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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
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whatsoever without written permission except in the case of reprints in
the context of reviews.
www.andrewsmcmeel.com
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21 22 23 24 25 SDB 10 9 8 7 6 5 4 3 2 1
ISBN: 978-1-5248-6251-0
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FLAMES OF FREEDOM Lead Designer: Richard Iorio Executive Creative Director, RPG: Daniel D. Fox
Powered by ZWEIHÄNDER Lead Developer: Daniel D. Chief Development Officer: Fred Nelson
Fox President of Publishing: Kirsty Melville
Developers: Adam J. Rose, Anna Goldberg, Elijah Forbes,
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Gabe Hicks, James Introcaso, Kate Bullock, Sean Van ROGUE GAMES Licensing Manager & VP: Ariana Fisch
Damme, Tanya DePass, Tanner Yea, TK Johnson, Walt
Ciechanowski & Walter Fulbright Playtesting & Special Thanks: Alison Fox & Mum, Charlie
Accessibility, Cultural & Safety Consultants: Adam & Jack Fox, Aaron Huss, Ajayi Olajide, Amanda Benhart,
DePaul, Alihelisdi Kimball, Anna Goldberg, Daniel Anna Goldberg, Ariana Fisch, Ashley Wyrick, B.A. Foote,
Kwan, Elijah Forbes, Ethan Brown, Gabe Hicks, Joel Bill Bridges, Bryce Whitacre, Casey Callaghan, Chad Smith,
Barnes, Kate Bullock, Kellin Slater, Kimimilasha James, Charles Price, Chuck Kranz, Christian Fox, Daniel Lewis-
Larry Madden, Loïk Raymond, Ronkwahrhakónha Dube, Anderson, Daniel Parnell, Dave Pruner, Dave Rapoza,
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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,
David Douglass, Devil’s Luck Gaming, Devin McGowan,
Ed Healy, Encounter Roleplay, Eric Hollaway, Eric Webb,
Ethan Adams, Evan Elder, Fenway Jones, Francesca Baerald,
George Ruiz, Graeme Davis, Hannah Hahn, Ian Elder, Igarol
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Tom Grant & the Zweihänder RPG Discord community Estudio, Ignacio Martinez, Jacob Linderman, Jared Rosen,
Jason Birch, Jason Bolte, Jeffery Baker, Jeffrey S. Mueller,
Line Editors: Anna Goldberg & Tanner Yea Jen Shaffer, Jennifer Brozek, Jeremy Jones, John Chambers,
Editors: Elijah Forbes, Irene D.B., Jennifer Ford-Rose, Katie Joseph Limbaugh, Joshua Byrns, Justin Rimbo, Kelley Foote,
Gould & Matthew Pook Kiel Corkran, Laura Grant, Lian Rose, Lydia Gschosmann,
Proofreader: Mariah Marsden Marc Whipple, Marguerite Dabaie, Matt Jowett, Megan
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Cartography: Gabriel Brouillard, Glynn Seal & Kyle Latino Goudreault, Susanah Grace, Thomas Cadorette, Tom Grant,
UX Consultant: Amber Seger Tom O’Hara, Tracy Barnett, Trent Slaybaugh, Tristan Rodas,
Tyler Thompson, William Butler, Zoë Quinn & all our
Kickstarter backers
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.
CONTENTS
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PREAMBLE xi ARTICLE 3:
PROFESSIONS PAMPHLET 51
The Setting . . . . . . . . . . . . . . . . . . . . . . . . . . . . xii
As A Character . . . . . . . . . . . . . . . . . . . . . . . xiii Actor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56 Merchant . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 102
As The Historian . . . . . . . . . . . . . . . . . . . . . . xv Alchemist * . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57 Midwife .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 103
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Playstyle .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. xv Animal Whisperer .. .. .. .. .. .. .. .. .. .. . 58 Militia .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 104
Strength In Diversity . . . . . . . . . . . . . . . . . . xvi Apothecary * .. .. .. .. .. .. .. .. .. .. .. .. .. . 59 Milliner .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 105
Creating A Positive Experience .. . . . . . . xix Architect .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. . 60 Musician .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 106
Artist . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 61 Mutineer .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 107
Aspirant * .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 62 Officer .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 108
Auxiliary .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. . 63 Partisan . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 109
ARTICLE 1:
Barber .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 64 Politician .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 110
BASICS OF GAMEPLAY 1
Bawd .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. . 65 Preceptor * .. .. .. .. .. .. .. .. .. .. .. .. .. .. 111
Making Skill Tests .. .. .. .. .. .. .. .. .. .. .. 1 Boatswain .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 66 Printer .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 112
Difficulty Rating .. .. .. .. .. .. .. .. .. .. .. .. 5 Bookkeeper . . . . . . . . . . . . . . . . . . . . . . . . . . . . 67 Privateer .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 113
Peril Condition Track Penalties .. . . . . . . . . 5
Critical Success/Failure .. . . . . . . . . . . . . . . . . 6
Skill Tests Over 100% .. .. .. .. .. .. .. .. .. 7
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Total Chance . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
Matching Dice . . . . . . . . . . . . . . . . . . . . . . . . . . 6
Braucher * .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 68
Brewer .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. . 69
Cavalry . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 70
Clergy .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 71
Clerk .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. . 72
Publican .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Purveyor .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Rambler .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Regular . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Resurrectionist .. .. .. .. .. .. .. .. .. .. .. ..
114
115
116
117
118
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Skill Tests Lower Than 1% . . . . . . . . . . . . . . 7 Counterfeiter . . . . . . . . . . . . . . . . . . . . . . . . . . 73 Road Agent .. . . . . . . . . . . . . . . . . . . . . . . . . . 119
Re-Attempting Failed Tests .. .. .. .. .. .. 7 Crook .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 74 Servant . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 120
Assisted Skill Tests . . . . . . . . . . . . . . . . . . . . . . 7 Deserter .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 75 Sin Eater * .. .. .. .. .. .. .. .. .. .. .. .. .. .. 121
Opposed Tests .. .. .. .. .. .. .. .. .. .. .. .. .. 8 Dilettante .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 76 Smith . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 122
Secret Tests . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9 Diplomat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 77 Spiritualist * .. . . . . . . . . . . . . . . . . . . . . . . . . . 123
Fail Forward Tests .. .. .. .. .. .. .. .. .. .. .. 9 Dispatch Rider . . . . . . . . . . . . . . . . . . . . . . . . 78 Stationer .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 124
Fury & Chaos Dice .. . . . . . . . . . . . . . . . . . . 10 Dowser * .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. . 79 Surveyor .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 125
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ARTICLE 5: ARTICLE 9:
WARES & WEAPONS 163 HEXENMEISTER’S
ALMANACK 267
Specie Exchange Rates . . . . . . . . . . . . . . . 163
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Barter . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 163 History Of Common Spells .. .. .. .. .. 267
Buying & Selling Goods . . . . . . . . . . . . . 164 History Of Black & White Magic . . . 268
Weapons .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 175 History Of Witchcraft . . . . . . . . . . . . . . . 269
Qualities .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 175 History Of Alchemical Arts .. .. .. .. .. 271
Crafting Wares & Weapons .. .. .. .. .. 185 Learning Spells . . . . . . . . . . . . . . . . . . . . . . . 274
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Guide To Casting Spells .. .. .. .. .. .. .. 274
Common Spells Listings . . . . . . . . . . . . . 278
Black & White Spells Listings . . . . . . . 284
ARTICLE 6:
Witchcraft Spells Listings .. .. .. .. .. .. 289
NARRATIVE TOOLS 187
Learning Alchemical Arts .. .. .. .. .. .. 294
Social Interaction . . . . . . . . . . . . . . . . . . . . . 189 Alchemical Art Listings .. .. .. .. .. .. .. 295
Chase Scenes . . . . . . . . . . . . . . . . . . . . . . . . . 197 Sample Grimoires .. . . . . . . . . . . . . . . . . . . . 300
Overland Travel .. . . . . . . . . . . . . . . . . . . . . . 202
ARTICLE 12:
COLONIAL OBSCURA 365
ARTICLE 7:
COMBAT ENCOUNTERS 213
Combat Terminology .. . . . . . . . . . . . . . . .
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ARTICLE 10:
LIFE DURING WARTIME 305
Marriage & Family . . . . . . . . . . . . . . . . . . .
Clothing .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
305
308
Connecticut .. . . . . . . . . . . . . . . . . . . . . . . . . .
Delaware .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Georgia . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Maryland . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
366
368
370
372
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Movement Actions . . . . . . . . . . . . . . . . . . . 220 Economics .. .. .. .. .. .. .. .. .. .. .. .. .. .. 310 Massachusetts & Maine .. .. .. .. .. .. .. 374
Attack Actions .. .. .. .. .. .. .. .. .. .. .. .. 221 Food & Drink .. .. .. .. .. .. .. .. .. .. .. .. 310 New Hampshire .. .. .. .. .. .. .. .. .. .. .. 376
Rough & Tumble . . . . . . . . . . . . . . . . . . . . . 224 Education .. . . . . . . . . . . . . . . . . . . . . . . . . . . . 311 New Jersey .. .. .. .. .. .. .. .. .. .. .. .. .. .. 378
Special Actions . . . . . . . . . . . . . . . . . . . . . . . 225 Government .. .. .. .. .. .. .. .. .. .. .. .. .. 313 New York . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 380
Reactions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 226 Crime & Punishment .. . . . . . . . . . . . . . . . 314 North Carolina . . . . . . . . . . . . . . . . . . . . . . . 382
Guide To Attacking .. . . . . . . . . . . . . . . . . . 228 Travel . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 315 Pennsylvania .. .. .. .. .. .. .. .. .. .. .. .. .. 384
Injury Tables .. .. .. .. .. .. .. .. .. .. .. .. .. 232 Major Land Routes .. . . . . . . . . . . . . . . . . . 317 Rhode Island . . . . . . . . . . . . . . . . . . . . . . . . . 386
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Apparition .. .. .. .. .. .. .. .. .. .. .. .. .. .. 438 Hooded One . . . . . . . . . . . . . . . . . . . . . . . . . 478 Poisonous Snake .. .. .. .. .. .. .. .. .. .. .. 518
Apprentice Mage . . . . . . . . . . . . . . . . . . . . . 440 Horse . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 479 Red Coat Captain .. .. .. .. .. .. .. .. .. .. 519
Attorney .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 441 Hunter-Gatherer . . . . . . . . . . . . . . . . . . . . . 480 Red Coat Colonel .. . . . . . . . . . . . . . . . . . . . 520
Beaver .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 442 Hunting Dog . . . . . . . . . . . . . . . . . . . . . . . . . 481 Red Coat Regular .. . . . . . . . . . . . . . . . . . . . 521
Bison . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 443 Inquisition Agent .. . . . . . . . . . . . . . . . . . . . 482 Revenant .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 522
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Black Bear .. .. .. .. .. .. .. .. .. .. .. .. .. .. 444 Inquisition Fiscal . . . . . . . . . . . . . . . . . . . . . 483 Robber .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 524
Black Mage . . . . . . . . . . . . . . . . . . . . . . . . . . . 446 Inquisition Witch Hunter .. .. .. .. .. .. 484 Sabertooth Tiger . . . . . . . . . . . . . . . . . . . . . 525
Black Shuck .. . . . . . . . . . . . . . . . . . . . . . . . . . 447 Insect Swarm . . . . . . . . . . . . . . . . . . . . . . . . . 485 Sasquatch . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 526
Bog Body . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 448 Journalist . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 486 Settler .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 527
Carcajou .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 449 Knights Templar Initiate . . . . . . . . . . . . . 487 Shadow Thing .. . . . . . . . . . . . . . . . . . . . . . . . 528
Choking Tree . . . . . . . . . . . . . . . . . . . . . . . . . 450 Knights Templar Noble .. . . . . . . . . . . . . . 488 Shark . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 530
Chupacabra .. . . . . . . . . . . . . . . . . . . . . . . . . . 451 Knights Templar Sergeant .. .. .. .. .. .. 490 Shoal Of Spikefish .. .. .. .. .. .. .. .. .. .. 531
Constrictor Snake .. . . . . . . . . . . . . . . . . . . . 452 Knights Templar Squire .. . . . . . . . . . . . . . 491 Skeleton .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 532
Coyote .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 453 Knocker .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 492 Skin-Walker .. .. .. .. .. .. .. .. .. .. .. .. .. 533
Crawler . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Devil Dog .. . . . . . . . . . . . . . . . . . . . . . . . . . . .
