Finally, you cannot recover your Damage & Peril Condition Tracks until your Injuries are in Recuperation. FULLY RECUPERATED This means that the time to Recuperate has completely passed, and you are no longer suffering from the Injury’s effects. HEAL GRIEVOUS INJURY: PERFORM SURGERY
The wound appears fatal; pray hard that this works . . .
Perform Surgery: A caregiver must have a surgical kit, a bandage, a tincture and spend one hour to Perform Surgery. The more Injuries you’re suffering from, the Difficulty Rating eases or worsens:
K One Injury: (Routine +10%) Heal K Two Injuries: (Standard +/-0%) Heal K Three Injuries or more: (Challenging -10%) Heal If successful, you are Unconscious for twentyfour hours and do not suffer the permanent effects of the Grievous Injury. If failed, you are Unconscious for seventy-two hours and gain its related Permanent Injury. Critical Success: Reduce the time you are Unconscious by twenty-four hours. Critical Failure: You suffer from Sepsis, gain its related Permanent Injury and permanently lose 6% Brawn. Other Considerations: Every Grievous Injury must undergo its own Perform Surgery. You cannot Perform Surgery upon yourself. However, you must undergo Perform Surgery within twenty-four hours of suffering a Grievous Injury or else gain its related Permanent Injury. It can also be used to instantly cure Morsal. Finally, you cannot recover your Damage & Peril Condition Tracks until your Grievous Injury has undergone surgery.
HEALING, HAZARDS & HORROR
If failed, your Injury must undergo treatment again twenty-four hours later, but you suffer from Sepsis and still suffer from the Injury’s effects until you are fully Recuperated.
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HEALING, HAZARDS & HORROR
PERMANENT INJURIES Grievous Injuries must undergo a successful Perform Surgery within twenty-four hours of suffering it, or else a character gains its related Permanent Injury.
BLEEDER
Some folks inherit this disease. As for me, something just never sat right after I got looked after by a Barber. I tend to sputter blood when things go amiss.
PERMANENT INJURY
RELATED GRIEVOUS INJURY
Bleeder
Cut Artery
Effect: Whenever you are treated with the Heal Skill, a caregiver suffers an additional -20% Base Chance unless they expend an additional bandage during treatment.
Butterfingers
Mutilated Palm
BUTTERFINGERS
Choleric Temperament
Cracked Skull
Disfluency
Smashed Jaw
End Of Line
Mangled Organ
Look at this scar, right down the middle of my palm! It’s nasty, isn’t it? Ever since I suffered it, I’ve become a bit of a Nervous Nellie.
Failing Heart
Pierced Sternum
Falling Sickness
Hacked Calf
Headmould-Shot
Cerebral Contusion
Effect: Whenever you suffer from Stress, Fear or Terror, you immediately drop whatever you are holding. In addition, when you suffer from Bleeding or an Injury, you must succeed a Toughness Test or else drop what you’re holding.
Hemiplegy
Ruptured Disk
CHOLERIC TEMPERAMENT
Melancholic Temperament
Rattled Brain
Missing Eye
Shattered Orbit
Phlegmatic Temperament
Battered Face
Planet-Struck
Brain Abscess
Prosthetic Foot
Crushed Toes
Prosthetic Hand
Destroyed Digits
Prosthetic Joint
Ripped Elbow
Prosthetic Leg
Butchered Shank
Ruptured Eardrum
Mauled Lughole
Sanguine Temperament
Bashed Head
Sour Stomach
Penetrated Gut
Split Face
Slashed Nose
Tendonitis
Severed Tendon
Weak Lungs
Punctured Chest
David Chronister (order #31360124)
Look—I know what’s best for us. I’ve taken us to the limit and know where my pain threshold starts and stops. If you don’t come along with me, you’ll have hell to pay! Effect: Whenever you deal Damage and don’t inflict an Injury upon your foe, you gain 1 Conflict. DISFLUENCY
“When the chips are down,” as they say, I tend to get a little more than agitated. If not only because I have difficulty forming words, but because no one can seem to understand me when I am being perfectly clear! Effect: You must flip the results to fail all Skill Tests that rely on your ability to barter, bargain or strike monetary deals in your favor. END OF LINE
I’ve taken a terrible blow to the very center of my bloodline; thus, it has ended. I may or may not care about passing on my lineage, but the sting still pains me to this day. Effect: You are unable to have children.
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FAILING HEART
MELANCHOLIC TEMPERAMENT
My blood stirs slowly, and I have to be cautious about everything I do. Should I push too much, I am afraid I’ll die in the worst of ways.
Admittedly, it’s hard to really care about anything. If it weren’t for all this constant pain in my back, I’d likely spend my days in bed.
Effect: Whenever you fail to Resist against Stress, Fear or Terror, you gain 3 additional Conflict. FALLING SICKNESS
You know that feeling you get when you’re sweet on someone? Well, I get that. A lot. I get jittery and have to take a breath to calm myself.
Effect: Whenever you fail to Resist Stress, Fear or Terror, you temporarily reduce your Initiative and Movement by -3. This lasts until you get a good night’s rest.
Effect: Whenever you Use Laudanum, you must use two instead of one. Using additional laudanum in this instance has no negative effects. MISSING EYE
Don’t be afraid, it’s just an eye, after all. “You mess with the bull,” as they say, “you get the horns.” But I got my payback— they won’t be coming back for revenge, rest assured. Effect: You must flip the results to fail all Perceptionbased Skill Tests. PHLEGMATIC TEMPERAMENT
I used to be a soldier like you until I took a wallop to the head. The migraines never seem to go away, so please be patient with me . . . it takes a minute to compose my thoughts.
You see that thing over there? There’s no chance I’m going near it . . .
Effect: Whenever you suffer Peril, move one additional step down the Peril Condition Track negatively while gaining 1 Conflict. HEMIPLEGY
Sometimes my back gives way to what I like to call ‘the molasses.’ I have a hard time getting started, and the pain is so incredible, I have to take a moment to get up and goin’. Effect: Whenever your Turn starts in combat, make a Resolve Test. If failed, you refresh 1 fewer AP.
David Chronister (order #31360124)
Effect: Whenever you are suffering from Stress, Fear or Terror, your Fury Dice do not explode. This lasts until you go to Sleep. PLANET-STRUCK
The movement of the stars has affected us so. I’ve seen the horrors that have been wrought by humankind’s hand, and the vault of night will foretell of our doom . . .
Effect: Whenever you fail to Resist Stress, Fear or Terror, you temporarily reduce your Initiative and Movement by -3. This lasts until you get a good night’s rest.
HEALING, HAZARDS & HORROR
HEADMOULD-SHOT
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PROSTHETIC FOOT
SOUR STOMACH
It was an unfortunate accident, yes, but I’ve learned to live with a missing foot. I sort of like the noise it makes when I walk; makes me sound taller than I am!
Ever since I took some lead to my belly, I cannot keep down ‘rich’ food. It just upsets my tummy. Laudanum doesn’t seem to really help, either.
Effect: You must spend a Coin to Charge and Maneuver. PROSTHETIC HAND
I lost my hand in a pretty nasty fight. As you can see, however, with a combination of straps, wooden digits and other mechanics, I still have use of it. Effect: You must spend a Coin to attack with a twohanded melee weapon. PROSTHETIC JOINT
My elbow and forearm never quite healed upright. I suppose I should have followed the doctor’s orders and done my exercises . . . Effect: You must spend a Coin to Assist others’ Skill Tests. PROSTHETIC LEG
I didn’t blame anyone for the loss of my leg. I’ve paid my dues and made the ultimate sacrifice!
Effect: You must spend a Coin to Charge, Maneuver and Run.
HEALING, HAZARDS & HORROR
RUPTURED EARDRUM
It was an unfortunate accident; I guess I wasn’t paying attention. I was watching one way, and they came from around the corner . . . wait, what did you say?
Effect: You must flip the results to fail all Skill Tests that rely on hearing. SANGUINE TEMPERAMENT
Maybe it was my brush with death, but I feel more alive than ever. Admittedly, it’s made me a bit jittery—ignore my jimmy leg and unsteady hands; I am just so excited to see you! Effect: You cannot Fire Through Cover, Load or Take Aim without spending an additional AP. In addition, whenever you use the Special Action of Wait, you lose 1 AP.
David Chronister (order #31360124)
Effect: After drinking alcohol, using drugs, laudanum, poisons, smelling salt, injecting tincture or consuming substances the Historian sees as being hard on your stomach, you cannot recover to Unhindered on the Peril Condition Track (only to Imperiled) for the next twenty-four hours. SPLIT FACE
My nose may be broken and lip cleft, but I’m still considered handsome. After all, I got this pretty smile now to greet others who find me attractive, and a right grimace on my face to welcome my enemies. Effect: You must flip the results to fail all Skill Tests which rely on smell and taste. TENDONITIS
I can’t hold this here musket up for too long, else I’d drop it. I also cannot draw the bowstring back like when I was a young ’un. Effect: You cannot take advantage of Extreme or Long Distances with ranged weapons. WEAK LUNGS
Whew! It’s sometimes . . . tough . . . to keep . . . up with you all. Just give me a moment to catch my breath . . . Effect: Whenever you suffer Peril from physical activities, move one additional step down the Peril Condition Track negatively while suffering 1 Conflict.
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⅞ HAZARDS
L i f e i s sta l k e d by a dreaded danger that hides beneath every corner, within every bowl of stew and in every source of potable water: sickness. Medical knowledge is not yet sufficient to embattle or fully cure them.
AILMENTS Whenever faced with an Ailment, a character will make a related Skill Test to Resist it. Some Ailments are temporary, whereas others are long-term and incurable. Ailments are contracted in four ways, and the Historian will determine when and how characters are exposed to them:
K INGESTION: Eating befouled foods and questionable stews can result in contamination.
Spread through ‘night airs’; times of terrible pollution, a stench emitting from rotten trash or burnt plague victims.
K MIASMA:
Misalignment with the holy spirit, disagreement with one’s ancestors or guilt itself can drive Ailment.
K SPIRITUAL:
The filthy claws of animals and supernatural threats can pass sickness.
K WOUNDING: AILMENT NAME
Ague
Dock Fever
AGUE
One thing I can tell you about the Great Dismal Swamp: it’s full of mosquitoes. And ever since I got back, I cannot seem to shake off these chills and fever . . . Resist: (Easy +20%) Toughness
Effect: At the beginning of each day, Resist Ague. Otherwise, suffer 1D10+1 Peril. If you don’t successfully Resist on the final day of infection, re-roll the duration as it’s extended. Critical Success: You automatically succeed in your next Toughness Test to Resist Ague. Critical Failure: Suffer 2D10+2 Peril instead. Other Considerations: NONE Duration: 1D10+1 days DOCK FEVER
We didn’t spend much time in Barbados. There must have been something in the wine there. Since then, I’m seeing fluffy pink bunnies everywhere and can’t concentrate at all . . . Resist: (Routine +10%) Toughness
Effect: At the beginning of each day, Resist Dock Fever. Otherwise, you are Incapacitated! for twenty-four hours. If you don’t successfully Resist on the final day of infection, re-roll the duration as it’s extended. Critical Success: You automatically succeed in your next Toughness Test to Resist Dock Fever.
Morsal
Critical Failure: You are Slain!.
Sepsis
Duration: 1D10+1 days
Malaise
Saint Vitus Dance Smallpox
Throat Distemper Typhoid
Other Considerations: NONE
FRENCH POX
I’ve had this itch since visiting a brothel in Philadelphia, and hot piss when I make water . . . Resist: (Challenging -10%) Toughness
Effect: At the beginning of each week, Resist French Pox. Otherwise, permanently lose -1% from Brawn.
David Chronister (order #31360124)
HEALING, HAZARDS & HORROR
French Pox
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Critical Success: You automatically succeed in your next Toughness Test to Resist French Pox.
Critical Success: You automatically succeed your next Toughness Test to Resist Morsal.
Critical Failure: Permanently lose -3% from Brawn instead.
Critical Failure: Morsal is instantly cured as gain one of these Permanent Injuries: Prosthetic Foot, Prosthetic Hand, Prosthetic Joint or Prosthetic Leg.
Other Considerations: NONE Duration: Forever
Other Considerations: Morsal is contracted whenever you undergo a Critically Failed Bloodletting.
MALAISE
Duration: 1D10+1 days
Bursten. Camp Fever. Chin Cough. Gripe. Lung Fever. These are all the names that students know are commonly attributed to a general condition called Malaise. Now, open your manuals to page 245 . . . Resist: (Hard -20%) Toughness
Effect: At the beginning of each day, Resist Malaise. Otherwise, temporarily reduce all Primary Attribute Bonuses by -1. If you don’t successfully Resist on the final day of infection, re-roll the duration as it’s extended. Critical Success: You automatically succeed your next Toughness Test to Resist Malaise. Critical Failure: Temporarily reduce all Primary Attribute Bonuses by -3 instead. Other Considerations: At the end of the duration, Primary Attribute Bonuses restore by +1 every twentyfour hours. Duration: 1D10+1 days
HEALING, HAZARDS & HORROR
MORSAL
There’s an unearthly stench coming from this here wound. It’s been buzzing with gnats for days, and turning green . . . is this normal? Resist: (Standard +/-0) Toughness
Effect: At the beginning of each day, Resist Morsal. Otherwise, permanently reduce both your Damage Threshold and Peril Threshold by -1. If you don’t successfully Resist on the final day of infection, re-roll the duration as it’s extended. Alternatively, Morsal is instantly cured if you willingly take on one of these Permanent Injuries after Perform Surgery: Prosthetic Foot, Prosthetic Joint, Prosthetic Hand or Prosthetic Leg.
David Chronister (order #31360124)
SAINT VITUS DANCE
I remember my auntie had it—she’d jerk and act strange all around the house. It eventually developed in me—I can’t control my hands and legs, and it gets worse in tough situations . . . Resist: (Standard +/-0%) Toughness
Effect: At the beginning of each week, Resist Saint Vitus Dance. Otherwise, whenever you fail to hit a foe in combat, you must re-roll to see if you hit the nearest ally. If successful, they cannot Defend or Resist it. If you don’t successfully Resist on the final day of infection, re-roll the duration as it’s extended. Critical Success: You automatically succeed your next Toughness Test to Resist Saint Vitus Dance. Critical Failure: Permanently lose -3% from Brawn instead. Other Considerations: NONE Duration: 1D10+1 weeks SEPSIS
I took a bullet to the knee, and then my wound started festering. Black blood, oozing and all that. Now, I can’t feel my toes . . . Resist: NONE
Effect: See Bloodletting in Healing Practices Critical Success: NONE Critical Failure: NONE Other Considerations: You cannot naturally recover from Sepsis. You must undergo Bloodletting to be cured of it. Duration: Until it is successfully treated by Bloodletting.
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SMALLPOX
The plague spread like wildfire through the settlement. At first, we thought it just the children, but once the adults started breaking out, we knew we were doomed . . . Resist: (Arduous -30%) Toughness
Effect: At the beginning of each day, Resist Smallpox. Otherwise, suffer 3D10+3 Peril. If you become Incapacitated! due to it, you remain Unconscious for the remainder of the duration. If you don’t successfully Resist on the final day of infection, re-roll the duration as it’s extended. Critical Success: You automatically succeed your next Toughness Test to Resist Smallpox. Critical Failure: You are Slain!. Other Considerations: NONE Duration: 1D10+1 days THROAT DISTEMPER
I haven’t . . . been able to breathe right whatsoever since contracting ‘strangling angel.’ I thought . . . only children were susceptible to diphtheria, but . . . I guess not . . . Resist: (Standard +/-0%) Toughness
Effect: At the beginning of each day, Resist Throat Distemper. Otherwise, permanently lose -1% from Willpower. If you don’t successfully Resist on the final day of infection, re-roll the duration as it’s extended.
Critical Failure: Permanently lose -3% from Willpower instead. Other Considerations: NONE Duration: 1D10+1 days TYPHOID
There was a diphtheria outbreak and rumors of bloody flux reported from the riverside stews. I shouldn’t have eaten it, because I knew once I woke up with cramps and watery bowels, I had it, too . . . Resist: (Trivial +30%) Toughness
David Chronister (order #31360124)
Effect: At the beginning of each day, Resist Typhoid. Otherwise, suffer 2D10+2 Peril. If you don’t successfully Resist on the final day of infection, re-roll the duration as it’s extended. Critical Success: You automatically succeed your next Toughness Test to Resist Typhoid. Critical Failure: You are Slain!. Other Considerations: NONE Duration: 1D10+1 days TREAT AILMENT: EASE SYMPTOMS
I need you to lie back and take this powder. Once you feel like your head is swimming, I’ll begin my work . . .
Ease Symptoms: A caregiver must have a surgical kit, a bandage, a tincture and spend one hour to Ease Symptoms. Depending on where you’re at on the Damage Condition Track, the Difficulty Rating eases or worsens:
K Hurt: Automatically succeed K Moderately Wounded: (Routine +10%) Heal K Seriously Wounded: (Standard +/-0%) Heal K Grievously Wounded: (Challenging -10%) Heal Effect: If successful, you may flip the results to succeed in your next Toughness Test to Resist an Ailment. Critical Success: You automatically succeed your next Skill Test to Resist an Ailment. Critical Failure: You suffer from Sepsis and must undergo Bloodletting. Other Considerations: A character can only have Ease Symptoms performed on them as the Ailment dictates. You cannot Ease Symptoms on someone with Sepsis.
M endon
from Saint Vitus Dance. A barber assesses Mendon’s condition so she can Ease Symptoms. As Saint Vitus Dance requires a Resist an Ailment weekly, the barber knows that she can reliably use Ease Symptoms once a week on Mendon. i s su f f e r i n g
HEALING, HAZARDS & HORROR
Critical Success: You automatically succeed your next Toughness Test to Resist Throat Distemper.
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DRUGS Drugs retain their potency no matter how long they sit on the shelf. They do not effect threats classified as Abyssal or Supernatural. Every time you take a Drug, gain 1 Conflict. Some Drugs can be applied to a weapon in paste format. After dealing Damage, your foe must Resist its effects. If they Resist successfully, they are immune to the Drug in general for twenty-four hours. DRUG NAME
Alcohol
Arsenic or Mercury Cocoa
Coffee or Tea Cyanide Ergot
Critical Success: You may drink for three hours without becoming Intoxicated. Critical Failure: You are Incapacitated! and Unconscious for twelve hours. Other Considerations: This Drug cannot be applied to a weapon. You cannot recover your Damage & Peril Condition Tracks for twenty-four hours after being Intoxicated. Furthermore, if you become Incapacitated! while Intoxicated, you are Unconscious for twelve hours. Duration: Six hours
Hemlock
ARSENIC OR MERCURY
Tobacco or Snuff
This poison will cause heart palpitations if ingested . . . perfect for doing away with a lover whose money you wish to abscond with, or a political enemy you need out of the way.
Opium Yupa
ALCOHOL
And besides, I’ll instruct you like me, to entwine the myrtle of Venus with Bacchus’s vine! Here comes the barrel fever . . . bleurgh!
HEALING, HAZARDS & HORROR
Effect: When you succeed, you may continue drinking for another hour without any negative effects. If you fail, you’re Intoxicated. While Intoxicated, temporarily add +3 to Damage Threshold & Peril Thresholds, but immediately suffer 3D10+3 Peril.
Resist: For every hour you drink, make a Toughness Test. Depending on how many hours you’ve been drinking, the Difficulty Rating eases or worsens:
K 1 hour: (Trivial +30%) Toughness K 2 hours: (Easy +20%) Toughness K 3 hours: (Routine +10%) Toughness K 4 hours: (Standard +/-0%) Toughness K 5 hours: (Challenging -10%) Toughness K 6 hours: (Hard -20%) Toughness K 7 hours or more: (Arduous -30%) Toughness
David Chronister (order #31360124)
Resist: (Hard -20%) Toughness
Effect: You temporarily suffer a -6 to all Primary Attribute Bonuses (to a minimum of 1) and 2D10+2 Peril. You must also attempt to Resist again every twenty-four hours, or else suffer the effects again. If you are Incapacitated! due to Arsenic or Mercury, you’re Slain!. Your Primary Attribute Bonuses recover +1 a day until fully restored. Critical Success: You are now permanently immune to Arsenic or Mercury. Critical Failure: You are Slain!. Other Considerations: Arsenic and Mercury cannot be discovered when placed in food or drink. Use of an Antidote allows you to immediately recover all Primary Attribute Bonuses. Duration: 1D10+1 days
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COCOA
When on the road, these leaves will cessate hunger’s pang and help you maintain a steady pace. We harvest them for this very reason, and they are a staple of our diet. Resist: NONE
Effect: You immediately move up the Peril Condition Track from Imperiled to Unhindered. In addition, you can ignore the effects of Starvation for six hours. Other Considerations: This Drug cannot be applied to a weapon. You can only gain the benefits of chewing Cocoa once every twenty-four hours. Duration: Instantaneous COFFEE OR TEA
The coffee bean and tea leaf may be one of the New World’s smartest innovations—ensures a proper morning constitutional, keeps one awake and happy. It is the best part of waking up, after all. Resist: NONE
Effect: You immediately move up the Peril Condition Track from Imperiled to Unhindered. In addition, you can ignore the effects of Sleep Deprivation for six hours. Other Considerations: This Drug cannot be applied to a weapon. You can only gain the benefits of drinking Coffee once every twenty-four hours.
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Other Considerations: Before being drugged by Cyanide, you can attempt an (Arduous -30%) Awareness Test to discover that you’re being drugged. Use of an Antidote allows you to immediately recover all Primary Attribute Bonuses. Duration: Instantaneous ERGOT
Using a simple fungus, we can create a drug that can help with menstruation, cause a reddish outbreak on the skin or Saint Anthony’s Fire. Medicine in strong enough doses is poison, after all. Resist: (Standard +/-0%) Toughness
Effect: You must flip the results to fail vision-based Skill Tests. You must also attempt to Resist again every twentyfour hours, or else suffer the effects again. Critical Success: You are now permanently immune to Ergot. Critical Failure: You treat lighting conditions as Total Darkness for twenty-four hours. Other Considerations: Before being drugged by Ergot, you can attempt a (Standard +/0%) Awareness Test to discover that you’re being drugged. The use of an Antidote terminates its effects. Duration: 1D10+1 days
Duration: Instantaneous CYANIDE
Resist: (Arduous -30%) Toughness
Effect: You immediately suffer a -9 to all Primary Attribute Bonuses (to a minimum of 1) and 3D10+3 Peril. If you are Incapacitated! due to it, you’re Slain!. Your Primary Attribute Bonuses recover +1 a day until fully restored. Critical Success: You are now permanently immune to Cyanide. Critical Failure: You are Slain!.
David Chronister (order #31360124)
HEALING, HAZARDS & HORROR
Bitter almonds, cherry blossoms and a bit of ammonia, the fumes are dangerous, yes . . . but it is the most powerful drug.
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HEMLOCK
TOBACCO OR SNUFF
Made from a pretty plant with a purple-spotted stem and fern-like leaves, its small white flowers give off an unpleasant aroma . . . one that’s easy to detect.
I read, “The fumes purge gross humors and superfluous phlegm from the body by opening all the pores and passages”—’tis healthy, I assure you!
Effect: You immediately move two steps down the Damage Condition Track negatively. You do not suffer standard Injuries from Hemlock. Roll Chaos Dice as you normally would, but if any land on face ‘6,’ you are Slain!. You also cannot recover your Damage & Peril Condition Tracks during this time. You must also attempt to Resist again every twenty-four hours, or else suffer the effects again.
Effect: You immediately gain +10% Base Chance to Charm, Intimidate and Rumor Tests. However, if you suffer from Stress, Fear or Terror within the next twentyfour hours, you must use Tobacco again or else gain three additional Conflict.
Resist: (Challenging -10%) Toughness
Critical Success: You are now permanently immune to Hemlock. Critical Failure: You are Slain!. Other Considerations: Before being drugged by Hemlock, you can attempt a (Challenging -10%) Awareness Test to discover that you’re being drugged. Use of an Antidote terminates its effects, but won’t heal your Damage Condition Track. Duration: 1D10+1 days OPIUM
When processed, opium can be used as a painkiller. For us, however, it expands our minds and allows us to forget the drudgeries of life. HEALING, HAZARDS & HORROR
Resist: NONE
Effect: After ingestion, you are Unconscious. However, your Peril Condition Track is restored to Unharmed. Other Considerations: This Drug cannot be applied to a weapon. You can only take Opium once every twentyfour hours. Using it more than once causes you to move one step down the Peril Condition Track negatively. Duration: One hour
David Chronister (order #31360124)
Resist: NONE
Other Considerations: This Drug cannot be applied to a weapon. Duration: One hour YUPA
I have been to the spirit realm where all ancestors live in eternity. I have conversed with them, and they speak of the Mandoag—the shadow people who shall consume the land. Resist: NONE
Effect: An hour after ingestion, you suffer a -3 to all Primary Attribute Bonuses (to a minimum of 1) and 1D10+1 Peril. If you are Incapacitated! due to Yupa, you’re Unconscious. While on Yupa, you gain a Vision. A Vision allows you to automatically succeed in any one Skill Test that pertains to your Flaw within the next month. Your Primary Attribute Bonuses recover +1 an hour until fully restored. Other Considerations: This Drug cannot be applied to a weapon. The Vision cannot be gained more than once a month. You cannot recover your Damage & Peril Condition Tracks for twenty-four hours after gaining a Vision. Duration: 1D10+1 hours
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EXTREME WEATHER Your adventures will take you far beyond the safety of the cities. The environment is an enemy worse than any musket or ghastly spirit. FROSTBITE
Frostbite occurs as the result of becoming Incapacitated! outside when temperatures are cold enough to freeze water. Once you suffer from Frostbite, you can no longer recover steps on your Damage Condition and Peril Condition Tracks by normal means. HEAL FROSTBITE: DEBRIDEMENT
Let’s hope that you get to keep at least two of your fingers . . .
Debridement: A caregiver must have a surgical kit, a bandage and spend one hour for Debridement. Depending on where you’re at on the Damage Condition Track, the Difficulty Rating eases or worsens:
K Unharmed: (Easy +20%) Heal K Hurt: (Routine +10%) Heal K Moderately Wounded: (Standard +/-0%) Heal K Seriously Wounded: (Challenging -10%) Heal K Grievously Wounded: (Hard -20%) Heal Effect: If successful, the character is no longer suffering from Frostbite. Critical Success: Move one step up the Damage & Peril Condition Tracks positively.
Other Considerations: A failed Debridement results in losing 1D6-1 (to a minimum of 1) toes or 1D6-1 (to a minimum of 1) fingers. For every toe lost, you permanently lose -1% Brawn. For every finger lost, you permanently lose -1% Agility. If you lose all toes, you gain a Prosthetic Foot, and if you lose all fingers, you gain a Prosthetic Hand. If you already have this Permanent Injury, you permanently lose -9% Agility or Brawn (depending on whether you lost all fingers or toes). David Chronister (order #31360124)
HEALING, HAZARDS & HORROR
Critical Failure: You gain the Prosthetic Foot or Prosthetic Hand Permanent Injury. If you already have this Permanent Injury, you permanently lose -9% Agility or Brawn (depending on whether you lost all fingers or toes).
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HEATSTROKE
Heatstroke occurs as the result of becoming Incapacitated! outside when temperatures are scorching. Once you suffer from Heatstroke, you can no longer recover steps on your Damage & Peril Condition Tracks by normal means. HEAL HEATSTROKE: IMMERSION
If we don’t get them in a cold compress soon, they’re going to die . . .
Immersion: A caregiver must have water and spend one hour in Immersion. Depending on where you’re at on the Damage Condition Track, the Difficulty Rating eases or worsens:
K Unharmed: (Easy +20%) Heal K Hurt: (Routine +10%) Heal K Moderately Wounded: (Standard +/-0%) Heal K Seriously Wounded: (Challenging -10%) Heal K Grievously Wounded: (Hard -20%) Heal Effect: If successful, the character is no longer suffering from Heatstroke. Critical Success: Move one step up the Damage & Peril Condition Tracks positively.
HEALING, HAZARDS & HORROR
Critical Failure: You gain the Planet-Struck Permanent Injury. If you already have this Permanent Injury, you permanently lose -9% Willpower. Other Considerations: Upon a failed Immersion, you permanently lose -6% Willpower. If you are not successfully treated in twenty-four hours, you are Slain!.
David Chronister (order #31360124)
FALLING It’s one thing to stumble while playing the child’s game of ‘don’t step on the crack.’ It’s another when you fall over the edge of the Cumberland Gap. As you traverse the rugged landscape in FLAMES OF FREEDOM, the risk of death by falling is a certainty. You suffer Damage equal to 1D10+the number of yards you fell. So, if you fell 5 yards, you’d suffer 1D10+5 Damage. You do not suffer standard Injuries from a fall. Roll Chaos Dice as you usually would for Injuries, but if any land on face ‘6,’ you are Incapacitated!, Unconscious and unable to walk for one hour. FALL INTO WATER
If you fall into water that is at least half as deep as the distance you fell, reduce the yards you fell by 9 (to a minimum of 1 yard) for purposes of lessening Total Damage suffered.
FIRE The ferocity of a fire will impact the severity of the Damage it inflicts. The Historian determines the fire’s severity, but the descriptions below should lend some insight as to how they’re normally treated. Whenever you are exposed to fire, you must Resist its effects. MILDLY DANGEROUS
Don’t touch the lamp or torch . . .
Examples: Lamp, lantern and torch. Resist: (Routine +10%) Coordination every minute. Effect: You suffer 1D10+1 Damage from fire. Critical Success: You are immune to fire for ten minutes. Critical Failure: You are On Fire. Other Considerations: When your Damage Condition Track drops to Moderately Wounded, Seriously Wounded or Grievously Wounded, roll an appropriate number of Chaos Dice. If any land on face ‘6,’ you are On Fire. Duration: Until Snuffed Out.
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MODERATELY DANGEROUS
SNUFF ON FIRE: STOP, DROP & ROLL
Stay out of the campfire and hearth . . .
Ah, ahh, ahhh, ahhhh, AHHH, it burns, it burns!
Examples: Burning field, campfire and hearth. Resist: (Standard +/-0%) Coordination every minute. Effect: You suffer 2D10+2 Damage from fire. Critical Success: You are immune to fire for ten minutes. Critical Failure: You are On Fire. Other Considerations: When your Damage Condition Track drops to Moderately Wounded, Seriously Wounded or Grievously Wounded, roll an appropriate number of Chaos Dice. If any land on face ‘6,’ you are On Fire. Duration: Until Snuffed Out. SERIOUSLY DANGEROUS
A bolt of lightning from the sky, a burning building and raging forest fire . . . Examples: Burning building, forest fire and lightning.
Resist: (Challenging -10%) Coordination every minute. Effect: You suffer 3D10+3 Damage from fire. Critical Success: You are immune to fire for ten minutes. Critical Failure: You are On Fire. Other Considerations: When your Damage Condition Track drops to Moderately Wounded, Seriously Wounded or Grievously Wounded, roll an appropriate number of Chaos Dice. If any land on face ‘6,’ you are On Fire. ON FIRE You do not suffer standard Injuries from fire. Roll Chaos Dice as you normally would, but if any land on face ‘6,’ you are On Fire. Whenever you are On Fire, you suffer 3D10+3 Damage from fire now and every minute until Snuffed Out.
David Chronister (order #31360124)
Stop, Drop & Roll: You need to roll on the ground. Depending on where you’re at on the Damage Condition Track, the Difficulty Rating eases or worsens:
K Unharmed: (Easy +20%) Coordination K Hurt: (Routine +10%) Coordination K Moderately Wounded: (Standard +/-0%) Coordination K Seriously Wounded: (Challenging -10%) Coordination K Grievously Wounded: (Hard -20%) Coordination Effect: If successful, you are no longer On Fire. Critical Success: You are immune to fire for ten minutes. Critical Failure: You are Slain!. Other Considerations: Upon a failed Stop, Drop & Roll, you remain On Fire.
SLEEP DEPRIVATION You must sleep at least six hours after every twenty-four hours that pass. Once twenty-four hours have passed, you cannot recover your Damage & Peril Condition Tracks until after you’ve slept. In addition, you suffer 2D10+2 Peril for every additional twenty-four hours that pass without sleep. If you reach Incapacitated!, you fall Unconscious as you Sleep for twenty-four hours. HEAL SLEEP DEPRIVATION: SLEEP
Off to never-never land . . .
Sleep: Sleep for six hours. Effect: Recover your Peril Condition Track to Unhindered if Sleeping in a safe place, or recover to Imperiled if Sleeping in an unsafe place. Other Considerations: When you Sleep, the Historian will determine whether you are in a safe or unsafe place. You can break up the six hours of Sleep over nine hours to recover. Finally, you cannot recover from Peril until your Injuries are in Recuperation.
HEALING, HAZARDS & HORROR
Duration: Until Snuffed Out.
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STARVATION You must eat at least one meal a day, consisting of at least bread and water. For every twenty-four hours you go without a meal, you cannot recover your Damage & Peril Condition Tracks until after you’ve eaten. In addition, you suffer 2D10+2 Peril after twenty-four hours pass. Should you continue not eating for a number of days greater than your [BB], you are Slain!.
SUFFOCATION You can hold your breath a number of minutes equal to your [BB]. Afterward, for every minute without breath, you suffer 2D10+2 Peril. Upon reaching Incapacitated!, you fall Unconscious, are Suffocating and must be revived with a Kiss Of Life. Finally, if you are Suffocatin for a number of minutes in excess of your [BB], you are Slain!.
HEAL STARVATION: EAT FOOD
HEAL SUFFOCATION: KISS OF LIFE
Eat to live, don’t live to eat . . .
Ah, hah, hah, hah, stayin’ alive, stayin’ alive . . .
Eat Food: Eat for ten minutes. Effect: You avoid Starvation for twenty-four hours. Other Considerations: You must have food, and you can only gain the benefits of Eat Food every twenty-four hours.
Kiss Of Life: A caregiver must have both hands free and spend one minute (3 AP if in combat) to give a Kiss Of Life. Depending on how long the character has been Incapacitated!, the Difficulty Rating eases or worsens:
K 1 minute: (Trivial +30%) Heal K 2 minutes: (Easy +20%) Heal K 3 minutes: (Routine +10%) Heal K 4 minutes: (Standard +/-0%) Heal K 5 minutes: (Challenging -10%) Heal K 6 minutes: (Hard -20%) Heal K 7 minutes or more: (Arduous -30%) Heal
HEALING, HAZARDS & HORROR
Effect: If successful, you are no longer Unconscious. Failure means you remain Unconscious and must undergo a Kiss Of Life again.
David Chronister (order #31360124)
Critical Success: Move one step up the Peril Condition Track positively. Critical Failure: You are Slain!, and the caregiver gains 3 Conflict. Other Considerations: You cannot perform a Kiss Of Life upon yourself.
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⅞ HORROR
C h a r acte rs
into horrific situations that test their resolve. Every trial has an acute effect on your character’s mind, gradually eroding their ability to reason while at the same time desensitizing them to these same situations. Eventually, too many brushes with the horrors of war, and encounters with fearsome creatures and inhuman forces, can affect their capacity for clear and rational thought. are
th rust
STRESS
Stress is invoked by situations that cause unease or trepidation within the mind. Restlessness, anxiety caused by tedium while under a deadline and conditions provoking impatience often cause Stress. The anticipation that something can go horribly awry is another provocation for Stress. Stressful situations include:
K You
are put in a situation where intergenerational trauma is realized in a social situation.
K You inch along a cliffside so narrow, falling could spell your doom.
K You investigate the grisly scene of a murder. K You discover that the trusted town barber
who just performed surgery on you may have been a heretic.
K You are called to witness the execution of someone— regardless of whether they are guilty or innocent.
K You break a promise or knowingly tell a lie to someone of prominence.
K You are lost in the wilderness, unsure which direction is the way to safety.
K You
are arrested and shackled in the middle of the night for a crime you didn’t commit.
K Your
reputation is called into question at a public forum, humiliating you—or worse.
David Chronister (order #31360124)
HEALING, HAZARDS & HORROR
GETTING IN CHARACTER FOR HORROR Whereas players are likely desensitized to violence from other forms of media, it is essential to distinguish between what a player feels and what a character experiences. Try to portray how the character would personally feel, given the reality of the world they live in. Characters are most often ignorant of the existence of monsters, the undead, vampires and the like. They tend to have more grounded anxieties, whether they be of heights, deep waters, being left alone, insects and the impact of their sins. Characters should regard monstrous creatures of legend as real, believing full well that there is something creeping out there in the dark or hiding beneath the bed to gobble them up. If you roleplay your character as such, with a bit of emotional investment into the situation, you’ll help support a mood of dread. If there is any doubt in your gaming group how to handle horror at your table, download and use the Entreat The Darkness TTRPG Safety Tool from DriveThruRPG.
THREE TYPES OF HORROR In FLAMES OF FREEDOM, encounters or situations which unnerve, scare or horrify your character will provoke one of three distinct types of horror—Stress, Fear and Terror—any one of which can quickly overcome them.
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FEAR
TERROR
Unlike Stress, the effects of Fear are felt more acutely. It is an emotion aroused by impending danger or pain, regardless of whether the threat is real or imagined. Whether it strikes suddenly and starkly—or it creeps up on you—Fear brings about feelings of prolonged danger. Fearful situations include:
By far the most intense emotion, Terror is provoked after situations where grim realizations of the bizarre and unimaginable world come true. ‘Things that should not be’ encapsulate conditions which promote Terror, with helplessness being the most common emotion provoked by it. Terrifying situations include:
K You witness someone killed or injured brutally. K You can hear the beating of a heart within the darkness
K You
K You hear the unearthly chanting of the dead within a
K You experience endless nightmares from your youth,
K You know that a council of delegates may have had
K You
of a hallway. crypt.
HEALING, HAZARDS & HORROR
a hand in the disappearance of numerous innocent people.
K You stumble across a bear protecting her cubs in the forest.
commit violent acts against people due to differences in skin tone, gender, disability or spiritual practices. only to discover that it was real all along.
have the revelation that the death of a trusted friend or a loved one was your fault.
K You are ritually prepared to be consumed in a grotesque buffet for those who have been tainted by evil powers.
K You must hide beneath the rotting bodies of your peers
K You discover that you’re facing terminal illness. K You witness the emergence of a devil into the world
K You have a conversation with someone you know is
K You
K You discover that a friend is a perpetrator behind a
K You
K You are the lone survivor of an onslaught that took the
K You are a witness to a true miracle.
to avoid notice by another army. dead.
string of killings.
lives of your family and friends.
David Chronister (order #31360124)
without the proper protections.
have committed an act of cannibalism or been forced to commit an act of auto-cannibalism. witness a friend transform into an unnatural creature.
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HISTORIAN’S TIP A Historian will make the judgment call to determine whether a situation would potentially provoke Stress, Fear or Terror in your character.
When your character first stumbles into a situation that can provoke Stress, Fear or Terror, you’ll make a Resolve Test. However, depending upon the circumstances of the situation, a character may need to make additional Tests. For instance, walking in and out of the vicinity of a crime scene will not require you to make multiple Resolve Tests. However, revisiting the same crime scene a second time and seeing the victim stand upright from the dead and walk away will probably necessitate another Resolve Test! WITHSTAND HORROR
I’ve got a baaad feeling about this . . .
Withstand Horror: Whenever you face a threat or situation that the Historian feels would provoke Stress, Fear or Terror, make a Resolve Test to Withstand Horror. Depending on the type of horror, the Difficulty Rating eases or worsens:
K Stress (Challenging -10%) K Fear (Hard -20%) K Terror (Arduous -30%)
Critical Success: You provide emotional support for one other character of your choice, as they automatically succeed their Resolve Test. This works regardless of whether you rolled dice before or after the other character’s player. Critical Failure: You also suffer from Despair. Other Considerations: Some threats do not have to Withstand Stress, Fear and Terror. If a character reaches Incapacitated! due to it, they suffer from Despair.
David Chronister (order #31360124)
BROKEN HEART SYNDROME Characters can literally be scared to death when failing to Withstand Horror. If a character suffers from Stress, Fear or Terror while already Incapacitated!, the character is rendered Unconscious until they undergo successful Trepanation. Once they have undergone a failed Trepanation, the character gains either the Failing Heart or Planet-Struck Permanent Injury. If they already have one of these Permanent Injuries, then they gain the other. If they already have both of these Permanent Injuries, the character is Slain!, having been scared to death.
DESPAIR While the effects of horror will follow a character throughout the story, how they respond will vary. Whenever a character Critically Fails a Resolve Test to Withstand Horror or reaches Incapacitated! due to it, they suffer the usual consequences and must select one of the following Despair responses. A Despair response stays in effect until the character escapes the source of horror. FAWN
Those who have this response will do all they can to please those around them, often forgoing their own needs for those of others. They will be overly helpful, deferring to others when it comes to making decisions. Effect: Add two Assist Dice to allies you help until you dispatch of or escape the source of horror. However, you suffer 2D10+2 Peril and gain 3 Conflict every time you take advantage of this benefit. FIGHT
Those who have this response will attempt to control a situation with domination and power. They go for action rather than waiting and can be impulsive and domineering. They’re often critical, assertive and sometimes bullying. Effect: Add an additional 1D6 Fury Die to Total Damage until you dispatch of or escape the source of horror. However, you suffer 2D10+2 Peril and gain 3 Conflict every time you take advantage of this benefit.
HEALING, HAZARDS & HORROR
Effect: If successful, you withstand the Stress, Fear or Terror. If you fail, you suffer 1D10+1 Peril and 3 Conflict for Stress, suffer 2D10+2 Peril and 6 Conflict for Fear or suffer 3D10+3 Peril and 9 Conflict for Terror.
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Those who have this response will be withdrawn and attempt to avoid people. They struggle to make decisions, preferring inaction and avoidance, which is often mistaken as laziness or boredom. Effect: You can flip the results to succeed at all Defend Tests until you escape the source of horror. However, you suffer 2D10+2 Peril and gain 3 Conflict every time you take advantage of this benefit.
HARDENED Whenever your character manages to live through a situation or successfully face down a threat that triggers Stress, Fear or Terror, you can make a choice for them to become Hardened to it. Record on your character sheet the threat or situation using a keyword that would quickly communicate what your character is now Hardened to. In exchange, mark one permanent Flaw Rank. As a result, when the character is in a similar situation or facing similar threats in the future, they are able to ignore the effects of Stress, Fear and Terror that they would normally evoke. FLIGHT
HEALING, HAZARDS & HORROR
Flight responses are often seen when someone attempts to avoid conflict and believes perfection and hard work will protect them. In a fight, they will often withdraw and focus on their own work rather than remain part of the team. Effect: Add +9 to your Movement until you dispatch of or escape the source of horror. However, you suffer 2D10+2 Peril and gain 3 Conflict every time you take advantage of this benefit.
David Chronister (order #31360124)
V e r i ty
Trow br i d g e stumb l e s across a Ghoul in the Drowned Forest of Rye, and is subjected to the effects of Fear. Nearly gobbled up by the creature, Verity escapes with her life. Her player records Ghouls under the Hardened box on the character sheet, indicating that the next time Verity runs into a Ghoul, she won’t have to Resist its Fear effect.
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AFFLICTIONS The world of 1776 is one of horror. To survive the darkness, characters must adapt or succumb to it. Being entrenched in a war against unspeakable evil means that the characters will undergo some very intense moments. They may be subjected to horrific things, witness terrors not meant for human eyes and may commit atrocities in the name of a cause they believe is just. All of these will cause mental and spiritual trauma, leading to a mechanic called Affliction. You’ll find that Afflictions in FLAMES OF FREEDOM are not merely a weakness, but also a source of newfound power and adaptation.
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AFFLICTION NAME
Always The Job
Amber Temptation As I Am Told Cabin Fever
Constant Vigilance
Curse Of The Grave Dark Thoughts
Debauched Escapism Delicious Comforts Dire Obedience
from the accumulation of Conflict and Flaw Ranks. Whenever you take advantage of your Affliction’s positive mechanical adaptation, you gain 6 Conflict (unless the effects of an Affliction dictate some other term with which you gain Conflict from it). Other exceptions are under the purview of the Historian. AFFLICTIONS
ARE
BORNE
Distracted Mind
Faustian Bargain Fish Stories
Foolish Endeavors Fretful Thoughts From Far Away
Haunted Dreams Itchy Fingers
Lost In The Fog SELECTING AN AFFLICTION
My Body Keeps Score Numbing It Out On The Offense
Persnickety Planner Possessed
Savior Complex Tainted Soul
The Truth Is Out There Thrill-Seeker
To Be Tasted
Visions Of Doom
David Chronister (order #31360124)
HEALING, HAZARDS & HORROR
In FLAMES OF FREEDOM, Afflictions manifest not just as a weakness but also as a coping mechanism: a temporary survival strategy that will help the character adapt. Your character gains a permanent Affliction after acquiring 10 Flaw Ranks. Work with the Historian to select an Affliction that fits your character’s situation, considering the ongoing story. This should be handled after the game session has ended or before the next begins.
Medicinal Hoarder
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ALWAYS THE JOB
CONSTANT VIGILANCE
There is never time to dwell on what lies in the dark if I remain consistently occupied. My work provides a haven from twisted thoughts and deep fears. Yet in those rare moments of quiet, it all comes unraveled.
The world is full of unseen threats that are waiting for me in the dark. Yet I am ready—always—for what is coming. I am watchful of every shadow, fingers ready to find my weapon. Even if it means I cannot find rest, I will not be caught unawares again.
Effect: Whenever you have committed to achieving a goal, you add +30% Base Chance to succeed at Toughness and Resolve Tests while doing it. However, you cannot succeed at Toughness and Resolve Tests when you are not working toward some end goal. AMBER TEMPTATION
CURSE OF THE GRAVE
When night comes and the shadows mock me with their hidden evil and my mind spirals at the dreadful possibilities within, I find other spirits to quiet my mind. The bitter liquid chases away the dark, keeping the fear at bay, as well as my senses.
To become strong enough to endure the dark, I must embrace it. With every moment I feed my hunger, the more capable I become. This hunger comes with a price, as all evil boons do. It is a price I am willing to pay again and again.
Effect: Whenever you are Intoxicated, you automatically succeed at Resolve Tests. However, you must drink to the point of Intoxication at least once a week or else be unable to restore your Peril Condition Track until you do. AS I AM TOLD
My independence found me at the gates of hell. Now I cannot trust myself, but I find comfort in the steady guiding hand of another. I will follow their lead, even if it sits poorly with me. I need stability in ways I cannot describe.
Effect: You gain an Assist Die whenever you are told what to do by another in character. However, you cannot take advantage of Coins to fulfill your own self-interests. HEALING, HAZARDS & HORROR
Effect: Whenever you are Surprised in Perfect Light, spend a Coin to ignore it. However, whenever you fight in Fleeting Shadows or Total Darkness, the Historian can spend a Coin to gain Surprise against you.
CABIN FEVER
Once I was held, rendered helpless at the whims of others or Nature herself. Now my skin crawls at the thought of containment. I will do anything to escape such a situation, refusing to let anyone or anything stand in the way of my freedom.
Effect: Whenever you are restrained in any way (whether by mundane or magical means), you must flip the result to succeed at Skill Tests to escape. However, whenever you are trapped or confined in a tight space, you immediately suffer from Fear.
David Chronister (order #31360124)
Effect: To protect yourself, you’ve become something else. Select one threat and its related hunger: Ghoul (human bones), Lycanthrope (human skin) or Vampyre (human blood). Whenever you consume one of these hungers (upon the Historian’s approval), you move three steps up the Damage & Peril Condition Tracks positively while gaining 9 Conflict. Should you gain 10 or more Conflict during a game session, or when both you and the Historian feel it’s appropriate for the story, you and your belongings shapeshift into one of these threats for twenty-four hours. Refer to its Threat Profile during this time, forgetting who your allies and enemies are. You awaken Unarmed & Incapacitated!, with no memory of what happened. DARK THOUGHTS
My mind has become a nesting ground for the darkness, breeding new, terrible thoughts with each passing day. I believe this is to teach me, to make me immune to the terrors I have witnessed. But it comes with the price of exhaustion and a struggle to endure. Effect: Whenever you are subjected to the effects of Stress, Fear or Terror, you gain a +10% Base Chance to use Skill Tests against its source until it goes away or is Slain!. However, the Historian may spend a Coin to force you to suffer Despair when under their effects.
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DEBAUCHED ESCAPISM
FAUSTIAN BARGAIN
There was nothing I found to release the demons within my accursed mind quite like the drugs I acquired and constantly imbibed, hoping to salve the injury to my soul. They soothe as nothing else can, and that peace is one I must obtain frequently.
