Flames of Freedom CoreRulebook V1
Flames of Freedom CoreRulebook V1
Core Rulebook
www.andrewsmcmeel.com
21 22 23 24 25 SDB 10 9 8 7 6 5 4 3 2 1
ISBN: 978-1-5248-6251-0
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.
ARTICLE 5: ARTICLE 9:
WARES & WEAPONS 163 HEXENMEISTER’S
ALMANACK 267
Specie Exchange Rates . . . . . . . . . . . . . . . 163
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
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 10:
Connecticut .. . . . . . . . . . . . . . . . . . . . . . . . . . 366
ARTICLE 7: LIFE DURING WARTIME 305
Delaware .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 368
COMBAT ENCOUNTERS 213
Marriage & Family . . . . . . . . . . . . . . . . . . . 305 Georgia . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 370
Combat Terminology .. . . . . . . . . . . . . . . . 213 Clothing .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 308 Maryland . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 372
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
Religion .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 319 South Carolina . . . . . . . . . . . . . . . . . . . . . . . 388
Libraries .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 324 Virginia .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 390
ARTICLE 8:
HEALING, HAZARDS
& HORROR 239 ARTICLE 11: ARTICLE 13:
INDIGENOUS NATIONS 327 HISTORIAN’S SECRETS 393
Healing Practices . . . . . . . . . . . . . . . . . . . . . 239
Permanent Injuries . . . . . . . . . . . . . . . . . . . 242 Abenaki .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 331 Being The Historian .. .. .. .. .. .. .. .. .. 393
Hazards .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 245 Algonquin .. . . . . . . . . . . . . . . . . . . . . . . . . . . . 333 Addressing Colonialism .. .. .. .. .. .. .. 398
Ailments .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 245 Apalachee .. . . . . . . . . . . . . . . . . . . . . . . . . . . . 335 Using Horror . . . . . . . . . . . . . . . . . . . . . . . . . 399
Drugs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 248 Atikamekw . . . . . . . . . . . . . . . . . . . . . . . . . . . 337 Conflict & Playstyles . . . . . . . . . . . . . . . . . 401
Extreme Weather . . . . . . . . . . . . . . . . . . . . . 251 Catawba .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 339 Faith & Conflict .. .. .. .. .. .. .. .. .. .. .. 403
Falling .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 252 Chickasaw .. .. .. .. .. .. .. .. .. .. .. .. .. .. 341 Freemasons . . . . . . . . . . . . . . . . . . . . . . . . . . . 404
Fire . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 252 Haudenosaunee .. . . . . . . . . . . . . . . . . . . . . . 343 The Inquisition . . . . . . . . . . . . . . . . . . . . . . . 407
Sleep Deprivation .. . . . . . . . . . . . . . . . . . . . 253 Innu .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 346 Knights Templar .. .. .. .. .. .. .. .. .. .. .. 409
Starvation .. . . . . . . . . . . . . . . . . . . . . . . . . . . . 254 Lenape .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 348 Rosicrucians .. .. .. .. .. .. .. .. .. .. .. .. .. 411
Suffocation . . . . . . . . . . . . . . . . . . . . . . . . . . . 254 Mahican .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 350 Royal Society . . . . . . . . . . . . . . . . . . . . . . . . . 414
Horror .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 255 Massachusett . . . . . . . . . . . . . . . . . . . . . . . . . 352 The Mandoag .. . . . . . . . . . . . . . . . . . . . . . . . 417
Three Types Of Horror . . . . . . . . . . . . . . . 255 Powhatan . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 354 A Secret War . . . . . . . . . . . . . . . . . . . . . . . . . 420
Despair . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 257 Seminole .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 356 Path To Rebellion .. . . . . . . . . . . . . . . . . . . . 423
Hardened . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 258 Shawnee .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 358
Afflictions .. . . . . . . . . . . . . . . . . . . . . . . . . . . . 259 Tsalagi .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 360
Wampanoag .. . . . . . . . . . . . . . . . . . . . . . . . . . 362
PREAMBLE
PREAMBLE
patr iot ho l d s a lo f t a s th ey ta k e u p a r m s
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
Amid the chaos, other grim fairy tales have designers, this tabletop RPG explores cultures beyond
emerged. Ghouls have been tunneling beneath Boston. North America’s European experience. We created
There are sightings of witches in the Great Dismal this game with Black writers, cultural consultants and
Swamp. Indigenous sachem speak of devils who walk Indigenous scholars of the Nations represented inside
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
destined for greatness . . . or death.
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
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
you will uncover only in the late stages of an adventure Christian (specifically Puritan) ideas of good and
or campaign. evil, humanity’s sinfulness and the supernatural.
However, Christianity is not the only religion
USE & ABUSE OF HISTORY practiced in this game, and players can and should
The game will thrust your character into situations play characters from a wide variety of spiritual
where they will stand against enemies who use and religious backgrounds. Article 10: Life
historically harmful acts to meet their heinous During Wartime provides a historical context for
goals. While FLAMES OF FREEDOM creates portraying characters of different faiths.
a narrative of liberation and opportunity in-game,
this was not the reality for many living within
and near North America. We mustn’t ignore that
the past’s terrible truths happend, even in a game 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
stand together against it.
GENDER NEUTRAL
LANGUAGE
Throughout this book, we use the singular they
along with its inflected forms—them or their—
for indeterminate gender. Play examples will
reference the pronoun appropriate to the identity
of the player or their character.
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.
& 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.
K I walk deer paths and roads carved into the earth from
CHARACTER PERSPECTIVES a time before Roanoke. With a gun or bow in hand, I
Here are some example character types you may hunt to provide for my family. I have spent many years
experience in this game: learning the ways of the woodlands. But among the
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 Public Universal Friend, but likely you’ve never heard
the armies of King George. It takes a stalwart heart,
their story. They were a Quaker who succumbed to
healthy communities and a primed musket when
typhus but resurrected by God’s light. ‘The Friend’
needed to eke out a living. When the sun sets, I’ve
has attracted several women to their side. Like all
seen glowing eyes in the hills. We bar the door and
Universal Friends, we now spread the word of free will
windows at night to keep us safe. We look to others
and abolition.
for guidance, but even they are fearful of what has
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.
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
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
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,
Using the Boston Besieged adventure in the back Sleepy Hollow and The VVitch share elements suited to an
of this book, the game will start by enlisting occult mystery campaign. The works of Edgar Allan Poe,
the player characters in a conspiracy that spans Nathaniel Hawthorne and Robert E. Howard’s Solomon
Boston’s city, leading up to the siege of the city Kane also represent a similar tone and scope.
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
PLAYSTYLE threats like French traders and the British Imperial
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
perfect in their depictions, they represent a starting
TURN: Washington’s Spies are also a great fit. Adventures
point to inspire a sense of historical fantasy.
could also take the shape of a military campaign or a
SUPERNATURAL HORROR story of spy-versus-spy.
This style implies a greater sense of heroism and
This style exposes the player characters to situations
spycraft and works well for those who want to explore
and experiences that give them a new perspective upon
the natural, mortal world of 1776.
reality. They realize supernatural forces have made
themselves known to the world. Sorcery is abroad, but
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.
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
they have stewarded since before time had a name.
Malevolent spirits threaten lives across community
PREAMBLE
and clan lines. While Indigenous people look to their
elders, each must choose: will they take a chance on
these foreigners’ promises? Will they use their talents
in medicine to support their own or help these haggard
newcomers? Will they intercede with the spirits for
their communities and beyond? Or will they swindle the
descendants of pilgrims who cheated them first?
WOMEN’S PERSPECTIVES
Despite their culture, women bring strict roles and
beliefs with them wherever they came from. They
decided what each could or could not do, rather than
who they are or what they are capable of. But in the face
of war, everything has changed. Those previously strictly
PREAMBLE
PREAMBLE
NO DISCRIMINATION CREATING A POSITIVE EXPERIENCE
Let us be clear: FLAMES OF FREEDOM is not a Hopefully, this game will teach you how to create
tabletop role-playing game where you will discriminate engaging, meaningful and nuanced stories set during
against women, practice slavery and indentured servitude, the American Revolutionary War. To do that, everyone
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
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
play, you can download the Entreat The Darkness
TTRPG Safety Tool from http://darkness.
THIS GAME DOES not endorse racial or zweihander.game. It is designed for role-playing
gender discrimination based on differences in games Powered By ZWEIHÄNDER RPG.
the period. Regardless of their identity, there are
no mechanical, intellectual, physical, emotional or
spiritual distinctions between women,men,intersex,
agender, non-binary and transgender characters. Always remember that a positive experience doesn’t
That said, people relate differently to one another, have to mean the game isn’t disturbing, horrifying
and there is no reason to ignore differences because or visceral. It means that everyone at the table works
the game world does not embrace discrimination together to make the game they want to play—leaving
as its real-world counterpart. no one behind—and actively engaging with each other
to ensure everyone gets what they want out of the game.
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
the way of having fun, your game group should K If you rolled a face ‘10’ on the tens die and a face ‘0’ on
work together to create a ‘house rule,’ personalizing the units die, it is equal to 10%.
it for your table.
BASICS OF GAMEPLAY
MAKING SKILL TESTS
Melded with traditional narrative gameplay elements,
there are four pillars of gameplay: Social Interaction,
Chase Scenes, Overland Travel and Combat
Encounters. All modes require you to roll percentile
dice to determine success or failure using a Skill Test
(also called a Test). Rolling equal to or under the Total
Chance for success means you succeed. Rolling over
means you failed.
BASICS OF GAMEPLAY
K Intelligence: Alchemy, Counterfeit, Education,
Encumbrance Limit.
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.
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
three circles beside each Skill. Each Skill Rank marked
For example, if a character has a Willpower of 52%
grants a cumulative +10% bonus when using the Skill.
(which results in 5 [WB]) and two Bonus Advances from
their Profession, they will have 7 [WB] (5+2). Primary FLIP THE RESULTS TO FAIL
Attribute Bonuses will grow independently from your
When your character wants to use a Special Skill they
Primary Attributes, modified by Bonus Advances you
do not have any Skill Ranks in or during other rare
earn during Basic, Intermediate and Advanced Tiers.
circumstances, you will flip the results to fail at a Skill
PENALIZED PRIMARY Test and take the worst result. Simply roll your units
& SECONDARY ATTRIBUTES and tens dice together, but do not designate which die is
the tens die and the units die. Compare both potential
There are times when game mechanics will
outcomes and accept the worst of the results.
temporarily penalize these values. Never reduce
them below a value of 1.
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.
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
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
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
m a n y w e e ks at sea, Verity
Trivial +30% Base Chance
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
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
that it is a (Hard -20%) Awareness Test.
is suffering from ‘Ignore 2 Skill Ranks’ on the
Peril Condition Track. This means that her Base
ADJUDICATING DIFFICULTY RATING Chance is now only 65% (55+10).
Here are the three most important considerations that a
When your status on the Peril Condition Track is at
Historian will use to determine the level of hardship or
Incapacitated!, do not roll D100, as you cannot succeed
ease of a Skill Test:
at any Skill Test until recovering. You will learn more
DISTRACTION: Would something in the area prohibit about how your Peril Condition Track works and the
you from doing things quickly? Would being surrounded effect it will have on your character in Article 7: Combat
cause you to load an arrow poorly or a raging fire be a Encounters.
distraction?
TIME: How much time does it take to complete the
task? Do you need an immediate result (like steering a
cart away from tumbling off a cliff using Drive) or can
you take your time to get it right (spending an extra few
minutes to unlock a door using Skulduggery)?
MATCHING DICE
In some instances, you may generate matching dice results
with D100. It occurs whenever you generate the same
die result on both the tens and units dice (for example,
11, 22, 33, 44, 55, 66, 77, 88, 99, 00). In these cases, it is
either a Critical Success or Critical Failure.
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
Trow br i d g e n e e d s to make a
Chance for success. Rolling D100, her player
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,
rolling 47% or higher would have failed.
CRITICAL FAILURE
COMMITTING TO YOUR ACTIONS Conversely, should you fail your Skill Test and the dice
match, it is a Critical Failure. The effects are always to
Once you have announced what your character
your detriment, determined by the Historian.
intends to do and the Historian calls out the
U n de r a h a i l of gunfire, the Red Coats storm
Difficulty Rating, you must commit to your
intended action.
the Barren Hill, where Azar Willington defends
This game does not provide a complete list of
the approach in a thicket of bayonets. Azar has
every single Difficulty Rating for the situations
a 55% Total Chance for success. Rolling D100,
your character may find themselves in. These
his player rolls a 66%! But, because it is above
decisions rely on the Historian’s adjudication of
his Total Chance for success and it is a match,
the rules. However, Article 4: Skills & Talents
it qualifies as a Critical Failure. The Historian
include example Difficulty Ratings to consider.
notes that it is a Critically Failed Skill Test and
considers other complications. If Azar’s player
had rolled a 66%, 77%, 88%, 99% or 100%, it
would be a Critical Failure.
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.
Critical Failure.
BASICS OF GAMEPLAY
player to narrate what happens.
to help.
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
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
has continued distributing stamped paper upon
derived result is 35%.
the Stamp Act order. Verity has been fighting a
furious battle against the flames spreading across K Always assume the best result when gaining assistance
her foyer. Narratively, Verity is trying to beat out with an Assist Die, unless it is a Critical Failure. If
the fire, but it is growing too big to snuff out the results are both a Critical Success and a Critical
independently. Mechanically, this means that Failure, re-roll the Skill Test.
Verity’s player has failed at her Coordination
Test. With this consideration in mind, Verity
begins running as quickly as possible to fetch
water from a nearby well. With a few buckets
of water in-hand, the Historian allows Verity to
attempt another Coordination Test to put out
the flames.
OPPOSED TESTS
Most Skill Tests assess a binary outcome of success or
failure. Should there ever be a time when an Opposed
Test is required (such as in a leg wrestling contest or
competitive games of chance), not only do you need
to succeed at the Skill Test, you must also refer to your
Degrees of Success.
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
automatically succeed at a Skill Test, simply roll a 1D10
and add the related Primary Attribute Bonus as above.
Any time a Skill Test in an Opposed Test results
BASICS OF GAMEPLAY
BASICS OF GAMEPLAY
so it is time to compare Degrees of Success. Verity human demands. After successfully casting their
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
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
equate to failure. For instance, when you are sneaking,
SECRET TESTS a Historian will ask for a Stealth Test. However, the
Sometimes, the Historian may not want you to know circumstances may be so much in your favor that failing
whether you were successful or not. Secret Tests hide the the Test will not reveal your location: this is an example
mechanics beneath the narrative, ensuring that you, as of a Fail Forward Test. If you failed the Stealth Test
a player, do not know the immediate result. Examples and the Historian felt it was appropriate, you instead
include: suffer 1D10+1 Peril due to the anxiety of being caught.
Similarly, a Historian can call for an Athletics Test
K Determine motivations (Scrutinize) to climb up a wall. However, the wall is riddled with
K Forge a document (Counterfeit) outcroppings, putting circumstances mostly in your
favor. Failing the Skill Test to climb would result in
K Holdout a weapon (Skulduggery) additional fatigue, as you suffer 2D10+2 Peril.
K Change your appearance (Disguise)
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.
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
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
the outcome of the new die roll. Note that you
FURY & CHAOS DICE cannot spend Coins to re-roll a Critical Failure
Throughout this work, you’ll see mention of Fury Dice on a Skill Test.
BASICS OF GAMEPLAY
V e r i ty 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
Liberty) when a group of three Red Coats and
their captain enter, intent on arresting everyone.
One of the players explains to the Historian that
they wish to spend a Coin to establish that the
pub not only has a back exit but that their table
is conveniently located near it so they can beat a
hasty retreat—unseen by the Red Coats. Unless
the Historian has stated that there is neither a
back exit nor a table located far from the door,
this is a Coin’s legitimate use. However, if a player
instead said that the ceiling collapses on the Red
Coats, the Historian could refuse the edit.
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
the Rebels may feel a sense of fidelity to ol’ split lip
K STEP 1: Starting Allegiance King George, they affirm self-governance. Before CREATING CHARACTERS
K STEP 2: Basic Tier & Primary Attributes the French and Indian War, it left the Colonials to
manage their affairs and protect themselves with
K STEP 3: Determination & Secondary Attributes little to no help from the British Empire. They
K STEP 4: Character Background who call for rebellion want but one thing: self-
rule. Whereas Loyalists are resistant to change, the
K STEP 5: Archetype & Professions List Rebels are more progressive in ideals.
K STEP 6: Physical Appearance
K STEP 7: Personality Traits & Conflict
K STEP 8: Ratify Your Character
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.
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
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). The remaining soldiers sound the alarm and
work to apprehend all the characters. Everyone in the
Calculate your Primary Attribute Bonuses now tavern is quick to point out the characters and quickly
on your character sheet. Don’t mark any of the Bonus spread the word about their reprehensible actions.
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 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.
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
body. Your clothing is likely blood-soaked. you take, filled with anxiety. Likely, you’re suffering
from intense doubt and worn to a frazzle.
K Slain!: Sadly, you are to the grave and food for the
worms. But will you heed death’s calling or defy it? K Ignore 3 Skill Ranks: You can barely hold on. You’re
Sacrifice Determination to die another day. facing a significantly reduced chance to succeed at any
task but hold on . . . help may be on the way!
K Incapacitated!: Your body betrays you, dragging with
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
Damage Threshold on the character sheet as
(Damage Threshold+6), (Damage Threshold+12)
DETERMINE YOUR PERIL THRESHOLDS
and (Damage Threshold+18). For example, if the
now by adding 3+[WB]. We also note each
Damage Threshold is 6, record it as 6 (12/18/24).
additional step of the Peril Threshold on the
You will learn more about the Damage Condition
character sheet as (Peril Threshold+6), (Peril
Track in Article 7: Combat Encounters.
Threshold+12) and (Peril Threshold+18). For
example, if Peril Threshold is 10, record it as 10
CREATING CHARACTERS
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
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
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.
1 to 20 Young
21 to 49 Adult
50 to 70 Mature
71 to 90 Aging
91 to 100 Elderly
1 to 6 Abenaki 46 to 49 Haudenosaunee
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
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
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
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
my ancestors. Some of my family came to this country in bondage. Others
came to the Thirteen Colonies as indentured servants, guaranteed passage
and opportunity. A rare few were born free. I am a part of the next generation
of free folk and will make my mark on this world.
Yet, there are other dangers afoot you’ve not seen . . . but I have. Something
else is afoot. I have looked through the window into the world of spirits. The
coming war—and make no mistake there will be one—is not a fight against
the Rebels or Loyalists. It is a fight against perversions who recoil from the 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.
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
arrived in the colonies later, but we are all British, through and through. Some
of us believe the Rebels’ needs take a backseat to the needs of the many in the
British Empire. It is for this reason the Loyalists believe themselves best to
govern the Thirteen Colonies. But there are other ways to ensure that the rule
of law remains intact. Whether we be a Loyalist or Rebel, there is one truism:
debate, compromise and consideration will solve the issue.
The actions taken against Parliament by the Rebels are probably illegal.
The British Empire defended us all, and now it’s time to pay up. Nothing
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.
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,
a Virginian or a resident of Baltimore, but whatever you do, remember that
we do not bend the knee. We are something different and new—we are loyal
to the ideals of freedom. We have no time for Parliament’s ignorant demands
for the price of the French and Indian War. We already paid this price in
blood!
Where was Parliament when the people of Roanoke went missing?
Where was the King when Jamestown’s survival was hanging by a thread? I
will tell you: they were safe across the sea. Yet, I have learned an important 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.
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
beginnings started when the first Europeans stepped foot into Quebec. I can
trace my lineage back to the Huguenots, who sought a new home safe from
the Catholics’ persecution. Like an Acadian, we fled land with my family, and
we carved out a life for ourselves in the New World.
There is simmering anger toward the Loyalists and their ascension to the
status of world power. You can see the self-made trap that they are about to
walk into. If war comes to the New World, it’s a chance for France to strike
a blow and weaken our long-standing enemy. Though my country may not
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.
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
run roughshod over. They all bring disease and their backward ways. Some of
us have learned to adapt to European society, using it for our shared economic
advantage. Yet, while our people debate, it is the young ones who pledge to
fight on whichever side promises more.
Despite the side we choose, the European’s promises are temporary and
often broken. What they don’t realize is that there is a greater enemy. It is one
who walked the land before all our people did. It is a sinister evil, one who
feeds upon the unaware and whispers sweet words of venom. They speak with 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.
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
person in the British Empire. Maybe we are Spanish by blood but French
in name. Or even born in the Caribbean from a Scotsman dropped in the
middle of a forgotten spot, I was made from many experiences. The situations
of others do not devalue my own experience. I recognize these different
parts of myself, and in doing so, I’m able to celebrate the me they blended
to become.
There are plenty of people around me who think the stories of the shadow
people wandering the forgotten boweries are mere myths, but I know from
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.
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
to first and mined her riches. Did England or France pay the price we gave in
blood? Did they map uncharted lands filled with danger? Did they suffer the
illness that killed many of our own? No. We Spanish are tied to this land by
birthright, and it is this land I will fight for.
Despite this, there is growing darkness that the priests have warned
against. It is something that our Indigenous allies whisper in hushed tones. I
have seen this evil . . . or at least glimpsed it. Their eyes glow from the shadows,
and their chants carry upon the night’s wind. They are a shadow which our 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.
STEP 5 : ARCHETYPE
& PROFESSIONS LIST
It’s essential to know who your character is and what
occupation they have practiced for most of their life
because of their upbringing or choice made at an early
age. An Archetype categorizes similar Professions
together, imprints a unique ability upon your character
and determines what their starting Profession is in the
Basic Tier.
Determine your Archetype now, but don’t record
it. Consulting the related Archetype Tables, record
your wares & weapons, starting money and randomly
determine a related Archetype Trait. You’ll determine
your Archetype’s related Profession after this step.
D100 ARCHETYPE
1 to 12 Commoner
13 to 26 Frontier
27 to 41 Intellectual
42 to 57 Lawbreaker
58 to 72 Mage
73 to 86 Urbane
87 to 100 Warrior
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.
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 using the tool once, roll a 1D6 Chaos Die. On a result
Nothing in life that’s worth anything is easy. of face ‘1-5,’ nothing happens. On a result of face ‘6,’ the
tool breaks and its user suffers 2D10+2 Peril.
Effect: You never suffer Peril because of failed or
Critically Failed Toughness Tests.
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.
SALT OF THE EARTH
KEEP IT SIMPLE
My beginnings were humble, and people readily forgive my
A famous man once said, “Those who expect to reap the blessings
transgressions.
of freedom must undergo the fatigues of supporting it.”
Effect: Whenever you fail a Bargain or Rumor Test, re-
Effect: When in combat, you never gain Conflict
roll to generate a better result (but you must accept the
because of failed and Critically Failed Skill Tests, nor
outcome).
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.
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.
ARCHETYPE: INTELLECTUAL
Professions of this Archetype are learned, lettered and
understand the value of the written word. They are of
higher means, malleable and socially mobile.
STARTING WARES,
WEAPONS & MONEY
K Bandages (3), Blackpowder w/Bullets (18), Book
(one topic), Flintlock pistol, Knife, Laudanum,
Set of average clothes, Smelling salt, Tincture
and Writing kit
K 33 shilling (s)
1 to 10 By The Book
11 to 20 Chaos Is A Ladder
21 to 30 Encyclopedic Memory
31 to 40 Enfant Terrible
HIT THE HAY
41 to 50 Fit As A Fiddle
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. 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.
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.
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.
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.
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
BATTLE HYMN
Behold, growing strong and revered!
Effect: Whenever you suffer an Injury, immediately
move one step up the Damage & Peril Condition Tracks
positively.
BLOODY-MINDED
Feh, you don’t scare me—I’m just biding my time for the right
moment to strike back.
Effect: You do not flinch from scenes of blood and
viscera, nor gain Conflict because of it.
LIBERTY OR DEATH
We fight, get beat, rise and fight again.
Effect: Whenever you would be Slain!, you gain 3 Action
Points that must be used immediately. If you kill the foe CREATING CHARACTERS
who slew you, you are Grievously Wounded instead.
STATURE 1 to 33 Shabbily
Determine your stature now. 34 to 67 Modestly
D100 STATURE 68 to 100 Fashionably
1 to 33 Slight
34 to 67 Average EYES
Determine your eyes now.
CREATING CHARACTERS
68 to 100 Tall
D100 EYES
D100 EYES
25 to 28 Fiery dark
29 to 32 Grass green
33 to 36 Green, wistful
37 to 40 Icey blue
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 Mournful brown
73 to 76 Shrewd hazel
77 to 80 Small brown
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
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
D 100 LENGTH 68 to 83 Textured
CREATING CHARACTERS
1 to 16 Cropped 84 to 100 Wavy
17 to 33 Long
D100 COLOR
34 to 50 Medium
1 to 16 Auburn
51 to 67 Near shaved
17 to 33 Black
68 to 83 Short
34 to 50 Blonde
84 to 100 Very long
51 to 67 Brown
68 to 83 Grey
84 to 100 Red
MARK
Every character has a distinguishing mark; a physical
affectation that they’re remembered by. Determine
your mark now.
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
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.
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
runs away to alert others of the Rebel presence.
resolute (converting into Belief Ranks):
There are few choices: does Verity shoot the Red
Coat in the back, killing them before the fleeing K If the Conflict Die result is equal to or lesser than any
soldier can alert others? Will she put a knife to Conflict earned, mark one Flaw Rank on the Conflict
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.
However, if you gain more than 10 Conflict in a
GAINING CONFLICT game session, you automatically gain one Flaw Rank
and must roll against the remainder to see if you gain
The Historian determines the exact number of
additional Flaw Ranks. It is entirely possible to gain two
points of Conflict your character gains during a
or more Flaw Ranks in a single game session.
game session. This is all based on the playstyle the
R ic h a r d’s c h a r acte r ac c umul ate d 12
Historian is using for the adventure: Supernatural
Horror, Occult Mystery or High Action. Each
Conflict in one game session. He automatically CREATING CHARACTERS
playstyle has its own frameworks the Historian
gains one Flaw Rank, and the Historian rolls
will reference when giving out Conflict (covered
a 1D10 Conflict Die against the remaining 2
more thoroughly in Article 13: Historian’s Secrets).
Conflict to see if he gains an additional rank.
Depending on the severity of the situation,
Fortunately, the Historian rolled a 3 on the
your character will gain anywhere between 1 to
Conflict Die, so it does not result in another
10 Conflict. The more situations your character
Flaw Rank.
faces in a session, however, the more Conflict you
potentially gain. Finally, only player characters
After rolling, erase the amount of Conflict you
gain Conflict and benefit from Determination.
gained that game session, resetting it at zero for the next
game session.
FINAL PREP
Before gameplay begins, flip to the articles ahead to fill
in these final details on your character sheet:
K Find your Profession in Article 3: Professions
Pamphlet and write in the effects of the paired Trait &
Quirk. Also, your Profession has 10 Skill Ranks listed
in a table called Abilities. Mark every Skill Rank it
provides by filling in the circle on your character sheet.
Each Skill Rank gives you a +10% Base Chance to use
that Skill.
K Find your wares & weapons in Article 5: Wares &
Weapons and write in the details.
CREATING CHARACTERS
PROFESSIONS PAMPHLET
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
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
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
Bridge have swayed her chosen Profession. In K Buy all seven Bonus Advances. You can buy each
the Intermediate Tier, Verity’s player decides to but once in this Tier, and they grant a cumulative
make her a Guerilla. +1 to the related Primary Attribute Bonus.
After you’ve bought all Profession Abilities
Should you elect to move into another Profession
from your Profession, you are ready to move onto
outside of your Archetype, the Historian must approve
the Advanced Tier.
the switch.
As a reward, you can remove your Intermediate
BUY TRAIT & QUIRK Tier Profession’s Quirk, as your character has
overcome its adverse effects throughout the story.
Mark on your character sheet that your character is now
in the Intermediate Tier. Spend 200 RP to enter your
second Profession, gaining its Trait & Quirk. ADVANCED TIER
The Advanced Tier is the final chapter in your character’s
story, representing the culmination of their total growth
throughout the campaign.
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
decides that Verity’s final Profession in the
Advanced Tier will be as an Officer.
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
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
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 K You can either replace a Talent you have yet to acquire
By spending 100 RP you can also learn Spells. However, from your Profession Abilities or replace a Talent you
your [IB] limits the maximum number you can learn. previously bought.
Learning Spells is covered more thoroughly in Article 9:
Hexenmeister’s Almanack.
K You must spend double the RP to buy the Talent. For
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.
Some players may want their character to remain
SKILL RANKS OUTSIDE YOUR PROFESSION in the same Profession for Intermediate and
Advanced Tiers. Simply spend future RP on
The Historian may allow you to use your RP to buy
the same Profession Abilities indicated by your
different Skill Ranks that fall outside of your Profession
Profession. However, instead of buying a Trait &
Abilities under the following conditions:
Quirk, spend your RP to buy an Archetype Trait.
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.
⅞
PROFESSIONS LISTING
PROFESSIONS PAMPHLET
the following format:
NAME: A Profession’s namesake is a guideline; you may
have very different ideas about the attitudes it conveys and
how it fits into your character’s culture. While some may
have gendered names, you are not limited by identifying
gender or sex as to what Profession your character can
become. Finally, Professions that start with access to
Spells are indicated in their listings and in the table below
with a plus (+) beside their names.
TRAIT & QUIRK: Every Profession possesses a
unique knack, an ability that no other Profession has
access to. The Trait immediately follows the Profession’s
description. Whenever you acquire a Trait, it is paired
with a Quirk which comes at no additional RP cost. The
Quirk immediately follows the Profession’s Trait effects.
COMMON SPELLS TABLE: Some Professions grant
knowledge of Common Spells, marked with a * after
its name. You can learn more about casting Spells and
learning new ones in Article 9: Hexenmeister’s Almanack.
1 to 8 Babblebook
9 to 16 Bludgeon With Elements
17 to 25 Discern Persona
26 to 33 Divine Breath
34 to 41 Eyes Of The Eagle
42 to 49 Inspiring Homily
50 to 58 Liquid Courage
59 to 67 Petition The Mountain
68 to 76 Quicken Blood
77 to 85 Raise The Alarm THE BOOK OF COMMON SPELLS Mage
86 to 92 Strike True characters begin with contains every single Spell
listed to the left, including the ones listed as
93 to 100 Wind’s Grace
Intermediate and Advanced Tier Spells in Article
9: Hexenmeister’s Almanack.
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
hail from the English stage and feel complete reenacting
Shakespeare’s King Lear upon these tawdry stages or
have honed my performances in the cold winter nights
of my clan’s lodge, I am a performer who deserves the
esteem of my community. My abilities as a singer, dancer
and thespian are self-evident, whether or not the fools
can appreciate them in these Colonies.
Maybe I should cut the people a break, as things are
growing rather dire. The rising anger toward Britain, the
Intolerable Acts and the increased military presence are
lighting a fuse that will indeed explode into something
bombastic and terrible. However, if push comes to shove,
I will follow whoever can ensure my survival. Otherwise,
the world would lose one of its great performers, which
is a crime I cannot forgive!
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
ALCHEMIST *
My sacred, and my desire to purify,
PROFESSIONS PAMPHLET
wor k is
mature and perfect formulas are ceaseless. It is through
common aims that transmutation and distillation
bring understanding to all. While the world might be
embracing a more elevated view of itself, I know that
this is pure folly. Through the concept of ‘natural science,’
the learned attempt to define God, His works and His
creations within their alchemical practices.But they never
will. God cannot be defined, nor can He be examined.
He just is, and we live in a world of His creation.
My ancient knowledge is written upon the Tabula
Smaragdina, codified in Liber de Compositione Alchemiae and
defined by Robert Bacon: it is the true path of understanding
how the world works. The shadows loom over the world,
and I have seen them. There is evil seeping into the whole of
creation. To aid in the coming battle—and make no mistake,
a battle is coming—new tools must be forged. The first is
the Elixir of Life, which wards away death. The second is
the Philosopher’s Stone, which brings change. Finally, there is
Alkahest, which will break the shadows.
THROUGH MY EYES
Through your time spent in the forge plumbing the hidden
knowledge of God’s works, you have the ability to notice the
smallest of things.
Effect: You know the Alchemical Arts of Create Acid
Bomb and Create Alkali (from Article 9: Hexenmeister’s
Almanack) and randomly determine three Common Spells ALCHEMIST ABILITIES
you learn as free Unique Abilities from the Common Spells
Listings table. You treat all Critically Failed Alchemy Tests { Trait & Quirk
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
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
animals. Scoff if you must, but I know how to speak
with them, and animals know how to talk with me. We
share a bond, a means that is intuitive. I can tell you
when they are frightened, when they suffer and—more
importantly—what they feel. And, before you ask: no,
I was not raised by wolves. I run with all beasts, even
human ones.
I run with the bison. I hunt with the fox. I climb
with the squirrel in the forest’s green, leafy boughs. I
respect them as equals, but I do not think for a moment
that our understanding lets me control them. Nor can
they control the change evident in the air. As I make
my way through this wilderness, I learn from the rabbit
something is wrong. My friend the pigeon tells me she
has seen a shadow grow. Worse still, the salmon whispers
of rot here. I talk with my brother turtle and sister snake,
and both warn me. Their message is always the same:
darkness is here.
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
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
and how to mend a body that’s been thoroughly broken.
Though Barbers and Midwives are able to perform some
of my duties, I bring to bear greater knowledge through the
application of drugs called ‘sorcerous’ by some, traditional
by others. Whether healing through the use of yarrow
and milkweed, or powders and tinctures, I know what the
people need to be well. As an Apothecary, I have learned
herbology, the use of spices—and truthfully, anything that
is natural—to fortify the body against sickness.
The art I practice may have its roots in the ancient
medical practices of white witches and survivalists or
Indigenous medicine people, but the integration of
medicines from many cultures is the only way to face
the world in which we now live. I keep myself ahead of
the latest discoveries to continue to hone my skills and
perfect my craft. To do this, I work with patients who
consent to my new, experimental treatments.
A RCHITEC T
T h e r e i s a symphonic perfection in planes, angles and
PROFESSIONS PAMPHLET
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
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
beauty, I capture it so that it is preserved, and others
may celebrate it. There is no ugly, for in everything, inner
beauty shines. The way I capture this beauty depends on
what my muse demands. I might write using language
as my medium of choice. Perhaps I use beads and trade
cloth to create beautiful costumes entirely representative
of my client. Or, I might use oils to capture the shining
world upon the canvas. Even still, I might weave baskets,
engrave, print, carve or really do anything to capture the
world around me.
What I do not tell anyone is the truth in what you
see. I must follow my muse and travel in the direction it
guides me, but often this direction leads into darkness.
There is a hidden world, one that many see only out
of the corner of their eye. I have seen this world and it
frightens me. I have even entered stupors while in my
studio, creating in a frenzy only to snap out of it and
discover my blasphemous, damned creation while in this
fugue.
ASPIRANT *
I wa n t mor e . Not more wealth. Not more power.
PROFESSIONS PAMPHLET
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
warriors the world has ever seen! Do not confuse this
reverence with being beholden to them. I fight under my
own flag and proudly wear the uniform of my homeland.
I bear loyalty to only two things: my people and the
mission in front of me. Nothing shall see me deviating
from those two loyalties, no matter what hardships I
may face.
I have been sent, along with my fellow soldiers, to
protect our people. No matter what our enemies say, they
are all damn fools anyway, quarreling like children with
their home country instead of fighting for what they
believe. I am not paid to have an opinion, however—I
am paid to guard and watch and fight if need be, and it
seems the likelihood of filling that need increases by the
day. That is the mark of a proud soldier anyway—stand
up, be quiet and do your job, as heavens know they’d be
lost without us.
HONED BY CONFLICT
To secure peace is to prepare for war.
Effect: Whenever you make an Attack Action using
a ranged weapon, foes must flip the results to fail to
Defend or Resist it.
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
up early every morning and here in my shop I prepare
for the day. Ah, what a life, what a pleasure for a Barber
of my quality! I am ready for anything, night and day—a
nobler life cannot be found. With razors, combs, lancets
and scissors at my command, I am ready for everyone
who asks for me. Here are my wigs for powdering, my
razor for shaving, leeches for bleeding—I mend and
groom and send my clients on their way.
I am a Barber, quick with the razor, quick with
setting a broken bone, quick with whatever ails a person.
Young and old, sick or well, I do not care—they are all the
same. This war may come, or it may not, but I will stand
stalwart as I always have. Everyone needs my services,
and my work cares not for what someone believes or
to whom they pledge loyalty. Though, if I were honest,
there is something peculiar afoot that sometimes chills
my spine. I see it in the eyes of those who come for my
services. What this is, I hope never to find out.
AT EASE, MY FRIEND
I am a people person; I know how to talk with them and how
to ease their tensions.
Effect: You ignore Peril Condition penalties associated
with Skill Tests to heal people. In addition, your
medicinal practices never result in a patient suffering
from Sepsis. Finally, add an Assist Die when using any BARBER ABILITIES
Healing Practice (as indicated in Article 8: Healing,
Hazards & Horror). { Trait & Quirk
SKILL RANK BONUS ADVANCE TALENT
QUIRK: MY HUBRIS
{ Alchemy { [CB] { Field Dressing
I am always busy because I am the only person dedicated and
{ Awareness { [FB] { Ribaldry
knowledgeable enough to complete the task the right way.
{ Bargain { [FB] { Sagacity
Effect: Whenever your Flaw causes you to gain Conflict,
{ Charm { [IB]
you gain 3 additional Conflict.
{ Education { [IB]
{ Heal { [PB]
{ Rumor { [WB]
{ Scrutinize
{ Simple Melee
{ Toughness
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
for tenderness and companionship, the need to feel
cared for in a world too cold to be safe. My lips hold
the promise of release and of silence. I am one of the
greatest keepers of secrets. For every need in the city,
there is someone who can provide. I meet them without
flinching, for no desire is too strange, no hunger too
consuming and no lust too overwhelming. But in these
times, it is all a means to an end as secrets are sold for
pounds sterling.
My delicious skills have put me in touch with people
from all parts of society. Rich or poor, prominent or
unknown, I give them the comfort they seek. Secrets
always spill forth from between lovers’ lips. Some deal
with the coming conflict while others are of darker
origin. I know how to whisper those secrets into the right
ear, for the right price. Some private affairs, however,
are particularly troubling. I suppose the secrets of the
coming war are inconsequential when there’s something
else stalking all of us out there.
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.
The second is a well-ordered dock. Though many might
think there is no glamour in what I do, they would be
wrong. I bring order to the chaos that is life at sea. The
waters are the lifeblood of the world’s empires, and it
is people like me who keep towns and settlements well
supplied. Without me, no one working the deck would
know their role, nor would the ship be able to function,
nor would the world even function properly.
Though I might appear to be skilled at producing
order out of chaos, I harbor a secret: there is no order, only
chaos. The things I have seen while sailing have shaken
me to the very core. Things lurk within the water and
dance in cresting waves while the storms surge. I’ve seen
good people plunge overboard, searching for a mermaid
I myself was not entirely convinced wasn’t real. There is
another form of chaos brewing as well. But, between the
blaring of the foghorn and the drums of war, an elder
evil silently creeps into our world.
A 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
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
SKILL RANK BONUS ADVANCE TALENT
QUIRK: TOO MUCH TIME AT SEA
{ Athletics { [AB] { Cast-Iron
Though I would not trade my life for anything, working and Stomach
{ Awareness { [AB]
living at sea has taken its toll. { Full Of Beans
{ Coordination { [BB]
Effect: Reduce your Willpower by -9%. { Sailing
{ Folklore { [CB]
{ Martial Melee { [CB]
{ Pilot { [PB]
{ Resolve { [WB]
{ Simple Melee
{ Simple Ranged
{ Toughness
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
money. Without me, no one knows where anything is.