Dog Ant .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Eagle .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Explorer .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
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456
458
459
460
Kraken .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Laborer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Lady In White .. .. .. .. .. .. .. .. .. .. .. ..
Leeds Devil .. . . . . . . . . . . . . . . . . . . . . . . . . .
Lycanthrope .. . . . . . . . . . . . . . . . . . . . . . . . . .
494
495
496
498
500
Snallygaster .. . . . . . . . . . . . . . . . . . . . . . . . . .
Splintercat .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Spy .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Swamp Ape .. . . . . . . . . . . . . . . . . . . . . . . . . .
Tax Collector . . . . . . . . . . . . . . . . . . . . . . . . .
534
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536
537
538
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Farmer .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 461 Mammoth .. .. .. .. .. .. .. .. .. .. .. .. .. .. 502 Timber Wolf .. .. .. .. .. .. .. .. .. .. .. .. .. 539
Freemason Agent . . . . . . . . . . . . . . . . . . . . . 462 Mandoag Seeker .. .. .. .. .. .. .. .. .. .. .. 503 Tormentor .. .. .. .. .. .. .. .. .. .. .. .. .. .. 540
Freemason Alchemist .. . . . . . . . . . . . . . . . 463 Mandoag Sorcerer .. .. .. .. .. .. .. .. .. .. 504 Trader .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 542
Freemason Entered Apprentice .. . . . . . 464 Military Captain .. .. .. .. .. .. .. .. .. .. .. 506 Vampiric Bat .. .. .. .. .. .. .. .. .. .. .. .. .. 543
Freemason Fellowcraft .. .. .. .. .. .. .. .. 465 Military Cavalry .. .. .. .. .. .. .. .. .. .. .. 507 Vampyre .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 544
Freemason Master .. .. .. .. .. .. .. .. .. .. 466 Military Officer .. . . . . . . . . . . . . . . . . . . . . . 508 Vengeful Spirit .. .. .. .. .. .. .. .. .. .. .. .. 546
Gargantuan Spider . . . . . . . . . . . . . . . . . . . 467 Military Private .. . . . . . . . . . . . . . . . . . . . . . 509 Walking Dead .. .. .. .. .. .. .. .. .. .. .. .. 548
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PREAMBLE
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R eb e l Thom a s Pa i n e’ s C om mo n S e n s e
PREAMBLE
patr iot ho l d s a lo f t a s th ey ta k e u p a r m s
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su r ro u n de d by R eb e l m i l i ti a s . But a s th e r evolu tio n h a s b e g u n , s om ethi n g fa r
Agents of the occult entreat both the Continental Army FLAMES OF FREEDOM is an American
and British Empire. Freemasons conspire in the City of gothic horror role-playing game powered by the
Brotherly Love. Maryland is in the throes of a witch ZWEIHÄNDER RPG D100 game engine. Intensely
hunt by the Knights Templar. researched and developed by a diverse group of game
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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
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
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among the living. The Leeds Devil haunts the Pine in the book. RPG safety and trauma experts guided our
Barrens of New Jersey. And worse still, a shadowy development cycle. We hope that this game can show
collective called ‘the Mandoag’ seeks to consume all, how American gothic horror can be inclusive while
Loyalists and Rebels alike. also portraying the horrific realities of war and the
In this game, most people have either chosen to deny supernatural.
the supernatural or rationalize it away. A rare few accept
it for what it is to act. You are among those heroes and
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them. Tucked between missionaries, mutineers and sleeping stone giant making her home at the base of the
midwives, some know the actual truth. Magic—along Appalachians and the spirits that haunt Williamsburg—
PREAMBLE
with monsters, demons and mythological creatures—is exists. Most people have rationalized the forces of
real. darkness away, ignoring their attacks and picking up the
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This game is also about a different horror; one mired pieces as best they can. Your reputation, mind and faith
in mysteries, secrets and plots. The horror of 1776 relies are all on the line. Your characters are the last line of
heavily upon your imagination and ingenuity, using the defense for the innocent.
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 FLAMES OF FREEDOM draws heavily
for yourself, but there are far more sinister secrets that upon the American Gothic genre, rooted in
or campaign.
the past’s terrible truths happend, even in a game On a larger scale, there is something off about the
centered in colonial America. 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
Sa
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.
xiii
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in and around the Thirteen Colonies. As a character, elders of my Nation, while my mother teaches me to
you can change the story’s outcome by deciding ‘in cultivate the earth. My time as a matriarch approaches
PREAMBLE
character’—putting yourself in their shoes to think like quickly—in my dreams, the ancestors tell me to be
the character you’ve made. Rooted in the themes of grim vigilant, for change is on the horizon.
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& perilous gaming, your character’s story will be very
personal, occupying a morass of conflicting values and
K Every parent tends to their little ones, soothing scuffed
hands and caring for them after their nightmares.
credos, while set against the rise of the supernatural and
For every nightmare, we administer love and prayer.
the machinations of secret societies. Although you will
However, they seem to grow worse. The children speak
come to better understand the game’s rules specific for
of ‘the skinny monster’ dwelling in the cupboards. We,
your character, you must also share the load with other
too, are now experiencing the same dreams as the little
players and the referee (the Historian) to make the game
ones.
enjoyable for everyone.
CHARACTER PERSPECTIVES
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Here are some example character types you may
experience in this game:
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
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trees, I have seen something . . . strange. The woods are
K As I walk the streets of my new homeland, it is hard not what they seem and herald a change that speaks of
not to see the preparations for war. The very air calls
an evil as old as time itself.
for rebellion. Raising the liberty pole, we join in the
cries of liberation with our fellow Rebels. Give me a K Do you ask if I am a Quaker, a member of the Society
position and show me where the ammunition is! of Friends? I once was, but I am now a Universal
Friend. What is that, you ask? I have walked with
K The frontier is fraught with wild animals, robbers and
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come from across the sea. Some whisper of an evil that K We are free . . . in a way. My ancestors came to this
predates our ancestors. land against their will. I, too, spent time in bondage
and have family members who remain disenfranchised.
K I come from a long line of people from Turtle Island, However, I am conflicted—there is no going home.
and we have lived here long before the British Empire
I must make a life here now. What the people don’t
arrived. Change is in the air. Some of my people
understand is that stowaways of an older age were also
live among their own, standing against the invaders.
in the holds. We have set these monsters loose and
Others live in harmony with the Europeans, keeping
they will devour all, limb by limb.
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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conflict calls for people to report on the front lines, I
worry for them—and myself.
PREAMBLE
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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.
servants of Lucifer.
K I have walked the path of the occult; I have made the
darkness kneel before me. Others like me understand
an ever-present evil over this Age of Reason. A pox
K There is an ancient art; one whose roots trace back to on all who think I am delusional! Magic is real, and
ancient times. Though many now have embraced the
my people have practiced it for as long as time itself.
natural sciences and have used it to define the world,
What do the petty going-on of the Loyalists and
I scoff at it. It is through the crucible, the forge and
Rebels have to do with the greater evil? Despite how
the elements I create objects that bring purity. If any
many times they call me ‘mad,’ they’ll be begging for
seek to know the real secrets of this world, they only
my help when they realize the truth of the world, to
need to follow me to the forge. It is there I will show
protect them from things in the darkness.
them the true face of God.
xv
AS THE HISTORIAN . . . its practice is well-hidden by mages. The Devil and his
One person in the gaming group will be the Historian. minions seek to corrupt all. Films like Brotherhood of the
The Historian will create adventures inspired by North Wolf, Bone Tomahawk and Edge of the Knife have dark
American history set in 1776. You’ll be responsible as forces that fit this style. In works of literature, Mary
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the chief narrator of the character’s stories; you’ll be the Shelley’s Frankenstein; or The Modern Prometheus and
keeper of secret plots and you’ll portray other personas Bram Stoker’s Dracula also evoke this horror style.
PREAMBLE
(called a non-player character or NPC) and threats. You Monsters are at the fore of the game, and players and
also serve as a ‘fan’ of the characters, promoting fun and their characters will use this learning to their advantage
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fairness for players in equal measure. Although you will against the horrors that stalk the world.
have to learn more about the game’s rules than players,
you are not alone, as the players will share the load. A OCCULT MYSTERY
Historian will also be the ultimate arbiter of rules and This style introduces players and their characters to the
detail a narrative that encapsulates what the players and mysteries of 1776 but softens the horror. Adventures
their characters are experiencing. center on the mysteries of secret societies who pull strings
behind the scenes. Video games such as Assassin’s Creed
YOUR FIRST ADVENTURE III and Never Alone, along with films like From Hell,
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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
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.
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by George Washington. With the gaming group, This playstyle encourages investigation of
you will explore the story, arbitrate the game rules, conspiracies and secret societies while downplaying
enact the NPCs’ plans and create your own vision magic and monsters.
of FLAMES OF FREEDOM.
HIGH ACTION
Instead of slaying monsters, the characters will fight
threats like French traders and the British Imperial
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PLAYSTYLE
military. It is rooted in ‘historical gaming,’ but without
A Historian will use playstyles to craft stories with the
reprehensible actions like the genocide of Indigenous
players. Playstyles will evolve with the needs of the
Nations and slavery. This style draws inspiration from
story and may change from adventure to adventure.
the stories of James Fenimore Cooper and Brian Wood’s
The following refers to various books and films that fit
comic book Rebels. Films like The Last of the Mohicans,
the style. While not all the aforementioned media are
The Revenant and the television series John Adams and
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instrumental in fomenting and conducting the America. This gives those players wishing to play Black
rebellion. And, although traditional games set during characters an exciting period to explore. Religious folk
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the Revolution place English men at the fore of the spoke against these terrible institutions, while freedmen
conflict, this game calls upon the secret history: one were building churches and communities of their own.
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where heritage and genders outside the norm were just Abolitionist groups are growing, with memories of
as important—and, often working behind the scenes— the New York Insurrection and Stono Rebellion fresh
during this pivotal time in America’s founding. in the current generation’s minds to stoke the fires of
freedom. Crispus Attucks was the first casualty of the
early American Revolutionary War.
INDIGENOUS PERSPECTIVES
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
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they have stewarded since before time had a name.
Malevolent spirits threaten lives across community
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and clan lines. While Indigenous people look to their
elders, each must choose: will they take a chance on
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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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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
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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
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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
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who they are or what they are capable of. But in the face
of war, everything has changed. Those previously strictly
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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.
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NO DISCRIMINATION
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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,
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
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slaughter innocent people or ‘tame the wilderness’ of at the table must have a positive gaming experience. It
Indigenous Nations. It is a game where people come is the responsibility of every person at the game table to
together to fend off a secret war that took root long create an enriching, positive experience for themselves
before the American Revolutionary War. In it, you are a and for each other. It’s important to share our ideas,
person fighting against unseen powers which mean harm but doubly so when introducing content that could
to every person. It is also a game where you’ll blaze your upset some players. Consent and agreement are vital to
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own path, free from outdated thinking. History informs collaborative storytelling.
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. FOR THOSE WHO need RPG safety tools
at their game table or for online and convention
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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. Th e e xc ep tio n
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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 .