Whilst at first I resisted, eventually it all began to make a sort of dark sense. What it offered I could not refuse, considering what good I could do with such a gift. And so I consented to the shadow’s wishes, gaining power in exchange for favors I cannot speak of aloud.
Effect: Select any one drug (from earlier in the article); you are now addicted to it. While under its effects, foes must roll two face ‘6s’ on Chaos Dice to Injure you. However, you must use that drug at least once a week, or else be unable to restore your Damage Condition Track until you do. DELICIOUS COMFORTS
I am uncertain when it began, but now I have come to understand my body craves the release of food. Nothing else soothes my nerves when darkness draws near, but the cravings can become intense, so much so that they drive me to distraction. Effect: Whenever you share your food with another person, you gain an Assist Die to Fellowship-based Skill Tests to interact with them. However, whenever you don’t have at least seven days of food on-hand, you must flip the result to fail all Perception-based Skill Tests. DIRE OBEDIENCE
I have learned through pain and blood that the only person I can trust is myself. Others will listen, must listen, and follow my commands. The darkness in me quiets when my plan is exactly executed. Never again will I obey another fool.
DISTRACTED MIND
Ever since I felt the darkness within, my mind cannot stay in one place. The danger lurks and the devil is in the details, so I notice it all. Every movement, every gesture, every possible opening to attack . . . so much so I lose sight of who is right before me.
Effect: Whenever you are engaged one-on-one with another (whether it be an ally or a foe), you gain a +20% Base Chance to Skill Tests to interact with them. However, whenever in groups of two or more, you suffer a -20% Base Chance to Skill Tests to interact with them. David Chronister (order #31360124)
FISH STORIES
They can never truly trap you if they cannot discover the truth. An intricate web of lies protects me and mine from those who would destroy us. Yet the survival habit has become the norm and speaking earnestly often escapes me. Effect: You may flip the results to succeed at Bargain and Guile Tests. However, you cannot succeed at Charm or Leadership Tests unless confessing a painful truth you previously lied about. FOOLISH ENDEAVORS
Whether blessed by a divine being or my own good fortune, my body has learned to endure whatever comes. I no longer know fear, only the unshaken drive to stop the darkness. At times, I am awarded for this bravery, at others . . . well, the darkness must win at least once in a while. Effect: Whenever you rush into a situation without proper planning, you gain +10% Base Chance to succeed at Skill Tests during that situation. However, for every failed Skill Test, you suffer from Stress.
HEALING, HAZARDS & HORROR
Effects: You may flip the results to succeed at Skill Tests to command others. However, when others don’t follow your orders or your Skill Test fails to command them, you must succeed at a Resolve Test or suffer from Stress.
Effect: Once a week, attempt a Secret Test using Resolve to plead to a dark power for an ability, favor or power. If successful, they will temporarily grant it to you for twenty-four hours, but you gain 9 Conflict. However, there may be an additional cost associated with it, which you and the Historian will determine together, in keeping with the story. If you fail this Resolve Test, the dark power will call upon you to fulfill its own wishes for twenty-four hours. If you do not follow its commands, you are unable to restore your Peril Condition Track until you do so.
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LOST IN THE FOG
We are weakest when we are alone, likely prey to the dark hunger of the world. I have found solace in my companions, a relief I did not know was possible. I dare not be without them, as to be alone is to be the next to die.
There was a time I could recall it all and my memories would destroy me. Now my mind rejects them, hiding them somewhere I cannot find, keeping me safe from haunted visions. I trust my mind to know what is best, yet I fear when I should encounter the thing next and not recognize it.
Effect: Select one player character at the start of every game session. Whenever you can see and hear them clearly, you ignore the effects of Stress. However, whenever you cannot see or hear them clearly, you treat all failed Resolve Tests to withstand Stress as if it were Fear instead. FROM FAR AWAY
I dare not speak of what has happened, but I can speak of what will never happen again. I devote myself to its avoidance wholeheartedly, never daring to venture toward that darkest truth. Yet I know it sits, waiting for my return . . .
HEALING, HAZARDS & HORROR
Effect: Select any one thing: a threat, object or situation. Whenever confronted by the thing, you must flip the results to succeed at Agility-based Skill Tests to protect yourself against it (such as fleeing from it). However, whenever faced with it, you must succeed at a Resolve Test or else suffer from Stress, Fear or Terror (the Historian will determine which).
Effect: Whenever the Historian rolls a 1D10 Conflict Die at the end of the game session, roll an additional 1D10 Conflict Die yourself and select the more favorable result. However, when in situations you’ve faced before, you cannot add Skill Ranks to Resolve to withstand Stress, Fear and Terror. MEDICINAL HOARDER
I was once gravely injured by a riotous spirit, but now I am prepared. My arsenal of healing remedies keeps me and mine safe and must always be at full stock, lest we fall prey to another blight.
Effect: Whenever you suffer an Injury, spend a Coin to stave off its effects for twenty-four hours. However, whenever you don’t have at least three tinctures on hand, you are unable to restore your Damage Condition Track positively until you do.
HAUNTED DREAMS
MY BODY KEEPS SCORE
When others rest, I find myself lost in memories and ghoulish nightmares, combating evil even in my slumber. The fight is never done. Every night I dread sleep, for in it await horrors untold. Still, these morbid visions ensure I am always awake when darkness dares to strike.
While my mind has recovered from the terrible things that have happened, my body reminds me constantly of what I have endured. There is always pain, but in it is the comfort of fortitude and strength. Through pain, I have learned endurance.
Effect: You are never Helpless when Sleeping, and may spend a Coin to avoid being Surprised in this state. However, whenever you suffer Stress, Fear or Terror, you suffer an additional 1D10+1 Peril and 3 Conflict. ITCHY FINGERS
There are times the only thing I can control is the world around me, and altering that, taking from that, invokes a feeling of safety. If I can prove to myself that I can provide for myself, I will survive . . . even when I find the impulse overbearing.
Effect: You may flip the results to succeed at Skill Tests to sneak about and steal. However, whenever you steal, you must succeed at a Resolve Test, or continue stealing until you are caught or fail.
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Effect: Whenever you suffer Damage, you may ignore it once per game session. However, you always remain Hurt. NUMBING IT OUT
The fear and agony became overwhelming, so I silenced it, inviting cold indifference into my heart where terror once resided. Others feel the distance in my presence, but ultimately, the apathy is more comfort than they could offer. Effect: You may automatically succeed at any Resolve Test by spending a Coin. However, you cannot gain Assist Dice for Fellowship-based Skill Tests.
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ON THE OFFENSE
The element of surprise guarantees advantage and I seize the opportunity whenever it presents itself. Danger lurks everywhere and in everyone. I will be the first to strike so that I will never be a victim of evil again.
Effect: When using Words As Weapons in combat, you may flip the results to succeed at Skill Tests. However, whenever you are the victim of the negative effects of Words As Weapons, you suffer from Stress. PERSNICKETY PLANNER
To avoid calamity, I must prepare, and in the preparation is the salve for what ails. Methodical and knowledgeable plans provide a foundation on which I can stand rather than succumb to the horror within. Yet when the course alters, as it inevitably does, I fear I am unable to adapt.
Effect: Whenever you spend a significant amount of time planning, you may flip the results to succeed in all Perception-based Skill Tests when enacting the plan. However, if you suffer Damage during this time, you are unable to succeed at Perception-based Skill Tests whatsoever. POSSESSED
I felt . . . different. As if someone was controlling me. I could see and hear everything, and tried as I might to scream, no words came out. My body was not my own. I now live with the grief and guilt of what these hands have wrought, all urged onward by some grim puppeteer who taunts me from the shadows.
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Effect: Should you gain 10 or more Conflict during a game session, or when both you and the Historian feel it’s appropriate for the story, you must make a Secret Test using Resolve or else become temporarily Possessed. While Possessed, temporarily increase all your Primary Attributes by +9%. You can attempt to escape being Possessed every twenty-four hours. After breaking free, you are Incapacitated! and Unconscious for one hour. However, the Affliction remains until exorcised. Unlike other Afflictions, you should keep Possessed secret from other players. Being Possessed can mean different things, as Abyssal and Supernatural threats have their own agendas to enact. Work with the Historian to understand how this may impact your character. While temporarily Possessed, it will never be of benefit to your character’s friends. SAVIOR COMPLEX
There is no greater remedy for the fear of inadequacy than helping those who need it, and having them see me for what I am: a savior. Their adoration quiets the terror within me, reminding me I am capable and not just another victim.
Effect: Every time you succeed at a Skill Test to convince others you are the answer to someone else’s problems, take a Coin from the other pool and put it into your respective pool. If you fail, remove a Coin from your respective pool and place it into the other pool.
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TAINTED SOUL
I have gazed into the abyss, and have seen the spirits staring back. They often speak to me in whispers and dreams; they promise influence and power. What they ask in exchange for a morsel of their power is nothing compared to what I can gain in return. Effect: For every Flaw Rank you have, add +1% Base Chance to Skill Tests when engaging in acts of aggression and subterfuge. Each time you take advantage of this benefit, you gain an equal amount of Conflict. For every Belief Rank you have, subtract -1% Base Chance to Skill Tests when engaging in acts of kindness and honesty. THE TRUTH IS OUT THERE
Truth comes to some in dreams, and to others through the gentle word of friends. Yet my truth lies in the gloom. It is in the darkness I must pierce with the torch of knowledge. I will come to know the truth at all costs—it must never escape me.
Effect: Whenever you are investigating a conspiracy or mystery where you feel compelled to know the truth, you may spend a Coin to interpret a clue. However, you cannot veer from this course and cannot restore your Peril Condition Track until the mystery is solved. THRILL-SEEKER
HEALING, HAZARDS & HORROR
The darkness is dangerous, and that danger brings a rush unlike any other. I feed that hunger inside me however I can: deadly journeys, desperate moments of intimacy . . . whatever the world offers. No longer can I live the life unchallenged, even when I long for tranquility. Effect: Whenever you face challenges that are wholly new to you, you may flip the results to succeed at any one Skill Test during this time. However, when in situations you’ve faced before, the Historian may spend a Coin to force you to flip the results to fail any one Skill Test of their choosing. TO BE TASTED
There is a certain pleasure in being in control of how evil consumes you. The power of control in every offering, as they feed upon my fears, gives strength where once there was a weakness.
Effect: You form a deep bond with an Abyssal or Supernatural threat, and you are able to mentally communicate with one another across vast distances.
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Once a week, you allow them to feed on you for six hours, causing you to suffer 2D10+2 Damage. Unlike Damage during combat, you do not suffer standard Injuries from the feeding. Roll Chaos Dice as you normally would, but if any land on face ‘6,’ you gain 1 permanent Flaw Rank. After you undergo feeding, the Historian will temporarily give you access to one of the threat’s Traits for a week. This benefit cannot be gained more than once a week. Should you gain 10 or more Conflict during a game session, or during a period of time both you and the Historian feel appropriate for the story, the evil visits you for twenty-four hours, bleeding you nearly dry. You suffer 3D6+3 Damage (as above). Unlike Damage during combat, you do not suffer standard Injuries from the feeding. Roll Chaos Dice as you normally would, but if any land on face ‘6,’ you are Slain!. VISIONS OF DOOM
When plans and research continually failed, all I could turn to was the Devil. I had to bring its stain into myself and beg for sight beyond seeing. So it came, blessing and cursing my mind with truths and promises of a world on fire. Effect: Any time you Sleep, you may spend a Coin to gain a terrible insight as to what will pass in the next week for your character. However, you suffer from Terror at this stark realization. ROLE-PLAYING AFFLICTIONS
After selecting an Affliction, ask these questions about your character’s story so far:
K How do they feel being a victim? K Do they regret what happened? K Are they aware of their Affliction? K Whom do they blame for their pain? K Are they angry, sad or scared, and why? K Why do they blame themselves, to a degree? K What bothers them most about how they’re behaving now?
K What
keeps them going despite what they have experienced?
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Each Affliction’s symptoms vary wildly from character to character. Some are plagued with nightmares, depressive moods and flashbacks. Others will forget it all, experiencing severe dissociation, and be unable to speak about what happened. The key to role-playing this is to remember these are real ways your character will adapt to their Affliction. Your character should deeply feel these changes—perhaps be startled by them—and commonly grieve because of them. Treat your character’s Affliction as a uniquely human moment of loss and change beyond their control. There is a range of emotional responses to realizing your character has been traumatized, and all of them are reasonable and valid. As long as you approach your character’s Affliction with humanity and awareness, you’ll be able to role-play it with respect and compassion.
SURVIVORS
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UNDOUBTEDLY
HEALING PRACTICES All manner of drugs wrought from mercury, snake oil and other odd remedies are prescribed by would-be apothecaries and charlatans to treat an Affliction. But none are as efficient as the act of Trepanation: a brutal brain surgery. HEAL AFFLICTION: TREPANATION
Some consider the practice heinous and barbaric; we call it sublime and necessary . . .
Trepanation: A caregiver must have surgical tools, a bandage, quicksilver and spend 1D10+1 hours to perform a Trepanation. Depending on how many Flaw Ranks you’ve gained, the Difficulty Rating eases or worsens:
K 0 to 1 Flaw Ranks: (Trivial +30%) Heal K 2 Flaw Ranks: (Easy +20%) Heal K 3 Flaw Ranks: (Routine +10%) Heal K 4 Flaw Ranks: (Standard +/-0%) Heal K 5 Flaw Ranks: (Challenging -10%) Heal K 6 Flaw Ranks: (Hard -20%) Heal K 7 to 9 Flaw Ranks: (Arduous -30%) Heal Effect: If successful, reduce your Flaw Ranks by the number of Degrees of Success the caregiver generated and are healed of Broken Heart Syndrome. If failed, you gain an additional number of Flaw Ranks equal to those you already have and suffer the permanent effects of Broken Heart Syndrome. Critical Success: Reduce your Flaw Ranks as above, and also permanently remove an Affliction. Critical Failure: You are Slain!. Other Considerations: After being treated by a caregiver, you are Incapacitated! and Unconscious for 1D10+1 days, regardless of success or failure. You can only have Trepanation performed on you once a week.
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HEALING, HAZARDS & HORROR
resilient and capable, but also deeply scarred. Be thoughtful and respectful in how you role-play your character’s Affliction. Comedic portrayals and labeling yourself or others who have suffered an Affliction as crazy, mad or insane have no place in FLAMES OF FREEDOM. In this game, trauma victims are extraordinary people who behave like average (but supernaturally scarred) human beings. They will still have their dreams and goals but are saddled with new, often exhausting obstacles that will hinder their progress.
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TRADITIONS OF MAGIC In this game, there are a four traditions of magic, all with their own histories and unique Spells: Spells: traditional magic, typically found in the Book of Common Spells
K Common
dark magic, typically found in the Lesser Key of Solomon
K Black & White Magic:
K Witchcraft: magic of diablerie, typically found in The Grand Grimoire
Arts: ancient formulae typically found in The Mirror of Alchemy
K Alchemical
The practice of Alchemical Arts is also included here, but because it uses the Alchemy Skill instead of Incantation, it is listed later in this article.
HISTORY OF COMMON SPELLS Magic is an art tracing its origins to the earliest human civilizations. The Ancient Sumerians were the first to work magic, and from them, the Egyptians learned how to harness magic, expanding on the art and taking it in directions the Sumerians never dreamed of. For the Greeks, magic was not overly critical or sacred—it was just another topic to study and debate. However, there was one scholar whose curiosity led David Chronister (order #31360124)
A r t ic le 10 : L i fe D u r i n g
A lc h emy,
FL A MES OF FR EEDOM.
him down the path of learning how the universe works: Aristotle. Studying under Plato, Aristotle’s discovery of a fifth element, æther, fueled the growth of magic throughout the known world. Other notable magicians were Pythagoras, who studied magic through a mathematical approach, and Ptolemy, who opened the cosmos to yet another form of magic. ROMAN MAGIC CONGREGATION
Magicians were instrumental in protecting and bolstering the ever-expanding Roman Empire. As Rome’s territories grew, so too did their wealth of magical knowledge. Scribes and scholars translated numerous works into Latin, building upon this ancient tradition. During this time, the mages living and studying in northern Africa began developing their unique magical worldview. As the Roman Empire spread out to encompass the Mediterranean and the rest of Europe, they came into contact with other groups and their magical traditions. Rome’s fall plunged the world into darkness. This was due to the work of one of the first secret societies: the Roma Veneficus Congregatio. The Veneficus worked in secret to keep creatures of evil and the occult at bay. Unknown to most, the Roma Veneficus Congregatio was the real power behind the empire and its military. Rome fell largely because the Congregatio abandoned their watch over the Empire, angered by the corruption and greed they saw among those sworn to uphold Rome.
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CHURCH OF ROME
Throughout the Dark Ages, the Church of Rome worked on two plans. The first was to fight the growing evil and suppress it. Seeing the threat that Satan and his agents posed, the Church worked to bring safety and protection to the world, positing their agents not as the world’s first line of defense, but the only defense against the darkness.
The Church’s second plan was to spread its influence, ensuring that no one could lead without their call, or act unless the Church allowed it. As time progressed and order returned to Europe, the Church of Rome found itself confronted with a paradox: the more it tried to suppress magic and learning, the newer magic and knowledge appeared. THE RENAISSANCE
Time passed, the Early Modern period came, and the Renaissance began to bloom in Italy. New works of art, literature, magic, music and science appeared, as well as old works rediscovered. This rebirth of knowledge could not be contained in Italy, and slowly it spread throughout Europe, taking root in people’s hearts and minds across all social strata. Try as it might, the Church could not stem this tide of change. As Europeans began exploring the globe beyond Europe, they came into contact with new ideas, magic traditions and philosophies. COMMON SPELLS & THE REBELLION
All powers, despite their public proclamations, use magic to some extent. Whether they do so secretly or in the open, however, varies by organization. Those within the courts of England, France and Spain see magic as an effective tool against their enemies. Without magic, there would be no way for spies and assassins to ply their trade.
HISTORY OF BLACK & WHITE MAGIC The roots of Black & White Magic lie deep in a time prior to recorded history, when humankind sought to make pacts with supernatural spirits in the hopes of obtaining power. No one knows for sure when these magical rituals were codified, but the evidence suggests it dates back to the time of the Babylonians, who expanded and built upon an earlier Phoenician tradition. In those days, there was no distinction made between ‘black’ and ‘white’ magic in terms of morality— magic was magic, a powerful tool humanity could use to harness supernatural beings. As the ranks of magicians grew, they gained new insights into the spirits and their domains, recording every creature they encountered in their grimoires, along with instructions for summoning them. As students of the mystic arts came into contact with different philosophies and techniques, they began David Chronister (order #31360124)
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MAGIC & THE CHURCH
Yet, there is one more question which needs answering: If both Black & White Magic summon the same spirits, why are they given two different names? The answer, as in many things that deal with the esoteric and the occult, lies at the feet of one entity: the Church. It is through the Pope and his church that attitudes toward magic changed, categorizing all mages as suspicious servants of dark powers, and condemning all magic as evil. Though the church classified all magic as Black, some argued that in order to fight the spirits black mages summon, they must learn how that enemy operates. After all, it is only through knowledge of evil that the holy and righteous can defeat said evil. Thus the concept of White Magic (the ability to summon spirits to deploy in the cause of goodness) was born. Despite this arbitrary distinction between Black & White Magic, however, all magic is still the same—it is merely attitudes and perceptions which have changed. THE AIM OF HELL
Every spell, whether it is Black or White Magic, appeals to one or more demons who answer to one of the Triumvirate, or Satan’s three counts: Astaroth, Ba’al Zəbûb and Lucifer. When Lucifer rebelled against the host of heaven, he was thrown from the Shining City and cast down into the pits of hell, where he sits at the head of the Triumvirate. He is most feared by his underlings, and most favored by Satan. He is the most powerful of the devils, and those who summon him always pay a price. Sitting at Lucifer’s right and left side is Ba’al Zəbûb and Astaroth. They were the first to come to Lucifer’s side when he stormed the gates of heaven, and the first to join him when he was cast into hell. The three agreed to rule together and keep the other denizens of hell in line. Calling themselves the Triumvirate, they possess powers beyond the comprehension of most mortals. David Chronister (order #31360124)
BLACK & WHITE MAGIC AND THE REBELLION
In a historical context, Black & White Magic is nothing more than a concept, or fiction. Books proclaiming that they are archaic tomes compiled by ancient and powerful practitioners are nothing more than fiction. If you study the works proclaiming to be devoted to Black & White Magic, you will quickly notice one thing: they are mostly the same. And in the rebellion, magicians of this bend will indicate which color they proclaim to adhere to.
HISTORY OF WITCHCRAFT There have been many debates centered not just on the existence of spells or the distillation of matter to discern the mysteries of life, but also on those who are able to work powers beyond the scope of humankind for selfserving interests. This is the art of Witchcraft—the practice of deviltry, used by warlocks, witches and other truth-twisters.
WHEN WE SPEAK of Witchcraft in FLAMES
OF FREEDOM, we do not speak solely of warlocks, witches or even its more modern roots in paganism. It is instead born from the fever dreams of Cotton Mather and the hysteria arising out of peoples’ ignorance and superstition during this troubled period.
Though many believe witches placed on trial during the time of horror in Salem and Stamford were guilty of their crimes, the truth of the matter is that they were not. Pagans and other people charged with the crime were doubtlessly innocent. Those accused of Witchcraft are examples of people who were different from the norm being persecuted and harmed by those with no understanding or compassion. In some cases, as in Salem, the ones often charged with the crime were typically accused for political reasons, and the occult charges were merely a smokescreen.
HEXENMEISTER’S ALMANACK
to codify this knowledge into what scholars now call Black & White Magic. Magic and its practitioners flourished throughout the ancient world, but after the fall of the Roman Empire and the ensuing Dark Ages throughout Europe, a new power became invested in controlling the narrative surrounding magic.
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WITCHCRAFT IN ENGLAND
Queen Elizabeth passed acts criminalizing Witchcraft in England. The Witchcraft Act of 1541 was followed in 1562 by a second act strengthening the original with the simple statement that those who “. . . use, practice or exercise any Witchcraft, Enchantment, Charm, or Sorcery, whereby any person shall happen to be killed or destroyed. . . .” The Parliament of Scotland passed an act in 1563 which applied the death penalty to any found guilty of even associating with witches. The acts in England were proposed by Sir Richard Southwell’s agents to help him remove troublesome enemies. Why would Sir Southwell—a man who has employed magic and other means to influence policy— seek to fight the very tool he actively uses? He owes his continued influence and longevity to the same thing he seeks to outlaw. Additionally, the renowned occultist Doctor John Dee is one of his most trusted confidants. The answer is simple: power. If others exist who are skilled in the very magic Sir Richard Southwell employees, they pose a threat to his interests. This atmosphere of suspicion and paranoia has created a culture of patriarchal violence against women. It also produced a pattern of false accusations and founded a whole profession dedicated to the hunting, judgment and killing of alleged witches. KING JAMES THE FIRST, PERSECUTOR
King James the First’s ascension to the English throne ushered in an age of persecution of all who worked the magical arts. In his grimoire Daemonologie, he called all magic “the Devil’s working tools.” It enabled his agents to massacre all who had the talent to work magic—not just witches. King James the First ran many of Sir Richard Southwell’s agents underground, along with Southwell’s long-trusted confidant and advisor, Doctor John Dee. JOHN KINCAID & THE ROYAL HUNTERS While Sir Richard Southwell receded into the Though Sir Richard Southwell used his agents shadows, King James the First enacted a plan to rid within the Privy Council to block the group’s England of “. . . all who practice the Devil’s work.” formation, it was not until 1625 that the Royal In 1599, James formed a secret society known as Hunters ‘officially’ disbanded. Unbeknownst to The Royal Hunters. Led by the royal witch-hunter most, the group went underground, folding into the John Kincaid, they operated in disguise as the King’s Inquisition and fighting in secret. appointed foresters.
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WITCHCRAFT & THE REBELLION
It was not until the Witchcraft Act of 1735 during King George the Second’s reign that the law changed, officially codifying the times’ shifting attitude. Under the newest act, it is no longer legal to kill someone for practicing Witchcraft. However, anyone who pretends to have the ability to call spirits, predict the future or work magic is subject to fines and possible imprisonment, as if they were a con artist or vagrant. This change in attitude has made life easier in some ways for those working Witchcraft; however, it has also ushered in a hidden war. In the shadows, the Inquisition continue to hunt witches and magic practitioners.
Though some covens are preparing to aid the Rebel patriots’ cause, there are just as many who see that their skills are needed to counter patriotic witches. These pro-British Imperial covens feel that if the inevitable war comes, they will need to protect the Loyalist cause with occult powers. A third faction cares not for the infighting—to them, the rebellion pales in comparison with the ancient enemy called The Mandoag. The covens know the darkness is hungry, and that soon evil itself will feed on everyone despite their allegiances.
WITCHCRAFT TODAY
In truth, Witchcraft is a completely different magical ‘specialty,’ and those practicing it have ties to much darker powers. Each coven numbers no more than thirteen members at a time, meeting at the night of the new moon to worship and conduct rites. Every Equinox, the covens meet at a Sabbath, and all covens within each region join and attend a service overseen by a mysterious personality.
DRESSED IN BLACK clothing and with pale
skin, the mysterious person whom witches call The Black Man carries the book that all who choose to become witches must sign with their own blood. After signing, a witch is marked on a part of the body that is shown at all times—typically the cheek, forehead or hand. This is a bearing by which all who have the proper knowledge can identify the bearer as a witch. According to some, he is a conjuror above the ordinary rank of witches, entrusted to spread the word of a devil of the highest caliber. The myths surrounding him are found in many sources, one of which is Kinder- und Hausmärchen, by Jacob and Wilhelm Grimm. Others attribute him to Satan himself.
David Chronister (order #31360124)
HISTORY OF ALCHEMICAL ARTS Alchemy (also called The Art) is one of the least understood magical arts worldwide. Shrouded in numerous misconceptions, most people think of it as a branch of either science or philosophy. Alchemy traces its origins to ancient Greece, where it is Zosimos of Panopolis whom many credit as being the father of Alchemy. One of his disciples, Bolos of Mende, went on a journey to discover new alchemical techniques and theories. According to legend, he traveled to China, India and even Japan. Eventually, Bolos compiled his knowledge and experiences in his great work, Physica et Mystica. Many regard this as the foundational text of modern alchemical thoughts and processes. There is another path of Alchemy that some follow: a branch created by Ar-Razi, who made numerous discoveries and created many of the techniques and practices Alchemists use today. His masterwork, the Book of the Secret of Creation, has been translated into not only Greek, but also Latin and French (some rumors hold that there is a version of this work translated by John Dee). Ar-Razi’s teachings influenced many in Arabia and the Mediterranean. The book became one of the most feared books by the Catholic Church. The Formulas included allegedly reveal the secret of eternal life, as well as Ar-Razi’s claims that all humans are godlike, and that with Alchemy, they are able to discern God’s plans. In Spain and Italy, many learned scholars began translating and studying the works of Greek and Arabic Alchemists. These texts influenced new generations of practitioners who built upon the ancient teachings and made their own discoveries.
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LIFE DURING WARTIME
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By 1150, Spanish Alchemists had not only translated numerous Arabic works, but they had also created many of their own. It was these manuscripts that influenced Roger Bacon, renowned scientist and England’s foremost Alchemist. Also during this time, Albertus Magnus was working on his own discoveries in Austria. Albertus was reportedly the first Alchemist to successfully transmute one object into another. Both Bacon and Magnus contributed much to Alchemy, and modern practitioners see them as exemplars of the Art. A RENAISSANCE OF THOUGHT
Bacon and Magnus, recognizing the importance of Alchemy, spread the word that Alchemy was, in fact, a science. If one looked past the flowery text and archaic language, one could see the possibilities Alchemy offered. Their works and public discussions about Alchemy led to a scientific renaissance. Monks in monasteries were soon copying numerous lost texts, as well as translating newly discovered works written in Hebrew and Arabic into Latin. This discovery of these new texts encouraged many to take up the Art. THE ART IN THE COLONIES
Though Europe has a rich alchemical tradition, the Colonies also figure prominently in the development of the Art. One of the first colonial Alchemists is Eirenacas Philalethes (otherwise known as George Starkey), who lived in Rhode Island in the late 1600s. Philalethes, whose technique has been lost, created numerous works, though some within the Rosicrucians claim they possess this lost knowledge. He also wrote at least three books dealing with Alchemy, which helped spread the Art throughout the young Colonies. The founder and first governor of Connecticut, John Winthrop, was a practicing Alchemist who had many ties to European Alchemists and was a member of the Rosicrucians. From his home in Hartford, Winthrop by day guided the development of his colony, and by night toiled in the pursuit of the Philosopher’s Stone. It was Winthrop who, after learning that Harvard was not only teaching Alchemy, but also working toward the creation of the Philosopher’s Stone, proved instrumental in supporting Yale’s competing efforts. Though New England had (and still has) a number of Alchemists practicing the Art, other regions have their own David Chronister (order #31360124)
traditions as well. When William Penn founded the colony of Pennsylvania, to attract new settlers, he decided to make it a refuge for anyone who could brave the voyage. Penn’s recruitment strategy brought the Pietists to Pennsylvania. The Pietists are a religious group who practiced a strange mix of Christianity, mysticism and supernatural beliefs. The group believes that the End of Days is approaching, and they live in communes to prepare for this eventuality. The Pietists settled in Ephrata, Philadelphia and Wissahickon Valley, where they still thrive. It is in Ephrata that the Pietists skilled in Alchemy settled, and it is here where they still practice the Art. ALCHEMY & THE REBELLION
Alchemy, though now seen as a collection of myths and deluded philosophical writings, is still worked and practiced throughout the world in this new Age of Reason. Despite multiple attempts to discredit the Art, the Colonies remain a hotbed of alchemical practice and discovery. Though Isaac Newton was an Alchemist, his public disavowing of the Art did much to set it back. However, some feel that Benjamin Franklin, despite statements to the contrary, is a practitioner and uses it to support the Rebels and the Continental Army. GOALS OF ALCHEMY
Alchemists, regardless of location or educational background, have three goals that even today have not been met. These goals drive all Alchemists to learn and study and push the boundaries of traditional teachings. The first is the transformation of a base metal into gold through the use of the Philosopher’s Stone. This stone, which must be created by the Alchemist, is said to command the powers of God. With the Stone, the Alchemist can transform any metal into gold, which keeps its shape for all time. Though Alchemists can temporarily create gold with the aid of a transmutation circle, pure gold is only obtained through the use of the Philosopher’s Stone. The second goal is the discovery of the Elixir of Life: the Universal Medicine. This elixir cures all disease, pain and suffering. It also grants eternal youth. The third goal is the discovery of Alkahest: the Universal Solvent. This solvent, once discovered, is able to dissolve anything, and through such dissolution, an Alchemist is able to obtain the base elements from an object and use these elements to create new objects.
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ALCHEMICAL THEORY
Though all Alchemists have different ideas regarding the true origins of the Art, as well as ways to work, they do agree on a few basics which, despite the conflicting texts and viewpoints, are the tenets of this Art tracing their origins to the very beginning. This section gives you a rundown of the most important concepts you’ll need so that when you’re playing an Alchemist, you can sound like one. THREE PRIMES The root of all Alchemy is the Three Primes, or the three metallic principles. Without these Three, both the universe and life as we know it are impossible. The three metallic principles are:
K Quicksilver to volatility and stability K Salt to solidity K Sulfur to flammability or combustion THE FOUR ELEMENTS
The Four Elements are the basis of life, and life is only possible when all four exist in unity. Each element has a primary property and secondary property which, when used in conjunction with the Primes, creates and sustains life.
K Air both hot and wet, K Earth dry and cold K Fire hot and dry K Water cold and wet
and creates vapor
ALCHEMICAL METALS
Alchemists use the Four Elements and the Three Primes to work the Art of Alchemy. There are seven metals for Alchemy, and all life is built upon them. Though some metals when found are pure in form, others must be created through distillation or synthesis. Though metals can be combined to form other metals, gold is the soul of all metals, and it can be distilled from any metal. The most important Art, and the first Art Alchemists learn, is metallurgy: how to take a base metal and transform it into another. David Chronister (order #31360124)
K Copper K Gold K Iron K Lead K Tin K Quicksilver DID YOU KNOW? There are twelve processes employed in Alchemy, which date back to its early roots:
changing a substance into another using fire or corrosive chemicals.
K CALCINATION:
dissolving a substance and transforming it into a liquid.
K DISSOLUTION:
K SEPARATION: using one component to make two different ones.
joining two opposite components to create a new substance.
K CONJUNCTION:
K PUTREFACTION: using moist heat to rot or decay.
heating liquid so that it congeals into a thicker substance.
K CONGELATION:
K CIBATION: placing fresh items into a crucible while performing the Art.
K SUBLIMATION: transforming one solid into another solid.
K FERMENTATION: capturing gas bubbles that form due to the breakdown of a substance.
K EXALTATION: substance.
releasing air or gas from a
K MULTIPLICATION: increasing a substance to replicate more.
K PROJECTION: taking on the product of the
aforementioned steps to transform it into a new substance.
HEXENMEISTER’S ALMANACK
The Universal Solvent is required to create both the Philosopher’s Stone and Elixir of Life.
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HEXENMEISTER’S ALMANACK
Critical Success: You can learn one Spell for 50 RP instead. Critical Failure: You suffer 1D10+1 Peril from Stress and gain 3 Conflict. Other Considerations: The times indicated above assume you are learning the Spell as you adventure. If you do nothing but try to learn it uninterrupted, you can reduce the time to read by a number of days equal to your [WB] (to a minimum of one day). You can only learn one Spell at a time.
LEARNING SPELLS Magic Grimoires typically have up to nine Spells inside, determined by the Historian. ANY CHARACTER CAN LEARN SPELLS Although Professions in the Mage Archetype begin gameplay knowing Common Spells, they are in no way restricted to simply Mages. Any character can endeavor to learn Spells as a Unique Ability, provided they meet the requirement by Tier. However, only those with the proper Trait can Risk Backlash or Unfetter Spells. LEARN SPELL
There are secrets buried within; I need only to study further to understand their intricacies . . .
Learn Spell: You must have a grimoire in hand, and spend an appropriate amount of time reading it. Depending on how quickly you wish to learn it, the Difficulty Rating eases or worsens:
K Three weeks: (Routine +10%) Incantation K Two weeks: (Standard +/-0%) Incantation K One week: (Challenging -10%) Incantation Effect: If successful, you learn one Spell by spending 100 RP. However, if one of your Professions isn’t of the Mage Archetype, permanently reduce all your Primary Attributes by 3% of a Basic Tier Spell, 6% for Intermediate Tier Spells and 9% for Advanced Tier Spells. David Chronister (order #31360124)
GUIDE TO CASTING SPELLS Below is a brief overview to follow whenever you wish to cast a Spell:
K STEP 1: Choose Spell K STEP 2: Risk Backlash K STEP 3: Roll To Cast K STEP 4: Resist Spell K STEP 5: Unfetter Spell STEP 1: CHOOSE SPELL Whenever you wish to cast a Spell, you must first decide what kind of Spell to use. You can only cast Spells that your character has learned. FOUR CARDINAL RULES To use Spells, follow these four simple rules:
K You must be able to see. K You must be able to speak. K You must have one hand free. K You must have all reagents in reach. Providing the circumstances are right—and the reagents are available—announce to the Historian you intend to use a specific Spell.
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CASTING SPELLS IN COMBAT
CONCENTRATION Some spells require constant Concentration to maintain. You can only Concentrate upon one Spell at a time, but you may cast other Spells while Concentrating. HISTORIAN ADJUSTS DIFFICULTY RATING
Spells have varying Difficulty Ratings, just as other Skills do in FLAMES OF FREEDOM. For instance, if a Mage is involved in a Combat Encounter where their side vastly outnumbers the other, this plays into their favor, and they will be awarded a bonus to their Incantation Skill Test. Conversely, if a Mage wants to Cast Spell when foes stand among their own allies, it will work against them, and their Incantation Skill Test will be penalized. Once you know the Difficulty Rating, you can make an Incantation Test now or choose to Risk Backlash. Move onto Step 3 if you choose to not Risk Backlash.
STEP 2 : RISK BACKLASH Providing you have the proper Trait (and either before or after the Difficulty Rating is called out by the Historian), you may positively modify your Difficulty Rating using one of these three options:
K Increase the Difficulty Rating by one positive step and
gain 1 Conflict. Roll 1D6 Chaos Die after your Spell is cast to determine if you suffer 1D10+1 Peril.
David Chronister (order #31360124)
K Increase
the Difficulty Rating by two positive steps and gain 2 Conflict. Roll 2D6 Chaos Dice after your Spell is cast to determine if you suffer 2D10+2 Peril.
K Increase the Difficulty Rating by three positive steps and gain 3 Conflict. Roll 3D6 Chaos Dice after your Spell is cast to determine if you suffer 3D10+3 Peril.
You suffer Peril if any Chaos Dice land on face ‘6,’ regardless of whether Cast Spell was successful or not.
V e r i ty
Trow br i d g e ca st s a Spell. The Historian announces the Difficulty Rating is (Hard -20%). Considering that Verity’s player wants the Spell to work, she decides to Risk Backlash for two positive steps. This means the Difficulty Rating is now (Standard +/-0%). GAINING CONFLICT
Conflict is temporarily recorded on your character sheet, as mentioned in Article 2: Creating Characters. Remember, the more Conflict you gain, the greater the chance there is of you gaining Flaw Ranks at the end of the game session.
STEP 3 : ROLL TO CAST Roll an Incantation Test. If you Critically Succeed, you’ll take into account both the standard effects and the result from the Critical Success listing. Failing has no immediate effects. However, Critically Failing can be devastating. Refer to the Critical Failure listing for the Spell to determine what happens. BURST, CONE & EXPLOSION TEMPLATES
Some Spells affect not one, but many people. For the purposes of these Spells, their effects will be indicated as either a Burst, Cone or Explosion Template in the Spells description: Extends straight in a 16-yard line from where you stand, 1 yard wide at its starting point and 5 yards wide at its end point. You can aim Spells that reference the Cone Template, so that it can be used to hit foes only. However, you will need to succeed at an Awareness Test to not harm allies.
K Cone Template:
HEXENMEISTER’S ALMANACK
Most Spells can be cast in combat using the Cast Spell Action In Combat. Some Spells even have an Action Point (AP) cost listed in their entry. Spells which take longer than a minute do not have an AP cost associated with them. Simply assume that any Spell which takes two minutes or more requires an equal number of Rounds to cast (as one Round is equal to one minute in the game world). Casting Spells in this fashion can be interrupted by enemy actions. If a Mage is made to Bleed, or suffers Damage or Peril during this time, they must succeed at a Resolve Test or else the Spell casting fails. The same goes for spells which require Concentration.
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Bursts outward in a circle with a diameter of 6 yards in all directions. Select a point of origin within your line of sight and the Burst then takes effect. A Burst affects both allies and foes alike. The Historian will determine who is affected.
HEXENMEISTER’S ALMANACK
K Burst Template:
Explodes outward in a circle with a diameter of 10 yards in all directions. Select a point of origin within your line of sight and the Explosion then takes effect. An Explosion affects both allies and foes alike. The Historian will determine who is affected.
K Explosion Template:
Hard barriers limit areas over which Templates take effect. However, soft barriers such as bushes, trees and the like will not. The best rule of thumb to follow is that if the barrier totally prevents line of sight, it will limit the area of effect for the Template, reshaping it to meet the constraints of the space available.
STEP 4 : RESIST SPELL Whenever a person is struck by a Spell that requires them to Resist, they must make a relevant Skill Test as indicated in the spell’s entry. The Test’s Difficulty Rating is based on the Difficulty Rating of the Spell you cast, and always translates into its opposite as a bonus or penalty. This means that if your Spell has a Difficulty Rating of (Routine +10%), their Difficulty Rating to Resist is (Challenging -10%). If successful, they avoid the Spell’s effects. If made in combat, refer to Resist as an Action In Combat in Article 7: Combat Encounters. If the subject of your Spell willingly accepts its effects, they are not required to Resist its effects.
THE HISTORIAN MAY adjust the Difficulty
Rating for Resisting Spells based on the situation. Those who are Defenseless, Helpless or Unconscious cannot Resist Spells.
David Chronister (order #31360124)
INJURIES FROM SPELL DAMAGE?
Spells rarely cause Injuries, unless otherwise noted within the Spell’s entry. For special exceptions (such as catching On Fire), roll Chaos Dice as you normally would for Injuries, but refer to the alternative effect mentioned by the Spell.
STEP 5 : UNFETTER SPELL Providing you have the proper Trait, you can choose to extend a Spell’s effects beyond its standard duration. When you do this, you move one step down the Peril Condition Track negatively and gain 3 Conflict. Unfettering a spell extends its duration immediately, but you can continue to extend the duration of a Spell again and again up to the point when you’re Incapacitated! or have to Sleep. Note that you cannot extend the effects of a Spell where the duration is listed as Instantaneous or Forever.
THERE ARE NO upper limits to the number
of Spells you can cast in a given day. Note that a person can only be subjected to the beneficial or negative effects of a Spell once at a time. For instance, this means you cannot cast Cool Body twice on a person so they gain double the benefits, nor cast Petrify Other again upon a person who’s already currently affected by Petrify Other.
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HEXENMEISTER’S ALMANACK
SPELL FORMAT K Requirement: Your character must at least be of K Reagents: Every Spell has a specific set of physical the same Tier or higher to learn and to cast it. materials, motions or other requirements to cast This means if it was an Intermediate Tier Spell, it. Without the reagent, it is impossible to cast you would have to be either in Intermediate or the Spell. If the listing is followed by (expended), Advanced Tier to learn and cast it. the reagent is consumed by casting the Spell, regardless of success or failure. K Casting Time: Every Spell has an amount of time to spend before casting the Spell. Those that are K Effect: An effect describes what happens after cast in one minute or less will have an Action Point the caster makes a successful Incantation Test. cost associated with them. Spells that require Spells do not have a failure effect. You are always more than a minute require an equal number considered to be your own ally. of Rounds to cast if done during combat. If the K Critical Success: The Spell works and gains casting is interrupted, the Spell immediately fails additional bonuses indicated in this description. (and must be cast again). Regardless of success or failure, you must spend the AP required if in K Critical Failure: The Spell fails and incurs combat. additional penalties indicated in the description. The duration of a Critical Failure is covered below, K Distance: In order for a Spell to affect someone or within the entry for the Spell if any different. at Distance, you must be able to clearly see the intended target of your Spell. Casting at a partially K Duration: Spells last a certain amount of time. A obscured target may raise the Difficulty Rating Spell can be instantly dispelled by the Mage who for your Incantation Test, as determined by the cast it, causing its duration to end early, with the Historian. Spells listed ‘By touch’ are considered exception of Spells that were Critically Failed to a part of the Cast Spell action and require no be cast. If the duration is listed as Concentration, additional dice rolls or expenditure of AP. ‘By a Mage can do so until they are Incapacitated! or touch’ spells require the Mage to be Engaged Sleeping. with the target when casting. And finally, you can cast touch spells on yourself.
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COMMON SPELLS LISTINGS
BABBLEBOOK
HEXENMEISTER’S ALMANACK
The great Gotthilf first recorded this Spell in their grimoire Words of Power & Faith . . . Requirement: Basic Tier Casting Time: One hour Distance: By touch Reagents: Drops of your own blood, ink and pages you write onto BOOK OF COMMON SPELLS SPELL NAME
REQUIREMENT
Babblebook
Basic Tier
Conceal Tracks
Intermediate Tier
Bludgeon With Elements Cool Body
Death Seal
Discern Persona Divine Breath Evergreen
Eyes Of The Eagle Fire’s Warmth Fish’s Breath
Form Of Cloud
Inspiring Homily Liquid Courage
Petition The Mountain Petrify Other Preservation
Quicken Blood Rainfall
Raise The Alarm
Spirit Of The Wood Strike True
Thunder Clap Wind’s Grace
Withdraw Sickness David Chronister (order #31360124)
Basic Tier
Effect: After successfully casting, a number of pages you draw or write onto equal to 3+[WB] are Encrypted. While Encrypted, they cannot be read by anyone but you and one other person you name while casting. You begin to Bleed, no matter whether you succeeded or failed at using this Spell. Critical Success: You do not Bleed.
Intermediate Tier
Critical Failure: The pages are instantly incinerated, as you suffer 1D10+1 Damage from fire.
Basic Tier
Duration: Until read by you or another person you selected that can read the Encryption
Intermediate Tier Basic Tier
Intermediate Tier
BLUDGEON WITH ELEMENTS
Intermediate Tier
Requirement: Basic Tier
Advanced Tier
Distance: Any one foe you can see clearly
Basic Tier
Begone, foul thing!
Intermediate Tier
Casting Time: One minute (1 AP)
Basic Tier Basic Tier
Reagents: A breath of air, a pebble, a match or water skin—depending on the element (expended)
Advanced Tier
Effect: Select one element: air, earth, fire or water. After successfully casting, a foe suffers one of the following Combat Conditions, unable to Defend or Resist its effects:
Basic Tier
K AIR
Basic Tier
K EARTH (Strained): Must spend 1 additional AP for
Basic Tier
K FIRE (Intimidated): Suffer -1 to Damage Threshold
Basic Tier
K WATER (Disoriented): Must spend 1 additional AP
Basic Tier
Advanced Tier Advanced Tier Intermediate Tier Advanced Tier Advanced Tier
(Gutted): Must spend 1 additional AP for Movement Actions until the end of combat.
Attack Actions until the end of combat.
& Peril Threshold until the end of combat. for Reactions until the end of combat.
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Critical Failure: You suffer the Combat Condition instead and drop one object either in hand or from your side 3 yards away. Duration: Until the end of combat CONCEAL TRACKS
At first you see me, now you don’t . . . Requirement: Intermediate Tier
DEATH SEAL
This mausoleum shall never be trespassed against, lest the intruders risk elemental wrath . . . Requirement: Intermediate Tier Casting Time: One hour Distance: By touch Reagents: Any monument to the dead (such as a coffin, grave or undercroft), sealed with your own blood
Distance: Yourself
Effect: After successfully casting, the monument you touched cannot be broken or opened by normal means. You begin to Bleed, no matter whether you succeeded or failed at using this Spell.
Reagents: Your own muddy or wet footwear
Critical Success: You do not Bleed.
Effect: After successfully casting, you do not leave footprints or any trace of your passing.
Critical Failure: The monument and its contents explode, causing 3D10+3 Damage from fire.
Critical Success: Triple the duration.
Duration: Forever
Critical Failure: You leave a glowing trail in your wake, one that can be easily discovered.
DISCERN PERSONA
Casting Time: One minute (2 AP)
Duration: 6+[WB] minutes COOL BODY
I call forth an element of frost to bring us comfort in the heat . . . Requirement: Intermediate Tier Casting Time: Nine minutes Distance: By touch Reagents: A wet towel, dabbed on allies’ heads while incanting Effect: After successfully casting, up to [WB] allies can ignore the negative effects of warm weather, also avoiding Heatstroke. Critical Success: Up to 6x your [WB] allies are affected. Critical Failure: The allies you touched experience hot flashes over the duration, as they suffer 2D10+2 Peril every hour. Duration: 6+[WB] hours
David Chronister (order #31360124)
Do not toy with me, for I see who you really are . . . Requirement: Basic Tier
Casting Time: One minute (1 AP) Distance: By touch Reagents: A glass or metal receptacle with a closing lid Effect: After successfully casting, you immediately learn the Disposition of one person you can clearly see and hear. Critical Success: In addition, you can discern whether they are being truthful or telling lies when you speak with them directly. Critical Failure: You are unable to tell the truth, and it is apparent to everyone who interacts with you. Duration: One hour
HEXENMEISTER’S ALMANACK
Critical Success: The foe also drops one object either in hand or from their side 3 yards away.
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DIVINE BREATH
EYES OF THE EAGLE
We shall be delivered from pain’s threshold . . .
The Quaker Phillip Masters taught me this Spell . . .
Casting Time: Three hours
Casting Time: One hour
Distance: By touch
Distance: By touch
Reagents: A fire, which you use to breathe its smoke inward to exhale over the wounded
Reagents: A feather, plucked from a live eagle (expended)
Requirement: Basic Tier
Effect: After successfully casting, you move a person one step up the Damage & Peril Condition Tracks positively. Critical Success: They are moved two steps up instead. Critical Failure: As you blow the smoke over them, they fall Asleep and experience strange dreams. When awakening six hours later, they are Incapacitated! and gain 3 Conflict. Duration: Instantaneous EVERGREEN
The earth laughs in flowers . . .