That shipment of tea? That ‘arrived’ last week and ‘sold’
yesterday. The truth is that it arrived a month ago and
I sold it for twice the asking price—netting myself a
tidy profit. This is not to say that I am a thief. Still, with
one stroke of my pen I can make a merchant’s wealth
disappear or improve fortunes of the deserving. In truth,
I am just an upstanding person who does what I love:
keeping and fixing the books to my pleasure.
In the booming ports along the coast, business grows.
Money is made, deals are struck and debts are called in.
What I do might not be the most dangerous job; after
all, I record in ledgers and the only risk to my health
is an ink spill or a papercut. Yet, things are changing.
Dimly along the horizon, I see clouds gather as a storm
brews. Soon the lightning will strike, and the peace will
be shattered, and my books will do little good then.
IN THE MARGINS
I have an uncanny knack for seeing mistakes and making
the numbers work for me, even if I have to exploit it to my
advantage.
Effect: Whenever you fail Counterfeit or Scrutinize
Tests, you may re-roll to generate a better result but must
accept the outcome. In addition, you always succeed at
Skill Tests for mathematical exercises. BOOKKEEPER ABILITIES
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
BRAUCHER *
I a m f e rv e n tly r e l ig io us and hold deep beliefs,
PROFESSIONS PAMPHLET
BREWER
N ot my name, but they are
PROFESSIONS PAMPHLET
many k now
undoubtedly familiar with my work. Brewing is a craft
so ancient, so needed and in such demand that when it
is done right, people sing my praises. Yes, the work is hot
and dirty and breaks my back, but the results speak for
themselves. Be it barrels of brown cow, cider, mead, rum,
whiskey, wine or anything else with the kick of fire and
the ability to make you forget, I can fill a keg with the
sweet nectar. Truly, brewing is an art for the ages, and
my skill equates me with the great masters of old who
brewed the finest wines and meads for royal banquets
and mighty emperors.
In these troubling times—and make no mistake,
these times are troubling—my job has elevated
importance above its typical station. Not only can I help
people forget their troubles, but my brews can numb
pain and flush wounds. With the growing call for the
rebellion and rumors of strange things seen in the dark
of night, my skills are needed even more. After all, how
better to gain courage than through a stiff and heady
drink?
C AVA L RY
T h e r e i s no greater feeling than being in the saddle
PROFESSIONS PAMPHLET
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
years studying the scriptures, attending seminary and
worshipping with every fiber of my being. By living by
the tenets of my faith, I demonstrate to all that the only
way to live is the way our faith teaches. God provides
comfort and shelter, all in exchange for our devotion. I
bring comfort to those in need, strength to those who
are weak and guidance to those who are lost. I am at the
heart of a community, providing stability and shelter to
those in need, be they without a home or the wealthiest
amongst us.
The world is changing fast, and not for the better.
There is lawlessness, there is blasphemy and there is anger.
God sits in Heaven, enraged by the cruelty sweeping this
land, leaving blood and tears in its wake. All of this heresy
and sin stems from the current troubles. The British
Empire and its church have its eyes turned toward this
New World, and many want to rebel. The shadows are
darkening as well, coalescing into something that may
swallow the entire flock.
HEAVEN SENT
It is through my devotion that I am shielded, and as such, I
walk amongst the shadows with no fear.
Effect: All foes classified as Abyssal or Supernatural
suffer a -10% Base Chance to hit you, regardless of the
actions you take against them. CLERGY ABI LITIE S
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
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
STROKE OF MY QUILL
The long hours spent with a quill has trained me how to write
in another’s hand.
Effect: You reduce the time required to use Counterfeit
Tests by half (suggestions include faking a seal, writing
propaganda, determining false documentation, etc.). In
addition, you automatically succeed at all Skill Tests to CLERK ABILITIES
decipher counterfeited writing.
{ Trait & Quirk
QUIRK: TIRED EYES SKILL RANK BONUS ADVANCE TALENT
All of that time spent writing might have given me the hands { Bookbinding
{ Awareness { [AB]
of an artist, but it has done a number on my eyesight.
{ Bargain { [FB] { Role Reversal
Effect: You have difficulty seeing in low-light conditions, { Counterfeit { [FB] { Turn The
treating Fleeting Shadows as if it were Total Darkness. Page
{ Education { [IB]
{ Folklore { [IB]
{ Guile { [PB]
{ Rumor { [PB]
{ Scrutinize
{ Simple Ranged
{ Stealth
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
real thing. I can do more than forge, though—I can clip
and shave coins, gild objects with colored lead, even print
banknotes if the price is worth the risk. I’m a master
artist of deception, and every new job is an opportunity
to demonstrate and test my skills. And the few times I
have been caught, they had no evidence of any kind to
convict me.
With the shortage of hard cash and the new Stamp
Act, my services have been in massive demand. People
are becoming more and more desperate, and I am simply
filling a need in a time of trouble—at a fair price, of
course. But as I work away at my printing plates, a
thought does enter my mind that all may not be well. I
have little worry that as time grows grimmer, I will get
richer, but there is always a turning point when money is
not enough to shield one from violence. And with each
protest or riot that occurs, it seems more and more likely
the world will need to forge a new identity itself.
MARK OF INAUTHENTICITY
Franklin said, “To counterfeit is death.” What does his opinion
really matter to me in the end?
Effect: Any object you counterfeit is treated and
appraised at its full value. Furthermore, you may flip
the results to succeed Skill Tests to identify and create
counterfeited objects. COUNTERFEITER ABILITIES
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
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
deckhands, ditch diggers and laborers. That requires
backbreaking work, though, and I’m not in favor of such
hard labor. I prefer a more subtle approach to make my
living, and that’s by robbery. Some people are shocked
I’m so willing to admit it so plainly, but if people didn’t
want their possessions stolen, they would lock their
doors and shutters. Let’s face it: I am teaching people
a lesson in both security and appreciation. As a great
philosopher once said, “You don’t know what you got ’til
it’s gone.”
I am not a bad person, really—I just don’t have a
problem with performing tasks others find dubious. I
have missed being stabbed by the Bridport dagger many
times. At least I’m honest with myself, unlike most
people. Now there’s a chance to earn more loot with the
coming war—as people flee their homes. A workday
simply involves walking into these hovels and taking
anything not nailed down. I don’t really care which side
is right, or even which side wins, as I’m happy to plunder
from Loyalists and Rebels equally.
WHAT I DO IN SHADOWS
Chief among my skills is the ability to blend in with my
surroundings and stick to the shadows.
Effect: When you fail a Skulduggery or Stealth Test, you
may re-roll to generate a better result but must accept C RO OK A B I L ITI E S
the outcome. In addition, you always succeed at Skill
Tests to disable locks. { Trait & Quirk
SKILL RANK BONUS ADVANCE TALENT
QUIRK: NOT ABOVE SUSPICION
{ Awareness { [AB] { Fleece The
While I pride myself on being able to steal things without Sheep
{ Disguise { [AB]
being noticed, there is always the chance that I will get caught. { Full Of Beans
{ Folklore { [CB]
Effect: When foes or strangers recognize you by your { Nom De
{ Gamble { [FB]
real name or by your crimes, you suffer from Stress. Guerre
{ Guile { [FB]
{ Rumor { [IB]
{ Simple Melee { [PB]
{ Simple Ranged
{ Skulduggery
{ Stealth
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
by sea. I am not a coward, very far from it, to be exact—I
am a realist. War never changes, and with it comes the
highest cost of all: one’s life. I am by no means a pacifist
or a scared child, but I know a fool’s gambit when I
see one. The only people who win at war are great and
powerful, and I am neither—so I slipped away with a
clear conscience.
The world is in turmoil and opinions are mixed.
On one side, I have those who are calling for rebellion
and tossing off the yoke of tyranny. On the other side,
I have those who see the pointlessness of rebelling and
instead search for a way to find common ground. I know
what is coming—a fight. Like all fights, soldiers will be
needed, not for philosophizing, but to be tossed into
the machine of war only to be spat back out, changed
forever, or worse. No matter what happens, I refuse to be
one of those numbers.
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
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
pride myself on being the hand that reaches across the
aisle. When dealing with aggrieved parties who are
entrenched in their opinions, it takes a particular knack
to sail between the two sides and find common ground.
In the current time we live in, violence cannot be the
answer. While some may try to strike at their friends, we
must work in the best interests of our kin.
That being said, I sense there is a shift in the air.
I watch with growing dismay over the tensions rising
between the Loyalists, Rebels and other factions. There
is no need for these groups to escalate the troubles, and
there is no need for their side to try and play a zero-sum
game. Sadly, I feel that these growing tensions are about
to explode and destroy everything around it. As for me,
I am the best equipped to try to ease these tensions, and
I promise I will try my damnedest to ensure that no war
comes to this world.
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
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
Dispatch Rider. Roads between towns—if they do exist—
are nothing but two runs in a row. The less important
mail is shipped on carriages that stop between towns to
transport travelers in the safest way possible. If a person
needs a message or package delivered with haste, they
come and see me. The letter will arrive as quickly as my
horse can carry me, and I can fend for myself should I be
waylaid—that is, if anyone can ever catch me.
Traveling by myself and carrying messages filled
with private, sensitive content is not an easy task. Often
it is just my trusty horse and me facing the dangers of
the wild and any who see value in my letters—and the
value is there, there is no denying. However, out of all
the open road’s perils, it is the wilderness that has left
a mark on me. I have seen for myself things hiding in
the shadows—unnatural things. I have heard voices of
unseen origin chanting at the night sky as I ride through
the forests. Let others scoff at these omens, but I know
evil is real.
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
life grows. As we push the frontier of this new land ever
westward, we must ensure we have the most precious of
Mother Earth’s gifts—water. I have the skill to divine
what lies beneath the soil, and though most employ me
for my skills at finding water, I can sense many things—
good clay for throwing, burrows of vermin and even
veins of lustrous gold. Some think me an off the hook
charlatan, but the results of my labors more than support
my claims.
I did not ask for this gift, however. Though often
it may seem a blessing, it is in fact a curse. The earth
hides many things, good and bad, but lately, it seems the
ground sours more and more every day. I used to find
simple objects, precious stones or other sundry things,
but I have stumbled on grotesqueries as of late: massive
graves, pits leading to unknown depths and vile toxins
that devour the land. A shadow seeps out of the earth,
and it nourishes a vile crop, one that seems unnatural
and hungry. The earth is growing ever darker, and I
cannot reckon why.
E N G R AV E R
I a m a n a rti st. Without me, the great events
PROFESSIONS PAMPHLET
STEADY HANDS
Any little shake of the hand may ruin a piece, making me have
to do the work all over again.
Effect: Any object you engrave is treated and appraised
at its full value. Furthermore, you may flip the results
to succeed at Skill Tests to identify and create engraved
objects.
E N G R AV E R A B I L I T I E S
QUIRK: PHYSIQUE OF AN ARTIST
{ Trait & Quirk
Hunched over a table, often working by dim candlelight, I do
not exactly lead what many would call a healthy life. SKILL RANK BONUS ADVANCE TALENT
FA R M E R
S om e m ig h t thi nk planting, tending and cultivating
PROFESSIONS PAMPHLET
crops and fish is easy, but it is the most difficult of all
jobs, in truth. One bad rainstorm or parched growing
season can spell doom for some, but I may not be as
affected by the harsher seasons, as I can move my family
to better soil. For those of us not raising crops, we may
raise horses, cattle or even chickens. Very few people in
the cities would choose to live the life I do. It’s hard,
backbreaking work, but I have to have my heart in it—
otherwise, the labor would surely kill me.
I have weathered many of life’s storms. From raids
to natural disasters, I have built up an immunity to all of
this hardship. I farm outside of the city, making it easier
to live off the land and be far away from war’s worst
weathering. When I am alone with my work, it is hard
to notice what is happening in the wider world. When I
journey into town to sell my crops, though, the tension is
so thick you could cut it with a knife. I’m not sure what
the future will bring, but I can tell change is coming
whether I welcome it or not.
FARMER’S ALMANAC
Some laugh at me for claiming such, but due to a life spent
working the land, I have an uncanny sense of the weather.
Effect: You can accurately predict the weather without
having to make a Skill Test. In addition, you do not
suffer from the effects of Rough Terrain in combat or
while traveling. FA R M E R ABI L ITI E S
If life has taught me one thing, it’s that there is no such thing SKILL RANK BONUS ADVANCE TALENT
as good luck. { Break My
{ Athletics { [AB]
Effect: Whenever you generate a Critical Success, roll { Drive { [BB]
Fast
1D6 Chaos Die. If it lands on a face ‘6,’ it is instead { Farming
{ Folklore { [BB]
treated as a Critical Failure. { Herculean
{ Handle Animal { [CB]
Effort
{ Resolve { [FB]
{ Ride { [PB]
{ Simple Melee { [WB]
{ Simple Ranged
{ Survival
{ Toughness
FIREBRAND
I l iv e l i f e th e way I wish—by doing what I want
PROFESSIONS PAMPHLET
OPEN-MINDED
Through my willingness to debate, I’ve had many opportunities
to come in contact with new people and new ideas.
Effect: Select any three Special Skills, and circle them on
your character sheet. They are now treated as Common
Skills.
FIREBRAND ABILITIES
QUIRK: BIGMOUTH STRIKES AGAIN
{ Trait & Quirk
Though I’m comfortable with my decisions and mistakes, my
headstrong nature often pits me against our more conventional SKILL RANK BONUS ADVANCE TALENT
society. { Bear-Garden
{ Bargain { [AB]
Effect: When foes attempt to hit you with Attack { Eavesdrop { [CB]
Jaw
Actions and Rough & Tumble, they gain a +10% Base { Charismatic
{ Folklore { [FB]
Chance to hit. { Rebel Yell
{ Guile { [FB]
{ Resolve { [PB]
{ Rumor { [PB]
{ Scrutinize { [WB]
{ Simple Melee
{ Simple Ranged
{ Skulduggery
FOLK HEALER *
S om e what I have is a knack, but I
PROFESSIONS PAMPHLET
wo ul d say
prefer the phrase ‘my calling.’ My mission in life is to
nurse others and bring life into the world, while other
so-called healers only bring death and pain. I soothe
fears, bind wounds and calm tensions in times where it’s
needed. I am a shoulder to cry on and much more, as I
deal in the business of life—bringing it into the world,
maintaining it or even snatching it back from beyond
the veil of death.
I have a duty in this world, and that is to protect
all life. I have seen firsthand the darkness seeping into
this world, and it is more than the conflict between
governments. This darkness is a rot that kills everything
it touches—animal or plant, evil or good. It is my
duty—no, my responsibility—to fight this rot wherever
it appears. At first, it was easy, but now it has grown too
far and too powerful. People are fools if they think the
most significant worry is the upcoming war between the
Europeans, as there is a battle for the world’s very soul
about to take place.
F O RT UN E TE L L E R *
I am is able to divine the future. I am
PROFESSIONS PAMPHLET
o n e th at
in tune with forces beyond the comprehension of mere
mortals. With my third eye, I see what is to come. People
must simply ask what they wish to know. Do they want
true love, fortune, fame? I can consult my tools to see
what lies in wait for anyone. From tea leaves to bone
casting to reading the tarot, I can see all futures, but it is
up to each person to decide what can put them on the
path to the future they desire. Fate can be altered, but it
is a fickle thing that should not be toyed with.
I am worried as of late, for there is something terribly
wrong. My cards speak ill tidings, and worse, I no longer
trust what they reveal. In my attempts to divine what is
wrong, my skills fail me. The tea leaves dissolve, the bones
are gibberish and even my crystalline ball remains cloudy.
It is only through resorting to darker means that I’m able
to learn something—and that something spells doom not
only for those in cities but potentially all of us. Darkness
grows, the shadows advance and an ancient evil is here.
FREEBOOTER
The I n tol e r ab l e A ct s? Please, when it comes to
PROFESSIONS PAMPHLET
smuggling, they may as well be called the Tolerable Acts!
Ports are closed and taxes are through the roof, but that
just means more business for me. I’ve spent enough years
running blockades, hiding contraband and greasing the
palms of dockworkers to know this will pass—but while
it’s here, why not take advantage? No job is too big or
too small for me as long as the price is right. After all,
the wheels of commerce still have to turn, even if we are
at war.
There will be war, too, make no mistake—but I
couldn’t care less. Rebels and Loyalists need contraband
goods no matter what flag they live under, so whoever
wins won’t affect my margins in the least. War brings
more profits and opportunities to my business, so the
longer the conflict lasts, the better, I say. I’m not a
mercenary or a warmonger—I’m just an honest business
owner trying to make a few pounds sterling in a less
than the conventional way. I’m certain there will come
a time when I have to make a decision as to where my
allegiances rest.
WITHIN MY REACH
No matter what anyone needs from me, I can always find it
in a moment—for the right price, of course.
Effect: Whenever you fail a Guile or Intimidate Test,
you may re-roll to generate a better result, but must
accept the outcome. In addition, you always succeed at FREEBOOTER ABILITIES
Skill Tests to resell illegal wares & weapons.
{ Trait & Quirk
QUIRK: RISKY BUSINESS SKILL RANK BONUS ADVANCE TALENT
I rely on a lot of contacts in my line of work, but unfortunately, { Poker Face
{ Awareness { [AB]
there is no honor among thieves.
{ Bargain { [BB] { Twistical
Effect: Any time you sell illegal or stolen wares & { Guile { [CB] { Under The
weapons to a contact, roll 1D6 Chaos Die. If it results Gun
{ Intimidate { [CB]
in face ‘6,’ you’ve been ‘sold out’ and will have to contend
{ Martial Melee { [FB]
with an important NPC in the next twenty-four hours.
{ Martial Ranged { [FB]
{ Rumor { [PB]
{ Simple Melee
{ Simple Ranged
{ Skulduggery
FUR TR APPER
Ma n y fur trade is long gone, but the
PROFESSIONS PAMPHLET
thi nk th e
truth is far from that. Cities along the coast might
no longer trade in pelts from beavers, bears and other
animals. But other regions farther west and north still
deal with the furs that everyone desires to withstand the
frontier’s rigors. I tread in lands even more remote from
the border. I stalk the forests of the Illinois Country,
Ohio and other wild, hidden places. It is here where I
hunt, trap and struggle against wild animals and beasts
in order to line my pockets for a few meager meals.
I have seen many sights in the wild. Some of these
vistas are beautiful beyond description, but more often
than not, they are despicable lands straight from the
depths of hell itself. I have seen foul and horrific monsters
and beheld the evil which has stalked the darkness there
since the dawn of time. Though many feel war with the
British Empire and their Loyalist forces is coming, I
know the truth. There is another war, and its soldiers will
crawl through the primordial muck to kill us all.
BEAST SLAYER
My life of trapping and hunting has taught me to know
instantly where I am and where best to look for resources to
survive the harsh wilds.
Effect: After you have successfully defeated any threat
classified as an Animal or Beast, its kind becomes your
chosen enemy. When striking chosen enemies, add an
additional 1D6 Fury Die to Total Damage with ranged FUR TRAPPER ABILITIES
weapons. Note that there is no upper limit to the number
of chosen enemy types you may have. { Trait & Quirk
SKILL RANK BONUS ADVANCE TALENT
QUIRK: A HIGH PRICE TO PAY
{ Athletics { [BB] { Animalistic
The scars I bear serve as a warning to pay more attention to
{ Folklore { [BB] { Gut Instinct
my surroundings.
{ Handle Animal { [CB] { Leatherworking
Effect: Reduce your Perception by -9%.
{ Martial Melee { [CB]
{ Martial Ranged { [FB]
{ Navigation { [IB]
{ Simple Melee { [PB]
{ Simple Ranged
{ Survival
{ Toughness
GAMBLER
Ga mb l i n g not the purest of career
PROFESSIONS PAMPHLET
i s obv io us ly
choices, but the people who say that are just jealous
of the life I lead. I laugh at those fools, toiling away in
the fields or hauling cargo at the dock for meager pay.
Let the foolhardy attempt to carve out life along the
unpredictable frontier—I am not made for that. I thrive
in the ordinaries (taverns) and coffee houses, depending
on my wits and charm to earn my place in the world.
Whether I study the history of the four kings, dice or
games of drink, I am a master of hazards and chance.
Well, I also have help from Divine Providence—whose
luck and good fortune shines upon me.
Trouble is here, and I feel in my bones that my
good luck may have run its course. I have seen this
trouble brewing, even been caught up in it at times. The
docks teem with anger toward the Loyalists’ actions;
the ordinaries foment anger toward everybody else.
Meanwhile, I sense a growing threat deep in the shadows
that wants to destroy it all. No matter who spills the first
blood, fortune is a fickle mistress, and we are all at the
mercy of Divine Providence.
FORTUNE IS PLEASED
I might not believe in much, but the one thing I do know is
that I’m Fortune’s favorite.
Effect: Whenever you spend a Coin to re-roll a failed
Skill Test, you don’t need to roll, as you Critically
Succeed instead. GAMBLER ABILITIES
Divine Providence is fickle: one minute She shines down upon SKILL RANK BONUS ADVANCE TALENT
you, and the next, She reminds you that nothing is certain. { Cheat Sheet
{ Awareness { [AB]
Effect: When you spend a Coin for Fortune Is Pleased, { Charm { [CB] { Dressed To
you move one step down the Peril Condition Track { Gamble { [FB]
The Nines
negatively. { Holdout
{ Guile { [FB]
{ Martial Ranged { [IB]
{ Rumor { [PB]
{ Scrutinize { [PB]
{ Simple Melee
{ Simple Ranged
{ Skulduggery
G R E E N G RO C E R
T h e fa r m e r pl a n t s, the fisher fishes and the hunter
PROFESSIONS PAMPHLET
A FAIR PRICE
Bargaining runs through my veins, and without the thrill of
haggling, negotiating and debating, life would not be fun—or
even worth living!
Effect: Whenever you fail a Bargain or Rumor Test, you
may re-roll to generate a better result but must accept G R E E N G RO C E R A B I L ITI E S
the outcome. In addition, you always succeed at Skill
Tests to haggle down prices for legal wares & weapons. { Trait & Quirk
SKILL RANK BONUS ADVANCE TALENT
QUIRK: OUT OF MY DEPTH
{ Awareness { [FB] { Arithmetic
I might be a shrewd negotiator, but when I’m away from my
{ Bargain { [FB] { Hobnobbery
sales, I am lost.
{ Counterfeit { [IB] { Role Reversal
Effect: Any time you use Simple Ranged or Martial
{ Gamble { [IB]
Ranged, each Skill Rank counts for +5% instead of the
{ Guile { [PB]
normal +10%.
{ Rumor { [PB]
{ Scrutinize { [WB]
{ Simple Melee
{ Simple Ranged
{ Tradecraft
GRENADIER
A dm i t te dly not much need for
PROFESSIONS PAMPHLET
th e r e is
someone skilled with the art of artillery in this day and age.
Regardless we—the proud few—lead the battle charge.
On horseback, we’re the first to spy the battlements . . .
and often, the first to die. So why would we volunteer for
such grim work? The pay and the glory, of course! But we
tow-rows are not merely roughnecks. The teachings of
Newton, Leibniz, von Guericke and others inform our
methods of destruction. All of this reading and study has
led me to create theories on artillery, firing angle and the
amount of blackpowder to use.
We are condemned to die, yes. Though tensions
are on the rise and I fear there might be some physical
altercation, I hope and pray cooler heads prevail. That
being said, loath as I am to admit it, the possibility of
these tensions boiling over brings excitement. Perhaps if
war comes I will finally put into practice all of the time
I’ve spent teaching myself the finer points of physics and
their more ‘creative’ applications.
FORLORN HOPE
We are the suicide squad, condemned to die on the battlefield.
Effect: You may flip the results to succeed at Warfare
Tests. When you succeed, it is considered a Critical
Success. In addition, add 1D6 Fury Die to Damage with
any weapon with the Bomb Quality.
GUERILLA
I’v e l e a r n e d th e ways of warfare more than others.
PROFESSIONS PAMPHLET
AMBUSH TACTICS
Strike first, strike hard and give them no mercy, friends!
Effect: Whenever you deal Damage, spend a Coin to
hide immediately or to remain hidden (thereby gaining
Surprise on your next Turn).
GUNSMITH
Ma n y to craft a gun, but I am a true
PROFESSIONS PAMPHLET
k now how
artisan when it comes to firearms. I come from a long
line of artists who have earned a living via crafting
not just a weapon, but a thing of beauty. I know how
to forge a long barrel that is rifled for a perfect shot. I
have a knack for taking a piece of ordinary wood and
carving it into a barrel of incredible beauty and balance.
Unlike my more rebellious friends, I mix well with all
my customers. Everyone needs my skills after all, as well
as my advice when it comes to firearms. I gladly give it,
up to a point—there are secrets to gun making I will not
share.
Trouble is brewing and evil is coming—an evil that
is twofold. One is the growing call to break away from
the British Empire and the Loyalists. It is a call that
will bring death and ultimately prove that neither side
is correct. The second is another call, but one that is far
darker, more sinister and more ominous. This evil—and
make no mistake, it is pure evil—will not be fought with
just fate and faith, but with the righteous fury of a finely
honed musket.
MY RETRIBUTION
With a gun in hand, I bring fire and fury to my enemies.
Effect: You know the Alchemical Art of Create
Blackpowder (from Article 9: Hexenmeister’s
Almanack), as you learn it as a free Unique Ability. Any
weapons you craft of the Blackpowder Quality do not GUNSMITH ABILITIES
take on the negative effects imparted by their Qualities
and don’t misfire. { Trait & Quirk
SKILL RANK BONUS ADVANCE TALENT
QUIRK: PHANTOM LIMB
{ Alchemy { [BB] { Nimble
No weapon but a gunpowder weapon feels quite right in my Fingers
{ Athletics { [CB]
hands—everything else feels alien and strange. { Ricochet
{ Awareness { [CB]
Effect: You cannot Take Aim with weapons other than { Whites Of
{ Bargain { [FB]
those with the Blackpowder Quality. Their Eyes
{ Martial Ranged { [IB]
{ Rumor { [PB]
{ Simple Melee { [WB]
{ Simple Ranged
{ Toughness
{ Tradecraft
HERBALIST *
I tr ac e my sk i l l s back to an earlier time, well before
PROFESSIONS PAMPHLET
A TRACE OF LIFE
Every plant, tree and blade of grass is attuned to the world’s
seasons, and I am able to harness this power.
Effect: Whenever attempting to track a threat classified
as an Animal or find a place using a sacred tool, substitute
Incantation in place of other Skills required to do so.
Randomly determine three Common Spells you learn as
free Unique Abilities from the Common Spells Listings HERBALIST ABILITIES
table. Finally, you can Risk Backlash and Unfetter your
Spells (covered in Article 7: Combat Encounters and { Trait & Quirk
Article 9: Hexenmeister’s Almanack). SKILL RANK BONUS ADVANCE TALENT
HIRED HAND
W i tho u t m e , ho us e s
would not be built, ships
PROFESSIONS PAMPHLET
would not be unloaded, bricks would not be made, none
of the work a thriving settlement needs would get done!
So many think I’m nothing but a simpleminded, faceless
worker in the crowd. My self-worth is hard-earned and
not given to me on a platter, like those dandyish types.
It doesn’t matter if what I do takes only brawn and not
brain. I am happy knowing that my determination and
hard work earns me a living and supports my loved ones.
I see and hear a lot, working and socializing in
circles outside of polite society. Spending an evening in
a coffeehouse laughing, swapping stories and drinking is
the best way to pass the time. If I were honest with myself,
it is during these revels that my mood darkens. Every
day, word reaches me of rebellion, deep-rooted anger and
whispers of things best left unsaid. The political reasons
behind all the anger are readily apparent, but it is the
other things I hear that puzzle me—ghost stories made
flesh, ghouls who haunt the graveyards and shadows that
plague dreams.
ROUGH WORK
It doesn’t matter if I am hurt, bleeding or sick—the work must
be done.
Effect: You may flip the results to succeed at Toughness
Tests. When you succeed, it is always considered a
Critical Success. Furthermore, you never reduce your
Movement due to Overage. HIRED HAND ABILITIES
People tend to treat me like I’m some common criminal or SKILL RANK BONUS ADVANCE TALENT
vagabond—I’m not here to cause trouble. { Gut Instinct
{ Athletics { [AB]
Effect: Whenever attempting to buy, sell or trade wares { Charm { [BB] { Pot Valiant
& weapons, you cannot use Coins to modify your Skill { Coordination { [BB] { Woodworking
Test results.
{ Eavesdrop { [FB]
{ Handle Animal { [FB]
{ Rumor { [PB]
{ Simple Melee { [WB]
{ Simple Ranged
{ Toughness
{ Tradecraft
INFORMANT
I and let me tell you, it is a
PROFESSIONS PAMPHLET
p e ddl e i n s e c r et s
dangerous business. If anyone follows or even sees my
contact, both of our lives are at risk. I know the secrets
people search for, as well as the plans they think no one
else knows. Name your price, and I’ll have the answers
you need. If someone can’t afford my rates, they should
not be offended when I render my services to someone
else. And if they decide to inform on me, well . . . they
shouldn’t be surprised when people in power start
hearing their name whispered as a potential traitor.
Many things are hiding in the shadows—far more
than most even realize. On one side, you have the Sons
of Liberty, protesters and those who wish to establish
their own government. On the other side, you have
Loyalist officials who bleed for king and country. Both
sides want to know what the other is plotting, and I’m
able to provide that intelligence. There are secrets even
I don’t know, however, and the rumors of dark things
lurking in the woods and marshes make me second-
guess my knowledge at times.
SHADOW BROKER
I’ve got dirt on practically every person in this city.
Effect: You can dig up sensitive information on a
character who has been listed in a broadsheet (newspaper)
or magazine. Using this information, you then gain an
Assist Die to interact with them in social situations. You
can take advantage of this Trait once a game session. INFORMANT ABILITIES
I know everyone’s dirty secrets, which has earned me some SKILL RANK BONUS ADVANCE TALENT
enemies along the way. { Nom De
{ Awareness { [AB]
Effect: You begin gameplay with a nemesis, a ‘named’ { Counterfeit { [CB]
Guerre
enemy you will create with the Historian. Whenever { Poker Face
{ Disguise { [FB]
you are face-to-face with this enemy, you cannot take { Whip Jacket
{ Eavesdrop { [FB]
advantage of the Coin Pool. Once this enemy is defeated,
{ Guile { [IB]
the Historian will secretly create another nemesis and
{ Rumor { [PB]
will tell you who they are only at the most inopportune
moment. { Scrutinize { [PB]
{ Simple Melee
{ Simple Ranged
{ Stealth
LAMPLIGHTER
In th e da r k n e s s of a moonless night, I am the one
PROFESSIONS PAMPHLET
that brings light to civilization. Mine is a lonely vigil as
I walk shadowed streets each evening, ensuring peaceful
and safe slumber for the city’s residents. People take the
lamps for granted. After all, very few people even see me
do my work if they stay in their houses past sundown.
But I do more than just light and maintain the lamps—I
make candles, distribute oil and repair broken lamps.
My light banishes away the shadows, and when villains
creep about, I remind them of my duty with the butt end
of my musket.
I keep a secret—one that would brand me mad if
others knew. On my patrols, I’ve seen more than just stray
cats and town drunks. I’ve seen shadows—dark things
that some would call monsters, creeping at the edges of
our sleepy settlements. Evil moves under cover of night,
its dark intentions blending in with its surroundings. I
fight a war of my own, using my bravery and my light
pole as my only tools. I kindle the lights at night and fill
them with oil in the morning so I can provide at least a
little solace against the night.
NIGHT SIGHT
I have adapted to the dark more than others—I see better, hear
better and, if need be, fight better while shadowed.
Effect: You can see in the dark, treating Fleeting
Shadows and Total Darkness as if it were Perfect Light.
LAMPLIGHTER ABILITIES
QUIRK: LIGHT SENSITIVE
{ Trait & Quirk
Though darkness doesn’t harm my vision, in an ironic twist of
fate, my eyes are now quite sensitive to the light. SKILL RANK BONUS ADVANCE TALENT
Effect: In Perfect Light, reduce Distances by -3. { Awareness { [AB] { Burn Bright
{ Eavesdrop { [AB] { Common
{ Folklore { [BB]
Sense
{ Whip Jacket
{ Intimidate { [CB]
{ Martial Ranged { [PB]
{ Resolve { [PB]
{ Simple Melee { [WB]
{ Simple Ranged
{ Skulduggery
{ Stealth
L AWYE R
I life to the pursuit of the
PROFESSIONS PAMPHLET
h av e de dicate d my
worthiest of all endeavors: law. For many years, I studied
under another lawyer and learned my craft. Since then
I have lived for one thing and one thing only: ensuring
everyone has recourse to justice. As a black box, it is my
calling to help anyone in dire legal straits. It does not
matter if they are guilty or innocent; I must invoke
the letter of the law on their behalf. No matter what
resentments my clients hold, I shall defend them. I take
this job seriously enough that people’s opinions of me no
longer matter in the long run.
Now more than ever, the law is vital to navigating
these troubled times. The Rebel mob wishes to rebel,
while the Loyalists back a king who seeks to impinge
upon all humankind’s natural rights. The violence has
done nothing but escalate on both sides, and I sense that
this escalation will turn into armed conflict. When the
first cannon is fired, the law will be thrown to the wind
and chaos will reign unhindered. Perhaps that is why I
feel I must work at this time, to keep us away from the
brink of ruin and disaster.
L I B E RTI N E
W e a r e o n this earth for such a short time—why
PROFESSIONS PAMPHLET
should I not attempt to get as much out of it as I can?
It does not matter what I indulge in: pleasures of the
flesh, impish delights or potent stuff—just as long as it
is enjoyable, I shall engage in it to the fullest. It doesn’t
mean I lack morals or decency. I would say I’m more
moral than most people who walk around with their
noses high in the air. I simply ignore those urges of
responsibility or duty to enjoy the bounty of life. After
all, what purpose does life hold if it is not to be enjoyed
to the utmost?
Just because I enjoy everything in this life doesn’t
mean I’m an addlepate without the ability to be serious
or notice what is happening all around us. True, I
sometimes hide my thoughts behind a facade, but it is no
mystery that I worry about the change that is coming.
There shall be war, and there shall be dust and blood,
but through it all, I am determined to enjoy life—to
do otherwise would spell despair and disgust. The time
may come where I feel guilty for downing a celebratory
drink, but at least for now, another round!
WELL, ACTUALLY . . .
My freewheeling, indulgent ways have garnered me many
unique experiences and diverse acquaintances, however brief
our time together.
Effect: Whenever you attempt to determine whether
you have heard of someone, a story or other folktale, roll L I B E RTI NE A B I L ITI E S
a 1D6 Chaos Die. If the result is face ‘6,’ you immediately
recall a factoid about it. { Trait & Quirk
SKILL RANK BONUS ADVANCE TALENT
QUIRK: PLUCK THE DAY
{ Charm { [AB] { Cast-Iron
Life should be enjoyed to its fullest, with indulgence and Stomach
{ Eavesdrop { [FB]
fervor—damn the consequences! { Costuming
{ Education { [FB]
Effect: Whenever confronted with drugs, luxurious { Dressed To
{ Folklore { [IB]
things and new experiences, you must indulge or else The Nines
{ Gamble { [IB]
gain 3 Conflict.
{ Guile { [PB]
{ Rumor { [PB]
{ Scrutinize
{ Simple Melee
{ Skulduggery
M AG I S T R ATE
A L aw y e r us e s th e word of law to advocate
PROFESSIONS PAMPHLET
JUDGMENT IS HERE
I interpret the law, listen to the arguments, then render a
judgment which is guaranteed fair and unbiased.
Effect: Whenever you or an ally succeeds at a Skill Test,
spend a Coin to turn it into a Critical Success.
Effect: After you use Judgment Is Here, the Coin is { Awareness { [AB] { Ebb & Flow
immediately discarded for the rest of the game session. { Bargain { [FB] { Sagacity
{ Education { [FB] { Trivium
{ Guile { [IB]
{ Interrogation { [IB]
{ Leadership { [PB]
{ Ride { [WB]
{ Rumor
{ Simple Melee
{ Toughness
MARINER
T ho ug h of me as a Jack Nasty-Face,
PROFESSIONS PAMPHLET
m a n y thi nk
doing so is an insult to my worthy occupation. They
simply work on the deck or riggings, and their only
responsibility is to ensure the boat functions at a bare
minimum. A Mariner does far more than that. I have my
own routines to ensure the boat stays afloat, and I perform
more important duties than simply swabbing the deck.
I fight, maintain, navigate and, most importantly, I keep
the crew alive. You might think there is no difference
between a run-of-the-mill ship hand and me, but when
you’re adrift in dangerous waters, you’ll soon see the
truth.
Tensions are ever-increasing, but I care very little,
if at all, what broods between these petulant children.
All I care about is making it to the next port with my
body, mind and soul intact, as the seas will soon darken
with more than just the blood of warfare. I’ve seen things
of unspeakable beauty on the open water, yes, but the
waters hide unspeakable horrors as well. The water hides
the evil and then belches it upon the shores, corrupting
everything it touches.
A LIFE AT SEA
Thanks to my life at sea, I’m sure-footed and nimble—
otherwise, how would I keep my footing on icy decks or during
rough storms?
Effect: You may flip the results to succeed at Coordination
Tests. When you succeed, it is always considered a MARINER ABILITIES
Critical Success. In addition, when using the Movement
subtype of Swimming, add your Initiative value to the { Trait & Quirk
Distance you swim. SKILL RANK BONUS ADVANCE TALENT
MENDICANT
I a m o n a spiritual journey to deepen my faith. There
PROFESSIONS PAMPHLET
GUIDING LIGHT
There is a light that never goes out inside of me.
Effect: Whenever an ally fails or Critically Fails a
Resolve Test to withstand Stress, Fear or Terror provoked
by threats classified as Abyssal or Supernatural, make a
Resolve Test. If successful, your ally ignores Stress, Fear
and Terror provoked by it, providing they can see and
hear you clearly. A Critical Success allows them to gain MENDICANT ABILITIES
the benefit above and temporarily adds +3 to their Peril
Threshold while in the presence of the threat. { Trait & Quirk
SKILL RANK BONUS ADVANCE TALENT
QUIRK: ASCETICISM
{ Charm { [BB] { Brains Over
I take with me only that which I truly need, and give all else Brawn
{ Education { [FB]
away to those in need. { Mettle
{ Folklore { [IB]
Effect: You cannot own more than 10 pounds (£) in { Theology
{ Navigation { [IB]
coins, or have more wares & weapons than you can carry.
{ Resolve { [PB]
If you do, you cannot take advantage of Skill Ranks until
{ Scrutinize { [PB]
you donate it or give it away.
{ Simple Melee { [WB]
{ Simple Ranged
{ Survival
{ Toughness
M E N TA L I S T *
I a m no m e r e stage magician! Scoff if you must, but
PROFESSIONS PAMPHLET
there are powers in this world that ordinary folk cannot
comprehend. Real strength is not found within the flesh
or tendons, but within the mind. The actual depth and
complexity of our psyche are unknown to many, and
those who understand this wield Spells outside of mortal
ken. I am one of those people, trained to have unlocked
metaphysical aptitudes. Even now, I am but a novice,
slowly walking the path to reach my true potential.
Some think my magics are mere parlor tricks.
Worse are those who fear I am out of my gourd and want
nothing more than to lock me up for my own protection.
I can sense spiritual phenomena slowly creeping into
our world that haven’t been seen for hundreds—if not
thousands—of years. I’m not exactly sure what it is, but
I feel that something is amiss. The more I try to focus on
the feeling, the more I feel as if an oily shadow is spilling
onto my brain.