THE GOLDEN RULE K If you rolled a face ‘00’ on the tens die and a face ‘0’ on
Remember the most important rule: keep the game the units die, you generated a result of 100%.
moving forward! Rulings are far more important
than rules. If you have forgotten a specific game
K If you rolled a face ‘00’ on the tens die and a face ‘1’ on
the units die, it is equal to 01%.
rule, ignore it and look it up later. If a rule gets in
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the way of having fun, your game group should
work together to create a ‘house rule,’ personalizing
it for your table.
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
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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
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QUICK GUIDE TO SKILL TESTS PRIMARY ATTRIBUTES
In general, the Historian will call upon you to Test a Your character has seven Primary Attributes, representing
specific Skill as you role-play within the campaign world. physical, mental and social capabilities. They range in a
However, you can also request to use a Skill yourself if numeric value between 28% and 55%, with the average
you want to change events into your or another’s favor. value being 42%.The seven Primary Attributes are Combat,
Here is how all Skill Tests work:
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K Refer to the Primary Attribute percentage value related
Brawn, Agility, Perception, Intelligence, Willpower
and Fellowship. Coupled with Skills, they define your
character’s baseline chances for succeeding at Skill Tests.
BASICS OF GAMEPLAY
K Add modifiers from Talents, Traits and Spells that physical readiness.
may apply to the Skill’s use. The maximum modifier
that can be applied is +30%, while the minimum total
K Perception: This is for your senses and ability to
react.
modifier is -30%.
K Intelligence: This is your ability to learn and
K The sum of the values above is all added up to determine memorize.
the Base Chance.
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K The Historian will impose the drama of the situation as K Willpower: This is your mental wherewithal and
force for magic.
a final modifier to Base Chance called Difficulty Rating.
K Take your Base Chance, and add or subtract the
K Fellowship: This is your charisma, likability and
social savvy.
Difficulty Rating to determine Total Chance to
succeed in the Skill Test.
You will never ‘test’ against Primary Attributes alone.
K Grab D100, call out to the Historian what your Total Here are alternative Skills to consider:
Chance is and roll the dice. If the results are equal to
or less than your Total Chance, you have succeeded at
K Feats of visual acuity: Awareness (Perception)
the Skill Test. If the results are greater than the Total K Feats of brute strength: Athletics (Brawn)
Chance, you have failed the Skill Test. If the dice
match, it is a Critical Success or a Critical Failure.
K Feats of nimbleness: Coordination (Agility)
You’ll learn more about this below. K Feats of audial discernment: Eavesdrop (Perception)
№ 3
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K Feats of problem-solving: Scrutinize (Perception) fire a musket, bluff your way past a Red Coat patrol,
K Feats of physical wherewithal: Toughness (Brawn) distinguish between safe and poisonous herbs and so
forth. Each Primary Attribute has a series of related
PRIMARY ATTRIBUTE BONUSES Skills (a breakdown of what these Skills are in Article 4:
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Each Primary Attribute has a related benefit called Skills & Talents):
a Primary Attribute Bonus, relevant to calculating
K Combat: Martial Melee, Martial Ranged, Simple
Secondary Attributes in Article 2: Creating Characters.
Melee & Simple Ranged
This bonus is equal to the tens digit of the related Primary
Attribute, plus any related Bonus Advances you gain K Brawn: Athletics, Drive, Intimidate & Toughness
from your Profession later on. Below is a breakdown of
what they affect and their abbreviated form:
K Agility: Coordination, Pilot, Ride, Skulduggery &
Stealth
K Combat Bonus [CB]
with melee and ranged weapons.
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affects Total Damage inflicted
BASICS OF GAMEPLAY
K Intelligence: Alchemy, Counterfeit, Education,
Encumbrance Limit.
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Folklore, Gamble, Heal, Navigation & Warfare
K Agility Bonus [AB] affects Movement. K Willpower: Incantation, Interrogation, Resolve &
K Perception Bonus [PB] affects Initiative and Distances Tradecraft
for ranged weapons.
K Fellowship: Bargain, Charm, Disguise, Guile, Handle
K Intelligence Bonus [IB] affects the maximum number Animal, Leadership & Rumor
of Spells you can learn.
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SKILL RANKS
K Willpower Bonus [WB] affects Peril Threshold and
Skill Ranks represent a dedication to a Skill, providing
miscellaneous modifiers for spells.
mechanical bonuses beyond mere raw ability. In addition
K Fellowship Bonus [FB] affects how many people you to their mechanical modifiers, they also inform the
influence with Fellowship-based Skill Tests and the level of experience a character possesses with the skill.
number of languages you can become fluent in. If you’re using the official character sheet, you will see
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rolls D100, generating 34%. Unfortunately, determine your Base Chance. However, some of the
Mendon’s player must flip the results to fail, so Talents and Traits you gain from your Profession may
Mendon instead has an output of 43%, failing further modify the Base Chance.
their Martial Melee Skill Test.
A za r
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Wi l l i n g to n ’ s te n t has been
set ablaze, and he is also On Fire. The Historian
FLIP THE RESULTS TO SUCCEED announces that it will be an (Easy +20%)
Under some circumstances, an ability will allow you to Coordination Test to snuff out the flames.
flip the results to succeed at a Skill Test and take the best Given that Azar does not have any Skill Ranks
results. Simply roll your units and tens dice together, but in the Common Skill of Coordination, he can
do not designate which die is the tens die and the units only refer to his Agility to determine his Total
die. Compare both potential outcomes and accept the Chance of success.
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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. USING SPECIAL SKILLS
BASICS OF GAMEPLAY
Test, and Azar has a pretty good chance of and aims at her foe. The Historian announces
succeeding. However, they fail at Azar’s Skill that it will be a (Hard -20%) Martial Ranged
Test by rolling an 81%. Fortunately, Azar also Test to fire the pistol, and she successfully shoots
possesses a particular Trait, which allows the the enemy. Given that Verity doesn’t have any
player to flip the results to succeed at Eavesdrop Skill Ranks in Martial Ranged, her player can
Tests. Azar’s player flips the dice, making the only refer to Verity’s Combat Primary Attribute
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18% instead, which means they succeed, hearing to determine her Total Chance of success.
what the Loyalist’s plans are. Furthermore, when calculating results, Verity’s
player must flip the results to fail this Skill Test.
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.
№ 5
DIFFICULTY RATING TOOLS: Do you have the right tool to get the job done?
Circumstances directly impact your ability to succeed If not, are there available substitutes that would do in a
or fail with a Skill Test, and the Historian will assign pinch? A crowbar or mallet would break down a door
a Difficulty Rating to any particular task you wish to (using Athletics), but a knife or a fire poker can remove
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attempt. A Historian will generally call out the Difficulty the hinges (using Coordination).
Rating for the Skill Test instead of telling you the bonus
or penalty.
PERIL CONDITION TRACK PENALTIES
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DIFF. RATING BASE CHANCE MODIFIER
Your Peril Condition Track may impose penalties on
Arduous -30% Base Chance your Total Chance for success. If you are Unhindered or
Hard -20% Base Chance Imperiled, you suffer no additional penalties. However,
if your status on the Peril Condition Track is Ignore 1
Challenging -10% Base Chance
Skill Rank, Ignore 2 Skill Ranks or Ignore 3 Skill Ranks,
Standard +/-0% Base Chance you must subtract the bonuses your Skill Ranks typically
Routine +10% Base Chance confer to you.
A f te r
Easy +20% Base Chance
Trivial
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+30% Base Chance
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,
BASICS OF GAMEPLAY
M endon
she sees the famed Plymouth Rock. Faced with
watc h e s a lo n g the edge of the
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nervousness and excitement at the prospect of
woods for signs that anyone followed them when
a New World unknown to Verity, the Historian
they left for the Penobscot truck house to declare
tells their player they will need to make a Resolve
the nation’s allegiance to the Continental Army.
Test. Resolve is a Willpower-based Skill. Verity’s
It is dark outside, and Mendon has no light. The
Willpower is 55%, while they have three total
Historian considers the situation to determine
Skill Ranks in Resolve. This gives her a Base
the Difficulty Rating, telling Mendon’s player
Chance of 85% (55+10+10+10). However, Verity
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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,
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11, 22, 33, 44, 55, 66, 77, 88, 99, 00). In these cases, it is
either a Critical Success or Critical Failure.
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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.
TOTAL CHANCE
V e r i ty
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Test. After rolling, announce whether you succeed or fail
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
BASICS OF GAMEPLAY
Trow br i d g e n e e d s to make a
Chance for success. Rolling D100, her player
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Bargain to convince a group of Loyalist soldiers
rolls a 33%! Because it is below the Total Chance
to let her enter Boston. Verity’s Base Chance is
for success, it qualifies as a Critical Success. The
76%, but the Historian has deemed it an (Arduous
Historian notes that it is a Critically Successful
-30%) Skill Test. Her Total Chance for success is
Skill Test and considers other benefits. If Verity’s
46%. Grabbing D100, Verity’s player rolls a 45%
player rolled a 55%, 44%, 33%, 22%, 11% or 01%,
and succeeds! If she had rolled a 46% or lower,
it would be treated as a Critical Success.
Verity would still have been successful. However,
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SKILL TESTS OVER 100 % There are some exceptions to this rule for combat, as
It is possible to have a Total Chance for success over every swing and shot promotes a new set of circumstances.
100%. However, the Total Chance for success is capped We will talk more about how this works in Article 7:
at 99%. A result of 100% on D100 is always treated as a Combat Encounters.
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Critical Failure.
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At other times, it is possible to have a Total Chance for these steps whenever you receive or assist in others’ Skill
success less than 1%. Roll a Skill Test regardless. A result Tests:
of 01% on D100 is always treated as a Critical Success,
despite not being a match.
K Only one ally can assist a Test. The Historian may
adjust the Difficulty Rating if multiple allies try to
NO RISK? NO TEST! help, however.
Tasks without risk, such as climbing up ladders, K The Assisting ally must have at least one Skill Rank in
maintaining a trusty musket, impressively riding the Skill they are assisting you with but cannot Assist
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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
if they are Incapacitated!.
K The assisting player must describe their character’s
action to illustrate to the Historian how they intend
BASICS OF GAMEPLAY
player to narrate what happens.
to help.
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K Another player can announce assistance with a Test
RE-ATTEMPTING FAILED TESTS before or after the Difficulty Rating has been called
out.
Whenever you re-attempt a failed Skill Test, the
penalties rely on narrative changes or the imposition K An Assisting player hands one of their D100 (their
of other mitigating factors that the Historian decides. tens die) to you. This Assist Die can replace the tens
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Only by gaining help, finding better tools, waiting an die result of the next Skill Test you make.
appropriate amount of time or increasing the Difficulty
Rating allows you to re-attempt a failed Test.
K Roll both your D100 and the Assist Die together.
When determining results, refer to either the original
V e r i ty
tens die or the Assist Die for the results you prefer
Trow br i d g e’ s n ew house has been
(typically the lowest result). If you had rolled a 45%,
set on fire by the Sons of Liberty, angry that she
and your Assist Die comes up as face ‘30,’ your new
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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
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competitive games of chance), not only do you need
to succeed at the Skill Test, you must also refer to your
Degrees of Success.
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DEGREES OF SUCCESS
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
announces that the Skill Test’s Difficulty his Skill Test; he has generated 6 Degrees of
Rating will be (Challenging -10%), which Success (2+6). Major Robert has a [PB] of 2. He
means Verity’s Total Chance for success is 55%. then rolls a 22%, a Critical Success. A Critical
Another player immediately pipes up, indicating Success always wins in an Opposed Test—Azar
that Mendon has raised horses and may provide Willington has been discovered!
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!
№ 9
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announce how many Degrees of Success is required to Under these circumstances, the Historian will not reveal
win (called the Target Number). Each participant will the Difficulty Rating to you but keep it a secret. Simply
take Turns making the relevant Skill Test, counting up announce your Base Chance and then roll the dice; the
their respective Degrees of Success. The first to exceed the Historian will record the results secretly from you.