Requirement: Intermediate Tier Casting Time: One minute (2 AP) Distance: By touch Reagents: Any plant you touch and a pinprick of your own blood Effect: After successfully casting, a number of plants equal to 6+[WB] cannot wither or die through normal means, remaining perfectly preserved. Critical Success: You can cast Evergreen on 9+[WB] plants instead. Critical Failure: The plants immediately die, and the earth where they grew is salted forever, as nothing can grow there ever again. Duration: 6+[WB] days
Requirement: Basic Tier
Effect: After successfully casting, increase Distance by 3+[WB]. Critical Success: It also grants the ability to see in the dark. Critical Failure: An eagle screams overhead as it attacks you. The Historian will use the Eagle entry from Article 14: Threats. Duration: 3+[WB] minutes FIRE’S WARMTH
I shall call an elemental spirit to warm our bodies and spirits . . . Requirement: Intermediate Tier Casting Time: Nine minutes Distance: By touch Reagents: A piece of charcoal, rubbed on allies’ heads (expended) Effect: After successfully casting, up to [WB] allies can ignore the negative effects of cold weather, also avoiding Frostbite. Critical Success: Up to 6x your [WB] allies are affected. Critical Failure: The allies affected suffer 2D10+2 Peril every hour. Duration: 6+[WB] hours FISH’S BREATH
I first read about this Spell in an old grimoire . . . Requirement: Intermediate Tier Casting Time: One hour Distance: By touch Reagents: A freshly caught fish, cooked and eaten (expended)
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Critical Success: Up to 6 allies are affected. Critical Failure: The ally who ate the fish begins to Suffocate on the bones. Duration: 6+[WB] minutes FORM OF CLOUD
I join my body with the elemental spirits of air and water, transmogrifying into mist . . . Requirement: Advanced Tier
Casting Time: One minute (3 AP) Distance: Yourself Reagents: A glass or metal receptacle with a closing lid Effect: After successfully casting, you turn into mist, unable to be harmed by normal means. You may pass through cracks, keyholes and other tight confines. You can also hover 3 yards above the ground and take on a Movement of 12+[AB] in combat. However, your trappings do not change into a mist, nor can you speak in this form or cast spells. When you turn into human form, the Spell ends.
Critical Failure: Your homily is poorly told, as up to 3x your [WB] allies suffer a -10% Base Chance to Skill Tests to Defend and Resist. Duration: 3+[WB] hours LIQUID COURAGE
Jolly mortals, fill your glasses, let us drink and be merry . . . Requirement: Basic Tier
Casting Time: Six minutes Distance: By touch Reagents: A pitcher of alcohol that you touch before singing a song Effect: After successfully casting, anyone who drinks the alcohol gains +10% Base Chance to Skill Tests to withstand Stress, Fear and Terror. Critical Success: You can also affect an entire barrel of alcohol. Critical Failure: Everyone who drinks is immediately Intoxicated for six hours. Duration: 3+[WB] hours
Critical Success: Triple the duration.
PETITION THE MOUNTAIN
Critical Failure: Your body turns to mist for a moment, then immediately back to flesh. You suffer 3D10+3 Damage, but do not suffer Injuries due to it.
Requirement: Basic Tier
Duration: 9+[WB] minutes INSPIRING HOMILY
Together, we can achieve anything because the holy word inspires us . . . Requirement: Basic Tier Casting Time: One hour Distance: Special Reagents: Orate a religious lesson, sermon or story Effect: After successfully casting, a number of allies equal to 3+[WB] who listen to you gain +10% Base Chance to Defend and Resist. Critical Success: Up to 3x your [WB] allies are affected. David Chronister (order #31360124)
Hear me, ancient elements, lend me your strength . . . Casting Time: One hour Distance: By touch Reagents: An expensive or rare gemstone that you crush (expended) Effect: After successfully casting, the person you touch cannot be made to Bleed or suffer Moderate Injuries. Critical Success: They do not suffer Serious Injuries, either. Critical Failure: The gemstone shards pierce your hand, as you suffer 1D10+1 Damage and one random Moderate Injury. Duration: 3+[WB] hours
HEXENMEISTER’S ALMANACK
Effect: After successfully casting, one ally who ate the fish can breathe underwater.
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PETRIFY OTHER
QUICKEN BLOOD
Hark! Know that I command the spirits of the earth, and you shall know their wrath . . .
You shall move like the zephyr . . .
Requirement: Advanced Tier
Casting Time: One minute (3 AP) Distance: Any person who can see you clearly Reagents: A preserved cat’s eye, held in hand Effect: After successfully casting (and one foe cannot or fails to Resist using Toughness), your target is Petrified. While Petrified, the person cannot talk or move, cannot be made to bleed, and cannot suffer Damage (by normal means) or Injuries due to it. Critical Success: The person cannot Resist this Spell. Critical Failure: You are Petrified, unable to Resist the Spell. Duration: 9+[WB] hours PRESERVATION
An ancient spell, this has been used to preserve many musty tomes, including my own . . . Requirement: Advanced Tier
Casting Time: Twenty-four hours Distance: By touch Reagents: Any inanimate object smaller than a child, such as a grimoire, piece of clothing or scrap of wood Effect: After successfully casting, one inanimate object is perfectly preserved, unable to be destroyed by normal means. This means it is proofed against fire, heat, rain and other natural elements the Historian feels it should appropriately be immune to. It also cannot be destroyed by normal means. If the target object is a weapon, it is now treated as if it were Superior in Grade. Critical Success: You can cast Preservation on three objects instead. Critical Failure: The inanimate object immediately crumbles to dust. Duration: Forever
David Chronister (order #31360124)
Requirement: Basic Tier
Casting Time: One minute (1 AP) Distance: By touch Reagents: Orate and give commentary on a religious lesson Effect: After successfully casting, the ally may increase their Movement and Initiative by +3. Critical Success: They also gain 1 additional AP on their Turn in combat. Critical Failure: The ally feels sluggish, as they must reduce their Movement and Initiative by -3, and begins their Turn with 1 less AP. Duration: 3+[WB] minutes RAINFALL
We pray to the heavens that this parched earth shall drink once again . . . Requirement: Advanced Tier Casting Time: One hour Distance: Any place you can see clearly Reagents: A chant, dance or ritual that would urge rain to fall from the sky Effect: After successfully casting, you conjure forth rainy weather. Based on your [WB], the strength of the weather produces the following effects in combat:
K [WB] 1 to 6: Light Obscurement (light rain), reduces foe’s Movement by -1.
K [WB] 7 to 12: Medium Obscurement (thunderstorm), reduces foe’s Movement by -2.
Heavy Obscurement (sleet), reduces foe’s Movement by -3.
K [WB] 13+:
Critical Success: Choose the strength of the weather instead. Critical Failure: Acidic rain will fall for 9+[WB] days in the area, killing all plants. Duration: 9+[WB] days
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STRIKE TRUE
Warning, intruder alert!
I’ve ensorcelled this bullet never to miss; don’t lose it . . .
Casting Time: One minute (1 AP)
Casting Time: One hour
Distance: By touch
Distance: By touch
Reagents: Any object, such as a chest, door, plant or rock
Reagents: Drops of your own blood, placed on a single piece of ammunition
Requirement: Basic Tier
Effect: After successfully casting, any person other than you who passes by the object you touched immediately announces any three words you select, using any language you speak. The alarm can be as soft as a whisper, at normal volume or as a yell. Once triggered, the Spell ends. Critical Success: As above, but Raise The Alarm’s Spell never ends. It can be dispelled, though. Critical Failure: You experience intestinal discomfort, suffering 2D10+2 Peril due to it. Duration: Until triggered SPIRIT OF THE WOOD
Ancient forests, elder trees—I beseech thee to stand aside . . . Requirement: Intermediate Tier
Casting Time: One minute (3 AP) Distance: Burst Template, extending from a copse of trees you can clearly see Reagents: A freshly cut green branch that you twist until snapped (expended) Effect: After successfully casting (and those caught in a Burst Template cannot or fail to Resist using Coordination), they are Entangled. Entangled people cannot use any Actions In Combat, except to Resist Entanglement. If they start their Turn in the Burst Template, they must Resist once again. Alternatively, you can use this Spell to command trees to bend their branches down to be easily climbed, or move branches to create a clear path. Critical Success: Reference an Explosion Template instead. Critical Failure: The forest grows wildly around, as you and all others within an Explosion Template must Resist being Entangled. Duration: 6+[WB] minutes David Chronister (order #31360124)
Requirement: Basic Tier
Effect: After successfully casting, the ammunition you touch is considered to be Magical, and will automatically Critically Succeed to hit a foe once fired. After being fired, the ammunition is destroyed. You begin to Bleed, no matter whether you succeeded or failed at using this Spell. You can cast this Spell upon a number of ammunition equal to the number of Skill Ranks in Incantation you have. Finally, you cannot cast Strike True more than once every twenty-four hours. Critical Success: As above, but you can cast Strike True on nine ammunition instead. Critical Failure: The ammunition is cursed instead, and disappears into whichever ammunition pack it’s intended for. The Historian may spend a Coin before or after an attack has been made to have the ammunition fail, returning to the attacker to Critically Strike them instead. Duration: Until fired THUNDER CLAP
French military mages developed this magic; I, however, have claimed it as my own . . . Requirement: Advanced Tier
Casting Time: One minute (3 AP) Distance: Cone Template, extending from you Reagents: Clap your hands together, or clap one hand with another person Effect: After successfully casting (and those caught in a Cone Template cannot or fail to Resist using Toughness), foes are Surprised by all Actions In Combat, until combat ends. Critical Success: As above, but they cannot Resist.
HEXENMEISTER’S ALMANACK
RAISE THE ALARM
HEXENMEISTER’S ALMANACK
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Critical Failure: You are momentarily Deafened, and foes gain the advantage of Surprise against you until the end of combat.
BLACK & WHITE SPELLS LISTINGS
Duration: Special WIND’S GRACE
A breath of spring to restore your aches and pains . . . Requirement: Basic Tier
Casting Time: One minute (1 AP) Distance: By touch Reagents: A bottle of spring air, which you inhale and exhale over an Injured ally Effect: After successfully casting, one ally reduces the time to Recuperate from one Injury by three days. Critical Success: They reduce the time to Recuperate from all Injuries by nine days instead.
LESSER KEY OF SOLOMON SPELL NAME
REQUIREMENT
Critical Failure: The wind blows you over, as you suffer 1D10+1 Damage, but do not suffer Injuries due to it.
Black Winds
Basic Tier
Duration: Instantaneous
Bridge The Realm
Intermediate Tier
Changeling
Basic Tier
Channel The Spirits
Intermediate Tier
Contact The First Fallen
Advanced Tier
Damnation
Advanced Tier
Essence Theft
Basic Tier
Forget
Intermediate Tier
Homunculus
Basic Tier
Infirmity
Basic Tier
Mask The Senses
Intermediate Tier
Pall Of Night
Intermediate Tier
Quake
Advanced Tier
Ritual Binding
Advanced Tier
Transfer Mind
Intermediate Tier
WITHDRAW SICKNESS
I dispel thee, foul disease . . .
Requirement: Advanced Tier Casting Time: Twenty-four hours Distance: By touch Reagents: A glass or metal receptacle with a closing lid Effect: After successfully casting, you remove an Ailment or other sickness from a threat, person or plant. It is then contained as a black liquid inside the receptacle. If the receptacle is opened, it can be released upon a threat, person or plant it is poured upon as they are infected with the Ailment. Critical Success: It also restores any lost Damage, Peril and temporary Primary Attribute penalties lost due to the Ailment. Critical Failure: You now suffer from the Ailment. Duration: Instantaneous
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CHANGELING
I call upon you, oh spirits, to keep mine enemies at bay!
I shall turn you into the oaf you are!
Casting Time: One minute (1 AP)
Casting Time: One minute (1 AP)
Distance: Cone Template, extending from you
Distance: Any one person you can clearly see
Reagents: Grave dirt gathered from the recently buried dead, thrown overhead
Reagents: The skin of a rare frog, burnt (expended)
Requirement: Basic Tier
Effect: After successfully casting (and those caught in a Cone Template cannot or fail to Resist using Coordination), they are pushed backward 3+[WB] yards. Critical Success: They also suffer 1D10+1 Peril. Critical Failure: The dirt whirls above you, and knocks you and everyone around you in a Burst Template off their feet Prone. Everyone caught in a Burst Template suffers 2D10+1 Peril. Duration: Instantaneous BRIDGE THE REALM
We shall slip between the material world and where the spirits dwell, to emerge on the other side. Requirement: Intermediate Tier Casting Time: Ten minutes Distance: By touch Reagents: A powdered sapphire, laid at the foot of a doorway (expended) Effect: After successfully casting, you and a number of persons equal to 6+[WB] instantaneously travel to another location. You can only travel to specific locations you have previously visited. Upon arrival, everyone except for you suffers 2D10+2 Peril. Critical Success: No one suffers Peril. Critical Failure: You and your comrades step into an everwidening dark pit, which swallows you all whole. It spits you back out where you started, and you all are instantly Incapacitated!, gaining 6 Conflict. Duration: Instantaneous
David Chronister (order #31360124)
Requirement: Basic Tier
Effect: After successfully casting (and one foe cannot or fails to Resist using Scrutinize), they are temporarily made Helpless for the duration. Critical Success: They are unable to Resist. Critical Failure: Your arms droop to the ground, and your voice turns to a low growl. You cannot cast Spells for the duration. Duration: 3+[WB] minutes CHANNEL THE SPIRITS
I call upon you, ghost of Davy Jones, to tell us of folktales and buried treasure . . . Requirement: Intermediate Tier Casting Time: Ten minutes Distance: By touch Reagents: A personal item of the dead person you want to channel, and a silver ring Effect: After successfully casting, you channel the soul of a specific dead person into your body. While it remains in your body, you may ask one question every minute of the spirit, and they will always answer truthfully. For every question you ask, roll 3D6 Chaos Dice. For every face ‘6,’ you drop one step down the Peril Condition Track. If you are Incapacitated! by this, you gain two Flaw Ranks. This Spell requires Concentration. Critical Success: Roll 1D6 Chaos Die instead. Critical Failure: Your body lifts into the air, as you gain the Affliction of Possessed. Duration: One hour
HEXENMEISTER’S ALMANACK
BLACK WINDS
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HEXENMEISTER’S ALMANACK
CONTACT THE FIRST FALLEN
Unto you, the First Fallen—son of Venus, Favored Son, the Morning Star, Shining One, the Light-Bearer, Lucifer: I beseech thee! Requirement: Advanced Tier
Casting Time: Forty-eight hours Distance: Self Reagents: Six candles burned (expended), your own blood, chalk used to draw the Seal of Solomon and a magic circle Effect: After successfully casting, you trap a demon into the Seal of Solomon, and you may attempt to strike a Faustian bargain to convince them to carry out a malevolent deed. Example deeds include blighting a harvest, bringing plague, causing a jury to find someone innocent or guilty, gaining temporary protection from physical or mental harm, harming someone else, killing livestock or teaching Spells. The Historian will determine what is appropriate and help you shape an appropriately devilish request. Then, make a Secret Test using Bargain. The more selfish the deed, the more favorable the Difficulty Rating will be. Success and Critical Success results in the deed being done. Failure and Critical Failure results in your words being twisted against you. You begin to Bleed and gain three Flaw Ranks, no matter whether you succeeded or failed at using this Spell. This Spell requires Concentration. Critical Success: Add an Assist Die to your Bargain Test. Critical Failure: You made a misstep, and the Seal of Solomon wasn’t drawn correctly. The demon escapes, and will do as it pleases until returning to the spirit realm twenty-four hours later. You also gain one permanent Flaw Rank. Duration: One hour DAMNATION
Misery loves company, but damnation needs it. Requirement: Advanced Tier Casting Time: One hour Distance: By touch Reagents: An ink-filled circle drawn on an object belonging to the person you wish to damn David Chronister (order #31360124)
Effect: After successfully casting, an object is Damned. While Damned, the person carrying the object treats every failed Skill Test as if it were Critically Failed instead. Furthermore, should the person die while in possession of the object, they are forced to relive the last twentyfour hours of their life, including reliving their death. Finally, they cannot be healed from Damage or Injuries. A Damned object can only be discovered through use of Magic or a special circumstance the Historian dictates. You gain three Flaw Ranks. Critical Success: You gain two Flaw Ranks instead. Critical Failure: The object disintegrates to dust, and you gain one permanent Flaw Rank. Duration: 9+[WB] days ESSENCE THEFT
Your soul is mine!
Requirement: Basic Tier Casting Time: One minute (1 AP) Distance: Any one person you can clearly see Reagents: A ring of antinomy, worn upon the ring finger. Effect: After successfully casting, a foe must Resist with a Toughness Test, or else suffer 1D10+[WB] Peril. Depending on how many steps down they move negatively, you move an equal number of steps up the Peril Condition Track positively. Critical Success: The foe is paralyzed in place for one minute, left Helpless. Critical Failure: The ring crumbles to dust, as you suffer 2D10+[WB] Peril and are left Helpless for one minute. The foe moves up an equal number of steps on the Peril Condition Track positively. Duration: Instantaneous FORGET
Nothing lasts forever . . .
Requirement: Intermediate Tier Casting Time: One minute (2 AP) Distance: By touch
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HEXENMEISTER’S ALMANACK
Reagents: A ring of obsidian, worn on the hand you place upon your victim Effect: After successfully casting (and one foe cannot or fails to Resist using Scrutinize), they temporarily forget 6+[WB] days of memories, including the moment when you cast the Spell. Critical Success: They forget 6+[WB] days of memories permanently. Critical Failure: Your mind is suddenly awash in confusion. How did you get here? You lose 6+[WB] days of memories permanently. Duration: Instantaneous HOMUNCULUS
I shall trap the spirit inside this familiar, and it shall obey my every command. Requirement: Basic Tier Casting Time: One day Distance: Special Reagents: An object made from your blood and grave dirt, shaped into a small creature or person Effect: After successfully casting, you create a homunculus: a creature loyal to your every command. Homunculi can be of a shape no larger than a child is tall. Examples include brooms, dolls, a small animal or windup toy. Homunculi are able to use the power of speech. You can only command a number of homunculi equal to your [WB] at any one time, but you may replace those which have been Slain!. A homunculus takes on the stats of a Homunculus or similar threat from Article 14: Threats. The only way to heal a homunculus from Damage is to cast this Spell again, but it does not require reagents and only takes ten minutes instead of one week. You begin to Bleed, no matter whether you succeeded or failed at using this Spell. Critical Success: You create two homunculi instead. Critical Failure: You create two homunculi who are intent on your destruction. They vanish before your eyes, but will take out their revenge at a point and time the Historian decides. Duration: Forever David Chronister (order #31360124)
INFIRMITY
Once, twice, thrice, quince for pain! Requirement: Basic Tier
Casting Time: One minute (1 AP) Distance: Any one person you can clearly see Reagents: A leg bone, which you break in hand Effect: After successfully casting (and one foe cannot or fails to Resist using Toughness), they temporarily reduce their Movement by a cumulative -1 by every minute. They may attempt to Resist every minute, until the duration is up. Critical Success: They cannot Resist the first three minutes of duration. Critical Failure: Your legs turn to jelly, as you are knocked Prone and unable to move for the duration. Duration: 3+[WB] minutes
HEXENMEISTER’S ALMANACK
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MASK THE SENSES
QUAKE
I leave thee in anguish, stricken insensible.
Feel the earth tremble beneath your feet!
Casting Time: One minute (2 AP)
Casting Time: One minute (3 AP)
Distance: Any one person you can clearly see
Distance: Explosion Template, extending from any place you can clearly see
Requirement: Intermediate Tier
Reagents: Your own blood, squeezed into your palm Effect: After successfully casting (and one foe cannot or fails to Resist using Awareness), they are unable to see for 6+[WB] days. Once the duration is up, they are unable to hear for 3+[WB] days. You begin to Bleed, no matter whether you succeeded or failed at using this Spell. Critical Success: Triple the duration. Critical Failure: You are awestruck by a presence other than your own, as you are unable to see for 18+[WB] days and unable to hear for 9+[WB] days after that. Duration: Special PALL OF NIGHT
I am blanketed by the spirits; they shall see me to safety. Requirement: Intermediate Tier Casting Time: Three days Distance: Yourself Reagents: You must Sleep in a safe place during daylight hours, and suffer 2D10+2 Peril from Starvation. Effect: After successfully casting, you are completely invisible during daylight hours, leaving no trace of your passing, and you cannot be heard (unless you wish to be). Critical Success: Triple the duration. Critical Failure: You leave a glowing trail in your wake, one that can be easily discovered. Duration: 6+[WB] hours
David Chronister (order #31360124)
Requirement: Advanced Tier
Reagents: Two obsidian rings, worn on the fingers and pointed downwards Effect: After successfully casting (and foes in an Explosion Template cannot or fail to Resist using Athletics), they suffer 3D10+[WB] Damage. Roll Chaos Dice as you normally would for Injuries, but if any land on face ‘6,’ they are Slain! instead. Critical Success: As above, but add 3D6 Chaos Dice to determine if foes are Slain!. Critical Failure: The earth suddenly opens up below your feet, and unless you successfully Resist using Athletics, you are Slain!. Duration: Instantaneous RITUAL BINDING
The spirit contained within this knife is that of Captain John Smith, with all his ire. Requirement: Advanced Tier Casting Time: Special Distance: By touch Reagents: A ware or weapon you have crafted, and the name of a Slain! supernatural threat invoked as you finish crafting Effect: After successfully casting, the object you touch is bound with a spirit. When the object is held, it temporarily enhances one Primary Attribute by +10%. For instance, you can enchant a book to boost Intelligence or a knife to grant a benefit to Combat. Whatever you wish to enchant, the form must follow its function. Such objects may only be Ritually Bound once. Furthermore, a person cannot wield more than one Ritually Bound object at a time. Finally, the time to cast the Spell is the same length of time it takes for you to craft the object (as described in Article 5: Wares & Weapons).
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WITCHCRAFT SPELLS LISTINGS HEXENMEISTER’S ALMANACK
Critical Success: As above, but the object enhances two different Primary Attributes instead. Critical Failure: The supernatural threat is unleashed, and knocks you Unconscious for 9+[WB] days. The spirit will enact its revenge against you at a time the Historian feels appropriate. Duration: Forever TRANSFER MIND
You shall be whisked away to the spirit realm; your body is now mine to control. Requirement: Intermediate Tier
Casting Time: One minute (2 AP) Distance: By touch Reagents: A personal item of a foe you seek to transfer into, held in hand Effect: After successfully casting (and one foe cannot or fails to Resist using Resolve), a threat’s mind is imprisoned in the spirit realm, and your body goes into hibernation. Your mind is instantaneously transferred into the recipient’s own body. Reference your own Primary Attributes and abilities, but you may flip the results to succeed and add an Assist Die to mimic the person whose body you’re inside. Critical Success: The person cannot Resist this Spell. Critical Failure: You have an out-of-body experience, as your mind is trapped in the spirit realm. The person who you intended to transfer into is now in control of your body for the duration! You gain one Flaw Rank. Duration: 6+[WB] hours
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THE GRAND GRIMOIRE SPELL NAME
REQUIREMENT
Bewitched Stone
Advanced Tier
Charcoal Of The Appertain
Intermediate Tier
Cursed Branch
Advanced Tier
Distant Eye
Advanced Tier
Flying Broom
Intermediate Tier
Grave Descend
Advanced Tier
Invoke Hex
Intermediate Tier
Mask Fragrance
Basic Tier
Night Terrors
Intermediate Tier
Plague Stone
Basic Tier
Questionable Salve
Basic Tier
Sleeping Beauty
Intermediate Tier
Tempt Other
Basic Tier
Waxen Doll
Advanced Tier
Witch Rod
Basic Tier
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HEXENMEISTER’S ALMANACK
BEWITCHED STONE
Mankind’s spite, cat’s meow, death comes to steed and sow! Requirement: Advanced Tier Casting Time: One hour Distance: By touch
Critical Success: You create three pieces of lump charcoal instead. Critical Failure: The fire causes you to fall to Sleep for three hours, unable to be awakened. Duration: 6+[WB] minutes
Reagents: A diseased rag wrapped around a stone (expended), which is buried at a crossroads
CURSED BRANCH
Effect: After successfully casting, you create a Bewitched Stone. Once buried, any threat that is classified as Humanoid (including player cultures) that comes within an Explosion Template of the stone must Resist with Toughness or else contract an Ailment of your choice. If the stone isn’t buried within an hour or is removed from the crossroads, the Spell ends. Once the duration is over, the stone is destroyed.
Requirement: Advanced Tier
Critical Success: As above, but affects those in a mile radius. Critical Failure: The stone grows with tendrils, embedding itself into your hand as you suffer the Ailment instead. You must undergo Perform Surgery, suffering the Destroyed Digits Injury if not properly healed.
Hazel twig from twisted tree, a curse upon mine enemy . . . Casting Time: One minute (3 AP) Distance: Cone Template, extending from you Reagents: A single branch of a witch hazel tree, pointed outward Effect: After successfully casting (and foes in a Cone Template cannot or fail to Resist using Coordination), they suffer 3D10+[WB] Damage and 9 Conflict. Roll Chaos Dice as you normally would for Injuries, but if any land on face ‘6,’ they suffer from Terror. Critical Success: As above, but your foe cannot Resist.
CHARCOAL OF THE APPERTAIN
Critical Failure: The wand snaps and the Spell rebounds toward you in a Cone Template, treated as a Critical Success.
The flames reveal, the shadows conceal . . .
Duration: Instantaneous
Duration: Thirteen days
Requirement: Intermediate Tier
DISTANT EYE
Casting Time: Three hours
Over air, land and sea, mark everything that I can see . . .
Distance: By touch Reagents: Set a bonfire, and you create one piece of charcoal from it (expended) Effect: After successfully casting, you spend three hours over a bonfire until one lump of charcoal is produced. If the charcoal is thrown into any new fire, you conjure forth an illusion of anything you can imagine, guaranteeing it’s smaller than an oxen. It has no physical tangibility, nor emits a smell, sound or taste. Anyone who sees the illusion can attempt to see through it with a successful Secret Test using Awareness. Once the duration is over, the charcoal is destroyed. This Spell requires Concentration.
David Chronister (order #31360124)
Requirement: Advanced Tier Casting Time: Nine minutes Distance: Self
Reagents: A cauldron, the real name of a foe or place and a memento of the foe or place you wish to spy upon Effect: After successfully casting, you are able to spy upon a foe or place. You can view it as if you were peering from 18 yards away, and can even focus in on details. Furthermore, you can clearly see and hear anything happening within its presence. This Spell requires Concentration. Critical Success: Triple the duration.
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Critical Failure: The grave or soil swallows them whole, putting them in a Chokehold. Whenever they reach Incapacitated!, they are Slain!.
Duration: 9+[WB] minutes
Duration: 6+[WB] days
FLYING BROOM
INVOKE HEX
Once you’ve got a handle on it, flying is simple . . .
All things foul, infectious and putrid fall upon thy head!
Casting Time: One minute (2 AP)
Casting Time: One minute (2 AP)
Distance: Self
Distance: By touch
Reagents: A hawthorn stave, held between the legs
Reagents: Paint your blood over an object, foe or place (expended)
Requirement: Intermediate Tier
Effect: After successfully casting, you gain the power of flight. When in combat, you gain the Movement Subtype of Flying and reference the benefits of Flying Foes from Article 7: Combat Encounters. Any maneuver you attempt to do that may be perilous requires a Fail Forward Test using Awareness, or else suffer 2D10+2 Peril. Upon a Critical Failure, you fall to the ground. This Spell requires Concentration. Critical Success: Triple the duration. Critical Failure: You sail into the air for a number of yards equal to 3+[WB], and as the broom snaps, you plummet an equal number of yards to the ground. Duration: 6+[WB] in hours GRAVE DESCEND
Rest in peace until you rise again . . .
Requirement: Intermediate Tier
Effect: After successfully casting, select whether you wish to curse a foe, object or a place. If cursing a foe, they gain some sort of gross physical oddity (e.g., constant flatulence, intractable hiccups, oozing pimples), which causes them to flip the results to fail all Skill Tests related to social interactions. If cursing an object, when it is carried, the foe suffers a -20% Base Chance to all Skill Tests. If cursing a place, anyone who is standing inside of it must add an additional 1D6 Chaos Die when they Risk Backlash or are at risk to suffer Injuries. A cursed object can only be discovered through use of Magic or a special circumstance the Historian dictates. You begin to Bleed, no matter whether you succeeded or failed at casting this Spell. Critical Success: Triple the duration.
Requirement: Intermediate Tier
Critical Failure: You immediately move three steps down the Damage Condition Track instead and begin to Bleed.
Casting Time: One minute (2 AP)
Duration: 6+[WB] days
Distance: By touch
MASK FRAGRANCE
Reagents: A grave or the roots of a tree, which you sink into
The dead shall walk these streets, with none the wiser of their true origin . . .
Effect: After successfully casting, a willing person sinks into the soil, falling asleep. They are able to avoid environmental effects of cold, heat, Starvation and Suffocation during this time. Critical Success: Triple the duration.
David Chronister (order #31360124)
Requirement: Basic Tier
Casting Time: One minute (3 AP) Distance: By touch Reagents: Grave dirt, intermingled with perfume (expended)
HEXENMEISTER’S ALMANACK
Critical Failure: You witness a vision of your doom, as you are unable to see for seventy-two hours and the cauldron is destroyed.
HEXENMEISTER’S ALMANACK
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Effect: After successfully casting, a number of allies or objects equal to 3+[WB] have their scent completely masked. This includes the rotting smell of death.
stone isn’t placed within an hour or is removed from the floorboards, the Spell ends. Once the duration ends, the stone is destroyed.
Critical Success: As above, and the allies’ or objects’ movement is rendered completely silent.
Critical Success: As above, but affects food and water within a mile radius.
Critical Failure: The scent of death becomes immediately unbearable, as you and everyone else around the allies or objects you touch suffer 2D10+2 Peril every minute.
Critical Failure: You force yourself to consume the stone, and you suffer from Typhoid. The stone passes at the end of the duration.
Duration: 3+[WB] hours
Duration: Thirteen days
NIGHT TERRORS
QUESTIONABLE SALVE
I conjure thee, creatures of the night—infest their minds, let fear take flight!
Oil of snake and sugar water, this will cure what ails you . . .
Requirement: Intermediate Tier Casting Time: One hour Distance: By touch
Reagents: A vial of your own spit and bile, mixed into a draught (expended) Effect: After successfully casting, a draught is created. Once consumed, it tastes of sweet syrup. The foe must Resist with a Toughness Test, or go to Sleep for six hours. For six nights, they awaken to Incapacitated!. Critical Success: The foe cannot Resist. Critical Failure: The draught turns to fumes, and you suffer from its effects instead. Duration: Instantaneous PLAGUE STONE
May your fields be sown with salt for a thousand years . . . Requirement: Basic Tier Casting Time: One hour Distance: By touch Reagents: A dirty rag wrapped around a stone, which is placed beneath a floorboard (expended) Effect: After successfully casting, you create a Plague Stone. Once buried, all food and water that come within an Explosion Template of it are contaminated, and those who imbibe it cannot gain sustenance from it. If the David Chronister (order #31360124)
Requirement: Basic Tier Casting Time: One hour Distance: By touch
Reagents: Arsenic and a bandage, combined together (expended) Effect: After successfully casting, a salve is created. Once applied, the person moves one step up or one step down the Damage & Peril Condition Tracks positively or negatively (your choice). Critical Success: They are moved two steps up or down instead (your choice). Critical Failure: The salve spreads across your hands like rot. You move two steps down the Damage & Peril Condition Tracks negatively. Duration: Instantaneous SLEEPING BEAUTY
But thy eternal summer shall not fade . . . Requirement: Intermediate Tier
Casting Time: One minute (2 AP) Distance: Self Reagents: One whole fruit, which you polish with cloth (expended) Effect: After successfully casting, the fruit is preserved forever but filled with a sweet, vile poison. If eaten (and the foe cannot or fails to Resist using Toughness), they
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Distance: Any one foe you can see
Effect: After successfully casting, a wax doll is created that is impervious until you are Slain!. Call out the foe’s name you wish to torment, and prick the doll with a pin as they move one, two or three steps down the Peril Condition Tracks negatively (your choice). Hold it over a fire, and they suffer from Mildly, Moderately or Seriously Dangerous Fire (your choice). Tie the doll’s legs together, and the foe is paralyzed for twenty-four hours. Tie the doll’s hands together, and the foe is unable to use their arms for twenty-four hours. Sew the mouth of the doll shut, and the foe is unable to speak for twenty-four hours. Bury it into the earth, and the foe temporarily reduces all of their Primary Attribute Bonuses by -9. If the doll isn’t used within a week or is destroyed by fire, the Spell ends. Each time you use the doll, you move one step down the Peril Condition Track and gain 3 Conflict. This Spell requires Concentration.
Reagents: A cat’s cradle made from muscle sinew
Critical Success: Gain 1 Conflict instead.
Effect: After successfully casting (and the target cannot or fails to Resist using Resolve), they are Tempted. While Tempted, you can mentally speak to the person, and act as the devil or angel on their shoulder, luring them toward temptations or mortal acts they may not normally entertain. Should these temptations or mortal acts conflict with their morals, however, they will not take the action. This Spell requires Concentration.
Critical Failure: The waxen doll twists and contorts, and you immediately take on every single effect. The doll then melts.
Critical Success: The foe cannot Resist. Critical Failure: The fruit spoils before your eyes, and you suffer the effects instead. Duration: Thirteen days TEMPT OTHER
Dance for me, pretty poppet! Now click your heels . . . Requirement: Basic Tier
Casting Time: One minute (1 AP)
Critical Success: As above, but your foe cannot Resist. Critical Failure: The foe has now made you subject to Dominate, and the Historian can control you for the duration. Duration: 3+[WB] in minutes WAXEN DOLL
Vex me, and you will be as a sinner in the hands of an angry god. Requirement: Advanced Tier Casting Time: One hour Distance: By touch Reagents: A small wax doll, with a personal item of a foe you seek to torment embedded inside
David Chronister (order #31360124)
Duration: Special WITCH ROD
My will demands aim to find its target . . .and my will is true as steel. Requirement: Basic Tier
Casting Time: One minute (1 AP) Distance: Self Reagents: Two branches of witch hazel, crossed over one another Effect: After successfully casting, the branch either points the way toward any threat you can name who is classified as Humanoid (including player cultures), finds a source of water or points to a location you can name. This Spell requires Concentration. Critical Success: Triple the duration. Critical Failure: The branches split, as you suffer 1D10+1 Damage, but do not suffer Injuries due to it. Duration: 3+[WB] in minutes
HEXENMEISTER’S ALMANACK
temporarily reduce all their Primary Attribute Bonuses by -6. If any of these values equal zero, they are knocked Unconscious. At the end of the duration, Primary Attribute Bonuses restore by +1 every twenty-four hours.
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LEARNING ALCHEMICAL ARTS Much like Spells, the Alchemical Arts require you to have grimoires to learn how to use each individual Art. Alchemical books generally have one Alchemical Art found within, determined by the Historian. ANY CHARACTER CAN LEARN ALCHEMICAL ARTS Although Alchemists, Apothecaries, Aspirants, Barbers, Brewers, Gunsmiths, Midwives, and Preceptors begin gameplay knowing Alchemical Arts, they are in no way restricted to simply the aforementioned Professions. Any character can endeavor to learn Alchemical Arts as a Unique Ability, provided they meet the requirement by Tier. LEARN ALCHEMICAL ART
Within this text there lies a series of secrets and formulae I must uncover...
Learn Alchemical Art: You must have a grimoire in hand, and spend an appropriate amount of time reading it. Depending on how quickly you wish to learn it, the Difficulty Rating eases or worsens:
K Three weeks: (Routine +10%) Alchemy K Two weeks: (Standard +/-0%) Alchemy K One week: (Challenging -10%) Alchemy Effect: If successful, you can learn one Alchemical Art inside by spending 100 RP as a Unique Ability. Critical Success: You can learn one Alchemical Art for 50 RP instead. Critical Failure: You suffer 1D10+1 Peril from Stress and gain 3 Conflict. Other Considerations: The times indicated assume you are learning the Alchemical Art as you adventure. If you do nothing but try to learn it uninterrupted, you can reduce the time to read by a number of days equal to your [WB] (to a minimum of one day). You can only learn one Alchemical Art at a time.
David Chronister (order #31360124)
ALCHEMICAL ART FORMAT
K Requirement: Your character must at least be of the
same Tier or higher to practice it. This means if it is an Intermediate Tier art, you have to be either in Intermediate or Advanced Tier to practice it. Every Alchemical Art has an amount of time to spend preparing. The time assumes you will spend most of the duration in the laboratory, but will find time to eat, rest and talk with others.
K Preparation Time:
K Create (Alchemical Art): The Art you’re creating is indicated after the word ‘create,’ and determines the Difficulty Rating.
K Effect: An effect describes what happens after
the Alchemist makes a successful Alchemy Test. Alchemical Arts do not have a failure effect. Success: The Alchemical Art works and gains additional bonuses indicated in this description.
K Critical
K Critical Failure: The Alchemical Art fails and incurs additional penalties indicated in the description.
Considerations: Typically, you’ll need access to an alchemical laboratory, portable or otherwise. Any other objects mentioned in this description are expended upon creation, regardless of success or failure.
K Other
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ALCHEMICAL ART LISTINGS
295
Effect: If successful, you create a number of bombs for every 6 points of your [IB]. If failed, nothing happens.
K [IB] 1 to 6: One bomb K [IB] 7 to 12: Two bombs K [IB] 13+: Three bombs Critical Success: You create three Acidic Bombs. THE MIRROR OF ALCHEMY
Critical Failure: You suffer 2D10+2 Damage from fire.
ALCHEMICAL ART NAME
REQUIREMENT
Create Acid Bomb
Basic Tier
Other Considerations: You must have access to an alchemical laboratory and Alkali. Acid Bombs can be found in Article 5: Wares & Weapons.
Create Alkali
Basic Tier
CREATE ALKALI
Create Blackpowder
Basic Tier
Create Drugs
Basic Tier
To break the effects of acid, we must have Alkali.
Create Elixir
Intermediate Tier
Preparation Time: Twelve hours
Create Essence
Advanced Tier
Create Hallucinogenic Powder
Intermediate Tier
Create Alkali: Depending on where you’re at on the Damage Condition Track, the Difficulty Rating eases or worsens:
Create Medicine
Basic Tier
Create Ostane’s Dust
Basic Tier
Create Powder Bomb
Intermediate Tier
Create Preservation Fluid
Intermediate Tier
Create Reanimation Fluid
Advanced Tier
Create Vitriol
Intermediate Tier
Requirement: Basic Tier
K Unharmed: (Easy +20%) Alchemy K Hurt: (Routine +10%) Alchemy K Moderately Wounded: (Standard +/-0%) Alchemy K Seriously Wounded: (Challenging -10%) Alchemy K Grievously Wounded: (Hard -20%) Alchemy Effect: If successful, you create a number of vials for every 6 points of your [IB]. If failed, nothing happens.
Through the work of Clavis Maioris Sapientiae, we find the Art of making acid in all its mundane and warlike forms . . .
K [IB] 1 to 6: One vial K [IB] 7 to 12: Two vials K [IB] 13+: Three vials
Requirement: Basic Tier
Critical Success: You create three vials of Alkali.
Preparation Time: Twelve hours
Critical Failure: You suffer 2D10+2 Damage from fire.
Create Acid Bomb: The more potent the bomb is, the more the Difficulty Rating eases or worsens:
Other Considerations: You must have access to an alchemical laboratory. Alkali can be found in Article 5: Wares & Weapons.
CREATE ACID BOMB
K Add +0 Total Damage: (Routine +10%) Alchemy David Chronister (order #31360124)
HEXENMEISTER’S ALMANACK
K Add +3 Total Damage: (Standard +/-0%) Alchemy K Add +6 Total Damage: (Challenging -10%) Alchemy
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CREATE BLACKPOWDER
Should we follow the correct ratios, we’ll be able to produce enough for the fight . . . but should our measurements be off, KABOOM! Requirement: Basic Tier
Preparation Time: Twelve hours Create Blackpowder: The more potent the bomb is, the moer the Difficulty Rating eases or worsens:
K Add +0 Total Damage: (Routine +10%) Alchemy K Add +3 Total Damage: (Standard +/-0%) Alchemy K Add +6 Total Damage: (Challenging -10%) Alchemy Effect: If successful, you create a number of charges for every 6 points of your [IB]. If failed, nothing happens.
K [IB] 1 to 6: Ten charges K [IB] 7 to 12: Twenty charges K [IB] 13+: Thirty charges Critical Success: You create thirty charges of Blackpowder. Critical Failure: You suffer 2D10+2 Damage from fire. Other Considerations: You must have access to an Alchemist’s laboratory, charcoal, sulfur and saltpeter. Blackpowder can be found in Article 5: Wares & Weapons. CREATE DRUGS
Some distill gin, others make tea . . . as for me, I make Yupa. Requirement: Basic Tier
Preparation Time: Twenty-four hours Create Drugs: Decide first which one Drug type you wish to create. Depending on where you’re at on the Damage Condition Track, the Difficulty Rating eases or worsens:
K Unharmed: (Easy +20%) Alchemy K Hurt: (Routine +10%) Alchemy K Moderately Wounded: (Standard +/-0%) Alchemy K Seriously Wounded: (Challenging -10%) Alchemy K Grievously Wounded: (Hard -20%) Alchemy
David Chronister (order #31360124)
Effect: If successful, you create a number of doses for every 6 points of your [IB]. If failed, nothing happens.
K [IB] 1 to 6: One dose K [IB] 7 to 12: Two doses K [IB] 13+: Three doses Critical Success: You create Three doses of Drugs. Critical Failure: You suffer the effects of the Drug instead. Other Considerations: You must have access to an alchemical laboratory, arsenic and hemlock. The Historian may require other processes up front to properly prepare drugs and medicine. For instance, you may have to find a Yupa plant to create proper Yupa, or process tea leaves to create Tea. Preparation times do not account for this, assuming that you’ve worked with the Historian to procure the needed ingredients. CREATE ELIXIR
There are but seven elixirs to be created, so choose wisely which you will quaff. Requirement: Intermediate Tier
Preparation Time: Twenty-four hours Create Elixir: Decide first which Primary Attribute you wish to augment. The longer the Elixir is intended to last, the more the Difficulty Rating eases or worsens:
K Ten minutes: (Routine +10%) Alchemy K Twenty minutes: (Standard +/-0%) Alchemy K Thirty minutes: (Challenging -10%) Alchemy Effect: If successful, you create a number of vials for every 6 points of your [IB]. If failed, nothing happens.
K [IB] 1 to 6: One vial K [IB] 7 to 12: Two vials K [IB] 13+: Three vials Critical Success: You create Three vials of Elixir. Critical Failure: Temporarily reduce the intended Primary Attribute by -9% for thirty minutes.
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CREATE ESSENCE
To create Essence of the Cat, we let the body of the mountain lion boil in wax, then add . . . Requirement: Advanced Tier
Preparation Time: Twenty-four hours Create Essence: Work with the Historian to first decide which Trait from a threat you wish to distill into the Essence. The lengthier the Essence’s duration, the more the Difficulty Rating eases or worsens:
K One hour: (Routine +10%) Alchemy K Two hour: (Standard +/-0%) Alchemy K Three hours: (Challenging -10%) Alchemy Effect: If successful, you create a number of vials for every 6 points of your [IB]. If failed, nothing happens.
K [IB] 1 to 6: One vial K [IB] 7 to 12: Two vials K [IB] 13+: Three vials Critical Success: You create Three vials of Essence. Critical Failure: You suffer 2D10+2 Damage from fire. Other Considerations: You must have access to an alchemical laboratory, Alkali and quicksilver. You must also have the corpse of a threat that has a Trait you wish to distill into an Essence. Drinking an Essence of a creature allows a character to take on one of the threat’s Traits for a number of minutes based on the outcome of Create Essence. Upon imbibing it, they gain 6 Conflict. CREATE HALLUCINOGENIC POWDER
A simple but effective trick, one resulting in mixing finished talc and drugs together. Requirement: Intermediate Tier
Preparation Time: Twenty-four hours David Chronister (order #31360124)
Create Hallucinogenic Powder: Decide first which Drug you wish to impart into the powder. Depending on where you’re at on the Damage Condition Track, the Difficulty Rating eases or worsens:
K Unharmed: (Easy +20%) Alchemy K Hurt: (Routine +10%) Alchemy K Moderately Wounded: (Standard +/-0%) Alchemy K Seriously Wounded: (Challenging -10%) Alchemy K Grievously Wounded: (Hard -20%) Alchemy Effect: If successful, you create a number of vials for every 6 points of your [IB]. If failed, nothing happens.
K [IB] 1 to 6: One vial K [IB] 7 to 12: Two vials K [IB] 13+: Three vials Critical Success: You create Three vials of Hallucinogenic Powder. Critical Failure: You and everyone in a Burst Template suffer the effects of the Drug instead. Other Considerations: You must have access to an alchemical laboratory, opium and talc. One vial of Hallucinogenic Powder can be poured into a Burst Template. Any who trespass across the powder must Resist using Toughness or else suffer the effects of any one Drug you’ve imparted into the powder. If it is a beneficial Drug, no Resist is necessary. Finally, Hallucinogenic Powder can be combined with an Acid Bomb or Powder Bomb. CREATE MEDICINE
While some rely on rudimentary hand-me-down recipes, I have perfected their creation through rote and repetition. Requirement: Basic Tier
Preparation Time: Twenty-four hours Create Medicine: Decide first which medicine you wish to create: Laudanum, Smelling salts or Tincture. Depending on where you’re at on the Damage Condition Track, the Difficulty Rating eases or worsens:
K Unharmed: (Easy +20%) Alchemy K Hurt: (Routine +10%) Alchemy
HEXENMEISTER’S ALMANACK
Other Considerations: You must have access to an alchemical laboratory and quicksilver. Imbibing an Elixir temporarily increases one Primary Attribute by +9%. A character can only be under the effects of one Elixir at a time, or else suffers from 3D10+3 Peril for every additional Elixir they imbibe before the effects of the first Elixir wear off.
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K Moderately Wounded: (Standard +/-0%) Alchemy K Seriously Wounded: (Challenging -10%) Alchemy K Grievously Wounded: (Hard -20%) Alchemy Effect: If successful, you create a number of doses for every 6 points of your [IB]. If failed, nothing happens.
K [IB] 1 to 6: One dose K [IB] 7 to 12: Two doses K [IB] 13+: Three doses Critical Success: You create Three doses of medicine. Critical Failure: You suffer 3D10+3 Peril. Other Considerations: You must have access to an alchemical laboratory, arsenic and one of the following: opium (for Laudanum or Tincture) or salt (for Smelling salts). You must also have opium to create Laudanum, salt to create Smelling salts or quicksilver to create Tincture. CREATE OSTANE’S DUST
None shall trespass across this magic powder; intruders will be revealed. Requirement: Basic Tier
Preparation Time: Twenty-four hours Create Ostane’s Dust: Depending on where you’re at on the Damage Condition Track, the Difficulty Rating eases or worsens:
K Unharmed: (Easy +20%) Alchemy K Hurt: (Routine +10%) Alchemy K Moderately Wounded: (Standard +/-0%) Alchemy K Seriously Wounded: (Challenging -10%) Alchemy K Grievously Wounded: (Hard -20%) Alchemy Effect: If successful, you create a number of vials for every 6 points of your [IB]. If failed, nothing happens.
K [IB] 1 to 6: One vial K [IB] 7 to 12: Two vials K [IB] 13+: Three vials Critical Success: You create Three vials of Ostane’s Dust. David Chronister (order #31360124)
Critical Failure: You suffer 3D10+3 Peril. Other Considerations: You must have access to an alchemical laboratory, salt and talc. One vial of Ostane’s Dust can be poured into a Burst Template. Any who trespass across the dust are immediately revealed, even if hiding, Insubstantial or invisible. CREATE POWDER BOMB
This will create a near-colorless bomb that obscures vision and more. Requirement: Intermediate Tier
Preparation Time: Twenty-four hours Create Powder Bomb: Depending on where you’re at on the Damage Condition Track, the Difficulty Rating eases or worsens:
K Unharmed: (Easy +20%) Alchemy K Hurt: (Routine +10%) Alchemy K Moderately Wounded: (Standard +/-0%) Alchemy K Seriously Wounded: (Challenging -10%) Alchemy K Grievously Wounded: (Hard -20%) Alchemy Effect: If successful, you create a number of bombs for every 6 points of your [IB]. If failed, nothing happens.