NO MERE PHENOMENA
My mind is a finely honed weapon, trained to tap into forces
that can alter reality.
Effect: You can manipulate physical objects no larger
than a book with your mind. This allows you to
automatically hit a single foe within 3+[PB], as the
foe suffers 1D10+1 Peril. You can also pair this with
Skulduggery to make objects disappear and to reappear.
Randomly determine three Common Spells you learn as M E N TA L I S T A B I L I TI E S
free Unique Abilities from the Common Spells Listings
table. Finally, you can Risk Backlash and Unfetter your { Trait & Quirk
Spells (covered in Article 7: Combat Encounters and SKILL RANK BONUS ADVANCE TALENT
Article 9: Hexenmeister’s Almanack).
{ Awareness { [AB] { At A Distance
QUIRK: NOSEBLEEDS { Charm { [FB] { Holdout
{ Folklore { [FB] { Mettle
My power frightens me, for if I push too hard or too often, my
body begins to break down. { Guile { [PB]
{ Incantation { [PB]
Effect: Whenever you manipulate objects using No Mere
{ Resolve { [WB]
Phenomena, you move one step down the Peril Condition
Track negatively. If you become Incapacitated! due to { Rumor { [WB]
this, you also begin Bleeding. { Scrutinize
{ Simple Melee
{ Skulduggery
M E RCH A NT
T here ways to make money, but I
PROFESSIONS PAMPHLET
are many
can turn my own money into even more income. I
risk my capital to buy and sell wares & weapons in a
speculative way, selling them when the market demands.
I have bankrolled expeditions east for new and exotic
products, funded businesses that turn into profit creators
themselves, and I am not above using some golden grease
to convince officials to look the other way. Goods move
in and out of the country, and I sit in the middle of it
all—wealth revolving around me like the moon round
the sun.
I might not let on, but current tensions have me
worried. The anger will do nothing but make my job
harder. I only need to look at the Intolerable Acts
and the continued taxation to see my fears are valid
and my bottom line is ever increasing. Both sides of
this argument have merit, but no matter which side I
choose, both my businesses and I will lose out—maybe
permanently. The only solution I see is pitting both sides
against each other, but that is a game not many walk
away from.
M I DWI FE
Life i s pr e cio us .
It is to be cherished and, above
PROFESSIONS PAMPHLET
all, protected. With each newborn child that I usher
into this world, I welcome another wondrous soul to our
community. I know how to ease the pain and ensure life,
not death, comes from birth. It is I, and I alone, who
brings comfort to parents and children. I am the doctor
when your life is at risk, the nursemaid to your baby and
the gentle comfort when the worst happens. It is my
sacred duty.
I have ushered many new lives into this world, which
brings me great joy. More than anything, it fills me with
a purpose far more significant than most understand.
This understanding tells me something is spiritually
amiss in our world, far greater than the war. I feel this
wrongness deep within my bones. I hear it in the cries of
dying infants and see it in the unearthly hollowness in
parents’ eyes. Infants die and stillbirths grow even more
common. Shadows and darkness lurk within the sacred
moments of birth. There are eyes in those shadows,
watching and waiting to snuff away these precious gifts
of life. I am fearful of what is to come.
MILITIA
F e a r a n d c o n fl ict have gripped the New World
PROFESSIONS PAMPHLET
DON’T TREAD ON ME
Liberty or death!
Effect: You never Bleed or suffer from Sepsis.
Furthermore, you are never rendered Incapacitated! or
made Unconscious from Injuries.
MILLINER
I a m a n a rti sa n ,
and my fellow artisans and I
PROFESSIONS PAMPHLET
take pride in the works of art we create every day. My
specialty is the humble hat, which is so much more than
a head covering. There is purity and honor in working
with ones’ hands to create something that people need.
You may think a hat is a plebian item, but all manner of
folk wear them upon their heads. I know deep within my
soul that the crafting of a hat is a pure art form. Stone,
tin and gold are of course beautiful mediums, but there
is a subtle grace in the art of felt and leather.
Like many, it is hard for me not to notice the rising
tensions. These tensions are amongst my fellow Milliners,
as well as between the Loyalists and Rebels. I really do
not know what to think about all of this, and I’m not
sure if I should have an opinion. My craft involves no
bloodshed, save a few pricked fingers, and swears no
fealty to any side, but I will lose business whichever way
this conflict goes. I worry most for the small crafters
such as myself who are caught in the middle of a mess
that none of us asked for.
Effect: You gain one permanent Flaw Rank. { Awareness { [AB] { Costuming
{ Bargain { [FB] { Hobnobbery
{ Counterfeit { [FB] { Tailoring
{ Eavesdrop { [IB]
{ Folklore { [PB]
{ Guile { [PB]
{ Ride { [WB]
{ Rumor
{ Simple Ranged
{ Tradecraft
MUSICIAN
M usic i s th e key to life. It is essential to celebrate
PROFESSIONS PAMPHLET
RISING ANTHEM
Music is a powerful tool—it can drive away fear, inspire
others and even serve as a clever barb against an enemy.
Effect: You can attempt a Charm Test to perform with a
musical instrument. If successful, a number of characters
equal to your [FB] are Inspired (Words As Weapons in
Article 7: Combat Encounters) for twenty-four hours. If MUSICIAN ABILITIES
you Critically Succeed, they also gain an Assist Die to
Resist Stress, Fear and Terror. A character may only gain { Trait & Quirk
the benefit of this performance once a day, which takes SKILL RANK BONUS ADVANCE TALENT
at least an hour of time to perform.
{ Athletics { [AB] { Artistry
QUIRK: NOT YOUR SOLDIER { Awareness { [BB] { Perceptive
{ Charm { [CB] { Ribaldry
When thrown in any kind of fracas, my instrument makes for
a very poor—and very expensive—weapon. { Coordination { [FB]
{ Folklore { [FB]
Effect: Any time you use the Simple Ranged or Martial
{ Guile { [IB]
Ranged Skills, each Skill Rank counts for +5% instead
of the normal +10%. { Martial Ranged { [PB]
{ Simple Melee
{ Simple Ranged
{ Warfare
MUTINEER
T h e r e a r e ti m e s when a person must stand up for
PROFESSIONS PAMPHLET
what they believe in, and I’ve lived through one of those
times. My crewmates and I overthrew the captain of
our vessel, but we were left with few choices. Corporal
punishment, starvation and inept leadership aboard
the ship were killing us without mercy. It is one thing
to be led by someone incompetent and quite another
by someone who is a tyrant. I may be called traitor or
coward, but drastic times call for extreme measures. If
we hadn’t rebelled, I am sure we would all be dead.
Granted, it’s all honey or all turd with my fellow
mutineers, and like them, I’ve been branded a rabble-
rouser and a whistleblower. I wear these monikers with
pride. As the Loyalists and Rebels continue to tear at
each other’s throats, we need decisive leadership. Neither
side has a use for cruel leaders in a time when a false
move could spell the end of a nation. Now is the time to
rise up and band together, to throw off the fetters of the
inept to forge our own destiny in a world teetering on
the brink of despair.
CALL TO ARMS
I can inspire those around me, driving my allies to great deeds
and feats they didn’t realize they could perform.
Effect: Whenever you succeed at using the action
in combat Words As Weapons, combatants double the
benefits or penalties.
MUTINEER ABILITIES
QUIRK: TROUBLEMAKER
{ Trait & Quirk
I have a reputation of being a rabble-rouser and an upstart,
which means very few in power trust me. SKILL RANK BONUS ADVANCE TALENT
OFFICER
T he fast approaching when the simmering
PROFESSIONS PAMPHLET
ti m e i s
tensions will boil over into conflict. During times like
these, someone must step forward and take on the
mantle of leader, and that person is me. I’ve learned
leadership skills through many years of combat and
schooling, and I shall ride at the vanguard of those
charging into battle. My abilities and scars are souvenirs
from countless conflicts before. It was then, with musket
balls flying past my head, that I learned to lead and value
my companions’ lives more than my own.
I didn’t become an officer for the money—most of
my funds go toward maintaining my militia, but my real
reward is making my unit into one that will be envied.
I’ve learned by studying the great masters of war, and
I have grown into an efficient and effective leader who
doesn’t shy from battle. My brand of leadership is exactly
what is needed now, especially if the rumors of dark
things are true. No matter which side I choose, they’ll
welcome my bravery forthright.
BATTLE BUDDY
My friends don’t follow me for a paycheck; they follow me
for my leadership, charisma and camaraderie I have fostered
among them.
Effect: Select one ally as combat begins. You both gain
a +10% Base Chance to Defend and cannot be Flanked,
providing you are able to clearly see and hear one another.
OFFICER ABILITIES
QUIRK: ARMS FOR THE POOR
{ Trait & Quirk
Though the Devil may dance in my pocket, I must supply the
greater war effort out of my own coin purse. SKILL RANK BONUS ADVANCE TALENT
Effect: You must donate one out of 9 pence (p) you have { Intimidate { [AB] { Close Shave
to the local militia. { Leadership { [BB] { Militaristic
{ Martial Melee { [CB] { Whites Of
{ Martial Ranged { [CB]
Their Eyes
{ Navigation { [FB]
{ Resolve { [IB]
{ Ride { [WB]
{ Simple Melee
{ Simple Ranged
{ Toughness
PA RTI S A N
T ro u b l e i s br ew i n g, and with risk comes change.
PROFESSIONS PAMPHLET
When two sides of any conflict begin to tear at each
other’s throats, they need people like me to champion
their cause. I believe wholeheartedly in my allegiances
and defend them every chance I get. Whether through
public debate or a street brawl against my political
opponents, I know that might makes right when it comes
to pushing opinion. Some of those in charge see me as
rash and violent, but when intentions turn away from
peace, they rely on true believers like me to grab the
narrative and shove it back our way.
I don’t have any regard for the rumors I keep hearing
of things lurking in the shadows—the only true fight
is against the other side—whoever they may be. My
superiors are relying on me to lead the charge and shape
the country into what they want, and who am I to deny
them? Tales of demons, ghouls and witches are old wives’
tales meant to distract from the real conflict that peeks
over the horizon daily.
MOB RULE
The only way to get what you want is by force—anything else
is just lip service.
Effect: Whenever you and your allies face foes 6:1, both
you and a number of allies equal to [FB] add 2D6 Fury
Die to Total Damage, instead of the normal 1D6.
POLITICIAN
In of troubles with so much at stake,
PROFESSIONS PAMPHLET
th e s e ti m e s
only I can navigate these increasingly choppy political
waters. As a chosen representative, I am a voice for the
people. Many may not consider what I do vital to our
people’s survival, but they are wrong. With the growing
tensions, someone skilled in the art of negotiation,
debate and leadership is a necessity. We may be spat
upon, insulted and threatened, but our role is vital—now
more than ever.
Everyone is divided now, from my fellow
representatives to those in the local governments. We
are treading through thorny issues with the lives of our
constituents in our hands. Debate and diplomacy will set
the world’s course for many years to come—whether the
Colonies become independent or not. I’m a firm believer
that negotiation can solve the problems that trouble our
people, but I can sense time to bridge that gap is running
out. Right now, any other concern of unrest or things
in the dark is secondary, as the future of the world is at
stake if I do not reach across the proverbial aisle (and
isle) to create some sort of compromise.
ART OF COMPROMISE
By weighing each side of an argument, I can assuredly find the
area of common ground.
Effect: When using Skill Tests, you do not suffer any
additional penalties due to differences in Allegiance.
POLITICIAN ABILITIES
QUIRK: OVERLY CAUTIOUS
{ Trait & Quirk
Careful consideration might be the hallmark of my career, but
it is a detriment outside of the political chamber. SKILL RANK BONUS ADVANCE TALENT
Effect: You must triple the time required to make Skill { Awareness { [AB] { Bear-Garden
Tests outside of combat. { Bargain { [FB]
Jaw
{ Charismatic
{ Counterfeit { [FB]
{ Twistical
{ Education { [IB]
{ Folklore { [IB]
{ Leadership { [PB]
{ Ride { [PB]
{ Rumor
{ Scrutinize
{ Simple Ranged
PRECEPTOR *
L et m e te ac h your child about the ways of the world,
PROFESSIONS PAMPHLET
filled with discoveries and wonder. These enlightened
times bring new perspectives to old thoughts and beliefs.
Gone are the days of relying on superstition and myth.
Now is the age of fact: of discovery, knowledge and natural
philosophy. I do not teach the antiquated ways; I am a
disciple of modernity. This new knowledge is necessary
for your children to thrive as they grow to adulthood.
I am the one who will guide your children through
the ways of the world, an intellectual parent when you
cannot be. I will shape your child into someone capable
of navigating the world with an eye for modernity.
However, what I do not speak about outside of
private company is that I also teach the secret truths of
the world. When the shades are drawn, you and I shall
conspire by the fireside, discoursing upon the secret
calculus that allows us to open new vistas hidden from
view. I’ve learned that this darkness has a name, but what
it intends, I do not know. Fear it, for to doubt it is to be
disarmed.
PRINTER
P r i n ti n g one thing that binds us, and in
PROFESSIONS PAMPHLET
i s th e
these troubled times, it is one of the most important
occupations. I am how people stay informed in the
cities. Pamphlets, broadsheets, newsletters, books both
sacred and secular—with my press and movable type, I
can create it all. My work has inspired people to unite,
to rebel, to learn and to find salvation. Few others can
make such a claim, but my ink-stained hands and my
sore shoulder muscles are proof. No matter who writes
the copy, I will make it available to everyone willing to
read it.
Now more than ever, these skills I command are
needed. The escalating tensions between Rebels and
Loyalists have made Printers indispensable. I publish
the words of the people on both sides and pass it along
to the common folk. More concerning, however, are
some of the jobs I have taken recently—dark texts and
pamphlets warning of something coming besides the
inevitable war. It concerns me greatly, but who am I to
deny them their right to speech?
PASSIVE KNOWLEDGE
You would be surprised what you pick up as a printer—I have
a particular knack for learning uncommon tongues.
Effect: You always gain access to use a printing press in
any settlement you’re in. In addition, you can attempt to
fluently communicate in any language you don’t know
with a successful Education Test. PRINTER ABILITIES
Though I print for everyone for a price, I do have certain biases SKILL RANK BONUS ADVANCE TALENT
that my reading public don’t always agree with. { Bookbinding
{ Awareness { [BB]
Effect: When foes or strangers recognize you as a Printer, { Charm { [FB] { Poker Face
you cannot succeed at Charm or Leadership Tests. { Education { [FB] { Smooth
{ Leadership { [IB]
Talker
{ Resolve { [PB]
{ Rumor { [PB]
{ Scrutinize { [WB]
{ Simple Melee
{ Simple Ranged
{ Toughness
P R I VA T E E R
‘L otm a n’ i s suc h a disgusting word—I’m not some
PROFESSIONS PAMPHLET
pirate who lacks decency. After all, the letters of marque
I bear ranks me a cut above those swashbucklers. My
thievery is legal as long as I poach the right ships under
the right flag. I’m not bound by your frivolous laws or
morals. On my ship, everyone is a king, and we all work
for the good of one another. The work is dangerous and
challenging, but the thrill of capturing a treasure ship
and taking our share is one that’s hard to match.
Many ships fat with ill-gotten gains must be raided,
so my sponsor’s enemies are harmed. Now with the
war in the air, my skills are going to be required even
more than before. The seas will run red with blood and
splintered ships, and the loot shall be immense. Still,
when the seas are silent as we search for our prey, dark
things cross my mind—the horrors I’ve seen and the
rumors I’ve heard in ports of a deep evil approaching.
Perhaps even worse things will darken the sea than the
corpses of a few sailors, and I pray that a wave doesn’t
swallow all I know.
Effect: When foes or strangers recognize you as a { Athletics { [AB] { Polar Star
Privateer, you cannot succeed at Bargain or Rumor Tests. { Bargain { [BB] { Sailing
{ Martial Melee { [BB] { The Third
{ Martial Ranged { [CB]
Degree
{ Pilot { [CB]
{ Resolve { [FB]
{ Rumor { [WB]
{ Simple Melee
{ Simple Ranged
{ Toughness
PUBLICAN
W e lc om e o n e a n d all to my ordinary! I can get you
PROFESSIONS PAMPHLET
Effect: You must donate one out of 9 pence (p) you have { Bargain { [BB] { Distilling
to the local tavern. { Charm { [FB] { Hobnobbery
{ Eavesdrop { [FB] { Mettle
{ Folklore { [IB]
{ Gamble { [PB]
{ Rumor { [PB]
{ Scrutinize { [WB]
{ Simple Ranged
{ Toughness
{ Tradecraft
P U RV E Y O R
W h e n a l ab or e r comes back from an honest day’s
PROFESSIONS PAMPHLET
work, they just want to take their boots off, kick their
feet up and have a nice pot of coffee. But where do
they get the excellent pair of boots, a sturdy footrest,
the coffee beans and a pot? All from me, of course: the
humble Purveyor. Alongside the Greengrocer, I bring
the comforts of modern life to all my customers, and
all I require in exchange is a thank-you and a few coins
deposited into my coffer.
As a plyer, I come into contact with all types of
people. Each one has different opinions, and all this
discord is what’s driving the tensions currently spreading
throughout the Colonies. There is no denying trouble
is brewing and war shall soon darken our doorstep
again. Trade for the small luxuries I stock all but dries
up during those lean times, and I may have to resort to
selling hunting rifles or hastily made bandages. It won’t
be my first time as a wartime peddler, but it never gets
easier seeing the desperation and fear on the faces of
my customers, who used to greet me with a smile and a
friendly chat.
ALWAYS PREPARED
I would never come to a party without a gift, so why would
you think I’d come unprepared for this trip?
Effect: Whenever you need a mundane item in hand
valued less than 1 pound (£), you do not have to spend
a Coin to edit the situation. You may take advantage P U RV E Y O R A B I L I T I E S
of this Trait once a game session. The Historian may
impose other limits. { Trait & Quirk
SKILL RANK BONUS ADVANCE TALENT
QUIRK: FRAIDY CAT
{ Awareness { [BB] { At A Distance
What do you mean there’s something evil prowling out there
{ Bargain { [CB] { Common
in the dark? Sense
{ Charm { [FB]
Effect: You treat failed Resolve Skill Tests to withstand { Perceptive
{ Intimidate { [FB]
Stress, Fear and Terror as Critical Failures instead.
{ Martial Ranged { [PB]
{ Rumor { [PB]
{ Scrutinize { [WB]
{ Simple Ranged
{ Toughness
{ Tradecraft
RAMBLER
T he new to this land calls the
PROFESSIONS PAMPHLET
reason a n yo n e
frontier the wilderness is because it is foreign to those
from Europe. Some people may claim to know how to
avoid its perils, but the fact of the matter is the world
outside of farms and cities is dangerous to those who
do not know how to traverse it. It is a place so beyond
normal understanding that if ordinary folk walked the
trails I blaze, they would flee in terror. I’m more than just
a wanderer, however—I explore uncharted areas, cutting
the trails and indicating the best spots for roads for those
who will come after me.
I spend enough time away from townships to not
care about the growing tensions of war—no matter
what happens, nothing ever changes anyway. I’ve seen
much more worrisome things in my rambles in the wild,
things of darkness and evil. There is a shadow, large and
beyond anyone’s worst nightmare. It has teeth and claws
sharper than any beast, and it gnaws at the bones of the
unwary. I fear this beast of pure malice, not some petty
squabble between two factions that will result in nothing
but bloodshed.
BACK OF MY HAND
Whether I’m wandering lonely trails or familiar territory, I
know the way back home.
Effect: You cannot get lost in the wilderness, and
characters who are with you cannot either. You also
always succeed at Skill Tests to withstand Peril while RAMBLER ABILITIES
traveling.
{ Trait & Quirk
QUIRK: ANTISOCIAL SKILL RANK BONUS ADVANCE TALENT
The wild may not hold surprises for me any longer, but { Animalistic
{ Athletics { [BB]
civilization—that is where the real monsters reside.
{ Awareness { [CB] { Mettle
Effect: You cannot recover your Peril Condition Track { Martial Melee { [CB] { Under The
in urban areas. Gun
{ Martial Ranged { [IB]
{ Navigation { [PB]
{ Resolve { [PB]
{ Simple Melee { [WB]
{ Simple Ranged
{ Survival
{ Toughness
REGULAR
S ince age, my life has been dedicated to
PROFESSIONS PAMPHLET
a n e a r ly
war. Signing up or being pressed into the military has left
an indelible mark upon me. I grew up on the battlefield,
drilled into a precise cog that whirs in the military’s great
machine. My musket and I are one, and together, we’ve
slain many enemies. I never willingly think about the
human cost of my profession, nor do I think about the
stain upon my soul, which indeed grows greater every
time I dispatch another foe. I know my hands are soaked
in blood, and if I were honest with myself, the terror of it
haunts me every night when it grows dark.
I no longer see others as innocent, as I have
learned through challenging experience that everyone
is a potential enemy. For every person I meet, I think
about how best to overpower them or kill them if need
be. Now there is a new war coming, and I relish it. The
tensions are growing between the Rebels and Loyalists,
and I know within my bones that soon I shall be on the
battlefield again. Very soon, my peace shall come.
DEATH PROOF
I have fought on the battlefield so long that the horrors I see no
longer have an effect on me.
Effect: Whenever you are Moderately Wounded,
temporarily add +1 to Damage Threshold. Whenever
you are Seriously Wounded, temporarily add +2 to
Damage Threshold instead. And finally, whenever you
are Grievously Wounded, temporarily add +3 to Damage REGULAR ABILITIES
Threshold instead. These benefits do not stack and only
count whenever you are in combat. { Trait & Quirk
SKILL RANK BONUS ADVANCE TALENT
QUIRK: GUILTLESS
{ Athletics { [AB] { Friendly Fire
At night I see the faces of the many people I have killed over
{ Interrogation { [BB] { Militaristic
the years, but I feel completely numb when I stare at these
{ Intimidate { [BB] { Under The
phantoms. Gun
{ Martial Melee { [CB]
Effect: Any time you take the life of a threat classified
{ Martial Ranged { [CB]
as a Humanoid (including player cultures), you gain 6
{ Resolve { [IB]
Conflict instead of the normal 3.
{ Simple Melee { [WB]
{ Simple Ranged
{ Toughness
{ Warfare
RESURRECTIONIST
P eopl e wo n’ t a dm i t it openly, but everyone needs
PROFESSIONS PAMPHLET
VERY SNEAKY
To be a good resurrection-cove, I not only have to sneak into
the graveyard, but also sneak out with a whole other person!
Effect: In Perfect Light, add an Assist Die to Stealth
Tests. In Fleeing Shadows, you may flip the results
to succeed Stealth Tests. In Total Darkness, you
automatically Critically Succeed Stealth Tests. RESURRECTIONIST ABILITIES
The smell of grave soil and decay does not readily come out in SKILL RANK BONUS ADVANCE TALENT
the wash. { Common
{ Awareness { [AB]
Effect: You treat failed Fellowship-based Skill Tests as { Coordination { [AB]
Sense
Critical Failures instead. { Take A
{ Folklore { [BB]
Gander
{ Resolve { [CB]
{ Whip Jacket
{ Simple Melee { [PB]
{ Simple Ranged { [PB]
{ Skulduggery { [WB]
{ Stealth
{ Survival
{ Toughness
ROA D AG E NT
T he oftentimes long and treacherous.
PROFESSIONS PAMPHLET
roa d s a r e
Though some are well-developed and link the major
cities, most are hunting trails connecting smaller
communities and homesteads. The world is vast, and it
is impossible to ensure every traveler is safe—which is
where I come in. Everyone needs to make a living during
these tough times, but I just happen to make it off of the
unfortunate souls who wander down the wrong bend.
If you travel alone or with no guards, don’t be surprised
if I step out of a copse of trees and relieve you of your
hard-earned cash.
Life on the road is tough—I’ve seen things, you
know. Even though growing tensions have made my
job a bit easier, the aggression and desperation I see on
my marks’ faces disturb me. I’ve also stumbled across
unpleasant things in the wilds by the roads—things
I cannot fully explain. I’m no stranger to fending off
wild animals or upstart brigands, but ghosts of the civil
dead wander the countryside, too. Soon, it won’t just be
me who is stalking the roadways—and trust me, spirits
aren’t as generous as I am.
HELLO, TRAVELER
Well met . . . now kindly hand me all your cash before you
regret it.
Effect: At your option, you may substitute the Charm
Skill in place of Intimidate. In addition, you may
substitute Charm in place of any Skill required to ROA D AG E NT A B I L ITI E S
Defend against Actions In Combat.
{ Trait & Quirk
QUIRK: COWARD’S HEART SKILL RANK BONUS ADVANCE TALENT
Getting the jump on someone is great, but I really need your { Off The
{ Awareness { [AB]
help here! Bridle
{ Charm { [AB]
Effect: When foes outnumber you 3:1 or more in an { Pugilism
{ Intimidate { [BB]
Engagement, you cannot Defend. { Rebel Yell
{ Martial Ranged { [CB]
{ Ride { [FB]
{ Rumor { [PB]
{ Simple Melee { [PB]
{ Simple Ranged
{ Stealth
{ Survival
S E RVA N T
I c ho s e to b e c om e a Servant for one sole reason:
PROFESSIONS PAMPHLET
to raise my stock in life. The work isn’t easy, and the pay
is meager, but I am afforded an opportunity very few
have—for I am privy to the dealings of the rich and
powerful. People look down their noses at what I do,
while others flat out ignore me. To give them credit,
Servants are not meant to be seen or heard. Like a ghost,
I tend to my duties as quickly and silently as possible.
But I have listened to the gossip, rumors and tragedies
from my scullery. And I know they’re worth something
to the right people.
I know firsthand about the rising tensions in the
Colonies, as I hear my employers talk about them
every day. Though some of them are firmly set in their
allegiances, others are not so sure. I follow that same
logic, as I’ve heard too many things to believe there is one
cut-and-dry path forward. I’ve heard other mutterings,
though, such as rumors of vast conspiracies and monsters
who stalk the wilderness. I’m sure some are just ghost
stories children tell each other, but who can be sure in
tumultuous times such as these?
S I N E ATE R *
H um a nk i n d into sin—there is no such
PROFESSIONS PAMPHLET
i s b or n
thing as innocence. Many claim children are born
without sin, but all humanity is cursed with a dark soul
ever since our fall from grace. We are all bound for the
eternal fires of hell unless we pray and make reparations,
and I can aid in the process. I sacrifice my soul, eating
the faults of all sinners to free them from eternal
torment. When I absorb their misdeeds, they are with
me forever—I can recall them with clarity, and I must
account for them at the hour of my judgment. I know I
have damned myself, but it is for love of this world that
I do it, so I gladly accept.
Evil has existed since the world was young, but as
of late, it has grown with a fetid stink that may soon
blossom out of control. This is undiluted sin, an evil
waiting for a dark heart to do its bidding. Every sin we
commit opens the well wider until we drown in the dark
river of this evil. This malevolence can think and feel and
hate, and it wants nothing more than to flood the world
with its pitch-dark vileness. This makes my mission even
more important.
SMITH
W i th hammer, I take metal and forge it
PROFESSIONS PAMPHLET
fire and
into objects not only useful but also beautiful in their
craftsmanship. People take horseshoes, plows and cast-
iron pans for granted, but when their horse throws
a shoe, I become the most critical merchant in town.
When I have no orders, I let my creative mind wander
at the forge—forging beautiful cavalry sabres or ornate
iron sculptures. Through my hands and knowledge, I
bring meaning and function to a chaotic world.
War is coming, though. I have seen the signs and
heard the arguments, and I know humankind has a
propensity to be unyielding when faced with difference.
Humankind is like iron: once it is forged, it is nearly
impossible to reshape. However, some nights when I
dwell late by the forge, I feel a prickling on the back
of my neck—like someone is watching me, waiting. I’ve
heard stirrings of things at the edge of the cities. If worse
comes to worse though, I am certain I can forge a blade
to vanquish whatever is coming.
TECHNICAL MASTERY
Through extensive study and years of training, I understand
how to make the most of my materials.
Effect: Any time you use a Skill Test to create wares &
weapons, add one Quality for free.
QUIRK: FORGE-SCARRED
You don’t become as good a Smith as I without walking away SMITH ABILITIES
with burns, bruises and hands as tough as leather.
{ Trait & Quirk
Effect: Reduce your Fellowship by -9%.
SKILL RANK BONUS ADVANCE TALENT
SPI R ITUA L I ST *
My not of this world, as I possess the
PROFESSIONS PAMPHLET
sk i l l s a r e
gift of sight beyond sight. Spirits exist everywhere, and
I see them regularly. There are the spirits of animals and
plants, spirits of the wind and an infinite number of
others. I pay reverence to these invisible forces because
I can commune with them—and they, in turn, interact
with me. Most spirits are benevolent, natural parts of
our world, but there are also dark spirits—specters of the
dead, or even creatures that some call demons or devils.
It may not be comforting to think so, but these dark
spirits are just as natural to our world as the others.
It is hard to ignore the troubles plaguing our world
right now. I do not need the printed word to keep
informed, as the trees and rocks whisper to me of the
coming conflict. Maybe both sides have valid points, but
there are bigger issues brewing. The dark spirits I see
are growing in number, and some have even managed
to cross the veil into our reality. The spirits tell of a dark
shadow they refuse to name, and this fact alone chills me
to my marrow.
S TATI O N E R
I of fine books, broad-sheets,
PROFESSIONS PAMPHLET
am a pu rv eyor
literature and other works of the printed arts. I sow and
harvest the seeds of knowledge and aid in ridding the
world of ignorance. I sell other trifles beyond books—
parchment, paper, quills and ink—but my primary
income comes from the written word. I provide texts
from Europe, the east and even local authors of note.
My clientele is devoted, continually hungering for the
newest journals, magazines and newspapers hot off the
presses, here and in England. My calling is to help spread
the beauty of the written word to all, rich and poor.
Not all the books I procure are common—I also
have questionable texts that cover topics both esoteric
and profane: occult codices, lost religious treatises,
even mystical tomes that date back to the most ancient
times. In my spare time, I have read many of these
hermetic books, and they mention many disturbing
things involving foul creatures and the coming darkness.
The more I read, the more I notice patterns—not just
within the text, but with events and rumors I hear
from my patrons. Could these grimoires be more than
philosophical meditations?
S U RV E Y O R
S u rv ey i n g m ay not be an occupation most people
PROFESSIONS PAMPHLET
require every day, but land speculators and other people
of means find my skills invaluable. I stake out the
boundaries of their newly purchased parcels, traveling
unexplored regions and charting them—geographical
features and all. My alliances with the Indigenous
Nations surrounding us are paramount to everyone’s
survival. Without their aid, I would not know who lived
in what lands and in what season.
Though both Loyalists and Rebels have employed
my services, I can tell the tensions between them are
reaching a breaking point. I have my opinions on
which side is correct, but what concerns me, even more,
is the strange things I’ve seen on recent surveying
assignments—odd geographic features and cyclopean
structures beyond description that sicken the land.
A shade is slowly descending over the earth, covering
everything in a darkness so thick it is almost tangible.
I’ve only caught glimpses of it, but I know that the
shadow is growing larger and more powerful beyond the
horizon.
LAND READER
My primary skill as a Surveyor is my ability to read and take
note of the landscape around me.
Effect: You always Critically Succeed Skill Tests to find
the three basic needs: food, water and shelter.
S U RV E Y O R A B I L I T I E S
QUIRK: ALONE RANGER
{ Trait & Quirk
My job is a lonely one, and my years of facing danger and
distress alone have pushed me away from others. SKILL RANK BONUS ADVANCE TALENT
Effect: You treat failed Charm and Rumor Skill Tests to { Awareness { [AB] { Arithmetic
interact with others as Critical Failures instead. { Education { [CB] { Polar Star
{ Martial Melee { [CB] { Science
{ Martial Ranged { [IB]
{ Navigation { [IB]
{ Ride { [PB]
{ Simple Melee { [PB]
{ Simple Ranged
{ Survival
{ Toughness
S U RV I VA L I S T
W hen I a m in the woods, I have no time for jovial
PROFESSIONS PAMPHLET
RURAL STALKER
I may not know much, but if there’s one thing I do, it’s how to
move through the woods without being seen or heard.
Effect: You automatically succeed at all Skill Tests
to sneak in rural areas, unless you give yourself away
by running through them or making loud noises. In
addition, whenever you hide in rural environments S U RV I VA L I S T A B I L I T I E S
during a Combat Encounter, it only costs 1 AP.
{ Trait & Quirk
QUIRK: OUT IN THE OPEN SKILL RANK BONUS ADVANCE TALENT
I prefer the quiet of the woods and frontier settlements, as { Danger Sense
{ Athletics { [AB]
opposed to the hard cobbled streets.
{ Martial Melee { [BB] { Mimicry
Effect: Whenever you fail to use Charm or Bargain, you { Martial Ranged { [CB] { Polar Star
cannot use Coins to change the results.
{ Navigation { [CB]
{ Resolve { [IB]
{ Simple Melee { [PB]
{ Simple Ranged { [WB]
{ Stealth
{ Survival
{ Toughness
TA I L O R
M e , a spy? No, no . . . clothes may not be the most
PROFESSIONS PAMPHLET
essential thing in people’s minds, but without my skills,
everyone would be wearing rags, rope and sackcloth like
the old days. I usually work for exclusive clients, but that
exclusivity is fine with me. Instead, I create for more
discerning, affluent clients than those who think lace
and buckles are unnecessary fripperies. After all, their
cash is as important as the secrets they know.
I know war is coming, as it is the one topic all my
clients speak about. The wealthy are upset about taxation,
which I admit does cut into my profits. Those who call
for independence are willing to risk everything for it,
but losing their patronage would also cut into my profits.
As things stand now, I take no sides because shouting
about my ideals would spell my financial ruin. For now,
I sit back, sewing and smiling, but I am sure a day will
come when I am forced to declare my allegiances. Until
then, I can blend into the background, sell my secrets
and pursue my art unaccosted.
Effect: You must pay the full price for anything you buy. { Awareness { [AB] { Costuming
{ Charm { [FB] { Nimble
{ Coordination { [FB]
Fingers
{ Tailoring
{ Counterfeit { [IB]
{ Disguise { [PB]
{ Eavesdrop { [PB]
{ Rumor { [WB]
{ Simple Melee
{ Simple Ranged
{ Tradecraft
TA X C O L L E C T O R
It ’s no s e c r et. I am one of the most hated people
PROFESSIONS PAMPHLET
TEACHER
T here more critical career than teaching.
PROFESSIONS PAMPHLET
is no
Whether I’m tutoring younger children or students
enrolled in one of the colleges, I take my role very
seriously. Teaching is a way to share knowledge and
experiences, helping society and culture grow. It is the
only way to banish the darkness of ignorance. Few can
read, write or do simple arithmetic, and I have to teach
these skills to as many as possible.
I have noticed something amiss as of late. It is not
just the growing tensions between the Loyalists and
Rebels. There is something in the air I just cannot put
my finger on. I return to my teachings and textbooks
to find an answer among them, but even then, the facts
elude me. I believe truth and knowledge will shed light
on every problem, but I cannot help but feel this may be
different. I fear what the winds of change will bring.
WELL-READ
I may not be a professor, but I’m well-read and knowledgeable
enough to learn just about anything.
Effect: You only need to spend 25 RP to buy Unique
Abilities (instead of the normal 100).
TOUT
If yo u ev e r need a guide, a clever word or a quick
PROFESSIONS PAMPHLET
A SIMPLE LIFE
From every church, coffee shop and house of ill repute, nothing
happens without my knowledge.
Effect: Whenever you succeed in a Fellowship-based
Skill Test in urban areas, you can ask for the Historian
to give you an important rumor from your investigations
you may not have already thought of or overlooked. This TOUT ABILITIES
benefit cannot be gained more than once a game session.
{ Trait & Quirk
QUIRK: HELP ME, STRANGER SKILL RANK BONUS ADVANCE TALENT
I love my city like it’s my child, but honestly, I’m a bit out of { Fleece The
{ Charm { [AB]
sorts when outside the confines of civilization. Sheep
{ Eavesdrop { [AB]
Effect: Whenever you fail in a Skill Test in rural areas, { Freerunning
{ Folklore { [FB]
you gain 1 Conflict. { Hobnobbery
{ Gamble { [FB]
{ Guile { [IB]
{ Rumor { [PB]
{ Scrutinize { [PB]
{ Simple Melee
{ Skulduggery
{ Stealth
TOWN CR I E R
H e a r y e , h e a r y e! I read the same screed day in
PROFESSIONS PAMPHLET
and day out by the honorable governors’ orders, informing
my fellow citizens of all the latest news. Ahem,“ . . .
a proclamation in the Loyalists’ name, commanding all
persons in the city to be of peaceable and civil behavior when
the Royal Tax Collectors travel the streets and rows while
performing their charged duties. Anyone objecting to this
decree will be sentenced to fourteen days in the stockades and
a 10 shilling fine.” Thus ends my official mandate. Meh.
I walk the streets daily, ringing my bell while
reading advertisements, news and official proclamations,
even as people pelt me with stones and rotten eggs if
the information is bad—they still need to hear it! The
reports have become worse as of late, as I’ve announced
more dire events and stringent laws. I do not know what
I’ll do if tensions boil over, but maybe then my job will
become even more vital as I inform people of the war
effort. We will have to wait and see, for the conflict is
only a matter of time now.
Effect: You cannot use Fellowship-based Skill Tests to { Athletics { [AB] { Close Shave
interact with those of an opposing Allegiance unless you { Coordination { [BB] { Danger Sense
spend one Coin first. { Drive { [BB] { Whip Jacket
{ Folklore { [CB]
{ Guile { [FB]
{ Martial Ranged { [FB]
{ Resolve { [WB]
{ Rumor
{ Simple Melee
{ Simple Ranged
TRACKER
Ev e ryo n e frontier needs to know how to
PROFESSIONS PAMPHLET
o n th e
stalk, track and hunt, but my skills are honed to a level
that makes me stand out amongst my fellows. I know
how to read the world around me either through reading
or from the histories passed down to us. I study tracks,
examine spoor or refuse and have even wandered into
places no settler has. I track not only animals but also
people—who are probably the cruelest of all creatures.
There is no one I haven’t been able to track down, thanks
to my many years of experience.
As the hunting paths and roads become more
dangerous due to the rising conflict, my work is in
higher demand. People trust only me to tread the paths
that terrify others, to search out where potential enemies
or targets may hide. This is the easiest part of my job, and
I sense my most difficult quarries are coming soon. I’ve
seen signs of dark entities on my journeys—things that
have in the past only been whispered to children to scare
them. If this so-called shadow grows any more, I pray
that I have the strength to face it head-on.
Effect: You cannot Surprise enemies in urban areas. { Awareness { [AB] { Astronomy
{ Folklore { [BB] { Ironclad
{ Handle Animal { [CB] { Nimble
{ Martial Ranged { [FB]
Fingers
{ Navigation { [IB]
{ Simple Melee { [PB]
{ Simple Ranged { [PB]
{ Stealth
{ Survival
{ Toughness
T R A N S L AT O R
As more people migrate and
PROFESSIONS PAMPHLET
mor e and
immigrate, my job as a Translator becomes all the more
critical. I am a master of languages, from Portuguese
to French to Spanish to Indigenous dialects. I serve
as a mediator for business and political endeavors. I’ve
also had experience translating tongues long forgotten,
tomes that contain mysteries pertaining to cultural
advancement and religious study. Most people only
know one or two languages, whereas my studies have
made me a true polyglot.