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Target Number with their total Degrees of Success wins. The Historian will obfuscate the result within the
narrative without directly revealing if you succeeded at
V e r i ty Trow br i d g e i s engaging in the Test or not. The only exception is if you Critically
propaganda against the Loyalists. Key to this is Succeeded or Critically Failed, in which case the
the war of words to remove Thomas Hutchinson Historian will immediately reveal the results. No matter
as governor of the Province of Massachusetts Bay. the situation, you cannot Assist a Secret Test.
Using her propaganda against Hutchinson’s own,
the Historian says that the first to succeed in their M endon i s at temp ti n g to contact a spirit
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Charm Tests and reach the Target Number of
20 wins. Both Verity and Thomas roll opposed
Charm Tests. Both succeed at their Charm Tests,
to reveal to them the location of a Freemason
hideout. Although they have taken the proper
precautions, spirits rarely bow so easily to
BASICS OF GAMEPLAY
so it is time to compare Degrees of Success. Verity human demands. After successfully casting their
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rolls a 45% and adds her Fellowship Bonus [FB] of Spell, the creature appears, clad in chains and
5. Her total Degrees of Success is 9 (4+5). Thomas ectoplasm. The Historian secretly determines
Hutchinson rolls a 35% and adds his [FB] of 7. what the Difficulty Rating is and asks Mendon’s
His total Degrees of Success is 10 (3+7). The player to make a Secret Test using their character’s
Historian makes a note of the current Degrees of Bargain Skill to determine if Mendon’s force
Success, and the political bout continues. Verity of will is enough to command the ghost to do
rolls her Charm and Critically Succeeds! Unable their bidding. Recording the result in secret, the
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to roll any longer due to Verity’s Critical Success, Historian will narrate the outcome.
Thomas Hutchinson lost the political contest
and is recalled to London, never to return to the
Thirteen Colonies.
FAIL FORWARD TESTS
There are times where a failed Skill Test does not always
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HISTORIAN TIP: ASSIGNING Risk Backlash. You’ll learn more about Chaos Dice as
PERIL FOR FAIL FORWARD they relate to Injuries in Article 7: Combat Encounters
The Historian will not always reveal if a Skill and Chaos Dice as they pertain to Spells in Article 9:
Test is a Fail Forward Test before rolling dice. Hexenmeister’s Almanack.
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Furthermore, not all Tests are Fail Forward; a
Historian will use them when it best fits the
situation. TWIST OF FATE: COINS
Instead of outright failing in your task, the When the dice don’t work in your favor, you can call
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Historian would assign 1D10+1, 2D10+2 or upon a dramatic ‘currency’ called Coins, which both
3D10+3 Peril, based on the relative challenge and players and the Historian can leverage to ramp up the
conditions of the Test. However, Critical Failures action. Spend one Coin to gain one of these benefits:
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. K Immediately after you roll D100, re-roll to try
generating a better result, but you must accept
limit to the number of times a Fury Die can explode. Article 7: Combat Encounters.
Calculate all results together to determine Total
Damage.
K Suggest a momentary ‘edit’ to a situation
to the player’s advantage or the Historian’s
A za r
disadvantage. It introduces a new narrative
Wi l l i n g to n suc c e s s f ul ly
change, provided that it doesn’t directly
shoots a Loyalist with his musket. Azar’s Combat
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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
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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.
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Trow br i d g e , A za r Willington
and Mendon are sharing libations at the Green
BASICS OF GAMEPLAY
Dragon Tavern (the birthplace of the Sons of
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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
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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
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i n spi r e d by c o lo ni a l A m e r ica , i n for m e d by our shared hi story. Thi s ga m e
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to frame how this crosses paths with the period,
randomly generate your first character.
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.
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Your Allegiance will impact social interactions in
To create a character, you’ll need three 10-sided dice, a the game. Every character begins gameplay by pledging
pencil and the character sheet found in the back of the their Allegiance to the Rebels, which you will write
book under Amendments. Create one with your entire onto your character sheet now. What follows are the two
gaming group so that everyone can share in the experience. major factions of the American Revolutionary War.
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THE REBELS
CREATING YOUR CHARACTER Call them patriots or Rebels, but they believe
Following these steps, you will create a ‘Mad Lib’ persona in the rallying cry of “No taxation without
at the top of the character sheet. It provides a way to representation.” From taxes on tea and sugar to
speak aloud your character’s background to others at the stamp duty, they believe levying these taxes upon
game table: the people without their say is wrong. Even though
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THE LOYALISTS
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Loyalists are what the name implies: faith to the
British Empire. Once called Tories and Royalists,
PRIMARY ATTRIBUTES
It’s time to generate your Primary Attributes, a set of
seven innate scores representing an intriguing mix of
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they politically stand against self-styled Rebels strengths and flaws.
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, ROLL 3 D10 AND add each face value to 25 to
despite the risk, work tirelessly for King George generate a total percentage result. That means if
and the British Empire’s desires. The lessons the dice land on faces ‘8,’ ‘5’ and a ‘9,’ you end up
m
learned from the 1745 Jacobite Rebellion have with 47% (25+8+5+9). As you generate each result,
instilled a harsh reality, one where the promises record it in the following order on your character
of a ‘shining new future’ would be an absolute sheet: Combat, Brawn, Agility, Perception,
nightmare. Loyalists already know the outcome Intelligence, Willpower & Fellowship.
and fight to put conservatism at the fore.
Sa
CREATING CHARACTERS
K Agility Bonus [AB] affects Movement and could also use it to save someone else from death or to
miscellaneous modifiers. slay a foe when it feels appropriate.
R e f e r e n ci n g
K Perception Bonus [PB] affects Initiative and ranged
from Article
th e e x a mpl e
weapon Distance.
e
1: Basics of Gameplay, the characters share
K Intelligence Bonus [IB] affects the maximum number libations at the Green Dragon Tavern when
of Spells learned. a group of three Red Coats and their captain
enter, intent on arresting everyone. Stating to the
K Willpower Bonus [WB] affects Peril Threshold and
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Historian you wish to sacrifice Determination to
modifiers for Spells.
dispatch of the Red Coat captain, the Historian
K Fellowship Bonus [FB] affects how many people you blesses the decision. Taking the narrative reins
sway and languages. of the scene, you tell the story of how your
character silently rears up with a knife behind the
V e r i ty
Trow br i d g e h a s a Willpower of captain to deliver a killing blow. The Historian
52% (which results in 5 [WB]). She later gains then resumes narrative control, telling you the
two Bonus Advances from her Profession, which repercussions.
means Verity has 7 [WB] (5+2).
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Calculate your Primary Attribute Bonuses now
on your character sheet. Don’t mark any of the Bonus
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.
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Advances yet, as you will earn them through gameplay. The characters will need to run for their lives.
K Unharmed: You may have old wounds, stitches and Peril Threshold, they move one or more steps down
sutures that no longer threaten to open and bandaged the Peril Condition Track negatively. The further down
limbs. the track a character shifts, the more likely they are to
temporarily ‘forget’ some of their training in their Skills
K Hurt: You have cuts, light bruising and an itch or mild
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as the pressure rises:
pain. You can shrug most of this off with perhaps a
visit to the barber. K Unhindered: You are the very model of health. You
face no road weariness, anxiety or other mental
K Moderately Wounded: You have moderate bruises,
states . . . yet.
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cuts that require sutures and lesions. You’re suffering
in pain, and it’s about to get much, much worse. K Imperiled: Although you’re operating under a minimal
amount of strain, consider all choices with more care.
K Seriously Wounded: As your wounds get worse, your
clothing darkens with blood. You likely have a busted K Ignore 1 Skill Rank: The pressure is on, and you can
nose, irregular gait and difficulty speaking. feel it. Your brow beads with sweat and you are more
ponderous and slower with all actions.
K Grievously Wounded: Bone bruises, hyper-extended
muscles, deep cuts and black contusions cover your K Ignore 2 Skill Ranks: You are toiling with every step
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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.
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
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task but hold on . . . help may be on the way!
K Incapacitated!: Your body betrays you, dragging with
every step. When in this state, you cannot succeed at
DETERMINE YOUR DAMAGE THRESHOLDS
Skill Tests.
now by adding [BB] to your Determination
value. We also note each additional step of
m
CULTURE
OVERAGE
‘Culture’ is a catch-all word that could speak to your
For every point beyond your Encumbrance Limit,
heritage, nationality or adoptive family—it is up to
you suffer Overage: an ongoing, cumulative -1
you to define what it means for your character. We do
to Distances with ranged weapons, Initiative
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not intend it to imply that the culture is monolithic in
and Movement. Should your Overage reduce
sentiment or thought, as people are individuals.
Distance, Initiative or Movement to 0, you must
We have represented a handful of cultures important
drop enough wares & weapons to bring the value
to this period. They are purposefully brief and related
back to at least 1. For now, do nothing until you’ve
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in the abstract. More in-depth details around common
recorded all your wares & weapons. You will learn
practices, national identities and other mannerisms are
more about wares & weapons’ Encumbrance
in Article 10: Life During Wartime and Article 11:
values in Article 5: Wares & Weapons.
Indigenous Nations.
MOVEMENT
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During combat, Movement governs how far you can
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.
pl
It is a manifestation of history, experiences, arts
move. Determine your Movement now by adding
and achievements. Some people wear their culture
3+[AB]. You will learn more about Movement in Article
proudly and in everything they do—like cooking,
7: Combat Encounters.
music and social interaction. How can you celebrate
it? Where do you want to draw inspiration?
STEP 4 : CHARACTER BACKGROUND
Determine your culture now, record starting languages
m
1 to 20 Young
21 to 49 Adult
50 to 70 Mature
71 to 90 Aging
91 to 100 Elderly
№ 18
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13 to 26 British 8 to 10 Apalachee
additional languages
English and two 11 to 17 Atikamekw
27 to 41 Colonial
additional languages
18 to 21 Catawba
French, English and one
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42 to 57 French
additional language 22 to 24 Chickasaw
Member Nation 25 to 28 Creole
58 to 72 Indigenous language, English and one
additional language 29 to 31 Dutch
English and two 32 to 35 English
73 to 86 Multicultural
additional languages
36 to 38 French
Spanish, English and one
87 to 100 Spanish
additional language 39 to 42 German
D100
1 to 6
MEMBER NATION
Abenaki
e 43 to 45
46 to 49
Greek
Haudenosaunee
pl
7 to 11 Algonquin 50 to 52 Hebrew
12 to 18 Apalachee 53 to 55 Innu
19 to 24 Atikamekw 56 to 58 Latin
25 to 30 Catawba
59 to 61 Lenape
31 to 37 Chickasaw
62 to 64 Lingua Franca
m
38 to 41 Haudenosaunee
65 to 67 Mahican
42 to 48 Innu
49 to 54 Lenape 68 to 70 Massachusett
55 to 61 Mahican 71 to 73 Pidgin
62 to 68 Massachusett 74 to 76 Portuguese
Sa
69 to 75 Powhatan 77 to 79 Powhatan
CREATING CHARACTERS
76 to 82 Seminole 80 to 82 Russian
83 to 88 Shawnee
83 to 85 Seminole
89 to 94 Tsalagi
86 to 88 Shawnee
95 to 100 Wampanoag
89 to 91 Spanish
92 to 94 Swedish
95 to 97 Tsalagi
98 to 100 Wampanoag
№ 19
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pl
BLACK
I a m f r e e , a n d none can stand against this. My freedom is one I exercise
daily: I choose where and how to live, and I root my beliefs in the plight of
m
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 CREATING CHARACTERS
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.
№ 20
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BRITISH
My fa m i ly tr ac e s its roots back to England, Ireland, Scotland or
Wales—but that doesn’t make me a Loyalist. Some of my friends and family
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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.