K [IB] 1 to 6: One bomb K [IB] 7 to 12: Two bombs K [IB] 13+: Three bombs Critical Success: You create three Powder Bombs. Critical Failure: You suffer 2D10+2 Damage from fire. Other Considerations: You must have access to an alchemical laboratory, blackpowder and talc. Powder Bombs can be found in Article 5: Wares & Weapons. CREATE PRESERVATION FLUID
This will halt decomposition but for a short while, until we can revivify the subject. Requirement: Intermediate Tier
Preparation Time: Twenty-four hours
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K Unharmed: (Easy +20%) Alchemy K Hurt: (Routine +10%) Alchemy K Moderately Wounded: (Standard +/-0%) Alchemy K Seriously Wounded: (Challenging -10%) Alchemy K Grievously Wounded: (Hard -20%) Alchemy Effect: If successful, you create a number of vials for every 6 points of your [IB]. If failed, nothing happens.
K [IB] 1 to 6: One vial K [IB] 7 to 12: Two vials K [IB] 13+: Three vials Critical Success: You create Three vials of Preservation Fluid. Critical Failure: You suffer 2D10+2 Damage from fire. Other Considerations: You must have access to an alchemical laboratory and hemlock. Once a vial of Preservation Fluid is poured onto a corpse or plant, it completely halts decay for one week. CREATE REANIMATION FLUID
They shall rise again, and again, and again to fight for us! Requirement: Advanced Tier Preparation Time: One week Create Reanimation Fluid: Depending on where you’re at on the Damage Condition Track, the Difficulty Rating eases or worsens:
K Unharmed: (Easy +20%) Alchemy K Hurt: (Routine +10%) Alchemy K Moderately Wounded: (Standard +/-0%) Alchemy K Seriously Wounded: (Challenging -10%) Alchemy K Grievously Wounded: (Hard -20%) Alchemy Effect: If successful, you create a number of vials for every 6 points of your [IB]. If failed, nothing happens.
David Chronister (order #31360124)
K [IB] 1 to 6: One vial K [IB] 7 to 12: Two vials K [IB] 13+: Three vials Critical Success: You create Three vials of Reanimation Fluid. Critical Failure: You suffer 2D10+2 Damage from fire. Other Considerations: You must have access to an alchemical laboratory, aqua vitae and hemlock, and gain 1 Flaw Rank upon completion, regardless of success or failure. Once a vial of Reanimation Fluid is poured onto a corpse, it takes on the stats of a Skeleton from Article 14: Threats. You can only command a number of Skeletons equal to your [WB] at any one time, but you may replace those which have been Slain!. Skeletons cannot be healed. CREATE VITRIOL
Blackpowder was our first advance in science; now, witness the explosive power of vitriol! Requirement: Intermediate Tier
Preparation Time: Twenty-four hours Create Vitriol: Depending on where you’re at on the Damage Condition Track, the Difficulty Rating eases or worsens:
K Unharmed: (Easy +20%) Alchemy K Hurt: (Routine +10%) Alchemy K Moderately Wounded: (Standard +/-0%) Alchemy K Seriously Wounded: (Challenging -10%) Alchemy K Grievously Wounded: (Hard -20%) Alchemy Effect: If successful, you create a number of vials for every 6 points of your [IB]. If failed, nothing happens.
K [IB] 1 to 6: One vial K [IB] 7 to 12: Two vials K [IB] 13+: Three vials Critical Success: You create Three vials of Vitriol. Critical Failure: You suffer 2D10+2 Damage from fire.
HEXENMEISTER’S ALMANACK
Create Preservation Fluid: Depending on where you’re at on the Damage Condition Track, the Difficulty Rating eases or worsens:
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Other Considerations: You must have access to an alchemical laboratory and sulfur. Whenever a vial of Vitriol is used as ammunition with weapons that possess the Blackpowder Quality, it imparts the Bomb Quality. Each vial has an Encumbrance Value of 1. Should you suffer Damage from falling while carrying Vitriol, roll a 1D6 Chaos Die. On face ‘1’ to ‘5,’ nothing happens. On face ‘6,’ it blows up in a Burst Template, dealing 2D10+2 Damage from fire.
SAMPLE GRIMOIRES Though printed copies of handwritten grimoires proliferate throughout the Colonies, there are still numerous which predate the printing press. Oftentimes hand-copied grimoires, manuscripts, journals and even scrolls turn up, hidden in long-forgotten places.
SAMPLE GRIMOIRES
Lesser Key Of Solomon Malleus Maleficarum Observations
Refutatio Scripti
Sacred Magic Of Abra-Melin The Mage The Composition Of Alchemy The Grand Grimoire
The Mirror Of Alchemy
The Supple & Fluid Mind The Untitled Book
Wonders Of The Invisible World AIM OF THE SAGE
several example grimoires. The secrets, Spells and Alchemical Arts contained within are up to you and the Historian to decide together. WHAT
FOLLOWS
ARE
SAMPLE GRIMOIRES
Aim Of The Sage Baal Ha-turim
Book Of Common Spells
Caesar Ignis Est Scriptor
Compendium Maleficarum De Auctore Spherae
De Coelesti Hierarchia
De Confessionibus Maleficorum De Heptarchia Mystica
De Mysteriis Aegyptiorum De Occulta Philosophia Daemonologie
Flagellum Daemonum Kitab al-Kalq
David Chronister (order #31360124)
Author & Publication: Al-Majriti (attributed), 1256 Language: Latin A c ol l e ctio n o f a myriad of different topics assembled together in a rough magical theory, though never published, the work was transcribed numerous times, and copies still show up in libraries and private collections. The original copy, which few have seen, numbers 333 pages bound between two wooden boards and is a treasure trove of information for a Mage. BAAL HA-TURIM
Author & Publication:
Jacob ben Asher, fourteenth century Language: Hebrew A c om m e n ta ry o n the Torah, the grimoire includes mystical and symbolic references, as well as instructions on Gematria, a form of acronymic numerology peculiar to Hebrew texts. Copies of this grimoire are few and far between, most often encountered in hand-copied editions found in monasteries.
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BOOK OF COMMON SPELLS
Thi s wor k i s considered to be the primary work for those wishing to learn the magical arts. It is a collection of various smaller works, as well as snippets of lost manuscripts that serve as commentary, historiography and a learning tool for burgeoning Mages. Those found to possess a copy of this grimoire are considered heretics, or worse, the spawn of demons. Be wary when talking with the Inquisition if you carry this book! CAESAR IGNIS EST SCRIPTOR
Author & Publication: Acilius, unknown Language: Latin Thi s wor k wa s found by an unknown French monk, hidden deep in the bowels of the monastery. The scroll appears to have been written by Acilius, a famous mystic and poet who lived in Rome between AD 95 to AD 145. Allegedly, the scrolls deal with Julius Caesar’s campaign in Gaul, and both military and magical tactics his legions used to conquer. COMPENDIUM MALEFICARUM
DE COELESTI HIERARCHIA
Author & Publication:
Dionysius the Areopagite, sixth century Language: Greek Ev e n tho ug h i t ’ s a forgery bearing the name of the Greek saint converted by Saint Paul in Athens, this text nevertheless provides detailed information on the hierarchy of heaven. One of the most widely read and quoted texts of the Middle Ages, the work has seen a revival as of late, thanks to a new printing in 1754. DE CONFESSIONIBUS MALEFICORUM
Author & Publication: Peter Bindsfield, 1589 Language: Latin Thi s m a n ua l for witch-hunters has been widely translated. It is noteworthy in its appeal for leniency for children who have participated in sorcery, and in the great deal of information it offers on witches. This grimoire is regarded as a relic. For those who know the truth about the agents of the occult and supernatural who haunt the night’s shadows, however, this book remains an indispensable resource. DE HEPTARCHIA MYSTICA
Author & Publication: Francesco Maria Guazzo, 1608 Language: Latin
Author & Publication: Doctor John Dee, 1582 Language: English
A s th e ti tl e suggests, this book is not an original work but a collection of information from various sources dealing with Witchcraft and demonology. Guazzo, an Italian mystic, gained access to a number of lost scrolls and grimoires, which he studied in the hopes of discovering the secret of eternal life.
Thi s g r i moi r e by the famed Doctor John Dee provides detailed instructions for communicating with angels. It was published posthumously by a London printer whose name has been hidden or long forgotten.
DE AUCTORE SPHERAE
Chalcidensis, AD 300 Language: Any language
Author & Publication: Michael
Scott, thirteenth century Language: Latin
Wr i t te n at th e behest of the Holy Roman Emperor Frederick the Second, this grimoire of astrology discusses the influence of the stars and planets on earthly events. This work has been printed several times, and it is a staple in libraries dedicated to esoteric topics.
David Chronister (order #31360124)
DE MYSTERIIS AEGYPTIORUM
Author & Publication: Iamblichus
F or m a l ly ca l l e d D e Mysteriis Aegyptiorum et Chaldaeorum et Assyriorum, it describes the religious and esoteric doctrines of the ancient Assyrians, Chaldeans and Egyptians. This grimoire is considered a classic and has been reprinted numerous times, in numerous languages. It is easily found for sale in most colonial bookshops.
HEXENMEISTER’S ALMANACK
Author & Publication: Unknown, 1662 Language: English
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HEXENMEISTER’S ALMANACK
DE OCCULTA PHILOSOPHIA
LESSER KEY OF SOLOMON
Author & Publication: Heinrich Cornelius Agrippa, 1531 Language: Latin
Author & Publication: Multiple, 1580 Language: Latin
P robab ly th e mo st influential grimoire of Renaissance-era magic, Agrippa’s text marries medieval natural magic to a more thorough synthesis of the occult and religion. Condemned almost as soon as it was released, this book has nevertheless remained wildly popular. Though out of print for close to a hundred years, a small printer in Amsterdam republished the grimoire in 1745, and it has since seen a renewed demand.
C o n si sti n g o f th e texts Ars Almadel, Ars Goetia, Ars Notoria, Ars Paulina and Ars Theurgia-Goetia, this grimoire is the definitive source on conjuration and summoning. No one knows who compiled the grimoire. There are a few versions of the translated text in print, but they all are missing key parts. What complete copies do exist are found in large hand-illuminated manuscripts.
DAEMONOLOGIE
Author & Publication Date: Heinrich Kramer, 1487 Language: Latin
Author & Publication: King James the Fourth, 1597 Language: English
MALLEUS MALEFICARUM
Tho ug h t by m a n y to be nothing more than a collection of myths and legends compiled by King James the Fourth of Scotland before he ascended the throne of England as King James the First, Elizabeth’s successor, in 1603. This work is structured as a dialogue presenting a simple argument: any person who works magic is evil and an enemy of God. The grimoire is often used as a manual of how to tell who a witch is and who is not.
O r ig i na l ly w r i t te n sp e ci f ica l ly as a tool for the persecution of witches in the region of Tyrol, the work quickly became the source for witch-hunters and the Inquisition. While there is little love for the Catholic Church among the descendants of the Puritan founders of the Colonies, the authority of the Papal Bull, and above all, its frightful descriptions of powers of witches, adds considerable weight to the grimoire’s findings and teachings.
FLAGELLUM DAEMONUM
OBSERVATIONS
Author & Publication: Unknown, 1597 Language: German & Latin
Author & Publication Date: Isaac Newton, 1733 Language: English
Th e hi story o f this grimoire is unknown, but it once belonged to Doctor John Dee. A small book consisting of 240 handwritten pages bound in black leather, and with iron covering the front and back covers’ corners, this tome is one of the foremost catalogues of demonic forces and powers.
I n a ddi tio n to being one of the foremost mathematicians and scientists of his age, Newton was also a student of theology. In the book, Newton speaks of four key facets of a prophecy: they are meaningful and must be understood; they carry a special authority; rejecting a prophecy is rejecting Christianity; and a prophecy’s key purpose is to demonstrate the role of divine providence. The grimoire deals with these views, as well as Newton’s personal views on understanding the symbolism found in the writings of John, Daniel and Isaiah.
KITAB AL-KALQ
Author & Publication: Abu Kadar
Muhammad as-Sayfm, 1097 Language: Arabic
Thi s g r i moi r e i s a translation of an earlier Hebrew text called The Book of Life, which is said to have been written by Abraham. During the First Crusade, Christian invaders sought to destroy this sacred text. Abu Muhammad translated The Book of Life into Arabic and hid it deep inside the Mosque of Maarat. Kitab al-Kalq reputedly contains instructions on how to create a golem. David Chronister (order #31360124)
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THE MIRROR OF ALCHEMY
Author & Publication: Roger Bacon, 1597 Language: English
Thi s 120 - pag e vo lum e is a work of renown among the occult cognoscenti. As a monk living in a monastery in Southern France, Sommerus translated numerous works dating back to the time of ancient Greece. In his search for works by Ptolemy, Sommerus stumbled upon a lost collection of scrolls describing the art of summoning spirits for personal gain.
Thi s a n ci e n t te xt is traditionally ascribed to Roger Bacon, but was compiled from different sources, with Bacon as its editor. Printed in English, it is the quintessential text for those who practice the Alchemical Arts, next to another work called The Compound of Alchymy.
SACRED MAGIC OF ABRA-MELIN
Author & Publication: Abra-Melin, fifteenth century Language: Hebrew S u ppo s e dly taug h t m ag ic by angels, Abra-Melin (Abraham the Jew) set down in this grimoire instructions for calling and taming both angels and demons. Discovered during the crusades, these scrolls were given to a monastery in Greece, where they were transcribed before being published in Germany. Very few copies of this grimoire exist, but those who have a copy possess a wealth of knowledge. THE COMPOSITION OF ALCHEMY
Author & Publication: Jabir Ibn Hayyan, 1144 Language: Latin A tr a n s l atio n o f an Arabic text teaching the secrets of Alchemy, particularly the transmutation of matter, this work, though published numerous times, is still useful and sought by many studying the Art. None other than Benjamin Franklin published the latest edition of this work, and copies are still found in colonial bookshops. THE GRAND GRIMOIRE
THE SUPPLE & FLUID MIND
Author & Publication Date: Sebastião Dutra, 1689 Language: Portuguese Fi rst w r i t te n by the Moorish mage Sa’ood al-Ma, this was translated from Arabic by Sebastião Dutra and published in Portugal in 1689. Dutra discovered the work in a cave while seeking shelter from a sudden summer storm. Upon publishing the translation, Dutra disappeared from his home and was never heard from again. Even more interesting was that the printer was found murdered, his business burned to the ground. THE UNTITLED BOOK
Author & Publication Date: Unknown, 1033 Language: French Thi s sm a l l g r i moi r e was found in the library of Abbaye Saint-Aubin d’Angers in France. The book had no author, and according to legend, appeared to be written in blood. It stayed with the monks, but disappeared in 1433 before turning up later in the library of Doctor John Dee, and though it was assumed destroyed, it fell into the hands of the mystic Anthony Ramage, who republished it in 1589. WONDERS OF THE INVISIBLE WORLD
Author & Publication Date: Unknown, 1522 Language: French
Author & Publication Date: Cotton Mather, 1693 Language: English
Thi s tom e o f black magic teaches the reader “. . . the art of controlling celestial, aerial, terrestrial, and infernal spirits, [along] . . . with the true secret of speaking with the dead, winning whenever playing the lottery, discovering hidden treasure, etc.” This is a vile work, and every time they catch wind of its publication, agents of the Inquisition and Knights Templar seek out the copies to destroy them. This work is reputed to be so vile that even possessing the grimoire is enough to attract the notice of demons.
R ev e r e n d C ot to n M ath e r’ s seminal work documents the 1692 Salem witch trials and is one of the better accounts of the period. In the Age of Reason, the events in Salem are mostly seen as a prime example of what can go wrong when good people give in to fear and superstition. Though skeptics may laugh at the accounts of powers the accused are said to have possessed, those who actively hunt witches view this grimoire as an important tool in their continuing fight.
David Chronister (order #31360124)
HEXENMEISTER’S ALMANACK
Author & Publication Date: Joannes Sommerus, 1582 Language: Latin
David Chronister (order #31360124)
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Article
10
L I F E D U R I N G WA RT I M E T hi s
a rtic l e i s de sig n e d to u n de rsta n d w h at ev e ry day l i f e wa s l i k e i n th e
Thi rte e n C o lo ni e s Wa r . Thi s
l e a di n g u p to a n d du r i n g th e
A m e r ica n R evolu tio na ry
i s by no m e a n s a n e x h austiv e r e s o u rc e , b u t i t ’ s de sig n e d to cap tu r e
th e hig hl ig h t s o f thi s p e r iod a n d h e lp pl ay e rs b et te r emb ody c h a r acte rs f rom th e
Thi rte e n C o lo ni e s . D eta i l s
a ro u n d m emb e rs o f
I n dig e no us N atio n s
will be
c ov e r e d i n th e n e xt a rtic l e .
REBEL SYMPATHIES
Rebels want true freedom: the freedom to choose their destiny, freedom of trade and freedom from the yoke of a foreign government. Though many Rebels tend to be firebrands feeding the flames of rebellion, the majority are clear-minded and temperate and have concluded that the only way for the Thirteen Colonies to be truly free is through the force of arms. For Rebels, the time for action is now. If words will not bring the freedom they desire, then war is the only way to seize that freedom.
MARRIAGE & FAMILY Marriage during this period is as much an economic arrangement as a romantic one. However, marriage in the Colonies is also a partnership, and the idea of a ‘companionate marriage’ where husband and wife worked together with mutual esteem and respect is highly prized. One such example is John and Abigail Adams, a timeless love story. Additionally, common-law marriages and queer partnerships are also recognized, if not always legally certified. COURTSHIP
Courtship rituals differ depending on the couple’s social class and wealth and include spending time together, exchanging gifts such as portraits or miniatures, and writing letters. Although many religious denominations prescribe rules surrounding sex outside of marriage, the reality is that most Colonials enjoyed sex regardless, and many couples are already expecting a child by the time they get married.
LOYALIST SYMPATHIES
MARRIAGE
Loyalists believe war and violence are not the paths the Thirteen Colonies should take to gain liberty. It is only through debate, discussion and patience that the Colonies will earn their freedom through negotiation. Loyalists believe staying in the British Empire is essential for trade because of how wealthy the Empire is. Loyalists are hesitant to risk the open market when they have willing customers in the entire British Empire. Loyalists do not want to go against the King or take up arms, but do believe the Thirteen Colonies should have a seat in Parliament.
After courtship, if a couple decides to get married, they first have to acquire a marriage license, which is posted publicly to announce the occasion and give the community time to respond if there is some objection to the marriage. Though arranged marriages do occur, this is more common among wealthy elites, who have to consider matters of land and property ownership.
David Chronister (order #31360124)
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JOIN OR DIE No matter what your character’s background, they will at some point have to choose whether their sympathies rest with the Rebels—who want independence from Britain— or the Loyalists (who want the Thirteen Colonies to remain part of the British Empire). While each character has their reasons for their sympathies, Rebels and Loyalists share specific ideas and beliefs about the Thirteen Colonies’ future.
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306 for a combination of romantic and practical purposes. The couple would wear their finest clothes for the wedding ceremony and generally exchange rings before celebrating with family and friends. White wedding clothes are uncommon during this time and would be prohibitively expensive for most. Blue and yellow are more common wedding colors. Likewise, wedding rings are optional, usually eschewed by couples accustomed to working with their hands, and worn on any finger, including the thumb. MOST
MARRIAGES
HAPPEN
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RUNNING THE HOUSEHOLD
Though men might decide when and where to build a house, when it comes to running one, or a farm and estate, women frequently manage these and have the final say. An excellent example of this is Abigail Adams, who ran John Adams’s farm while he was in France. Life is complicated and childbirth dangerous in the Colonies. As such, remarriage is not only encouraged but quickly arranged. The reason for this is simple: if one person is missing from the system, the system will grind to a halt. A wealthy merchant whose estate provides the bulk of his family’s wealth knows that wealth will be lost if he passes away. CHILDBIRTH
Childbirth during this period is dangerous and often deadly, both for the infant and the parent. Most people give birth at home, attended by a midwife trained in the practical experience of caring for people during and after birth (doctors at this time primarily perform bloodletting, surgery and other treatments not related to reproductive care.) Since contraception is not always reliable during this period, large families are not uncommon (mainly since many families needed to have plenty of children to work). Disease and infection pose a severe threat to parents and children, and many babies do not make it past infancy. There are many good-luck traditions surrounding childbirth, such as giving the baby coral jewelry for protection against harm. Most infants are David Chronister (order #31360124)
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breastfed, either by a parent or a wet nurse, if the family is wealthy. Since water is often unclean and there is no refrigeration, babies quickly graduate to drinking warm beer out of a bottle after being weaned. Children as young as three or four are expected to keep up with responsibilities around the house, do farm chores, and be educated inside the home. DID YOU KNOW? Colonial views on sex and gender roles vary wildly across cultures and religious practices. Sexual orientation is viewed more as a set of specific sex acts than an intrinsic identity, and gender identity, again, is considered primarily through how a person presents themselves in public rather than an inherent identity.
DID YOU KNOW? The Puritans, specifically, believe pregnancy is only possible if the woman orgasms, and many Puritan men tend to keep private ‘spiritual diaries,’ describing in great detail their sexual encounters.
Sex workers are also found throughout the Thirteen Colonies, and can turn a tidy profit through their profession. The Holy Ground Slum in New York City is one such example. This two-block area is known for a number of brothels. GENDER NORMS
Many people in the Colonies transcend gender norms, such as Deborah Sampson, who was assigned female at birth, but adopted a masculine name and clothing, fought in the Revolution, and drew a veteran’s pension from congress after the war. The Public Universal Friend, a Quaker who professed to have a genderless divine spirit living within them, spent their life preaching of this divine love to their community.
David Chronister (order #31360124)
BLACK PEOPLE When we write Black characters, there’s no need to emphasize slang. They are not there to just support others, and exist in their own right simply just as another member of the world. A common occurrence in storytelling can be to give Black characters a conflict to fight against, but they do not need to be founded in stories of tragedy and overcoming that tragedy. This brief guide will enable you to play a character who lives in a world of new acceptance, appreciation and freedom from bondage. What this guide cannot do is give players a total understanding of a Black character’s life in a world linked to racial persecution.
BLACK PEOPLE were treated as nannies, maids, cooks and involved in other jobs led by indentured servitude. In the revolution, they hold offices that command respect, lead armies and fight side by side for freedom from the British Empire. HISTORICALLY,
PLAYING BLACK CHARACTERS
Playing a Black character in FLAMES OF FREEDOM requires social awareness. They are not stereotypes, but are people building upon a shared culture that has been largely lost through forced separation and bondage. Your characters will be the ones who fight to preserve the safety and happiness of others, knowing their own loss or the loss of family before them. It’s important to treat your character not as a figure of vengeance or an identity of negativity. You are playing a Black character, not a Black caricature, and that needs to be remembered. There is an awareness of what the past looked like to inform a clear vision of how the future needs to improve for so many. A lack of the same resources available to some others in the past has led many Blacks to teach themselves. The spoken word has so much weight because Black history is carried from their homeland through oral traditions. Tales are passed down through generations with art, music and by their religious beliefs. Song and dance are two things that remain prevalent in
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Many of the Christian denominations in the Colonies have rules about when and how to have sex. However, as with most sets of rules, what is expected and what people do can be drastically different. Although sex outside of marriage is considered taboo, most couples are already expecting a child by the time they get married.
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a Black person’s family history, as a connection to their homeland. Black characters take these experiences and hold on to them as something to ensure for the next generations.
BLACK CHARACTERS CAN be seen allied
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with the Loyalists and Rebels. Their paths can lead them to fight alongside the different armies or to focus on different mediums like mathematics and science like Benjamin Banneker, or into the arts like the poet Phillis Wheatley. They will have to consider the question of where can the most influence be made and whether a resolution is possible through the lens of the rebellion.
CLOTHING Clothes are expensive during this period, and most Colonials can afford one, maybe two, complete outfits. Additionally, unless a person is upper class, their clothing styles and fashions are slow to change, thanks to the amount of time and money to make new clothes.
THE MAJORITY OF Colonial people own two
sets of clothes, one for day-to-day living and the other for church. Typically, pants are perfect for those working in a trade or traveling and come in various fabrics and styles. Cloaks are also a standard item of clothing: from light ones worn to protect you from rain to thick ones designed to keep you warm, a good cloak is essential.
FANS: Fans are another everyday accessory, made of wood or ivory backbones covered with cotton, linen or satin. Fans make excellent gifts to the gentry class; these works of art can also convey subtle messages across crowded rooms.
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COMMUNICATING WITH A FAN K Striking a crossed fan into the palm of your hand: Anger
K Quickly fanning yourself: Concern K Slowly fanning yourself: Coquetry K Placing the fan’s tip to your lips: Hush K Fluttering open fan in front of your face: Jealousy FOOTWEAR: Shoes and boots are cobbled by hand from calico, leather and various other materials. Boots are typically valued higher than shoes because of their utility for farmers, laborers and trackers. Silk shoes and other fineries are uncommon, worn only by the upper class for special occasions. HANDKERCHIEFS & HATS: One of the most useful articles of clothing is a handkerchief. From filtering water in a stream to covering your face in a fire or whipping up a makeshift splint, handkerchiefs are versatile and come in various sizes and materials. Another essential article of clothing is the hat. Most Colonials wear hats to keep warm and protect themselves from the elements. Women also wear bonnets to keep their hair out of the way while working and to show off their social status. SHAWLS: Shawls range from light for spring to heavy for winter. They are made from various fabrics and used for carrying goods, hiding children and keeping warm. Shawls are also perfect for stashing concealed weapons or carrying secret messages. WIGS: The powdered wig is associated with political and legal professions; however, the wealthy wear them simply to be fashionable. Wigs are made of goat, horse or human hair and are sometimes dyed or powdered in pastel colors or white. Wearing one tends to convey rank and status through the wig’s materials, size and style. Keeping a wig on your head requires a straight and tall posture; otherwise, it will slip or flip off, exposing its wearer to embarrassment and ridicule. Wigs are often riddled with lice, too.
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MASCULINE CLOTHING
Everyday feminine clothing includes a shift or a chemise: an ankle-length nightdress with drawstrings at the neck and wrists. This is the standard undergarment, both for sleeping and underclothes. People who work in farms, taverns and the like wear clothing, both functional and straightforward. They wear an ankle-length skirt over the shift, and under the skirt, several small bags are worn on a string hung from the waist. Known as ‘pockets,’ the bags are reached via holes in the skirt. The upper body is covered with a bodice, and the entire outfit is protected with an apron or pinafore. The most common hat is the mobcap, which is simply a circle of material drawn up into a cap. Wealthier people wear mobcaps, mostly at home. Straw hats are also typical, decorated with flowers and ribbons, and beaver or felt hats are favored when the weather is cold. During cold weather, the only addition to an outfit is a hooded cape or cloak made of wool. A lot of the clothing is also made of wool, especially if living in the north.
Working people wear shirts and pants, with a leather jacket or apron to protect the clothing. This outfit is often worn by laborers, while artisans and crafters wear waistcoats. On the frontier, clothing includes buckskin jackets and breeches, as well as linen shirts and jackets. Both shirts and jackets are long and have a fringe which helps wick water from the wearer. A suit of masculine clothing has a coat, a fine set of pants and a vest. A suit is tailored in a variety of fabrics, anything from silk to wool. A suit is a common form of dress for any merchant, politician or socialite. Shirts are relatively common pieces of clothing, made in cotton or linen. If worn at all, hats are felted and round; however, they are often bicorn or tricorn, with feathers and animal tails stuck in for decoration.
NUMEROUS GOWNS ARE available, with the
most common being the sack, which has a square neckline that hangs from the shoulders. Another dress is the caraco, which is a mid-length gown that flares out. A polonaise is straight in shape with drawstrings that loop over buttons on the back. Finally, there is the stomacher, a gown that clasps or laces up in the front. For some people, the color, cut and style of the gown speaks volumes about their political position or romantic intentions. Linen and silk gowns are custom tailored and worn only on special occasions.
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AS WITH FEMININE clothing, wealthy people
can afford clothing made from better materials. Coats are straight and cut in the back if short or full if long. Coats are bulky and have large cuffs. Collars were once laid flat, but in 1776, having them stand is en vogue.
Breeches are loose and almost balloonish, but as fashions changed, breeches became higher and more formfitting. Waistcoats are worn along with long vests. Garters, which hold up the hose, are incorporated into breeches and tabs with the hose rolled above the knee and pinned in place. Buckles are also used to hold garters in place.
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ECONOMICS Currency during this time is confusing and in flux. Various forms of currency are used in the Thirteen Colonies, ranging from barter (trade), book credit (literally, credit), Colonial scrip (paper money), and specie (coins). Though Colonial merchants accept most cash types, they prefer to take gold and silver (a significant reason why the Spanish Dollar continues to proliferate). Together, book credit, Colonial scrip, commodities and specie are collectively called ‘currency’ and have an honored valuation throughout North America. As FLAMES OF FREEDOM is a game centered around the battle against the occult and supernatural, playability is essential, not economic verisimilitude. The pound (£) is the standard unit of currency for gameplay, even though historically, there were many different types of money with varying values. FOOD & DRINK One of the first things newly arrived Colonials noticed was the availability and variety of foods they hadn’t encountered in Europe. This includes avocados, beans, chocolate, corn, cranberries, peanuts, pears, pepper, pineapples, potatoes, pumpkins, tomatoes, turkey, sweet potatoes and vanilla. MEAT
Foods typically restricted to the upper classes in Europe are common for all Colonial people, regardless of social class. For example, the British upper class in England had access to deer, but the ordinary person did not. Venison became a staple of the Colonial table. Besides deer, Colonials hunt and cook other game animals; they rarely hunt large animals such as bears because of the difficulty in preserving such a large amount of meat. QUARRY
Game birds are heavily hunted and are another staple at the table. Ducks, geese, passenger pigeons, quail, turkey and woodcocks are a few of the commonly available birds hunted and eaten regularly. Birds are in such abundant numbers during this period that numerous accounts tell of flocks being so thick they would darken the sky.
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SEAFOOD
The most crucial food source for sustenance and the growing economy is fish. The Thirteen Colonies teem with fish, both freshwater and ocean. The sheer amount and variety make them a regular part of the Colonial diet. Clams, crab, lobster and oysters are so abundant they’ve become a staple on many tables. Eels are so easy to catch that many Colonial people do so by hand. Stingrays, found in the warm southern coastal waters, are also abundant and hunted with spears. Inland trout and salmon are easily caught and cured, while in the northern waters, schools of cod are so plentiful that fishing is a way of life. DID YOU KNOW? Unlike the modern age, oysters were seen as lowerclass food among people in England. However, this attitude shifted when earlier Colonial settlers were faced with a choice: eat oysters or starve. Oysters became a major staple as the Thirteen Colonies grew because of their availability and ease of harvesting. Oysters are so common that Colonials even use them to feed their hogs. VEGETABLES
In addition to cultivating plants native to North America, the Colonials brought a number of foodstuffs with them from Europe. Asparagus, beets, cabbage, cauliflower, lentils, lettuce and turnips thrived once planted in the Thirteen Colonies and became staple crops for Colonials and Indigenous people alike. Two other crops, blackeyed peas and rice, deserve special mention. Both of these crops are so popular that vast areas are turned over to their growth and cultivation. Rice cultivation began in 1720 in South Carolina, where growing conditions were ideal. Known as Carolina Gold, this rice quickly became one of the colony’s most valuable exports throughout the British Empire and continental Europe. Colonials also brought beef cattle, chickens, goats, honeybees, pigs and sheep to the New World.
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SERVITUDE AS A PRACTICE Servitude is an inescapable reality during this period. Though this is an insufficient word without proper context, we have chosen it to capture a broad understanding of this type of work, which is a reality for many in the Thirteen Colonies. CONTENT WARNING Some content is simply not suitable for tabletop gaming.We remind you that bondage is problematic content for FLAMES OF FREEDOM. To that end, we do not include explicit details or nuances of its practice below, as it should not be used as a tool for player characters to emulate. Instead, player characters should fight against these despicable institutions.
Apprentices enter into a skilled trade, beginning at a young age. As apprentices, they can expect room and board along with their training. The length of training depends on what business the apprentice is learning. BONDAGE
There is no denying that numerous Black people were brought to the Thirteen Colonies against their will to be used for labor. Indigenous people were also taken advantage of and placed in bondage. A rare few joined the ranks of the growing Colonial indentured servant population (‘free folk’ or freemen). Like indentured servants, they were sometimes given their freedom after a specific period, as well as land and needed supplies to begin a new life.
PLAYER CHARACTERS WILL never be
slaves in FLAMES OF FREEDOM, and will take part in fighting against these institutions.
David Chronister (order #31360124)
INDENTURED SERVITUDE
Indentured servitude is one of the main ways new settlers are able to afford to travel to the Thirteen Colonies. A person voluntarily (or involuntarily, as in punishment for a crime or to pay off debts) indentured is legally bound for a period of time ranging anywhere from two to twelve years. Indentured servants then work their length of service, and when it concludes, they generally receive termination pay of £10, two sets of clothing and a plot of land. SERVANTRY
Whether they work as field hands or in the kitchens, those paid for their work are considered servants. Servants live where they work; that is, they live with the family they work for, sometimes in separate housing depending on the wealth of their employers. All servants enjoy a free day, as well as a small weekly pay. Additionally, servants are required to purchase their own clothing, whether for work or leisurewear.
EDUCATION There are few opportunities to get a formal education in the Thirteen Colonies. Despite the lack of formal education, most Colonials are self-taught and have a significant degree of literacy, thanks in part to the Puritan belief that to defend yourself from the devil, you need to read the Scriptures. GIRLS & WOMEN
Education is different for women and men. Young women are taught the basics of reading and math in the home. They also learn how to sew, and depending on their social background, they learn skills needed to run a household. Skills like accounting and management are valued just as important as learning to cook, care for children and sew because regardless of what social class a woman belongs to, she runs the house. She oversees the servants who carry out many basic tasks, leaving her free to manage the estate. Girls from working-class and farming families learn how to cook, dye cloth and make clothes, and make home remedies and herbal mixtures to treat illness and injury.Those from wealthier families also learn reading and math skills, but with greater access to books written in Greek and Latin. Though this is a typical education, girls born into a more progressive family have better educational opportunities.
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BOYS & MEN
LIBRARIES
Young boys gain their education by learning a trade. All boys learn essential reading and math skills, as well as the foundational skills for their employment. For example, a boy apprenticed to become a printer works alongside a more experienced printer, learning how to lay type and print broadsheets. More skilled trades such as law, medicine or surveying require more specialized training. Both boys and girls whose parents are merchants or have money have more opportunities to attend college and obtain private instruction.
The widespread availability of books has quickly become a reality. With this, a growing sense of nationalism has led to an increased role of the university and collection of books. Book collections in the Thirteen Colonies come in several forms: private collections, university libraries, subscription libraries and free lending libraries. Private collections are book collections privately owned by an individual or group. Access to such a collection may require letters of introduction from someone knowing the owner, a bribe or other more clandestine methods. University collections may be restricted to alumni, students and other honored people, and other honored people. Some universities may have restricted collections that are only accessible to a select few.
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A COLLEGE EDUCATION is rare, and though
some colleges existed in the Thirteen Colonies, the cost is so high (£10 to £50 a year) that only the wealthy can afford to attend. Some attend college to be a minister or clergyman. Colleges must be royally chartered to confer a degree, and therefore only ten ‘official’ colleges exist in the Thirteen Colonies. There are many other colleges and academies of higher education, but these institutions cannot give degrees, even though their programs are similar to the officially chartered colleges.
COLLEGE
LOCATION
FOUNDED
Academy of Philadelphia
Philadelphia
1740
College of New Jersey
Princeton
1746
College of Rhode Island
Providence
1764
College of William and Mary
Williamsburg
1693
Collegiate School (Yale)
New Haven
1701
Dartmouth
Hanover
1770
Harvard College
Cambridge
1636
King’s College (Columbia University)
New York
1754
Queen’s College (Rutgers)
Brunswick
1766
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DID YOU KNOW? The Harvard University library is the oldest library in the Colonies. The 400 books making up the library’s core were donated by the clergyman John Harvard and, to honor his gift, the university was named after him.
Subscription libraries allow access to people paying a monthly or yearly subscription. The patrons’ subscriptions go toward purchasing the books and upkeep. This type of library began appearing in the Colonies around the early 1700s. The first such library is the Library Company of Philadelphia, founded by Benjamin Franklin. SELF-STUDY
Those who have wealth and means gain a better education by becoming autodidacts: buying books to read and study independently. A prime example of this is George Washington: upon returning to his Mount Vernon estate after the French and Indian War, he ordered numerous books on agriculture, botany, husbandry and the sciences, using the knowledge he acquired to turn his estate and land speculation into a money-making endeavor. Another example of an autodidact was Benjamin Franklin. Though he studied as a printer in the British Empire, Franklin had an innate curiosity that turned him into one of his time’s foremost scientists.
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DID YOU KNOW? Outside the rebellion is another well-known autodidact named Benjamin Banneker. Born in 1731, Benjamin is a self-taught inventor, astronomer and mathematician. His achievements include inventing the wooden clock, irrigation systems and accurately charting ahead solar and lunar eclipses through his almanacs. He also enjoys regular correspondence with Thomas Jefferson.
THE BRITISH SYSTEM
Regardless of origin, the Thirteen Colonies and the government is modeled on the British system. Each colony has a governor appointed by the King, who is seen as the King’s representative. Similar to the House of Commons, each colony has an elected Colonial legislature or assembly representing the interests of all Colonials who could vote. Each also has an elected council, similar in scope and power to the House of Lords. However, real Colonial power is found in the legislature, where most governmental decisions are made and the new policy is debated. Though the governor is charged with carrying out British Imperial law and royal decrees, the legislature holds the most power. SELF-GOVERNANCE
For the most part, the Thirteen Colonies are left to govern themselves and manage their daily affairs. Only in matters of trade and taxes does the British Parliament take any role in the Colonial government. Because of this hands-off approach, the Thirteen Colonies have grown accustomed to making policies and laws, resisting Parliament’s efforts to re-assert and exercise their political power over them.
A LACK OF unified government across the
Thirteen Colonies led to problems for all its citizens. Under pressure from increasing French aggressions, Benjamin Franklin proposed a union of all the Colonial governments in 1754, which would allow the Colonies to respond to the threat as one. Though somewhat successful, this effort failed to unite the Thirteen Colonies: there were too many regional differences and a general mistrust of each other.
When tensions with France finally boiled over, the French and Indian War broke out, and Parliament was forced to take a more active role in defending the Thirteen Colonies to make sure they remained under the British Empire’s domain. When the war was over and the British Empire triumphed, Parliament was faced with a large budgetary deficit and began imposing taxes David Chronister (order #31360124)
LIFE DURING WARTIME
GOVERNMENT When the Thirteen Colonies were founded, each followed one of three types of organization: corporate, proprietary or royal charter. Colonies such as Connecticut and Rhode Island were founded as corporate colonies, starting as economic ventures with a crown charter. The Colonies of Pennsylvania and Maryland are examples of proprietary colonies, founded and owned by individuals who held all the political power. Royal charter colonies, such as Virginia, are funded directly by the Crown and have royally appointed governors.
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on the Thirteen Colonies to help pay off the considerable debt caused by the war. This action angered individual Colonials and Colonial governments alike, forcing them to work together against the British Empire’s increasing domination, thus slowly merging into the union that Benjamin Franklin had dreamed of.
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THE STAMP ACT
As Parliament exerts more direct control over the Thirteen Colonies, many of the Colonial legislatures have responded negatively. When Parliament passed the Stamp Act in 1765, nine Colonies sent representatives to New York to form the Stamp Act Congress and formal resolution against the Stamp Act. Though Parliament largely ignored the resolution, and the Stamp Act went into effect anyway, this Congress marked the start of a more unified political front for the Colonials. Though the Stamp Act was eventually repealed, Parliament continues to exert its legal right to govern the Thirteen Colonies. As they pass more acts and enforce laws to bring the Colonials back under Parliament’s control, the Colonies respond by unifying even more against Britain. The old suspicions and grievances between the Thirteen Colonies dissolve as more pressing matters, such as Parliament not allowing the Thirteen Colonies a say in how they were governed, take precedence. These events paved the way for the Continental Congress in 1774 and the creation of the Articles of Confederation. The Articles are a pact between all Colonies, creating a more unified political front, leading to the boycott of all imports, an agreement to expand the Colonial militias and creating a standing Continental Army. INDEPENDENCE?
Open hostilities between the British Empire and the Thirteen Colonies broke out with the Battles of Lexington and Concord on April 19, 1775. On May 10, 1775, the Second Continental Congress met: tasked initially with trying to avert the impending war with the British Empire, it now found itself taking up the reins of managing the war it sought to prevent. For the next year, the Colonials wrested control of every colony from the British. In the winter of 1776, Boston is under occupation. Under the command of General George Washington, the Continental Army is making a final push into the city. David Chronister (order #31360124)
CRIME & PUNISHMENT Like most things in the Thirteen Colonies, crime and punishment vary from region to region, as well as from colony to colony. What might be considered a punishable offense in Massachusetts could be a simple misdemeanor in New York. The severity of punishment also depends on who you are, socially and politically. Laws were also enforced more strictly during the early days of the Thirteen Colonies. Though many feel the early period was harsh, the early colonies saw cultural, economic and social growth, ushering in a more lenient enforcement of laws than early settlers faced.
THERE ARE GENERALLY two types of
crimes: felonies (any offense involving the loss of life or actions causing great harm) and civil suits (any crime involving damages greater than £10). Cases tried in general courts are officiated by the Colonial governor and council.
TRIAL BY JURY
The majority of Colonials have the right of Common Law. This guarantees several rights:
K A trial by a jury of their peers K Ability to call witnesses K Chance to confront their accusers K Presumption of innocence K Services of a lawyer In cases involving the seas—such as smuggling and piracy—admiralty courts hold jurisdiction.
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DID YOU KNOW? Unlike in Europe, most minor offenses in the Thirteen Colonies are not strictly enforced. There is the belief that a person can see the error of their ways, firmly rooted in the Puritan ideas of redemption through divine grace. In the case of first-time offenders, there is a strong belief that a criminal can learn from their mistakes through seeking reform. LENIENCY
SENTENCING
Those who are found guilty and sentenced to death can beg the court for mercy. They can also plead for a Benefit of Clergy or Benefit of Belly. The Benefit of Clergy allows you to appeal to God for forgiveness, and if it is given, the death sentence is commuted. The Benefit of Belly is only granted to pregnant people, and if granted, the claimant’s execution is delayed until after childbirth. Once the child is born, the sentence is then carried out. Husbands are always held accountable if their wives commit a felony. Unless the husband can prove he had no prior knowledge or provided no aid in carrying out the crime, the husband will suffer punishment. However, if it is proven that he aided in the crime or ordered his wife to commit the crime, two things can happen. The first is that the wife will not be tried or convicted; her husband will face judgment instead. Second, both husband and wife will stand trial.
David Chronister (order #31360124)
PUNISHMENT
Although capital punishment has existed since the beginning of European settlement in the Thirteen Colonies, the truth is, it is relatively rare except in the case of serious crimes. If no one died as a result of the crime, the guilty party would not face execution. Instead, courts will order the guilty party to be burned at the hand, marking them with a brand at the base of the thumb on their right hand. Any verdict can be appealed directly to the King. However, this appeal has to occur in London, and the appellant has to pay the expenses of transporting the entire trial to London. The request includes not only the appellant’s witnesses but also the prosecutor and their witnesses. The appellant has to pay for room and board for everyone involved until the King hears the case. As you can imagine, appeals to the King are extremely rare.
TRAVEL Most people live in the cities. The Thirteen Colonies are large, and it is challenging to travel from place to place. With sprawling urban centers located in New England, large port towns located in the Middle Colonies, and widely spread areas of the South, travel is difficult thanks to the lack of good roads and the trackless miles of unsettled land in the Thirteen Colonies. Many Colonials live their entire lives without ever leaving the region where they were born. ON FOOT
Most travel is done in one of two ways: walking or hiring a seat in a coach. Walking is cheaper, and preferable for short distances. Walking is not practical for longer distances because it is time-consuming, and it is dangerous to walk in the wild. With population centers so spread out, there is much land still unsettled, especially in western New York, Pennsylvania and Virginia. These unsettled lands hide highwaymen, creatures of the occult and agents of the devil.
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The practical need for labor in the Thirteen Colonies necessitates leniency for crimes. Since most Colonies were founded as economic endeavors, any reduction in labor would also spell a reduction in profit. Debtors were typically freed upon conviction because in the eyes of Colonial law, a debtor could not repay what they owed unless they were able to work. Leniency only goes so far with repeat offenders, who are then put to death to remove an unproductive member from the community.
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The turf horse is suited for racing and hunting and is by far the most expensive kind. Field horses are used by farmers and estate owners to plow fields and do the heavy work required for farming. Road horses are suited for riding across the Colonial roads and are the most commonly found horses for purchase, though they have become scarce with the flames of revolution in the air. The last type of horse is the coach horse, suited for pulling coaches and wagons.
BY COACH
When speed and safety is a concern, the best and most effective means of travel is hiring space in a coach. Coaches are an organized system of transport for both people and mail. To save horses, all coaches follow methodical procedures of posts. These posts are spread across the road network to change coaches to continue to their final destination. When moving goods or people, coaches and wagons are always employed. The most common coach is the horse-drawn stagecoach, a four-wheeled vehicle designed for longer distances. Two-wheeled carriages are designed to move folks shorter distances, across city streets and the like. Most coaches are not luxurious and have no suspension, which means the ride is very bumpy. When moving goods, four-wheeled wagons are used to navigate the roads of the Thirteen Colonies. Twowheeled carts are used in busy port cities, the better to navigate crowded streets teeming with traffic. BY HORSE
Horses are expensive, and only the wealthy have the money to buy one, let alone maintain one. There are four types of horses found in the Thirteen Colonies, each specially bred and sold for specific work and purposes. David Chronister (order #31360124)
OVERNIGHT STAYS Taverns are a familiar sight along Colonial roads; they serve as rest stops for travelers and posts to change horses. A combination of both a hotel and restaurant, taverns are places to get a few drinks, a good meal and a room with a bed. Most taverns keep beds that people rent space in for the night, and it is not uncommon for anywhere between two and six people to share the same bed. In cities, taverns catering to a wealthier clientele keep the number sharing a mattress down to two. To ensure that prices are consistent, all Colonies regulate the price that taverns charge for sharing rooms. BY FERRY
Bridges are standard near larger cities and towns, and in the country, they cross the numerous rivers and bodies of water throughout the Thirteen Colonies. Ferries also help move road traffic across bodies of water. Two types of ferries are common: those sailed and those pulled. Pulled ferries are typically found near narrow rivers and involve a barge towed to a far bank via a rope that hangs over the river. The barge often has room for at least two wagons and their hitched teams. Traveling on a ferry is slow going because of the time it takes to pull the ferry across. When greater distances are called for, such as crossing the Potomac or Delaware River, sailed ferries are used. These ferries are large barges with a mast and square sail and long poles that are used to push the ferry when there is no wind. Taverns, usually owned by the ferry operator, are often located near ferry stations, providing travelers a place to eat, rest and post mail.
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BOSTON POST ROAD
Created in 1673, this road is used to carry mail between Boston and New York. At the start, it was little more than a crude riding trail, and a post rider made the round trip in four weeks, covering 250 miles in total. In 1772, stagecoach service began on the road, and it now takes only one week to travel between the two cities. With the current crisis gripping the Thirteen Colonies, the Post Road is used to transport soldiers and equipment: all other traffic, including mail and stagecoaches, must pull to the side when the military is on the move.
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BRADDOCK’S ROAD
Originally this road was known as Nemacolin’s Path, running from Cumberland, Maryland, to a trading post of the Ohio Company in Virginia. During the French and Indian War, Major General Edward Braddock left Fort Cumberland with 600 soldiers and worked to widen the road leading from Maryland into western Pennsylvania. The road was 12 feet wide, allowing for horse-drawn wagons to move supplies needed for the Army. Once completed, the road became the first to cross the Appalachian Mountains. This road is also considered one of the main factors opening the Frontier, as this road also allowed for the easy transportation of goods across the mountain range. CONESTOGA & FORBES ROADS
Linking Philadelphia to Fort Pitt, these two roads were vital to British strategy during the French and Indian War. Construction on the Conestoga Road was finished in 1741, connecting Philadelphia to Lancaster. During the French and Indian War, General Forbes ordered his troops to build a road from Harrisburg to France’s Fort Duquesne (later renamed Fort Pitt after the British took control). These two roads play an important role in linking the Great Lakes to the Atlantic Ocean.