My skills are always in demand, and I am happy to
provide them—for a price, of course. Lately, these skills
have been put to even greater use by the various councils
and politicians. Interestingly, I have been contracted by
people who have more bizarre or erudite tastes. As more
and more ancient texts and tomes pass into my hands,
I become increasingly concerned. At first, I approached
these books as tests of my skills, but each of their pages
warns of people called the Mandoag. Could this pattern
be a fluke, or is there merit to the words?
POLYGLOT
Let’s use the universal greeting, “Bah Weep Granah Weep
Nini Bong.”
Effect: You can read and write every language, despite
your [FB].
T UR N C OAT
Do what it’s like to dedicate your
PROFESSIONS PAMPHLET
yo u k now
life to something only to find out that you were used,
exploited for your loyalty and set up to take the fall for
a dire mistake? Well, I do, and I have sworn to myself
I will never be that scapegoat again. Ever since that
incident, I have decided to look out for myself and never
trust anyone again. I’m not a traitor or a coward but a
realist who understands that those in power do not care
about the common folk. Don’t look at me like that; I was
not born on Newgate Steps—I have honor!
I laugh at the absurdity of drawing lines in the
conflict to come. On one side, the Rebels are crying
louder each day for independence and the right to
govern their own nation. On the other side, the Loyalists
are trying to exert their dominance over the New World,
as anything else would spell the beginning of the end
of their British Empire. Some people feel that this
situation can be solved with mediation and diplomacy,
but they are wrong—the only way to resolve such a
dispute is through a fight. When the fight does come to
these shores, people must pick a side, and I already know
whose side I will be on—my own.
FLUID ALLEGIANCE
Whatever side offers me the best deal is the one I take, but
they’d better watch their back if they change their minds about
my usefulness.
Effect: You do not have to make Skill Tests to masquerade TUR N C OAT A B I L ITI E S
as someone of a different Allegiance, fitting in without
fail. { Trait & Quirk
SKILL RANK BONUS ADVANCE TALENT
QUIRK: MARKED FOR DEATH
{ Athletics { [BB] { Poker Face
My shifting attitudes and alliances have made me a lot of
{ Bargain { [BB] { Role Reversal
enemies, some of whom hunt me to this day.
{ Disguise { [CB] { The Third
Effect: You begin gameplay with a nemesis, a ‘named’ Degree
{ Interrogation { [CB]
enemy you will create with the Historian. Whenever
{ Intimidate { [FB]
you are face-to-face with this enemy, you cannot take
{ Martial Melee { [FB]
advantage of the Coin pool. Once this enemy is defeated,
the Historian will secretly create another nemesis and { Martial Ranged { [WB]
will tell you who they are only at the most inopportune { Simple Melee
moment. { Simple Ranged
{ Toughness
VA G R A N T
T h e way I see it, people are divided into two types:
PROFESSIONS PAMPHLET
the haves and the have-nots. I know that having nothing
liberates me and allows me to look for freedom while
those other folks sit miserably in their ivory towers.
I’m not a layabout or a tatterdemalion; if anything, I’m
more dynamic than most. I’m not tied down by anyone
or anything, leaving me free to do what I want and go
where I please. The world is a cruel place, and life is hard,
but with the wind at my back and satchel on my hip, I
can’t help but feel I took the best path.
My ramblings have led me to many places, whether
I’m working for a meal or holding down a labor job
for a few months. I’ve seen and heard a lot, and some
of it scares me. Sometimes when I’m at my campsite
warming my supper, I hear things in the dark that don’t
sound like any animal I’ve ever heard. I’ve heard rumors
all throughout the country of dark things, and it’s
always the same story: out there, just beyond our vision,
something is shifting and stirring. What it is exactly, I’m
not sure, but I’ll bet my last pence it’s nothing good.
VAGRANT STORY
I’ve seen far-flung places, shaken hands with strange people
and always know my way along the path.
Effect: When you fail a Folklore or Navigation Test, you
may re-roll to generate a better result, but must accept
the outcome.
VA G R A N T A B I L I T I E S
QUIRK: UNHEALTHY
{ Trait & Quirk
Being constantly on the move hasn’t done my health any
favors, and most times, I feel worn down and tired. SKILL RANK BONUS ADVANCE TALENT
W E AV E R
I h av e h e a r d th e learned say that one of the first
PROFESSIONS PAMPHLET
THREADS OF FATE
It is through the weaving that I am able to catch a glimpse of
what is to come.
Effect: Whenever a game session begins, roll 3D6
Chaos Dice. For every die that lands on face ‘6,’ place
an additional Coin into your respective pool. Whenever
they are spent, they are immediately discarded for the W E AV E R A B I L I T I E S
rest of the game session.
{ Trait & Quirk
QUIRK: A TANGLED WEB SKILL RANK BONUS ADVANCE TALENT
Humans live complicated and tangled lives, and sometimes { Ebb & Flow
{ Awareness { [AB]
the knots become too much to unravel.
{ Bargain { [FB] { Tenacity
Effect: Whenever there are no Coins remaining in your { Coordination { [IB] { Weaving
respective pool, you cannot use Determination.
{ Folklore { [PB]
{ Guile { [PB]
{ Resolve { [WB]
{ Rumor { [WB]
{ Scrutinize
{ Simple Ranged
{ Tradecraft
WHALER
T ho s e who dare to call
PROFESSIONS PAMPHLET
c owa r dly sa i lors
themselves ‘Jack Tar’ make me laugh. Like the
Wampanoag Nation’s storied ancestors, I hunt and chase
my prey: the deadly and enormous leviathan of the sea.
When I am in my longboat, harpoon in hand, I stare
in death’s face and grin. I have stared into the abyssal
eyes of the whale and have struck them down. I live for
the thrill, for the feats of strength and courage that each
hunt requires. I am as dedicated to my code of honor as
any knight on horseback ever was.
I’ve noticed the ocean’s tides are changing in the
lull between looking for new pods to hunt. Every day I
pass Loyalist ships loaded with beasts for the west coast,
spelling doom for all who live there. But even in the dark
waters where giant squids dwell, I have seen odd things.
I have come across entire pods of dead whales in the
middle of the sea, floating belly-up in a sargasso of blood
and ambergris. Even our crew can only take a whale or
two at a time—whatever is killing them is a monster far
more powerful than any whale I’ve ever hooked.
Below the bounty of the waters, strange things stir within the SKILL RANK BONUS ADVANCE TALENT
depths. { Chase The
{ Athletics { [AB]
Effect: When you’re immersed and you cannot see the { Folklore { [BB]
Pain
water’s bottom, you must succeed at a Resolve Test or { Gut Instinct
{ Martial Melee { [BB]
suffer from Stress. { Take a
{ Martial Ranged { [CB]
Gander
{ Navigation { [CB]
{ Pilot { [IB]
{ Resolve { [WB]
{ Simple Melee
{ Simple Ranged
{ Toughness
WRIGHT
E v e ry see, every ship you board, each
PROFESSIONS PAMPHLET
ho us e yo u
canoe traversing the river, every barrel you store
pickles in—you have us to thank for that. My work is
indispensable, as I provide roofs over peoples’ heads and
places to keep their food. Using simple tools and wood
from humble trees, I can build nearly anything. Not
only that, my handiwork and care make these mundane
objects into beautiful pieces of art people are proud to
use. I have plenty of splinters and calluses to show for
all my hard work, but I can rest easy at night knowing I
finished a job well done.
My orders for all sorts of items have increased
tenfold in the past few months: wheels for cannons,
stocks for guns, jolly boats for ships. Only a fool would
deny that war is on the horizon, and my work will serve
as a lynchpin in the conflict. I have heard both sides of
the debate, and while I have my own opinions, my mind
is firmly focused on my work. Violence will undoubtedly
strike very soon, and I need to be prepared no matter
who contracts me for work. And if I have to fight to
defend myself, I have plenty of ways to build weapons
as well.
MASTER BUILDER
I’ve spent so much time at my lathe and saw that I can whip
together or patch up anything made of wood in no time.
Effect: You always Critically Succeed Tradecraft Skill
Tests to create objects larger than an oxen. WRIGHT ABILITIES
Measure twice, cut once—unfortunately, wood isn’t the only SKILL RANK BONUS ADVANCE TALENT
thing I’ve cut! { Herculean
{ Athletics { [BB]
Effect: Reduce your Agility by -9%. { Awareness { [BB]
Effort
{ Jaded
{ Bargain { [CB]
{ Woodworking
{ Intimidate { [FB]
{ Martial Ranged { [FB]
{ Rumor { [PB]
{ Simple Melee { [WB]
{ Simple Ranged
{ Toughness
{ Tradecraft
WRITER
P ay h e e d, friend, because I am not some
PROFESSIONS PAMPHLET
my
talentless quill diver! By one stroke of the pen, I can
rally anyone to a cause. It might be through the letters
I send to one of the numerous newspapers decrying
taxation. Or the demands from Indigenous Nations to
the European powers who promise to reimburse them
in this time of theft. Perhaps I might pen a broadsheet
in which I speak out against the rabble-rousing Rebels!
As the tensions grow, my quill is more critical than
ever. Words win wars, and it doesn’t matter which side
I choose, for it remains my duty to sway opinions in
favor of whomever I follow. Others may dismiss me as
a firebrand or a nebbish person whose only defense is
an inkpot—but I care little. I take my responsibilities
as seriously as any soldier’s sworn duty. I only speak
the truth, and any of those other writers who put forth
frivolous rumors of evil manifest are little more than
charlatans looking to make a quick shilling.
WELL-PUBLISHED
My writing is both admired and well-respected among those
who deal in literary circles.
Effect: When strangers recognize you by your real name
or by your works, you treat all successful social Skill Tests
as a Critical Success.
LITERACY IN FLAMES OF FREEDOM K (Trivial +30%): Play and win a game of cards against
greenhorns
It is assumed that there is a basic level of functional
literacy among people, whether they have a Skill K (Easy +20%): Fix a cockfight in your favor
Rank in Education or not. If a language has a
written form, most people can read and write it
K (Routine +10%): Play and win a standard game of chess
without possessing a Skill Rank in Education. For K (Standard +/-0%): Guess the number of stones in a
characters with the Education skill, the differing large jar
Skill Ranks represent how quickly they can read,
their understanding of what complex terms and
K (Challenging -10%): Fix a fistfight in your favor
phrases mean and their capacity to interpret K (Hard -20%): Play and win a game of dice against a
religious and philosophical ideas. veteran gambler
K (Arduous -30%): Guess the next card to be played
FOLKLORE (INTELLIGENCE)
SIDE GAMES
Folklore represents your secondhand and first-person
Some Historians prefer players to roll dice and
knowledge of the histories, traditions, faiths and
participate in real-world use of cards, checkers
notable figures of a particular region. Drawn from the
and chess to resolve high-stakes gambling. The
stories, oral traditions and rumors you’ve heard from
Historian may call for Gamble Tests during the
family, merchants and travelers, it also confers a deeper
game to change any outcomes.
INCANTATION (WILLPOWER)
Incantation represents your ability to tap into powers
unknown to cast Spells. It can be used to identify strange
magical symbols, understand occult activities, participate
in rituals, research otherworldly threats, interpret omens
and gain an understanding of superstitions made real.
K (Trivial +30%): Cast a spell in a place regarded as holy
to your faith
INTERROGATION (WILLPOWER) K (Trivial +30%): Bully your way to the front of a soup
Interrogation represents your ability to draw answers line
from an unwilling subject using a variety of physical and
K (Easy +20%): Insinuate violence through force of
emotional methods. It allows you to cause duress in your
presence and words
subject, inflicting mental fatigue upon them as you begin
to get at the heart of the truth. Interrogation often relies K (Routine +10%): Cause innocent people to cow before
on physical torture. you in a public place
K (Trivial +30%): Gaslight a friend or loved one K (Standard +/-0%): Shove or push someone out of your
way
K (Easy +20%): Pour hot tar over someone
K (Routine +10%): Strike the head off of the guilty in K (Challenging -10%): Cow foes into giving up
one stroke K (Hard -20%): Make a threatening gesture to force a
guard to abandon their post
K (Standard +/-0%): Force a witness to relive a traumatic
experience K (Arduous -30%): Force an undefeated rival to kiss your
boots
K (Challenging -10%): Convince someone to tell the
truth, after a round of torture LEADERSHIP (FELLOWSHIP)
K (Hard -20%): Torture a friend or an ally Leadership represents your ability to gain the support
of allies, unifying them under your guidance against
SIMPLE MELEE (COMBAT) K (Trivial +30%): Fire a shot at a person who’s climbing
a tree
Simple Melee represents your ability to use standard
weapons in hand-to-hand fights and battles. Simple K (Easy +20%): Fire a shot at someone who’s running
Weapons, such as a knife or hatchet, are easy to use, away
require little training and are commonly carried on
K (Routine +10%): Fire a shot at a foe who’s pinned
a belt. This Skill is typically gained by training with
against a wall or in the corner
improvised weapons taken from the battlefield that were
left shattered and abandoned or by being members of a K (Standard +/-0%): Fire a warning shot at someone’s feet
militia.
K (Challenging -10%): Fire a shot at someone on
K (Trivial +30%): Re-wrap leather around the hilt of a horseback
broken saber
K (Hard -20%): Fire into an Engagement, where you may
SKILLS & TALENTS
K (Easy +20%): Strike a foe who is sitting in their chair potentially harm your allies
with their back turned toward you
K (Arduous -30%): Fire at an enemy in darkness
K (Routine +10%): Use your weapon alternatively as a
tool for work SKULDUGGERY (AGILITY)
Skulduggery represents your ability to use larcenous or
K (Standard +/-0%): Grapple the haft of a boarding axe illegal means. It can be used to bypass locked doors and
to bash a door down
chests without a key, disable security contrivances and
K (Challenging -10%): Break a Simple Melee weapon elaborate traps, use simple prestidigitation to palm small
over your knee objects and hide cards and conduct simple robberies,
such as cutting coin purses and snatching bracelets.
K (Hard -20%): Dig a shallow grave using your weapon
K (Arduous -30%): Scavenge a Simple Melee weapon to K (Trivial +30%): Use a simple card trick to distract others
become usable K (Easy +20%): Filch a pie off a windowsill
K (Routine +10%): Disable a wire trap intended to set off
an alarm
K (Standard +/-0%): Pick the pocket of a passerby in a
crowded street
K (Challenging -10%): Pick the lock off a strongbox or
fortified trunk
K (Hard -20%): Pick the pocket of a passerby in a near-
empty street
K (Arduous -30%): Palm an object in front of a merchant’s
stall
K (Arduous -30%): Repair a Kentucky Longrifle that’s weapons in either hand. If you ever suffer an Injury
been busted into tiny, tiny pieces
where you cannot use your primary hand, you do not
WARFARE (INTELLIGENCE) suffer penalties when using your off-hand.
Warfare represents your ability to use war machines ANIMALISTIC
to break down walls, smash doors, crash through an
army’s defenses and wreak havoc upon an enemy’s Vicious and uncouth—that’s what they say behind my back
supply lines. This Skill helps you understand strategies because they’re afraid of what I may do.
utilized in warfare (both mobile and ensconced within a Effect: Whenever you roll Chaos Dice to determine
fortification) as well as how to erect appropriate defenses whether you inflict an Injury, add 1D6 Chaos Die.
and conduct psychological warfare upon the enemy. When you inflict an Injury, you gain 3 Conflict.
K (Trivial +30%): Take account of supplies and provisions ARITHMETIC
for a war campaign
Whether I’m crunching numbers or attempting to explain
K (Easy +20%): Load a war machine with assistance Descartes, I know how to break down the answer.
K (Routine +10%): Determine weaknesses in enemy lines Effect: Record this Talent name by your Skill Ranks—
Arithmetic. Whenever you use a Skill that could be
K (Standard +/-0%): Conduct a massive troop movement paired with Arithmetic, ignore any penalties your
in the midst of battle
character is currently suffering from due to your Peril
K (Challenging -10%): Find soft spots in fortifications Condition Track. You also gain a +10% Base Chance to
use the Skill when paired.
K (Hard -20%): Prognosticate the tactics an unknown
enemy is using
K (Arduous -30%): Count the number of troops
remaining on a battlefield
ARTISTRY BOOKBINDING
I learned how to paint, write poetry, compose music and sing Printmaking, vellum production and sewing the perfect
with a pitch-perfect voice. binding are an art unto themselves.
Effect: Record this Talent name by your Skill Ranks— Effect: Record this Talent name by your Skill Ranks—
Artistry. Whenever you use a Skill that could be paired with Bookbinding. Whenever you use a Skill that could be
Artistry, ignore any penalties your character is currently paired with Bookbinding, ignore any penalties your
suffering from due to your Peril Condition Track. You also character is currently suffering from due to your Peril
gain a +10% Base Chance to use the Skill when paired. Condition Track. You also gain a +10% Base Chance to
use the Skill when paired.
ASTRONOMY
Whether you need to know of matters cartographical or the BRAINS OVER BRAWN
movement of the heavenly spheres, I am here. Keep a clear mind and you’ll never suffer the enemy.
Effect: Record this Talent name by your Skill Ranks— Effect: You may alternatively use [WB] in place of [BB]
Astronomy. Whenever you use a Skill that could be when calculating your Damage Threshold.
paired with Astronomy, ignore any penalties your
character is currently suffering from due to your Peril BREAK MY FAST
Condition Track. You also gain a +10% Base Chance to A hearty meal is the source of good nutrition, a healthy spirit
use the Skill when paired. and the best way to start your day.
You don’t like my vulgar tone, eh? A pox on thee, and thy CAST-IRON STOMACH
mother, too!
I’ve built up a tolerance for bad food and dirty water on the
Effect: When you succeed at a Skill Test meant to road.
ridicule or taunt someone, they suffer 1D10+1 Peril.
Effect: When Resisting the effects of Ailments and
BLACKSMITHING Drugs, you gain a +10% Base Chance to Skill Tests.
The art of turning metals, filing silver and smelting ores into CHARISMATIC
usable objects takes a certain kind of skill.
They say I am affable, engaging and the life of the party.
Effect: Record this Talent name by your Skill Ranks—
Effect: Permanently add +6% to your Fellowship.
Blacksmithing. Whenever you use a Skill that could be
paired with Blacksmithing, ignore any penalties your
character is currently suffering from due to your Peril
Condition Track. You also gain a +10% Base Chance to
use the Skill when paired.
COSTUMING
From ball gowns to theatrical dress and even military styles,
I’ve made them all.
SKILLS & TALENTS
DANGER SENSE
I can feel the hackles rise on the back of my neck when things
are about to go amiss.
Effect: Whenever you are Surprised, you are not
Defenseless. In addition, permanently add +1 to your
Initiative.
DRESSED TO THE NINES Effect: When picking pockets, you gain a +20% Base
Chance to Skulduggery Tests.
I was taught how to present myself to ensure proper, seamless
interaction with others. FREERUNNING
Effect: When you attempt to persuade those of a With a hop, skip and a jump, we can make our way out of
different Allegiance than your own, you gain a +20% there.
Base Chance to Charm.
Effect: Provided you have a wall as tall as you are nearby,
EBB & FLOW you can double your vertical Jump in combat. In addition,
permanently add +1 to your Movement.
If you only could see the strings of Fate, you’d see how easily
HOBNOBBERY LEATHERWORKING
I find it incredibly easy to rub shoulders with a wide spectrum Whether it be skinning animals, cobbling, tanning or making
of people; chalk it up to my people skills! simple accoutrements like belts and boots, I’m your person.
Effect: When gossiping or inquiring about local rumors, Effect: Record this Talent name by your Skill Ranks—
you gain a +20% Base Chance to Rumor Tests. Leatherworking. Whenever you use a Skill that could be
paired with Leatherworking, ignore any penalties your
HOLDOUT character is currently suffering from due to your Peril
What key are you talking about, sirrah—the one that the thief Condition Track. You also gain a +10% Base Chance to
down the road stole? use the Skill when paired.
Effect: You always succeed at Skill Tests to conceal LINEAR TACTICS
objects no larger than a knife in your clothing.
I’ll fire and retreat, and you take my place!
HORSE SENSE Effect: Whenever you deal Damage to a foe with a
My horse and I have established such a bond that we are able ranged weapon, immediately switch places with an
to intuit one another’s feelings. Engaged ally.
Effect: When you attempt to interact with horses, you MANNA OF GOD
gain a +20% Base Chance to Handle Animal.
Look deeper within, my child—it is there you shall find the
light.
SKILLS & TALENTS
HUSBANDRY
I’ve bred, reared and trained animals of all kinds: bison, Effect: Spend one Coin to automatically restore your
chickens, cows, dogs, falcons—you name it. Damage & Peril Condition Tracks by one step positively
once a day.
Effect: Record this Talent name by your Skill Ranks—
Husbandry. Whenever you use a Skill that could be METTLE
paired with Husbandry, ignore any penalties your
character is currently suffering from due to your Peril My mind is an iron fortress, buttressed by an enduring
Condition Track. You also gain a +10% Base Chance to willingness to keep calm.
use the Skill when paired. Effect: Whenever you suffer Peril from mental activities,
reduce your Peril Condition Track by one less step
IRONCLAD negatively.
M endon
I learned to survive through a trial by fire—both literally and
figuratively. su f f e rs 13 Peril, which normally
would move them one step down on the Peril
Effect: Foes must roll two face ‘6’s on Chaos Dice to
Condition Track. However, because they have
Injure you. You also no longer suffer Moderate Injuries.
the Mettle Talent, Mendon doesn’t move any
JADED steps whatsoever.
I’ve learned that you can’t count on anything in this world but
yourself. MILITARISTIC
Effect: When suffering Peril from Stress, Fear or Terror, Training and constant drilling are key for battle-readiness.
reduce it by your [FB].
Effect: Permanently add +6% to your Combat.
NOM DE GUERRE Effect: Whenever you Risk Backlash, reduce the number
of Chaos Dice you roll (to a minimum of one die).
I adopted a war identity so that my deeds wouldn’t bring
harm to my loved ones. POKER FACE
Effect: You now have a secret identity. It requires no Skill Love the game’s intuition; play the cards with spades to start.
Tests to live and to interact as that identity among those
Effect: Your Allegiance cannot be discovered unless you
who know you by the secret identity. However, when
tell someone, and you cannot be made the target of the
interacting with strangers who may know you outside
Scrutinize Skill to determine your Allegiance.
your secret identity, you must succeed in a Disguise Test
or else be discovered. POLAR STAR
POST-HASTE
Get moving as quickly as you can, as if your lives depend upon
it!
Effect: You reduce all Movement Actions by -1 Action
Point (to a minimum of 1).
POT VALIANT
Raise your cups, for tonight we either dine in hell, or we revel
with Bacchus!
Effect: When you are Intoxicated, will you be a merry
drunk or a moody drunk? When you’re merry, gain
a +10% Base Chance to Coordination Tests while
Intoxicated. When you’re moody, gain a +10% Base
Chance to Athletics Tests while Intoxicated. You can
make this choice every time you become Intoxicated.
PUGILISM
There’ll be two hits: me hitting you and you hitting the ground.
SKILLS & TALENTS
REBEL YELL
If you lift a finger, we will destroy every last one of you!
Effect: When you attempt to incite violence, you gain a
+10% Base Chance to Skill Tests.
RIBALDRY
Have you ever seen a poodle tip the velvet of a dandy lad?
Effect: At your option, you can substitute the Charm
Skill in place of Resolve when withstanding the effects
of Stress, Fear and Terror.
RICOCHET
Well, that was a lucky shot!
Effect: Whenever a foe is Slain! from an attack you’ve
made with a ranged weapon, spend one Coin to inflict
the same amount of Total Damage against a foe who is
within 3 yards of them.
SCIENCE
Sacred geometry, mathematics and life sciences are my STONEMASONRY
specialties. I’ve learned to chip away at stone to create beautiful buildings,
Effect: Record this Talent name by your Skill Ranks— monuments and statues.
Science. Whenever you use a Skill that could be paired Effect: Record this Talent name by your Skill Ranks—
with Science, ignore any penalties your character is Stonemasonry. Whenever you use a Skill that could be
currently suffering from due to your Peril Condition paired with Stonemasonry, ignore any penalties your
Track. You also gain a +10% Base Chance to use the character is currently suffering from due to your Peril
Skill when paired. Condition Track. You also gain a +10% Base Chance to
use the Skill when paired.
SELF-MEDICATION
Madness can be a medicine in the modern world. TAILORING
Effect: Whenever you are suffering from Stress, Fear or Stitching clothes, hat-making and other sundries I can readily
Terror, add +3 Initiative. take care of.
Effect: Record this Talent name by your Skill Ranks—
SIMON PURE Tailoring. Whenever you use a Skill that could be paired
Rest assured, fair friend, that I am indeed the great George with Tailoring, ignore any penalties your character is
Washington! currently suffering from due to your Peril Condition
Track. You also gain a +10% Base Chance to use the
Effect: When masquerading as someone notably famous
Skill when paired.
(or infamous), you gain a +20% Base Chance to Disguise
Tests.
right in front of us! you understand the multitude of spirits in this world and their
Effect: Ignore the effects of Concealment & Weather true aims.
conditions for purposes of using ranged weapons. Effect: Record this Talent name by your Skill Ranks—
Theology. Whenever you use a Skill that could be paired
TALK LESS, SMILE MORE with Theology, ignore any penalties your character is
Don’t let them know what you’re against or what you’re for. currently suffering from due to your Peril Condition
Track. You also gain a +10% Base Chance to use the
Effect: When you attempt to peacefully negotiate, you
Skill when paired.
gain a +10% Base Chance to Skill Tests.
TRAIN ANIMALS
TENACITY
Sit, lie down, stay and attack are the foremost (and four best)
Dedication and commitment are necessary tools for survival.
tricks you teach your dog.
Effect: Permanently add +6% to your Willpower.
Effect: You can teach threats classified as Animals a
THE THIRD DEGREE number of commands. Suggested ones may include
attack, fetch, go and stay—the limits are up to you
I know precisely where to land my shots to make them count . . . and the Historian to decide. An animal can learn a
and make them hurt. number of commands equal to your [FB], but you may
Effect: When you Injure a foe with a weapon, you inflict train multiple animals different commands. It takes
two Injuries instead of one. a week of training to teach an animal a command. If
using a command in combat, spend 1 Action Point to
command it.
TRIVIUM WEAVING
The arts of grammar, rhetoric and logic are subtle, and it takes Baskets, textiles and ancestral blankets are what I have
years of failure to become an expert in them. practiced my hand on.
Effect: Record this Talent name by your Skill Ranks— Effect: Record this Talent name by your Skill Ranks—
Trivium. Whenever you use a Skill that could be paired Weaving. Whenever you use a Skill that could be paired
with Trivium (the study of grammar, logic and rhetoric), with Weaving, ignore any penalties your character is
ignore any penalties your character is currently suffering currently suffering from due to your Peril Condition
from due to your Peril Condition Track. You also gain a Track. You also gain a +10% Base Chance to use the
+10% Base Chance to use the Skill when paired. Skill when paired.
yo u ’ r e i n B o sto n, th e C a r i bb e a n or N ew F r a n c e .
Wagon wheel 12s While some refuse to let the past die and wear old
Yoke 7s cuirasses of metal or rawhide, armor is otherwise
seen as a fruitless endeavor, given that bullets can
easily punch through armor. Therefore, there are no
armors or shields in FLAMES OF FREEDOM.
Armor imported from ZWEIHÄNDER is
considered obsolete when struck by weapons of
the Blackpowder Quality, and characters do not
add Determination to their Damage Threshold
while wearing it.
CLOTHING PRICE
Shawl (linen) 9s
Shawl (silk) £6
Shirt (hunting) 2s
Shirt (linen) 8s
Shoes (calico) 6s
Shoes (deerskin) 8s
Shoes (leather) 3s
Shoes (silk) £3
Stockings (coarse) 1s
Stockings (cotton) £1
Stockings (silk) 7s
Stockings (threaded) 1s
Stockings (worsted) 2s
Trousers 2s
Vest 2s
Waistcoat 3s
Wampum (purple bead) 3p
Wampum (white bead) 2p
Wheelchair £1
Wig (Average) £3
Wig (Inferior) 12s
Wig (Superior) £9
FLEETING TOTAL
LIGHT SOURCES PRICE DURATION PERFECT LIGHT
SHADOWS DARKNESS
Bonfire NONE 3 hours 1 to 30 yards 31 to 59 yards 60 yards+
Campfire NONE 9 hours 1 to 15 yards 16 to 39 yards 40 yards+
Candles (10) 1p 3 hours 1 to 5 yards 6 to 9 yards 10 yards+
Lamp 1s 6 hours 1 to 5 yards 6 to 19 yards 20 yards+
Lantern 3s 6 hours 1 to 15 yards 16 to 39 yards 40 yards+
Match (20) 1s 1 minute 1 yard 2 to 4 yards 5 yards+
Oil pot 5p 3 minutes 1 to 5 yards 6 to 9 yards 10 yards+
Torch 1p 1 hour 1 to 10 yards 11 to 29 yards 30 yards+
Gun tools £5
Gunsmith’s air pump 15s
Kite & key 1s
Lace by yard £6
Ladder (ten-foot) 3s
Looking glass (mirror) £7
Looking glass (polished metal) £1
Mortar & pestle 2s
TOOLS PRICE
a weapon requires a certain number of Action K Encumbrance Value: Encumbrance Values are
Points (abbreviated to AP). If a melee weapon has added up to determine whether or not you’re
a Load value, do not account for it unless used as suffering Overage.
a ranged weapon.
K Price: This is the retail cost of the item, but may
K Ammo Type: Some ranged weapons require be adjusted by the Historian at their discretion.
ammunition to be fired.
ENCUM-
RANGED SKILL AMMO
HANDLING LOAD DISTANCE DAMAGE QUALITIES BRANCE PRICE
WEAPONS TO HIT TYPE
VALUE
Simple 1+[PB] Acid, Break,
Acid Bomb 1H 1 AP NONE [PB] 1 10s
Ranged yards Throwing
Martial 6+[PB]
Atlatl 1H 1 AP Javelins [CB] Silent, Throwing 2 7p
Ranged yards
Simple Cone Blackpowder,
Blunderbuss 2H 4 AP Bullets [PB] 2 £2
Ranged Template Vicious, Weak
Brown Bess Martial 9+[PB] Accurate,
2H 3 AP Bullets [CB] 3 £4
Musket Ranged yards Blackpowder
Carbine,
Charleville Martial 9+[PB]
2H 3 AP Bullets [CB] Blackpowder, 2 £3
Musket Ranged yards
Weak
Blackpowder,
Double- Simple 1+[PB]
1H SPECIAL Bullets [CB] Pistol, Repeating 1 £2
Barrel Pistol Ranged yards
(2), Weak
Duck-Foot Simple Cone Blackpowder,
1H 3 AP Bullets [PB] 1 £3
Pistol Ranged Template Pistol, Slow, Weak
Accurate,
Dutch Martial 3+[PB]
1H 2 AP Bullets [CB] Blackpowder, 1 £4
Longpistol Ranged yards
Pistol
Ferguson Martial 9+[PB] Blackpowder,
2H 2 AP Bullets [CB] 2 £8
Rifle Ranged yards Carbine
Flintlock Simple 3+[PB] Blackpowder,
1H 2 AP Bullets [CB] 1 £2
Pistol Ranged yards Pistol, Weak
Fowler Simple 9+[PB] Blackpowder,
2H 3 AP Bullets [CB] 2 £2
Musket Ranged yards Inaccurate, Weak
Blackpowder,
Fused Martial 1+[PB]
1H 1 AP NONE [CB] Bomb, Break, 1 5s
Grenade Ranged yards
Throwing
Fused
Martial 6+[PB] Blackpowder,
Grenade 2H 4 AP NONE [CB] 3 £4
Ranged yards Bomb, Throwing
Mortar
Pneumatic,
Girardoni Marital 6+[PB]
WARES & WEAPONS
ENCUM-
RANGED SKILL AMMO
HANDLING LOAD DISTANCE DAMAGE QUALITIES BRANCE PRICE
WEAPONS TO HIT TYPE
VALUE
Powder Simple 1+[PB] Bomb, Break,
1H 1 AP NONE NONE 1 £1
Bomb Ranged yards Smoke
Accurate,
Martial
Rampart 15+[PB] Blackpowder,
Ranged or 2H 6 AP Bullets [CB] 6 £10
Gun yards Cumbersome,
Warfare
Devastating
Simple 3+[PB] Blackpowder,
Screw Pistol 1H 3 AP Bullets [CB] 1 £2
Ranged yards Pistol, Weak
Martial 9+[PB]
Selfbow 2H 1 AP Arrows [AB] Fast, Silent 2 5s
Ranged yards
Blackpowder,
Turn-Out Simple 1+[PB]
1H 1 AP Bullets [CB] Inaccurate, Pistol, 1 £1
Pistol Ranged yards
Weak
War. They’re commonly found in the hands of the British most commonly found musket in the Thirteen Colonies.
Empire and Loyalists. With a 48-inch barrel, it is primarily used for hunting.
CHARLEVILLE MUSKET: Considered to be superior FUSED GRENADE: It is a hollow iron ball packed with
by the French, this particular musket will give the Brown gunpowder, ignited using a string fuse. When detonated,
Bess a run for its money in the heat of battle. the ball shatters, sending iron shards in all directions.
DOUBLE-BARREL PISTOL: Designed for naval FUSED GRENADE MORTAR: This is the ubiquitous
boarding, this pistol is deadly in close fighting but loses grenade lobber. Though it looks like a blunderbuss, it fires
its punch at farther distances. a grenade much farther than it is typically thrown.
GIRARDONI AIR RIFLE: These curious devices are SCREW PISTOL: Sometimes called a cannon barrel
powered by pneumatics, producing little noise and no pistol, this pistol is designed to be deadly at close range. It
smoke. However, they also have one decisive disadvantage: is readily hidden, as its barrel can be released by unscrewing
empty reservoirs must be refilled using a large air-pump, it from the stock.
which is not portable.
SELFBOW: Carved from a single piece of wood and
MUSKETOON: This is a shorter version of the fowler with a draw range of 2 feet, a selfbow is capable of taking
musket. Its shorter length means even less accuracy but down a buffalo with multiple shots, or a rabbit with one
offers the possibility to reload while on the back of a horse shot.
or in confined spaces.
TURN-OUT PISTOL: This pistol does not require
NET: Nets have been used for centuries to catch fish or loading the conventional way: wadding, powder and shot
fowl, and the more adventurous sometimes use heavy nets and shoved down with a ramrod. Instead, a turn-out
to secure live specimens or legendary creatures. pistol’s barrel is unscrewed, allowing both the powder and
shot to be loaded into the firing chamber.
OVERCOAT PISTOL: This is a small pistol designed
to hide in a jacket pocket or muff, and many wealthy DID YOU KNOW?
merchants and travelers carry it.
As the camp quiets, militia and soldiers melt bullet
PENNSYLVANIA LONGRIFLE: Created by German molds to create their own bullets. With a disk of
gunsmiths living in southern Pennsylvania, these rifles lead, a bucket of water and bullet mold, it takes an
are favored by those moving to the frontier areas. With hour to create 20 bullets.
barrels ranging from 44 to 46 inches, these rifles are feared
for their deadly accuracy.
AMMUNITION PRICE
POWDER BOMB: This bomb is not deadly; instead, it Arrow 2p
produces a cloud of smoke that obscures vision.
Blackpowder w/Bullets (10) 2p
RAMPART GUN: With a 46-inch barrel, these muskets Bullet mold (120 bullets) 1s
are more like mini-cannons than shoulder arms. Used
aboard ships and atop palisades, these guns are a rarity in Cold Iron bullet (Cold Iron Quality) 2p
the Colonies. Javelin (atlatl) 4p
Quiver 1s
Silver bullet (Silver Quality) 2s
ENCUM-
MELEE SKILL TO AMMO
HANDLING LOAD DISTANCE DAMAGE QUALITIES BRANCE PRICE
WEAPONS HIT TYPE
VALUE
Agricultural Simple Engaged or Sweeping, Slow,
2H 0 AP NONE [CB] 2 3s
Tool Melee 1 yard Weak
Simple
Bare-handed Melee or 1H or 2H 0 AP NONE Engaged [BB] Pummeling, Slow NONE NONE
Athletics
Martial Engaged or Socketed,
Bayonet 2H 1 AP NONE [CB] 1 8s
Melee 1 yard Vicious
Simple
Pummeling,
Blackjack Melee or 1H 0 AP NONE Engaged [BB] 1 6p
Silent, Slow
Athletics
Boarding Martial
1H or 2H 0 AP NONE Engaged [AB] Backslash, Fast 1 7s
Axe Melee
Cavalry Martial
1H 0 AP NONE Engaged [CB] Backslash, Slow 1 £5
Sabre Melee
Simple
Silent,
Garrote Melee or 2H 0 AP NONE Engaged NONE 1 1s
Strangling
Athletics
Martial
Melee 0 AP
Gunstock Engaged or Backslash,
(Martial 1H or 2H (1 AP NONE [CB] 2 9s
Club 1+[PB] Throwing
Ranged thrown)
thrown)
Hanger Simple
1H 0 AP NONE Engaged [CB] Weak 1 £1
Sword Melee
Simple
Melee 0 AP Engaged
Fast, Skewering,
Harpoon (Simple 1H or 2H (1 AP NONE or 1+[PB] [AB] 2 3s
Throwing, Weak
Ranged thrown) yards
thrown)
Simple
Hatchet 1H 0 AP NONE Engaged [CB] Slow, Weak 1 10p
Melee
Engaged
Simple SPE- Break, Holy,
Holy Water 1H 1 AP NONE or 1+[PB] 1 £1
Melee CIAL Throwing
WARES & WEAPONS
yards
Simple Engaged or Strangling,
Horsewhip 1H 0 AP NONE NONE 1 £2
Melee 1 yard Sweeping
Simple
Melee 0 AP Engaged Break, Histo-
Improvised (Simple 1H or 2H (1 AP NONE or 1+[PB] [BB] Pummeling, 1 rian’s
Ranged thrown) yards Throwing decision
thrown)
ENCUM-
MELEE SKILL TO AMMO
HANDLING LOAD DISTANCE DAMAGE QUALITIES BRANCE PRICE
WEAPONS HIT TYPE
VALUE
Infantry Martial
1H 0 AP NONE Engaged [CB] Defensive 1 £3
Sword Melee
Simple
Melee 0 AP
Engaged or Fast, Throwing,
Knife (Simple 1H (1 AP NONE [AB] 1 4s
1+[PB] yard Weak
Ranged thrown)
thrown)
Simple Defensive, Slow,
Loaded Stick 1H 0 AP NONE Engaged [CB] 1 3s
Melee Weak
Simple
Melee 0 AP
3+[PB] Fast, Throwing,
Spear (Simple 1H or 2 H (1 AP NONE [AB] 1 2s
yards Weak
Ranged thrown)
thrown)
Martial Engaged or
Spontoon 2H 0 AP NONE [CB] Reach, Skewering 2 10s
Melee 1 yard
Simple Break, Cold Iron,
Stake 1H 0 AP NONE Engaged [BB] 1 3p
Melee Pummeling
Martial
Melee 0 AP Engaged
Tomahawk (Martial 1H (1 AP NONE or 1+[PB] [CB] Throwing 1 10s
Ranged thrown) yards
thrown)
Simple Break, Immolate,
Torch 1H 0 AP NONE Engaged [BB] 1 1p
Melee Pummeling
Simple
Defensive,
War Shield Melee or 1H 0 AP NONE Engaged [BB] 2 1s
Pummeling, Slow
Athletics
Martial Engaged or
Zweihänder 2H 0 AP NONE [CB] Punishing, Reach 3 £12
Melee 1 yard
AGRICULTURAL TOOL: Ranging from useful tools BAYONET: Slowly coming into use among the British
such as pitchforks, scythes and sledgehammers, these Army, the bayonet is uncommon in 1776. It employs a
WARES & WEAPONS
ubiquitous weapons are used in farming and war. triangular blade that creates lasting wounds. Because they
are plugged into a barrel, they must be removed before the
BARE-HANDED: Underground pugilist clubs
weapon can be fired again.
sponsored by the aristocracy, the tried-and-true pugilist
bouts and sanctioned boxing matches are part and parcel BLACKJACK: A blackjack is a small leather club favored
of life in 1776. Real weapons are far more effective, but a by robbers. This little weapon is used to knock out an
cross to the jaw, roundhouse kick to the kidney or knee to opponent quickly and quietly.
the groin sometimes speaks louder than words alone.