Sa
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
CREATING CHARACTERS
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.
№ 21
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COLONIAL
I a m a C o lo ni a l , regardless of whether I was a German stepping off the
docks in Philadelphia or born of British parents. Call me a New Englander,
m
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 CREATING CHARACTERS
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.
№ 22
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FRENCH
My ro ot s ru n deep in this New World—I can trace them back to
Jacques Cartier, who surveyed the Gulf of Saint Lawrence. My family’s
m
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
Sa
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
CREATING CHARACTERS
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.
№ 23
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INDIGENOUS
My p eopl e h av e always been here, but we are not one people. The
Europeans—outsiders—see my people as children and, at worst, obstacles to
m
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
Sa
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 CREATING CHARACTERS
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.
№ 24
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pl
MULTI C ULT UR A L
W e m ay h av e been taken in by French settlers or raised among Indigenous
communities. We are also sometimes from Colonial birthright, born as a Black
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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.
Sa
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
CREATING CHARACTERS
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.
№ 25
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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
the motherland. The New World is ours, and it is one which my people came
m
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
Sa
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 CREATING CHARACTERS
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.
№ 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
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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
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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
e 1 to 12
13 to 26
27 to 41
42 to 57
Commoner
Frontier
Intellectual
Lawbreaker
pl
58 to 72 Mage
73 to 86 Urbane
87 to 100 Warrior
m
three starting languages. English must be one of those WEAPONS & MONEY
starting languages unless the Historian and players K Backpack, Bandages (3), Blackpowder w/
have a different story in mind to tell together. Bullets (18), Candles (9), Fowler musket, Knife,
Laudanum, Set of inferior clothes, Smelling salt
and Tincture
IDENTITY
This game asserts no mechanical differences based on
K 22 pence (p)
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.
№ 27
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21 to 30 Keep It Simple entities in FLAMES OF FREEDOM—are always
classified by one of these types: Abyssal, Animal,
31 to 40 Low Profile
Beast, Humanoid or Supernatural. Humans and
41 to 50 Makeshift Tools player cultures are always classified as Humanoid.
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51 to 60 Nose To The Grindstone
61 to 70 Salt Of The Earth
71 to 80 Show The Heels MAKESHIFT TOOLS
81 to 90 Skeleton Key I’ve got a real ‘get ’er done’ attitude and don’t tarry over the
details.
91 to 100 Work, Work, Work
Effect: You can construct any tool smaller than an ox
with materials you have on-hand without fail. After
ITS OWN REWARD
e
Nothing in life that’s worth anything is easy.
Effect: You never suffer Peril because of failed or
Critically Failed Toughness Tests.
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.
pl
NOSE TO THE GRINDSTONE
JACK OF ALL TRADES I always say, “When the going gets tough, the tough get going.”
I’ve always had a knack for learning. Effect: Whenever you triple the time required to make a
Skill Test, ignore Peril Condition Track penalties when
Effect: Add +5% Base Chance to any Skill you don’t
calculating Total Chance for success.
have a Skill Rank in.
m
from Injuries.
CREATING CHARACTERS
SHOW THE HEELS
LOW PROFILE
It’s better to run and survive than to stay behind to die.
I try to stay out of other peoples’ way by keeping to myself.
Effect: Whenever you Charge or Run, add +6 yards to
Effect: All threats classified as Humanoid (including
Movement on foot.
player cultures) suffer a -20% Base Chance to hit you
until you initiate violence toward them or their allies.
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.
№ 28
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you are at ‘Ignore 3 Skill Ranks’ on the Peril Condition tall? Choose one. If Tall, you automatically inflict
Track. Moderate Injuries when fighting bare-handed in
combat, but permanently reduce your Initiative by -1.
ARCHETYPE: FRONTIER If Slight, permanently add +1 to your Damage Threshold,
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Professions of this Archetype typically live on the but you cannot use two-handed melee weapons. When you
fringes of urban society and in the frontier lands. They come to determining stature, select the aforementioned size.
make trade off the bounty the land affords them, hiring
themselves out as surveyors and protecting others. DIAMOND IN THE ROUGH
Be at war with your vices, at peace with your neighbors and
STARTING WARES, let every new year find you a better person.
WEAPONS & MONEY
Effect: Immediately after you suffer Damage from a
K Bandages (3), Blackpowder w/Bullets (18),
e
Camping kit, Hatchet, Hunting bag, Musketoon,
Laudanum, Set of inferior clothes, Smelling salt
and Tincture
melee or ranged weapon, spend a Coin to ignore it.
FORTUITOUS OUTCOMES
Touched by the darkness, but yet, I persist.
pl
K 33 pence (p) Effect: Whenever you gain an Affliction, immediately
gain one Belief Rank. You’ll learn more about Afflictions
D100 FRONTIER TRAIT in Article 8: Healing, Hazards & Horror.
1 to 10 A Tall Tale
FRONTIER-WALKER
11 to 20 Diamond In The Rough
I have learned the most important lesson of traveling in the
m
21 to 30 Fortuitous Outcomes wild—leave no evidence, extinguish the fire and stagger ones’
31 to 40 Frontier-Walker steps to avoid being found.
41 to 50 Gut Founded Effect: When moving through uninhabited rural areas,
51 to 60 Hands Of A Healer you leave no trace of your passing and cannot be found
with Skills or Spells.
61 to 70 Hit The Hay
Sa
81 to 90 Sleep Tight Whether I’m in the frontier or the cold climes of New France,
91 to 100 To The Bitter End 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.
№ 29
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ARCHETYPE: INTELLECTUAL
Professions of this Archetype are learned, lettered and
understand the value of the written word. They are of
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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
e K 33 shilling (s)
I can sleep anywhere: on the road, in the back alley and even
51 to 60 Hold On A Moment
with one eye closed on horseback.
61 to 70 Knowledge Is Power
Effect: You only need three hours of Sleep to restore
your Peril Condition Track. In addition, you are always 71 to 80 Logician
restored to Unhindered after Sleeping, even in unsafe 81 to 90 Stiff Upper Lip
places or when traveling.
Sa
91 to 100 Tongue-Lashing
CREATING CHARACTERS
SHADOWS BEGONE
I was born with a gift, one that runs deep in our family. BY THE BOOK
Effect: You treat Total Darkness as if it is Perfect Light, There is a process and a procedure to everything.
able to see in the dark. Effect: You treat all Special Skills as Common Skills.
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ENCYCLOPEDIC MEMORY e
I can absorb numbers and cipher at an alarming rate.
KNOWLEDGE IS POWER
My words may be frightening, yes, but that’s precisely the
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Effect: When attempting to recall written numbers or point.
copy content, you automatically succeed at the Skill Test. Effect: When you succeed at an Education Test, spend a
Coin to provoke Stress in one foe who can see and hear
ENFANT TERRIBLE you clearly.
My ways may be unorthodox and shocking, but it gets things
done. LOGICIAN
m
Effect: Whenever someone fails an Intelligence-based I’ve learned the patterns of magic and can break it down into
Skill Test, you can interject and have them re-roll using simple arithmetic.
your Base Chance without spending Coins. However, Effect: You may substitute Education when it comes to
they gain 3 Conflict. Resisting Spells and Spell-like effects.
“Cleanliness is next to godliness,” as they say. I’m just biding my time until the moment is ready to strike.
CREATING CHARACTERS
Effect: You are immune to Smallpox. Whenever you are Effect: When in a social situation, you never gain
exposed to an Ailment, sacrifice one Determination to Conflict because of failed or Critically Failed Skill Tests.
become immune to it.
TONGUE-LASHING
HOLD ON A MOMENT As you grace death’s door, let me enumerate the ways in which
Surely, we can find a way out of this mess that’s both beneficial you’ll be tormented . . .
for you and us . . . Effect: Whenever you inflict an Injury, your foe moves
Effect: Foes will never attack you on their first Turn of one step down the Peril Condition Track negatively
combat. 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.
№ 31
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keep, and with nothing to lose, they have little to fear.
one Coin from one Pool into another Pool.
STARTING WARES,
FAKE IT TILL I MAKE IT
WEAPONS & MONEY
I’m good at pretending; it does what it says on the tin.
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K Antidote, Bandages (3), Blackpowder w/Bullets
(18), Knife, Laudanum, Set of dark clothes, Effect: You never suffer the effects of Critical Failures in
Smelling salt, Tincture, Tobacco (3) and Turn- Skills you don’t have Skill Ranks in.
out pistol
MOSTLY HARMLESS
K 11 pence (p)
If I just lie here and pretend to be hurt, they’ll think I’m dead
or at worst harmless . . .
D100 LAWBREAKER TRAIT
Effect: Add +1 to your Damage & Peril Thresholds.
1 to 10
11 to 20
21 to 30
Dead To Rights e
Better Lucky Than Good
Entrepreneurial Spirit
TAKE A MULLIGAN
If at first I don’t succeed, I’ll try, try again.
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31 to 40 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
41 to 50 Mostly Harmless
results of this final roll).
51 to 60 Take A Mulligan
61 to 70 Treachery TREACHERY
71 to 80 Ring Of Truth I’ve learned to read people and know when to act treacherously,
m
RING OF TRUTH
Effect: Whenever you spend a Coin to re-roll a Skill CREATING CHARACTERS
Test, if you fail the Test, put the Coin back into your As Thomas Paine said, “Of more worth is one honest person to
respective pool (but you must accept the results of the society and in the sight of God, than all the crowned ruffians.”
die roll). Effect: Add an Assist Die whenever you make Guile Tests.
In addition, you always succeed at Skill Tests to tell lies.
DEAD TO RIGHTS
Snooping, cheating and stealing are my most valuable assets. WINDFALL
Effect: Any Skill Rank you gain in Eavesdrop, Guile and The wheel turns and turns, in favor of the just and the unjust
Skulduggery modify your Base Chance by +15, instead alike.
of +10. 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.
№ 32
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Effect: When moving through crowded urban areas, you
Effect: You may flip the results to succeed at Coordination leave no trace of your passing and cannot be found with
Tests to Defend against attacks made with ranged Skills or Spells.
weapons.
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ABSOLUTION
ARCHETYPE: MAGE Mine own sins shall be forgotten, for I carry a light which
Professions of this Archetype make use of strange healing cannot be extinguished within.
arts, plumb the depths of the supernatural and study
Effect: You never gain Conflict for actions you can justify
Spells. They come from all walks of life and have sacrificed
to the Historian are religiously or spiritually motivated.
some part of their humanity to further their aims.
DEVIL IN THE EYE
STARTING WARES,
WEAPONS & MONEY I’ve always spoken with the shadows, and they speak to me of
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K Bandages (3), Blackpowder w/Bullets (18),
Book of Common Spells, Knife, Laudanum,
Overcoat pistol, Set of average clothes, Smelling
a greater darkness at play here.
Effect: You can use any Fellowship-based Skill to directly
communicate with Abyssal threats you can see and
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salt, Tincture and Writing kit hear clearly. This empathy acts as an all but paranormal
type of communication, the complexity determined by
K 11 pounds (£) the Historian. In addition, you are immune to being
Compelled (a Trait that some threats possess).
D100 MAGE TRAIT
HAND OF GOD
1 to 10 Abracadabra
m
NO ILLUSIONS
61 to 70 Second Sight
CREATING CHARACTERS
e
words and art for good and as cruel barbs when necessary.
the presence of supernatural phenomena nearby. If you
Critically Succeed this Skill Test, you can accurately STARTING WARES,
track where the phenomena is (as if you were tracking WEAPONS & MONEY
someone using Survival).
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K Bandages (3), Blackpowder w/Bullets (18),
Flintlock pistol, Knife, Laudanum, Ledger, Set
TWIST OF FATE
of superior clothes, Smelling salt, Tincture and
I can see where the warp and weft of the world come together, Writing kit
and with a simple tug, I can cause it to come unraveled.