DERIVING THEIR NAME from the road
they travel, Conestoga wagons are common in the Conestoga Road. These wagons are massive, enabling them to haul a large number of goods. Pulled by teams of four to six horses, the wagon’s wheels are rimmed with iron, making them incredibly sturdy for the rigors of travel.
FALL LINE ROAD
Running parallel between the King’s Highway and the Upper Road, the Fall Line Road was built in 1735 to move goods and people not only into Virginia’s interior but also south into the Carolinas and Georgia, making it the most critical link between the south and the rest of the Colonies. One of North Carolina’s peculiar laws allows for roads to be built if they connect to the closest water landing.
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MAJOR LAND ROUTES New England has more roads than most Colonies due to the sheer number of towns and cities found there. These roads see heavy use and move numerous goods as well as people. In the South, which does not have many large cities, the road network is not as expansive. Because of this, water transportation is more common, by the river or coastal boats. With the increased British Imperial presence, water travel along the coast is becoming dangerous. Many of the towns in the Thirteen Colonies have no roads connecting them. Instead, travelers depend on existing Indigenous trails, as merchants use them to move goods to the market. Before the outbreak of the French and Indian War, trains of pack horses loaded with grain, furs and other goods were a common sight making their way from the frontier to the colonial markets. The packhorse trains made their way through mountain passes and forests, braving many dangers. It was not until the French and Indian War that more roads were made to move troops and equipment from one battle to another. The best roads in the Thirteen Colonies are located in Pennsylvania, “and all roads lead to Philadelphia,” as a common Colonial phrase goes. These roads are busy year-round, moving people and goods to the heart of the Thirteen Colonies. In 1766, a regular stagecoach line was established between New York and Philadelphia. It takes only two days for a person to travel between these two cities by coach.
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Most land routes, before the construction of the Fall Line Road, lead only to water routes. Though roads exist, they did not connect towns, and travelers would have to board a ferry to continue on to their destination. The Fall Line Road changed this, and now travelers do not need to take ferries but can instead make their way relatively unhindered.
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KING’S HIGHWAY
With a length of 1,300 miles and connecting Boston, Massachusetts, to Charleston, South Carolina, the King’s Highway is the primary overland route connecting New England to the Middle Colonies and the Middle Colonies to the Southern Colonies. With taverns spread an average of 25 miles apart along its length, a traveler can make the journey with relative ease along the entire road in about two months. The road dates back to 1673 when King Charles wanted his colonies to communicate with each other more effectively. The first leg of the journey is the Boston Post Road, and by 1750, the entire highway had been completed, making coach and wagon traffic possible between all of the Colonies. With the American Revolutionary War underway, this road has become extremely important to the Thirteen Colonies in coordinating the war effort.
TO SHOW THEIR displeasure toward Britain,
Colonials no longer call it the King’s Highway, instead referring to it as either the Boston Post Road or the Continental Highway. With the British blockading key ports, this road has become more critical in the war effort.
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MOHAWK TRAIL
Located in New York, the Mohawk Trail connects Albany to Lake Erie’s eastern banks. The road cuts through the Appalachian Mountains, where it exits at the Hudson Valley and follows along the Mohawk River. At the end of the French and Indian War, this route became important for the Colonies, enabling furs and other commodities from the Great Lakes to move south, and British Imperial goods to travel north. With the American Revolutionary War currently underway, the Continental Army and Colonial militias are strengthening their presence here, building forts and maintaining regular patrols to prevent the British in Canada from using the road to move troops into the interior. WATER TRAVEL
Given the early stage of the Colonial road systems, water travel is the easiest way to get from place to place. With the British increasing their naval presence, coastal travel has become difficult, but not impossible. It is possible to slip past the blockades, a feat which smugglers and pirates boast of frequently. For traveling the rivers and numerous lakes, several types of watercraft are used. The most common is the canoe, constructed from birch bark or dug out from whole trees. Though the various Indigenous tribes first created and used canoes, the Colonials, quickly seeing their advantages, began using them as well. The bateau is another popular watercraft, a small rowboat with anywhere between two and four banks of oars. The third type of watercraft is the raft, constructed from watertight barrels filled with lashed goods together. Traditional fishing boats also ply the waters, hauling cod to processing plants before they are shipped to British markets. On the Great Lakes and deep waterways like the Hudson River, schooners are a regular sight, ferrying goods and people from coastal ports to interior ports, still the most common means of transportation in the Thirteen Colonies. Sloops and ketches ply the coastal and interior waterways, moving goods from all areas of the Colonies. Though primarily built for coastal waters, many of these ships will brave the Atlantic Ocean to transport goods to and from the British Empire
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FAITH IN YOUR GAME Religion in a game setting is always a touchy subject and is even more so in a historically based supernatural setting. Innumerable books are written covering the history of religion and its impact upon the Thirteen Colonies and North America. The information that follows are the essentials most Colonials would have known. When playing a character from this period, you can use this information to guide what your character believes in. CHARACTER FAITH
Characters in FLAMES OF FREEDOM will likely have different views on religion. For some, their faith defines them, and it serves as a guiding light in their dayto-day lives. These individuals feel that it is their calling to shepherd those in need. Their faith leads them to fight the forces of the occult, the supernatural and those who David Chronister (order #31360124)
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RELIGION Religion plays an extraordinary and essential role in the Thirteen Colonies. Before the American Revolutionary War, religion was a guiding force in Colonial governments: in Massachusetts, due to its initial founding by the Puritans, church and state were intertwined. Laws had a very clear tie to religion, and local religious leaders were often both judge and jury. As more immigrants arrived, and as the British Empire took a more hands-on approach to run the Thirteen Colonies, many of the old structures broke down, and many of the religious ties began to disappear. Braving the dangerous oceanic crossing, more immigrants of different religions came to the New World and began building a life for themselves. Often, these new sects and their beliefs clashed with the Puritan way of life, resulting in conflict. In a new land far away from the old ways, many revel in the freedom and opportunities they find in the Thirteen Colonies. These new ideas led some to break out to form their own sect. The new groups thrived in the New World because of the abundance of land. Unlike in the British Empire, and Europe for that matter, the New World has plenty of space, allowing anyone who wants a chance to live with those of like mind to do so.
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would infringe on a person’s freedom. Though a strong religious belief is not required during this period, some Colonials feel that it helps. While most Colonials believe in God and worship, there are some who do not. In the early days of the Colonies, this would have been unheard of in public, but now, this is becoming increasingly common. Still, there are some whose religious beliefs differ from the Colonials. Whether they are Indigenous people, immigrants or even those sailors who come from faraway ports, different beliefs and thoughts are slowly spreading throughout the Thirteen Colonies.
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ANGLICANISM
Anglicanism is a denomination of Christianity and the British Empire’s state religion, with the King serving as head of both church and state. However, because of England and the Colonies’ distance, the Church of England is not a significant religious influence. Plus, all clergy in the Anglican Church must be ordained in the British Empire. Since the Thirteen Colonies lack a bishop, all young people seeking ordination must brave the dangers of oceanic travel to the British Empire and then back to the Colonies. Since the journey is dangerous and expensive, it’s a rare person who is willing and able to undertake the voyage. DID YOU KNOW? In Virginia in 1607, the Church of England was formally established in the colonies. By 1693, it had spread north into the lower part of New York, concentrated in and around Manhattan. In 1702, the Anglican churches started appearing in predominantly Catholic Maryland, and by 1706, they could be found in South Carolina. In 1758, Georgia saw a growth in membership in the Church of England, where the denomination thrived. It is in Virginia, however, where the real strength of the Church is found, and the local vestry wields great power in administering how services are run and who is appointed as a minister.
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In urban areas, the Church of England is a gathering place for Loyalists. Many wealthy merchants are members, as well as all royal officers and Colonial officials. The urban areas have a stronger tie with the British Imperial leadership, while rural churches are left to their own devices. CATHOLICISM
Catholicism is a denomination of Christianity and is led by the Roman Papacy. Though the number of Catholics found in the Thirteen Colonies has never been large, they are present and free to practice their beliefs. Because Catholics are persecuted in the British Empire, they looked to the New World to safely practice their faith. Though still not as widely practiced as other religions, Catholicism is still the primary religion in Maryland and also accepted in Pennsylvania, a colony already tolerant of many ideas and concepts, thanks to its Quaker origins. Though the days of open hostility are over, there are still some who fear Catholics and harbor deeply rooted bigotry toward them. DID YOU KNOW? Although New France and Canada have practicing Catholics, the faith is still a minor one in the Thirteen Colonies. Catholics’ greatest concentration is in Maryland. Like the Puritans before them, Catholics sought and won a charter to form a colony, where their faith could be tolerated. JESUITS
The French Jesuits were agents of the Church sent to convert the Indigenous population. In the early seventeenth century, they had concentrated their efforts mostly on the Huron, who called them the ‘Black Robes.’ Their efforts met with little success, and the Huron population was decimated by sickness that the Jesuits inadvertently helped to spread. Defeat at the hands of the Iroquois further reduced their numbers. In all, this aspect of the Jesuits’ mission was a failure. The Jesuits were unpopular with the French Colonials, especially traders who sold alcohol to the Indigenous population. The Jesuits denounced this trade loudly, and their zeal in other matters tried the Colonials’
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patience. After 1763, the Jesuits of New France were disbanded by the British and their seigneuries became Crown land.
PURITANISM
Puritanism is a denomination of Christianity and is considered one of the nonconformist religions within the British Empire. Though many feel the Puritans are a monolithic group, the truth is, various smaller sects fall under the larger Puritan umbrella. Puritans are Calvinists and shared many of the same philosophies, key among them that humanity is inherently sinful and can only be redeemed through God’s grace. The difference between sects led to numerous schisms, which would be the catalyst for forming new religions. Puritans follow the teachings of John Calvin, who believed that the Church of England is to be purged of all Catholic influences. Those following the Puritan belief hold that all people are responsible for their actions. Anyone who does not know God’s teachings, or know how to read and understand the Bible, is more readily tempted by the devil’s workings and his agents. This belief guides many Puritans in their work of converting and teaching people how to read.
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DID YOU KNOW? During the early years of the Colonies, Puritans held great power politically and socially, particularly in New England. Their beliefs sustained them through numerous early hardships and provided them with a strong legal and social foundation. As more people came to the Thirteen Colonies, new ideas came with them, which led to a clash. When the British Empire revoked the Massachusetts Charter and the colony’s governing reverted to the Crown, Puritan dominion over New England nearly ended. Puritans are now associated with new sects and new power structures. Their influences are still felt, and for many, Puritanism is still the spiritual core of their life. The Puritans’ legacy lives on through their various sects: Baptists, Congregationalists, Huguenots and Presbyterians. BAPTIST
While Puritans continued to preach inclusivity, they actively expelled anyone from the Massachusetts Bay Colony who spoke out against them or did not conform to their accepted beliefs. One such person, Roger Williams, preached vocally against the Puritan power structure, and he was expelled from the colony. He secured a royal charter and founded the colony of Rhode Island, which became a haven for religious tolerance. Finding a welcome retreat in Rhode Island, the Baptist faith flourished there and soon spread to Pennsylvania, the Southern Colonies and Virginia. Because of the Baptist belief that anyone can preach the word of God without the need for an organized church, Baptist congregations can be found throughout the rural lands, sprouting up in areas with small populations. DID YOU KNOW? Baptists do not believe that the Bible calls for the baptism of infants. They also believe that anyone can attend church and that there is no such thing as someone destined from birth to go to heaven when they die. To separate themselves from the Puritans further, Baptists believe an organized church is not needed to worship God and that anyone can preach the teachings of God.
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DID YOU KNOW? Members of the Sulpician Order arrived in the New World shortly after the founding of Montréal. They received vast expanses of land around the island, most of which they converted into seigneuries where they employed Colonials and engagés. While they also made attempts to convert the local Indigenous people, the Sulpicians focused mainly on building churches and running schools. They were much more popular than the Jesuits and were helpful to new arrivals. In the late seventeenth century the Sulpicians were asked to expand to other regions, such as Acadie, and lay the foundations of the Church’s permanent presence in these areas.
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CONGREGATIONALIST
PRESBYTERIAN
Congregationalists are another sect of Puritans that split with the Presbyterians over the belief that the Bible calls for churches to be governed locally and not through a hierarchy. Congregationalists believe all people are born with their life predetermined by God. The core belief of this sect is that each congregation has a covenant with God giving it the right to practice as well as govern itself. Since each congregation has a covenant with God, many feel that God is their only authority, and thus any higher authority is not recognized. In the early days of the Colonies, this belief allowed many to ignore the orders of the British Empire, leaving them free to rule themselves.
The first sect to split from the Puritans did so over the issue of control. The new church had a centralized governing body known as the Presbytery. This was in direct opposition to the Puritans, who felt that each church was its own entity and capable of governing itself. By the start of 1700 there were only twelve Presbyterian churches in the Colonies, but no Presbytery to organize them. This changed in 1706. Founded in Philadelphia, the influence of Presbytery was huge. In a ten-year span, the first synod was formed. This growth continued, and by 1775, the Thirteen Colonies had seven synods, numerous presbyteries and churches numbering in the hundreds. Unlike Anglicans, who had to travel from the Thirteen Colonies back to the British Empire in order to be ordained, the Synod (assembly of clergy) ordained their own ministers and appointed their own bishops locally. The other reason for this growth was immigration: as Colonials left to settle the Southern Colonies and arrived in both New Jersey and the Carolinas, they joined or formed their own Presbyterian churches.
DID YOU KNOW? When the British Empire revoked the Charter of Massachusetts, the political power of the church disappeared, leaving the colony to govern itself. Now with the American Revolutionary War brewing, some congregations feel that it is time for them to exert their leadership and to return to the old order. HUGUENOTS
The Huguenots are French Calvinist Protestants. Driven out of France in the late seventeenth century, they sought refuge in some Germanic states as well as Dutch New Amsterdam and the British colonies. At the time, religious unrest in Europe was a powerful incentive to leave for the Colonies. Because French Protestants were banned from immigrating to New France, the flow of new arrivals there was much slower than in the British colonies. DID YOU KNOW? In New France, the Huguenots were few and marginalized. Their situation was precarious at best, but they managed to survive despite oppression spurred by Catholic priests. The British victory at Québec and the Royal Proclamation of 1763 improved their position considerably.
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DID YOU KNOW? Presbyterian ministers are ordained within the Thirteen Colonies and then sent to their own parishes. Presbyterian churches have taken over the majority of Puritan churches in New York and New Jersey, and Presbyterianism has become one of the major religious movements in the South. Adding to this growth is the number of Scottish immigrants, who were members of the Scottish Presbyterian Church and are now members of the Colonial Presbyterian churches. Ministers receive their training at Harvard, Princeton and Yale, and are ordained only if they have graduated from these colleges.
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JUDAISM
Early historical records mark at least four Colonials who were Jewish. The first is Elias Legarde, who arrived at Jamestown, Virginia, in 1621. Solomon Franco, a Sephardic Jew from Holland, settled in Boston in 1649. Franco was a scholar and an agent for a Dutch merchant. Another person of note is Solomon Pietersen, a merchant from Amsterdam who arrived in the Colonies in 1654 and was the first Jew in the Thirteen Colonies to marry a Christian.
New York had a long history of Jewish Colonials. The first known synagogue dates to 1695, when Saul Brown led a private congregation of twenty families. In five years, this congregation grew to a point that the synagogue was fully recognized. Though the recognition of Jewish rights to participate in Colonial government saw their right to vote revoked, the British Parliament restored voting rights through the Estate Act in 1740, which naturalized all Jews in the Thirteen Colonies. New England has a small, slow-growing Jewish population. The first mention is in the 1600s when a small group arrived after Roger Williams founded Rhode Island. From here, Jews began arriving in Connecticut, as well as New Hampshire and Vermont. Maryland has a small Jewish population despite being a haven of Catholics. Pennsylvania is more tolerant of the Jewish faith, and Jonas Aaron was the first recorded Jewish resident in 1703. The Southern Colonies have a long history of Jewish settlement. James Oglkethrop was critical to their settlement in Georgia, and soon a growing population hailing from Germany, Portugal, Prussia and Spain arrived. In Virginia, from Richmond to Norfolk, Jews have found themselves welcome and are creating new lives for themselves David Chronister (order #31360124)
With the charter of 1669 by John Locke leading to the establishment of Jewish populations in the Carolinas, it would not be until 1740 that large numbers would settle in the Thirteen Colonies. The Jewish communities would grow and thrive to the point that in 1775, Francis Salvador was elected to the Continental Congress: the first Jew elected to hold office. QUAKERS
Officially known as the Society of Friends, the Quakers are a group whose political influence has since waned, and they are no longer the political force they once were. Their religious teachings are still practiced, but the Society is more interested in social issues such as abolishing slavery, fair treatment for the Indigenous people and the improvement of all Colonial education. The Pennsylvania colony was founded by William Penn, a Quaker leader who envisioned the colony as a haven for their faith. Quakers believe that all must follow the teachings of Christ, and that the Bible is the document of these teachings. Furthermore, Quakers do not believe in the swearing of oaths, which regularly brings them into conflict with Colonial governments and Royal officials. Further separating them from other Colonials is the fact that Quakers still speak and write in King James’s English, which sounds old fashioned to the contemporary ear. Unlike many Colonial faiths, Quakers do not have a clergy; instead, they lead themselves to worship. Meetinghouses are places where members gather to discuss matters of faith and ongoing issues involving local social work. DID YOU KNOW? All Quakers believe that a person should be not only frugal but also modest, which means that Quakers tend to dress simply and avoid extravagant clothing. Modesty and temperance are stressed so much that no Quaker drinks alcohol, and any act of drunkenness leads to the member being expelled from the Society. An essential facet of a Quaker’s life is their tolerance, be it of another person’s belief or attitude toward life, and their belief that all are meant to be free of bondage.
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DID YOU KNOW? Asser Levy is perhaps one of the most important figures of the early Colonial period. The first mention of Levy is in 1654 when he and twentythree other Jews escaped from Brazil. Working as a kosher butcher for the small Jewish community, he was also vocal on Jewish rights in the Dutch colony. His efforts secured the right of Jews to be admitted as burghers and to serve guard duty for the colony.
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New Jersey and Pennsylvania are the two areas with the strongest Quaker population. The current crisis between the Thirteen Colonies and the British Empire has Quakers profoundly concerned. Both the Rebels and the Loyalists have resorted to violence, making both sides equally wrong and at fault. Still, the British Empire has shown an unwillingness to be tolerant and disregards the Colonials’ concerns, yet some Quakers try to mediate between the two. OTHER FAITHS
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Smaller denominations are also found in the Thirteen Colonies. Though they lack the power and prestige of the faiths previously mentioned, they still hold influence. LUTHERANS: They came to the Thirteen Colonies from Germany, Sweden and Switzerland. Every colony has small pockets of the Lutheran faith. These sects, though they share similar beliefs, differ in their attitudes, creeds and outlooks. As a result, these various pockets were not well organized. METHODISTS: These Christians are concentrated within New York, Philadelphia and Virginia. Although it is a distinct sect, Methodism stays integrated with the Anglican Church and is seen as a variant to that religion. Though there is no organized structure to the faith, there are numerous lay preachers. MORAVIAN: Originating within the Lutheran and Methodist faiths, the Moravian sect took on its own identity based on the belief that all work is holy. From farming to furniture making, all work is done in honor and service to God. There are communities of Moravians in Pennsylvania and North Carolina. Since work is considered holy, these communities have become economic forces due to the large agriculture operations and numerous skilled artisans living there.
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LIBRARIES Libraries are scarce in Colonial America. The first and largest library in the Thirteen Colonies is the Library Company of Philadelphia, established in 1739. To fund the purchase of books and control access to the collection, this library requires its members to pay an annual subscription fee of £5. In 1730,The Society for the Promotion of Knowledge was founded in Newport, Rhode Island, by a group of intellectuals gathered every week. They meet to share their latest book acquisitions and the knowledge they gained through reading. This group exchanges books amongst themselves, and in 1748 after a large donation by Charles Town, the group created their own library, open only to members of the Society, and no outsiders have been granted access to this collection. Not wanting to be outdone and seeing themselves as the Thirteen Colonies’ intellectual capital, Boston’s people opened a library In 1756. A collection of intellectuals— including John Hancock—formed a circulating library. To ensure this library stayed funded, they instituted an annual subscription fee of £1, 8s. Subscribers are allowed
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to borrow one book in the library and keep it until they finish reading it. Small libraries opened in New Haven, New York and Savannah, similar to Boston’s management. As long as members pay their annual dues, they have access to the collection to borrow books. Colonial colleges also had libraries for their students, and unlike most other colleges, these libraries were open to former students. PRIVATE LIBRARIES
PRINTING & PUBLISHING
The Thirteen Colonies, especially New England, have a rich tradition of printing and publishing. Numerous newspapers and magazines are found throughout the Colonies, along with some imported from Europe and the British Empire. There are also almanacs, books, broadsides and pamphlets printed by Colonial printers. Even though the news is a bit dated because of the time it takes for mail to be delivered, newspapers are readily available and shared by many. COLONIAL NEWSPAPERS K Boston Gazette and Country Journal (1719)
K Boston News-Letter (1704) K Georgia Gazette (1774) K Maryland Gazette (1727) K Massachusetts Gazette (1768) K New-England Courant (1721) K New-York Gazetteer (1773) K Pennsylvania Gazette (1728) K South Carolina Gazette (1732) K South-Carolina and American (1764)
K South-Carolina (1765)
Gazette; and Country Journal
K Virginia Gazette (1736)
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General Gazette
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Private libraries are also common, but these libraries’ sizes are limited based on the funds available to purchase books. Most Colonials have heard tales about the vast collections of George Washington and Thomas Jefferson, each believed to be larger than any library found in the Thirteen Colonies, and those who have the privilege to gain access to them speak highly of the number of esoteric works found within. Professionals, such as lawyers and ministers, also have private libraries, but the scope of these collections is limited to specific topics. In the case of lawyers, books will cover British Imperial crown law, as well as the works of Plato and Aristotle. For ministers, their collections tend to reflect their interests and contain many religious works, in addition to books on history and geography. In the south, most libraries are in estate houses, with the library of Savannah an exception. It is common for estate owners to share their books with neighbors and exchange books amongst themselves.
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I N D I G E N O U S N ATI O N S
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INDIGENOUS HISTORY Regardless of European Nations’ doctrine of discovery, sovereign Indigenous Nations have lived upon this land since time immemorial. When the first European explorers arrived, Indigenous people came face-to-face with Nations alien to them. These strangers brought death, disease and human bondage, often requiring Indigenous people to leave their ways of life and pay homage to a king living far across the water, as well as their own religious beliefs. Genocidal events visited upon the Indigenous people of the so-called New World have had a lasting effect on hundreds of cultures. INITIAL COLONIZATION
Four years after Columbus’s ‘discovery’ of the Americas, the first permanent colony was founded in 1496 by Christopher Columbus’s brother Diego at Santo Domingo. This action would be the beginning of the long—and often bloody—colonization of North America. It would not be until 1565 that Spain refocused their colonization goals and established Fort Augustine as their first permanent settlement in Florida. Not to be outdone, in 1634, Jean Nicolet founded
La Baye des Puants (present-day Green Bay), which was France’s oldest permanent European settlement. It was with these two events that North America was opened up for colonization. Though England attempted to establish two colonies—Roanoke in 1585 and Popham in 1602—it would not be until 1607 that Jamestown would be founded. Plymouth soon followed in 1620, which led to the long, complicated relationship between the Indigenous Nations and the European settlers. At first, relations between the various groups were symbiotic. European settlers who lacked the knowledge, let alone means to adapt to a foreign land, came to depend on the Indigenous Nations for their survival. Meanwhile, the Indigenous Nations saw the goods that the settlers provided a means to aid their lives. Up to 1608, the French were more interested in profit than land. Apart from a few isolated incidents, the French were not as invasive or destructive as the British settlers. They set up trading posts where Indigenous peoples could acquire European-manufactured goods, including alcohol, beads and guns (despite laws stating otherwise). FRENCH-CANADIAN TRADERS Traders and coureurs de bois (wood-runners) traveled far inland and established good relations with most of the Nations they encountered. By doing so, however, they discovered many strange places—ones considered dangerous by the local Indigenous populations, for a multitude of reasons. Foolhardy and overconfident, the French paid little attention to the warnings of the locals. Certain that Christian faith would prevail, they exceeded the bounds of wisdom at their own expense.
INDIGENOUS NATIONS
INDIVIDUALS, NOT COLLECTIVES This article will broaden your perspective and help you create a character ready for the events to come. It will enable players to conceive of Indigenous characters who live and breathe in a world rife with conflict and change. This guide cannot give players a total understanding of the Nations impacted by the American Revolutionary War. Some ceremonies and spiritual teachings are omitted out of respect for the Nations they come from.
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Indigenous people, on the whole, were considerate of the messages of the land. As the decades passed, they grew aware of the effects the Colonies were having on the earth and living beings on it. Even if the French generally proved more agreeable than other Europeans, they still caused trouble and conflicts due to their ignorance and arrogance. The French were apt at befriending a significant number of the Indigenous Nations. As was the custom between any sovereign Nations, they offered marriages to seal deals and alliances. As time went on, differing opinions arose. The French could generally be trusted, but the British offered more of the goods their families had come to depend upon. While the European Nations of England, France and Spain may have considered themselves in an international fight for domination over the New World, the reality of their situation was not quite so simple. People of the Indigenous Nations dealt with European groups on a case-by-case basis. While there were more broad alliances, individual Europeans were individually cruel to the Nations from whom they had stolen land and were dealt with accordingly. The original people of the land found their guidance was often ignored and their sovereignty undermined.
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THE BEAVER WARS The Indigenous Nations themselves, meanwhile, had their series of alliances and plots. The Haudenosaunee sought and secured a partnership with the Dutch and British settlers against the encroaching French and their Algonquin allies (especially the Lenape) for their optimal geographic location. This event came to be known as the Beaver Wars due to the profound economic impact that controls over beaver pelts caused not only for fur traders but also for European powers at large. NOTABLE COLONIES
In 1565, the Spanish established Fort Augustine in Florida, which would mark not just their claim to land outside their Caribbean and South America holdings. Still, it would signal a new wave of colonization that would have lasting effects over the following years. The origins of growing doom find itself rooted in 1585 with establishing Roanoke. Founded in large part due to the prophecy of Doctor John Dee, this colony marked England’s first footprints on the New World.
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POPHAM COLONY & JAMESTOWN
At the Kennebec River’s mouth, the Popham Colony was founded in 1607: England’s first foothold in North America. Fourteen months later, it all ended due to the actions of the settlers toward the Abenaki. In this same year, Captain John Smith came ashore and founded Jamestown’s colony, and named the land he saw Virginia. From 1609 to 1610, disease, hunger and sickness rocked what remained of the people in Jamestown. Though nearly extinct, the colony of Jamestown persevered, and through time, the settlement grew and became the focal point of expansion and conflict within the area.
As more settlers arrived and began building along the coast running north from the domain of the Massachusett people to the Virginia Colony, relations with the Indigenous peoples ebbed and flowed. In some areas, Indigenous and European peoples cooperated, which benefited both sides; in other areas, conflict arose between both groups for many reasons. As more settlers arrived, tensions over trade and land appeared. WEALTH & LAND OWNERSHIP
European settlers highly misunderstood the Indigenous mindset concerning land ownership. The Europeans thought that since individual people did not exert control over it, no one owned the land. As an Indigenous person would tell the confused Europeans, this was untrue. The land was used communally and owned communally, whether by clan or the community at large. Wealth and responsibility were community-wide David Chronister (order #31360124)
resources and roles, which extended to the land itself. The Europeans’ individualistic desire to own land privately brought trouble. The Europeans took more and more by force or by broken treaties and gave less and less. THE REVOLUTION CALLS . . . With the Colonials rebelling against the British Empire, many young Indigenous people are considering which side they should support. They ask themselves: should they help the Rebel Colonials and hope they will deal fairly with their Nations if they win? Should they back the Loyalists and British Empire and expect that after they defeat the Colonials, they will reward the Indigenous peoples for their help? Elders know that there is much more at stake than a war about freedom and which nation of the Europeans will treat them better.
LIFE DURING WARTIME Every conflict has seen Indigenous peoples choose one side. Whether they ally with the Dutch, British Empire, French or Spanish, they must choose a side that promises to end the Europeans’ spread. The French and Indian War, which incited much of the current tensions, saw an upheaval in the historical alliances between Nations and European powers. Many Indigenous people, on both sides, have seen much death and increased reprisals from the victors. Seeing a growing conflict in 1776, the Indigenous Nations had a choice: who is the lesser of these evils? IMPACT OF COLONIZATION
The majority of Europeans believe the Indigenous peoples devoid of culture, lacking in faith, often savage and uneducated. On the other hand, the Indigenous people view the Europeans as brutish, completely disrespectful and unclean (both figuratively and literally). Both groups work to undermine each other and often seek to take advantage of the other’s perceived naiveté. Since the first contact in the New World, various Nations have attempted to retain sovereignty over their lands. As more and more Europeans come over the Atlantic Ocean to claim North America as theirs, the land itself seems to grow angry. Ancient hunting grounds,
INDIGENOUS NATIONS
THE PILGRIMS December in 1620 would mark the second wave of colonization when John Carver and the Puritan separatists known as Pilgrims disembarked in Massachusetts. It was here that the colony of Plymouth was formed, one that nearly went extinct if it was not for the aid of the various Indigenous Nations. Instead, in the short term, an easy coexistence would be established that would soon turn to acts of aggression with the arrival of what was an endless stream of European settlers with the desire to claim new lands of their own. Sadly, this claiming involved bloodshed and actions that would leave both sides forever scarred.
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KING PHILIP’S WAR With the passing of William Bradford in 1657 and War spread out from the Plymouth Colony Massasoit of the Wampanoag Confederacy in 1660, throughout New England, and when wintering in the long-lasting peace established with the Plymouth the Great Dismal Swamp, the overstretched British Colony’s founding came to an end. It was in 1662 Imperial forces scored their first victory. Then, in that British Imperial forces took Wampanoag leader February of 1676, the war continued, seeing Boston’s Wamsutta at gunpoint to Plymouth. The reason for apparent attack and a raid in Plymouth. It wouldn’t this was to force the Nation to pay a ransom in the form be until August 1676 that hostilities would end due of land. Already suffering from illness, Wamsutta died, to King Philip’s death at Mount Hope. and his brother Metacom (King Philip) became the The aftermath was devastating for all sides. The leader and, with the death of his brother, did nothing Indigenous people who fought against the colony to ease tensions. The final straw was the murder of saw entire families forced to retreat, watching John Sassamon, who served as a liaison between the their ancestral lands claimed by the victors. King two groups. It was this one act that began a year of Philip’s War was seen as the flashpoint for all future bloodshed that would affect both sides equally. conflicts.
which the Indigenous once stewarded, are now cultivated and settled by the European settlers in their faraway kings’ name. Beaver, deer, fish and other game that was once plentiful—as long as the land allowed it—are now scarce, hunted by the European settlers and Indigenous members alike. Peaceful woods that the Indigenous people agreed to tend to keep docile have angrily awoken from their deep slumber: trees creak and moan, shaking their branches, scattering the wildlife out into the open into the Europeans’ traps, making them easy targets. The land was not the only thing the Europeans affected.When they came from across the Atlantic Ocean, they also brought with them strange diseases. Many believed the Europeans’ sorcerers cursed Indigenous people with this sickness, but when whole communities were wiped out after the Europeans weaponized these diseases, medicine people from communities across the continent stated a harrowing realization: something deep and dark had allied with the European powers— something that was supposed to be asleep. Throughout the years, the British Imperial, French and Spanish kings have all made pacts with the various Nations. Though the Indigenous Nations were honored at first by this gesture of peace, over time, these pacts have been ignored and discarded as the evil’s poisonous touch took over. Like the French and Indian War, wars continue to come and go, scarring the land and the peoples who live upon it.
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THE NATIONS OF 1776 There are many Nations, great and small, that are active throughout the Thirteen Colonies. These Nations have different beliefs and faiths and strong opinions on how they can best thrive in FLAMES OF FREEDOM. This game intertwines history and fiction in intriguing ways. We made a very concerted effort to work with scholars, Indigenous cultural consultants and editors to bring forward the most relevant parts of each Nation's history. We recognize that Indigenous Nations' history covers far more ground than we could possibly in a tabletop RPG book. To that end, we have space below each Nation's entry to accommodate your own research. Pencil in details that we may have missed or are important for your FLAMES OF FREEDOM game.
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ABENAKI
A b e na k i , the world was not created: it has always existed and always will. They believe their creator, Tabaldak, founded the land and once cared for it. It was under His supervision that all living things were created, and one day He shall return. The Abenaki’s faith rests in the hope that by ridding the world of the British Empire, Tabaldak will one day return to the land and restore it. th e
CULTURE
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INDIGENOUS NATIONS
The Abenaki Nation move their villages with the seasons. These bands are large, extended families that trace their lineage and history through the father. During the spring and summer months, these bands live near lakes, the ocean and rivers, surrounded by a simple wooden palisade. In the fall, the bands move inland to winter villages. The Abenaki have no central leader; instead, each band is independent, led by the two eldest men. The first leader is known as the Civil Chief, and they together must decide on policies, leading the Nation and mediating disputes. All Civil Chiefs meet throughout the year at the Great Council to make decisions that affect the entire Abenaki people. The Great Council also sits as a court, presides over legal disputes and serves punishments to the guilty. The second leader is the War Chief, whose job is to protect the Nation and lead them into battle when necessary. When going into battle, many men wear a young buck’s skin with the antlers still attached, believing that the buck’s strength and agility will flow into the warrior. Skilled hunters, Abenaki boys are given their first bow at the age of five, and by the time they reach ten, they actively take part in hunting with their fathers and uncles. Both boys and girls are tutored by their paternal uncle or aunt in the skills they need to survive until they reach adolescence.
WHO IS TABALDAK? Abenaki tradition states that Tabaldak created man and woman to help Him care for the land. In His first attempt, Tabaldak shaped them from stone but soon discovered the creation was not perfect and destroyed them. Trying again, Tabaldak carved both out of wood. Liking what He created, Tabaldak set them free upon the land. It was from them that the Abenaki were born.
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HISTORY
The Abenaki are an ancient Nation that was once split into two groups, but now they are united against the British Empire. The Nation calls their homeland Ndakinna or ‘Our Land,’ and encompasses New England’s northern regions. Due to Colonial encroachment, the Abenaki now roam between the borders of Canada and New England. The Abenaki Nation’s hope to restore the land rests with the Colonials. Instinctively, the Nation knows that something is wrong with the land and the British Empire is responsible. The Abenaki believe that if the British can be defeated and driven out, the Colonials would then be in a position to negotiate with the Abenaki and the land would be restored to its former glory. With war on the horizon, the Abenaki people now aid the Colonials and shield them from Britain’s armies.
ABENAKI PERSPECTIVES
Here are some example perspectives characters of the Abenaki Nation may have about 1776:
K “I understand agriculture. With other women of my Nation, I tend to our beans, corn and squash. We can trust the land we care for, but I cannot trust these Colonials. Who are these sickly strangers? When will they leave?”
K “Making baskets has been a staple of our way of life as far back as any stories can tell. But the ash and sweetgrass are affected by the world around them, and I fear that something unseen lurks as these newcomers set up their camps.”
K “We will push the British Empire as long as it
takes. I’ve seen my fair share of battle, and with our allies in the French, I know we will prevail. This land is Abenaki, as we are Abenaki.”
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A L G O N QU I N pr e -C olo ni a l ti m e s ,
the various Algonquin peoples occupied the eastern sea-board from Canada down to North Carolina. Algonquin languages are generally mutually intelligible: a character who has learned any Algonquin language can understand and be understood in any other, but to do so is one stage more difficult than speaking or understanding the learned language. CULTURE
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INDIGENOUS NATIONS
The Algonquin are several Nations that share a similar language and culture. These Nations occupy a territory north of the Great Lakes and live by fishing, hunting and trading. Even before the arrival of the Europeans, the Algonquin peoples deal in beans, corn, squash and tobacco via an extensive trade network with other Nations. Algonquin peoples generally move with the seasons. They relocate based on hunting and planting cycles, traveling over vast expanses of land. After the Haudenosaunee nearly exterminated the Huron, the Algonquin mourned the former, with whom they often traded, and became the latter’s new enemies. Most Algonquin peoples mix agriculture with the seasonal harvesting of fish, fruit, game and seafood. Men are primarily involved in hunting and fishing with spears and fish traps, while women mainly farm and forage. It should be noted that gender roles and norms differ for many Algonquin Nations, and European concepts of gender cannot be projected exactly onto these peoples. Gender binaries are not so set in stone, either. Coastal settlements usually consist of domed or barrel-roofed longhouses. Inland settlements are mostly made up of wigwams, which are similar to a plains teepee but covered in birchbark instead of skins, or made similarly but with rounded domes. Depending on the Nation, some houses may hold multiple families. Larger settlements are fortified with a stockade. In most cases, Algonquin society is matrilineal, with clan membership and land rights passing from mother to daughter. This puzzles the Colonials, especially since an Algonquin man’s closest male relatives are his mother’s brothers rather than his father, who usually comes from a different clan.
MANY NATIONS, SIMILAR CULTURES The most renowned Algonquin Nations are the Cree, Mississauga, Nipissing, Odawa, Ojibwa, Potawatomi and Saulxteaux. The Algonquin religion exists as compatible with Catholicism in some communities, and the two are often practiced simultaneously by Algonquin people who hold beliefs of both spiritualities.
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THE THREE SISTERS The main crops used in their communities are the Three Sisters: beans, corn and squash. The bean plants climb the corn stalks, and the squash grows beneath, inhibiting weeds and keeping the soil moist under the shade of its broad leaves. This technique ensures the earth remains fertile for several decades. Food is stored for the winter and can last for two to three years. When the soil eventually loses its fertility, new lands are cleared for cultivation. Algonquin methods of cultivation and food storage continue to fascinate the Europeans.
INDIGENOUS NATIONS
HISTORY
The smallpox epidemic from 1616 to 1619, an event created when Colonials sent contaminated blankets to Indigenous communities, saw a significant number of deaths among the Algonquin peoples. Up until this point, they had been eager to trade with the Colonials, exchanging furs—especially beaver pelts—for iron tools and weapons that made daily life much easier. European demands for beaver pushed the Indigenous Nations to overharvest, outstripping the supply and depleting beaver populations. Increasing European demands for land resulted in conflict, as did cultural encroachment by missionaries. These pressures resulted in attacks like King Philip’s War, the Pequot War and the Powhatan Wars. Survivors were usually forced onto ever-smaller reservations or into Christian ‘praying towns,’ where they were indoctrinated and told that all their problems arose because they did not follow Christian ways.
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Even when the Algonquin Nations people tried to maintain good relationships with Colonials, they were often met with distrust and prejudice, resulting in hardship. Most notably, in the 1700s there were additional attempts made to spread disease through the use of smallpox-laden blankets. This, along with continued efforts to oust Algonquin populations from their land, further solidified the need for Algonquin sovereignty in the wake of ‘doctrines of discovery.’
ALGONQUIN PERSPECTIVES
Here are some example perspectives characters of the Algonquin Nations may have about 1776:
K “I am a father and provider before I am a trapper. My role in my community, trapping beaver and selling to the Colonials, has brought me many opportunities. Yet it pains me to spend so much time far from my husband and wife. How long must our alliances with these Colonials last?”
K “I was born on the night of the great comet. There has been much learning in my life, and now as an Elder, I pass these teachings on to the next generations. My dreams have warned me that difficult times lie ahead. As an Elder, I have no time for rest.”
K “Like my mother before me, I gather medicines. Whether the ailment is spiritual or physical, I know what must be done to treat it. But I fear that these Colonials have brought with them sickness, one they do not understand.”
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APA L ACHE E
A pa l ac h e e m a k e their home in the eastern region of what is now the Florida Panhandle. Their territory begins at the Apalachicola River in the west, stretching as far east as the Suwannee River. The Apalachee is a sedentary Nation. They cultivate maize, establish villages and fashion ceramics, using the goods they produce in trade exchanges with other Nations. CULTURE
INDIGENOUS NATIONS
People of the Apalachee Nation traditionally live in vast villages, with their leaders organizing everything from social to political life. Their staple foods consist of the Three Sisters, as well as large and small game. Women tend to the Nation’s crops while men prepare the fields. Their clothing is dependent on the local weather, with men primarily wearing loincloths, while women wear skirts of Spanish moss. Men also color their bodies with red ochre and place feathers in their hair when preparing for battle. HISTORY
The Spanish established a mission in Apalachee territory near Pensacola. In 1663, they built the San Luis mission in the eastern portion of the Apalachee territory. The Apalachee varied in their approach to establishing relations with each of the European powers who attempted settlement in the region, entering into separate alliances and agreements. This resulted in three distinct groups of Apalachee: one allied with the French in Mobile, one with the Spanish in Tallahassee and one with the British Empire located in the north in Muskogee territory. Because of their pragmatic view in dealing with the European groups, the Apalachee successfully sustained economic ties, enjoying relatively peaceful and supportive relationships with the British Empire, France and Spain for many decades. Eventually, these alliances began to deteriorate, particularly with the British and Spanish. Due to increased trade restrictions and Spain’s growing demand for forced labor, relations
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with the Spanish Colonials were the first to turn sour. In 1704, the Apalachee suffered extensive raiding from the Muskogee Nations, backed and supported by the British seeking to clear the Apalachee out of the areas surrounding St. Augustine and Mobile. The future of the remaining Apalachee people in Florida remains unclear in 1776, mainly due to the rise of an even greater Nation: the Seminole.
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MOUND-BUILDING The Apalachee Nation traces its history to a longstanding mound-builder tradition, using the earthworks for ceremonial needs. These plazas are used for religious ceremonies as well as cultural events. They participate in extensive trade routes, gathering goods from far-flung Nations of all sorts, notably trading for copper from the far north.
APALACHEE PERSPECTIVES
Here are some example perspectives characters of the Apalachee Nation may have about 1776:
INDIGENOUS NATIONS
K “After
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doing what was asked of us and converting to the new religion, we still face persecution. We are moving our families south, as far as we have to go, to be safe.”
K “I’m told the British have bought the land where
we live, but who can own land? Once again, we leave. It pains me to see my relatives hide and say they are not Apalachee, just to survive.”
K “Our ways of trade are disrupted and destroyed. We have tried to teach our children the right way to live, but our way of life is no more. We must move on, and if it means joining relatives in another Nation, so be it.”
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ATI K A M E KW
L o cate d
Algonquin and Innu Nations, the Atikamekw territory greatly favors trade. They supplement their diet of fish and game by acquiring animal pelts and seeds through trade. In spring, they harvest the sap of maple trees and boil it to make sugar and syrup. b etw e e n
th e
CULTURE
INDIGENOUS NATIONS
Living in dome-shaped houses similar to those of their neighbors, the Atikamekw Nation uses spruce boughs for their flooring and furs for both beds and blankets. Their food preservation techniques are unique, consisting of such methods as both smoking and drying meat and processing berries into a paste. For hunting, they use bows, sled dogs and snowshoes. In uniquely Atikamekw fashion, people of this Nation cover their ceremonial clothing with bells fashioned from marrowemptied bones. HISTORY
The Atikamekw people make their homes in the boreal forest of Upper Mauricie. Despite their small numbers, they have an agriculture system, harvesting corn and maple, and trade for necessities the land does not offer. In the fall, they leave these trading routes to enter the boreal forest for the winter months. Between 1670 and 1680, smallpox affected their Nation. As they recovered, their French allies pushed them toward Christianity. The Atikamekw generally embrace the new religion, baptizing their children and giving up their traditional polygamist practices. In 1774, the Hudson’s Bay Company opened its first trading post on the fringe of their territory, leading to trade with both the British Empire and French. The traders were surprised to see how much of French culture the Nation had taken on, abandoning many of their own traditions. Externally controlled trade has become a mainstay for their culture due to the ravages of disease decimating the usual system through which the Atikamekw people conducted themselves. Previous French efforts to enter the Atikamekw into a trade war with the Haudenosaunee did them no favors, either, and further disrupted traditional cultural practices. David Chronister (order #31360124)
ANNUAL TRADITIONS The Atikamekw are noted for their masterful birchbark creations, specifically ornate baskets and canoes. This is a pre-spring activity, which falls in line with the Atikamekw six-way year division: bark basket making for maple syrup, continuing on into the spring, then fishing and partridge hunting, moose hunting, beaver trapping, followed by fish netting and snowshoe making.
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ATIKAMEKW PERSPECTIVES
Here are some example perspectives characters of the Atikamekw Nation may have about 1776:
K “There is a saying that we are better with an oar than a sword. My people follow ways that lead to peace, and we have no interest in these battles. Yet war follows us. I dread to think what the future holds.”
K “We
have taken on many of these outsiders’ ways, it is true. But we still feast, and we still hold our ceremonies. That will not change.”
K “We
live our lives with the seasons. We fish in the correct season and move our camps as the seasons dictate as well. Can the Colonials’ new traditions live in balance with our original ways?”
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C ATAWB A
C ataw ba a r e reluctant warriors, though their reluctance in no way diminishes their strength. Their early history is proprietary, closed to all outsiders. But one thing is for sure: the Catawba believe the land is their lifeblood. As warriors, they not only honor the earth and all things growing on it, but they also mark their lives by it. The seasons’ change is very important to them, and their four main celebrations are tied to the seasons’ cycle. These are the times when Manatou is honored, and the Catawba people give thanks for the gifts He gives. CULTURE
WHO IS MANATOU? Manatou is the Catawba Nation’s great creator. When At first, Olos was restless and wandered the land, Manatou was finished creating the world, He needed exploring and discovering many things. Eventually, someplace to rest, and that is when He met the turtle Olos became lonely. Seeking companionship, Olos Kaia. Sitting upon the turtle’s shell, Manatou created asked His father Manatou to create someone in His all living things in the world. As Kaia moves Her slow image. Manatou, realizing that His son needed a walk from daybreak until nightfall, the sun rises and falls wife, created from wood the first woman, whom he along with Her, and the seasons change. After creating called Lourono. Olos and Lourono’s first children the world, Manatou grew lonely and created His son are the Catawba, and their descendants are the Olos from the earth. Teaching His son everything He people now living on the land. knew, Manatou let Olos live on the land.
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INDIGENOUS NATIONS
Catawba people live in well-organized villages; their houses are circular and bark-covered. The Catawba Nation has a dedicated temple structure located in the village center which serves as the space for religious ceremonies and public gatherings. Farming is essential for the Catawba clans; both men and women actively care for the land. With this matriarchal system in place, the Nation’s food comes from a myriad of sources, such as farming, fishing and hunting. The Catawba are a proud, honorable people who stick to their word. To relate better to the Colonials, the Catawba put in place many European hierarchical structures, such as the status of a ‘king’ within the Nation (as seen with their now-dead King Hagler). Though they have kept their culture and religion, the Catawba people now favor some of the Colonials’ dress styles, as well as a fondness for Colonial trade goods and foodstuffs.
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SPIRITS OF THE LAND The Catawba view spirits as being a part of all living things, but some of these spirits are evil and do not come from Manatou. Catawba medicine people channel their power from Manatou to fight these evil spirits, known as Pholankas. It is a Catawban belief that Pholankas corrupt people, and it is their duty to the land to rid the earth of these Pholankas for Manatou. In some cases, spiritual beliefs have led Catawba people to remain neutral in the conflict. Many medicine people believe that if the Catawba Nation comes to the Colonials’ aid to help them win their war, one day the Colonials will help them wage their war against the Pholankas.
now-deceased King Hagler of the Catawba Nation was in orchestrating this effort. Before recently passing in 1763, he took on a king’s title to more easily discuss sovereignty with the British Empire. It was common for King Hagler to bring principal warriors with him when visiting the British Empire to discuss treaties. His efforts were always done to preserve Catawba territory, a mentality that continues in the Nation even now in 1776.
CATAWBA PERSPECTIVES
HISTORY INDIGENOUS NATIONS
IT CANNOT BE overstated how integral the
Since the British Empire’s arrival in 1660, the Catawba have remained partners with the Colonials, and both groups enjoy fruitful trade and alliances. Among the other Nations, the Catawba have historically shown no hesitation in attacking those who threatened the Colonials. With the Thirteen Colonies in revolt, the Catawba answered the war drums and will ride to the Colonials’ aid against the British Empire.