BOARDING AXE: This naval weapon is used to cut
nets, slash rigging and smash through cabin doors. It is an
easy, inexpensive multitool for Privateers.
CAVALRY SABRE: Mainly used by Cavalry, these KNIFE: As a proper multipurpose tool, knives are carried
swords are designed for chopping at an opponent. Sabres by every person, spanning all cultures. Knives are meant
are easily distinguished because the back of the blade is to be used in close quarters but can be thrown in a pinch.
serrated and used to slash back and forth quickly.
LOADED STICK: Whether called a club, a shillelagh,
GARROTE: Made from cat muscle or steel wire stone-headed club or a walking stick with an iron head,
attached between two spools, this is the quintessential these weapons are often innocuous, carried openly.
assassin’s weapon. Skilled assassins can put people ‘to sleep’
SPEAR: Used for hunting, on horseback and for war, the
permanently, whereas the unskilled will butcher a victim’s
spear remains a versatile weapon.
neck in the process, to the sound of much gurgling and
screaming. SPONTOON: Despite its archaic appearance, this short,
halberd-bladed spear is used by the British Empire. It is
GUNSTOCK CLUB: This unusual weapon is found in
used to defend a regiment’s colors against cavalry attacks
Indigenous warriors’ hands, made in a musket shape and
and held crosswise behind their rank and file to discourage
sporting a sharpened stone or heart-shaped metal blade.
soldiers from breaking.
HANGER SWORD: Shoddy and more for show than
STAKE: Tipped with cold iron, these unusual weapons
any real fighting, hanger swords are used in duels for
are carried by superstitious people.
reputation.
TOMAHAWK: Traditionally made of hickory with a
HARPOON: Used by whalers and found only in
stone or metal blade, the tomahawk is used as a weapon
maritime areas, the harpoon can make an effective
and sometimes a ceremonial tool.
weapon against humans as well. Six feet long overall, it
consists of a massive wooden shaft about five feet long TORCH: Swabbed in oil and cloth, torches are used to
and terminating with an iron tip and cruel barb. light the path and sometimes repurposed as cruel weapons
against the wronged.
HATCHET: Hatchets are small, handheld axes used for
clearing trails, foraging and a variety of other survival skills. FLAMING ARROWS
An excellent multipurpose blade, it allows the lightweight
Using a bandage and a pot of oil, you may impart
hatchet to be readily carried on a belt or into a fight.
the Immolate Quality to 9 arrows. You can also
HOLY WATER: Blessed by all faiths’ clerics, these sacred grant the Immolate Quality to melee weapons
water bottles are harmful to spirits and devils. It otherwise or ranged weapons that possess the Throwing
shatters into shards of glass and harmless water when Quality, but they immediately gain the Ruined
thrown at people of this realm. Quality upon dealing Damage.
HORSEWHIP: Used to drive cattle and horses, these
WAR SHIELD: These Indigenous shields of leather are
makeshift devices can be used by coordinated folk to
painted with stories and used in war.
WARES & WEAPONS
CRAFT ITEM
CANNONS & OTHER
WAR MACHINES? This may take a while . . .
This game is not one of large-scale siege warfare. Craft Item Check: When you intend to make your
Instead, it concentrates on characters’ personal own goods or weapons, make a Survival or Tradecraft
trials. War machines will be more explicitly Test (the Historian will make this determination for
detailed in a future supplement. you). Depending on the Grade you want to make, the
To answer a final question: how much Damage Difficulty Rating eases or worsens:
does a cannon do to a character? Enough to render
them Slain! without a chance to Defend. Or—to
K Inferior Goods: (Easy +20%) Skill Test
put it another way—force the British Empire to K Average Goods: (Standard +/-0%) Skill Test
surrender Boston on March 17, 1776.
K Superior Goods: (Hard -20%) Skill Test
Effect: If successful, you’ve created the item and can add
CRAFTING WARES & WEAPONS any one additional Quality to it if it’s a weapon. If failed,
There will come a time when your character will want to you recover the raw material and can try again, following
gather the raw materials themselves to create their own the time to craft outlined in Other Considerations.
items or weapons. While a generally laborious process,
Critical Success: You can also remove any one Quality
crafting items can save a fortune, depending on the
from the weapon (unless it’s the Break Quality). If the
Grade of the item you intend to craft.
item was intended to be Inferior or Average, it is upgraded
CRAFTING PHARMACOPOEIA? to Superior.
Details regarding drugs, laudanum, smelling salts, Critical Failure: You ruin the raw material and must
tincture and other rare substances is covered in purchase it again.
Article 9: Hexenmeister’s Almanack.
Other Considerations: The time it takes to craft items
varies—for every pound (£) or less the item costs typically,
GRADE it takes one day to craft. Simply divide the object’s cost in
pence (p) to determine if you can craft more than once
All crafted objects have a Grade assigned to them, which
per day. You may bring on help to reduce the time to craft
will reflect the cost of raw materials and the benefits the
by one day per helper (up to 9 helpers). The Historian will
item confers to you:
make the final call on raw materials, resources and time
K Inferior (25% of cost): Increase Encumbrance Value needed to craft an item.
by 1
K Average (50% of cost): No benefits RESELLING NEWLY CRAFTED
WARES & WEAPONS
NARRATIVE TOOLS
th e H i stor i a n a n d pl ay e rs w i l l g o th ro ug h a si mpl e e x e rci s e at th e b e g i n ni n g
a n d e n d o f th e s e s sio n .
⅞
SOCIAL INTERACTION
P e rs o na l c ombat i s not the only way a character K STEP 5: NPC Disposition & Allegiance
interacts with others in the world. Indeed, violence is a
K STEP 6: Make Social Tactics Check
NARRATIVE TOOLS
last resort rather than the first course of action. Verbal
sparring is more than a pastime for those quick of wit K STEP 7: Determine NPC Attitudes
and silver of tongue—and such individuals are capable
of dealing with more complex situations.
K STEP 8: Role-play Interaction
K STEP 9: Resolution
USING SOCIAL INTERACTIONS
When player characters seek to either convince NPCs
of a significant falsehood, persuade NPCs to capitulate
to demands they’d not otherwise readily agree to or
plant their own agendas into the mind of NPCs with
a profound effect, you will engage in a mechanic called
Social Interaction.
SOCIAL INTERACTION AS
A NARRATIVE TOOL
Social Interaction covers both direct interactions
and complex social dealings. Unlike Combat
Encounters, Social Interaction refers to narrative
time. The time during a Social Interaction is
malleable, with the length set by the Historian,
depending on how they wish to frame the event.
NARRATIVE TOOLS
Dispositions as a starting point.
NPC Disposition, the Difficulty Rating eases or worsens:
HELPFUL: NPCs will go out of their way to aid the
characters, either out of admiration, duty or notoriety.
K Helpful: (Trivial +30%) Skill Test
They share an almost familial bond, willingly putting their K Friendly: (Easy +20%) Skill Test
fortunes at stake to ensure that the characters come out
on top.
K Polite: (Routine +10%) Skill Test
FRIENDLY: NPCs share a bond of fealty with the
K Indifferent: (Standard +/-0%) Skill Test
characters, one that would be shared between those who K Impolite: (Challenging -10%) Skill Test
have deep loyalties to the party. Although they still need
to be persuaded, it would be quite common for the NPC
K Unfriendly: (Hard -20%) Skill Test
to help the characters to the best of their ability. K Antagonistic: (Arduous -30%) Skill Test
POLITE: NPCs view the characters favorably. While Effect: If successful, the NPC will capitulate to your
they would not go so far as to state that they’re friends, demands, providing that does not put them into harm’s
acquaintanceship may guarantee some sort of benefit. way. If failed, nothing happens. The Historian will be the
They won’t quickly put themselves at risk unless there is ultimate judge of how the NPC reacts.
something to be gained from doing so.
Critical Success: You also change the NPC’s Disposition
INDIFFERENT: NPCs have no particular feelings toward you one step positively when you Interact with
toward the characters, either for good or ill. They can them now and in the future. As an example, this means if
be bargained with, but only if persuaded with favors or the NPC was previously Indifferent, they are now Polite.
compensation. They will likely follow orders out of duty,
Critical Failure: You also change the NPC’s Disposition
but won’t put themselves into harm’s way.
toward you one step negatively when you Interact with
IMPOLITE: NPCs have a general disdain toward them now and in the future. As an example, this means if
the characters. This mistrust may be in relation to the the NPC was previously Indifferent, they are now Impolite.
characters’ misdeeds or general outlook of the NPC
Other Considerations: Whenever you Interact, the
they’re interacting with. They certainly won’t entertain an
Historian will determine which Skill you need to Test.
alliance and are difficult to convince otherwise.
UNFRIENDLY: NPCs do not like the characters. Their
reasoning is grounded in their own misgivings, or maybe
due to their own personal hang-ups. Unfriendly people SKILL TESTS AGAINST CHARACTERS?
can rarely be convinced to work in the characters’ favor Social Interaction mechanics are strictly intended
and entertain conspiracies to take them down. for player characters to interact with NPCs only.
While NPCs can certainly use Skills associated
ANTAGONISTIC: NPCs intend malicious harm to
with Social Interaction, it is up to the player to role-
the characters. They actively participate in efforts to
play reactions as their characters. Historians should
bring them down or destroy their reputations. It would
not use Social Interaction Skills to force players to
take the movement of mountains for them to cede to the
role-play a certain way unless they possess a Trait,
characters’ demands.
Talent or Spell that has a related effect to the Skill.
STEP 3 : ESTABLISH SOCIAL but this should only be for role-playing purposes and
INTRIGUE TRACKER because it fits their character’s Beliefs & Flaw, rather
At this point, the Historian has determined that a than out of a desire to derail the game. They may also
Complex Interaction is needed rather than a Simplified choose a person on point to lead the discussion, while
NARRATIVE TOOLS
Interaction. The players will discuss objectives out the other characters wait in the wings.
of character to discuss three things that will affect a Once the players have agreed upon their objectives,
Complex Interaction. it will give them a solid theme to adhere to during Social
Interaction.
WHO WILL PARTICIPATE?
The players must decide which characters will participate H e n ry J o n e s g iv e s the characters the
in Social Interaction. The more players who participate, promise of information. They decide they need to
the better chance they have of producing a desirable learn three critical things during the interaction:
result, based on the results of their dice rolls. It’s also finding the secret entrance to the Freemason
important to remember that players don’t have to be the vault, what local stevedore gang the Freemasons
best role-players to participate in Social Interaction. Both have paid to guard it and how many people the
first- and third-person role-playing are perfectly valid gang has protecting the vault. They mutually
ways to engage in a tense session of Social Interaction. agree upon the objectives, and the Historian asks
The Historian will place the character’s names them what may be at stake should they proceed
at the top of the Social Intrigue Tracker. It is secretly onward.
maintained by the Historian.
NARRATIVE TOOLS
normally say yes to.
Before role-playing commences in a Complex
K Helpful
Interaction, each player will select a Social Tactic. This K Friendly
tactic should be related to what the characters are trying
to achieve (as What Is To Be Gained?). Using a Skill Test,
K Polite
it will generate Attitudes the Historian will refer to K Indifferent
whenever they role-play with the characters as the NPC.
Only the following Skills can be selected by players for
K Impolite
a Social Tactic: K Unfriendly
K Bargain (Fellowship) K Antagonistic
T he
K Charm (Fellowship) i n for m atio n brok e r Henry Jones is
K Guile (Fellowship) upset that the characters are not there on time.
The Historian decides he is Impolite for this
K Interrogation (Willpower) Complex Interaction.
K Intimidate (Brawn)
K Leadership (Fellowship) NPC ALLEGIANCE
K Rumor (Fellowship) Unlike during a Simplified Interaction, however, an
NPC’s Disposition alone does not determine the
Once each player has selected their Social Tactic, the
Difficulty Rating. Allegiance is worn (often literally
Historian will write it down beside the character’s name
among soldiers) on its people’s sleeve, be they Loyalist,
on the Social Intrigue Tracker. They’ll secretly refer to
a Rebel or one of the Secret Societies the Historian
this later during the interaction.
may bring into the story. Certain mannerisms, political
A s o nly M e n d o n and Verity Trowbridge
leanings and ways of talking are all a part of one’s
Allegiance, and difficult to hide.
chose to participate in the Social Interaction
In a Complex Interaction, Allegiances are foremost
event, the players discuss which Social Tactics
in the minds of NPCs. They will tend to side with and
may prove useful to get the information out of
understand those with whom they share an Allegiance.
this Henry Jones.Verity feels that the exchange of
Characters may attempt to masquerade as other
information may be helpful to solicit intelligence
Allegiances if they have reason to, but such decisions are
out of the information broker. Her player selects
likely already made before entering a Social Interaction.
Bargain. Meanwhile, Mendon wants to lean
The Historian will secretly record the Allegiance of
on his expertise as a former guerilla. Trained
the NPC on the Social Intrigue Tracker.
in the ways of extracting information using
psychological techniques, his player chooses to
use Interrogation.
NARRATIVE TOOLS
SUCCESSFUL NPC ATTITUDES
STEP 9 : RESOLUTION
As the Complex Interaction plays out, there will come
UNDERSTANDING NPC MOTIVATIONS a time when the role-playing must end: when all
objectives have been stated, risks addressed and points
There are times when players will be suspicious of
of negotiation finalized. This is the moment where the
NPCs. For instance, perhaps they smell deception, in
Historian will wrap up the Complex Interaction and
that someone is masquerading as the person they were
determine the outcome.
supposed to meet. An Awareness Test may determine
that the military garb that the person wears is put on CONCLUDING A SOCIAL INTERACTION
incorrectly or the medals are displayed in the wrong order.
As a reward for the characters engaging in a Complex
An Eavesdrop Test may give a notion of a conversation
Interaction, the Historian will remove any remaining
this same false count is having behind a whispered hand
Coins from the Historian Pool and place them into the
with a confidante. Similarly, a Scrutinize Test may help
Player Pool.
players understand that the imposter’s demeanor is
nervous, betraying their ruse.
⅞
CHASE SCENES
NARRATIVE TOOLS
Dismal Swamp or a weeklong march in search of a rogue
Rebel military unit that betrayed General Washington
are ways in which characters give pursuit. Chases can
take place during Overland Travel in an attempt to flee
an angry grizzly bear, or at the end of a Social Intrigue
event, as an assassin fails in their endeavors to kill a well-
landed aristocrat of Rebel leanings.
CHASE SCENES AS A
NARRATIVE TOOL
Unlike Combat Encounters, Chase Scenes refer to
narrative time. The time during a chase is malleable,
with the length set by the Historian, depending on
how they wish to frame the escape.
NARRATIVE TOOLS
Round. Record the Escape Value beside the Escapee’s
HEAD START name.
The Historian will determine whether an Escapee or Determine the Escape Value by adding the Escapee’s
Pursuer has a Head Start. If so, they’ll add +3 to their Head Start+Movement+1D10 Chase Die. Calculate
Movement, but only on the first Round. all results together to determine total Escape Value,
recording it on the Chase Scene Tracker.
ALTERNATIVE FORMS Player characters who are Escapees determine
OF MOVEMENT individual Escape Values. However, NPCs will typically
Most Chase Scenes take place on foot, so you’ll roll a single Escape Value if the player characters are
refer to a character’s Movement value. However, Pursuers (unless the Historian rules otherwise).
some take place on horseback, by canoe,
scrambling down a cliff or by ship. These forms of T h e F r e em a s o n ag e n t is on the run. She has
movement will affect the calculation of Movement a Head Start of 3 and adds it to her Movement
for both Escapees and Pursuers. The Historian of 4. Rolling a 1D10 Chase Die, it lands on face
will determine if and how these other modes of ‘8.’ The Escape Value for the first Round is set at
movement apply: 15 (3+4+8).
K Balancing: [AB]+0
K Climbing down: [BB]+0
K Climbing up: [BB]-6
K Crawling: [BB]-3
K Driving a fast vehicle: [BB]+9
K Driving a slow vehicle: [BB]+3
K Flying: [AB]+12
K Riding a fast animal: [AB]+12
K Riding a slow animal: [AB]+6
K Rowing downriver: [BB]+9
K Rowing upriver: [BB]+3
K Sneaking: [AB]-1
K Swimming above water: [BB]+0
K Swimming below water: [BB]-6
V e r i ty
is Incapacitated! and captured. If an Escapee Critically
Trow br i d g e tu r n s up a 19 for
Succeeds, the Pursuer suffers 3D10+3 Peril.
her Pursuit Value, catching up to the Freemason
agent’s Escape Value of 18! She prepares to Critical Failure: If a Pursuer Critically Fails, you can no longer
capture her quarry (guaranteeing she can make participate in the Chase Scene due to narrative complications
her next roll) . . . the Historian will create. If an Escapee Critically Fails, they
are knocked Prone, Incapacitated! and captured.
Other Considerations: NONE
ATTACKING ESCAPEES?
Chase Scenes are focused on momentum. If a character wants
to attack with a weapon at any point, it is better to switch
from a Chase Scene into a Combat Encounter immediately.
NARRATIVE TOOLS
CATCH YOUR BREATH
I’m . . . not . . . done . . . with . . . you . . . yet!
Catch Your Breath: If a Capture fails or the Pursuer
fails to catch up, both Escapee and Pursuer must make a
Toughness Test at the end of the Round. Depending on
what Round it is, the Difficulty Rating eases or worsens:
K Round 1: (Trivial +30%) Toughness
K Round 2: (Easy +20%) Toughness
K Round 3: (Routine +10%) Toughness
K Round 4: (Standard +/-0%) Toughness
K Round 5: (Challenging -10%) Toughness
K Round 6: (Hard -20%) Toughness
K Round 7 and up: (Arduous -30%) Toughness
Effect: If Catch Your Breath succeeds, nothing happens.
When Catch Your Breath fails, the character temporarily
reduces their Movement by -1, until the Chase Scene ends.
Critical Success: You gain a Head Start at the beginning
of your next Round.
Critical Failure: You temporarily reduce your Movement STEP 6 : NEW ROUNDS
by -3 until the Chase Scene ends. Once a Capture fails or the Pursuer fails to catch up to
the Escapee, start a new Round by beginning at the top
Other Considerations: NONE
of the Chase Scene Tracker in Step 4: Begin Pursuit. Do
A za r
this for subsequent Rounds until one of the situations
Wi l l i n g to n u n fortu nate ly
is met:
fails his Toughness Test, suffering 2D10+2 Peril.
Mendon succeeds at his Skill Test, suffering K Escapee is Captured
no Peril. Verity Trowbridge, however, Critically
Fails her Toughness Test, thereby reducing her
K Escape Condition is met
Movement by -3. Hopefully, they’ll be able to K Escapee or all Pursuers give up
catch the Freemason agent before she gets away!
CONCLUDING A CHASE SCENE
As a reward for the characters engaging in a Chase
Scene, the Historian will remove any remaining Coins
from the Historian Pool and place them into the Player
Pool.
⅞
OVERLAND TRAVEL
players to answer: How will they get there and by what WHENEVER OVERLAND TRAVEL begins,
means? Will they go by horse or on foot? Perhaps they the Historian will secretly maintain the Overland
ride in the back of a procurer’s wagon? Will it be a safe, Travel Tracker, found in Amendments.
quick travel sequence, or will it be filled with hardship
and adversity?
NARRATIVE TOOLS
Overland Travel.
hills, deep cave systems, badlands, tundra-like
FAST TRAVEL: Historians can simply summarize conditions and barren taiga.
Overland Travel using Fast Travel, telling the players,
“You take horses from Trenton to Boston, arriving at the
K CHALLENGING TERRAIN (Challenging
-10%): Consists of overgrown forests, caverns, fast-
besieged city several days later,” and that’s fine. If characters
flowing rivers, open seas, wastelands and foothills.
are not actively leading the travel sequence (for example,
if they chartered a coach to Boston), the Historian should K STANDARD TERRAIN (Standard +/-0%):
use Fast Travel. Consists of paths around large lakes, slow-moving
rivers, marshes and forests with little undergrowth.
JOURNEY: Unlike Fast Travel, a Journey is a feature-
length travel sequence. Each character takes on a different K ROUTINE TERRAIN (Routine +10%):
responsibility, from charting the route, supporting one Consists of rolling hills, discernible trails through
another on the road, keeping the provisions and avoiding the wilderness, upriver travel and open badlands.
danger. Much like a Combat Encounter, a Journey takes
roughly an hour of real-world time but may span several
K EASY TERRAIN (Easy +20%): Consists of well-
worn paths over open ground, easy hunting tracks,
days, weeks or months of in-game time.
walking across open plains and meadows and
REGIONAL BENEFITS travel downriver or on an easily navigable river.
FOR CHARACTERS K TRIVIAL TERRAIN (Trivial +30%): Consists
Some characters may hail from or be intimately of well-paved roads, graveled paths and other
familiar with the region the party is traveling in. roadways marked or demarcated by signs and
In these situations, the Historian will grant an patrolled.
Assist Die for that character’s Arrive Checks, Role
Checks, Endure Checks and for Hunt & Forage PROVISIONING
Checks.
Provisioning is a necessary preparation to make before
traveling. Unlike rations in other games, one provision
TERRAIN provides a character a day’s worth of beans, bread, a
candle, cider, milk, oats, rice, salted meat and soap. A
The type of Terrain will have an impact both on Fast
day’s provision weighs 1 Encumbrance.
Travel and a Journey, as it sets the Difficulty Rating for
Characters can either buy provisions, or they can
character’s Skill Tests. The Historian determines the
hunt and fish along the path. Should they bring their
Terrain type using one of the following seven types as a
own provisions, characters gain an Assist Die to Arrive
starting point:
& Endure Checks during Overland Travel. If they hunt
instead, they do not gain these benefits.
off provisions they’ve consumed day over day; then the leg of their Journey.
Historian will ask characters to make an Arrive Check
at their destination. HOW DO WE GET THERE?
Characters will have some general knowledge of how to
ARRIVE CHECK get where they need to go. The players have access to the
Hi ho, hi ho, it’s off to Boston we go . . . FLAMES OF FREEDOM world map and other maps
from supporting products as reference material to chart
Arrive Check: Assuming characters have enough
their Journey. Should traveling go off the beaten path,
provisions and arrive at their destination, make a Survival
characters will have to inquire with local folk, buy maps,
or Toughness Test. Depending on the type of Terrain,
consult a library or do other kinds of research to chart
the Difficulty Rating eases or worsens:
their Journey properly.
K Trivial Terrain: (Trivial +30%) Skill Test
V e r i ty Trow br i d g e , M e n d o n and Azar
K Easy Terrain: (Easy +20%) Skill Test Willington are in Trenton, situated inside the
K Routine Terrain: (Routine +10%) Skill Test New Jersey Colony. Having wrapped up their
grim business with the Quaker Livingstone
K Standard Terrain: (Standard +/-0%) Skill Test Hobb, they need to head to the besieged city
K Challenging Terrain: (Challenging -10%) Skill Test of Boston to meet their contact Henry Jones.
Unfurling Azar’s map, they chart out that they
K Hard Terrain: (Hard -20%) Skill Test are headed to the Massachusetts Bay Colony,
K Arduous Terrain: (Arduous -30%) Skill Test where Boston is located. Their first major
stopover will be in Dedham, then to Brookline’s
Effect: If successful, each character eats a day’s worth of
sleepy village, and they’ll take the road up to
provisions for each day of the trip and is Imperiled as they
Cambridge. Knowing that the Loyalists are
arrive. If failed, a character eats a day’s worth of provisions
occupying the bay outside of Boston, they have
for each day of the trip and is at Ignore 1 Skill Rank
to cross the Mystic River to reach Charlestown
instead as they arrive.
and remain there until they can be smuggled
Critical Success: As succeeded, but the character is into Boston.
Unhindered instead.
Critical Failure: As failed, but the character is at Ignore 2
Skill Ranks upon arrival.
Other Considerations: NONE
NARRATIVE TOOLS
allowing the Historian to pace Overland Travel week’s travel is a good measure of the time needed
narratively and allowing players to plan. However, the to complete a Short Stretch. If using the overland
length of a Stretch is not measured in specific miles but map, a Short Stretch is 1 to 7 hexes.
abstracted using days.
Along each Stretch, players will make Skill Tests
K MEDIUM STRETCH: This is the distance across
a vast forest, over foothills leading to a mountain
to ensure that they get through the Stretch safely and
or along the coast of an uncharted island. One or
check against the Threat Level for encounters. This also
two weeks’ travel generally describes the distance
grants characters opportunities to investigate geographic
of a Medium Stretch. If using the overland map, a
points they encounter on their Journey, resupply and
Medium Stretch is between 8 to 14 hexes.
interact with others.
K LONG STRETCH: This is the distance required
HISTORIAN TIP: to pass through a mountain range into an adjacent
EVERY STRETCH IS UNIQUE country, explore the frigid north’s coast or journey
Some Journeys may begin on foot but continue in across a great, unsettled plain. Travel over three
the back of a coach, by canoe and end on stolen weeks and beyond constitutes a Long Stretch.
horses. Adjust the Difficulty Rating and make any If using the overland map, a Long Stretch is
necessary adjustments to make the Journey feel between 15 to 21 hexes.
more perilous or easier, working in the narrative to
tell the tale of the journey.
Taking ac c o u n t o f how the players want
Each Stretch is secretly maintained by the Historian to travel, the Historian establishes the Overland
on the Overland Travel Tracker. Travel Tracker:
HEXED-BASED MOVEMENT
Whenever using hex-based maps in FLAMES OF
FREEDOM, simply assume that each hex takes one day
to travel through.
or Threat Level for each Stretch. during a Stretch. Random chance plays a huge role here.
The events derived from the randomized results can help
TERRAIN flesh out the tale, removing some of the pre-planning it
As detailed in Step 1: Determine Approach & Terrain, the takes for the Historian to craft a memorable adventure.
Historian will secretly determine the Terrain by Stretch: The Historian will use the following guideline to
assign an appropriate Threat Level for each Stretch.
K Trivial Terrain: (Trivial +30%) Skill Test Following each Threat Level are a number of D6 Chaos
K Easy Terrain: (Easy +20%) Skill Test Dice. These are the dice players will roll along each
Stretch. Only record the appropriate number of D6 on
K Routine Terrain: (Routine +10%) Skill Test the Overland Travel Tracker:
K Standard Terrain: (Standard +/-0%) Skill Test
K NO DANGER (0D6): No danger means just
K Challenging Terrain: (Challenging -10%) Skill Test that; nothing will impose any sort of challenge
K Hard Terrain: (Hard -20%) Skill Test whatsoever on the characters.
K Arduous Terrain: (Arduous -30%) Skill Test K MILDLY DANGEROUS (1D6): Some hazard
or hindrance exists, especially for those who go
As before, you need not disclose this to the players.
looking for it. Washed-out roads, forested paths
Let it act as a story aid as you describe the wilderness.
or less well-traveled areas pose a danger.
Narrate what they see during their travels: describe the
sounds heard, what sort of plants grow, the coolness of K MODERATELY DANGEROUS (2D6): This
the river, the fetid stench of a bog, the fragrant smell of is oftentimes true wilderness areas. Animals and
a heavily forested vale, the intense heat of the desert. beasts of all types may hunt these areas, and easy
We cannot provide rules to follow in these cases, as they routes across them are rare.
go beyond this book. But approach the narration in the
K HIGHLY DANGEROUS (3D6): High
same way that your favorite storyteller or novelist writes
mountain passes prone to rockslides, overgrown
it. Feel free to crib their descriptions, jotting them down
forests where ancient creatures stir, wartime
as you read other books, or make up your own along
encampments and angry locals qualify.
the way. We encourage Historians to steal, reuse and
appropriate when needed!
T he
ASSISTED ROLES
H i stor i a n h a s already made the
While each Role must be filled, each Role may be
determination that the Threat Level from
filled by more than one character. Players will choose
Trenton to Dedham will be Mildly Dangerous,
a point person, and they will gain an Assist Die if two
due to Loyalist patrols. From Dedham to
NARRATIVE TOOLS
characters are filling the Role. If a character is Assisting
Brookline, there is No Danger. With Loyalist
another character in a Role, they cannot take on a Role
activities near Charlestown and Boston, the
themselves.
Historian rates the final Stretch from Brookline
to Charlestown as Highly Dangerous. The EVOLVING ROLES
Historian then assigns the Threat Level for each
Once a character selects a Role, it does not mean that it
Stretch of the Journey:
is their Role for the duration of the Journey. Characters
Trenton to Dedham: Mildly Dangerous (1D6) can change Roles at the end of a Stretch or after Making
Camp.
Dedham to Brookline: No Danger (0D6)
Brookline to Charlestown: Highly Dangerous (3D6) TAKING ON TWO ROLES OR MORE
A single character can also take on more than one Role,
but it makes their Difficulty Rating for Role Checks and
Endure Checks worse by one step negatively for each
STEP 6 : SELECT ROLES additional Role.
There are three Roles that the characters declare they
take on at the start of a Stretch, each with its own set T he pl ay e rs de l i b e r ate amongst
of responsibilities. Every Role has a Skill Test they’ll themselves to find the best Character to fill the
make as the characters embark over each Stretch. Players Trailblazer and Quartermaster Role. Although
should choose among themselves the best-qualified none of their characters has a Skill Rank in
character to fill each role: Folklore or Navigation, Verity Trowbridge has
a high Intelligence and Willpower. After some
K THE TRAILBLAZER (Folklore or deliberation, they decide that Verity will fill
Navigation): They are the guide of the Journey. both Roles, while Azar Willington will take on
They use the position of stars, maps and telltale the Scout Role, and Mendon will Assist Azar.
signs of other travelers to lead the way. Because Verity has taken on one additional
Role, her Difficulty Rating will be adjusted by
K THE QUARTERMASTER (Heal or Survival): the Historian when the time comes to make her
They are vigilant and watchful. They manage
Travel & Endure Checks (Standard +/-0%).
foodstuffs, track wildlife if the party ever needs
to make camp, build a fire and attend to other
Once all of these considerations have been taken
duties that increase the party’s comfort.
into account, it is time for the characters to embark upon
K THE SCOUT (Awareness or Stealth): They the first Stretch of their Journey.
oftentimes trek ahead of the party, looking for
immediate signs of danger. They set the watch
cycle, determine the safety perimeter and ensure
that other hazards are avoided.
STEP 7: MAKE ROLE & K SHORT STRETCH: Make one Endure Check
ENDURE CHECKS after the Trailblazer makes a Role Check
When the Journey begins, one Character within each
K MEDIUM STRETCH: Make one Endure
Role must make a Role Check in the order given below.
Check after the Trailblazer makes a Role Check
NARRATIVE TOOLS
THE TRAILBLAZER
If we take this path, I believe we’ll get there faster. Follow me,
I’ve got the map.
Role Check: As the Journey begins, make a Folklore or
Navigation Test. Depending on the type of terrain, the
Difficulty Rating eases or worsens:
K Trivial Terrain: (Trivial +30%) Skill Test
K Easy Terrain: (Easy +20%) Skill Test
K Routine Terrain: (Routine +10%) Skill Test
K Standard Terrain: (Standard +/-0%) Skill Test
K Challenging Terrain: (Challenging -10%) Skill Test
K Hard Terrain: (Hard -20%) Skill Test
K Arduous Terrain: (Arduous -30%) Skill Test
Effect: If successful, the Terrain eases by one step positively
for this Stretch. This means if it was Hard Terrain, it is
now Challenging Terrain. If failed, the Terrain worsens by
one step negatively for this Stretch. This means if it was
Challenging Terrain, it is now Hard Terrain.
Critical Success: The Terrain eases by two steps positively
for this Stretch.
Critical Failure: The Terrain worsens by two steps
negatively for this Stretch.
Other Considerations: If the Trailblazer is Incapacitated!
during this Stretch, the party must Make Camp.
Furthermore, if Arduous Terrain is made worse by one or
more steps on this Stretch, the party must Make Camp.
NARRATIVE TOOLS
Depending on the type of Terrain, the Difficulty Rating one Endure Check on this Stretch.
eases or worsens:
Critical Failure: As failed, but the party must add one
K Trivial Terrain: (Trivial +30%) Skill Test additional Endure Check on this Stretch.
K Easy Terrain: (Easy +20%) Skill Test Other Considerations: If the Quartermaster is
Incapacitated! during this Stretch, the party must Make
K Routine Terrain: (Routine +10%) Skill Test Camp. Furthermore, if the party runs out of provisions
K Standard Terrain: (Standard +/-0%) Skill Test during this Stretch, they must Make Camp.
K Challenging Terrain: (Challenging -10%) Skill Test ENDURE CHECK
K Hard Terrain: (Hard -20%) Skill Test We have to keep pushing; it’s not far now . . .
K Arduous Terrain: (Arduous -30%) Skill Test Endure Check: If a Medium or Long Stretch, all
player characters make a Survival or Toughness Test.
Effect: If successful, the character suffers no Peril. If failed,
Depending on the type of Terrain, the Difficulty Rating
the character suffers 2D10+2 Peril.
eases or worsens:
Critical Success: As succeeded, and you share your
comfort with another character who failed their check.
K Trivial Terrain: (Trivial +30%) Skill Test
One other character may automatically succeed. K Easy Terrain: (Easy +20%) Skill Test
Critical Failure: The character suffers 3D10+3 Peril instead. K Routine Terrain: (Routine +10%) Skill Test
Other Considerations: If they are Incapacitated! in K Standard Terrain: (Standard +/-0%) Skill Test
extreme cold or hot climates, they suffer Frostbite or
Heatstroke, respectively.
K Challenging Terrain: (Challenging -10%) Skill Test
K Hard Terrain: (Hard -20%) Skill Test
THE QUARTERMASTER
K Arduous Terrain: (Arduous -30%) Skill Test
I’ll keep the foodstuffs and ensure we are well-rested along our
path. Should it come to it, we’ll make camp and do some hunting. Effect: If successful, the character suffers no Peril. If failed,
the character suffers 2D10+2 Peril.
Role Check: In the middle of the Journey, make a Heal
or Survival Test. Depending on the type of terrain, the Critical Success: As succeeded, and you share your
Difficulty Rating eases or worsens: comfort with another character who failed their check.
One other character may automatically succeed.
K Trivial Terrain: (Trivial +30%) Skill Test
Critical Failure: The character suffers 3D10+3 Peril
K Easy Terrain: (Easy +20%) Skill Test instead.
K Routine Terrain: (Routine +10%) Skill Test Other Considerations: If they are Incapacitated! in
K Standard Terrain: (Standard +/-0%) Skill Test extreme cold or hot climates, they suffer Frostbite or
Heatstroke, respectively.
K Challenging Terrain: (Challenging -10%) Skill Test
K Hard Terrain: (Hard -20%) Skill Test
K Arduous Terrain: (Arduous -30%) Skill Test
NARRATIVE TOOLS
However, once a party has struck out in Overland Travel,
Critical Failure: If failed, a character sources no food, and
they cannot restore their Damage & Peril Condition
wastes 2D6 hours.
Tracks or account for Recuperation from Injuries unless
they Make Camp, or unless their Journey is interrupted Other Considerations: If they are Incapacitated! in
by an encounter. extreme cold or hot climates, they suffer Frostbite or
Sometimes, a party may have no choice but to Make Heatstroke, respectively.
Camp for a day or more. During this time, they can take
on any number of activities, such as changing Roles,
healing, hunting, recuperating from Injuries, reorienting,
resting or committing to other tasks that require an CHARACTERS ALWAYS MAKE Camp for
extended amount of time and effort. One example of no less than twenty-four hours. Account for any
activity players may use is below, but Historians should spent supplies during this time. When awakening
devise their own rules for other activities that fits the from Making Camp, characters recover their Peril
needs of their group. Condition Track to Imperiled. After breaking
camp, characters can continue on their Journey
HUNT & FORAGE CHECK where they left off without additional penalty.
Let’s head out to find something to eat . . .
Hunt & Forage Check: One character makes a Survival
Test. Depending on the type of Terrain, the Difficulty
Rating eases or worsens:
STEP 10 : NEW STRETCHES
K Trivial Terrain: (Trivial +30%) Skill Test Once the players reach the end of a Stretch, it’s time to
K Easy Terrain: (Easy +20%) Skill Test celebrate! You should likely Make Camp to prepare for
the next Stretch. Afterward, you’ll simply start a new
K Routine Terrain: (Routine +10%) Skill Test Stretch by beginning once again at Step 6: Select Roles.
K Standard Terrain: (Standard +/-0%) Skill Test Do this for subsequent Stretches until your Journey
comes to its end.
K Challenging Terrain: (Challenging -10%) Skill Test
K Hard Terrain: (Hard -20%) Skill Test CONCLUDING OVERLAND TRAVEL
As a reward for the characters engaging in a Journey,
K Arduous Terrain: (Arduous -30%) Skill Test the Historian will remove any remaining Coins from
Effect: If successful, a character sources enough days of the Historian Pool and place them into the Player Pool.
food for themselves equal to 1+[PB] within 1D6 hours.
If failed, a character sources no food and wastes 1D6
hours. Expend ammunition equal to the number of days
of food acquired.
a n d a p syc ho lo g ica l to l l .
ROUNDS
Unlike ZWEIHÄNDER, this game uses Rounds. A
WHENEVER A COMBAT Encounter begins, Round reflects the time it takes for combatants involved
one player who is not the Historian will maintain to complete their Turn. During a Round, every combatant
the Initiative Tracker, found in Amendments. will get a Turn, unless there are extenuating circumstances.
Unlike other trackers, players will help maintain A Round is equal to one minute in the game world, no
it, available for public viewing. Characters matter the number of combatants or actions they’ve taken.
can assume that they understand the Combat
COMBAT ENCOUNTERS
Conditions, Damage & Peril Conditions and TURNS & ACTION POINTS
Injuries that their foes suffer (unless there is a A Turn reflects when a combatant takes a set number
compelling reason the Historian wants to keep of actions dictated by their reserve of Action Points (AP
it secret). This should be a unanimous decision hereafter). A combatant begins their Turn with 3 AP.
amongst the gaming group. Although Initiative determines Turn order around the
game table, they take place simultaneously in the game
world. The length of time that passes during a Turn is
variable. It could be six seconds, ten seconds or even a
full minute, but however long, its passage of time does
COMBAT TERMINOLOGY not need to be tracked.
In this article, combatant refers to player characters,
non-player characters (NPCs) and other creatures from DIFFICULTY RATINGS &
Article 14: Threats. Sometimes, this will be broken HISTORIAN FIAT
down further between attacker and defender in the A variety of dynamic circumstances can rapidly
descriptions, and even as an ally or foe as needed. You change the battlefield, presenting all-new
are always considered your own ally. challenges. You can use them to your advantage,
such as leaping behind cover and using it to
impede foe’s attacks against you. At other times,
these conditions can impose incredible difficulty
TO CONTROL THE chaos that happens in upon combatants and obscurement, rendering
combat, the Historian will impose structured ranged weapons nearly useless at longer distances.
time. Once structured time is introduced, these Ask the Historian about the environment
terms become relevant: you’re fighting in for opportunities that may pose
benefits or penalties during battle. Be open, and
remain alert for narrative clues the Historian
may present. Remember: the Historian sets all
Difficulty Ratings based on the situation.