Effect: Whenever you spend a Coin, roll a 1D6 Chaos
K 22 pounds (£)
Die. If the result is face ‘6,’ the Coin doesn’t convert to
the other pool. D100 URBANE TRAIT
WELL-GROUNDED
e
I have walked in the world of spirits, and the stain they leave
on others’ souls I am able to simply shrug off.
1 to 10
11 to 20
21 to 30
Between Two Worlds
Dyed In The Wool
E Pluribus Unum
pl
Effect: Whenever you suffer from Stress, Fear and Terror 31 to 40 Fostering Community
provoked by threats classified as Supernatural, you do 41 to 50 Level-Headed
not gain Conflict. 51 to 60 People Person
bridge if discovered.
81 to 90 Titan Of Industry
Effect: Whenever you fail or Critically Fail an Incantation
Test, you may turn it into a Critical Success. You move 91 to 100 Vox Populi
one step down the Peril Condition Track negatively as
a result.
BETWEEN TWO WORLDS
Sa
In these streets, I have seen things you couldn’t imagine— CREATING CHARACTERS
things best left unspoken.
Effect: Immediately after you suffer Peril from a threat
classified as Abyssal, Supernatural or other situations
deemed otherworldly, spend a Coin to ignore it.
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helping gains one additional Assist Die. be broken or destroyed by normal means.
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of our time. Effect: Treat each Bonus Advance in Fellowship Bonus
Effect: Whenever using social-based Skill Tests, gain [FB] as if it were three times its normal value. This means
two Assist Dice, using the best of all the results you roll. if you had a [FB] 6, treat it as [FB] 18 instead.
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Effect: At the end of the game session, roll two Conflict
Dice and choose the preferred results.
PEOPLE PERSON
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,
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WEAPONS & MONEY
Don’t call me an effete doodle; I just like rubbing shoulders
K Bandages (3), Bayonet, Bedroll, Blackpowder
with everyone . . . and know what makes them tick. w/Bullets (18), Brown Bess musket, Knapsack,
Effect: You can sway any number of people who can Laudanum, Set of inferior clothes, Smelling salt
clearly see and hear you with Fellowship-based Skill and Tincture
Tests. This includes actions such as Words As Weapons
in combat.
K 22 pence (p)
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to any melee weapons you wield.
BATTLE HYMN
Behold, growing strong and revered!
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Effect: Whenever you suffer an Injury, immediately
move one step up the Damage & Peril Condition Tracks
positively.
BLOODY-MINDED
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Feh, you don’t scare me—I’m just biding my time for the right
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moment to strike back.
Effect: You do not flinch from scenes of blood and
viscera, nor gain Conflict because of it.
LIBERTY OR DEATH
We fight, get beat, rise and fight again.
Effect: Whenever you would be Slain!, you gain 3 Action
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Points that must be used immediately. If you kill the foe CREATING CHARACTERS
who slew you, you are Grievously Wounded instead.
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MAKE A BEELINE PROFESSIONS LIST
When bullets and arrows reign down, I manage to find an Every Archetype has a series of Professions tied to it. As a
out. part of character creation, you’ll begin in one Profession.
Although it is assumed your character has spent most of
Effect: Whenever you Charge, add +3 to your Damage
their life in this career, a Profession is more meaningful
Threshold until the beginning of your next Turn. When
than a simple job. It represents a personal attitude of the
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you Run, add +6 instead. This does not stack with the
world at large, their economic fortunes and communal
action of Take Cover in combat.
responsibilities, and lays out a blueprint for abilities
you’ll develop.
SET MY SIGHTS
Don’t fire until you see the whites of their eyes, then fire low!
Effect: Whenever you inflict Damage from a Targeted
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Attack, they also suffer an equal amount of Peril. AS YOU CONTINUE in the Basic Tier in your
CREATING CHARACTERS
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9 to 16 Gunsmith Brown Bess musket & Blackpowder w/Bullets (18)
17 to 25 Hired Hand General repair tools
26 to 33 Merchant 10 pounds (£) in various commodities
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34 to 41 Midwife Tincture (9)
42 to 49 Publican 1D10+1 pounds (£), 2D10+2 shilling (s) & 3D10+3 pence (p)
50 to 58 Purveyor Cart & Donkey
59 to 67 Servant Pocket watch
68 to 76 Smith Smithing tools
77 to 85 Tailor Tailoring tools
86 to 92 Weaver Weaving tools
93 to 100 Wright
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9 to 16 Artist Artist’s tools
17 to 25 Barber Surgical kit
26 to 33 Bookkeeper Ledger
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34 to 41 Dilettante Snuff & Snuffbox
42 to 49 Diplomat Passport
50 to 58 Engraver Engraving tools
59 to 67 Lawyer Book (law)
68 to 76 Printer Magnifying glass & Reading glasses
77 to 85 Stationer Stamped blank letters (25)
86 to 92 Teacher Microscope
93 to 100 Translator
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9 to 16 Apothecary * Portable alchemy kit
17 to 25 Aspirant * Amulet
26 to 33 Braucher * Symbol of faith
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34 to 41 Dowser * Divining rod
42 to 49 Folk Healer * Tincture (3) & Tobacco (9)
50 to 58 Fortune Teller * Oracular device
59 to 67 Herbalist * Sacred tool
68 to 76 Mentalist * Stage magician kit
77 to 85 Preceptor * Book (ancient history)
86 to 92 Sin Eater * Holy water (9)
93 to 100 Spiritualist *
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9 to 16 Cavalry Horse tack & Turf horse
17 to 25 Deserter Blunderbuss & Blackpowder w/Bullets (18)
26 to 33 Fur Trapper Pennsylvania longrifle & Blackpowder w/Bullets (18)
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34 to 41 Grenadier Fused grenade (6)
42 to 49 Guerilla Girardoni air rifle & Blackpowder w/Bullets (18)
50 to 58 Lamplighter Lantern & Oil (9)
59 to 67 Militia Hanger sword
68 to 76 Officer Cavalry sabre
77 to 85 Privateer Boarding axe
86 to 92 Regular Infantry sword
93 to 100 Tracker
STYLE
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The game world is populated by a diverse, rich tapestry The fashion stylings in 1776 are complex and varied,
of people of various body types, skin tones and styles best told in Article 10: Life During Wartime and Article
of dress. As with age, a character’s physical appearance 11: Indigenous Nations. For now, reference this table to
has no bearing on game mechanics. If you end up with give you a quick overview of how your character tends to
unusual results, simply choose those that best fit the dress. Determine your style now.
vision you have for your character.
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D100 STYLE
STATURE 1 to 33 Shabbily
Determine your stature now. 34 to 67 Modestly
D100 STATURE 68 to 100 Fashionably
1 to 33 Slight
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34 to 67 Average EYES
Determine your eyes now.
CREATING CHARACTERS
68 to 100 Tall
D100 EYES
D100 EYES
25 to 28 Fiery dark
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29 to 32 Grass green
33 to 36 Green, wistful
37 to 40 Icey blue
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41 to 44 Innocent blue
45 to 48 Intelligent grey
49 to 52 Intense hazel
53 to 56 Keen grey
57 to 60 Kindly blue
61 to 64 Large green
65 to 68 Large hazel
69 to 72
73 to 76
77 to 80
Mournful brown
Shrewd hazel
Small brown
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81 to 84 Soft green
85 to 88 Startling grey
89 to 92 Stormy grey
93 to 96 Thoughtful grey
97 to 100 Unblinking blue
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D100 STYLE
1 to 16 Braided
HAIR
17 to 33 Curly
Determine your hair now by rolling twice now,
combining length, style & color on your character sheet 34 to 50 Natural
(e.g. short textured brown). 51 to 67 Straight
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MARK
Every character has a distinguishing mark; a physical
affectation that they’re remembered by. Determine
your mark now.
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D 100 MARK D100 MARK D100 MARK D100 MARK
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28 underbite 52 congestion Purple
3 A bulbous nose 78 birthmarks
29 A small nose 53 Crooked teeth
4 A cherubic face Rancid breath
79
30 A square jaw 54 Dimples
5 A Cheshire grin Red cheeks
80
31 A thin nose 55 Droopy eyelids
6 A cleft lip Rotting teeth
Excessive body 81
32 A torn ear
7 A clubfoot 56 hair Ruddy cheeks
82
33 A turned-up nose
8 A crooked nose Facial paralysis Scarified skin
57 83
9
10
11
A double chin
A freckled face
A gaunt face
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34
35
36
A visible tattoo
A wide grin
A widow’s peak
58
59
60
Flatulent
Gangly arms
Grimy fingernails
84
85
86
Several moles
Short legs
Skin tags
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37 A winning smile
12 A Glasgow smile Hookworm Sleepy eyes
87
38 Acne scars 61 rashes
13 A gravelly voice Sloping shoulders
88
39 An aquiline nose Jaundice
14 A lazy eye 62
89 Slouchy posture
An ominous Keloid scars
15 A leering sneer 40 63
birthmark 90 Small hands
A lightning- 64 Large hands
16 An unfriendly 91 Smallpox scars
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tug-of-war is reflected by two simple, understandable course of gameplay, it is your Belief that leads you to gain
personality traits: your Belief and Flaw. Determination. Determine your Belief now.
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D100 BELIEF DESCRIPTION
16 to 19
Community
Compassion
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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.
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I believe that conquering one’s problems is mostly accomplished by boldly facing one’s
19 to 21 Courage
problems.
War will decide borders, and laws will choose leaders, but our works of art will define us
22 to 24 Creativity
as who we indeed are.
25 to 27 Curiosity 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
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28 to 30 Destiny
me is a disservice.
The world deserves a drastic, fundamental shift toward something new, and I will help
31 to 33 Evolution
bring it about.
A greater entity guides my path and my salvation, and I trust in them to guide me to my
34 to 36 Faith
purpose.
I have sworn an oath to take care of my family, and this kinship bond steadies my home
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37 to 39 Family
as much as brick or stone. CREATING CHARACTERS
Chosen bonds are strong as iron, and I will fight alongside my friends to the end of the
40 to 42 Friendship
world.
Tales will be told of the deeds great people accomplished, and my name will be
43 to 45 Glory
prominently listed among them.
I aspire to be better each day than the last, a path upon which I will stumble, but one
46 to 48 Growth
that will always lead home.
The foundation of virtue is to be truthful, and it is my responsibility to honor the trust
49 to 51 Honesty
others place in me.
My deliberations with others are built on a foundation of fairness, a code I follow with
52 to 54 Honor
friend and foe alike.
№ 44
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58 to 60 Joy
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
61 to 63 Justice
what they deserve, for better or ill.
My pursuit has always been to learn the unknown, and to have those great discoveries to
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64 to 66 Knowledge
determine my legacy.
Decisions on the scale are complicated, and the morass of grey in the middle is not the
67 to 69 Logic
stuff of religious texts.
Are lonely days worthy of living at all? My heart yearns for the day it can be gifted to
70 to 72 Love
the one who will set me free.
My peers’ respect is of tremendous importance to me, and to earn that is worth a
73 to 75 Recognition
lifetime of toil.
76 to 78
79 to 81
Responsibility
Retribution
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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.
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The way of righteousness is to give of yourself so that others may live, and I aim to fulfill
82 to 84 Sacrifice
that creed daily.
D100 BELIEF DESCRIPTION
Peace is achieved through demonstrated strength. Let my strength serve as a challenge
85 to 87 Security
to those who dare us.
A healthy body is nothing if the spirit starves. I strive to commune and find answers
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88 to 90 Spirituality
through prayer or meditation.
91 to 93 Tolerance I endeavor to fight for the rights of those who are marginalized by society.
94 to 97 Truth 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
98 to 100 Wisdom
foresight.
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CREATING CHARACTERS
№ 45
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.