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Here are some example perspectives Indigenous characters of the Catawba Nation may have about 1776:
K “Diseases
come from the settlers, not some legend living in the shadow. Of this, I am sure. We engaged in trade for their blankets, and our Elders lie sick. We protect our land, and they find ways to push in. I have no patience for these people—British, French or otherwise.”
K “We fight most often on the side of the British
Empire. We must have strong allies to protect the land and that which is dear to us. We are a strong people, and we must protect our numbers.”
K “Women lead our people, as they always have. It
shocks these Europeans to see women leasing the very land they live on, but it is simply our tradition. Just as the river shapes the clay, so too do women lead us in a good way.”
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C H I C K A S AW
T h e C hick a saw b e l i ev e in a supreme creator who
lives above the clouds, and that they were created from sparks from their creator’s fire and given K’AK’ NAAB’ as their home. When the first Chickasaw Nation was still young, the great Losa appeared in K’AK’ NAAB’ and fought Aba Binili, their creator, driving Aba Binili from their sacred lands. In the aftermath of the fight, K’AK’ NAAB’ dried up, killing everything on it, so the Chickasaw left their traditional land. Besides Aba Binili, the Chickasaw also believe in lesser good and evil spirits that follow and guide their own spirits, even after death. This belief is so strong that the Chickasaw bury their dead facing west, hoping that their ancestors will return to their sacred lands and make them livable again. Ancestors who died in fierce battles against an enemy haunt the Chickasaw until their spirit is avenged. INDIGENOUS NATIONS
CULTURE
The desire to return their ancestors to their sacred land, K’AK’ NAAB’, motivates the Chickasaw so strongly that revenge is the driving force behind the Chickasaw’s faith. Anyone who is not Chickasaw has the potential to become an enemy, so outsiders must tread very carefully with this Nation. Spread out along the banks of streams and rivers, Chickasaw villages tend to stretch along the shoreline, providing the Nation access to fresh water and fishing, as well as fertile land to grow the Three Sisters. Extended families live in houses built according to the season, one for winter and one for summer. Chickasaw towns and clans are independent and rule themselves with little outside interference. There are fifteen clans making up the Chickasaw, and clan membership is determined by the mother. Each town has a Minko, or chief, who oversees the needs of all Chickasaw Nation members who live in their village. Passed down through the mother’s family, the position of Minko is usually handed to the eldest son of the Minko. The High Minko, or king, oversees the councils and silently delegates responsibility to his advisors. The king’s herald is handpicked by the High Minko to represent the voice of the High Minko, and they are called the Tishu Minko.
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Chickasaw women typically wear simple, short dresses, and men prefer to wear buckskin breeches. During colder months, both men and women wear ornate buffalo hide robes and fur bear pelts. The Chickasaw people also wear feather mantles, similar to those of neighboring Nations. Hair is another vital signifier to the Chickasaw; when the Chickasaw are at peace, both men and women wear their hair loose and long. When threatened or about to go to war, warriors remove all body hair and tattoo themselves with ornate geometric symbols that represent everything from their kills in a battle to the number of spirits they avenged. Using natural local dyes, patterns are drawn during ceremonies in black, blue, green and red shades.
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HISTORY
Strangely enough, the British have sought out the Chickasaw to be their allies for as long as the Nation can remember. Partnering with the British confuses many Chickasaw people because even though the British have never given them any cause to war with them, the Chickasaw do not typically partner with outsiders who cannot help them return to K’AK’ NAAB’. Additionally, the Chickasaw have a hard time distinguishing the Rebel Colonials from the British Empire and believe they are from the same clan. As a result, Chickasaw war parties have helped both the Continental Army and the British Empire, whichever is in the best interests of their Nation. The Chickasaw Nation has successfully maintained control of their territories, overwhelming and repelling French and Indigenous forces as recently as the 1730s. They have single-handedly managed to weaken the French empire’s expansion into Chickasaw territory, with the French coming to understand just how the Spanish had been driven from Chickasaw territory years prior.
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Once the High Minko, together with the other Minkos, comes to a decision about which side to follow, there will be no stopping the Chickasaw in their quest to restore and return to the fertile and prosperous land promised to them.
CHICKASAW PERSPECTIVES
Here are some example perspectives characters of the Chickasaw Nation may have about 1776:
K “I am told that by living like these Europeans, we
will have the respect needed to keep our people safe. So, we change our farming practices, we set up schools as the British Empire instructed, and we live in their European houses. Will this improve our lives? I cannot say.”
K “Our people come from a long line of architects
and warriors, and we have taken on these new technologies from so-called settlers. With guns, we will protect the people, and with knowledge, we will keep our alliances strong.”
K “With
our help, our British allies have been able to split the territory of the French. Our masterful trade networks ensure that our people want for nothing, and our men stay equipped for battle. Who can possibly stand in our way? Perhaps only the Mandoag, who drove out the great Cahokian Nation. But you didn’t hear that from me.”
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HAUDENOSAUNEE
Ca l l e d t h e I r o q u o i s League by
MATRIARCHAL SOCIETY Haudenosaunee social structure is centered on the importance of women. Women determine kinship, own all property and land and pick the clan chiefs. Each clan is supervised by a Clan Mother, who is seen as the guiding force for the clan and the clan’s respected leader. Because of this, male abuse of power can lead to men being stripped of their titles or exiled. The primary law of the Haudenosaunee is Kainerekowa, or the Great Law of Peace. The Great Law states, among other things, that no Haudenosaunee can take the life of another Haudenosaunee for any reason.
David Chronister (order #31360124)
INDIGENOUS NATIONS
early Colonials, the Iroquois Confederacy later by the British, they are commonly referred to as the Six Nations in 1776. The Nations are the Cayuga, Mohawk, Oneida, Onondaga, Seneca and Tuscarora, and they make their home south of Lake Ontario. The Six Nations are the Huron’s traditional enemy and are frequently involved in the various French and British Imperial conflicts. The Haudenosaunee practice of agriculture helps to support a larger population on a much smaller territory. They produce beans, berries, corn, squash and tomatoes, and even care for chickens and pigs. The advantage of established agricultural communities allows the Haudenosaunee to wage successful wars against rival Nations. To replenish their losses, they often capture and assimilate rival Nations’ peoples into the six. Haudenosaunee villages are typically large and fortified with wooden beams. Longhouses dominate the center of the village, housing generations of the same family. Longhouses are the women’s domain and run like a village unto itself. Unlike other Nations, the Haudenosaunee do not move with the seasons, and instead they build semi-permanent villages. Some of these villages have been located in the same place for hundreds of years. Besides hunting and fishing, the Haudenosaunee are excellent farmers. Their agricultural efforts provide so much of the Nation’s food that the Nation dedicates several ceremonies throughout the year to the Three Sisters.
Although the women rule each Nation, the men play an important role by protecting and defending it. Haudenosaunee warriors wear their hair in the shape of a mohawk, scalp locks, or simply wear it long, while women of the Nation wear their hair according to their position in the Nation. Chiefs and clan mothers turn to more elaborate, beaded hairstyles. Tattooing is another form of social and spiritual expression, used by all genders but differentiated based on role.
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THE SIX NATIONS The Six Nations was formed as a means to create were given the honor of home to the Grand Council defined borders. Each Nation that was admitted joined fires, as well as the name “Keepers of the Central to ensure peace between the six, as well as shield their Fire.” They were the political leaders of the Six borders from encroaching Nations: Nations and kept the wampum.
K Cayuga, ‘People of the Great Swamp,’ are from the
northern shore of the St. Lawrence River and south to the Finger Lakes. The Cayuga Nation was the most open-minded of the Six Nations and allowed other Nations or groups to join their Nation, thus making it strong. The Cayuga protected the northern border of the Six Nations’ territory.
K Mohawk, the ‘People of the Flint,’ are known as the
INDIGENOUS NATIONS
Keepers of the Eastern Door. Their lands were the farthest east, and they safeguarded the eastern border.
K Oneida, the ‘People of the Standing Stone’ are the
last Nation to join the Six Nations. They were offered membership because they were seen as possible adversaries, and it was easier for the other Nations to admit them than fight them, thereby safeguarding the western border.
K Onondaga,
the ‘People of the Hills,’ are the Six Nations’ geographical and political center. They
WHO IS RAWENO? The Haudenosaunee respect the being known as Shonkwaya’tihson (Anglicized as Raweno, the Creator), who caused the earth itself to come to be. It is He who created all life and all spirits inhabiting the earth, including other gods and goddesses.
Though they generally consider themselves pacifists, the Haudenosaunee are not naïve, and they now find themselves in a difficult position. While they should prepare their warriors for battle, the British Imperials and other Colonials have not attacked the Haudenosaunee . . . yet. The Nation knows they must come to a decision, but mysterious deaths and illnesses have forced the Haudenosaunee to focus on their basic survival first.
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K Seneca, the ‘People of the Great Hill’ are also known
as “Keepers of the Western Door.”Their territory was not just remote, but also the farthest west. The Seneca at any time could summon close to 1,000 warriors—more than all the other Nations combined—in the defense of the Six Nations.
K Tuscarora, the ‘People of the Shirt,’ are originally
from North Carolina. They claimed to have been part of the Haudenosaunee, left, and then returned. Increasing theft of land by European settlers and the kidnapping and enslavement of their people led to the Tuscarora War from 1711 to 1715. After the war, Tuscarora people either migrated to New York in a bid to escape Colonials or went into hiding in North Carolina. As with many Haudenosaunee Nations, different bands sided with various European factions. This is exceptionally significant for the Six Nations due to a historic lack of conflict within their ranks since the Great Peacemaker’s time.
CULTURE
Haudenosaunee people are animists. They believe that living and non-living beings of all kinds cause changes in nature itself and that dreams are a way to understand their relationship to these spirits. For this reason, it is important to seek meaning within dreams. Haudenosaunee traditions also allow for the dead to be symbolically replaced by captive raids called Mourning Wars. As a result, they are more diverse than other local Indigenous groups. The Haudenosaunee aim to create an empire by assimilating conquered peoples. By 1668, two-thirds of the Oneida village were assimilated Algonquins and Huron. The Onondaga had people from seven different Nations, and the Seneca had people from eleven. The Haudenosaunee are notably different from other Indigenous peoples in many ways: they are fully sedentary, build complex forts, longhouses and palisades, use leather armor before the introduction of firearms and
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wage wars to destroy their enemies rather than simply subdue them. Additionally, they mix farming, fishing and gathering in the same way as the Algonquin Nations. They net bass, perch, salmon, trout and whitefish in the spring and fish through ice in the winter. WAMPUM BELTS In place of a writing system, they use wampum belts (from the Algonquin word “wampumpeag”) of Quahog and Lightning Whelk shells, the latter acquired through trade with Floridian Nations. Certain Elders could interpret the stories of the belts, which often functioned as bookkeeping and treaties, and were stored at Onondaga, the capital of the Haudenosaunee.
HISTORY
The Haudenosaunee territory was already expanding when settlers first arrived. The original Haudenosaunee league consisted of the Cayuga, Mohawk, Oneida, Onondaga and Seneca of northern and northwestern New York. The Tuscarora of North Carolina joined the Haudenosaunee in the 1700s. By 1720, they occupied a small territory between the Oneida and the Onondaga. They fought the Huron and their French allies to control the beaver pelt trade and put pressure on the Algonquin and Susquehannock people. Even before the French and Indian War, the Iroquois sided with the British Empire against the French but took the British Empire’s side against the Algonquin peoples in King William’s War. With war looming between the Colonials and Britain, the Haudenosaunee Nations are undecided; there is talk of a split between the Nations for the first time in the Six Nations’ history.
HAUDENOSAUNEE PERSPECTIVES
Here are some example perspectives characters of the Haudenosaunee Nation may have about 1776:
K “Alliances come and go: so, too, will any alliances
with these strangers. Their petty squabbles and requests do not scare me! They cannot stand against our mighty people.”
K “The
newcomers confuse me. They often ask to speak with our leaders, but they refuse to understand that the words of our sachems are merely the will of the clan mothers. What is so unbelievable about that?”
K “These Colonials are too sensitive. They dislike
my tattoos. They dislike my hair. They even dislike our food, scrawny as they are. Is there anything they do like?”
David Chronister (order #31360124)
INDIGENOUS NATIONS
For the most part, Haudenosaunee clans bear animal names, with these clans predating the Nations themselves. The Six Nations are governed by a council of fifty sachems (supreme chiefs) representing each clan and Nation. Each of the five founding members of the Haudenosaunee are represented by a delegation of eight to fourteen members. Each of these positions was elected as a representative of the Clan Mothers. The individual communities and villages are governed by councils of their own sachems and chiefs. Clan Mothers representing each Nation’s clans are entrusted with particular responsibilities. Clan Mothers oversee the actions of the chief and appoint a new one on his death. This state of affairs confused many Colonials, but the fact was that Chiefs relayed the Clan Mothers’ thoughts and decisions, rather than the other way around.
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346 INNU
T h e I n n u (called the Montagnais by the French, as a
reference to their mountainous homes) make their homes in the northern reaches. Their territory, called Nitassinan in the Innu language, includes the provinces of Quebec and Labrador. They share traditional borders with the Atikamekw, East Cree, Inuit and Maliseet, as well as the Naskapi. With the arrival of French Colonials and traders, the Innu devoted themselves to the fur trade. They allowed the French to build settlements in their territory. In exchange, the French send a yearly amount of flour to relieve famine in hard years. The Colonials were astounded by their tolerance for cold. The Innu people speak Innu-Aimun, which can be directly translated as ‘people words.’
INDIGENOUS NATIONS
CULTURE
The Innu Nation make their homes of conical wigwams: huts covered with birchbark and caribou hides. Their villages often use a single larger central building: a lodge used for gatherings and cultural festivals. Innu clothing is broken up by gender of sorts, despite the Innu actively accepting genders outside of the European binary. For the binary genders, however, women generally wear long dresses that sport removable sleeves. Men tend to wear much simpler breechcloths and leggings, as well as moccasin boots and long, white leather coats. All genders wear their hair long and use hoods during the cold winter months. Birchbark canoes are the most popular modes of transportation within the Innu Nation, though snowshoes and sleds are similarly indispensable. Their diet consists of bear, beaver, caribou, moose and porcupine, matched with berries and wild plants. So important is the caribou, in fact, that the Innu people celebrate Mokashan, ‘The Caribou Festival.’ This festival feast recognizes the caribou as the leader of all animals. They have highly important trading partners with the Algonquin peoples and Cree Nation.
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HISTORY
The Innu peoples’ territory yielded an excellent supply of furs, which they traded for lard, tea, tools and weapons. The clergy established close relations with them, and many Innu converted to Christianity. The presence of the Hudson’s Bay Company caused the Innu some concern, but they did not respond to its infringement since its presence did not seem to harm the stocks of fur-bearing animals.
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INNU PERSPECTIVES
Here are some example perspectives characters of the Innu Nation may have about 1776:
K “Our way of life has always meant movement. These strangers who make their homes yearround have tried to talk some of our people into living in their dangerous way, and it has led to death. How can you sustain a family from food in just one place?”
K “So the priests think we don’t live here. Where is here? To me, here means where the people are. Where the caribou are.”
K “The
newcomers have made problems for us. They do not know the right ways to hunt or fish, and they are so excitable about their religion. The way they live their lives, harming our land and animals—it hurts us, too. They worry over whether my family comes to their church in the summers, but they do not understand what their overfishing has done. Dealing with them is a struggle.”
David Chronister (order #31360124)
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JESUIT MISSIONARIES In 1534, Jacques Cartier met a people he called the Papinachois: the Innu Nation’s ancestors. Later, Samuel de Champlain drew a map identifying their presence along the Papinachois and Outardes Rivers, leading Jesuit missionaries to attempt the conversion of the Innu whenever they frequented the various trading posts along the coast of the St. Lawrence River. Coercive arguments from missionaries led to the recent decline in traditional methods of trapping, as well as Innu cultural traditions, as Jesuits along the water are currently attempting to move the Innu people into permanent, sedentary homes. This has generally been quite unsuccessful, as the Innu are a nomadic people who follow the caribou. Their people regroup at larger settlements during the summer months, where the missions are, and move inland during the winter.
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LENAPE
L e nap e p eopl e (also known as the Delaware) live in parts of Connecticut, Colonial Delaware, New Jersey, New York and Pennsylvania. In 1632, they removed the Dutch Zwaanendael colony following the gruesome beheading of one of their chiefs (supposedly a misunderstanding). The Lenape people became involved in fur trading but were ravaged by European diseases and conflicts with European settlers and with their traditional enemies, the Iroquoian-speaking Susquehannock (whom the Colonials called the Conestoga).
INDIGENOUS NATIONS
CULTURE
The Lenape people are a Nation that shares many commonalities with other Northeastern Woodlands Nations. Their society is matrilineal, and similar to many other Nations, their name Lenape translates closely to ‘real’ or ‘original person.’ Their villages, too, may seem familiar to those with knowledge of the customs of Woodlands Nations. Each village is considered its own separate Nation and is led by its own council, composed of clan leaders. Villages are autonomous, and Nations often mix for social occasions but not council meetings or official ceremonies. Villages are not typically fortified, and houses tend to be round with a fire pit at the center. The Lenape favor water travel and spend countless hours carving out canoes from a single piece of wood. Men hunt and fish, while the women are responsible for the farming of beans, corn, squash, sweet potatoes and tobacco. Fashion and hairstyles are directly related to the age of a Lenape member. As a Lenape warrior grows older, they wear their hair long as a sign of respect. Women keep their hair long regardless of age, using ochre for decoration as they mature. Fashionable ear and nose piercings are popular, obtained through trade with Colonials. A chief ’s rank is typically denoted by an eagle feather in the individual’s hair, while medicine people often wear a hood made from a bear hide. Clothing is made from deerskin and decorated with copper ornaments, feather mantles, glass beads, porcupine quills and shells. European clothing has become fashionable, and many Lenape people make use of these styles, so long as they are colorful. The Moravian Church has established missions among the Lenape, but this has not led to the full conversion.
David Chronister (order #31360124)
HISTORY
Like any autonomous Nation, the Lenape people make their own decisions. Some communities have supported the Colonials, others have supported the British Empire, and some choose to keep to themselves. During the French and Indian War, the Lenape initially sided with the French but later allied with the British Empire. However, the British settlers quickly betrayed them. In 1758, the Treaty of Easton removed the Lenape from most of New York and New Jersey into Pennsylvania and the Ohio Territory. Many Lenape took part in Pontiac’s War from 1763 to 1766, especially in the siege of Pittsburgh.
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The Lenape members are worried about the future, though communicating their fears is difficult. Were these factions to work together, they may find that along with the Colonials and British Empire draining the land, horrible dreams are coming to their medicine people.
LENAPE PERSPECTIVES
Here are some example perspectives characters of the Lenape Nation may have about 1776:
K “I am an uncle to a young man, and it is my
duty to teach him our ways. Hunting, life skills and weapon use fall to me as his teacher. But as we are pushed ever farther from our homelands, I fear not knowing the talents this young boy needs to survive.” has led this family and her clan for many years. I know that we cannot trust these Colonials, least of all the Dutch. They can call their camps whatever they like, but we must not allow them to stay.”
K “The
Moravian Church considers me their success story. It’s true: I wear the right clothes, I say the right things . . . But this is all about connections. As their translator, I’ve been rewarded. But a friend to the Colonials? Don’t make me laugh.”
David Chronister (order #31360124)
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K “Listen to what I have to say. I am a woman who
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350 MAHICAN
T h e M a hica n stor i e s say the world started on the
INDIGENOUS NATIONS
back of the Great Turtle, with the water animals’ help. They also believe in a spirit known as Kche Mannito, The Great Spirit. Their people traveled far, coming from the west and crossing great rivers. The Mahican searched for somewhere as the ice melted when they came upon a mighty river. The spirit of the river called out to the people: “Stop and here dwell,” along with many other promises of bounty. As the Great Sea pushed water upstream, the mighty river spirit collided with it, rising up. The people saw the river run in two directions, so those living in that place were called ‘The People of the River That Runs in Two Directions’ (anglicized as ‘Mahican’). DID YOU KNOW? James Fenimore Cooper’s novel The Last of the Mohicans is based on the Mahican people. However, by the time it was published, the Mahican people had been forced to migrate west to their war allies, onto the Oneida people’s homeland. The story was written mostly after their departure and included some cultural aspects of the Mohegans, which are a different Algonquin offshoot of the Pequot Nation living in eastern Connecticut. The name ‘Mohican’ is now equally applied to both Nations, as most are unaware of the difference.
CULTURE
The Mahican believe that guardian spirits affect everything in their lives. Thanks are offered for all things, from marriage to partaking in food and water. Mahicans typically present gifts at their ceremonies, which include those for hunting, gathering and battle. Some choose to favor one spirit guide over the other. These guides include animals, forces of nature and natural objects such as old trees and large rocks. Mahican villages are large, consisting of usually twenty to thirty midsize longhouses. The villages are always heavily fortified with wood and stone, always located in the hills or near rocky areas. The entire Nation is led by a council that meets regularly at the island village of Shodac. Shodac is the heart of all Mahican
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Nations, and many stay in this heavily palisaded village to protect it. The Mahican Nation has several scattered members along the rivers and valleys of the Hudson River, which collect tribute from Nations wanting access to the wampum on the coast. As such, Mahican men are very protective of their families, knowing that many other Nations are jealous of their prized trade routes. Any major battle at the village of Shodac would swiftly destroy the Nation’s central gathering place. Mahican members are reasonably secretive and cautious regarding the Tsalagi with suspicion. They do whatever they can to blend into
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their surroundings, making them excellent hunters and warriors. Little is known about their ancient manners and customs, as they (like their southern relatives, the Munsee Lenape) are considered Grandfathers of the land and guard their history with their lives. Active traders, the Mahican have earned a reputation as fair and peaceful merchants. Copper and wampum among the Mahican Nation are mostly used as materials for arrowheads, jewelry and ornaments. Loyal to no one but the Mahican people, members worry about their survival and work to maintain the vigilance needed to carry on. Seasonal occupations, such as basket weaving and pottery making, fell by the wayside as they farmed and pleased their neighbors for survival. They are currently sick and tired of British Imperial policies and favorable to the Rebel cause.
K Trackers and scouts of the western Nations belong to the Wolf Clan, the Ndokwtheetowãakootum.
K The Bear Clan or Muxkwowwãakootum is known for their strength, and many warriors belong to this clan.
K Those
Mahican members that belong to the Turtle Clan or Ndoonbaawãakootum are keen, wise and skilled in healing.
K The Turkey clan, Na’umaawãakootum, are known
for protecting villages and loved ones, and act as a home guard.
HISTORY
When they first made contact with the Dutch Explorer Henry Hudson in 1609, the Mahicans were mainly settled along what is now known as the Hudson Valley, from Lake Champlain to the river’s mouth in New York. The trade that ensued with the Dutch allowed the Mahican people to be the first Nation in the interior with trade goods and firearms. For seventy-five years, they dominated the area, but the advent of steel traps David Chronister (order #31360124)
and firearms led to overharvesting for hides. With supplies depleted, the Dutch looked to the Northern Mohawk people for fur. The Mahican people migrated into western Massachusetts and Connecticut after the conflict with both the British and the Mohawk Nation. They adopted Christianity in the 1740s (while maintaining a degree of Mahican spirituality), converted by Moravian missionaries and Calvinists at Stockbridge, Massachusetts. Their Nation would go on to fight on the British side in the French and Indian War, being the chosen warriors of Robert Rogers (of the Rogers’ Rangers company).
MAHICAN PERSPECTIVES
Here are some example perspectives characters of the Mahican Nation may have about 1776:
K “Dutch,
their trade was good. British, they want to dominate me and save my soul. French, they lie in the north and start wars between my relatives and the British Empire. My interest is: do they have goods to trade? My family can’t eat coins; that does not interest me. Knives, axes, rifles and powder, beads, metal pots, ah! Now that interests me.”
K “It is strange to be a Mahican person trying to
understand this thing called ‘the law,’ which only seems to work in the Colonials’ favor, not mine. As a child, I watched these Colonials declare they owned the very land and rivers along which I was raised. Now they call it British Imperial land, due to this ‘right of discovery’ from some sachem that no one has ever seen or heard. That changes with me. I will take up the axe and fight with the Rebels, so I may have my lands back.”
K “We have always lived along the water for travel
and trade. We make our homes from birchbark and reeds and live together as family units in longhouses. Our alliances with other Nations have maintained peace and only ever made us stronger. Hopefully, in time, we can do the same with these newcomers.”
INDIGENOUS NATIONS
CONFEDERACY OF NATIONS The Mahican are a confederacy of Nations, spread out among villages up and down the Hudson River, organized through a clan system called wãakootum. Though equal, each clan is known for a specific trait:
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352 MASSACHUSETT
T h e M a s sac h us et t l iv e in an area stretching from
just north of Plymouth to the west and north of Boston. They suffered huge losses due to plagues and Colonial settlements, and the remaining population scattered after Captain Miles Standish of Plymouth Colony led a massacre of Massachusett military leaders in 1623.
INDIGENOUS NATIONS
CULTURE
Like many of the Indigenous Nations across what came to be called New England, the Massachusett Nation is matriarchal. While children are put to work keeping birds from eating away at farmland, women of the Nation both own and tend those fields, as well as build the summer and winter longhouses lived in by all genders. Women, naturally, hold active decision-making roles within the Nation. They also hold such respected positions as basket weavers, fire keepers, potters and wood gatherers. Men are responsible for fishing, hunting, mining, whaling and more generally protecting the land of their Nation. People of all genders harvest shellfish, trap small game and gather grains, greens and herbs for food and medicine. The minerals the Massachusett Nation mines are highly prized trade items, and they supply quartz, quarry stone and other minerals used in tools for Nations far and wide. This further makes the land of the Massachusett people highly prized, both by rival Indigenous and Colonial groups. HISTORY
Massachusett warriors took part in King Philip’s War, and like the Wampanoag, they were confined in praying towns following the event. The British missionary John Eliot converted many Massachusett people and translated the Bible into a written version of their language, which he devised. In 1775, ‘praying Indians’ of the Massachusett fought alongside Colonial forces at the Battles of Lexington and Bunker Hill. Crispus Attucks, the first casualty of the Boston Massacre, was of Massachusett descent on his mother’s side. This would have rippling effects across British and Indigenous relations, not only within the Massachusett Nation but also in their alliances with other Nations.
David Chronister (order #31360124)
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Here are some example perspectives characters of the Massachusett Nation may have about 1776:
K “Have you heard what the Colonials say? ‘Kill
or convert into submission.’ I remember as a child when they first forced their way onto our lands. I have survived, and I am ready to fight back from the shadows.”
K “Our farms are plentiful with the Three Sisters. The waters are full of fish and whales. Our quarries provide stone for tools and weapons. What do these British Imperials have to offer us?”
K “Sickness. War. Invasion. It’s hard to remember
what losses come from which people anymore. I have grieved more in these past months than most do in a lifetime. What I still have, I will protect at any cost.”
David Chronister (order #31360124)
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INDIGENOUS NATIONS
MASSACHUSETT PERSPECTIVES
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P OWH ATA N
Pow h ata n h e a de d a powerful confederacy which included the Appamattucks, the Arrohateck, the Kiskiack (Chiskiack), the Mattaponi and the Pamunkey. They regarded more than thirty other Nations as allies or vassals. They were the first people the Jamestown Colonials encountered in 1607; following the two Anglo-Powhatan Wars, the Nations of the confederacy were nearly powerless and separated from each other by Colonial occupation.
INDIGENOUS NATIONS
CULTURE
Living in housing structures that may be familiar to anyone with an Indigenous background, the Powhatan Nation makes their homes of bent saplings and woven mats or bark placed over the house’s skeleton. They grow crops such as maize, as well as fish and hunt, most notably maintaining open game habitats. As men trail game through forests or partake in fishing, women of the Nation travel ahead to set up hunting camps. Within the Nation’s villages, they create elaborate clothing, gather local nuts and tend crops. Women often form work parties in order to complete tasks more efficiently. People of the Powhatan Nation take part in a unique form of agriculture, clearing land, felling trees and removing stumps in order to farm the soil most efficiently. This land is worked until it begins producing low-quality crops, at which point people of this Nation choose a new location for their village. HISTORY
Escaped slaves and indentured servants joined many of the remaining Powhatan and intermarried with them. The Treaty of Middle Plantation signed after Bacon’s Rebellion in 1677 re-established peace between the remaining Powhatan Nations and Britain. This same treaty also established reservations for many Nations, Powhatan and otherwise. Reservations were disbanded and treaties were broken as the Colonials forced their will on the Powhatan, but two reservations remained: the Pamunkey and the Mattaponi reservations. Following
David Chronister (order #31360124)
Bacon’s Rebellion in 1676, and the ratification of the Treaty of Albany in 1684, the Powhatan Confederacy for all intents and purposes no longer existed. Although the House of Burgesses abolished Indigenous slavery in 1691, the Pamunkey and Mattaponi Nations still bring an annual tribute to the Governor of Virginia, in keeping with the treaty that formed their reservations.
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COLLEGE OF WILLIAM & MARY, 1691 Another change the British brought to their Nation took the form of a university. The college of William and Mary, founded in 1691, created minor inroads for Powhatan men to integrate with Colonial society. While the skills taught at the university are not highly valued by the Nation, literacy is. Currently, men who have been educated at the university send their sons there as well. This university, paired with an increased number of marriages between Powhatan and non-Indigenous people, is believed to contribute to the cultural change currently taking place in 1776.
Here are some example perspectives characters of the Powhatan Nation may have about 1776:
K “Do
you remember little Martha? The one who used to live across from the reservation. I heard she married that general, what’s his name . . . George Washington! Can you believe it? They grow up so fast, don’t they?”
K “It all started with one paper being mixed into
the wrong archive. Now I spend all my nights in the archives at William and Mary . . . yes, I am a law student. But how much protection will that offer me if any of these professors know what I’ve been pouring over? Notes on ancient baskets, ceremony, traditional medicine techniques . . . I have to know more. Forbidden or not, I must learn all I can of our traditions.”
K “Something strange has been here for a very, very
long time. As they call it now, the Chesapeake Bay was created by a great depression in the earth. Some people say it was the work of spirits; others believe this gouge in the earth was the work of something foreign to our world.”
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POWHATAN PERSPECTIVES
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SEMINOLE
INDIGENOUS NATIONS
S em i nol e w e r e not endemic to Florida, but were born there as a result of migration. Migrating into Florida from Muskogee territories in Alabama, Georgia and South Carolina, the Seminole people are an amalgam of various Muskogee (Creek) groups who had suffered great losses due to European diseases, previous conflicts with Spanish conquistadors and current conflicts with the Colonials. The British Imperial-backed raids by Muskogee groups against other Muskogee who refused to ally with Britain helped to further divide and disenfranchise those who would migrate to become the Seminole people. This loosely associated group of Muskogee refugees have relocated to Florida, which was primarily unsettled at the time. CULTURE
Other Nations also fled south into Florida, and though each group has different cultures, they all share surviving the onslaught of European culture as a common factor. Due to the Yamasee War, beginning in 1715, groups like the Yuchi and Yamasee fled South Carolina. The surviving members of the Choctaw and the few remaining indigenous Floridian Nations take refuge with them as well. All of these groups are absorbed by the Muskogee who had relocated here. Adding to this growing collection of remnants came even more fleeing groups, which helped grow the everexpanding new Nation. The Nation welcomes people fleeing slavery who escaped to Florida and settled near the Nation’s growing towns. Even a few Colonials settled near the burgeoning Nation, and they, too, are assimilated. This motley collection of distinct groups, and their cultures and beliefs, blend over time into a unique culture. They begin to call themselves the Seminole, a name derived from the Muskogee word ‘simao-il,’ which was itself derived from the Spanish cimarrón meaning ‘wild’ or ‘runaway.’ HISTORY
Within this unified Nation of diverse groups, two languages dominated: Mikasuki and Muskogee (though other groups brought their own languages with them as well). Muskogee was spoken for both political and social David Chronister (order #31360124)
reasons and was the unifying language for the Seminole. Every member of the Nation, regardless of their original background, learned Muskogee as a common tongue. Mikasuki, the Indigenous language of the Chickasaw and Choctaw, also saw significant usage throughout the Nation because of the large numbers of those Nations that comprised the original amalgam. Furthermore, the other smaller Indigenous Nations, formerly enslaved people and the various European Colonials also brought their languages with them like Creole, French or Gullah dialects, using them within their own groups. Over time, the Nation not only survived but thrived and, in 1776, is now the major power in Florida. They
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have established relations with both England and Spain, using them to better their position. The diverse makeup of the Nation led to the creation of a distinct and dynamic Seminole culture. As for the Indigenous Nations still in the region, the Seminole are either assimilating them or pushing them off the peninsula.
SEMINOLE PERSPECTIVES
Here are some example perspectives characters of the Seminole Nation may have about 1776:
K “Call
us runaways if you like, call us wild people, but never call us cowards. Our people come from so many backgrounds, and it makes us strong! We will fight to keep what we have now.” will not be conquered, and we will not surrender. Our people exist because we know what these settlers have in store. They do not let us rest and grieve, so we will offer them no peace.”
K “With
the knowledge of my grandmother, I have taught others to plant the Three Sisters in the right season. The land on which we sow seed is new to me, but so is the world in which we now live. I long for knowledge and have been listening to Elders teach their medicine as I teach my own to my people. Muskogee medicines and medicines from other Nations— from the Fon, Fulani and Wolof people—all make up our community. We are all Seminole, and we are strong.”
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INDIGENOUS NATIONS
K “We
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INDIGENOUS NATIONS
M o n eto
S H AW N E E
c r e ate d th e world in the eyes of the Shawnee. From his spot in the sky, He judges the Shawnee’s actions. Those who do good, He blesses; those who cause harm, He punishes. Moneto’s wife, Kokumthena, sits by his side weaving a blanket called Skeemotah. This blanket tells the history of the world and everything in it, going as far back as the dawn of time. Kokumthena is tormented by a wolf that unravels her work every day, forcing her to start weaving again. It is said that when Kokumthema finishes her blanket, she will use it to cover the light in the sky, and the Shawnee Nation will be no more. According to legend, the Shawnee were descended from Powhatan sent to overtake the Shenandoah Valley of western Virginia under the leadership of Sheewa-anee. British Imperial accounts tell of them fighting a losing battle against the Iroquois there in 1671. They moved south and encountered settlers in the Province of Carolina in the 1670s. Some also moved into Florida, Maryland and Pennsylvania.
CULTURE
The Shawnee strive to find the balance within nature so that Kokumthena’s blanket will not be woven hastily. Medicine people work their magic, drawing upon Shawnee ancestors to stop her progress, and are frequently inspired by historical events. The Shawnee are unorganized and scattered throughout North America. Sometimes, Shawnee families and extended families make up one Nation; other times, generations of Elders might walk together and form a clan. There are differences of opinion about the war with newcomers, but most Shawnee people choose to ignore the conflicts. A Shawnee person’s primary concern is survival, regardless of whom they consider allies. The Shawnee have high regard for life and will only fight when it is necessary. Some say that the Shawnee are on a holy pilgrimage due to the tainting of the land. “When the Land is healed,” one Shawnee wise man says, “the Shawnee will come together as one family again.”
David Chronister (order #31360124)
EQUAL ROLES One side effect of the Shawnee’s constant traveling is that both men and women have equal roles. Women are highly trained in archery, and men learn how to set camp and make weapons from an early age. Both are skilled trackers, but most Shawnee are not experts in the art of communication, as Shawnee justice is swift and immediate. Unlike many other Nations, the Shawnee tend to act fast since they are incredibly vulnerable.
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HISTORY
The Shawnee fought with the French in the French and Indian War, made a peace treaty with the British and then joined in Pontiac’s Rebellion. They were also involved in Dunmore’s War, as more European settlers poured into the Ohio Country. They are divided over the coming war with Britain. Some advocate an alliance with Britain to drive out the Colonials, while others prefer to remain neutral. While their people originate from places now referred to as Ohio and Pennsylvania, there has been talk of the Shawnee Nation moving westward as non-Indigenous groups encroach on their traditional territories. Joined by other Nations, who are similarly locked in conflict with the Colonials, they are currently working to push non-Indigenous people toward the Appalachian Mountains in an effort to exert their legal and military might in the area.
Here are some example perspectives characters of the Shawnee Nation may have about 1776:
K “I’m told there is some agreement that states
we’ve given up our hunting grounds. From what I was told, we’re not supposed to go past the Ohio river. What a shame . . . you know I couldn’t bear the thought of getting in trouble. Anyway, are you ready to go hunting?”
K “Neutrality is what is most important. We can’t
protect the people when our ranks get so thin. Anyone who takes a chance with their life takes a chance with all of our lives.”
K “The fur trade is evil. It is simply a way for these
outsiders to force their way on in. Just as we outlawed alcohol, we must outlaw interactions with these traders.”
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INDIGENOUS NATIONS
SHAWNEE PERSPECTIVES
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T h e Tsa l ag i a n c e str a l lands contain the southern
end of the Appalachian mountains in the Carolinas and Georgia. Their people have long-standing traditions of art, language, spirituality and storytelling. Culture and beliefs may vary across clans and families, with much of their traditions not discussed with outsiders out of deep respect for their knowledge-keepers.
INDIGENOUS NATIONS
CULTURE
The Tsalagi people honor their ancestors and the spirits of living and non-living beings through dance and prayer. As with many Indigenous Nations, caring for and being cared for by spirits and ancestors is considered part of Tsalagi’s daily life. The Tsalagi people also believe that words themselves hold great power. For this reason, the Tsalagi language did not have a written form for millennia; giving words a physical form gave those words too much power. Using specific words or formulas invokes the words’ power. The effect of this tradition around words would lead to the fastest literacy acquisition in human history when the Tsalagi syllabary was introduced. The Tsalagi people also believe in a powerful creature known as Uktena, a fearsome serpent of knowledge, with a glowing gem in its forehead. Tsalagi villages are composed of thirty to sixty spacious circular houses, marvelous feats of engineering, which use ingenious building methods that require fewer resources than their European counterparts while housing more people. The structures themselves are partially sunk into the earth, lending them additional hardiness. Each of these homes houses a fire, which is used for a multitude of purposes. In the center of these villages, a larger house serves as the council house. Council meetings and religious ceremonies take place here. Each town houses a large council fire, with fires also along the perimeter of the village. Located on the outskirts of each village are the Three Sisters, which join fish, fruits, game and vegetables in the traditional Tsalagi diet. For special occasions, a stew made from hickory nuts is prepared for the celebration. Each clan operates on its own (though there is constant interaction between them) and the Elders and chiefs hold leadership. Though each village is independent, chiefs meet throughout the year to decide on important
David Chronister (order #31360124)
matters that affect the Tsalagi Nation as a whole. The matrilineal Tsalagi culture is made up of seven clans, led by a council of female Elders from the clan. One outcome of this matrilineal society is that the women determine who is Tsalagi. Someone with a Tsalagi father but a non-Tsalagi mother may not be accepted as Tsalagi. The female Elders’ decisions and rulings are absolute; the chiefs respect and defer to their authority. Within the broader community of villages, groups of Elders come together in a grand council to discuss and make decisions that affect the entire village. Each of the seven clans has a different traditional focus, meaning that different skills and resources falling under the focus of that clan become that clan’s responsibility. Each clan is part of the larger Nation, similar to how districts may operate within a larger city, rather than states within the European continent. Their different specialties led to a strong Nation with varied skillsets across clan lines. The Tsalagi Nation is fairly secretive and tends toward neutrality. They have few long-standing allies and have an extensive history of trade, so this must not be misinterpreted as a lack of diplomatic interest on their part. There is a long history of Tsalagi Nation peacekeeping with settlers, due to being recognized as one of the Five Civilized Nations. That is not to say there were no arguments with the Colonials. The Tsalagi Nation also
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has conflicts with the Catawba, Muskogee, Shawnee and Yuchi Nations over matters of trust, with the Muskogee being the group most commonly in conflict with the Tsalagi Nation. Treaty violations and land removals loom on the horizon and are certain to cause more conflict between the Tsalagi Nation and Colonials. Currently, the Tsalagi are taking no sides in the Rebel and British conflict. Outsiders believe that the Elders consider their alliances before declaring their allegiance. HISTORY
David Chronister (order #31360124)
TSALAGI PERSPECTIVES
Here are some example perspectives characters of the Tsalagi Nation may have about 1776:
K “I
see no reason for us to have any kind of alliance with the Rebels, the British . . . what can they trade that we cannot get elsewhere? If you ask me, we’re better off never speaking to the Europeans again.”
K “We deal with the British Empire as a sovereign
Nation, using treaties and trade as we always have. They refuse to honor their own word.”
K “Well, trade with the Europeans is bad again. My father had this one trade partner; we’ve known him for years. When I was little, he’d bring me along and the man would give me little toys he carved from wood. When the rest of his leads dried up, he would still be around. Always brought good beads and cloth at fair prices! But nobody showed up to the trading post this spring, and I worry for him.”
WABANAKI CONFEDERACY The Wabanaki Confederacy (Abenaki, Maliseet, Micmac, Passamaquoddy and Penobscot) occupy northern New England and southeastern Canada. Initially, the fur trade with the Europeans was mutually beneficial, but it soon led to Colonial control. Their numbers were further depleted by the ongoing conflict with the Mohawks. The Wabanaki Confederacy took the French side in the French and Indian War. The Spencer Phipps Proclamation of 1755 put a bounty on the scalps of all Penobscots. After the Battle of Quebec in 1759, many people under this banner withdrew to Canada. Surviving Wabanaki are distrustful of the British and are either neutral or inclined to take the Colonial side in the coming war.
INDIGENOUS NATIONS
For millennia, the Tsalagi people have made nation-tonation agreements and negotiations. Their first largescale interaction with non-Indigenous people dates back to 1540, upon meeting Hernando de Soto’s team of ragged explorers. They had previously seen Europeans during trade missions, but this was their first interaction. Eventually, trade increased in European goods coming to the Tsalagi Nation. This did not stop the Nation from defending themselves against European machinations. Sovereignty and protection of culture is of greatest importance, despite the actions of European powers. The Tsalagi are tenuous allies of the British, with that relationship entirely dependent on what was currently best for the Nation. The Nation’s alliances with the British date back to the Tuscarora War, and before that to conflict with the Shawnee, who were French allies. In 1735, the Tsalagi were estimated to have sixty-four settlements and 6,000 warriors, until intentional smallpox exposure by colonizers gifting infected blankets destroyed around half of their population by 1739. This was done regardless of the fact that they had been previously labeled one of the Five Civilized Nations by the British, as they were considered more easily reasoned with than other nations outside of the Five Civilized Nations, and who could be turned more European through education. The Tsalagi sided with Britain during the French and Indian War, but serious misunderstandings resulted in the Anglo-Tsalagi War of 1760. Tsalagi’s defense of territory during Colonials’attempts to encroach upon their land sparked Lord Dunmore’s War in 1773. Relations between the Tsalagi and the Colonials are currently strained due to the increased erosion of Tsalagi sovereignty, with no indication of which side—if any—they might take in the coming war.
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F rom
WA M PA N O A G
a s e a r ly as 1614, the Wampanoag people of southern Massachusetts and eastern Rhode Island were sold into bondage in Europe. Squanto (also known as Tisquantum), who showed the Plymouth Colonials how to grow corn, had been enslaved in Spain before he joined an expedition to Newfoundland as a translator and worked his way back to his Indigenous land.
INDIGENOUS NATIONS
CULTURE
Like the Algonquin Nations, the Wampanoag Nations no longer move with the seasons. They have become an agrarian Nation and augment their diet through hunting and fishing. Their residences are not completely fixed, however; instead, they have summer and winter dwellings. They move closer to the coast to fish and harvest the sea’s other bounties, such as seaweed and crustaceans during the summer. In the winter, the Wampanoag move inland to hunt in territories that are carefully defined, in order to avoid disputes and conflict with the Colonials. The Wampanoag are organized as a loose confederation of lesser sachems and sagamores (both translate as ‘chief ’) under a grand sachem’s authority. Though the Colonials often referred to Wampanoag sachems as ‘kings,’ there is nothing royal about the position, though it does convey respect and very limited authority. Property and titles are passed on from father to son. If there is no suitable male heir, it’s not unusual for a woman to become the sachem themselves. HISTORY
When the Pilgrims arrived in the 1620s, the Wampanoag were decimated by disease, which mostly affected groups with regular contact with the French. They were under attack by the Micmac from the north and the Pequot from the west, and they were also paying tribute to the Narragansett of Rhode Island. They hoped an alliance with the British Empire would improve their situation, but this was not to be. The pilgrims who had first attempted to settle in Wampanoag territory found they garnered little respect from the Wampanoag people due to their penchant for robbing graves at Corn Hill.
David Chronister (order #31360124)
After King Philip’s War, the head of Metacom was displayed on a pike in Plymouth for over twenty years. Only around 400 Wampanoag people survived the conflict, and most of these individuals were also forcibly converted under extreme duress before being resettled in the four remaining praying towns: Hassanamesit, Natick, Ponkapoag and Wamesit. Niope, also called Martha’s Vineyard, has great significance to the Wampanoag people, as this site was considered their last refuge. For the Wampanoag people living within the praying towns, alliances shifted almost entirely in favor of the Colonials. The people within these towns have begun to struggle
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with a strain on language and culture while still making efforts to integrate socially with the cities springing up around them. There is talk of integrated Rebel units with the Wampanoag people, many of whom have mixed families through intermarriage with Black townsfolk. There is also a deep-seated hatred for the British that shows no sign of stopping.
David Chronister (order #31360124)
WAMPANOAG PERSPECTIVES
Here are some example perspectives characters of the Wampanoag Nation may have about 1776:
K “I will fight alongside the Colonials, the ones who call themselves the Americans. They are our best allies . . . for now. In the future, I cannot say. But I know we cannot trust the British.”
K “The
way we respect our ancestors is to take what we can from the Colonials. I am a student at their college not because I long for their teaching, but because they only listen to words on paper from foolish men. Well, I plan to do a little writing of my own.”
K “When my children grow older, I don’t think I’ll
tell them about the village of my grandmother. It hurts too much. I will show them how to farm, how to survive. The world I live in now is not the world of my ancestors. But I will teach them to never trust a British man.”
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INDIGENOUS NATIONS
METACOM, KING PHILIP By the middle of the seventeenth century, many Wampanoag had undergone forced conversions to Christianity and settled into fourteen praying towns. This occurred concurrently with King Philip’s War, an event that took place between 1675 and 1678. Known within his community as Metacom, this leader had been christened Philip at his brother, King Alexander’s, request. This was done to mark the death of their father. The war named for him was also known as Metacom’s Rebellion and marked a stark parallel to the upcoming conflict between the Rebels and the British Empire. Indigenous allies sided predominantly with the Colonials over the British, with Mohegan and Pequot Nations on the British side.
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Article
12
COLONIAL OBSCURA
Ev e ry jo u r n ey b e g i n s s om ew h e r e , a n d i n FL A MES OF FR EEDOM, c h a r acte rs sta rt i n th e
Thi rte e n C o lo ni e s . Wh at
fol lows i s a n ov e rv i ew o f e ac h c olo n y,
i t s abbr ev i ate d hi story, deta i l s ab o u t i t s s o ci ety, lo catio n s w i thi n i t a n d lo ca l fo l k lor e to spu r a dv e n tu r e .
HA N M EW PS HI RE
DISTRICT OF MAINE
NEW YORK
MASSACHUSETTS CONNECTICUT RHODE ISLAND
PENNSYLVANIA
M
NEW JERSEY
AR
YL
AN
D
DELAWARE
VIRGINIA
SOUTH CAROLINA
GEORGIA
David Chronister (order #31360124)
THE
Thirteen Colonies
COLONIAL OBSCURA
NORTH CAROLINA
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Connecticut
od Fi rst S et tl em e n t : House of Go Hope, 1623
C api ta l : Hartford and New Haven
COLONIAL OBSCURA
S et tl em e n t s : Saybrook,
Killingworth, Mystic, New London, Norfolk, Greenwich and Waterbury E c o nom y: Agriculture, fishing, shipping, trade I n dig e no us N ati o n s : Lenape,
Mohegan and Pequot G ov e r nor
Trumbull
in
177 6: Jonathan
Popu l ati o n : 197,806
David Chronister (order #31360124)
BEFORE THE WAR
The colony of Connecticut originated as a Dutch trading post and officially became a permanent settlement when the Dutch purchased the Pequot Nation land in 1633. The English arrived in the area in 1636 when dissenting Puritans began to search for a place to live outside of the Puritan-dominated Massachusetts Bay Colony. Tired of European interference and loss of their ancestral lands, the Pequot went to war with the Colonials and attempted to reclaim their homeland. After heavy casualties on both sides, the English-controlled militia pressed forward, effectively wiping out the Pequot and cementing the Europeans’ presence in the territory. LIFE DURING WARTIME
Connecticut is paramount among the Colonies in shipbuilding and trade. Today, Connecticut is growing extremely dissatisfied with the British Empire’s pressure and its parliamentary control over the colony. The embers of rebellion will soon engulf the region in flames. Connecticut fears that unless Parliament’s acts are not stopped, the freedom that all Colonials enjoy will be over.