OBSCUREMENT
K Light Obscurement (cannot use Extreme
Distances): mist, light rain or light snow
STEP 2 : REFER TO
INITIATIVE TRACKER
Following the Pre-Game Rituals from Article 6: Narrative
Tools, players should have already rolled Initiative.
roll 1D10+Initiative from their threat listing. One player REFRESHING & BANKING AP
who is not the Historian will then record combatants on AP refreshes at the start of your Turn, not the beginning
the Initiative Tracker, highest to lowest. of the Round. This is important to remember when it
Should two or more combatants generate the same comes to the Initiative Tracker, as defenders with lower
Initiative result, the combatants can either decide who Initiative values generally don’t have the AP to use
goes first or each roll 1D10, until one of them generates Reactions that have an AP cost associated with them
a higher value and is declared the winner. (unless they have banked AP from a previous Round or
from a Talent, Trait or other ability).
INSTIGATING COMBAT Combatants are not required to spend all of their
OUTSIDE THE TRACKER AP on their Turn and can hold on to them—banking
Sometimes a character will instigate combat on their AP—to perform Reactions outside of their Turn. A
own, falling outside the normal flow of Initiative. In combatant cannot carry AP over into their next Turn.
these cases, simply have that combatant go first at the When a combatant’s new Turn begins, all of their banked
top of the Initiative Tracker and refer to their normal AP are lost and it refreshes with the usual allotment of 3
Initiative result on the next Round. AP (unless a condition stipulates otherwise).
COMBAT ENCOUNTERS
Trowbridge a 9 and Azar Willington a 3. Verity description, the use of Traits & Talents cost 0 AP
pulls her pistol on a Red Coat, instigating combat. and can be triggered either before, during or even
The Historian allows Verity to go first, with after your Skill Test (with Historian approval).
Mendon (12), the Red Coat (11) and Azar (3)
to follow. On the second and subsequent Rounds,
the players and Historian stick with the Initiative
Tracker, with Mendon (12) going first, the Red GAINING SURPRISE
Coat (11), Verity (9) and finally Azar (3). Unlike ZWEIHÄNDER, there is not a Surprise Turn in
FLAMES OF FREEDOM. Instead, when the Historian
feels it’s appropriate, an attacker can gain the benefits
SECRET EVENTS of Surprise on their Turn, regardless of whether this is
The environment also plays a role in combat. Examples the first Round of combat or a later one. The benefits of
include a blazing fire, lightning strike or a keg of Surprise rarely last more than one Turn.
blackpowder exploding. The Historian will roll 2D10+2
to determine the event’s placement on the Initiative BENEFITS OF SURPRISE
Tracker. Attackers who gain the benefits of Surprise treat
their Actions In Combat as (Easy +20%) and add
a 1D6 Fury Die to Total Damage. In addition, the
STEP 3 : FIRST ROUND combatant you hit with your next Attack Action
Whichever combatant has the highest Initiative value or Rough & Tumble is Defenseless to it.
starts the first Round by taking their Turn. Once they
declare the end of their Turn, the combatant with the
next highest value takes a Turn and so o n, until all
combatants have taken their Turn. Remember, when a
combatant starts their Turn, they immediately ‘refresh’ 3
AP to spend on Actions In Combat.
COMBAT CONDITIONS
K Bleeding: You Bleed every minute at the K Incapacitated!: You cannot succeed at any Skill
beginning of your Turn. If you Bleed for a number Tests.
of minutes in excess of your [BB], you are Slain!.
K Inspired: Add +1 to Damage Threshold & Peril
K Choked: Cannot use any Action In Combat, Threshold until the end of combat.
unless you have successfully Resisted escaping
using Athletics.
K Intimidated: Suffer -1 to Damage Threshold &
Peril Threshold until the end of combat.
K Defenseless: Cannot use any Reactions
whatsoever.
K Low Cover: Add +3 to Damage Threshold against
Damage from ranged weapons.
COMBAT ENCOUNTERS
K Disarmed: Any weapon in your primary hand is K Medium Cover: Add +6 to Damage Threshold
knocked or thrown from your grasp and lands
against Damage from ranged weapons.
3 yards away; cannot use primary hand or two-
handed weapons until next Turn. K Prone: You are on the ground and suffer an
additional 1D6 Fury Die to Total Damage. The
K Disoriented: Must spend 1 additional AP for only Movement Actions you can use while Prone
Reactions until the end of combat.
are Get Up, Hustle and Maneuver.
K Engaged: Two or more combatants stand toe-to- K Shaken: Must spend 1 additional AP to Load a
toe, less than 1 yard away. If using miniatures and
weapon until the end of combat.
a map grid, Engaged is whenever combatants are
standing in an adjacent square or hex. K Strained: Must spend 1 additional AP for Attack
Actions until the end of combat.
K Gutted: Must spend 1 additional AP for
Movement Actions until the end of combat. K Surrounded: When three or more foes stand
Engaged with a single defender, they add 1D6
K Hastened: Add +1 to Initiative and Movement Fury Die to Total Damage. The Historian may
until the end of combat.
make exceptions to this rule (such as facing foes
K Hidden: Your foe is surprised when you take your which are significantly bigger than the attackers).
Turn.
K Unconscious: Asleep for 1 hour and can be Slain!
K High Cover: Add +9 to Damage Threshold with any attack.
against Damage from ranged weapons.
COMBAT ENCOUNTERS
STACKING EFFECTS FURY DICE
Keep in mind that using multiple Actions In Combat You’ll see mention of a 1D6 Fury Die to generate
confer the same sort of bonuses, and conditions against Damage with melee and ranged weapons. Anytime a
a single foe do not stack. This means you could not take combatant rolls for Damage and it lands on face ‘6,’ the
advantage of Charging multiple times to generate a die ‘explodes,’ generating an additional 1D6 Fury Dice.
handful of Fury Dice for Total Damage against one foe, There is no upper limit to the number of Fury Dice that
and combatants can’t continuously Disorient a foe until can explode when calculating Damage. Tally the results
they no longer have any AP. Always consider a condition from each 1D6 Fury Die together to determine Total
or bonus but once. Damage.
As a rule, Fury Dice are used with weapons only.
Magick Spells don’t gain the benefits of exploding Fury
Dice (unless the Spell’s entry indicates otherwise in
ALTHOUGH COMBAT CONDITIONS Article 9: Hexenmeister’s Almanack). Where reference
generally persist until the end of combat, your is made to D10, of any number, they never explode as
Historian may allow you to spend one Coin to Fury Dice do.
‘edit’ the situation to escape its effects.
Charge 2 AP Charge at 2x Movement and add 1D6 Fury Die to Damage from a melee weapon.
Get Up 2 AP Stand up from Prone, mount a horse or embark in a vehicle.
Hustle 1 AP Hustle at 1x Movement. Invokes Counterattack if moving out of an Engagement.
Maneuver 2 AP Maneuver 3 yards out of an Engagement, avoiding all Counterattacks.
Run at 3x Movement, gain Low Cover. Invokes Counterattack if moving out of an
Run 3 AP
Engagement.
Gain +3, +6 or +9 Damage Threshold, depending on the cover type. Invokes
Take Cover 1 AP
Counterattack if moving out of an Engagement.
Declare to hit either arm, body, head or leg. The foe must Defend, or suffer Damage
Targeted Attack 2 AP
and one of four Combat Conditions.
COMBAT ENCOUNTERS
Defend 1 AP Make a Combat-based or Coordination Test to avoid Damage from attacks.
Resist 0 AP Resist the effects of Actions In Combat.
Before or after a Difficulty Rating is called out, modify the Difficulty Rating by
Risk Backlash 1 AP
one, two or three positive steps, but suffer Conflict.
CHARGE (2 AP) Effect: Run up to 3x your Movement, and gain the benefits
of Low Cover until the beginning of your next Turn.
Tally-ho, let’s run them down!
Other Considerations: Running provokes a Counter-
Effect: Charge up to 2x your Movement. If you Charge
attack if you move away from being Engaged with foes.
at least 3 yards and successfully make a Melee Attack or
Targeted Attack on the same Turn, add a 1D6 Fury Die CASES OF SEE AND HEAR CLEARLY
to Total Damage.
While a Historian will impose Difficulty Ratings
Other Considerations: Charging provokes a based on visibility conditions, Total Cover and
Counterattack if you move away from being Engaged Total Darkness both break line of sight, and
with foes. combatants cannot be targeted by Actions In
Combat, unless the Historian rules otherwise.
JUMP & LEAP
On the same Turn after Charging or Running,
you may jump horizontally two yards for every 3 TAKE COVER (1 AP)
points of [BB] or leap vertically one yard for every Stay in the shadows of the tree and look for our enemies!
6 points of [BB].
COMBAT ENCOUNTERS
COMBAT ENCOUNTERS
to Charge while riding, it costs 3 AP instead of 2 AP. K You must be able to see.
Movement cannot be reduced to less than 1 yard.
You generally don’t need to make a successful
K You must be able to speak.
Skill Test to use a Movement subtype, unless the K You must have one hand free.
Historian says otherwise. Replace your Movement
with the values below, but be sure to consider the
K You must have all reagents handy.
impact of Overage. If the Historian requires a Skill
Test, refer to the related Skill in brackets: FIRE THROUGH COVER (VARIES)
I’ve got them in my sights—FIRE!
K Balancing (Coordination): [AB]+0
K Climbing down (Athletics): [BB]+0 Effect: When at Distance from a foe, ignore the effects of
Low Cover for 2 AP, Medium Cover for 3 AP or High
K Climbing up (Athletics): [BB]-6 Cover for 4 AP for your next Attack Action. Then, make a
K Crawling (Toughness): [BB]-6 relevant Combat-based Skill Test. After successfully rolling
K Driving a fast vehicle (Drive): [BB]+9 (and the foe cannot or fails to Defend using Coordination),
K Driving a slow vehicle (Drive): [BB]+3 they suffer 1D6+[CB] Fury Die to Total Damage.
K Flying (Awareness): [AB]+12 Critical Success: Your foe cannot Defend, and you add a
K Riding a fast animal (Ride): [AB]+12 1D6 Fury Die to Total Damage.
K Riding a slow animal (Ride): [AB]+6 Critical Failure: If an ally is nearby, you hit them instead.
K Rowing downriver (Athletics): [BB]+9 The ally cannot Defend, and you add a 1D6 Fury Die to
K Rowing upriver (Athletics): [BB]+3 Total Damage.
K Sneaking (Stealth): [AB]-1 Other Considerations: You must be using a weapon with
K Swimming above water (Athletics): [BB]+0 Blackpowder Quality unless you are using a weapon with
K Swimming below water (Athletics): [BB]-6 the Pistol Quality.
MOUNTED COMBAT
You can attack while mounted using a Melee
COMBAT ENCOUNTERS
COMBAT ENCOUNTERS
of the Blackpowder Quality, roll D100 to see what
else occurs: ATTACKING LARGER & SMALLER FOES
Some attacks may suffer additional bonuses
D100 MISFIRE EFFECT and penalties to attack or wrangle foes larger or
smaller than an attacker. In these situations, the
You must spend 3 AP to fix the firing
1 to 40 mechanism before attacking with this Historian will change the Difficulty Rating based
weapon again. on factors that may influence the outcome.
The weapon is inoperable until you can FLYING FOES
41 to 70
clear the barrel after combat ends. Unless you are at the same altitude as a foe in
The weapon was primed with too much flight (e.g., being on its back/having climbed
71 to 90 blackpowder and fires with a loud bang, onto it), the foe cannot be targeted with melee
knocking you Prone. weapons or Rough & Tumble.
The weapon is destroyed, and you suffer Any time that a flying foe is made to Bleed or
91 to 100
2D10+2 Damage from fire. suffers an Injury, they must immediately succeed
a Toughness Test or be forced to the ground and
knocked Prone, suffering falling Damage (as
TARGETED ATTACK (2 AP) indicated in Article 8: Healing, Hazards & Horror).
Aim small, miss small! If you are on a flying foe and want to bring it down
to the ground using your strength or riding skills,
Effect: When Engaged or at Distance with a foe, declare
make an Opposed Test using Athletics or Ride,
that you want to hit the arm, body, head or leg of a foe,
with the Target Number being 3x that of the flying
then make a relevant Combat-based Skill Test. After
threat’s [BB]. For instance, if a threat has a [BB]
successfully rolling (and the foe cannot or fails to Defend
of 7, the Target Number to reach is 21 (7x3). The
using Coordination if avoiding a ranged weapon, or
loser of the Opposed Test suffers falling Damage;
relevant Combat-based Skill Test if avoiding a melee
the other remains unscathed.
weapon), they suffer 1D6+[CB] Fury Die to Total
Damage, and suffer the following Combat Condition:
CHOKEHOLD (1 AP)
HELPLESS FOES Say hello to Morpheus when you see the gates of horn and
Any time a combatant is Unconscious, asleep, ivory!
pinned beneath a heavy object, shackled or
Effect: When Engaged with a foe, make an Athletics
otherwise unable to escape on their own accord,
or Toughness Test. After successfully rolling (and the
they are Defenseless and can be automatically
foe cannot or fails to Resist using Athletics), they are
Slain! by any attack.
Choked. While Choked, your foe immediately suffers
MULTIPLE ATTACKS 1D10+[BB] Peril and again at the start of each of your
Rolling to hit and dealing Damage has been Turns if you maintain the Chokehold. It costs 3 AP to
carefully balanced and designed to be swift and maintain a Chokehold, requiring no additional Skill
merciless. Consequently, the system has not been Tests to maintain. If the foe drops to Incapacitated!,
designed with making multiple attack rolls on the they are Unconscious. Your Choked foe cannot use any
same Turn in mind. Actions In Combat, except to Resist your Chokehold.
SWAPPING WEAPONS Critical Success: Your foe cannot Resist your Chokehold
At the beginning of your Turn, you may either (but can try while you maintain), and is Strained.
draw any weapon from your own body, pick up a
Critical Failure: You are Choked.
weapon you dropped at your feet, swap weapons
at your side or give a weapon to an ally for 0 AP. Other Considerations: Both hands must be free to use
COMBAT ENCOUNTERS
Swapping multiple weapons around requires the and maintain a Chokehold. You can only use Movement
expenditure of 1 AP. Actions, Special Actions and Reactions while maintaining
a Chokehold. If your Damage or Peril Condition Track
drops one or more steps negatively while maintaining a
Chokehold, you immediately release your hold. You may
release a Chokehold at any time.
ROUGH & TUMBLE
Actions In Combat for Rough & Tumble follow: EYE GOUGE (1 AP)
We knew going in that striking the eyes was considered to be
BELOW THE BELT (1 AP) fighting fair!
Do not expect manners when it comes to a fight. Effect: When Engaged with a foe, make a Guile or
Effect: When Engaged with a foe, make an Athletics or Intimidate Test. After successfully rolling (and the foe
Guile Test. After successfully rolling (and the foe cannot cannot or fails to Resist using Awareness), they are
or fails to Resist using Toughness), they are Gutted. Disoriented. While Disoriented, your foe must spend 1
When Gutted, your foe must spend 1 additional AP for additional AP for Reactions until the end of combat.
Movement Actions until the end of combat.
Critical Success: Your foe cannot Resist and suffers
Critical Success: Your foe cannot Resist and is knocked 2D10+2 Peril.
Prone.
Critical Failure: You are Disoriented.
Critical Failure: You are Gutted.
Other Considerations: One hand must be free to use an
Other Considerations: One hand must be free to Eye Gouge.
use Below The Belt. A foe remains Gutted until they
successfully Resist at the beginning of their Turn.
COMBAT ENCOUNTERS
Reload as if Old Scratch was nipping at your heels!
WEAPONS WHICH TRIGGER ROUGH
Effect: On your Turn, Quickload a ranged weapon for
& TUMBLE ACTIONS
0 AP.
Some Talents, Traits and weapon Qualities allow
you to trigger Rough & Tumble in unique ways— Other Considerations: You can only take advantage of
in these cases, foes must Resist its effect prior your weapon’s Short Distance and are Defenseless until
to accounting for Damage. If the foe Defends the beginning of your next Turn.
successfully, no Resist is required.
TAKE AIM (1 OR 2 AP)
If . . . they’d . . . only . . . hold . . . still . . . this wouldn’t be so
damned hard!
Critical Failure: You suffer one of the Combat Conditions Only a gollumpus would think they could get the jump on me!
of the Historian’s choice. Effect: In specific situations and while Engaged,
interrupt an Action In Combat by making a Melee
Attack or Ranged Attack for 0 AP. A foe cannot Defend
against a Counterattack.
Critical Success: As Attack Action Type Critical Success: Bank 1 AP for free.
Critical Failure: As Attack Action Type Critical Failure: You are Defenseless until the beginning
of your next Turn.
Other Considerations: You cannot make a Counterattack
when left Defenseless, on the ground Prone, Taking Other Considerations: In cases where your Turn starts
Cover or while Concentrating on Spells. You can also and you are currently suffering from multiple Combat
make a Counterattack using ranged weapons with the Conditions, you can attempt to Resist as your Turn begins,
Pistol Quality. rolling once for all effects. If successful, you recover from
the negative effects. If unsuccessful, you may attempt to
Resist again at the start of your next Turn. Regardless of
success or failure, you then refresh AP (as indicated earlier
THERE WILL BE situations where foes will in this article). You cannot Resist when left Defenseless.
use Actions In Combat which will provoke
Counterattacks. When this occurs, not every RISK BACKLASH (1 AP)
combatant can initiate a Counterattack. Instead, Must . . . dig . . . deeper . . . aaargh!
the combatant with the highest Combat value is
Effect: Either before or after the Difficulty Rating is
allowed to make a Counterattack. This will help
called out by the Historian, you may positively modify
control the flow of dice rolls.
your Difficulty Rating using one of these three options:
COMBAT ENCOUNTERS
K Increase the Difficulty Rating by one positive step and
gain 1 Conflict. Roll 1D6 Chaos Die after your Spell is
DEFEND (1 AP) cast to determine if you suffer 1D10+1 Peril.
Whew, that was a close one!
K Increase the Difficulty Rating by two positive steps
Effect: If struck by a ranged weapon, but before Damage and gain 2 Conflict. Roll 2D6 Chaos Dice after your
is determined, make a Coordination Test. If struck by a Spell is cast to determine if you suffer 2D10+2 Peril.
melee weapon, but before Damage is determined, make
a relevant Combat-based Skill Test. After successfully
K Increase the Difficulty Rating by three positive steps
and gain 3 Conflict. Roll 3D6 Chaos Dice after your
Defending, avoid all Damage.
Spell is cast to determine if you suffer 3D10+3 Peril.
Critical Success: Bank 1 AP for free, and make a
Other Considerations: You must have the proper Trait
Counterattack against the foe.
to Risk Backlash. You suffer Peril if any Chaos Dice
Critical Failure: You suffer 2D10+2 Peril. land on face ‘6,’ regardless of whether Cast Spell was
successful or not.
Other Considerations: You cannot Defend when
V e r i ty
Defenseless. Note that if you are not already armed with a
Trow br i d g e i s using Cast Spell.
weapon, you cannot draw one in order to Defend against
The Historian announces the Difficulty Rating
an Attack Action.
is (Hard -20%). Considering that Verity’s player
RESIST (0 AP) wants the Spell to work, she decides to Risk
Backlash for two positive steps. This means the
Ugh, that one . . . stung a bit. Difficulty Rating is now (Standard +/-0%).
Effect: When you are the victim of Rough & Tumble,
Spells or other Talents and Traits that require you to
Resist a Combat Condition, Spell or Trait’s effects, make
a relevant Skill Test, referring to the Skill indicated
necessary to withstand it. After successfully Resisting,
you shake off all their effects.
⅞
GUIDE TO ATTACKING
W h e n ev e r armed with a melee or ranged
yo u a r e RANGED WEAPONS AT DISTANCE
weapon, the ability to hit and the Damage dealt is With a ranged weapon, you will make either a Simple
determined the same way. Follow this guideline: Ranged or Martial Ranged Test, varying by the kind
of weapon they’re wielding. Distance is generally
K STEP 1: Choose Weapon measured by your character’s [PB], modified by the
K STEP 2: Make The Attack ranged weapon you’re using. It represents the number
of yards you can accurately target a foe:
K STEP 3: Foe Defends
K STEP 4: Roll Damage K Short Distance is the minimum range you can stand
away from a defender without suffering an additional
K STEP 5: Record Damage Condition penalty to your attack. This means that there must
be a bare minimum of 1 yard between you and the
K STEP 6: Roll For Injury defender. While at Short Distance, you do not suffer
K STEP 7: Sacrifice Determination any additional penalties to your Skill Test due to
Distance, unless the Historian dictates otherwise.
K STEP 8: Suffering Peril
K Medium Distance is 2x Short Distance. This means
you can stand even farther away from a defender
COMBAT ENCOUNTERS
COMBAT ENCOUNTERS
Should the result exceed the Total Chance for success, to Defend is (Hard -20%). If successful, the defender
the attack misses. avoids all Damage.
Always announce your character’s Total Chance for
success before rolling a D100. Conversely, the Historian V e r i tyTrow br i d g e i s struck by the Red
likely won’t reveal the Total Chance for success for NPCs Coat’s knife, and she tries to Defend. However,
and threats, so as to keep players guessing about the foe’s because the Red Coat’s Difficulty Rating was
true capabilities. (Challenging -10%), Verity’s Difficulty Rating
to Defend with her own knife is (Routine +10%).
A ddi n g up all the modifiers, Verity The Red Coat’s knife strikes Verity Trowbridge
Trowbridge’s Total Chance for success is 25%
or below. Rolling the dice, she comes up with The size of a weapon and foe should be considered
a 24—barely succeeding—but still hits the Red when Defending and will change the Difficulty Rating.
Coat. If Verity’s player had rolled a 26% or above, For example, Defending against your knife while the
she would have failed. defender is unarmed may be considerably more difficult.
The Historian will make this call.
SUDDEN DEATH
BIGGER FOES DEAL MORE DAMAGE
If Total Damage suffered in one attack exceeds 18+
Your size will modify how many Fury Dice to
Damage Threshold (four steps or more), the defender is
roll when calculating Total Damage. All cultures
COMBAT ENCOUNTERS
instantly Slain!
(including player characters) reference Normal
Size, as do the Actions In Combat in this chapter.
Threat sizes are explained further in Article 14:
Threats, but here’s the standard table to refer to in
EACH LEVEL OF Damage Threshold is noted
other cases:
on the threat profile or character sheet as base
K Small Size: No Fury Dice Damage Threshold (Damage Threshold+6/
Damage Threshold+12/Damage Threshold+18).
K Normal Size: 1D6 Fury Die (already factored
For example, if Damage Threshold is 10, it is
into Attack Actions)
recorded as such: 10 (16/22/28).
K Large Size: 2D6 Fury Dice
K Huge Size: 3D6 Fury Dice
V e r i ty
STEP 6 : ROLL FOR INJURY
Trow br i d g e i s struck by the Red
When a defender’s Damage Condition Track drops
Coat’s knife, moving to Hurt. There is no risk of
to Moderately Wounded, Seriously Wounded or
Injury. In the next Round, Verity is struck again,
Grievously Wounded, they are at risk of suffering an
suffering enough Damage to go from Hurt to
Injury. In some cases, particular Talents or Traits may
Grievously Wounded. After her player records
make said Injuries more (or less) severe. However,
Verity’s new position on her Damage Condition
combatants are never at risk of suffering Injuries if they
Track, she then rolls 3D6 Chaos Die to determine
move up the Damage Condition Track, only when they
whether she suffers a Grievous Injury. Rolling a
move down the Damage Condition Track:
face ‘5,’ ‘1’ and ‘6,’ she has to roll on the Grievous
K Unharmed: NONE Injury table to see what fate has in store for her.
K Hurt: NONE Injuries vary by three types: Moderate, Serious and
K Moderately Wounded: Roll 1D6 Chaos Die. If it Grievous Injuries. When determining an Injury, roll a
lands on face ‘6,’ suffer a Moderate Injury. D100, referring to the relevant table below. In addition,
player characters gain 3 Conflict for Moderate Injuries, 6
K Seriously Wounded: Roll 2D6 Chaos Dice. If any
Conflict for Serious Injuries and 9 Conflict for Grievous
lands on face ‘6,’ suffer a Serious Injury.
Injuries. Finally, combatants cannot heal their Damage &
K Grievously Wounded: Roll 3D6 Chaos Dice. If any Peril Condition Tracks until Injuries are in Recuperation.
COMBAT ENCOUNTERS
lands on face ‘6,’ suffer a Grievous Injury.
PERMANENT INJURIES
K Slain!: Dead, but player characters can spend
Grievous Injuries must undergo a successful
Determination to live.
Perform Surgery within twent-four hours of
suffering it, or else a combatant gains its related
Permanent Injury. Healing treatments and
Permanent Injuries are covered in Article 8:
Healing, Hazards & Horror.
COMBAT ENCOUNTERS
You are Bleeding. A caregiver must Treat Injury. Until fully Recuperated, you begin
13 to 16 Bloody Hamstring
Bleeding at the end of your Turn if you use a Movement Action.
You are Bleeding. A caregiver must Treat Injury. Until fully Recuperated, any time you
17 to 20 Busted Kneecap
fail a Skill Test that relies on Agility or Brawn, you suffer 2D10+2 Peril.
You are Bleeding. A caregiver must Treat Injury. Until fully Recuperated, you are
21 to 24 Chest Wound
Shaken.
You are Bleeding. A caregiver must Treat Injury. Until fully Recuperated, you cannot
25 to 28 Cleft Skull
give or gain the benefits of Assisted Skill Tests.
You are Bleeding. A caregiver must Treat Injury. Until fully Recuperated, you cannot
29 to 32 Cracked Collarbone
use Rough & Tumble.
You are Bleeding. A caregiver must Treat Injury. Until fully Recuperated, reduce your
33 to 36 Devastated Foot
Movement by -6.
You are Bleeding. A caregiver must Treat Injury. Until fully Recuperated, you cannot
37 to 40 Elbow Crushed
use two-handed weapons.
You are Bleeding. A caregiver must Treat Injury. Until fully Recuperated, you suffer
41 to 44 Grazed Brow
2D10+2 Peril whenever you fail Intelligence-based and Willpower-based Skill Tests.
You are Bleeding. A caregiver must Treat Injury. Until fully Recuperated, you must add
45 to 48 Hacked Calf
an additional 1 AP to Charge, Maneuver and Run.
You are Bleeding. A caregiver must Treat Injury. Until fully Recuperated, you start your
49 to 52 Lacerated Shoulder
Turn with 2 less AP.
You are Bleeding. A caregiver must Treat Injury. Until fully Recuperated, you cannot
53 to 56 Minor Concussion
add Skill Ranks to your Skill Test.
You are Bleeding. A caregiver must Treat Injury. Until fully Recuperated, you must flip
89 to 92 Smashed Mouth
the results to fail all Skill Tests that rely on using your voice.
You are Bleeding. A caregiver must Treat Injury. Until fully Recuperated, you cannot
93 to 96 Stab Wound
Defend.
97 to
It Gets Worse . . . Roll on the Grievous Injury table instead!
100
COMBAT ENCOUNTERS
Injury, you are Slain! instead. Until fully Recuperated, you suffer -9% Fellowship.
You are Bleeding. A caretaker must Perform Surgery. If the surgery is failed or if 24
hours pass, you gain the Ruptured Eardrum Permanent Injury. If you already have
49 to 52 Mauled Lughole
this Permanent Injury, you are Slain! instead. Until fully Recuperated, you suffer -9%
Perception.
You are Bleeding. A caretaker must Perform Surgery. If the surgery is failed or if 24 hours
53 to 56 Mutilated Palm pass, you gain the Butterfingers Permanent Injury. If you already have this Permanent
Injury, you are Slain! instead. Until fully Recuperated, you suffer -9% Agility.
You are Bleeding. A caretaker must Perform Surgery. If the surgery is failed or if 24 hours
57 to 60 Penetrated Gut pass, you gain the Sour Stomach Permanent Injury. If you already have this Permanent
Injury, you are Slain! instead. Until fully Recuperated, you suffer -9% Brawn.
You are Bleeding. A caretaker must Perform Surgery. If the surgery is failed or if 24 hours
61 to 64 Pierced Sternum pass, you gain the Failing Heart Permanent Injury. If you already have this Permanent
Injury, you are Slain! instead. Until fully Recuperated, you suffer -9% Combat.
You are Bleeding. A caretaker must Perform Surgery. If the surgery is failed or if
24 hours pass, you gain the Weak Lungs Permanent Injury. If you already have this
65 to 68 Punctured Chest
Permanent Injury, you are Slain! instead. Until fully Recuperated, you suffer -9%
Willpower.
You are Bleeding. A caretaker must Perform Surgery. If the surgery is failed or if 24
hours pass, you gain the Melancholic Temperament Permanent Injury. If you already
69 to 72 Rattled Brain
have this Permanent Injury, you are Slain! instead. Until fully Recuperated, you suffer
-9% Willpower.
You are Bleeding. A caretaker must Perform Surgery. If the surgery is failed or if
24 hours pass, you gain the Disfluency Permanent Injury. If you already have this
93 to 96 Smashed Jaw
Permanent Injury, you are Slain! instead. Until fully Recuperated, you suffer -9%
Fellowship.
97 to
Headshot! Leather, steel, blood & bone marks your doom. You are Slain!.
100
COMBAT ENCOUNTERS
V e r i ty
K If Peril exceeds 6+Peril Threshold, the defender moves Trow br i d g e’ s P e r i l Threshold
two steps down the Peril Condition Track negatively.
is 5 (11/17/23). Verity Trowbridge suffered 22
K If Peril exceeds 12+Peril Threshold, the defender moves Peril, thus she will move three steps down the
three steps down the Peril Condition Track negatively. Peril Condition Track negatively.
⅞
HEALING PRACTICES
HEAL SEPSIS: BLOODLETTING Condition Tracks until your Bleeding has undergone
Apply Tourniquet. Finally, if you Bleed for a number of
Gangrene, sepsis, tetanus—these are all words for what ails minutes in excess of your [BB], you are Slain!.
you. Let’s see if we can ooze the sanguinity with this hollow
needle to restore your equilibrium . . . PHYSICIAN, HEAL THYSELF
Bloodletting: A caregiver must have a surgical kit, a Some healing practices require Skill Tests. You
bandage and spend one hour for Bloodletting. Depending must treat the listed Difficulty Rating worse by
on where you’re at on the Damage Condition Track, the one step any time you use one of these methods
Difficulty Rating eases or worsens: on yourself. This means if your chances were
(Challenging -10%), they would be (Hard -20%)
instead.
SUPPRESS INJURY: INJECT TINCTURE Other Considerations: Every Injury must undergo its own
Yes, madam doctor, my leg feels better, but I feel like I am Treat Injury. You can only have Treat Injury performed
floating . . . on you once every twenty-four hours. Finally, you cannot
recover your Damage & Peril Condition Tracks until your
Inject Tincture: You must have a tincture and spend one
Injuries are in Recuperation.
minute (1 AP if in combat) to Use Tincture.
Effect: You ignore the temporary effects of an Injury for FULLY RECUPERATED
twenty-four hours, but gain 1 Conflict. This means that the time to Recuperate has
completely passed, and you are no longer suffering
Other Considerations: A character can only Use Tincture
from the Injury’s effects.
once every twenty-four hours. Using Tincture does not
allow you to ignore the impact of a Permanent Injury.
HEAL GRIEVOUS INJURY:
HEAL INJURY: TREAT INJURY
PERFORM SURGERY
Take a load off, a deep breath and bite down on this stick . . .
The wound appears fatal; pray hard that this works . . .
Treat Injury: A caregiver must have a bandage, a tincture
Perform Surgery: A caregiver must have a surgical kit,
and spend ten minutes to Treat Injury. The more Injuries
a bandage, a tincture and spend one hour to Perform
you’re suffering from, the more the Difficultly Rating
Surgery. The more Injuries you’re suffering from, the
eases or worsens:
Difficulty Rating eases or worsens:
K One Injury: (Routine +10%) Heal K One Injury: (Routine +10%) Heal
K Two Injuries: (Standard +/-0%) Heal K Two Injuries: (Standard +/-0%) Heal
K Three Injuries or more: (Challenging -10%) Heal K Three Injuries or more: (Challenging -10%) Heal
Effect: If successful, one Injury is in Recuperation, but
If successful, you are Unconscious for twenty-
you still suffer from the Injury’s effects until you are fully
four hours and do not suffer the permanent effects of
Recuperated. The length of time to fully Recuperate is
the Grievous Injury. If failed, you are Unconscious for
based on the Injury type:
seventy-two hours and gain its related Permanent Injury.
K Moderate Injury: 1D10+1 days to fully Recuperate Critical Success: Reduce the time you are Unconscious by
K Serious Injury: 2D10+2 days to fully Recuperate twenty-four hours.
If failed, your Injury must undergo treatment again Critical Failure: You suffer from Sepsis, gain its related
Ruptured Eardrum Mauled Lughole rely on your ability to barter, bargain or strike monetary
deals in your favor.
Sanguine Temperament Bashed Head
END OF LINE
Sour Stomach Penetrated Gut
I’ve taken a terrible blow to the very center of my bloodline;
Split Face Slashed Nose thus, it has ended. I may or may not care about passing on my
Tendonitis Severed Tendon lineage, but the sting still pains me to this day.
Effect: You are unable to have children.
Weak Lungs Punctured Chest
PROSTHETIC LEG I can’t hold this here musket up for too long, else I’d drop it.
I also cannot draw the bowstring back like when I was a
I didn’t blame anyone for the loss of my leg. I’ve paid my dues
young ’un.
and made the ultimate sacrifice!
Effect: You cannot take advantage of Extreme or Long
Effect: You must spend a Coin to Charge, Maneuver
Distances with ranged weapons.
and Run.
WEAK LUNGS
RUPTURED EARDRUM
Whew! It’s sometimes . . . tough . . . to keep . . . up with you all.
It was an unfortunate accident; I guess I wasn’t paying
Just give me a moment to catch my breath . . .
attention. I was watching one way, and they came from
around the corner . . . wait, what did you say? Effect: Whenever you suffer Peril from physical
activities, move one additional step down the Peril
HEALING, HAZARDS & HORROR
Effect: You must flip the results to fail all Skill Tests that
Condition Track negatively while suffering 1 Conflict.
rely on hearing.
SANGUINE TEMPERAMENT
Maybe it was my brush with death, but I feel more alive than
ever. Admittedly, it’s made me a bit jittery—ignore my jimmy
leg and unsteady hands; I am just so excited to see you!
Effect: You cannot Fire Through Cover, Load or Take Aim
without spending an additional AP. In addition, whenever
you use the Special Action of Wait, you lose 1 AP.
⅞
HAZARDS
Critical Success: You automatically succeed in your next Critical Success: You automatically succeed your next
Toughness Test to Resist French Pox. Toughness Test to Resist Morsal.
Critical Failure: Permanently lose -3% from Brawn Critical Failure: Morsal is instantly cured as gain one
instead. of these Permanent Injuries: Prosthetic Foot, Prosthetic
Hand, Prosthetic Joint or Prosthetic Leg.
Other Considerations: NONE
Other Considerations: Morsal is contracted whenever
Duration: Forever
you undergo a Critically Failed Bloodletting.
MALAISE Duration: 1D10+1 days
Bursten. Camp Fever. Chin Cough. Gripe. Lung Fever. These
are all the names that students know are commonly attributed SAINT VITUS DANCE
to a general condition called Malaise. Now, open your manuals I remember my auntie had it—she’d jerk and act strange
to page 245 . . . all around the house. It eventually developed in me—I
Resist: (Hard -20%) Toughness can’t control my hands and legs, and it gets worse in tough
situations . . .
Effect: At the beginning of each day, Resist Malaise.
Resist: (Standard +/-0%) Toughness
Otherwise, temporarily reduce all Primary Attribute
Bonuses by -1. If you don’t successfully Resist on the final Effect: At the beginning of each week, Resist Saint
day of infection, re-roll the duration as it’s extended. Vitus Dance. Otherwise, whenever you fail to hit a foe in
combat, you must re-roll to see if you hit the nearest ally.
Critical Success: You automatically succeed your next
If successful, they cannot Defend or Resist it. If you don’t
Toughness Test to Resist Malaise.
successfully Resist on the final day of infection, re-roll the
Critical Failure: Temporarily reduce all Primary Attribute duration as it’s extended.
Bonuses by -3 instead.
Critical Success: You automatically succeed your next
Other Considerations: At the end of the duration, Toughness Test to Resist Saint Vitus Dance.
Primary Attribute Bonuses restore by +1 every twenty-
Critical Failure: Permanently lose -3% from Brawn
four hours.
instead.
Duration: 1D10+1 days
Other Considerations: NONE
MORSAL Duration: 1D10+1 weeks
There’s an unearthly stench coming from this here wound. It’s
HEALING, HAZARDS & HORROR
been buzzing with gnats for days, and turning green . . . is SEPSIS
this normal? I took a bullet to the knee, and then my wound started festering.
Resist: (Standard +/-0) Toughness Black blood, oozing and all that. Now, I can’t feel my toes . . .
Resist: NONE
Effect: At the beginning of each day, Resist Morsal.
Otherwise, permanently reduce both your Damage Effect: See Bloodletting in Healing Practices
Threshold and Peril Threshold by -1. If you don’t
Critical Success: NONE
successfully Resist on the final day of infection, re-roll the
duration as it’s extended. Alternatively, Morsal is instantly Critical Failure: NONE
cured if you willingly take on one of these Permanent
Other Considerations: You cannot naturally recover from
Injuries after Perform Surgery: Prosthetic Foot, Prosthetic
Sepsis. You must undergo Bloodletting to be cured of it.
Joint, Prosthetic Hand or Prosthetic Leg.
Duration: Until it is successfully treated by Bloodletting.
I haven’t . . . been able to breathe right whatsoever since K Hurt: Automatically succeed
contracting ‘strangling angel.’ I thought . . . only children were
K Moderately Wounded: (Routine +10%) Heal
susceptible to diphtheria, but . . . I guess not . . .
Resist: (Standard +/-0%) Toughness
K Seriously Wounded: (Standard +/-0%) Heal
Effect: At the beginning of each day, Resist Throat
K Grievously Wounded: (Challenging -10%) Heal
Distemper. Otherwise, permanently lose -1% from Effect: If successful, you may flip the results to succeed in
Willpower. If you don’t successfully Resist on the final day your next Toughness Test to Resist an Ailment.
of infection, re-roll the duration as it’s extended.
Critical Success: You automatically succeed your next
Critical Success: You automatically succeed your next Skill Test to Resist an Ailment.
Toughness Test to Resist Throat Distemper.
Critical Failure: You suffer from Sepsis and must undergo
Critical Failure: Permanently lose -3% from Willpower Bloodletting. HEALING, HAZARDS & HORROR
instead.
Other Considerations: A character can only have Ease
Other Considerations: NONE Symptoms performed on them as the Ailment dictates.
You cannot Ease Symptoms on someone with Sepsis.
Duration: 1D10+1 days
COFFEE OR TEA Effect: You must flip the results to fail vision-based Skill
Tests. You must also attempt to Resist again every twenty-
The coffee bean and tea leaf may be one of the New four hours, or else suffer the effects again.
World’s smartest innovations—ensures a proper morning
constitutional, keeps one awake and happy. It is the best part Critical Success: You are now permanently immune to
of waking up, after all. Ergot.
Resist: NONE Critical Failure: You treat lighting conditions as Total
Darkness for twenty-four hours.