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D100 FLAW DESCRIPTION
I am so terrified of certain situations that I can’t stop thinking about them, leaving me
1 to 3 Apprehension
frozen for a moment whilst others act.
So much of my value is in my fragile self-worth . . . and I can’t help but let others know
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4 to 6 Arrogance
how great I am.
I have unusual appetites and behaviors that I find sometimes difficult to control. I try to
7 to 9 Avarice
hide these if at all possible.
I don’t read social cues well and come off as inconsiderate. I call myself honest; others
10 to 12 Callousness
call me a donkey’s ass.
I have a terrible tendency to forget what I’m doing or working on . . . I just get so
13 to 15 Carelessness
focused.
16 to 19
19 to 21
Cowardice
Deviance
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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.
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22 to 24 Disloyalty 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
25 to 27 Disobedience
others.
I will compulsively lie to get what I want, either not knowing or uncaring about those
28 to 30 Duplicity
who get hurt in the process.
Others have possessions, titles and notoriety that are rightfully mine, and the thought of
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31 to 33 Envy
it just makes me sick.
I am told I am joyless company because I do not enjoy the japes and tomfoolery of idle
34 to 36 Formality
minds. We have work to do!
Those who have wronged me have lit a fire in my heart. My seething distaste
37 to 39 Hatred
overwhelms my reason.
I give excellent advice but don’t always know how to apply it myself. Sometimes this is
Sa
40 to 42 Hypocrisy
innocuous, sometimes a betrayal.
CREATING CHARACTERS
I call myself a person of action, while others would call me impetuous and twitchy. I
43 to 45 Impatience
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
46 to 48 Impiousness
them know it.
I find reasons to make every single possible decision difficult and will debate them all
49 to 51 Indecisiveness
endlessly. I can see all the angles.
I become frustrated with a fit of quick-to-spark anger when even the slightest irritation
52 to 54 Irritability
breaks my focus.
Whether it’s a cycle of self-defeat or something more mystical, I expect failure, so I
55 to 57 Jinxed
continually harvest it.
№ 46
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61 to 63 Machiavellian
want.
I want to cause pain to those who stand between me and my goals. I enjoy the feeling of
64 to 66 Misanthropy
inflicting power on others.
67 to 69 Naivete I trust people when they tell me things and believe they have my best interests at heart.
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Once you’ve had the finer things in life, it’s acceptable to be discerning. Why settle for
70 to 72 Petulance
an inferior quality of life?
73 to 75 Pride 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
76 to 78 Recklessness
over deliberation, I say.
I am unable to brook stupidity. If I am uncomfortable in a conversation, I will make sure
79 to 81 Sarcasm
they are, too, with caustic wit.
82 to 84
85 to 87
Selfishness
Superstitious
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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.
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I will not do justice to those who have wronged me or my kin but instead punish those
88 to 90 Vengeful
responsible tenfold.
My anger is a bold and bright flash when it strikes. People will get hurt . . . sometimes
91 to 93 Vexation
even those I don’t intend.
The things I have earned—such as trinkets and power—belong to me. I am disinclined
94 to 97 Yearning
to share them with others.
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I do not believe that others take their faith seriously enough. I feel that salvation requires
98 to 100 Zealotry
total devotion and that I can give.
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CREATING CHARACTERS
№ 47
U si n g
CONFLICT TRACKER
th e e x a mpl e from Step 3:
Characters will make morally ambiguous choices, be put
Determination & Secondary Attributes, a
in situations where there is no clear right or wrong answer
character has murdered a Red Coat in the Green
and will fall prey to their worst fears. Your character will
Dragon Tavern. No matter how grim & perilous
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face at least one problem of this type during a game
the game is, murder is still murder. The Historian
session. Based on your choices and the outcome, the
deems that the character who killed the Red
Historian will give you a certain number of Conflict.
Coat captain gains 6 Conflict, while the other
Looking at the character sheet, you’ll see Conflict sits
characters gain 3 Conflict for being accomplices.
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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 END OF SESSION RESULTS
Flaw by the end of a game session.
Conflict builds during a game session and will pull you
V e r i ty
toward one of your personality traits by the end. At
Trow br i d g e h a s captured a group
the end of every session, the Historian will roll a 1D10
of Red Coats. Five of the Red Coats give up and
Conflict Die to see if the effects scar your character
toss their muskets down, while the sixth Red Coat
(converting into Flaw Ranks) or if they become more
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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
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
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one of the captured Red Coat’s throats to warn Tracker.
the other Red Coat to stop running? Will Verity
take flight before the Red Coat comes back
K If the Conflict Die result is greater than any Conflict
earned, mark one Belief Rank on the Conflict Tracker.
with reinforcements? There is no right or wrong
answer, and these hard choices represent how K If you gained zero Conflict, you choose: mark one
the Historian would bestow conflict. Belief Rank or one Flaw Rank.
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Damage Condition Track. Finally, reset your Belief
Ranks to 0 (unless you have permanent ranks) on the
Conflict Tracker.
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YOUR 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.
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REACHING 10 FLAW RANKS
Once you have marked 10 Flaw Ranks, you gain a
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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
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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
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importance of diversity in character makeup.
FINAL PREP
Before gameplay begins, flip to the articles ahead to fill
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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
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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.
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CREATING CHARACTERS
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№ 51
Article 3
P RO F E S S I O N S
PA MPH L ET
PROFESSIONS PAMPHLET
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Y our 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 P ro f e s sio n
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 su rv iv i n g th e wor l d ’ s m a n y
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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,
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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
experiences throughout the story. There are three Tiers—
Basic, Intermediate and Advanced Tiers. Characters
begin gameplay in Basic Tier.
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Profession, called Profession Abilities. SPENDING RP &
There are three distinct ways players will earn RP. COMPLETING BASIC TIER
We’ll talk more in-depth about earning RP in Article Refer to the Profession Abilities: each costs 100
6: Narrative Tools: RP. Buy them in any order you desire, but you
must buy them all to complete the Basic Tier:
K PRE-GAME RECAP: Before the game session
formally begins, all attending players should jointly K Buy all three Talents. Talents are found in the
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recap what happened during the previous one. Every second half of Article 4: Skills & Talents.
player who participates gains 50 RP.
K Buy all seven Bonus Advances. You can buy each
K END OF SESSION: Every attending player gains but once in this Tier, and they grant a cumulative
25 RP for every real-world hour played. If the +1 to the related Primary Attribute Bonus.
session was at least a half-hour, the Historian will
After you’ve bought the three Talents and seven
round up to treat it as if it were a full real-world
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INTERMEDIATE TIER
SPENDING RP & COMPLETING
The Intermediate Tier represents a new chapter in your INTERMEDIATE TIER
character’s ongoing story—a definitive change from
Refer to the Profession Abilities: each costs 200
PROFESSIONS PAMPHLET
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PICK A NEW PROFESSION must buy them all to complete the Intermediate
Tier:
As you move into and through your second Profession,
you will continue to draw from your past, so you never K Buy all ten Skill Ranks. You can buy each but
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lose your old abilities. Take a look at the other Professions once in this Tier, and they grant you a cumulative
within your Archetype. Providing it is within the same +10% to use the Skill. Skills are found in the first
Archetype, you can move freely into any other Profession. half of Article 4: Skills & Talents.
L et ’s lo ok at Verity Trowbridge. In
K Buy all three Talents. If it is a duplicate Talent
from a previous Profession, work with the
the Basic Tier, she enlisted as a Regular with
Historian to find a new one appropriate to the
the Rebels. Her experiences fighting in the
Profession.
Virginian battles of Kemp’s Landing and Great
L o ok i n g at Verity Trowbridge,
o n c e aga i n
she has completed the Basic Tier as a Regular,
PROFESSIONS PAMPHLET
and Intermediate Tier as a Guerilla. Her player
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decides that Verity’s final Profession in the
Advanced Tier will be as an Officer.
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your Archetype, the Historian must approve the switch.
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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:
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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
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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
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UNIQUE ABILITIES K You must spend double the RP to buy the Skill Rank.
While there are other prerequisites set in place to govern For example, if you are in the Intermediate Tier,
how to move through a Profession, you can also spend Profession Abilities normally cost 200 RP. A Skill
PROFESSIONS PAMPHLET
RP on Unique Abilities. There are no upper limits on Rank from outside of your Profession would cost 400
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how many Unique Abilities you can purchase. RP instead.
LEARN NEW LANGUAGES K You cannot buy more than one Skill Rank in the same
Skill within the same Tier. For example, this means
By spending 100 RP, you become fluent in a new
you cannot buy two Skill Ranks in Simple Melee in
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language. It is always at the discretion of the Historian,
the Basic Tier or three Skill Ranks in the Intermediate
who may impose additional limitations on how quickly
Tier.
you can learn the language. If you have at least one Skill
Rank in Education, you can also read and write the TALENTS OUTSIDE YOUR PROFESSION
language if it has a written form. However, your [FB]
The Historian may allow you to use your RP to buy
directly affects the number of maximum languages you
different Talents that fall outside of your Profession
can learn.
Abilities under the following conditions:
LEARN SPELLS
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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:
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
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Hexenmeister’s Almanack.
example, if you are in the Advanced Tier, Profession
LEARN ALCHEMICAL ARTS Abilities normally cost 300 RP. A Talent from outside
of your Profession would cost 600 RP instead.
By spending 100 RP you can also learn Alchemical Arts.
However, your [IB] limits the maximum number you REMAINING IN
can learn. Learning Alchemical Arts is covered more THE SAME PROFESSION
thoroughly in Article 9: Hexenmeister’s Almanack.
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K You can either replace a Skill Rank you have yet to Otherwise, spend 200 RP in Intermediate Tier
acquire from your Profession Abilities or replace a and 300 RP in Advanced Tier for Professions
Skill Rank you previously bought. Abilities.
№ 55
⅞
PROFESSIONS LISTING
PROFESSIONS PAMPHLET
the following format:
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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
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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
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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
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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.
1 to 8 Babblebook
9 to 16 Bludgeon With Elements
17 to 25 Discern Persona
26 to 33 Divine Breath
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ACTOR
W ho in times such as these?
PROFESSIONS PAMPHLET
n e e d s p e r for m e rs
Preposterous. I am more needed than ever! Whether I
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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
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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,
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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!
pl
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
m
can forget who I really am. SKILL RANK BONUS ADVANCE TALENT
Effect: Whenever you break character or fail in your { Charm { [AB] { Charismatic
Disguise, you gain 1 Conflict. { Disguise { [CB] { Costuming
{ Eavesdrop { [FB] { Simon Pure
{ Education { [FB]
{ Folklore { [IB]
{ Rumor { [PB]
{ Scrutinize { [PB]
{ Simple Melee
{ Simple Ranged
{ Skulduggery
№ 57
ALCHEMIST *
My sacred, and my desire to purify,
PROFESSIONS PAMPHLET
wor k is
mature and perfect formulas are ceaseless. It is through
e
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,’
fil
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,
e
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
pl
the Philosopher’s Stone, which brings change. Finally, there is
Alkahest, which will break the shadows.