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They have seen what a blockade has done to Boston and worry about their livelihood. SOCIETY & POLITICS
Connecticut has long been accustomed to governing itself, thanks to its charter: The Fundamental Orders of Connecticut, ratified in 1639. With many Colonials arriving from Massachusetts, Connecticut has always leaned toward Puritanism but tolerates Anglicans, Baptists and other ‘sober dissenters.’ However, tensions are growing over the Loyalist tendencies of Connecticut Anglicans, who are mainly concentrated in Fairfield County. LOCATIONS
HARTFORD: Hartford stands on the Connecticut River. It was founded as a farming community but has since grown into a commercial and administrative center. The leading founder, Thomas Hooker, was a Cambridgeeducated Puritan who maintained that “the foundation of authority is laid, firstly, in the free consent of the people,” which was a challenge to Britain’s “divine right of kings.” The original Connecticut Colony was based at Hartford and had North America’s first written constitution.
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LOCAL FOLKLORE
GUNGYWAMP RUINS: Across the river from New London, this prehistoric stone complex includes standing stone circles, multiple stone chambers with astronomical alignments and a bluff called The Cliff of Tears—which causes inexplicable bouts of sadness and depression in those who stand near it. The site is at least 2,000 years old and might have once been a temple. MOODUS NOISE: Since pre-Colonial times, the area around Moodus—near Hartford—has been noted for strange rumbling and crashing noises that fill the air. Puritans attribute the noises to a demonic origin. HOBBOMOCK, THE SLEEPING GIANT: The Quinnipiac say this hill near Hamden is the body of a troublesome giant named Hobbomock, cast into an eternal sleep by Keihtan, the creator-god. Apocalyptic cultists could cause enormous destruction by waking him.
NEW HAVEN: New Haven is a prosperous port, but was eclipsed by the rise of Boston and New York. New Haven was laid out over a century ago according to a nine-square grid plan that can still be seen at the town center. Founded by the Puritans, New Haven was a stricter community than Hartford to the north. Even after the two colonies merged, some members of the New Haven Colony departed to found Newark in New Jersey.
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COLONIAL OBSCURA
YALE COLLEGE: Founded in 1701 as a Collegiate School for the training of Puritan ministers, the college moved to New Haven in 1716 and was renamed. Yale College focuses on the study of theology and Biblical languages. It is home to two literary and debating societies: the Brothers in Unity and the Linonian Society. All freshmen join one club or the other, and each maintains its library.
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Delaware
Fi rs t S et tl em e nt : Zwaane ndael,
near Lewes, 1631 C ap i ta l : Dover
E c o no m y: Toba cco
I n di g e no u s N at io n s : Lenape ,
Nanticoke
G ov e r no r
in
17 76 : John Penn
Pop u l at io n : 33 ,300
BEFORE THE WAR
COLONIAL OBSCURA
The first European to explore Delaware was Henry Hudson, who traveled through the area in 1609. Dutch merchant Samuel Argall initially claimed the territory and named it for his patron, Lord De La Warr. Over time, Dutch, Finnish and Swedish settlers arrived in the area to trade and conduct business, and Delaware remained Dutch until 1664 when the Duke of York captured the territory and claimed it for England. After some initial disputes, Delaware became a distinct colony and elected its first assembly in 1704. LIFE DURING WARTIME
Delaware is split over the cries of rebellion. The colony’s wealthy merchants and power brokers are firmly on Britain’s side and feel that the New Englanders are nothing but ungrateful rabble-rousers. Meanwhile, the farmers and the working classes see that Britain and those in power have done nothing but grow rich off the backs of the poor. SOCIETY & POLITICS
Because of its history, Delaware is a diverse colony, both in terms of religion and culture. Improving conditions David Chronister (order #31360124)
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in England have slowed the flow of new immigrants, causing a labor shortage. Agriculture is also shifting from tobacco to mixed farming in response to declining tobacco profits. Politically, Delaware is divided between the Court Party and the Country Party. Members of the Court Party are mostly Anglican residents of Kent and Sussex counties and Loyalist in their sentiments. LOCATIONS
CAPE HENLOPEN: A towerlike block of rough stone rises from the sea near Cape Henlopen. Since 1655, many ships have wrecked here. It is believed the phenomenon dates back to a Lenape curse of “a drum of stone signaling death to all Europeans.” On occasion, the ghost of a lone Indigenous warrior is sighted atop the rock immediately before a ship is wrecked. NEW CASTLE: New Castle is the latest of many names for this settlement. The Lenape originally had a village here called Tomakonck, or ‘Place of the Beaver.’ The Dutch West India Company named it Fort Casimir, and as part of New Sweden, it was called Fort Trinity. Upon recapturing it, the Dutch called it New Amstel, and after the demise of New Netherland, the British gave New Castle its present name. The courthouse in New Castle serves as the administrative center of the colony and the seat of New Castle County. However, nearby Wilmington has eclipsed it in terms of population and commerce.
LOCAL FOLKLORE
CREATURE OF CYPRESS SWAMP: Cypress Swamp, on the Delaware-Maryland border, is home to many mysteries. One of the most common legends tells of a solitary apelike thing, similar to the Sasquatch of Canada and the Skunk Ape of Georgia. Although the David Chronister (order #31360124)
THE GHOSTLY FIDDLER OF RABBIT’S FERRY: According to local legend, two young men courted the same woman. One of them was a fiddler and decided to give his rival a scare by hiding in a tree and making wild, unearthly music with his fiddle. His trick succeeded, but he fell out of the tree and broke his neck. Locals swear they can hear the fiddling from the tree at night. WILD HARRY & THE MANITOO: A local legend tells of an Indigenous woman named Manitoo who fell in love with a Wilmington settler named Wild Harry. Discovering that he had been unfaithful to her, she threw herself into the river from a flat rock, and now her anguished spirit is said to haunt the area. It might be that the woman’s real name has been lost—or perhaps Wild Harry did enjoy the love of a supernatural woman.
COLONIAL OBSCURA
WILMINGTON: Quaker communities settled in the area under the auspices of Proprietor William Penn, and in 1739, King George the Second granted a borough charter, which changed the name of the settlement from Willington (after Thomas Willing, an early developer of the land who laid out the town in a grid pattern similar to that of Philadelphia) to Wilmington—presumably after British statesman Spencer Compton, Earl of Wilmington.
occasional remains of half-eaten carcasses of dogs and other animals suggest it might be carnivorous, it seems to avoid humans.
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Georgia
Fi rs t S et tl
em e nt : Yam acraw Bluff (near Savannah), 17 33
C ap i ta l : Savann ah E c o no m y: Rice,
indigo, sugar cane
I n di g e no u s N at io n s : Chero kee,
Creek, Yamasee G ov e r no r
Wright
in
17 76 : Sir James
COLONIAL OBSCURA
Pop u l at io n : 32 ,000
David Chronister (order #31360124)
BEFORE THE WAR
Georgia was initially chartered as a penal colony where debtors and convicts would be transported from England to serve their sentences. The colony’s mission soon shifted toward having the prisoners produce wine and silk for export back to England, ensuring the colony remained profitable. The territory also acted as a buffer between the Carolinas and Spanish-controlled Florida.
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However, the climate in Georgia did not support silkworm cultivation. After twenty years of financial struggles, the trustees ceded the colony to the Crown, which took a more active role in its government and economic improvement. LIFE DURING WARTIME
Georgia is far removed from events in Boston and Philadelphia, and the opinion here is mixed on the question of separation from Britain. As the youngest colony, it does not yet have the militia strength most other Colonies boast, even though it was conceived as a buffer to protect British America’s southern flank. SOCIETY & POLITICS
Georgia boasts a polyglot society, including German Lutherans, Scottish Presbyterians, Moravians, French Huguenots and Jews. Protestants were encouraged to come to the colony to counterbalance the French and Spanish Catholic presence to the south. Although the Colonials generally approve of the Royal Governor James Wright for brokering peace between the Georgians and local Indigenous Nations, many still regard him with anger because he represents Parliament’s heavy hand and British rule in the Colonies. LOCATIONS
FORT JONES: Fort Jones is the fortified home of physician and carpenter Noble Jones. Built as a means to protect the colony from the claims Spain had on the territory, it saw the start of the War of Jenkins’ Ear. It was one part of the larger conflict for Austrian Succession (1740 to 1748). Noble Jones was active during the war, and it was here he took part in raids along the St. Johns River. The Battle of Bloody Marsh in 1742 was also waged from here, aiding in the defense of Frederica. Though the war was over in 1748, the fort still stands and is still one David Chronister (order #31360124)
of the many protecting Savannah. SAVANNAH: Savannah is famous for its Masonic Lodge, established in 1734 by James Oglethorpe. There are moves afoot to rename it Solomon’s Lodge, but for the time being, it is known as the Lodge at Savannah. Until recently, Savannah was also home to the Bethesda Orphanage, founded in 1740 by evangelist George Whitfield; sadly, the buildings were destroyed by fire in 1773. There are plans to rebuild the orphanage and even add a college to the establishment. LOCAL FOLKLORE
ALTAMAHA OF THE RIVER: The area near this river’s mouth is haunted by a giant water-serpent called Altamaha-ha by local Indigenous folk. It has also been sighted in some of the river’s tributaries and the more massive irrigation ditches of nearby rice fields. There are no reports of any attacks or other dangerous activity, though the serpent sometimes rears its head out of the water, startling nearby boaters. THE GREAT SKUNK APE: The heavily wooded swamps of Georgia are said to be home to this foulsmelling, sasquatch-like monster, although its main home range seems to be farther south in Florida. The skunk ape avoids humans when possible, and the only evidence for its existence consists of giant footprints and occasional fleeting glimpses of it moving through the foliage. THE MOUND BUILDERS: In the far reaches of western Georgia, close to the Mississippi River, stand the remains of a culture even older than the Cahokians. Earthen mounds both large and small stand among the remains of abandoned villages. Most keep away for fear of offending the spirits of these ancient peoples. However, news of lost cities makes its way back to Georgia’s settled parts, and antiquarians and treasure hunters searching for lost cities of gold are sure to follow. Both researchers and tomb raiders could cause irreparable damage to the site, perhaps even unleashing ancient, corrupt spirits onto the world.
COLONIAL OBSCURA
FORT FREDERICA: Fort Frederica stands on St. Simons Island alongside the small town of Frederica. Both are named after Frederick, Prince of Wales, the son of King George the Second. About 630 British troops were stationed at the fort, and the town outside had about 500 residents. The garrison was disbanded in 1742 as the Spanish threat receded, and the city was abandoned after a fire in 1758. Pirates and other brigands now call it home
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372
Maryland
y, Fi rst S et tl em e n t : St. Mary’s Cit 1634
C api ta l : Annapolis
COLONIAL OBSCURA
E c o nom y: Tobacco, corn
I n dig e no us N ati o n s : Nanticoke G ov e r nor
in
177 6: Robert Eden
Popu l ati o n : 320,000
David Chronister (order #31360124)
BEFORE THE WAR
Maryland was founded by a royal charter granted to the Calvert family, who wished to establish a colony in the New World as a haven for Catholics fleeing persecution in England. In 1649, the assembly passed the Maryland Toleration Act, which established freedom of religion for all Christians, regardless of creed. This brought many non-Anglicans, particularly Puritans, to Maryland. Because the original charter was somewhat vague in defining Maryland’s boundaries, conflict erupted between Maryland and Pennsylvania over who had the right to settle what land, resulting in establishing the Mason-Dixon Line in 1767. LIFE DURING WARTIME
In 1774, when British forces occupied Boston and closed the port, revolutionary committees appeared in several Colonies. These committees formed to support popular causes and act as the people’s voice since the Colonial administrators paid little heed to anyone except their superiors in Britain.
№
373
Boston’s call for a Continental Congress to address its grievances was gaining support across the Colonies, and Maryland’s colonial assembly wished to participate. The Royal Governor, Robert Eden, opposed this and shut down the assembly to prevent it from being debated. This infuriated the assembly, which then created an ad hoc revolutionary government: the Assembly of Freemen. SOCIETY & POLITICS
In large part, Maryland has rapidly grown because of the switch to a plantation economy. Maryland supports more religious diversity than most other Colonies, despite occasional friction between the Catholics and Protestants. Initially, Maryland did not support full independence from Britain. Its delegates to the Continental Congress favored other solutions and attempted to persuade Congress to take a less radical approach. Over time, though, it became clear that Britain was intransigent in its demands and would not agree to any compromises with the Colonies, causing Maryland to join the chorus calling for independence. LOCATIONS
ANNAPOLIS: Founded in 1649 on the Severn River, Annapolis eventually became the capital of Maryland in 1694. The city is noted for its affluent and cultivated society. Other significant trades include oyster packing, boatbuilding and sail-making. It has an influential newspaper, the Maryland Gazette, and a theater—a sure sign of its status as a cultural hub.
PORT TOBACCO: Port Tobacco was the second-largest town in Maryland until the rise of Baltimore. Situated on the Port Tobacco River, it is a thriving port, and since 1658 it has been the seat of Charles County. The most notable building is Christ Church, an Anglican church built in 1683 in the town square. Although tobacco has made the town prosperous, its name comes from the original Indigenous settlement on the site: Portopaco. David Chronister (order #31360124)
THE BLUE DOG: The road outside Port Tobacco is haunted by a massive blue dog, killed along with his master on the way home from a local tavern. One version of the story says that the man was robbed, but another maintains that his treasure—whatever it might have been—is still guarded by the faithful ghost. SCHNELLER GEIST OF BLUE RIDGE: A strange, clawed beast haunts the Blue Ridge Mountains near Braddock Heights. Ever since German immigrants in the 1730s settled the area, there have been accounts of the Schneller Geist, or ‘quick spirit’ in German. It swoops silently from the sky to pick up and carry off its victims. Seven-pointed stars, which reputedly keep the quick spirit at bay, can be seen painted on local barns. TREASURE OF GIBSON ISLAND: There are many locations up and down the east coast where Captain Kidd buried his mysterious treasure. Gibson Island, off the western shore of the Chesapeake Bay, is one such location. A local legend tells that a ghost guards the treasure—perhaps that of Captain Kidd himself—which chases off treasure hunters.
COLONIAL OBSCURA
BALTIMORE: After Charles Town in South Carolina, Baltimore is the second most important port in the southern Colonies. Named after Lord Baltimore, it was founded in 1729 on an existing tobacco port. The city has grown swiftly over the last fifty years, eclipsing Annapolis. It acts as a repository for Caribbean sugar and other goods and is also the colony’s main shipbuilding center.
LOCAL FOLKLORE
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374
Massachusetts & Maine
7, Fi rst S et tl em e n t : Popham, 160 and Plymouth, 1620 C api ta l : Boston COLONIAL OBSCURA
S et tl em e n t s : Plymouth,
Dartmouth, Charlestown, Salem, Concord and Lexington E c o nom y: Agriculture, shipping, trade, fishing. I n dig e no us N ati o n s : Abenaki, Massachusett, Nipmuk, Pennacook, Wampanoag e G ov e r nor i n 177 6 : Thomas Gag E sti m ate d Popu l ati o n : 343,916
David Chronister (order #31360124)
BEFORE THE WAR
The first Europeans to arrive in the area were the Pilgrims, who founded Plymouth in 1620. Another wave of settlers called the Puritans came in 1628 and settled in the area dubbed Naumkeag, later renamed Salem. Two years later, John Winthrop arrived with a charter in hand and became the Massachusetts colony governor. Winthrop made the city of Boston the seat of his power; it would become the center of New England life and culture. The Puritan influence on every aspect of life in Massachusetts, from the legal system to social mores, cannot be overstated. LIFE DURING WARTIME
The center of Massachusetts life is in Boston, which many liken to the Biblical City on the Hill the Puritans longed to recreate. Though the time of the Puritans’ attempt at theocracy is over, the colony still retains an air of intolerance toward different ideas and outlooks. Even though it is not as wealthy as the southern Colonies, Massachusetts is a significant player in fishing, whaling, lumber and shipping.
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Massachusetts is a hotbed of Rebel activity, and many living here bristle under the yoke of the British Parliament’s rule. The numerous acts Parliament has passed resulted in a few groups calling for rebellion. At first, the cries were ignored, but this changed in Boston on March 5, 1770, when British soldiers fired on a group of protestors and killed Crispus Attucks and five people—an event later dubbed the Boston Massacre. SOCIETY & POLITICS
Massachusetts is one of the oldest colonial settlements found in the New World. The colony is also home to numerous colleges, the most famous of which is Harvard in Cambridge.Residents here are hardworking and have a reputation for being stubborn, taciturn and ill-mannered. The Puritans, though long past their heyday, cast a long shadow over the colony’s culture. The descendants of those involved in the Salem witch trials, both accusers and accused, remember the dark side of Puritan zeal very keenly. LOCATIONS
BOSTON: Dominated by three hills, Boston sits on a peninsula connected to the mainland by a narrow neck. It is one of the world’s wealthiest trading ports, and since 1673 it has been linked to New York by the Boston Post Road. Boston is the default starting point for FLAMES OF FREEDOM through the included adventure and sandbox Boston Besieged.
SALEM: This town in northeastern Massachusetts was torn apart by a series of witch trials from 1692 to 1693. In 1776, Salem is renowned more for privateers than for witches. LOCAL FOLKLORE
DIGHTON ROCK: This rock sits at the junction of the Taunton River at Assonet Neck. It is partly covered at high tide, with one smooth, vertical face, carved with strange symbols, jutting skyward. All attempts to David Chronister (order #31360124)
MERMAID OF BILLINGSGATE: This oyster-bed town on Cape Cod is haunted by a beautiful woman who walks the shore and repeatedly ventures into town to lure lonely sailors to their doom. According to some accounts, she often has a black cat with fiery red eyes following her. WIDOWS OF DOGTOWN: Dogtown is a wooded, rocky plateau overlooking Gloucester, Rockport and Ipswich Bay. The place is home to around 100 families, and it has a long-standing reputation for witchcraft. Many of its inhabitants are widows of soldiers or fishermen, and some freely admit being witches to scare outsiders away. The settlement gets its name from its many free-running dogs, which often pose a threat to outsiders. Perhaps because of these dogs, whispers abound that some of the people living here can turn into dogs.
COLONIAL OBSCURA
HARVARD COLLEGE: Founded in 1636 as the New College, Harvard adopted its current name in 1639 from a local minister who bequeathed his library and half his estate to the school. In 1708, the college elected John Leverett as President, the first non-clergyman to hold this office. His election prompted the college to broaden its curriculum beyond theology and the tenets of Puritanism.
decipher the marks have been without success, with reports of strange illnesses and seizures among those who spent too much time in their efforts.
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376 New Hampshire
Fi rs t S et tl em e nt : Hi lton’s Point,
1623
C ap i ta l : Exeter S et tl
em e nt s : Concor d, Hampton, New Durham, Portsmou th
E c o no my: Agricultur e, fishing,
shipping, timber
I n di g e no us N at io n s : Pennacook,
Wabanaki
G ov e r no r
in
17 76 : Meshech Weare
E st i m at e d Pop ul at io n : 81,716
BEFORE THE WAR
COLONIAL OBSCURA
New Hampshire was founded in 1623 with a land grant to Captain John Mason, who had retired from the British Navy and wanted to start a colony in the New World to make money. Unlike other colonial ventures, New Hampshire was well planned and supplied. Mason provided the Colonials with ample provisions and supplies, including ships for their exclusive use and land upon which to live and develop. Much of the colony’s wealth came from the fishing and timber industries and its abundant natural resources.
David Chronister (order #31360124)
LIFE DURING WARTIME
Though seeds of dissent are being sown throughout the Colonies as the British Parliament tries to maintain its iron grip upon them, many in New Hampshire’s leadership structure, including the Governor, are firmly on the side of the British Empire. Many fought for the British in the French and Indian War and are eager to protect the lands and settlements they claimed for Britain during that conflict. However, the people of New Hampshire pride themselves on their independence and self-reliance, and they are confident in their ability to govern themselves.
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377
SOCIETY & POLITICS
The people of New Hampshire are self-sufficient and independent. In particular, they dislike what they see as the expansionist ambitions of Massachusetts—which has tried to bring New Hampshire under its control more than once. They are an enterprising lot, and since the French and Indian War, they’ve expanded the colony’s holdings to include thirty-eight new towns, a vast network of trade routes and roads, and Dartmouth College, the colony’s first institution for higher learning. LOCATIONS
DARTMOUTH COLLEGE: The college was founded in 1769 by Eleazar Wheelock, a Puritan minister from Connecticut, to convert and train people as Christian missionaries. Initially known as Moor’s Charity School, it was later renamed after the Earl of Dartmouth. The college’s charitable arm hasn’t been successful, as its focus is shifting toward providing more general education. EXETER: The current capital of New Hampshire is a busy port and industrial town situated at the point where the Exeter River meets the tidal Squamscott River. The Provincial Congress meets at the Town Hall, having moved away from Portsmouth for safety from British attack—and the scrutiny of Loyalist Governor John Wentworth.
LOCAL FOLKLORE
DROWNED FOREST OF RYE: The remains of a sunken forest can be seen at low tide just off of the coast near the port town. It is believed that the forest drowned, but the cause could be much more sinister. What things may be found beneath the depths off of the Rye? And who are those cannibals who dwell on its periphery?
David Chronister (order #31360124)
MEGALITH AT MYSTERY HILL: A megalithic structure crowns this mysterious hill. The stones’ exact age is unknown, but their existence has given rise to stories of druids or Vikings visiting the area in pre-Colonial times, as well as rumors of magical powers granted to those capable of harnessing the site’s mystical energy. Some believe it could be the ruins of a Cahokian or Mandoag temple protected by curses. MYSTERY STONE OF LAKE WINNIPESAUKEE: Some regard the Lake Winnipesaukee Mystery Stone as evidence that advanced people lived in the area at some time in the past. It might be a Mandoag relic or Cahokian, and the lake itself might have been created during one of their sorcerous conflicts. The stone rests in a lump of clay at the fringes of the lake, primed for discovery.
COLONIAL OBSCURA
PORTSMOUTH: As far as the British are concerned, Portsmouth is still the capital of New Hampshire. It is the seat of the governor and a busy port with a fine harbor. Situated at the northern edge of New Hampshire’s coastline, it benefits from coastal trade from Canada to the Carolinas and transatlantic trade coming down from Newfoundland. The harbor is (or rather, was) protected by Fort William and Mary on New Castle Island. In 1774, this impressive structure’s six-man garrison was quickly overpowered, and the fort stripped of arms and ammunition, which, according to rumor, are on their way to Boston.
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378
New Jersey
rt Nassau Fi rs t S et tl em e nt : Fo 26 (later Gloucester City), 16 C ap i ta l : Elizabeth
and Willington S et tl em e nt s : Dover E c o no my: Farming
: Lenape I n di g e no us N at io n s illiam G ov e r no r i n 17 76 : W
Franklin
Pop ul at io n : 120,000
BEFORE THE WAR
New Jersey was originally part of the New Netherland colony and tied to Henry Hudson’s exploration efforts. In 1664, the Dutch lost the territory to the British, and New Jersey became a province of New York. The colony’s founders sold off parcels of land to prospective settlers and speculators for low prices, which combined with the colony’s reputation for religious tolerance, makes the colony a desirable location for people looking to start a new life.
COLONIAL OBSCURA
LIFE DURING WARTIME
In 1763, William Franklin—the illegitimate son of Benjamin Franklin—is appointed governor. A staunch Loyalist, he finds the recent call for rebellion challenging to deal with. Though many New Jersey Colonials are becoming vocal in their favor for revolution, Franklin and the bulk of the government are loyal to Britain. Governor Franklin is a staunch Loyalist and a former officer in the British Army. However, his influence has not been enough to quell furious protests against the Sugar, Stamp and Tea Acts. SOCIETY & POLITICS
New Jersey is mostly a society consisting of farmers and a handful of indentured servants. It is one of the most diverse David Chronister (order #31360124)
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379
Colonies in terms of European settlers: New England Congregationalists have settled alongside Scottish Presbyterians and Dutch Reformed migrants from New York. While most residents live in towns with individual landholdings of 100 acres, a few wealthy proprietors (mostly Quakers and Anglicans) own vast estates. LOCATIONS
PRINCETON: The College of New Jersey was founded at Elizabethtown and moved to Princeton ten years later. The town of Princeton is small and dominated by the college. In addition to courses in divinity, the college teaches rhetoric, history and moral philosophy. Since 1768, the college president has been John Witherspoon: a Presbyterian minister from Scotland who came to New Jersey to take up the post. As a Scotsman, Witherspoon has no love for the English and is an active member of the local Committees of Correspondence and Safety. QUEEN’S COLLEGE, NEW BRUNSWICK: Queen’s College was founded by ministers of the Dutch Reformed Church to counter the Presbyterian influence spreading out of Princeton. At the time, potential ministers had to make the long and hazardous journey back to the Netherlands to be educated and ordained. In addition to divinity, subjects offered include arts, sciences and languages. Perhaps strange, given its focus on divinity, the college holds classes at a New Brunswick tavern known as The Sign of the Red Lion. However, the British have come to regard all taverns as hotbeds of rebellion. It might become necessary for classes to transfer to private houses.
LOCAL FOLKLORE
LEEDS DEVIL: The Lenape called the area around the Pine Barrens of southern New Jersey Popuessing, meaning ‘place of the dragon.’ Swedish explorers named it Drake Kill, or ‘dragon river.’ The most common story tells that a creature was born in 1735, the thirteenth child of a witch named Deborah Leeds, fathered by Old David Chronister (order #31360124)
THE SIN EATER: A Rebel spy, Miriam, was last seen heading toward Boston carrying a vital object of power that the leaders in the besieged city needed. Last seen in Trenton, she has gone missing. Locals say that there has been a string of missing people, including children. An old Quaker and Rebel sympathizer named Livingston Hobb has lived in the area for a long time and knows a lot about local going-ons. Livingston could be of help finding Miriam. WHITE STAG OF SHAMONG: Quaker Bridge in Shamong was built in 1772, named after the Quakers who would cross the Batsto River to monthly meetings at Tuckerton. One stormy evening, a stagecoach was making for the Quaker Bridge Inn through torrential rain when a huge white stag appeared in the road. When the driver dismounted to drive it off, the stag mysteriously disappeared. It was only then that the driver noticed that the bridge had collapsed. The creature’s nature remains unknown, but some believe the White Stag warned the travelers and thus may be a beneficent spirit.
COLONIAL OBSCURA
TRENTON: Trenton is an important Delaware River port and a hub for shipping grain and other goods between Philadelphia and New York City. Trenton is also a stop on the stagecoach line between the two cities. A ferry, chartered in 1727, connects Trenton with Philadelphia. At present, Trenton is about a hundred homes, which hold mixed sentiments about the impending war.
Scratch himself. The newborn transformed itself into a chimaera with hooves, a horse’s head, bat wings and a forked tail, and then killed the midwife before flying up the chimney. Most recorded encounters blame the Jersey Devil for livestock killings.
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380
New York
Fi rst S et tl em e n t : Fort
Amsterdam, 1625
C api ta l : New York City COLONIAL OBSCURA
, S et tl em e n t s : Brooklyn, Jamaica
Albany, Greenbush, Tarrytown and Sleepy Hollow E c o nom y: Shipping I n dig e no us N ati o n s : Lenape,
Mahican
G ov e r nor
in
177 6: William Tryon
Popu l ati o n : 187,890
David Chronister (order #31360124)
BEFORE THE WAR
The first recorded European presence in New York dates to 1524 when the explorer Verrazano sailed into presentday New York Harbor. The Dutch eventually built a trading post on the Hudson River in 1613, signaling the start of their presence in the New World. For the next forty years, the Dutch ruled New Netherland and grew wealthy from their access to furs and other goods coveted in Europe. The Dutch held on to the territory until 1674, when they ceded it to the English after prolonged conflict.
№
LIFE DURING WARTIME
Many regard New York as the most important colony in the New World due to its size, excellent harbor and fertile Hudson River Valley. Much of the English Colonies’ wealth flows through New York, making Manhattan and the surrounding towns the Thirteen Colonies’ economic heart. Unlike many of their fellow Colonials, New Yorkers are incredibly loyal to England. Though they might grouse at the various acts Britain imposes, they see it as their duty as loyal subjects to follow all Parliamentary decrees. Unlike Boston or Philadelphia’s political hotbeds, Manhattan has not yet experienced the growing trend of rebellion. SOCIETY & POLITICS
New York is divided into two regions: the Hudson River’s mouth—where most Colonial settlement has taken place—and the backcountry, which is dotted with European trading posts but is still primarily controlled by the Iroquois. New York City is a polyglot community with English, Dutch, German and Jewish settlers, and many Black artisans and other free folk. The central Mohawk Valley has been settled by German immigrants, who serve as a buffer against the Iroquois. LOCATIONS
KING’S COLLEGE: King’s College (later Columbia University) was founded in response to New Jersey’s Princeton and is one of the wealthiest educational institutions in the Colonies. It is thoroughly Anglican in outlook, and Loyalist officials dominate its governing body. Some skeptics fear the university could be used to spread Anglicanism and pro-British propaganda under the guise of academic debate.
David Chronister (order #31360124)
NEW YORK CITY: New York City has grown under British rule but is used to conducting its own affairs. The Sons of Liberty are engaged in a running battle with the British authorities, raising liberty poles under which Colonials can assemble to air their grievances. Some traders are afraid of losing income by boycotting British trade or breaking with Britain altogether, but the Rebels have widespread support among the other citizens. LOCAL FOLKLORE
THE CATSKILL GNOMES: In 1610, in the shadow of the Catskill Mountains somewhere between New York and Albany, legend holds that Henry Hudson encountered a group of gnomes. They appeared at night to sing, dance and play ninepins in the firelight. They love to entertain visitors, but their hospitality has a sinister side: drinking more than a single glass of liquor will turn a person into a ghost. It is said that their spirits still play at ninepins with the gnomes at night. SEA SERPENT OF LAKE CHAMPLAIN: This lake runs along the present-day border of New York and Vermont and extends just a little north of the Canadian border. For as long as anyone can remember, a serpentlike beast similar to the monster of Loch Ness in Scotland has been spotted swimming in the lake. LEGEND OF TARRYTOWN: Located on the Hudson River banks, this small area is home to much history and mystery. The Haudenosaunee’s oral histories tell of mysterious strangers who visited them, promising magical aid in ending their war against the Weckquaesgeek. The resulting conflict nearly destroyed both groups and caused vast swaths of land to wither and die. So powerful was this magic that it took many years for both sides to recover. Some suggest the strangers were spirits of darkness, determined to unleash evil upon the lands. As with many stories about the Mandoag, no one knows for sure.
COLONIAL OBSCURA
FORT TICONDEROGA: Fort Ticonderoga is situated near the southern end of Lake Champlain. It was built by the French and captured by the British in the French and Indian War. The fort commands the access point from Lake Champlain to Lake George. It is almost impervious to direct assault and has its bakery and large underground powder stores, which enable it to wait out a siege. Its only strategic weakness is that several nearby hills overlook it; the British used this weakness to drive out the French garrison.
381
№
382
North Carolina
Fi rst S et tl em e n t :
Settlements, 1655
Albemarle
C api ta l : New Bern E c o nom y: Tobacco, cotton I n dig e no us N ati o n s : Cherokee,
Tuscarora
COLONIAL OBSCURA
G ov e r nor
in
177 6: Josiah Martin
Popu l ati o n : 47,000
David Chronister (order #31360124)
BEFORE THE WAR
After regaining the throne in 1650, Charles the Second granted a charter to eight key people who were instrumental in returning him to his throne. Collectively, these people were dubbed the Lords Proprietor of the Province of Carolina, and all were granted lands between Virginia’s southern border and the border of Spanishheld Florida. They decided to name the colony Carolina in honor of King Charles the Second. To encourage settlement, and to make Carolina self-sufficient, Governor William Drummond granted prospective Colonials every freedom they could desire. Thus, the colony became independent and began attracting those seeking a place where they could practice their beliefs freely. LIFE DURING WARTIME
Merchants and wealthy plantation owners have been outspoken in support of New England and the growing cries of rebellion. Meanwhile, the poor and working classes who have settled the region remain steadfast in Britain’s support. Though this split is rocking the colony, North Carolina has sent representatives to the Continental Congress regardless.
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383
SOCIETY & POLITICS
LOCAL FOLKLORE
The society of North Carolina is divided in much the same way as its land. The west’s hills and mountains are collectively called the Cohee and are the home of ScotsIrish and German Protestants who survive by farming, raising small crops of tobacco and distilling whiskey. The east is dominated by the Tuckahoe, mostly from northern and western England and the Scottish Highlands. This group includes wealthy tobacco and cotton planters and holds almost all the wealth and power. Each of these groups derives its name from disparaging references made to each by the other. The colony is divided over independence, with the Cohee for separation from Britain and the Tuckahoe against it.
THE HEADLESS ONE OF OCRACOKE ISLAND: The Pamlico Sound side of Ocracoke Island was a favorite hideout of the pirate Edward Teach, better known as Blackbeard. Teach’s headless ghost is said to haunt the area by land and sea (in the latter case, walking upon or floating just under the water), looking for his missing head. The head was last seen with Governor Alexander Spotswood of Virginia.
LOCATIONS
HILLSBOROUGH: Hillsborough was founded in 1754 as Corbin, then renamed Childsburgh in honor of Thomas Child, North Carolina’s Attorney General from 1751 to 1760. In 1766 it was renamed again after the Earl of Hillsborough, the British Secretary of State for the Colonies. In the late 1760s, its court was broken up and allegedly corrupt officials were dragged through the street by members of the Regulator movement. Governor Tryon and North Carolina militia troops marched to the region and defeated the Regulators at the Battle of Alamance in May 1771.
THE ROANOKE COLONY: The Roanoke Colony was found abandoned in 1590, with no trace of any inhabitants found. The only clue was a carving in a tree reading ‘CROATOAN,’ the name of a nearby island; no trace of the missing Colonials was found there, either. It is perhaps a clue to a supernatural attack that may have wiped out the colony . . . or worse.
David Chronister (order #31360124)
LOST LOVERS OF THE GREAT DISMAL SWAMP: This appropriately named wetland is near the town of South Mills, which abuts the Atlantic Ocean. The swamp covers a large area from the northeastern corner of North Carolina to the southeastern corner of Virginia. Strange lights are often spotted over the giant swamp, described in folklore as the will-o-the-wisp. There are many local stories of people led to their doom by these lights. One such tale claims the wisps are the souls of a woman who disappeared in the swamp and her lover who went to search for her— both of them were never seen or heard from again.
COLONIAL OBSCURA
NEW BERN: Named after the city in Switzerland, New Bern was founded in 1710 by Swiss and German immigrants. The immigrants’ leader, a native of Bern named Christoph von Graffenried, laid out the town in the form of a cross. The town’s most notable building is the Governor’s mansion, completed in 1770 and named the Tryon Palace after then-Governor William Tryon. Tryon conceived the building as both a lavish personal residence and the administrative center of North Carolina.
THE HUNT FOR VIRGINIA DARE: Virginia Dare was reputedly the first European child born in the Colonies, and she disappeared with the rest of the Roanoke colony. One story tells of an Indigenous leader taking the Colonials to safety through a secret tunnel and sheltering them at their village. Individuals with European hair and eye colors—perhaps descendants of the Roanoke people—might yet be found in isolated villages.
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384
Pennsylvania
Fi rst S et tl em e n t : Philadelphia, COLONIAL OBSCURA
1682
C api ta l : Philadelphia E c o nom y: Farming I n dig e no us N ati o n s : Lenape,
Susquehannock G ov e r nor
in
177 6: John Penn
Popu l ati o n : 300,000
David Chronister (order #31360124)
BEFORE THE WAR
There is much dispute over which European first explored the land known as Pennsylvania. When Henry Hudson explored the region, he sailed into the Delaware Harbor and claimed it for the Dutch in 1609. The territory was granted to the Penn family in 1681 as repayment for a debt. After converting to Quakerism, William Penn, an outcast from his family, traveled to this territory and named it after his family. He envisioned the colony as a utopia where people of many different cultures and backgrounds could live together in harmony. Another tenant of Penn’s was fair dealings with the Indigenous population.
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LIFE DURING WARTIME
385
With the growing voices of dissent, Philadelphia is the center of Colonial rights and where the British Parliamentary powers debate. Many of the vocal opponents to Parliament’s Acts publish their arguments in Philadelphia’s numerous pamphlets, broadsides, newspapers and magazines. Philadelphia may well become the heart of a new, purely Colonial government.
SWEDEN TOWNSHIP: Near this settlement in northcentral Pennsylvania, there is said to be a massive silver lode. It is well-known to the Iroquois of the area, and they have traded silver from the mine on more than one occasion. No European has ever set eyes on the lode, though many have sought it. The mine must be hidden by mundane or magical means, as a vast fortune awaits anyone who can find and lay claim to it.
SOCIETY & POLITICS
LOCAL FOLKLORE
Philadelphia is regarded as the colony’s hub of culture and society and a center for education and study. The College of Philadelphia started in 1740 as a private academy devoted to teaching any who wanted to learn, and by 1755 became a public college open to all, despite their status or gender. The arts and sciences flourish in Philadelphia, and it is no secret that this city produced the colony’s greatest thinker: Benjamin Franklin. Pennsylvania, much to Boston and Manhattan’s displeasure, is considered the Colonies’ heart. It has produced great leaders, countless discoveries and innovations. Though much of the area near Philadelphia is settled, its western portion is still predominantly frontier. The colony is a mix of urban and rural, scientific and supernatural, old and new.
BLOODY MARY: A Pennsylvanian variant on this common legend tells that Bloody Mary was a witch who kept her youth by eating young girls. She would cast a spell that caused her victims to rise from sleep in an undead-like state and stagger off to their doom. Mary was eventually captured and executed, and as she died she invoked a curse: she would appear and kill anyone who dared to speak her name before a mirror. The legend’s details are sketchy, but Mary’s pronouncement was clear.
LOCATIONS
PITTSBOROUGH: Named for British Secretary of State William Pitt the Elder, Fort Pitt was built during the French and Indian War in the fork where the Allegheny and Monongahela Rivers meet to form the Ohio River. The town that grew up around the fort in the 1760s and became known as Pittsborough. Today, Pittsborough is home to about 1,000 people and is a center of trade for the frontiersmen and homesteaders of western Pennsylvania.
David Chronister (order #31360124)
STORM HAG: The waters near the Pennsylvania shore of Lake Erie are haunted by a woman called the Storm Hag. She is said to have pale green skin, luminous eyes, clawlike nails and sharp, green teeth. She summons storms on the lake to capsize vessels and takes the drowned to her underwater lair, or waits until the storm is over when the sailors have relaxed their guard and then leaps from the water, spewing forth lightning and wind like venom to sink the ship and its crew. No one knows the fate of the sailors she takes, although some are convinced she feeds on their bodies.
COLONIAL OBSCURA
PHILADELPHIA: Shaking off a grimy and disorderly past, Philadelphia is the model of a modern city. Streets are paved and illuminated by gaslight lamps, and the town boasts multiple newspapers, a fire company, a college and the first hospital in the Colonies. Distinguished citizens like Benjamin Franklin and the newly arrived Thomas Paine add luster to the city’s growing reputation, making it the jewel of the British Colonies.
GOBLIN OF EASTON: Easton is a small town about 40 miles north of Philadelphia. A ruined building was once an old mission house where a corrupt monk blackmailed unfortunate travelers using the confessions he had heard from them. He was hanged for beating an old woman to death, but just after his body was cut down, it transformed into a monster with tusks and a fanged mouth. The creature ran into the woods and returned to murder the other monks at the mission, one by one. The last few brothers abandoned the mission, and it fell into ruin. What happened to the monster remains unknown.
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386
Rhode Island
Fi rst S et tl em e n t : Providence,
1636
C api ta l : Providence S et tl em e n t s : Newport and
Providence
E c o nom y: Agriculture, dairy
farming, fishing, shipbuilding I n dig e no us N ati o n s :
Narragansett, Niantic G ov e r nor
in
177 6:
Nicholas Cooke
COLONIAL OBSCURA
Popu l ati o n : 63,439
BEFORE THE WAR
LIFE DURING WARTIME
Before the Europeans’ arrival, the lands encompassing Rhode Island were populated by the Narragansett, who used their power to keep all the other Nations in the region in line. It was not until 1620 that Europeans would establish a permanent settlement—Plymouth Colony. In 1636, Roger Williams—who had grown tired of the Puritans of the Massachusetts Bay Colony—left to seek a place free from their influence. Seeing other dissenters’ success in the lands to the south, Williams sought permission to settle from the Narragansetts and purchased a sizable chunk of land from them. This land became the basis for the founding of his colony, which he named Providence.
Rhode Island’s politics are a two-party affair, based mostly on the rivalry between Providence and Newport. The merchants and farmers of north and south vie with each other for control of the legislature but have put aside their differences to speak out against the recent Intolerable Acts of the British Parliament. There are plans to assemble a 1,500-man ‘army of observation’ under the command of assembly member Nathanael Greene. The colony’s tradition of independence and plainspeaking has lent itself to revolutionary sentiment, and the Rebels are not averse to taking direct action. However, Newport remains in the hands of the Loyalists, primarily because of the wealth that comes into the city from British trade.
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SOCIETY & POLITICS
Rhode Island is a fiercely independent colony, and more than any other colony holds firm to its founding principles. Rhode Island believes in independence, which is not limited to thoughts, ideas or beliefs. For a Rhode Islander, there is no greater crime than the crime of intolerance. Because of this freedom of view, this colony is a hotbed of radicals who chafe at the British Empire’s growing demands on the Colonies. The ports are also home to many wealthy merchants who see the growing trends of taxation as a threat to the very liberty and freedom the colony was founded upon. LOCATIONS
COLLEGE IN THE ENGLISH COLONY OF RHODE ISLAND AND PROVIDENCE PLANTATIONS: Its charter states that applicants “into this liberal institution shall never be admitted to any religious tests, but on the contrary, all the members hereof shall forever enjoy full, free, absolute, and uninterrupted liberty of conscience.” Its stated mission is to prepare students for discharging the Offices of Life with usefulness and reputation by providing instruction in the Vernacular and Learned Languages and the Liberal Arts and Sciences. The college’s Chancellor is former governor Stephen Hopkins, an outspoken Rebel and the author of a pamphlet entitled “The Rights of the Colonies Examined.”
David Chronister (order #31360124)
George’s arsenal for the Colonials. Plans to re-arm the fort against a possible British attack are underway. PROVIDENCE: The city of Providence grew up around Williams’s original Providence Plantation. Providence was destroyed in 1676 during King Philip’s War but was rebuilt shortly after that. Since rebuilding, Providence has grown from a mainly farming and fishing community to a thriving industrial and commercial center. LOCAL FOLKLORE
GHOST SHIP OF BLOCK ISLAND: The morning after Christmas of 1738, the Princess Augusta ran aground and burned on Sandy Point—the northern tip of Block Island. She carried about 150 passengers, German Palatines seeking a new life of religious freedom in Philadelphia. One version of the tale claims that the mate was responsible, aiming to conceal the crew’s plunder and mistreatment of the passengers. Another accuses Block Island people of luring the ship onto the shoals with false light, murdering the passengers and ultimately burning the ship and setting it adrift to conceal their crime. The ghost ship is said to reappear, wreathed in flame, on the anniversary of the wreck. STORMALONG & THE GIANT SQUID: Captain Stormalong is a well-known figure up and down the New England coast.The only ship that called Portsmouth home, his ship Leviathan is seen by many as more of a creature than a ship. One story about the ship and its captain tells that as Stormalong was sailing to Portsmouth, the ship’s anchor was knocked loose. Seeing a storm rushing toward Leviathan, the anchor dropped into the sea, and Stormalong dove into the ocean to free the anchor himself. THE NEWPORT TOWER: Overlooking the sea at the top of Mill Street in Newport is a squat, roofless stone tower raised on eight columns. The structure is supposed to have been the base of a windmill built for seventeenthcentury governor Benedict Arnold, whose grandson bears the same name in 1776. Some believe the tower is of Viking origin, while others suggest that its oddly spaced windows have some kind of astronomical alignments, which suggest it was used as an observatory. Still others believe it was built by the Knights Templar, who visited the area in the late fourteenth century.
COLONIAL OBSCURA
NEWPORT: Once a haven for Baptists who had been expelled from the Massachusetts Bay Colony Newport quickly became more diverse. It boasts the second oldest synagogue in North America and a Quaker meeting house dating to 1699. In 1732, James Franklin, Benjamin Franklin’s brother, published Newport’s first newspaper: the Rhode Island Gazette. Newport was also a notorious pirate haunt; after complaints from the British government, local authorities cracked down in the 1720s. Many pirates were arrested and hanged, and their bodies were buried on Goat Island in Narragansett Bay. Goat Island is also notable for Fort Liberty. In 1774, the assembly voted to remove all cannons from Fort Liberty except two 24-pounders and one 6-pounder. The other thirty-three cannons of various sizes were sent to Providence, both to protect that town and to preserve Fort
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n, Fi rst S et tl em e n t : Charles Tow 1670
C api ta l : Charles Town E c o nom y: Rice, indigo I n dig e no us N ati o n s : Yamasee,
Cherokee
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Popu l ati o n : 125,000
David Chronister (order #31360124)
BEFORE THE WAR
The region that would become South Carolina has a long history of European attempts at colonization. The colony traces its origins to 1670 when three ships of settlers with orders to settle the southern portions of Carolina arrived. Under the leadership of William Sayle and Joseph West, the ships anchored in what they dubbed Port Royal Harbor, with the settlers disembarking at Beaufort Island. The early settlement at Beaufort spent the next year trying to survive and take advantage of the surrounding land. LIFE DURING WARTIME
Contrary to its fellow Colonies, South Carolina was always grateful to the Crown and Britain. Many remember what life was like before the Crown took
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over administering the colony, and they fear what might happen if Britain lost control. However, all these sentiments are not shared, and the British Parliament’s passage of the Stamp Act and Townshend Acts did not go over well in South Carolina. SOCIETY & POLITICS
Many South Carolinians came from Barbados rather than directly from England, and they were already experienced in rice cultivation. South Carolina is more prosperous and commercially influential than North Carolina. The population of the western part of the state consists mainly of Germans, Scots, Protestant Irish and Welsh, who were encouraged to settle there as a buffer against Indigenous attacks. As in neighboring Colonies, there is much distrust between its people. Low-country people regard the uplanders as rough and crude, while the up-country people dismiss the lowlanders as untrustworthy and snobbish. LOCATIONS
THE COWPENS: This is a very small community that lies along the Green River Road. The only major feature of the Cowpens is the road itself, allowing for travel over the Thicketty Creek and Pacolet River. The road allows travel into North Carolina, eventually joining a road leading into the Tennessee Frontier. PORT ROYAL: Not to be confused with the fabled pirate haunt in Jamaica, Port Royal is located on the Port Royal Sound on the southern end of South Carolina’s coastline. It was the site of short-lived French and Spanish colonies before being settled by Scottish immigrants in the 1680s. David Chronister (order #31360124)
They built Stuart Town (named for the Anglo-Scottish kings, whom they still supported) that was later burned by the Spanish in 1686. In 1710, the Lords Proprietor of the Carolinas built the town of Beaufort on Port Royal Island. Only the second town in the colony, its population suffered the ravages of pirates, hurricanes, smallpox and yellow fever, and was almost destroyed in 1715 during the Yamasee War. Fort Frederick, built in 1732, became the base for two scout boats which comprised the colony’s entire navy. In the peace which followed, Port Royal has flourished. In 1776, it is a thriving and cultured town, thanks to the indigo and rice plantations in the Low Country area. Though it lacks the size and wealth of Charles Town, Port Royal still claims to be its equal in refinement and civilization. LOCAL FOLKLORE
BOO HAG: Locals describe the boo hag as a demon that is something like a succubus. It ‘rides’ its victims at night to steal their breath, leaving them exhausted. Most victims find themselves unable to move or cry out when attacked, but those who do suffer a worse fate. The boo hag steals their skin, and if they cannot get back into it by dawn, they are effectively flayed alive. According to some accounts, the boo hag appears as a normal young woman by day but at night slips off her skin. The boo hag is said to be unable to pass through doorways and windows that are painted blue. DEVIL’S TRAMPING GROUND: It is said that out in the country where darkness gathers and all paths converge, there is a circle where the devil paces. It is here where he thinks and plans evil deeds. On the night of the new moon, if a person visits the circle, they can ask Old Scratch himself for one favor, and he is obliged to grant it. But only in exchange for a part of one’s soul. SINGLETON MONSTER: Singleton’s Crossroads (now in Bishopville) is a tavern on Charlotte and Georgetown’s coach road. The local swamps are said to be home to a bipedal lizard-like monster. It stands about seven feet tall and has three long, powerful claws on each hand and foot. It ranges over a three-mile radius from the swamp and has been known to attack coaches on the road. It is unclear whether this thing is an aberration or a member of a previously unknown species.