Effect: You immediately move up the Peril Condition
Track from Imperiled to Unhindered. In addition, you Other Considerations: Before being drugged by Ergot,
can ignore the effects of Sleep Deprivation for six hours. you can attempt a (Standard +/0%) Awareness Test to
discover that you’re being drugged. The use of an Antidote
Other Considerations: This Drug cannot be applied to a
terminates its effects.
weapon. You can only gain the benefits of drinking Coffee
once every twenty-four hours. Duration: 1D10+1 days
Duration: Instantaneous
CYANIDE
Bitter almonds, cherry blossoms and a bit of ammonia, the
fumes are dangerous, yes . . . but it is the most powerful drug. HEALING, HAZARDS & HORROR
Resist: (Arduous -30%) Toughness
Effect: You immediately suffer a -9 to all Primary Attribute
Bonuses (to a minimum of 1) and 3D10+3 Peril. If you
are Incapacitated! due to it, you’re Slain!. Your Primary
Attribute Bonuses recover +1 a day until fully restored.
Critical Success: You are now permanently immune to
Cyanide.
Critical Failure: You are Slain!.
EXTREME WEATHER
Your adventures will take you far beyond the safety of
the cities. The environment is an enemy worse than any
musket or ghastly spirit.
FROSTBITE
Frostbite occurs as the result of becoming Incapacitated!
outside when temperatures are cold enough to freeze
water. Once you suffer from Frostbite, you can no longer
recover steps on your Damage Condition and Peril
Condition Tracks by normal means.
HEATSTROKE FALLING
Heatstroke occurs as the result of becoming It’s one thing to stumble while playing the child’s game
Incapacitated! outside when temperatures are scorching. of ‘don’t step on the crack.’ It’s another when you fall
Once you suffer from Heatstroke, you can no longer over the edge of the Cumberland Gap. As you traverse
recover steps on your Damage & Peril Condition Tracks the rugged landscape in FLAMES OF FREEDOM, the
by normal means. risk of death by falling is a certainty.
You suffer Damage equal to 1D10+the number of
HEAL HEATSTROKE: IMMERSION yards you fell. So, if you fell 5 yards, you’d suffer 1D10+5
If we don’t get them in a cold compress soon, they’re going to Damage. You do not suffer standard Injuries from a fall.
die . . . Roll Chaos Dice as you usually would for Injuries, but if
any land on face ‘6,’ you are Incapacitated!, Unconscious
Immersion: A caregiver must have water and spend one
and unable to walk for one hour.
hour in Immersion. Depending on where you’re at on
the Damage Condition Track, the Difficulty Rating FALL INTO WATER
eases or worsens:
If you fall into water that is at least half as deep as the
K Unharmed: (Easy +20%) Heal distance you fell, reduce the yards you fell by 9 (to a
minimum of 1 yard) for purposes of lessening Total
K Hurt: (Routine +10%) Heal Damage suffered.
K Moderately Wounded: (Standard +/-0%) Heal
K Seriously Wounded: (Challenging -10%) Heal FIRE
K Grievously Wounded: (Hard -20%) Heal The ferocity of a fire will impact the severity of the
Damage it inflicts. The Historian determines the fire’s
Effect: If successful, the character is no longer suffering
severity, but the descriptions below should lend some
from Heatstroke.
insight as to how they’re normally treated. Whenever
Critical Success: Move one step up the Damage & Peril you are exposed to fire, you must Resist its effects.
Condition Tracks positively.
MILDLY DANGEROUS
Critical Failure: You gain the Planet-Struck Permanent
Injury. If you already have this Permanent Injury, you Don’t touch the lamp or torch . . .
permanently lose -9% Willpower. Examples: Lamp, lantern and torch.
Other Considerations: Upon a failed Immersion, Resist: (Routine +10%) Coordination every minute.
you permanently lose -6% Willpower. If you are not
HEALING, HAZARDS & HORROR
STARVATION SUFFOCATION
You must eat at least one meal a day, consisting of at least You can hold your breath a number of minutes equal to
bread and water. For every twenty-four hours you go your [BB]. Afterward, for every minute without breath,
without a meal, you cannot recover your Damage & Peril you suffer 2D10+2 Peril. Upon reaching Incapacitated!,
Condition Tracks until after you’ve eaten. In addition, you fall Unconscious, are Suffocating and must be
you suffer 2D10+2 Peril after twenty-four hours pass. revived with a Kiss Of Life. Finally, if you are Suffocatin
Should you continue not eating for a number of days for a number of minutes in excess of your [BB], you are
greater than your [BB], you are Slain!. Slain!.
⅞
HORROR
FEAR TERROR
Unlike Stress, the effects of Fear are felt more acutely. By far the most intense emotion, Terror is provoked after
It is an emotion aroused by impending danger or pain, situations where grim realizations of the bizarre and
regardless of whether the threat is real or imagined. unimaginable world come true. ‘Things that should not
Whether it strikes suddenly and starkly—or it creeps up be’ encapsulate conditions which promote Terror, with
on you—Fear brings about feelings of prolonged danger. helplessness being the most common emotion provoked
Fearful situations include: by it. Terrifying situations include:
K You witness someone killed or injured brutally. K You commit violent acts against people due to
differences in skin tone, gender, disability or spiritual
K You can hear the beating of a heart within the darkness practices.
of a hallway.
K You hear the unearthly chanting of the dead within a K You experience endless nightmares from your youth,
only to discover that it was real all along.
crypt.
K You know that a council of delegates may have had K You have the revelation that the death of a trusted
friend or a loved one was your fault.
a hand in the disappearance of numerous innocent
people. K You are ritually prepared to be consumed in a grotesque
buffet for those who have been tainted by evil powers.
K You stumble across a bear protecting her cubs in the
forest. K You discover that you’re facing terminal illness.
HEALING, HAZARDS & HORROR
K You must hide beneath the rotting bodies of your peers K You witness the emergence of a devil into the world
to avoid notice by another army. without the proper protections.
K You have a conversation with someone you know is K You have committed an act of cannibalism or been
dead. forced to commit an act of auto-cannibalism.
K You discover that a friend is a perpetrator behind a K You witness a friend transform into an unnatural
string of killings. creature.
K You are the lone survivor of an onslaught that took the K You are a witness to a true miracle.
lives of your family and friends.
FREEZE
Those who have this response will be withdrawn
and attempt to avoid people. They struggle to make
decisions, preferring inaction and avoidance, which is
often mistaken as laziness or boredom.
Effect: You can flip the results to succeed at all Defend
Tests until you escape the source of horror. However, you
suffer 2D10+2 Peril and gain 3 Conflict every time you
take advantage of this benefit.
HARDENED
Whenever your character manages to live through a
situation or successfully face down a threat that triggers
Stress, Fear or Terror, you can make a choice for them to
become Hardened to it. Record on your character sheet
the threat or situation using a keyword that would quickly
communicate what your character is now Hardened to.
In exchange, mark one permanent Flaw Rank.
As a result, when the character is in a similar
situation or facing similar threats in the future, they are
able to ignore the effects of Stress, Fear and Terror that
they would normally evoke.
V e r i ty
FLIGHT
Trow br i d g e stumb l e s across a
Flight responses are often seen when someone attempts
Ghoul in the Drowned Forest of Rye, and is
to avoid conflict and believes perfection and hard work
subjected to the effects of Fear. Nearly gobbled
will protect them. In a fight, they will often withdraw
up by the creature, Verity escapes with her life.
and focus on their own work rather than remain part of
Her player records Ghouls under the Hardened
the team.
box on the character sheet, indicating that the
Effect: Add +9 to your Movement until you dispatch of or next time Verity runs into a Ghoul, she won’t
escape the source of horror. However, you suffer 2D10+2 have to Resist its Fear effect.
HEALING, HAZARDS & HORROR
CABIN FEVER
DARK THOUGHTS
Once I was held, rendered helpless at the whims of others
My mind has become a nesting ground for the darkness,
or Nature herself. Now my skin crawls at the thought of
breeding new, terrible thoughts with each passing day. I
containment. I will do anything to escape such a situation,
believe this is to teach me, to make me immune to the terrors I
refusing to let anyone or anything stand in the way of my
have witnessed. But it comes with the price of exhaustion and
freedom.
a struggle to endure.
Effect: Whenever you are restrained in any way
Effect: Whenever you are subjected to the effects of
(whether by mundane or magical means), you must flip
Stress, Fear or Terror, you gain a +10% Base Chance to
the result to succeed at Skill Tests to escape. However,
use Skill Tests against its source until it goes away or
whenever you are trapped or confined in a tight space,
is Slain!. However, the Historian may spend a Coin to
you immediately suffer from Fear.
force you to suffer Despair when under their effects.
spend a Coin to avoid being Surprised in this state. it once per game session. However, you always remain
However, whenever you suffer Stress, Fear or Terror, you Hurt.
suffer an additional 1D10+1 Peril and 3 Conflict.
NUMBING IT OUT
ITCHY FINGERS The fear and agony became overwhelming, so I silenced it,
There are times the only thing I can control is the world around inviting cold indifference into my heart where terror once
me, and altering that, taking from that, invokes a feeling of resided. Others feel the distance in my presence, but ultimately,
safety. If I can prove to myself that I can provide for myself, the apathy is more comfort than they could offer.
I will survive . . . even when I find the impulse overbearing. Effect: You may automatically succeed at any Resolve
Effect: You may flip the results to succeed at Skill Tests Test by spending a Coin. However, you cannot gain
to sneak about and steal. However, whenever you steal, Assist Dice for Fellowship-based Skill Tests.
you must succeed at a Resolve Test, or continue stealing
until you are caught or fail.
TAINTED SOUL Once a week, you allow them to feed on you for six hours,
I have gazed into the abyss, and have seen the spirits staring causing you to suffer 2D10+2 Damage. Unlike Damage
back. They often speak to me in whispers and dreams; they during combat, you do not suffer standard Injuries from
promise influence and power. What they ask in exchange for a the feeding. Roll Chaos Dice as you normally would, but
morsel of their power is nothing compared to what I can gain if any land on face ‘6,’ you gain 1 permanent Flaw Rank.
in return. After you undergo feeding, the Historian will
temporarily give you access to one of the threat’s Traits
Effect: For every Flaw Rank you have, add +1% Base
for a week. This benefit cannot be gained more than
Chance to Skill Tests when engaging in acts of aggression
once a week.
and subterfuge. Each time you take advantage of this
Should you gain 10 or more Conflict during a game
benefit, you gain an equal amount of Conflict. For every
session, or during a period of time both you and the
Belief Rank you have, subtract -1% Base Chance to Skill
Historian feel appropriate for the story, the evil visits
Tests when engaging in acts of kindness and honesty.
you for twenty-four hours, bleeding you nearly dry.
THE TRUTH IS OUT THERE You suffer 3D6+3 Damage (as above). Unlike Damage
during combat, you do not suffer standard Injuries from
Truth comes to some in dreams, and to others through the the feeding. Roll Chaos Dice as you normally would, but
gentle word of friends. Yet my truth lies in the gloom. It is in if any land on face ‘6,’ you are Slain!.
the darkness I must pierce with the torch of knowledge. I will
come to know the truth at all costs—it must never escape me. VISIONS OF DOOM
Effect: Whenever you are investigating a conspiracy or When plans and research continually failed, all I could turn to
mystery where you feel compelled to know the truth, was the Devil. I had to bring its stain into myself and beg for
you may spend a Coin to interpret a clue. However, you sight beyond seeing. So it came, blessing and cursing my mind
cannot veer from this course and cannot restore your with truths and promises of a world on fire.
Peril Condition Track until the mystery is solved.
Effect: Any time you Sleep, you may spend a Coin to
THRILL-SEEKER gain a terrible insight as to what will pass in the next
week for your character. However, you suffer from Terror
The darkness is dangerous, and that danger brings a rush at this stark realization.
unlike any other. I feed that hunger inside me however I can:
deadly journeys, desperate moments of intimacy . . . whatever ROLE-PLAYING AFFLICTIONS
the world offers. No longer can I live the life unchallenged, After selecting an Affliction, ask these questions about
even when I long for tranquility. your character’s story so far:
Effect: Whenever you face challenges that are wholly
K How do they feel being a victim?
HEALING, HAZARDS & HORROR
new to you, you may flip the results to succeed at any one
Skill Test during this time. However, when in situations K Do they regret what happened?
you’ve faced before, the Historian may spend a Coin to
force you to flip the results to fail any one Skill Test of
K Are they aware of their Affliction?
their choosing. K Whom do they blame for their pain?
TO BE TASTED K Are they angry, sad or scared, and why?
There is a certain pleasure in being in control of how evil K Why do they blame themselves, to a degree?
consumes you. The power of control in every offering, as they feed
K What bothers them most about how they’re behaving
upon my fears, gives strength where once there was a weakness. now?
Effect: You form a deep bond with an Abyssal or
Supernatural threat, and you are able to mentally
K What keeps them going despite what they have
experienced?
communicate with one another across vast distances.
HEXENMEISTER’S ALMANACK
ALMANACK
G r i moi r e s s e rv e a n i mporta n t rol e i n c olo ni a l m ag ic stu dy. It i s th ro ug h
th e s e c r et s o f th e m ag ica l a rt s . As a r em i n de r, lo ok i n A r t ic le 10 : L i fe D u r i n g
War t i me to l e a r n mor e ab o u t l i br a r i e s a n d ac c e s s to b o oks . We ’ l l a l s o i n c lu de
CHURCH OF ROME The Church’s second plan was to spread its influence,
Throughout the Dark Ages, the Church of Rome worked ensuring that no one could lead without their call, or act
HEXENMEISTER’S ALMANACK
on two plans. The first was to fight the growing evil and unless the Church allowed it.
suppress it. Seeing the threat that Satan and his agents As time progressed and order returned to Europe,
posed, the Church worked to bring safety and protection the Church of Rome found itself confronted with a
to the world, positing their agents not as the world’s first paradox: the more it tried to suppress magic and learning,
line of defense, but the only defense against the darkness. the newer magic and knowledge appeared.
THE RENAISSANCE
Time passed, the Early Modern period came, and the
Renaissance began to bloom in Italy. New works of art,
literature, magic, music and science appeared, as well as
old works rediscovered. This rebirth of knowledge could
not be contained in Italy, and slowly it spread throughout
Europe, taking root in people’s hearts and minds across
all social strata. Try as it might, the Church could not
stem this tide of change. As Europeans began exploring
the globe beyond Europe, they came into contact with
new ideas, magic traditions and philosophies.
to codify this knowledge into what scholars now call BLACK & WHITE MAGIC
Black & White Magic. AND THE REBELLION
HEXENMEISTER’S ALMANACK
Magic and its practitioners flourished throughout In a historical context, Black & White Magic is nothing
the ancient world, but after the fall of the Roman more than a concept, or fiction. Books proclaiming that
Empire and the ensuing Dark Ages throughout Europe, they are archaic tomes compiled by ancient and powerful
a new power became invested in controlling the narrative practitioners are nothing more than fiction. If you study
surrounding magic. the works proclaiming to be devoted to Black & White
Magic, you will quickly notice one thing: they are mostly
MAGIC & THE CHURCH the same. And in the rebellion, magicians of this bend
Yet, there is one more question which needs answering: will indicate which color they proclaim to adhere to.
If both Black & White Magic summon the same spirits,
why are they given two different names? The answer, as
in many things that deal with the esoteric and the occult, HISTORY OF WITCHCRAFT
lies at the feet of one entity: the Church. It is through There have been many debates centered not just on the
the Pope and his church that attitudes toward magic existence of spells or the distillation of matter to discern
changed, categorizing all mages as suspicious servants of the mysteries of life, but also on those who are able to
dark powers, and condemning all magic as evil. work powers beyond the scope of humankind for self-
Though the church classified all magic as Black, serving interests. This is the art of Witchcraft—the
some argued that in order to fight the spirits black mages practice of deviltry, used by warlocks, witches and other
summon, they must learn how that enemy operates. truth-twisters.
After all, it is only through knowledge of evil that the
holy and righteous can defeat said evil. Thus the concept
of White Magic (the ability to summon spirits to deploy
in the cause of goodness) was born. Despite this arbitrary WHEN WE SPEAK of Witchcraft in FLAMES
distinction between Black & White Magic, however, OF FREEDOM, we do not speak solely of
all magic is still the same—it is merely attitudes and warlocks, witches or even its more modern roots
perceptions which have changed. in paganism. It is instead born from the fever
dreams of Cotton Mather and the hysteria arising
THE AIM OF HELL out of peoples’ ignorance and superstition during
Every spell, whether it is Black or White Magic, this troubled period.
appeals to one or more demons who answer to one of
the Triumvirate, or Satan’s three counts: Astaroth, Ba’al
Zəbûb and Lucifer.
When Lucifer rebelled against the host of heaven, Though many believe witches placed on trial during
he was thrown from the Shining City and cast down the time of horror in Salem and Stamford were guilty
into the pits of hell, where he sits at the head of the of their crimes, the truth of the matter is that they were
Triumvirate. He is most feared by his underlings, and not. Pagans and other people charged with the crime
most favored by Satan. He is the most powerful of the were doubtlessly innocent. Those accused of Witchcraft
devils, and those who summon him always pay a price. are examples of people who were different from the
Sitting at Lucifer’s right and left side is Ba’al Zəbûb norm being persecuted and harmed by those with no
and Astaroth. They were the first to come to Lucifer’s understanding or compassion. In some cases, as in Salem,
side when he stormed the gates of heaven, and the first the ones often charged with the crime were typically
to join him when he was cast into hell. The three agreed accused for political reasons, and the occult charges were
to rule together and keep the other denizens of hell in merely a smokescreen.
line. Calling themselves the Triumvirate, they possess
powers beyond the comprehension of most mortals.
WITCHCRAFT IN ENGLAND
Queen Elizabeth passed acts criminalizing Witchcraft
HEXENMEISTER’S ALMANACK
HEXENMEISTER’S ALMANACK
King George the Second’s reign that the law changed, patriots’ cause, there are just as many who see that their
officially codifying the times’ shifting attitude. Under skills are needed to counter patriotic witches. These
the newest act, it is no longer legal to kill someone for pro-British Imperial covens feel that if the inevitable
practicing Witchcraft. However, anyone who pretends to war comes, they will need to protect the Loyalist cause
have the ability to call spirits, predict the future or work with occult powers. A third faction cares not for the
magic is subject to fines and possible imprisonment, as if infighting—to them, the rebellion pales in comparison
they were a con artist or vagrant. This change in attitude with the ancient enemy called The Mandoag. The covens
has made life easier in some ways for those working know the darkness is hungry, and that soon evil itself
Witchcraft; however, it has also ushered in a hidden war. will feed on everyone despite their allegiances.
In the shadows, the Inquisition continue to hunt witches
and magic practitioners.
HISTORY OF ALCHEMICAL ARTS
WITCHCRAFT TODAY Alchemy (also called The Art) is one of the least
In truth, Witchcraft is a completely different magical understood magical arts worldwide. Shrouded in
‘specialty,’ and those practicing it have ties to much numerous misconceptions, most people think of it as a
darker powers. Each coven numbers no more than branch of either science or philosophy.
thirteen members at a time, meeting at the night of the Alchemy traces its origins to ancient Greece, where it
new moon to worship and conduct rites. Every Equinox, is Zosimos of Panopolis whom many credit as being the
the covens meet at a Sabbath, and all covens within each father of Alchemy. One of his disciples, Bolos of Mende,
region join and attend a service overseen by a mysterious went on a journey to discover new alchemical techniques
personality. and theories. According to legend, he traveled to China,
India and even Japan. Eventually, Bolos compiled his
knowledge and experiences in his great work, Physica
et Mystica. Many regard this as the foundational text of
DRESSED IN BLACK clothing and with pale modern alchemical thoughts and processes.
skin, the mysterious person whom witches call The There is another path of Alchemy that some follow:
Black Man carries the book that all who choose a branch created by Ar-Razi, who made numerous
to become witches must sign with their own discoveries and created many of the techniques and
blood. After signing, a witch is marked on a part practices Alchemists use today. His masterwork, the
of the body that is shown at all times—typically Book of the Secret of Creation, has been translated into not
the cheek, forehead or hand. This is a bearing by only Greek, but also Latin and French (some rumors
which all who have the proper knowledge can hold that there is a version of this work translated
identify the bearer as a witch. by John Dee). Ar-Razi’s teachings influenced many
According to some, he is a conjuror above the in Arabia and the Mediterranean. The book became
ordinary rank of witches, entrusted to spread the one of the most feared books by the Catholic Church.
word of a devil of the highest caliber. The myths The Formulas included allegedly reveal the secret of
surrounding him are found in many sources, one eternal life, as well as Ar-Razi’s claims that all humans
of which is Kinder- und Hausmärchen, by Jacob are godlike, and that with Alchemy, they are able to
and Wilhelm Grimm. Others attribute him to discern God’s plans.
Satan himself. In Spain and Italy, many learned scholars began
translating and studying the works of Greek and Arabic
Alchemists. These texts influenced new generations of
practitioners who built upon the ancient teachings and
made their own discoveries.
By 1150, Spanish Alchemists had not only traditions as well. When William Penn founded the colony
translated numerous Arabic works, but they had also of Pennsylvania, to attract new settlers, he decided to make
HEXENMEISTER’S ALMANACK
created many of their own. It was these manuscripts it a refuge for anyone who could brave the voyage. Penn’s
that influenced Roger Bacon, renowned scientist and recruitment strategy brought the Pietists to Pennsylvania.
England’s foremost Alchemist. Also during this time, The Pietists are a religious group who practiced a strange
Albertus Magnus was working on his own discoveries mix of Christianity, mysticism and supernatural beliefs. The
in Austria. Albertus was reportedly the first Alchemist group believes that the End of Days is approaching, and
to successfully transmute one object into another. Both they live in communes to prepare for this eventuality. The
Bacon and Magnus contributed much to Alchemy, and Pietists settled in Ephrata, Philadelphia and Wissahickon
modern practitioners see them as exemplars of the Art. Valley, where they still thrive. It is in Ephrata that the
Pietists skilled in Alchemy settled, and it is here where they
A RENAISSANCE OF THOUGHT still practice the Art.
Bacon and Magnus, recognizing the importance of
Alchemy, spread the word that Alchemy was, in fact, a ALCHEMY & THE REBELLION
science. If one looked past the flowery text and archaic Alchemy, though now seen as a collection of myths
language, one could see the possibilities Alchemy offered. and deluded philosophical writings, is still worked and
Their works and public discussions about Alchemy led practiced throughout the world in this new Age of
to a scientific renaissance. Monks in monasteries were Reason. Despite multiple attempts to discredit the Art,
soon copying numerous lost texts, as well as translating the Colonies remain a hotbed of alchemical practice and
newly discovered works written in Hebrew and Arabic discovery. Though Isaac Newton was an Alchemist, his
into Latin. This discovery of these new texts encouraged public disavowing of the Art did much to set it back.
many to take up the Art. However, some feel that Benjamin Franklin, despite
statements to the contrary, is a practitioner and uses it to
THE ART IN THE COLONIES support the Rebels and the Continental Army.
Though Europe has a rich alchemical tradition, the
Colonies also figure prominently in the development of GOALS OF ALCHEMY
the Art. One of the first colonial Alchemists is Eirenacas Alchemists, regardless of location or educational
Philalethes (otherwise known as George Starkey), who background, have three goals that even today have not
lived in Rhode Island in the late 1600s. Philalethes, been met. These goals drive all Alchemists to learn and
whose technique has been lost, created numerous works, study and push the boundaries of traditional teachings.
though some within the Rosicrucians claim they possess The first is the transformation of a base metal into gold
this lost knowledge. He also wrote at least three books through the use of the Philosopher’s Stone. This stone, which
dealing with Alchemy, which helped spread the Art must be created by the Alchemist, is said to command
throughout the young Colonies. the powers of God. With the Stone, the Alchemist can
The founder and first governor of Connecticut, John transform any metal into gold, which keeps its shape for
Winthrop, was a practicing Alchemist who had many all time. Though Alchemists can temporarily create gold
ties to European Alchemists and was a member of the with the aid of a transmutation circle, pure gold is only
Rosicrucians. From his home in Hartford, Winthrop obtained through the use of the Philosopher’s Stone.
by day guided the development of his colony, and by The second goal is the discovery of the Elixir of Life:
night toiled in the pursuit of the Philosopher’s Stone. the Universal Medicine. This elixir cures all disease, pain
It was Winthrop who, after learning that Harvard was and suffering. It also grants eternal youth.
not only teaching Alchemy, but also working toward the The third goal is the discovery of Alkahest: the
creation of the Philosopher’s Stone, proved instrumental Universal Solvent. This solvent, once discovered, is able
in supporting Yale’s competing efforts. to dissolve anything, and through such dissolution, an
Though New England had (and still has) a number of Alchemist is able to obtain the base elements from an
Alchemists practicing the Art, other regions have their own object and use these elements to create new objects.
HEXENMEISTER’S ALMANACK
ALCHEMICAL THEORY K Iron
Though all Alchemists have different ideas regarding the
true origins of the Art, as well as ways to work, they do
K Lead
agree on a few basics which, despite the conflicting texts K Tin
and viewpoints, are the tenets of this Art tracing their
origins to the very beginning.
K Quicksilver
This section gives you a rundown of the most DID YOU KNOW?
important concepts you’ll need so that when you’re
There are twelve processes employed in Alchemy,
playing an Alchemist, you can sound like one.
which date back to its early roots:
THREE PRIMES K CALCINATION: changing a substance into
The root of all Alchemy is the Three Primes, or another using fire or corrosive chemicals.
the three metallic principles. Without these
K DISSOLUTION: dissolving a substance and
Three, both the universe and life as we know it are
transforming it into a liquid.
impossible. The three metallic principles are:
K Quicksilver to volatility and stability K SEPARATION: using one component to make
two different ones.
K Salt to solidity K CONJUNCTION: joining two opposite
K Sulfur to flammability or combustion components to create a new substance.
K PUTREFACTION: using moist heat to rot or
THE FOUR ELEMENTS decay.
The Four Elements are the basis of life, and life is only
K CONGELATION: heating liquid so that it
possible when all four exist in unity. Each element has a
congeals into a thicker substance.
primary property and secondary property which, when used
in conjunction with the Primes, creates and sustains life. K CIBATION: placing fresh items into a crucible
while performing the Art.
K Air both hot and wet, and creates vapor
K Earth dry and cold K SUBLIMATION: transforming one solid into
another solid.
K Fire hot and dry K FERMENTATION: capturing gas bubbles that
K Water cold and wet form due to the breakdown of a substance.
CASTING SPELLS IN COMBAT K Increase the Difficulty Rating by two positive steps
Most Spells can be cast in combat using the Cast Spell and gain 2 Conflict. Roll 2D6 Chaos Dice after your
HEXENMEISTER’S ALMANACK
Action In Combat. Some Spells even have an Action Spell is cast to determine if you suffer 2D10+2 Peril.
Point (AP) cost listed in their entry. Spells which take
longer than a minute do not have an AP cost associated
K Increase the Difficulty Rating by three positive steps
and gain 3 Conflict. Roll 3D6 Chaos Dice after your
with them. Simply assume that any Spell which takes
Spell is cast to determine if you suffer 3D10+3 Peril.
two minutes or more requires an equal number of
Rounds to cast (as one Round is equal to one minute in You suffer Peril if any Chaos Dice land on face ‘6,’
the game world). regardless of whether Cast Spell was successful or not.
Casting Spells in this fashion can be interrupted by
enemy actions. If a Mage is made to Bleed, or suffers V e r i ty Trow br i d g e ca st s a Spell. The
Damage or Peril during this time, they must succeed at a Historian announces the Difficulty Rating is
Resolve Test or else the Spell casting fails. The same goes (Hard -20%). Considering that Verity’s player
for spells which require Concentration. wants the Spell to work, she decides to Risk
Backlash for two positive steps. This means the
CONCENTRATION Difficulty Rating is now (Standard +/-0%).
Some spells require constant Concentration to
maintain. You can only Concentrate upon one
Spell at a time, but you may cast other Spells while GAINING CONFLICT
Concentrating. Conflict is temporarily recorded on your character
sheet, as mentioned in Article 2: Creating Characters.
Remember, the more Conflict you gain, the greater the
HISTORIAN ADJUSTS DIFFICULTY RATING chance there is of you gaining Flaw Ranks at the end of
Spells have varying Difficulty Ratings, just as other the game session.
Skills do in FLAMES OF FREEDOM. For instance,
if a Mage is involved in a Combat Encounter where
their side vastly outnumbers the other, this plays into STEP 3 : ROLL TO CAST
their favor, and they will be awarded a bonus to their Roll an Incantation Test. If you Critically Succeed,
Incantation Skill Test. Conversely, if a Mage wants to you’ll take into account both the standard effects and
Cast Spell when foes stand among their own allies, it the result from the Critical Success listing. Failing has
will work against them, and their Incantation Skill Test no immediate effects. However, Critically Failing can be
will be penalized. devastating. Refer to the Critical Failure listing for the
Once you know the Difficulty Rating, you can make Spell to determine what happens.
an Incantation Test now or choose to Risk Backlash.
Move onto Step 3 if you choose to not Risk Backlash. BURST, CONE & EXPLOSION TEMPLATES
Some Spells affect not one, but many people. For the
purposes of these Spells, their effects will be indicated as
STEP 2 : RISK BACKLASH either a Burst, Cone or Explosion Template in the Spells
Providing you have the proper Trait (and either before or description:
after the Difficulty Rating is called out by the Historian),
K Cone Template: Extends straight in a 16-yard line
you may positively modify your Difficulty Rating using
from where you stand, 1 yard wide at its starting point
one of these three options:
and 5 yards wide at its end point. You can aim Spells
K Increase the Difficulty Rating by one positive step and that reference the Cone Template, so that it can be used
gain 1 Conflict. Roll 1D6 Chaos Die after your Spell is to hit foes only. However, you will need to succeed at
cast to determine if you suffer 1D10+1 Peril. an Awareness Test to not harm allies.
K Burst Template: Bursts outward in a circle with a INJURIES FROM SPELL DAMAGE?
diameter of 6 yards in all directions. Select a point Spells rarely cause Injuries, unless otherwise noted
HEXENMEISTER’S ALMANACK
of origin within your line of sight and the Burst then within the Spell’s entry. For special exceptions (such
takes effect. A Burst affects both allies and foes alike. as catching On Fire), roll Chaos Dice as you normally
The Historian will determine who is affected. would for Injuries, but refer to the alternative effect
mentioned by the Spell.
K Explosion Template: Explodes outward in a circle
with a diameter of 10 yards in all directions. Select
a point of origin within your line of sight and the STEP 5 : UNFETTER SPELL
Explosion then takes effect. An Explosion affects both
Providing you have the proper Trait, you can choose to
allies and foes alike. The Historian will determine
extend a Spell’s effects beyond its standard duration.
who is affected.
When you do this, you move one step down the Peril
Hard barriers limit areas over which Templates take Condition Track negatively and gain 3 Conflict.
effect. However, soft barriers such as bushes, trees and Unfettering a spell extends its duration immediately,
the like will not. The best rule of thumb to follow is that but you can continue to extend the duration of a
if the barrier totally prevents line of sight, it will limit Spell again and again up to the point when you’re
the area of effect for the Template, reshaping it to meet Incapacitated! or have to Sleep. Note that you cannot
the constraints of the space available. extend the effects of a Spell where the duration is listed
as Instantaneous or Forever.
HEXENMEISTER’S ALMANACK
SPELL FORMAT
K Requirement: Your character must at least be of K Reagents: Every Spell has a specific set of physical
the same Tier or higher to learn and to cast it. materials, motions or other requirements to cast
This means if it was an Intermediate Tier Spell, it. Without the reagent, it is impossible to cast
you would have to be either in Intermediate or the Spell. If the listing is followed by (expended),
Advanced Tier to learn and cast it. the reagent is consumed by casting the Spell,
regardless of success or failure.
K Casting Time: Every Spell has an amount of time
to spend before casting the Spell. Those that are K Effect: An effect describes what happens after
cast in one minute or less will have an Action Point the caster makes a successful Incantation Test.
cost associated with them. Spells that require Spells do not have a failure effect. You are always
more than a minute require an equal number considered to be your own ally.
of Rounds to cast if done during combat. If the
casting is interrupted, the Spell immediately fails
K Critical Success: The Spell works and gains
additional bonuses indicated in this description.
(and must be cast again). Regardless of success
or failure, you must spend the AP required if in K Critical Failure: The Spell fails and incurs
combat. additional penalties indicated in the description.
The duration of a Critical Failure is covered below,
K Distance: In order for a Spell to affect someone or within the entry for the Spell if any different.
at Distance, you must be able to clearly see the
intended target of your Spell. Casting at a partially K Duration: Spells last a certain amount of time. A
obscured target may raise the Difficulty Rating Spell can be instantly dispelled by the Mage who
for your Incantation Test, as determined by the cast it, causing its duration to end early, with the
Historian. Spells listed ‘By touch’ are considered exception of Spells that were Critically Failed to
a part of the Cast Spell action and require no be cast. If the duration is listed as Concentration,
additional dice rolls or expenditure of AP. ‘By a Mage can do so until they are Incapacitated! or
touch’ spells require the Mage to be Engaged Sleeping.
with the target when casting. And finally, you can
cast touch spells on yourself.
Critical Success: The foe also drops one object either in DEATH SEAL
hand or from their side 3 yards away. This mausoleum shall never be trespassed against, lest the
HEXENMEISTER’S ALMANACK
Critical Failure: You suffer the Combat Condition intruders risk elemental wrath . . .
instead and drop one object either in hand or from your Requirement: Intermediate Tier
side 3 yards away.
Casting Time: One hour
Duration: Until the end of combat
Distance: By touch
CONCEAL TRACKS Reagents: Any monument to the dead (such as a coffin,
At first you see me, now you don’t . . . grave or undercroft), sealed with your own blood
Requirement: Intermediate Tier Effect: After successfully casting, the monument you
touched cannot be broken or opened by normal means.
Casting Time: One minute (2 AP)
You begin to Bleed, no matter whether you succeeded or
Distance: Yourself failed at using this Spell.
Reagents: Your own muddy or wet footwear Critical Success: You do not Bleed.
Effect: After successfully casting, you do not leave Critical Failure: The monument and its contents explode,
footprints or any trace of your passing. causing 3D10+3 Damage from fire.
Critical Success: Triple the duration. Duration: Forever
Critical Failure: You leave a glowing trail in your wake, DISCERN PERSONA
one that can be easily discovered.
Do not toy with me, for I see who you really are . . .
Duration: 6+[WB] minutes
Requirement: Basic Tier
COOL BODY Casting Time: One minute (1 AP)
I call forth an element of frost to bring us comfort in the heat . . . Distance: By touch
Requirement: Intermediate Tier
Reagents: A glass or metal receptacle with a closing lid
Casting Time: Nine minutes
Effect: After successfully casting, you immediately learn
Distance: By touch the Disposition of one person you can clearly see and hear.
Reagents: A wet towel, dabbed on allies’ heads while Critical Success: In addition, you can discern whether
incanting they are being truthful or telling lies when you speak with
them directly.
Effect: After successfully casting, up to [WB] allies can
ignore the negative effects of warm weather, also avoiding Critical Failure: You are unable to tell the truth, and it is
Heatstroke. apparent to everyone who interacts with you.
Critical Success: Up to 6x your [WB] allies are affected. Duration: One hour
Critical Failure: The allies you touched experience hot
flashes over the duration, as they suffer 2D10+2 Peril
every hour.
Duration: 6+[WB] hours
Effect: After successfully casting, one ally who ate the fish Critical Failure: Your homily is poorly told, as up to 3x
can breathe underwater. your [WB] allies suffer a -10% Base Chance to Skill Tests
HEXENMEISTER’S ALMANACK
to Defend and Resist.
Critical Success: Up to 6 allies are affected.
Duration: 3+[WB] hours
Critical Failure: The ally who ate the fish begins to
Suffocate on the bones. LIQUID COURAGE
Duration: 6+[WB] minutes Jolly mortals, fill your glasses, let us drink and be merry . . .
I join my body with the elemental spirits of air and water, Casting Time: Six minutes
transmogrifying into mist . . . Distance: By touch
Requirement: Advanced Tier
Reagents: A pitcher of alcohol that you touch before
Casting Time: One minute (3 AP) singing a song
Distance: Yourself Effect: After successfully casting, anyone who drinks
the alcohol gains +10% Base Chance to Skill Tests to
Reagents: A glass or metal receptacle with a closing lid
withstand Stress, Fear and Terror.
Effect: After successfully casting, you turn into mist, unable
Critical Success: You can also affect an entire barrel of
to be harmed by normal means. You may pass through
alcohol.
cracks, keyholes and other tight confines. You can also
hover 3 yards above the ground and take on a Movement Critical Failure: Everyone who drinks is immediately
of 12+[AB] in combat. However, your trappings do not Intoxicated for six hours.
change into a mist, nor can you speak in this form or cast
Duration: 3+[WB] hours
spells. When you turn into human form, the Spell ends.
Critical Success: Triple the duration. PETITION THE MOUNTAIN
Critical Failure: Your body turns to mist for a moment, Hear me, ancient elements, lend me your strength . . .
then immediately back to flesh. You suffer 3D10+3 Requirement: Basic Tier
Damage, but do not suffer Injuries due to it.
Casting Time: One hour
Duration: 9+[WB] minutes
Distance: By touch
INSPIRING HOMILY Reagents: An expensive or rare gemstone that you crush
Together, we can achieve anything because the holy word (expended)
inspires us . . . Effect: After successfully casting, the person you touch
Requirement: Basic Tier cannot be made to Bleed or suffer Moderate Injuries.
Casting Time: One hour Critical Success: They do not suffer Serious Injuries,
either.
Distance: Special
Critical Failure: The gemstone shards pierce your hand, as
Reagents: Orate a religious lesson, sermon or story
you suffer 1D10+1 Damage and one random Moderate
Effect: After successfully casting, a number of allies equal Injury.
to 3+[WB] who listen to you gain +10% Base Chance to
Duration: 3+[WB] hours
Defend and Resist.
Critical Success: Up to 3x your [WB] allies are affected.
HEXENMEISTER’S ALMANACK
Requirement: Basic Tier Requirement: Basic Tier
Casting Time: One minute (1 AP) Casting Time: One hour
Distance: By touch Distance: By touch
Reagents: Any object, such as a chest, door, plant or rock Reagents: Drops of your own blood, placed on a single
piece of ammunition
Effect: After successfully casting, any person other than
you who passes by the object you touched immediately Effect: After successfully casting, the ammunition you
announces any three words you select, using any language touch is considered to be Magical, and will automatically
you speak. The alarm can be as soft as a whisper, at normal Critically Succeed to hit a foe once fired. After being
volume or as a yell. Once triggered, the Spell ends. fired, the ammunition is destroyed. You begin to Bleed, no
matter whether you succeeded or failed at using this Spell.
Critical Success: As above, but Raise The Alarm’s Spell
You can cast this Spell upon a number of ammunition
never ends. It can be dispelled, though.
equal to the number of Skill Ranks in Incantation you
Critical Failure: You experience intestinal discomfort, have. Finally, you cannot cast Strike True more than once
suffering 2D10+2 Peril due to it. every twenty-four hours.
Duration: Until triggered Critical Success: As above, but you can cast Strike True
on nine ammunition instead.
SPIRIT OF THE WOOD
Critical Failure: The ammunition is cursed instead, and
Ancient forests, elder trees—I beseech thee to stand aside . . . disappears into whichever ammunition pack it’s intended
Requirement: Intermediate Tier for. The Historian may spend a Coin before or after
an attack has been made to have the ammunition fail,
Casting Time: One minute (3 AP)
returning to the attacker to Critically Strike them instead.
Distance: Burst Template, extending from a copse of trees
Duration: Until fired
you can clearly see
Reagents: A freshly cut green branch that you twist until THUNDER CLAP
snapped (expended) French military mages developed this magic; I, however, have
Effect: After successfully casting (and those caught in a claimed it as my own . . .