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
m
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 ALCHEMIST ABILITIES
you learn as free Unique Abilities from the Common Spells
Listings table. You treat all Critically Failed Alchemy Tests { Trait & Quirk
Sa
as regular failures, and treat all successful Alchemy Tests SKILL RANK BONUS ADVANCE TALENT
as Critical Successes. Finally, you can Risk Backlash and
{ Alchemy { [AB] { Distilling
Unfetter your Spells (as covered in Article 7: Combat
Encounters and Article 9: Hexenmeister’s Almanack). { Awareness { [BB] { Pharmacopoeia
{ Education { [IB] { Science
QUIRK: BOUND TO THE FORGE { Folklore { [IB]
You have spent most of your life in a space filled with fumes, { Incantation { [PB]
liquids and the forge’s heat. { Rumor { [WB]
Effect: Whenever you engage in physical activities such { Simple Melee { [WB]
as running, jumping and climbing, you must flip the { Skulduggery
results to fail Brawn-based Skill Tests. { Toughness
{ Tradecraft
№ 58
ANIMAL WHISPERER
S om e can read others like a book, while
PROFESSIONS PAMPHLET
say th ey
others proclaim they read nature. I, however, read
e
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
fil
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
e
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,
pl
and both warn me. Their message is always the same:
darkness is here.
all, beasts are far more civilized. SKILL RANK BONUS ADVANCE TALENT
Effect: When interacting directly with anyone who is { Athletics { [AB] { Husbandry
not classified as an Animal or Beast, you must flip the { Awareness { [BB] { Mimicry
results to fail Fellowship-based Skill Tests. { Charm { [CB] { Train Animals
{ Folklore { [FB]
{ Handle Animal { [FB]
{ Simple Melee { [PB]
{ Simple Ranged { [PB]
{ Stealth
{ Survival
{ Toughness
№ 59
A P O T H E C A RY *
I how the human body
PROFESSIONS PAMPHLET
po s s e s s k nowl e d g e o f
works, how the various medicinal treatments aid suffering
e
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
fil
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
e
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
pl
consent to my new, experimental treatments.
Salt you create moves a person two steps up the Peril SKILL RANK BONUS ADVANCE TALENT
Condition Track positively. Finally, you can Risk Backlash
{ Alchemy { [AB] { Brains Over
and Unfetter your Spells (covered in Article 7: Combat Brawn
Encounters and Article 9: Hexenmeister’s Almanack). { Awareness { [FB]
{ Bargain { [IB] { Pharmacopoeia
QUIRK: THEOREM, DEDUCTION, OUTCOME { Folklore { [IB] { Self-
Medication
When treating patients, I always need to test my experimental { Heal { [PB]
theories—for good or for ill. { Incantation { [WB]
Effect: After a person has used one of your medicines { Resolve { [WB]
and goes to Sleep, roll a 1D6 Chaos Die. On a result of { Rumor
face ‘1–5,’ nothing happens. On a result of face ‘6,’ the { Simple Melee
person awakens Imperiled. { Survival
№ 60
A RCHITEC T
T h e r e i s a symphonic perfection in planes, angles and
PROFESSIONS PAMPHLET
e
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
fil
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
e
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
pl
intention in the dark corners of this world.
When flat planes converge, the corners turn to shadowed SKILL RANK BONUS ADVANCE TALENT
portals, and from them emerge unspeakable shapes and vistas. { Arithmetic
{ Awareness { [CB]
Effect: Whenever you fail a Resolve Test to withstand { Bargain { [FB] { Perceptive
Stress, Fear or Terror afflicted by threats classified { Education { [IB] { Stonemasonry
as Abyssal or Supernatural, you suffer an additional
{ Navigation { [IB]
1D10+1 Peril and 3 Conflict.
{ Rumor { [PB]
{ Scrutinize { [PB]
{ Simple Melee { [WB]
{ Simple Ranged
{ Toughness
{ Tradecraft
№ 61
A RTI S T
I s e e th e wor l d through a different lens. For me,
PROFESSIONS PAMPHLET
there is beauty in everything, and to celebrate this
e
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
fil
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
e
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
pl
studio, creating in a frenzy only to snap out of it and
discover my blasphemous, damned creation while in this
fugue.
ASPIRANT *
I wa n t mor e . Not more wealth. Not more power.
PROFESSIONS PAMPHLET
e
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
fil
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—
e
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
pl
feel, all will be revealed.
AUX I L I A RY
C o n tr a ry you might believe, I am no
PROFESSIONS PAMPHLET
to w h at
mere ‘irregular.’ My forebears hail from the greatest
e
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
fil
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
e
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
pl
lost without us.
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
m
BARBER
H um a nk i n d perfect machine, and in that
PROFESSIONS PAMPHLET
i s th e
same vein, I could be called the body’s carpenter. I wake
e
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
fil
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
e
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
pl
my spine. I see it in the eyes of those who come for my
services. What this is, I hope never to find out.
AT EASE, MY FRIEND
I am a people person; I know how to talk with them and how
to ease their tensions.
m
B AW D
L o n e l i n e s s h au n t s thi s world, as it always has. It
PROFESSIONS PAMPHLET
isn’t desperation that drives people to me. It’s the need
e
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,
fil
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
e
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,
pl
are particularly troubling. I suppose the secrets of the
coming war are inconsequential when there’s something
else stalking all of us out there.
B O AT S WA I N
As B oat swa i n (pronounced BOH-sn), two
PROFESSIONS PAMPHLET
a
things make me happy. The first is life upon the water.
e
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
fil
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
e
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
pl
blaring of the foghorn and the drums of war, an elder
evil silently creeps into our world.
A KNOTTED ROPE
Not everyone can tie a rope so tight and firm that a man-
o’-war won’t drift headlong into the shoals and scatter its
m
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 B O AT S WA I N A B I L I T I E S
of Rowing, you do not have to add the additional 1
Action Point cost. { Trait & Quirk
Sa
BOOKKEEPER
B a nk e rs the money, merchants may
PROFESSIONS PAMPHLET
m ay h av e
make the money, but only I know how to hide the
e
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
fil
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
e
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
pl
be shattered, and my books will do little good then.
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.
m
My life has been a soft one—my eyes are strained, and my back SKILL RANK BONUS ADVANCE TALENT
bent from spending countless hours hunched at a desk. { Cheat Sheet
{ Bargain { [FB]
Effect: You cannot take advantage of Long or Extreme { Counterfeit { [FB] { Ebb & Flow
Distances with ranged weapons. { Eavesdrop { [IB] { Poker Face
{ Education { [IB]
{ Folklore { [PB]
{ Guile { [PB]
{ Resolve { [WB]
{ Rumor
{ Scrutinize
{ Simple Ranged
№ 68
BRAUCHER *
I a m f e rv e n tly r e l ig io us and hold deep beliefs,
PROFESSIONS PAMPHLET
e
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 Romanus-
Buchlein, Egyptian Secrets of Albertus Magnus and the
fil
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,
e
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,
pl
and my powers are proof. But perhaps worse, God has
warned me of a great coming calamity, second only to
Judgment Day.
Spells (covered in Article 7: Combat Encounters and SKILL RANK BONUS ADVANCE TALENT
Article 9: Hexenmeister’s Almanack).
{ Awareness { [CB] { Manna Of
{ Education { [FB]
God
QUIRK: I ANSWER TO ONE LAW
{ Occult
There is no greater law than the Law of God, and I adhere to { Folklore { [IB]
{ Theology
it, even if it costs me my life. { Guile { [PB]
{ Incantation { [PB]
Effect: If you reach 10 Conflict during a game session,
you temporarily lose your ability to cast Spells until the { Resolve { [WB]
next game session. { Scrutinize { [WB]
{ Simple Melee
{ Simple Ranged
{ Toughness
№ 69
BREWER
N ot my name, but they are
PROFESSIONS PAMPHLET
many k now
undoubtedly familiar with my work. Brewing is a craft
e
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,
fil
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
e
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
pl
of night, my skills are needed even more. After all, how
better to gain courage than through a stiff and heady
drink?
from the negative effects associated with Intoxication. SKILL RANK BONUS ADVANCE TALENT
C AVA L RY
T h e r e i s no greater feeling than being in the saddle
PROFESSIONS PAMPHLET
e
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
fil
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
e
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.
pl
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
m
CL E RGY
I through which heavenly grace
PROFESSIONS PAMPHLET
a m a s h eph e r d
and compassion are brought to the world. I have spent
e
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
fil
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.
e
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
pl
New World, and many want to rebel. The shadows are
darkening as well, coalescing into something that may
swallow the entire flock.
HEAVEN SENT
It is through my devotion that I am shielded, and as such, I
m
There is only but one law, and that law is found in the book SKILL RANK BONUS ADVANCE TALENT
of our faith. { Brains Over
{ Awareness { [BB]
Effect: Whenever your Flaw causes you to gain Conflict, { Bargain { [FB]
Brawn
you gain 3 additional Conflict. { Tenacity
{ Charm { [FB]
{ Theology
{ Education { [IB]
{ Folklore { [PB]
{ Resolve { [PB]
{ Rumor { [WB]
{ Scrutinize
{ Simple Melee
{ Toughness
№ 72
CLERK
Gov e r nm e n t, b usi n e s s, fa r m i n g and the military
PROFESSIONS PAMPHLET
e
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
fil
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
e
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
pl
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.
m
COUNTERFEITER
Bi l l s o f sa l e , discharge orders, land deeds—I can
PROFESSIONS PAMPHLET
take any document and make it appear as great as the
e
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
fil
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
e
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
pl
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?
m
My reputation precedes me, and various run-ins with the law SKILL RANK BONUS ADVANCE TALENT
have not made me many friends. { Cheat Sheet
{ Awareness { [FB]
Effect: Whenever attempting to buy, sell or trade { Bargain { [FB] { Sagacity
counterfeited objects or fake cash, you cannot use Coins { Counterfeit { [IB] { Twistical
to modify your Skill Test results.
{ Folklore { [IB]
{ Gamble { [PB]
{ Guile { [PB]
{ Rumor
{ Scrutinize
{ Simple Ranged
{ Tradecraft
№ 74
C RO O K
Ev e ryo n e make a living. Some might
PROFESSIONS PAMPHLET
needs to
choose to do it honestly—after all, the world needs its
e
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
fil
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
e
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
pl
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.
WHAT I DO IN SHADOWS
m
D E S E RTE R
I a m c o n si de r e d by many to be a coward. I broke
PROFESSIONS PAMPHLET
a commitment to fight for my country, be it on land or if
e
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
fil
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
e
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
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one of those numbers.
D I L E T TA N T E
N othi n g ev e r s e em s good enough or interesting
PROFESSIONS PAMPHLET
e
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
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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
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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
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darkness engulfing all.
gain 1 Conflict.
SKILL RANK BONUS ADVANCE TALENT
D I PL OM AT
T here been a problem that could not
PROFESSIONS PAMPHLET
h a s n ev e r
be solved through compromise, and as an emissary, I
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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.
fil
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
e
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
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comes to this world.
Effect: Whenever your Turn in combat comes up, roll a { Awareness { [FB] { Charismatic
1D6 Chaos Die. If it results in face ‘6,’ you lose 1 Action { Bargain { [FB] { Smooth
Point on this Turn. { Education { [IB]
Talker
{ Talk Less,
{ Folklore { [IB]
Smile More
{ Guile { [PB]
{ Leadership { [PB]
{ Resolve { [WB]
{ Rumor
{ Scrutinize
{ Simple Ranged
№ 78
D I SPAT C H R I D E R
T he letters and parcels is absolutely
PROFESSIONS PAMPHLET
mov em e n t o f
vital, though I admit, it can be relatively slow even as a
e
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
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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
e
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
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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.
D OWSE R *
T he many secrets unseen by mortal
PROFESSIONS PAMPHLET
e a rth hol d s
man. Within its fertile ground, the bounty necessary for
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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
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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
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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
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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.
to do so. Randomly determine three Common Spells SKILL RANK BONUS ADVANCE TALENT
you learn as free Unique Abilities from the Common
{ Athletics { [BB] { Ebb & Flow
Spells Listings table. Finally, you can Risk Backlash
and Unfetter your Spells (covered in Article 7: Combat { Awareness { [CB] { Ironclad
Encounters and Article 9: Hexenmeister’s Almanack). { Folklore { [IB] { Perceptive
{ Incantation { [PB]
QUIRK: NO RESPECT { Navigation { [PB]
Many look down upon me and believe my talents are a farce. { Resolve { [WB]
Effect: Whenever you attempt to re-roll Fellowship- { Rumor { [WB]
based Skill Tests using Coins, you must spend two Coins { Simple Melee
instead. { Survival
{ Toughness