COLONIAL OBSCURA
CHARLES TOWN: This is the wealthiest city south of Philadelphia and the fourth-largest port in the Colonies. The current town, located at Oyster Point, was laid out as a model town in 1680. It is a wealthy and ethnically diverse city, and because of its moderate to warm climate, people of means often spend winters here and summers in Boston. In addition to English Colonials, there are Protestant Scots, Irish and Germans and a few French Catholics and Sephardic Jews. Free folk also comprise a significant portion of the population. Trade with Bermuda and the Caribbean is brisk and prosperous, and many Charlestonians originally hail from those areas.
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Fi rst S et tl em e n t : Jamestown,
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1607
C api ta l : Williamsburg E c o nom y: Tobacco I n dig e no us N ati o n s : Powhatan,
Shawnee
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Fourth Earl of Dunmore Popu l ati o n : 500,000
David Chronister (order #31360124)
BEFORE THE WAR
As with many of the Colonies, Virginia was founded for the sole purpose of making money. The land which became the colony was explored by Sir Walter Raleigh in 1584. Raleigh claimed it for England and named the land Virginia in honor of his patron, Queen Elizabeth the First. Virginia was not really colonized until 1606 when the Virginia London Company was founded by a collection of wealthy merchants and royalty for the sole purpose of exploiting the rich bounty found in the land. The colony’s charter empowered the Company to establish and fund a settlement in Virginia. LIFE DURING WARTIME
Though separated by distance, culture and outlook from New England, Virginians have a lot in common with New Englanders: namely, a desire for independence from Britain and the belief that a new government must be established to represent the rights of all Colonials.
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Many of the rebellion’s most respected leaders are from Virginia. More importantly, the financial backing of Virginian merchants is funding the Continental Army. Further, Virginia’s favored son, General George Washington, has become one of the greatest assets to both the Army and the Colonies as a whole.
WILLIAMSBURG: Middle Plantation was established in 1632 and became the temporary capital of Virginia while Jamestown was rebuilt following Bacon’s Rebellion in 1676. The College of William and Mary was established here in 1694 and is the permanent college colony.
SOCIETY & POLITICS
APPALACHIAN BLACK PANTHER: The woods and mountains of western Virginia are home to bears, cougars and other dangerous wildlife. One creature that has been widely reported but never tracked down is the Appalachian Black Panther. There are reports of melanistic (black) jaguars in the Spanish colonies of South and Central America, but jaguars have never been known to range as far north as Virginia.
The population of Virginia is mostly in favor of separation from Britain in the wake of the Intolerable Acts. More moderate Virginians argue that as part of the British Empire rather than Britain proper, the Colonies are not subject to the will of Parliament but still owe allegiance to the Crown. Anglicanism is the dominant religion, but small communities of German Lutherans and Scottish Presbyterians fund their ministers. Since the 1760s, Baptist ministers have found growing congregations among small farmers, merchants and free folk; this faith’s egalitarianism appeals to these groups much more than the hierarchy supported by the Anglicans. LOCATIONS
THE PUBLIC HOSPITAL FOR PERSONS OF INSANE AND DISORDERED MINDS: The Public Hospital for Persons of Insane and Disordered Minds is a two-story building capable of housing twenty-four patients. Among the means employed to return these poor souls to sensibility are a variety of restraining devices and drugs, a ducking stool to administer cold plunge baths, bloodletting, cupping glasses and blistering salves, all helped with heavy doses of physical and mental intimidation.
David Chronister (order #31360124)
THE MOTHMAN: This creature is said to haunt western Virginia. It is reputedly winged, standing around seven feet tall, with gray skin and glowing red eyes. Even in the ancient legends of local Indigenous folk, the Mothman has never been known to attack anyone directly, but poltergeist-like phenomena occur wherever it has been sighted. The Mothman sightings usually coincide with a period of heightened supernatural activity, culminating in an unexplained disaster. Whether it causes the disaster or is simply a harbinger, no one knows. SNARLY YOW: When the first German settlers arrived in the 1770s and settled the Potomac Valley, they soon were menaced by a beast they called the Snarly Yow. It reputedly resembles a dog with a mouth full of too many teeth and gums redder than blood. If that was not bad enough, the Snarly Yow’s howl is said to paralyze a person in place. Many have tried to kill the Snarly Yow, only to turn and see the thing walking toward them, baring its teeth and howling for all to hear.
COLONIAL OBSCURA
COLLEGE OF WILLIAM AND MARY: The College was founded to educate both Colonials and the Indigenous Nations children. It is an Anglican institution, and faculty members are required to declare their adherence to its doctrine. In addition to being a divinity school to train Anglican ministers, the College teaches moral philosophy (logic, rhetoric and ethics) as well as natural philosophy (physics, metaphysics and mathematics). It is financed by tobacco taxes and the export duties on furs and animal skins.
LOCAL FOLKLORE
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In order to get the most out of FLAMES OF FREEDOM —and to avoid some of the most common pitfalls that can plague historical role-playing games—the following article offers advice and insights on running the game.
BEING THE HISTORIAN As with many other tabletop role-playing games, there are many players, but there is one Historian to run the game. You have many responsibilities in this role:
K You will be a fan of the characters. K You will play the role of both enemies and friends of the characters.
K You will translate mechanics into the narrative. K You will convey the supernatural themes and tone to the players.
K You
will remain flexible when players chase down spurious leads.
K You will craft the story and set the stage for adventure. K You will interpret the difficulty and ease of Skill Tests. K You will be the final arbiter of the rules. You’ll describe your own vision of FLAMES OF FREEDOM in rich detail and let players immerse themselves into the narrative. Your job is like that of a writer. Not only do you have to frame the world the characters live in, but you must also describe what they experience and determine the outcome of events based on their actions. In some ways, you are directing the adventure, but the players are driving the actions while you determine the consequences. David Chronister (order #31360124)
To ensure immersion and a fun game, you can use many techniques, a full list of which is too comprehensive to list here. However, we’d like to cover a bit of general advice on how to run a successful FLAMES OF FREEDOM game. CHANGE RULES THAT DON’T WORK
As the Historian, you’ll frame the narrative, bring the world of 1776 to life and most importantly, help everyone have fun around the table. However, the rules sometimes get in the way of the story moving forward. If you feel a rule doesn’t fit within your vision or gets in the way of a satisfying narrative—change it with your players! Remember the Golden Rule? Put it on an index card, and stick it on the front of your Historian’s Screen as a reminder to all players that they are as much responsible for house ruling as you are. THE GOLDEN RULE Remember the most important rule: keep the game moving forward! Rulings are far more important than rules. If you forget a specific game rule, make your call in the moment and look it up later. If a rule gets in the way of having fun, your game group should work together to create a house rule, personalizing it for your table.
We encourage you to think of new, creative ways you can incorporate FLAMES OF FREEDOM’s rule set to fit your group’s standards. Don’t be afraid to brush aside a rule and focus on the now; simply make a ruling, and address the rule later. However, you must remember to be consistent in your decisions. If you make an important change to the way a rule works, make note
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of it and address it with the players either at the end of the session or at the beginning of the next one. Remember: you are the Historian. Your players trust you to make good narrative choices and fair decisions when the rules are concerned. Do not get into needless rule debates with players. Make your decisions and keep the action moving. Continue playing, and address their questions at the end of the session or the beginning of the next. Give concessions when necessary, but always— always—keep the game moving forward. FOCUS ON THE PLAYER CHARACTERS
FLAMES OF FREEDOM assumes that all actions matter, even if they are unrecorded by history. The characters, even in adventures that involve regular interactions with famous personages, must remain the stars of the show.
NARRATIVE & STRUCTURED TIME
For the most part, a game session is handled using narrative time. Interactions within the campaign world can transpire over hours, days or even months of in-game time. In fact, the majority of time that passes during a game session is in narrative time, moving in flux with the choices players make. Fluidity is key; you need to have in mind how long interactions take so that you may better frame the adventure and the story as it progresses. The key to engaging players in the story is to make sure everyone gets equal time in the spotlight. When the story leads the players towards a moment where you need to take control of the narrative flow in a stricter fashion, the game can be adjusted into a more formal structure using structured time. You can use this to carefully track the passage of time, allowing a cycle of characters to get equal play and attention.
WHEN IN DOUBT, SAY YES
Don’t be afraid to say yes to a player when they suggest an out of the box idea or solution to a challenge you’ve placed before them. When you approve of a player’s agency to try something that’s outside of the rules, it encourages teamwork and cooperation, and reminds players that you’re not their adversary. Sure, having players run roughshod over a carefully plotted adventure you worked hours on can be a bit distressing. But it’s simply impossible to account for every idea the players come up with to overcome challenges. Encourage their out-of-the-box thinking! Learn from the players how they prefer to solve problems . . . and use those same approaches to your benefit. This doesn’t mean that you have to always acquiesce to player demands. The world the player characters inhabit has to hold up to scrutiny, as all actions must have consequences. A good guideline to follow here is this: if the idea is creative and fun and would add to the story, but may be a bit outside of the characters’ capabilities, impose a stiff Difficulty Rating or some sort of mechanical cost. We encourage you to rely on a tried and true mechanic that has worked in our playtests of, “. . . if you fail, you suffer 3D10+3 Peril.” Alternatively, you can impose some sort of Injury or condition in cases where players are attempting something incredibly risky during combat.
David Chronister (order #31360124)
LIMITING THE ECONOMY of actions a
player can take is key to using structured time. You can use it to carefully control the chaos of multiple players acting at once, slowly turning up the dial to enforce tension and a sense of urgency as required.
PACING THE SESSION
When using both narrative and structured time, you will need to learn how to transition between the two. You’ll want to allow the players time to speak among themselves, role-playing out interactions with one another, but be mindful of when it’s time to move from narrative and structured time. Don’t be afraid to rein things in to keep the story focused. Pacing is important both in writing and in storytelling. Find a way to keep each character engaged. This will prevent a situation where some players are interacting, while others are left staring blankly at their character sheets. Use the Initiative Tracker as a guideline to move seamlessly between the four modes of gameplay. For instance, players may be parlaying with a cornered enemy, but a hasty word and ill-timed insult sets their enemy to draw their weapons. Switching from narrative time—
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when the scene was focused on a Social Interaction—and then into structured time—when they begin engaging in a Combat Encounter—is one of many instances where the Historian must handle the transition without disrupting the core flow of the adventure. DON’T SWEAT THE SMALL STUFF
It’s easy to become overwhelmed by the burden of creating stories told during a historical time period fraught with real-world details. In a fantasy RPG, everyone accepts that the events, locations and people are entirely fanciful. The setting may be based on history, medieval legends and myths, but the game world is not the historical Middle Ages. For that reason, players and Historians alike feel freer to improvise details and are less likely to worry about minor details, such as whether a certain type of food was available at this time, or the proper form of address for someone at each level of social standing. On the other hand, a game like FLAMES OF FREEDOM takes place in real locales and often involves real people and events. Thus, there is a temptation to fret over even the smallest details to ensure that they are completely accurate and true to the period. While this is understandable, it is also pointless. Most people never notice the details in FLAMES OF FREEDOM are not always completely true to history. Does that mean that you should introduce blatant anachronisms into your games? FOCUS ON ESSENTIAL ELEMENTS
Fortunately, there are not simply two extremes: those of deferential—and likely boring—historical verisimilitude and blatant anachronism. The key is to home in on the essentials and focus what matters most in the game that you are running. Everything else will fade into the background. The needs of characters and the story at hand are paramount. For example, if you are running a murder mystery adventure, then it is important to have at least some understanding of the types of scientific deductive techniques that were available at the time. Likewise, if the conclusion of an adventure depends on the use of explosives, it might not be a bad idea to know the types of incendiary devices that existed in 1776. However, if the characters enter Gadsby’s Tavern in Alexandria, Virginia, unless the adventure’s flow depends on it, there David Chronister (order #31360124)
is no need to know exactly what types of ales are served or how pheasant was prepared (or whether it was even on the menu). LET PLAYERS FLEX THEIR KNOWLEDGE
One potential ‘problem’ that may arise is having a player more knowledgeable about some aspect of colonial North America than you. That’s perfectly fine! Simply incorporate the player’s knowledge into your game. For example, if the player is an expert in eighteenth-century religious practice, use them as a source of knowledge and incorporate it into the game. The next time your players encounter a fiery Congregationalist or a worldly Anglican bishop, the knowledgeable player can provide everyone with valuable details that makes the encounter come alive.
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YOU SHOULD NEVER fear player knowledge.
If anything, it saves you time and helps draw the player into the game further, which is always a laudable goal.
FLAMES OF FREEDOM is not intended to be a wholly accurate simulation of eighteenth-century America, and attempting to make it so will probably ruin the fun for most players. Remember, as the Historian, your decisions and interpretations are final. No amount of real-world knowledge should ever get in the way of a good story. FIDDLY BITS BE DAMNED! Most players will not care if you do not know how many buttons were on the jacket of an officer of the Continental Army in 1776, or if you invent the name of a member of a Pennsylvania freeman who did not actually exist in the real world. Unless the adventure specifically calls for it— or the players really are interested in it—very little is gained by providing specific historical details. Stick to the details that matter and you won’t go wrong. MERGING FLAMES OF FREEDOM & ZWEIHÄNDER
As with all games Powered by ZWEIHÄNDER, both are meant to complement one another. Rules can be moved almost seamlessly between games, which share the same foundational ruleset. Here are some considerations to think about when bringing the two together:
K Basics of gameplay between both are exactly the same. K Coins and Fortune/Misfortune can be used in either game, but keep in mind that Coins flow more freely.
K Conflict
is similar to Corruption, with only a few minor differences in execution.
K Beliefs
& Flaws are synonymous with Order and Chaos Alignment.
David Chronister (order #31360124)
K Determination
can replace Fate Points in ZWEIHÄNDER; however, do not allow it to modify Damage Threshold.
K Ancestries
can be ported into FLAMES OF FREEDOM; however, remove the Primary Attribute Modifiers.
K Archetype Traits can easily replace Ancestral Traits, or vice versa.
K If using Social Interaction in ZWEIHÄNDER, simply replace Allegiance with Social Class.
K When
it comes to purchasing wares & weapons or trappings, coins are 1:1 between both systems.
K Some weapon Qualities share the same name between
both games, use FLAMES OF FREEDOM’s Qualities when in doubt.
K Combat Rounds in FLAMES OF FREEDOM can be moved into ZWEIHÄNDER and vice versa.
K Rough &Tumble can be moved into ZWEIHÄNDER’s
combat system, and Perilous Stunts can be ported into FLAMES OF FREEDOM with a few minor adjustments.
K In ZWEIHÄNDER,you Resist effects at the beginning of every Turn. In FLAMES OF FREEDOM, you only get one shot to Resist effects, which naturally go away at the end of combat.
K Injury tables can be mixed and matched as needed, but be sure to account for Permanent Injuries.
K Threats and creatures can be mixed and matched, but
know that FLAMES OF FREEDOM’s threats do not have armor (they instead have passive bonuses to their Damage Thresholds based on their Risk Factor).
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FLAMES OF FREEDOM is set in a fascinating and tumultuous time. Rather than dwell on minutiae or become overwhelmed by esoteric details, you should look on the time period as a touchstone for crafting your own adventure ideas. History provides plenty of great characters, events and locales, but only you and your players can provide the imagination and energy that makes role-playing such a fun diversion. So, how does a Historian effectively use history in a FLAMES OF FREEDOM game? There is no single right answer to this question! You need to answer this based on your own interests and those of your players. There are, however, some general guidelines that should be of use. ALTERNATE HISTORY
Alternate history gives the Historian freedom to determine how things came to be and how history will unfold in the future. At some point, the ‘normal’ flow of events diverges, and history in your game takes an alternate route from the one it took in our world. Alternate histories have several distinct advantages. The characters can interact with major historical figures, any one of whom can be elevated to become more prominent than in our own history, eliminated or even killed. This gives the Historian a huge amount of latitude for both creativity and dramatic freedom. WHAT IF? What if Henry Knox did not return in time from Fort Ticonderoga with the needed cannons that were placed at Dorchester Heights? If the Rebels hadn’t aimed those canons at the British, they would not have retreated. This would have then allowed the siege to continue on, eventually destroying the young Continental Army. Additionally, this might have led many within the young army to desert and return home, thus extinguishing the revolution.
To make alternate history work, the Historian should probably have some grasp of history from this book, or at least access to reference materials about the period. To create a wholly new timeline, it is always wise to know how and why events unfolded as they did in the real one. However, your alternate history does not need to stand up to the scrutiny of professional scholars; David Chronister (order #31360124)
this is just a role-playing game, and even real history can make unexpected and even implausible turns. SECRET HISTORY
Important ‘historical’ events occur behind the scenes, away from common view and public knowledge. While everyone may experience the consequences, the true reasons for those events remain hidden in a shroud of mystery. Because the course of history has been ‘predetermined,’ characters’ actions cannot change certain historical facts. Thus, George Washington will die in 1799 and not before, which means that adventures which depend on jeopardizing the safety of the future first president of the United States require a great deal more creativity to pull off.
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WHAT IF? Returning to the alternate history of placing George Washington in jeopardy, we noted that it is hard to threaten a historical personage whose ultimate fate is a matter of public record. What if the shadowy cabal in your story seeks not merely to eliminate Washington, but to replace him with an alchemical duplicate, a homunculus that will do their bidding? In this scenario, the real George Washington can die at any time, but his doppelgänger survives, acting as a minion of occult forces for nefarious ends!
Outwardly, a secret history world is just like our own. The same people live and die, the same events occur in the same timeline, and so on. What differs is the cause and effect behind all that happens; this is where history crosses over with the goings-on of secret societies like the Freemasons and Knights Templar. Stories will be smaller in scope, and framed around micro-events that occur during the larger campaign of the revolution. HISTORICAL EVENTS
History is chock full of inspiration for adventure ideas. The most obvious way to do this is for you to find a historical event, or place, that seems interesting and involves your players in some way. You should try to directly involve players in some historic events, such as the Siege of Boston with General Washington. Take care to involve the players in these events in such a way that makes sense within the overall approach to the history you have chosen for your story. In a secret history game, it would be hard to justify the prevention of British forces from occupying the Charlestown Peninsula, as happened in the real world, although in an alternate history that might not be an issue. HISTORICAL FIGURES
As noted above, the vicarious thrill of interacting with famous persons from history is incomparable. Crossing the Delaware with General Washington, or visiting Thomas Jefferson as he is penning the Declaration of Independence, or participating in the debates of the Continental Congress would be memorable events in any character’s life. Thus, there is a temptation to have the characters rub shoulders with as many famous people as you can throw at them. David Chronister (order #31360124)
That is not necessarily a bad thing. FLAMES OF FREEDOM is a game rather than a historical reenactment. If the players enjoy hobnobbing with the famous, why spoil their fun? NPCS ARE NOT THE FOCUS There is nothing wrong with using historical figures in your game, but be sure that they don’t overshadow the player characters themselves or belittle the players’ very real achievements in the campaign world.
Consequently, you must take care when introducing historical figures, especially when using the secret history approach.Many famous people,such as Benjamin Franklin, for example, make fine patrons for the characters. These patrons are individuals who could plausibly employ the characters to undertake unusual missions, asking them to perform great deeds under a vow of secrecy. The downside is that such powerful NPCs might make the players feel like their characters are superfluous. The Historian should never allow this to happen.
ADDRESSING COLONIALISM There are other harsh realities that the Historian must remember when playing FLAMES OF FREEDOM. Colonial men were clearly the ones who benefited the most from the advantages Colonial society had to offer. Those with wealth held much of the power, and through exercise of this power, they were able to shape events and situations to their favor. There were also the realities of the enslavement of Black people. Furthermore, the Indigenous Nations were enslaved, exploited, forcibly converted, given European diseases and murdered at the hands of outsiders. There is no denying these facts. IT SHOULD GO without saying that just
because FLAMES OF FREEDOM is set during this period and uses history for gaming purposes, the harsh reality of that history is not forgotten. In the end, history should serve your needs and your players, not the other way around.
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USING HORROR This genre works hand in hand with the historical bent of the game. It should be something that you slowly build until you reach the point that the ‘bad’ thing happens. Horror takes many forms and has many definitions. As with all horror, we recommend using the Entreat The Darkness TTRPG safety tool . What follows is a description of several types of horror to consider injecting into your FLAMES OF FREEDOM game. FOLK HORROR
For folk horror, the goal is to create situations that create a sense of disbelief. As the characters get to know their surroundings, the folktales they have been hearing take on a different meaning, as events begin taking place that cannot be explained.
FOR EXAMPLE, THE characters arrive in
Apple Cove, a township on the banks of the Connecticut River. This small village is located some thirty miles south of Hartford and has a tale centered on a legendary tree the locals christened ‘The Old Oak.’ This oak is said to be the resting place of a witch. When she died, her coven buried her heart at the base of the tree. Now, the heart beats deep within the oak. It is said those who dare touch the tree on the night of the harvest moon are visited by the witch, who will bestow upon them a magical gift.
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HISTORIAN’S SECRETS
We’ve set out in the Preamble—and several other articles in this game—how Historian and players alike should treat these tough topics: players should act against these brutal, exploitative practices when encountered (if you include them in your game at all). This game presents an alternate history where the player characters’ generation has broken free of these practices. Article 10: Life During Wartime is a remarkable resource for Historians and players alike to understand how they can incorporate America’s history into a game that’s exciting, fun and inclusive.
As the Historian, there is a lot of potential within this short tale for you to work with. Who was the witch? Is the coven still active? Is the ‘gift’ of a darker nature? All of these prompts form the basis for an adventure! MYTHIC HORROR
What started as a folktale has taken on a life of its own, becoming something much darker, and growing to mythic proportions. This horror is more sinister, blossoming into something far worse than local legends.
RETURNING TO THE example above, let’s
say that Apple Cove is home to an actual witch’s coven, one which has its grip over the whole village. Over time, the old tree grew to bear apples, and its fruit is the most wicked. Each resident of the small village, through magics most vile, has had their heart replaced with the black fruit of the tree. This gives the coven not only control over the village but also has made the village a place that does not feel right. How do the players deal with this type of horror? Will it resemble something akin to the Stepford Wives or Invasion of the Body Snatchers?
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PERSONAL HORROR
SUPERNATURAL HORROR
This is an individual fear, one which affects one person. It is something that plays up on a personal situation, but unlike a phobia, it is one that can be overcome. Personal horror hinges on the person being controlled by the fear, and it guides the person towards isolation and a fate worse than death. Great examples of this are films like The Descent or Bone Tomahawk.
This type of horror is filled with things that go bump in the night. There is a chewing behind the walls that characters cannot be rid of. A heart beats in the room, and searching for it, they find an old cameo of a woman who was killed in the house.
THOSE WHO PARTOOK of the apples have WHAT IF AFTER spending the night in
Apple Cove, one of the characters wakes up and feels strange? By eating the apple pie the night before, their heart has grown rotten and is being replaced by the terrible fruit of the tree. How does the character react to this? Will they view their friends in the same way as they are corrupted? Will they have to hide this terrible fate from them? Is it possible to have their heart restored?
PSYCHOLOGICAL HORROR
This is perhaps the most direct one to use. Psychological horror storytelling plays upon the fears a character has, and then has them face those fears. However, Historians must take care when using this. In no way should you use fears a player may have in the real world, unless they agree to it beforehand. Great examples include The Shining or the works of Alfred Hitchcock.
AFTER LEAVING APPLE COVE, the character
who ate the apple over time begins hearing a woman’s voice. She whispers that their friends are harboring an evil and are possessed by Satan himself! The voice begins driving the character into delusions that everyone around them is possessed—or worse, plotting to kill the innocent. How does the character react to these voices? Do they act fast by killing those who are plotting vile acts? Or do they treat the voices as a mystery to be solved, perhaps through supernatural means?
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died. A fortnight later, their graves are found disturbed, seemingly dug up. The characters’ investigations lead to a startling discovery: the bodies weren’t exhumed: they seemingly dug themselves out. Now these corpses have returned to Apple Cove to attend to their normal routines, haunting the town by reenacting the same things they did in life: seeing their children off to school, squabbling in the town hall, arguing for the rebellion in the public. True, they perform their duties with a lot of shambling and moaning, terrifying their relatives. How will the characters handle this strange situation?
FINAL THOUGHTS
Dread is a growing sense of fear that develops as the characters realize they are in danger, or that the world is not as it seems. Horror is difficult to plan in advance, because it’s most effective when it arises from the consequences of the characters’ actions. Amplify suspense by dropping occasional contextual hints their characters pick up on. Feed those hints out slowly, so that players are never 100 percent sure what is true and what isn’t. Allow their minds to wander, and if they ask to use a Skill Test to intuit what’s happening, this is one of those rare occasions where it’s okay to tell a player no.
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SUPERNATURAL HORROR
Characters are facing threats that push their understanding of the world to the brink: the stuff of scary stories made manifest. Player characters may have some inkling of what they are going to face, but as they plunge deeper into the adventure, those ideas will be challenged, reframed and shattered. As the game progresses, the Historian must look at the characters’ core to see how they are affected, what pushes them over the edge and what they fall back to for comfort and stability. Horror is ever-present in this style of play, as magic and monsters start to reveal themselves. Unlike the slow boil of Occult Mystery, characters will realize quickly that monsters have always been there lurking in the shadows. Characters who are prepared for this will find their entire worldview eventually shattered. Others might find a wellspring of comfort in their Belief or lean into their religion to give them strength. When it comes to giving out Conflict for Supernatural Horror stories, you can use these examples as a guide:
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K 1 to 2 Conflict: While
hunting in the Pine Barrens, Felicity Cross stumbled across a dead deer. The wounds upon it are strange, and the claw marks are too large to belong to any of the natural predators that live here. Felicity’s hackles rise as she sees a weird rot undulating from the infection.
K 3 to 4 Conflict: Under Boston, ghouls are feasting on
dead bodies. A strange mask allows its bearer to listen to the ghouls’ thoughts. Ar-Ke-Kee-Tah wonders why they even put the mask on. Now with each day, they hear the ghouls more and more. Each time ArKe-Kee-Tah sees a dead body, they have to succeed a Resolve Test or feel the hunger in the back of their mind, gnawing forward.
K 5 to 6 Conflict: Ichabod, already on edge from hearing
strange sounds as he crosses the river, is confronted with a headless Hessian on horseback, with a large sword in hand. Ichabod immediately takes flight, running for dear life. While Ichabod escapes today, the specter of the Headless Horseman always hangs in the back of his mind . . . and in every shadow.
K 7 to 8 Conflict: The party chases a Rebel deserter into
the cave, only to be confronted by piles of corpses, ripped apart, with their chests opened and eyes gouged out. Isabel Mackenzie is taken aback by the horror, bringing back traumatic memories of a Ghoul killing one of her friends inside Boston.
K 9 to 10 Conflict: Geneviève Deverox stumbles back into
their village, having just avoided death at the hands of creatures that can change their skins. Their friends seem strange, and upon making a successful Scrutinize Test, Geneviève realizes that the same creatures have taken them over.
OCCULT MYSTERY
Alchemy, magical conspiracies and profane rituals: these are all hallmarks of Occult Mystery. This is a realworld, human-centered approach to FLAMES OF FREEDOM, where monsters are exceedingly unique. Secret societies such as the Freemasons, Inquisition and Knights Templar are at the heart of these stories, using their knowledge to control the revolution. How player characters interact with them and how those societies manipulate them will be the drivers of Conflict.
HISTORIAN’S SECRETS
CONFLICT & PLAYSTYLES FLAMES OF FREEDOM is about internal and external conflict and how it affects people. Playing with this central ebb and flow is a constant conversation between the payers and the Historian. While some actions cause a player character to gain Conflict (such as with Withstanding Horror), a Historian will determine how much Conflict player characters gain for their actions. Its use and frequency will set the style and tone of the game. There are three main playstyles in this game, and each of them has a different driver of Conflict. Characters involved in a Supernatural Horror story (such as hunting down the Leeds Devil) will draw Conflict from vastly different places than characters charged to unravel the occult goings-on of the Freemasons using the Occult Mystery investigative playstyle. The same goes for characters involved in a High Action story about trying to help the daughter of a wealthy Patriot escape from the besieged city of Boston. When players understand what playstyle you’ll be using for the adventure, they can make choices that reflect their Belief and Flaw more accurately.
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Stumbling upon the occult is common, and characters never fully grasp the machinations of the societies around them, as they are used and manipulated by the powers that be. Getting even the smallest look at the grand schemes of a secret society is stress inducing. Characters face even more Conflict as they witness their assumptions and beliefs about the world peeled back layer by layer, like an onion rotting from the inside. When telling these types of stories, player characters will be pawns for larger organizations and might have some of their agency stripped from them, often through psychological manipulation. Make sure that this is something your group is comfortable with before diving into it. While manipulation fuels Conflict, it can also be harmful to those around the table. When it comes to giving out Conflict for Occult Mystery stories, you can use these examples as a guide: to 2 Conflict: Father Jacob Allan has been investigating the Freemasons, and while talking to a kindly old shopkeeper, he notices Masonic symbolism subtly placed around the shop. This shopkeeper is not what he seems . . . and Father Jacob knows the Freemasons are after him.
K 1
to 4 Conflict: Rosenstein wasn’t of the Knights Templar. Félix Pacheco just handed over the book of names to him, and only now does Félix see the signs. Rosenstein was part of the Inquisition! Now, because they didn’t see the deception in time, good people will die.
K 3
K 5 to 6 Conflict: Witashnah
has been asking about for a week, but nobody has heard of the town of Castlerock, nor do they know anything about the covered bridge that leads to it. By the light of a harvest moon, Witashnah finds a bridge, one that wasn’t there yesterday. Crossing it, she feels a pit of dread start to form in her gut.
K 7 to 8 Conflict: Ellington Daniels’ contact in town, Beth
Goodkind, has been accused of witchcraft. Ellington presented evidence at Beth’s trial and spoke out for her, but the village turned against her, and today she is to be hanged. Beth tells Ellington to disavow her, to save themselves. It’s a horrible notion, but Ellington knows she is right.
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K 9 to 10 Conflict: A prominent leader within the Knights
Templar sent Abigail McHenry to retrieve his son, who had run away.When she found him, the child told Abigail that his father only wanted him back so he could use his sacred blood for a sacrifice to the demon Baphomet. The money was too good to pass up, and Abigail turned him in. The screams as the child was dragged away to a gruesome fate still echo in Abigail’s mind.
HIGH ACTION
This style of game downplays the occult and supernatural elements, replacing them with more human-based issues. The main driver of Conflict will be based on the horrors that humans inflict upon each other. War and political intrigue are highlights of this playstyle. The violence and trauma of war leave their scars and marks upon people, both visible and hidden. How much death and pain have characters inflicted upon other people in the name of their ideals? What did it cost them? This conflict forms the focus of High Action storytelling. In these types of games, it is vital to know how a player character’s Beliefs and Flaws directly affect their opinions and views of the political world of 1776. The revolution cannot be ignored, and as the Historian, you must know what the characters stand for so you can understand what they will fall for.
K 1 to 2 Conflict: Ferrow
Mason presses the bandage tighter as the wounded soldier looks up at them. With fear in his eyes, the soldier gives Ferrow a knowing look that it is over. Holding Ferrow’s hand, the wounded person pushes away the bandage, letting the blood pool as their lifeblood ebbs away.
K 3 to 4 Conflict: As the fight is ending, Steffi Schäfer sees
a fleeing Loyalist soldier. Steffi knows if he escapes, the entire operation will be exposed. Raising her pistol, she fires! With a blossom of crimson, the Loyalist falls to the ground, shot dead in the back.
K 5 to 6 Conflict: Wynn
Hamilton smacked the flank of her horse again as the crack of musket fire echoes in the darkness. Looking back, Wynn sees her friend Samantha fall from her horse to the ground. She is still alive but gravely wounded. There is no time; Wynn’s secret correspondence is too important and must make it to the Rebel general. Wynn keeps riding . . .
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K 7 to 8 Conflict: Fenimore Sage is a friend and confidante
K 9 to 10 Conflict: The
Pamphleteer needs to go. His readership and influence reach too far and wide for a mouthpiece of the Crown. His house and press are in the same building, and the man has a family, but it all must burn. Victoria throws a torch inside, waiting only to see the house start to burn before leaving.
FAITH & CONFLICT A character’s faith may be a driving factor in their approach to the world and will likely push them to gain Conflict. Usually, we see Conflict arise from zealotry, causing characters to become inflexible and unable to change or adapt. This might be true for some, but we should also look at faith as a stabilizing force in the inner life of a religious character.
FOR EXAMPLE, A character of science raised in
the study of the natural world and enlightenment might have a much harder time wrapping their mind around seeing the devil’s literal agents made flesh, whereas a person of strong faith, while scared, would find inner resolve in this moment. As such, you as the Historian might give a character of faith less Conflict in that moment than the character of science and reason.
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Faith can also insulate a person from the harsh realities of the horrible things they are doing in the name of their religious convictions. Strong, decisive acts that could be viewed as immoral or wrong are sometimes seen by the extremely faithful as necessary and might mitigate some of the expected Conflict. On the other side, though, people of strong faith have breaking points different from those not taught in religiosity. It should go without saying, but at no point should a player character use religious fervor to justify committing genuinely heinous acts, such as genocide or slavery.
CHARACTER BELIEFS & FLAWS Most choices that a character faces during a session of FLAMES OF FREEDOM will be driven by their Belief and their Flaw. A character’s Belief is the core of their being and informs how they approach all situations. As they come across the horrors of the supernatural world— or just the mundane horrors of humanity—their Belief will come into question. This questioning is what allows their Flaw to shine through. How players make use of these traits will directly determine how much Conflict they gain through their actions. In most cases, you do not want to overburden a character with too much Conflict because that will make them feel as if none of their choices can have a positive outcome. This is a grim & perilous world on a collision course with numerous plots and schemes, but not everything is doom and gloom. When a player acts fully within the range of their Belief, they should be narratively rewarded, or at least not beat down by the world. Don’t be afraid to pause the narrative and encourage the players to think about how their Belief and Flaw would impact their actions within the moment. The litany of hard choices that they will have to make during any given session will take care of that. Remember, as the Historian, your position isn’t antagonistic; your job is to facilitate story and character growth. Conflict is one of the many tools at your disposal. It is a powerful one that should be used with care.
HISTORIAN’S SECRETS
of General Washington’s, well-trusted before the Siege of Boston. Ruby kept the Rebel intelligence in a secret compartment of her boudoir, and now, here it is in the hands of a Loyalist officer. There is no choice; the leak must be plugged. The apothecary assured Ruby that the poison would be quick. That doesn’t make Ruby feel better, as Fenimore is her lover.
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SECRET SOCIETIES S e c r et
just one of the many tools the Historian can use to craft adventures and provide new Allegiances for players to profess themselves for and against. Societies and their members work in the shadows to pursue mysterious goals. The hidden machinations and goals of secret societies add an extra layer of intrigue to the conflict between colonial Loyalists and Rebels and provide opportunities for characters to test their mettle against sinister forces. s o ci eti e s a r e
FREEMASONS
SECRET SOCIETIES TEND to be indifferent
or outright antagonistic to player characters. While players can attempt to infiltrate or work against these societies, the Historian should make it clear that there will be consequences for doing so. The characters will only delay the society’s agenda at best.
This article presents Historians with the tools and information they need to utilize secret societies in game, give their players compelling role-play opportunities and create motivations within a society. Additionally, players and Historians wishing to develop their own secret societies can find guidelines for doing so at the end of the article. SECRET SOCIETY NPCS The Freemasons, Inquisition, Knights Templars and Rosicrucians all have higher ranks within their organizations. Attaining these ranks comes with increased responsibility and greater intrigues. This level of commitment leaves little time for adventure. If players are keen on advancing in their ranks, you must decide for yourself how this works.
T he
F r e em a s o n s (or more simply, the Brotherhood) began as a simple artisans’ guild in antiquity. The organization has since transcended its humble roots and is largely responsible for the events currently plaguing the Colonies. The Masons’ current incarnation was formed at the tail end of the Wars of the Roses to aid in consolidating King Henry the Seventh of England’s political strength and keeping an eye on his potential rivals. Since the beginning, the Masons took an interest in the supernatural and the political, and this all began with the appointment of Thomas Wolsey as the Freemasons’ Grand Master in 1514. Under Cardinal Wolsey’s guidance, the Freemasons became England’s secret protectors. They responded to magical threats, assembling to defeat demons, devils and mages working the Black Arts. As Queen Elizabeth was crowned, the Freemasons worked tirelessly to ensure she not only kept the throne, but also that all challenges to it were squashed. When Queen Elizabeth’s Secretary of State and Spymaster Sir Francis Walsingham was raised to the Freemason’s Grand Master in 1574, he quickly expanded its influence through his vast spy network. CURRENT ACTIVITIES
In recent years, a schism between the British Freemasons and their Colonial counterparts threatens control over the organization. In the beginning, all Masonic Lodges reported to the Grand Lodge in England, whose Grand Master controls the organization worldwide. Within David Chronister (order #31360124)
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AS SOON AS they discovered these independent
Lodges, the Grand Lodge moved quickly to get their own people into place. The Grand Lodge appointed Henry Price as Grand Master of North America and charged him with bringing the rebel Lodges under England’s control, or failing that, shutting them down entirely. Henry Price quickly established Lodges in Maryland, Massachusetts, New Jersey, North Carolina, Pennsylvania, Rhode Island, South Carolina and Virginia. These Lodges helped keep tabs on the Colonies and their growing elite class. In addition to their regular duties, these Lodges tried, unsuccessfully, to close down the rival Lodges. With the expanding influence of these Lodges, as well as new Great Lodges in France and Spain, Southwell is anxious to preserve his monopoly on occultic power.
MAJOR HAROLD WINCHESTER: Characters will likely encounter Freemason agent Major Harold Winchester, either during their playthrough of Boston Besieged or in later adventures. Winchester is a Mason and a Loyalist agent of the British Empire tasked with both breaking the Siege of Boston and bringing the Lodge in Boston back under England’s control. However, his occultic practices have taken a horrible toll on him, even as they have increased his influence, and he is a formidable enemy for any character to face. Additionally, Elizabeth Gould, the Rebel mage from Boston Besieged, is wanted by the Freemasons, who wish to use her powers to change the course of the siege.
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ENCOUNTERING THE FREEMASONS The Freemasons in the Colonies are dedicated fighters seeking the betterment of humankind, sometimes through forbidden ritual and other times through fighting for freedom in the field of battle. They seek aid in liberating people from the authoritarian monarchy and in protecting their communities. Though secretive, the Freemasons are pragmatists and do whatever they must to ensure safety and liberty. Through sacred rites and traditional bonds, the Freemasons seek to sway the tide of history through political alliances and personal connections. MEMBERSHIP
When Sir Walshingham became Grand Master, he needed a better way to control the Freemasons. This spurred him to create two divisions within the order: Ancients and Moderns. Though no one else knew of these divisions, Walsingham did, and he used them to separate the Freemasons. The Ancients, unaware of the Moderns’ magical power, are blissfully unaware of the members who are skilled in magic. ANCIENTS: This group feels that the supernatural is nothing more than legends run amok and view the Freemasons as nothing more than a social club where members educate themselves. This group allows anyone from all walks of life the chance to learn and better themselves. The Ancients strongly believe that the group’s sole purpose is the betterment of self and society. MODERNS: They view the supernatural and occult as a tool that should be used to safeguard the British Empire. This group has its roots in King Henry the Eighth, and they have gotten more robust as time progresses. Only applicants who are of the Mage Archetype are accepted into the Modern Brotherhood.
HISTORIAN’S SECRETS
the Colonies, Freemason Lodges began to be founded independently of the British structure. Though these lodges followed the same philosophies of the British Lodges, they were outside of the traditional power structure, and therefore out of Southwell’s control.
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ANCIENT AND MODERN FREEMASONS
have never gotten along, and both feel that the other is ruining the order. As the organization grows beyond Europe, leadership gives little thought to limiting the number of Lodges, let alone trying to integrate the two groups into one. Instead, what happened is Ancient Freemasons would found one Lodge, and Modern Freemasons would launch another. This fuels tensions and makes things even more challenging. The current conflict is inflaming these tensions further.The fact is that Loyalist and Rebel members make up the different divisions, not just in opposing Lodges, but also within the very same Lodge. What this means for the coming conflict is anyone’s guess. Many Masons recognize they might need to put their differences aside to better the cause. After all, the enemy of my enemy is my friend.
While there are many different degrees of membership, every Freemason Lodge has the same leadership structure: Entered Apprentice, Fellowcraft and Master Mason.
K Entered Apprentice is where all begin their journey into
the Brotherhood. Members are charged with carrying out the works of the Lodge and attending to the needs of those in higher positions of power. Entered Apprentices do the society’s dirty work and answer to a Fellowcraft.
K The
Fellowcraft are members who sponsor new Apprentices’ admittance to the Brotherhood and act as teachers in many ways. They teach the Brotherhood’s history and the necessary skills needed to prosecute the secret war underway.
K The final degree of the Freemasons is that of a Master
Mason. Master Masons are the leaders of the Lodge. It is their sworn duty to ensure they carry out the orders of the Brotherhood at large.
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While they are often charming and fixtures of their communities, Freemasons are wary of outsiders and deeply bonded to each other. They are not above giving help to non-Masons, but they are more likely to aid the characters if someone from their Lodge is at risk, needs help or vouches for the characters. Characters who appeal to a Freemason’s inner sense of being a good person, or their goal of bettering humanity, are more likely to secure a Mason as an ally and access the following offerings:
K Aid in twisting politics to characters’ advantage K Assistance from a few fighters to defeat a local threat K Discover a local’s hidden truth K Introduction to useful contact K Reveal the source of a rumor DEALS
Although no Freemason will reveal their secrets or rituals to an outsider, they will sometimes ask others to support their cause. Working with the Freemasons requires patience, trust and a willingness to participate without having all the answers. The Masons are likely never to explain the choices they make to the characters or why specific duties must be performed, but as long as the characters’ cause does not conflict with the Masons’, the Masons may be true allies. Some examples of deals the Freemasons might offer characters are as follows:
K Aid the Freemasons in defeating a local threat K Help the Freemasons retrieve an item K Gather information on a political rival’s plans allegiances
K Protect
or
a local person or family important to the Freemasons
K Save a local community member or institution
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THE INQUISITION THE INQUISITION’S GOALS have since
F o u n de d
in
1228 by Pope Honorius the Third, the
Inquisition serves as the Roman Catholic Church’s secret police force. Since its inception, the Inquisition has worked tirelessly to find and destroy the devil’s agents, hunt heretics and protect the Pope’s interests. The Inquisition considers itself above all earthly authority, both secular and religious: to question them or their methods is to question God. Headquartered in the Vatican, the Inquisition uses the Church’s vast network of churches and monasteries to stand a vigilant watch. The Inquisition is especially active in Spain and its colonies—particularly Maryland. Despite numerous claims to the contrary, the Spanish branch of the Inquisition has repeatedly proved to be more devoted to advancing Spanish interests than the Church as a whole. Nowhere is this more apparent than in the Inquisition’s attempts to reinstate a Catholic monarch in England, which turned toward Protestantism ever since King Henry the Eighth declared himself head of the Church of England in 1534, encouraged by none other than Sir Richard Southwell. Even though England has become more tolerant of Catholics since King James the First ascended to the throne in 1603, several groups work to ensure the Inquisition does not secure a firm foothold on the island.
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CURRENT ACTIVITIES
The Inquisition has been active in the New World ever since the first Europeans arrived. They have cells in British, French, Portuguese and Spanish colonies that protect the local populace from evil agents and root out potential heresy. The New World is a dangerous place, teeming with supernatural and otherworldly threats. However, the Inquisition is now spending more time fighting those threats than protecting the interests of Spain and the Papacy. Between these battles, the Inquisition continues to war against the remaining colonial Templars—their ancient hatred is strong, and both would love nothing more than to destroy the other. Many factions within the Inquisition also support the Rebels, as they believe a strike to England’s strength would allow the Inquisition to expand even further across the globe. The fact that it also will give the Catholic Church a stronger foothold in the Colonies is a happy coincidence. The Inquisition is experiencing internal strife as well, as many feel the Spanish branch has been perverted and no longer has the Church’s best interests in mind. Some whisper that the Spanish Inquisition has become corrupt and that their actions are rotten. The Frenchbased Inquisition is beginning to uncover some damning evidence of this corruption, which has created a growing rift within the society.
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shifted, and now they focus on preventing the Protestant British from taking over Canada, as well as hunting down surviving Templars and recovering their treasures. Subsidiary goals include sabotaging efforts by lesser Catholic societies—such as Saint Sacrament and the Knights of Malta—or sponsoring their efforts to recruit their most able members while fabricating evidence of heresy against the rest.
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ENCOUNTERING THE INQUISITION The Inquisition is fierce and proactive when it comes to securing their hold on the world. Believing the end justifies the means, they manipulate and utilize people as resources, blackmailing and threatening to gain power. With eyes and ears everywhere, they will force anyone who comes too close into a terrible bargain, or terrorize them before finally causing them to disappear. Anyone can be a heretic in the Inquisition’s eyes, regardless of what they truly believe. What if you are a heretic, or worse, someone skilled in the mystical arts? Then flee, fast: the Inquisition has a single-minded devotion to ridding the world of all agents of Satan. MEMBERSHIP
The Inquisition’s members were once strictly Catholic. Though this is a hard-and-fast rule, the Inquisition has realized that there aren’t as many Catholics in the Colonies outside of Maryland (yet!). They revised the requirement so that anyone who felt the calling to serve as a warrior against the forces of darkness could gain the chance to enter into the order. Though anyone can join, they must know of a current member and seek their patronage to join. WITCH HUNTER: All members begin their life as Witch Hunters. Most members operate at this level, and it is here that they perform God’s holy work. Typically working alone, a Witch Hunter’s primary duty is to ferret out and terminate all forms of heresy. Though being a Witch Hunter is a solitary calling, that does not mean Witch Hunters do not answer to others, or work in isolation. All Witch Hunters belong to a cell, and it is the cell that offers aid, instruction and support. FISCAL: Witch Hunters who have distinguished themselves are promoted to Fiscal and control a cell. For this to happen, the Witch Hunter must convert to Catholicism. The reason is twofold: it shows the member’s devotion and helps grow the Catholic population in the Colonies, thus contributing to the Papacy’s overarching goals. The number of Witch Hunters, as well as their identities, is known by the Fiscal. The Fiscal’s job is to ensure that the Inquisition’s work is carried out and David Chronister (order #31360124)
allocate resources when the need arises. Though the Fiscal might seem a simple bookkeeper or clerk at first glance, they are, in fact, the most skilled and experienced Witch Hunters. Numerous cells are spread throughout the Colonies, and each reports to a higher organization structure. How this structure is designed, or even how it functions, are questions left unanswered. OFFERINGS
The Inquisition is challenging to deal with at best. Engaging them means they now know who the characters are and will begin to track and follow them. They will offer information for a price or exchange. Any knowledge they have on their targets is gained through sinister means, and these means will be directly or heavily implied. This generally provokes a Withstand Horror check on the part of player characters. The Inquisition might offer characters things like things like:
K Insight into a common enemy K Knowledge of demons or their agents K Location or state of missing people K Rumors of where evil creatures of night nest K Weapons for vanquishing evil entities DEALS
While the Inquisition is reticent to allow non-members to participate in their machinations, they will demand characters aid them, regardless of whether they’ve helped the Inquisition or not in the past. These requests are rare, and they generally imply that ignoring or disobeying the Inquisition’s requests will result in a character’s suffering. The Inquisition might ask characters to perform the following tasks in exchange for their offerings:
K Aid Inquisitors in ending an unnatural threat K Appear in court and bear witness at a particular location K Do not interfere in an Inquisitor’s plans K Help the Inquisition complete an ancient rite K Spy upon another human
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1096 a n d 1099, the First Cru