Burst Template cannot or fail to Resist using Coordination), Requirement: Advanced Tier
they are Entangled. Entangled people cannot use any
Casting Time: One minute (3 AP)
Actions In Combat, except to Resist Entanglement. If
they start their Turn in the Burst Template, they must Distance: Cone Template, extending from you
Resist once again. Alternatively, you can use this Spell to
Reagents: Clap your hands together, or clap one hand
command trees to bend their branches down to be easily
with another person
climbed, or move branches to create a clear path.
Effect: After successfully casting (and those caught in a
Critical Success: Reference an Explosion Template instead.
Cone Template cannot or fail to Resist using Toughness),
Critical Failure: The forest grows wildly around, as you foes are Surprised by all Actions In Combat, until combat
and all others within an Explosion Template must Resist ends.
being Entangled.
Critical Success: As above, but they cannot Resist.
Duration: 6+[WB] minutes
Critical Failure: You are momentarily Deafened, and foes BLACK & WHITE SPELLS LISTINGS
gain the advantage of Surprise against you until the end
HEXENMEISTER’S ALMANACK
of combat.
Duration: Special
WIND’S GRACE
A breath of spring to restore your aches and pains . . .
Requirement: Basic Tier
Casting Time: One minute (1 AP)
Distance: By touch
Reagents: A bottle of spring air, which you inhale and
exhale over an Injured ally
Effect: After successfully casting, one ally reduces the
time to Recuperate from one Injury by three days.
LESSER KEY OF SOLOMON
Critical Success: They reduce the time to Recuperate
from all Injuries by nine days instead. SPELL NAME REQUIREMENT
Critical Failure: The wind blows you over, as you suffer Black Winds Basic Tier
1D10+1 Damage, but do not suffer Injuries due to it. Bridge The Realm Intermediate Tier
Duration: Instantaneous Changeling Basic Tier
WITHDRAW SICKNESS Channel The Spirits Intermediate Tier
I dispel thee, foul disease . . . Contact The First Fallen Advanced Tier
Requirement: Advanced Tier
Damnation Advanced Tier
Casting Time: Twenty-four hours
Essence Theft Basic Tier
Distance: By touch
Forget Intermediate Tier
Reagents: A glass or metal receptacle with a closing lid
Homunculus Basic Tier
Effect: After successfully casting, you remove an Ailment
or other sickness from a threat, person or plant. It is then Infirmity Basic Tier
contained as a black liquid inside the receptacle. If the Mask The Senses Intermediate Tier
receptacle is opened, it can be released upon a threat,
person or plant it is poured upon as they are infected with Pall Of Night Intermediate Tier
the Ailment. Quake Advanced Tier
Critical Success: It also restores any lost Damage, Peril Ritual Binding Advanced Tier
and temporary Primary Attribute penalties lost due to the
Ailment. Transfer Mind Intermediate Tier
HEXENMEISTER’S ALMANACK
Requirement: Basic Tier Requirement: Basic Tier
Casting Time: One minute (1 AP) Casting Time: One minute (1 AP)
Distance: Cone Template, extending from you Distance: Any one person you can clearly see
Reagents: Grave dirt gathered from the recently buried Reagents: The skin of a rare frog, burnt (expended)
dead, thrown overhead
Effect: After successfully casting (and one foe cannot
Effect: After successfully casting (and those caught or fails to Resist using Scrutinize), they are temporarily
in a Cone Template cannot or fail to Resist using made Helpless for the duration.
Coordination), they are pushed backward 3+[WB] yards.
Critical Success: They are unable to Resist.
Critical Success: They also suffer 1D10+1 Peril.
Critical Failure: Your arms droop to the ground, and your
Critical Failure: The dirt whirls above you, and knocks voice turns to a low growl. You cannot cast Spells for the
you and everyone around you in a Burst Template off duration.
their feet Prone. Everyone caught in a Burst Template
Duration: 3+[WB] minutes
suffers 2D10+1 Peril.
Duration: Instantaneous CHANNEL THE SPIRITS
I call upon you, ghost of Davy Jones, to tell us of folktales and
BRIDGE THE REALM buried treasure . . .
We shall slip between the material world and where the spirits Requirement: Intermediate Tier
dwell, to emerge on the other side.
Casting Time: Ten minutes
Requirement: Intermediate Tier
Distance: By touch
Casting Time: Ten minutes
Reagents: A personal item of the dead person you want to
Distance: By touch
channel, and a silver ring
Reagents: A powdered sapphire, laid at the foot of a
Effect: After successfully casting, you channel the soul of
doorway (expended)
a specific dead person into your body. While it remains in
Effect: After successfully casting, you and a number your body, you may ask one question every minute of the
of persons equal to 6+[WB] instantaneously travel to spirit, and they will always answer truthfully. For every
another location. You can only travel to specific locations question you ask, roll 3D6 Chaos Dice. For every face ‘6,’
you have previously visited. Upon arrival, everyone except you drop one step down the Peril Condition Track. If you
for you suffers 2D10+2 Peril. are Incapacitated! by this, you gain two Flaw Ranks. This
Spell requires Concentration.
Critical Success: No one suffers Peril.
Critical Success: Roll 1D6 Chaos Die instead.
Critical Failure: You and your comrades step into an ever-
widening dark pit, which swallows you all whole. It spits Critical Failure: Your body lifts into the air, as you gain
you back out where you started, and you all are instantly the Affliction of Possessed.
Incapacitated!, gaining 6 Conflict.
Duration: One hour
Duration: Instantaneous
CONTACT THE FIRST FALLEN Effect: After successfully casting, an object is Damned.
Unto you, the First Fallen—son of Venus, Favored Son, the While Damned, the person carrying the object treats
HEXENMEISTER’S ALMANACK
Morning Star, Shining One, the Light-Bearer, Lucifer: I every failed Skill Test as if it were Critically Failed instead.
beseech thee! Furthermore, should the person die while in possession
of the object, they are forced to relive the last twenty-
Requirement: Advanced Tier
four hours of their life, including reliving their death.
Casting Time: Forty-eight hours Finally, they cannot be healed from Damage or Injuries.
A Damned object can only be discovered through use of
Distance: Self
Magic or a special circumstance the Historian dictates.
Reagents: Six candles burned (expended), your own blood, You gain three Flaw Ranks.
chalk used to draw the Seal of Solomon and a magic circle
Critical Success: You gain two Flaw Ranks instead.
Effect: After successfully casting, you trap a demon
Critical Failure: The object disintegrates to dust, and you
into the Seal of Solomon, and you may attempt to
gain one permanent Flaw Rank.
strike a Faustian bargain to convince them to carry out
a malevolent deed. Example deeds include blighting a Duration: 9+[WB] days
harvest, bringing plague, causing a jury to find someone
innocent or guilty, gaining temporary protection from ESSENCE THEFT
physical or mental harm, harming someone else, killing Your soul is mine!
livestock or teaching Spells. The Historian will determine
Requirement: Basic Tier
what is appropriate and help you shape an appropriately
devilish request. Then, make a Secret Test using Bargain. Casting Time: One minute (1 AP)
The more selfish the deed, the more favorable the
Distance: Any one person you can clearly see
Difficulty Rating will be. Success and Critical Success
results in the deed being done. Failure and Critical Failure Reagents: A ring of antinomy, worn upon the ring finger.
results in your words being twisted against you. You begin
Effect: After successfully casting, a foe must Resist
to Bleed and gain three Flaw Ranks, no matter whether
with a Toughness Test, or else suffer 1D10+[WB]
you succeeded or failed at using this Spell. This Spell
Peril. Depending on how many steps down they move
requires Concentration.
negatively, you move an equal number of steps up the
Critical Success: Add an Assist Die to your Bargain Test. Peril Condition Track positively.
Critical Failure: You made a misstep, and the Seal of Solomon Critical Success: The foe is paralyzed in place for one
wasn’t drawn correctly. The demon escapes, and will do as it minute, left Helpless.
pleases until returning to the spirit realm twenty-four hours
Critical Failure: The ring crumbles to dust, as you suffer
later. You also gain one permanent Flaw Rank.
2D10+[WB] Peril and are left Helpless for one minute.
Duration: One hour The foe moves up an equal number of steps on the Peril
Condition Track positively.
DAMNATION
Duration: Instantaneous
Misery loves company, but damnation needs it.
Requirement: Advanced Tier FORGET
HEXENMEISTER’S ALMANACK
Effect: After successfully casting (and one foe cannot or
fails to Resist using Scrutinize), they temporarily forget
6+[WB] days of memories, including the moment when
you cast the Spell.
Critical Success: They forget 6+[WB] days of memories
permanently.
Critical Failure: Your mind is suddenly awash in
confusion. How did you get here? You lose 6+[WB] days
of memories permanently.
Duration: Instantaneous
HOMUNCULUS
I shall trap the spirit inside this familiar, and it shall obey my
every command.
Requirement: Basic Tier
Casting Time: One day
Distance: Special
Reagents: An object made from your blood and grave
dirt, shaped into a small creature or person
Effect: After successfully casting, you create a homunculus:
a creature loyal to your every command. Homunculi can be INFIRMITY
of a shape no larger than a child is tall. Examples include
brooms, dolls, a small animal or windup toy. Homunculi Once, twice, thrice, quince for pain!
are able to use the power of speech. You can only command Requirement: Basic Tier
a number of homunculi equal to your [WB] at any one
Casting Time: One minute (1 AP)
time, but you may replace those which have been Slain!. A
homunculus takes on the stats of a Homunculus or similar Distance: Any one person you can clearly see
threat from Article 14: Threats. The only way to heal a
Reagents: A leg bone, which you break in hand
homunculus from Damage is to cast this Spell again, but
it does not require reagents and only takes ten minutes Effect: After successfully casting (and one foe cannot or
instead of one week. You begin to Bleed, no matter whether fails to Resist using Toughness), they temporarily reduce
you succeeded or failed at using this Spell. their Movement by a cumulative -1 by every minute. They
may attempt to Resist every minute, until the duration is up.
Critical Success: You create two homunculi instead.
Critical Success: They cannot Resist the first three
Critical Failure: You create two homunculi who are intent
minutes of duration.
on your destruction. They vanish before your eyes, but will
take out their revenge at a point and time the Historian Critical Failure: Your legs turn to jelly, as you are knocked
decides. Prone and unable to move for the duration.
Duration: Forever Duration: 3+[WB] minutes
Critical Success: As above, but the object enhances two WITCHCRAFT SPELLS LISTINGS
different Primary Attributes instead.
HEXENMEISTER’S ALMANACK
Critical Failure: The supernatural threat is unleashed, and
knocks you Unconscious for 9+[WB] days. The spirit will
enact its revenge against you at a time the Historian feels
appropriate.
Duration: Forever
TRANSFER MIND
You shall be whisked away to the spirit realm; your body is
now mine to control.
Requirement: Intermediate Tier
Casting Time: One minute (2 AP)
Distance: By touch
Reagents: A personal item of a foe you seek to transfer THE GRAND GRIMOIRE
into, held in hand SPELL NAME REQUIREMENT
Effect: After successfully casting (and one foe cannot Bewitched Stone Advanced Tier
or fails to Resist using Resolve), a threat’s mind is Charcoal Of The
imprisoned in the spirit realm, and your body goes into Intermediate Tier
Appertain
hibernation. Your mind is instantaneously transferred into
Cursed Branch Advanced Tier
the recipient’s own body. Reference your own Primary
Attributes and abilities, but you may flip the results to Distant Eye Advanced Tier
succeed and add an Assist Die to mimic the person whose
Flying Broom Intermediate Tier
body you’re inside.
Grave Descend Advanced Tier
Critical Success: The person cannot Resist this Spell.
Invoke Hex Intermediate Tier
Critical Failure: You have an out-of-body experience, as
your mind is trapped in the spirit realm. The person who Mask Fragrance Basic Tier
you intended to transfer into is now in control of your Night Terrors Intermediate Tier
body for the duration! You gain one Flaw Rank.
Plague Stone Basic Tier
Duration: 6+[WB] hours
Questionable Salve Basic Tier
Sleeping Beauty Intermediate Tier
Tempt Other Basic Tier
Waxen Doll Advanced Tier
Witch Rod Basic Tier
BEWITCHED STONE Critical Success: You create three pieces of lump charcoal
Mankind’s spite, cat’s meow, death comes to steed and sow! instead.
HEXENMEISTER’S ALMANACK
Requirement: Advanced Tier Critical Failure: The fire causes you to fall to Sleep for
three hours, unable to be awakened.
Casting Time: One hour
Duration: 6+[WB] minutes
Distance: By touch
Reagents: A diseased rag wrapped around a stone CURSED BRANCH
(expended), which is buried at a crossroads Hazel twig from twisted tree, a curse upon mine enemy . . .
Effect: After successfully casting, you create a Bewitched Requirement: Advanced Tier
Stone. Once buried, any threat that is classified as
Casting Time: One minute (3 AP)
Humanoid (including player cultures) that comes within
an Explosion Template of the stone must Resist with Distance: Cone Template, extending from you
Toughness or else contract an Ailment of your choice. If
Reagents: A single branch of a witch hazel tree, pointed
the stone isn’t buried within an hour or is removed from
outward
the crossroads, the Spell ends. Once the duration is over,
the stone is destroyed. Effect: After successfully casting (and foes in a Cone
Template cannot or fail to Resist using Coordination),
Critical Success: As above, but affects those in a mile radius.
they suffer 3D10+[WB] Damage and 9 Conflict. Roll
Critical Failure: The stone grows with tendrils, embedding Chaos Dice as you normally would for Injuries, but if any
itself into your hand as you suffer the Ailment instead. You land on face ‘6,’ they suffer from Terror.
must undergo Perform Surgery, suffering the Destroyed
Critical Success: As above, but your foe cannot Resist.
Digits Injury if not properly healed.
Critical Failure: The wand snaps and the Spell rebounds
Duration: Thirteen days
toward you in a Cone Template, treated as a Critical
CHARCOAL OF THE APPERTAIN Success.
Critical Failure: You witness a vision of your doom, as you Critical Failure: The grave or soil swallows them whole,
are unable to see for seventy-two hours and the cauldron putting them in a Chokehold. Whenever they reach
HEXENMEISTER’S ALMANACK
is destroyed. Incapacitated!, they are Slain!.
Duration: 9+[WB] minutes Duration: 6+[WB] days
Effect: After successfully casting, a number of allies or stone isn’t placed within an hour or is removed from the
objects equal to 3+[WB] have their scent completely floorboards, the Spell ends. Once the duration ends, the
HEXENMEISTER’S ALMANACK
Requirement: Basic Tier But thy eternal summer shall not fade . . .
Requirement: Intermediate Tier
Casting Time: One hour
Casting Time: One minute (2 AP)
Distance: By touch
Distance: Self
Reagents: A dirty rag wrapped around a stone, which is
placed beneath a floorboard (expended) Reagents: One whole fruit, which you polish with cloth
(expended)
Effect: After successfully casting, you create a Plague
Stone. Once buried, all food and water that come within Effect: After successfully casting, the fruit is preserved
an Explosion Template of it are contaminated, and those forever but filled with a sweet, vile poison. If eaten (and
who imbibe it cannot gain sustenance from it. If the the foe cannot or fails to Resist using Toughness), they
temporarily reduce all their Primary Attribute Bonuses Effect: After successfully casting, a wax doll is created
by -6. If any of these values equal zero, they are knocked that is impervious until you are Slain!. Call out the foe’s
HEXENMEISTER’S ALMANACK
Unconscious. At the end of the duration, Primary name you wish to torment, and prick the doll with a
Attribute Bonuses restore by +1 every twenty-four hours. pin as they move one, two or three steps down the Peril
Condition Tracks negatively (your choice). Hold it over a
Critical Success: The foe cannot Resist.
fire, and they suffer from Mildly, Moderately or Seriously
Critical Failure: The fruit spoils before your eyes, and you Dangerous Fire (your choice). Tie the doll’s legs together,
suffer the effects instead. and the foe is paralyzed for twenty-four hours. Tie the
doll’s hands together, and the foe is unable to use their
Duration: Thirteen days
arms for twenty-four hours. Sew the mouth of the doll
TEMPT OTHER shut, and the foe is unable to speak for twenty-four hours.
Bury it into the earth, and the foe temporarily reduces
Dance for me, pretty poppet! Now click your heels . . . all of their Primary Attribute Bonuses by -9. If the doll
Requirement: Basic Tier isn’t used within a week or is destroyed by fire, the Spell
ends. Each time you use the doll, you move one step down
Casting Time: One minute (1 AP)
the Peril Condition Track and gain 3 Conflict. This Spell
Distance: Any one foe you can see requires Concentration.
Reagents: A cat’s cradle made from muscle sinew Critical Success: Gain 1 Conflict instead.
Effect: After successfully casting (and the target cannot Critical Failure: The waxen doll twists and contorts, and
or fails to Resist using Resolve), they are Tempted. While you immediately take on every single effect. The doll then
Tempted, you can mentally speak to the person, and melts.
act as the devil or angel on their shoulder, luring them
Duration: Special
toward temptations or mortal acts they may not normally
entertain. Should these temptations or mortal acts conflict WITCH ROD
with their morals, however, they will not take the action.
This Spell requires Concentration. My will demands aim to find its target . . .and my will is true
as steel.
Critical Success: As above, but your foe cannot Resist.
Requirement: Basic Tier
Critical Failure: The foe has now made you subject to
Casting Time: One minute (1 AP)
Dominate, and the Historian can control you for the
duration. Distance: Self
Duration: 3+[WB] in minutes Reagents: Two branches of witch hazel, crossed over one
another
WAXEN DOLL
Effect: After successfully casting, the branch either points
Vex me, and you will be as a sinner in the hands of an angry the way toward any threat you can name who is classified
god. as Humanoid (including player cultures), finds a source
Requirement: Advanced Tier of water or points to a location you can name. This Spell
requires Concentration.
Casting Time: One hour
Critical Success: Triple the duration.
Distance: By touch
Critical Failure: The branches split, as you suffer 1D10+1
Reagents: A small wax doll, with a personal item of a foe
Damage, but do not suffer Injuries due to it.
you seek to torment embedded inside
Duration: 3+[WB] in minutes
HEXENMEISTER’S ALMANACK
Effect: If successful, you create a number of bombs for
every 6 points of your [IB]. If failed, nothing happens.
K [IB] 1 to 6: One bomb
K [IB] 7 to 12: Two bombs
K [IB] 13+: Three bombs
Critical Success: You create three Acidic Bombs.
Critical Failure: You suffer 2D10+2 Damage from fire.
THE MIRROR OF ALCHEMY
ALCHEMICAL ART Other Considerations: You must have access to an
REQUIREMENT
NAME alchemical laboratory and Alkali. Acid Bombs can be
Create Acid Bomb Basic Tier found in Article 5: Wares & Weapons.
Create Alkali Basic Tier CREATE ALKALI
Create Blackpowder Basic Tier To break the effects of acid, we must have Alkali.
Create Drugs Basic Tier Requirement: Basic Tier
Create Elixir Intermediate Tier Preparation Time: Twelve hours
Create Essence Advanced Tier Create Alkali: Depending on where you’re at on the Damage
Create Hallucinogenic Condition Track, the Difficulty Rating eases or worsens:
Intermediate Tier
Powder
K Unharmed: (Easy +20%) Alchemy
Create Medicine Basic Tier
K Hurt: (Routine +10%) Alchemy
Create Ostane’s Dust Basic Tier
K Moderately Wounded: (Standard +/-0%) Alchemy
Create Powder Bomb Intermediate Tier
K Seriously Wounded: (Challenging -10%) Alchemy
Create Preservation Fluid Intermediate Tier
K Grievously Wounded: (Hard -20%) Alchemy
Create Reanimation Fluid Advanced Tier
Effect: If successful, you create a number of vials for every
Create Vitriol Intermediate Tier 6 points of your [IB]. If failed, nothing happens.
K [IB] 1 to 6: One vial
CREATE ACID BOMB
K [IB] 7 to 12: Two vials
Through the work of Clavis Maioris Sapientiae, we find the
Art of making acid in all its mundane and warlike forms . . . K [IB] 13+: Three vials
Requirement: Basic Tier Critical Success: You create three vials of Alkali.
Preparation Time: Twelve hours Critical Failure: You suffer 2D10+2 Damage from fire.
Create Acid Bomb: The more potent the bomb is, the Other Considerations: You must have access to an
more the Difficulty Rating eases or worsens: alchemical laboratory. Alkali can be found in Article 5:
Wares & Weapons.
K Add +0 Total Damage: (Routine +10%) Alchemy
K Add +0 Total Damage: (Routine +10%) Alchemy Other Considerations: You must have access to an
alchemical laboratory, arsenic and hemlock. The Historian
K Add +3 Total Damage: (Standard +/-0%) Alchemy may require other processes up front to properly prepare
K Add +6 Total Damage: (Challenging -10%) Alchemy drugs and medicine. For instance, you may have to find
a Yupa plant to create proper Yupa, or process tea leaves
Effect: If successful, you create a number of charges for
to create Tea. Preparation times do not account for this,
every 6 points of your [IB]. If failed, nothing happens.
assuming that you’ve worked with the Historian to
K [IB] 1 to 6: Ten charges procure the needed ingredients.
K [IB] 7 to 12: Twenty charges CREATE ELIXIR
K [IB] 13+: Thirty charges There are but seven elixirs to be created, so choose wisely which
Critical Success: You create thirty charges of Blackpowder. you will quaff.
Requirement: Intermediate Tier
Critical Failure: You suffer 2D10+2 Damage from fire.
Preparation Time: Twenty-four hours
Other Considerations: You must have access to an
Alchemist’s laboratory, charcoal, sulfur and saltpeter. Create Elixir: Decide first which Primary Attribute you
Blackpowder can be found in Article 5: Wares & Weapons. wish to augment. The longer the Elixir is intended to last,
the more the Difficulty Rating eases or worsens:
CREATE DRUGS
K Ten minutes: (Routine +10%) Alchemy
Some distill gin, others make tea . . . as for me, I make Yupa.
Requirement: Basic Tier
K Twenty minutes: (Standard +/-0%) Alchemy
Preparation Time: Twenty-four hours
K Thirty minutes: (Challenging -10%) Alchemy
Effect: If successful, you create a number of vials for every
Create Drugs: Decide first which one Drug type you wish
6 points of your [IB]. If failed, nothing happens.
to create. Depending on where you’re at on the Damage
Condition Track, the Difficulty Rating eases or worsens: K [IB] 1 to 6: One vial
K Unharmed: (Easy +20%) Alchemy K [IB] 7 to 12: Two vials
K Hurt: (Routine +10%) Alchemy K [IB] 13+: Three vials
K Moderately Wounded: (Standard +/-0%) Alchemy Critical Success: You create Three vials of Elixir.
K Seriously Wounded: (Challenging -10%) Alchemy Critical Failure: Temporarily reduce the intended Primary
Attribute by -9% for thirty minutes.
K Grievously Wounded: (Hard -20%) Alchemy
Other Considerations: You must have access to an alchemical Create Hallucinogenic Powder: Decide first which Drug
laboratory and quicksilver. Imbibing an Elixir temporarily you wish to impart into the powder. Depending on where
HEXENMEISTER’S ALMANACK
increases one Primary Attribute by +9%. A character can you’re at on the Damage Condition Track, the Difficulty
only be under the effects of one Elixir at a time, or else suffers Rating eases or worsens:
from 3D10+3 Peril for every additional Elixir they imbibe
before the effects of the first Elixir wear off.
K Unharmed: (Easy +20%) Alchemy
K Hurt: (Routine +10%) Alchemy
CREATE ESSENCE
K Moderately Wounded: (Standard +/-0%) Alchemy
To create Essence of the Cat, we let the body of the mountain
lion boil in wax, then add . . . K Seriously Wounded: (Challenging -10%) Alchemy
Requirement: Advanced Tier K Grievously Wounded: (Hard -20%) Alchemy
Preparation Time: Twenty-four hours Effect: If successful, you create a number of vials for every
6 points of your [IB]. If failed, nothing happens.
Create Essence: Work with the Historian to first decide
which Trait from a threat you wish to distill into the K [IB] 1 to 6: One vial
Essence. The lengthier the Essence’s duration, the more
the Difficulty Rating eases or worsens:
K [IB] 7 to 12: Two vials
K One hour: (Routine +10%) Alchemy K [IB] 13+: Three vials
Critical Success: You create Three vials of Hallucinogenic
K Two hour: (Standard +/-0%) Alchemy Powder.
K Three hours: (Challenging -10%) Alchemy Critical Failure: You and everyone in a Burst Template
Effect: If successful, you create a number of vials for every suffer the effects of the Drug instead.
6 points of your [IB]. If failed, nothing happens.
Other Considerations: You must have access to an
K [IB] 1 to 6: One vial alchemical laboratory, opium and talc. One vial of
Hallucinogenic Powder can be poured into a Burst
K [IB] 7 to 12: Two vials Template. Any who trespass across the powder must Resist
K [IB] 13+: Three vials using Toughness or else suffer the effects of any one Drug
you’ve imparted into the powder. If it is a beneficial Drug,
Critical Success: You create Three vials of Essence.
no Resist is necessary. Finally, Hallucinogenic Powder can
Critical Failure: You suffer 2D10+2 Damage from fire. be combined with an Acid Bomb or Powder Bomb.
Other Considerations: You must have access to an CREATE MEDICINE
alchemical laboratory, Alkali and quicksilver. You must
also have the corpse of a threat that has a Trait you wish to While some rely on rudimentary hand-me-down recipes, I
distill into an Essence. Drinking an Essence of a creature have perfected their creation through rote and repetition.
allows a character to take on one of the threat’s Traits for Requirement: Basic Tier
a number of minutes based on the outcome of Create
Preparation Time: Twenty-four hours
Essence. Upon imbibing it, they gain 6 Conflict.
Create Medicine: Decide first which medicine you wish to
CREATE HALLUCINOGENIC POWDER create: Laudanum, Smelling salts or Tincture. Depending
A simple but effective trick, one resulting in mixing finished on where you’re at on the Damage Condition Track, the
talc and drugs together. Difficulty Rating eases or worsens:
Requirement: Intermediate Tier K Unharmed: (Easy +20%) Alchemy
Preparation Time: Twenty-four hours K Hurt: (Routine +10%) Alchemy
David Chronister (order #31360124)
№ 298
K Moderately Wounded: (Standard +/-0%) Alchemy Critical Failure: You suffer 3D10+3 Peril.
K Seriously Wounded: (Challenging -10%) Alchemy Other Considerations: You must have access to an
HEXENMEISTER’S ALMANACK
K Moderately Wounded: (Standard +/-0%) Alchemy Critical Failure: You suffer 2D10+2 Damage from fire.
K Seriously Wounded: (Challenging -10%) Alchemy Other Considerations: You must have access to an
alchemical laboratory, blackpowder and talc. Powder
K Grievously Wounded: (Hard -20%) Alchemy Bombs can be found in Article 5: Wares & Weapons.
Effect: If successful, you create a number of vials for every
6 points of your [IB]. If failed, nothing happens. CREATE PRESERVATION FLUID
This will halt decomposition but for a short while, until we
K [IB] 1 to 6: One vial
can revivify the subject.
K [IB] 7 to 12: Two vials Requirement: Intermediate Tier
K [IB] 13+: Three vials Preparation Time: Twenty-four hours
Critical Success: You create Three vials of Ostane’s Dust.
HEXENMEISTER’S ALMANACK
eases or worsens:
K Unharmed: (Easy +20%) Alchemy K [IB] 13+: Three vials
Critical Success: You create Three vials of Reanimation
K Hurt: (Routine +10%) Alchemy Fluid.
K Moderately Wounded: (Standard +/-0%) Alchemy Critical Failure: You suffer 2D10+2 Damage from fire.
K Seriously Wounded: (Challenging -10%) Alchemy Other Considerations: You must have access to an
K Grievously Wounded: (Hard -20%) Alchemy alchemical laboratory, aqua vitae and hemlock, and gain
1 Flaw Rank upon completion, regardless of success
Effect: If successful, you create a number of vials for every
or failure. Once a vial of Reanimation Fluid is poured
6 points of your [IB]. If failed, nothing happens.
onto a corpse, it takes on the stats of a Skeleton from
K [IB] 1 to 6: One vial Article 14: Threats. You can only command a number
of Skeletons equal to your [WB] at any one time, but
K [IB] 7 to 12: Two vials you may replace those which have been Slain!. Skeletons
K [IB] 13+: Three vials cannot be healed.
Critical Success: You create Three vials of Preservation CREATE VITRIOL
Fluid.
Blackpowder was our first advance in science; now, witness
Critical Failure: You suffer 2D10+2 Damage from fire. the explosive power of vitriol!
Other Considerations: You must have access to an Requirement: Intermediate Tier
alchemical laboratory and hemlock. Once a vial of
Preparation Time: Twenty-four hours
Preservation Fluid is poured onto a corpse or plant, it
completely halts decay for one week. Create Vitriol: Depending on where you’re at on the
Damage Condition Track, the Difficulty Rating eases or
CREATE REANIMATION FLUID worsens:
They shall rise again, and again, and again to fight for us!
K Unharmed: (Easy +20%) Alchemy
Requirement: Advanced Tier
K Hurt: (Routine +10%) Alchemy
Preparation Time: One week
K Moderately Wounded: (Standard +/-0%) Alchemy
Create Reanimation Fluid: Depending on where you’re
at on the Damage Condition Track, the Difficulty Rating
K Seriously Wounded: (Challenging -10%) Alchemy
eases or worsens: K Grievously Wounded: (Hard -20%) Alchemy
K Unharmed: (Easy +20%) Alchemy Effect: If successful, you create a number of vials for every
6 points of your [IB]. If failed, nothing happens.
K Hurt: (Routine +10%) Alchemy
K Moderately Wounded: (Standard +/-0%) Alchemy K [IB] 1 to 6: One vial
K Seriously Wounded: (Challenging -10%) Alchemy K [IB] 7 to 12: Two vials
K Grievously Wounded: (Hard -20%) Alchemy K [IB] 13+: Three vials
Critical Success: You create Three vials of Vitriol.
Effect: If successful, you create a number of vials for every
6 points of your [IB]. If failed, nothing happens. Critical Failure: You suffer 2D10+2 Damage from fire.
HEXENMEISTER’S ALMANACK
Language: English Dionysius the Areopagite, sixth century
Language: Greek
Thi s wor k i s considered to be the primary work for
those wishing to learn the magical arts. It is a collection of Ev e n tho ug h i t ’ s a forgery bearing the name of the
various smaller works, as well as snippets of lost manuscripts Greek saint converted by Saint Paul in Athens, this text
that serve as commentary, historiography and a learning nevertheless provides detailed information on the hierarchy
tool for burgeoning Mages. Those found to possess a copy of heaven. One of the most widely read and quoted texts
of this grimoire are considered heretics, or worse, the spawn of the Middle Ages, the work has seen a revival as of late,
of demons. Be wary when talking with the Inquisition if thanks to a new printing in 1754.
you carry this book!
DE CONFESSIONIBUS MALEFICORUM
CAESAR IGNIS EST SCRIPTOR Author & Publication: Peter Bindsfield, 1589
Author & Publication: Acilius, unknown Language: Latin
Language: Latin
Thi s m a n ua l for witch-hunters has been widely
Thi s wor k wa s found by an unknown French monk, translated. It is noteworthy in its appeal for leniency for
hidden deep in the bowels of the monastery. The scroll children who have participated in sorcery, and in the great
appears to have been written by Acilius, a famous mystic deal of information it offers on witches. This grimoire is
and poet who lived in Rome between AD 95 to AD 145. regarded as a relic. For those who know the truth about the
Allegedly, the scrolls deal with Julius Caesar’s campaign in agents of the occult and supernatural who haunt the night’s
Gaul, and both military and magical tactics his legions used shadows, however, this book remains an indispensable
to conquer. resource.
HEXENMEISTER’S ALMANACK
Language: Latin Language: English
Thi s 120 - pag e vo lum e is a work of renown among Thi s a n ci e n t te xt is traditionally ascribed to Roger
the occult cognoscenti. As a monk living in a monastery in Bacon, but was compiled from different sources, with Bacon
Southern France, Sommerus translated numerous works as its editor. Printed in English, it is the quintessential text
dating back to the time of ancient Greece. In his search for those who practice the Alchemical Arts, next to another
for works by Ptolemy, Sommerus stumbled upon a lost work called The Compound of Alchymy.
collection of scrolls describing the art of summoning spirits
for personal gain. THE SUPPLE & FLUID MIND
Author & Publication Date: Sebastião Dutra, 1689
SACRED MAGIC OF ABRA-MELIN Language: Portuguese
Author & Publication: Abra-Melin, fifteenth century
Fi rst w r i t te n by the Moorish mage Sa’ood al-Ma,
Language: Hebrew
this was translated from Arabic by Sebastião Dutra and
S u ppo s e dly taug h t m ag ic by angels, Abra-Melin published in Portugal in 1689. Dutra discovered the work
(Abraham the Jew) set down in this grimoire instructions in a cave while seeking shelter from a sudden summer
for calling and taming both angels and demons. Discovered storm. Upon publishing the translation, Dutra disappeared
during the crusades, these scrolls were given to a monastery in from his home and was never heard from again. Even more
Greece, where they were transcribed before being published interesting was that the printer was found murdered, his
in Germany. Very few copies of this grimoire exist, but those business burned to the ground.
who have a copy possess a wealth of knowledge.
THE UNTITLED BOOK
THE COMPOSITION OF ALCHEMY Author & Publication Date: Unknown, 1033
Author & Publication: Jabir Ibn Hayyan, 1144 Language: French
Language: Latin
Thi s sm a l l g r i moi r e was found in the library of
A tr a n s l atio n o f an Arabic text teaching the secrets Abbaye Saint-Aubin d’Angers in France. The book had no
of Alchemy, particularly the transmutation of matter, this author, and according to legend, appeared to be written in
work, though published numerous times, is still useful blood. It stayed with the monks, but disappeared in 1433
and sought by many studying the Art. None other than before turning up later in the library of Doctor John Dee,
Benjamin Franklin published the latest edition of this and though it was assumed destroyed, it fell into the hands
work, and copies are still found in colonial bookshops. of the mystic Anthony Ramage, who republished it in 1589.
c ov e r e d i n th e n e xt a rtic l e .
CHILDBIRTH
Childbirth during this period is dangerous and often
deadly, both for the infant and the parent. Most people
give birth at home, attended by a midwife trained in the
practical experience of caring for people during and after
birth (doctors at this time primarily perform bloodletting,
surgery and other treatments not related to reproductive
care.) Since contraception is not always reliable during
this period, large families are not uncommon (mainly since
many families needed to have plenty of children to work).
Disease and infection pose a severe threat to
parents and children, and many babies do not make
it past infancy. There are many good-luck traditions
surrounding childbirth, such as giving the baby coral
jewelry for protection against harm. Most infants are
ECONOMICS SEAFOOD
Currency during this time is confusing and in flux. The most crucial food source for sustenance and the
Various forms of currency are used in the Thirteen growing economy is fish. The Thirteen Colonies teem
Colonies, ranging from barter (trade), book credit with fish, both freshwater and ocean. The sheer amount
(literally, credit), Colonial scrip (paper money), and specie and variety make them a regular part of the Colonial
(coins). Though Colonial merchants accept most cash diet. Clams, crab, lobster and oysters are so abundant
types, they prefer to take gold and silver (a significant they’ve become a staple on many tables. Eels are so
reason why the Spanish Dollar continues to proliferate). easy to catch that many Colonial people do so by hand.
Together, book credit, Colonial scrip, commodities Stingrays, found in the warm southern coastal waters,
and specie are collectively called ‘currency’ and have an are also abundant and hunted with spears. Inland trout
honored valuation throughout North America. and salmon are easily caught and cured, while in the
As FLAMES OF FREEDOM is a game centered northern waters, schools of cod are so plentiful that
around the battle against the occult and supernatural, fishing is a way of life.
playability is essential, not economic verisimilitude. The
pound (£) is the standard unit of currency for gameplay, DID YOU KNOW?
even though historically, there were many different types Unlike the modern age, oysters were seen as lower-
of money with varying values. class food among people in England. However,
this attitude shifted when earlier Colonial settlers
were faced with a choice: eat oysters or starve.
LIFE DURING WARTIME
must be royally chartered to confer a degree, in the Colonies. The 400 books making up the
and therefore only ten ‘official’ colleges exist in library’s core were donated by the clergyman John
the Thirteen Colonies. There are many other Harvard and, to honor his gift, the university was
colleges and academies of higher education, named after him.
but these institutions cannot give degrees, even
though their programs are similar to the officially Subscription libraries allow access to people paying a
chartered colleges. monthly or yearly subscription. The patrons’ subscriptions
go toward purchasing the books and upkeep. This type of
library began appearing in the Colonies around the early
1700s. The first such library is the Library Company of
COLLEGE LOCATION FOUNDED Philadelphia, founded by Benjamin Franklin.
on the Thirteen Colonies to help pay off the considerable CRIME & PUNISHMENT
debt caused by the war. This action angered individual Like most things in the Thirteen Colonies, crime and
Colonials and Colonial governments alike, forcing them punishment vary from region to region, as well as
to work together against the British Empire’s increasing from colony to colony. What might be considered a
domination, thus slowly merging into the union that punishable offense in Massachusetts could be a simple
Benjamin Franklin had dreamed of. misdemeanor in New York. The severity of punishment
also depends on who you are, socially and politically.
THE STAMP ACT Laws were also enforced more strictly during the early
As Parliament exerts more direct control over the days of the Thirteen Colonies. Though many feel the
Thirteen Colonies, many of the Colonial legislatures early period was harsh, the early colonies saw cultural,
have responded negatively. When Parliament passed the economic and social growth, ushering in a more lenient
Stamp Act in 1765, nine Colonies sent representatives to enforcement of laws than early settlers faced.
New York to form the Stamp Act Congress and formal
resolution against the Stamp Act. Though Parliament
largely ignored the resolution, and the Stamp Act went
into effect anyway, this Congress marked the start of a THERE ARE GENERALLY two types of
more unified political front for the Colonials. crimes: felonies (any offense involving the loss of
Though the Stamp Act was eventually repealed, life or actions causing great harm) and civil suits
Parliament continues to exert its legal right to govern the (any crime involving damages greater than £10).
LIFE DURING WARTIME
Thirteen Colonies. As they pass more acts and enforce laws Cases tried in general courts are officiated by the
to bring the Colonials back under Parliament’s control, Colonial governor and council.
the Colonies respond by unifying even more against
Britain. The old suspicions and grievances between the
Thirteen Colonies dissolve as more pressing matters,
such as Parliament not allowing the Thirteen Colonies TRIAL BY JURY
a say in how they were governed, take precedence. These The majority of Colonials have the right of Common
events paved the way for the Continental Congress in Law. This guarantees several rights:
1774 and the creation of the Articles of Confederation.
The Articles are a pact between all Colonies, creating a
K A trial by a jury of their peers
more unified political front, leading to the boycott of all K Ability to call witnesses
imports, an agreement to expand the Colonial militias
and creating a standing Continental Army.
K Chance to confront their accusers
K Presumption of innocence
INDEPENDENCE?
Open hostilities between the British Empire and
K Services of a lawyer
the Thirteen Colonies broke out with the Battles of In cases involving the seas—such as smuggling and
Lexington and Concord on April 19, 1775. piracy—admiralty courts hold jurisdiction.
On May 10, 1775, the Second Continental Congress
met: tasked initially with trying to avert the impending
war with the British Empire, it now found itself taking
up the reins of managing the war it sought to prevent.
For the next year, the Colonials wrested control of every
colony from the British.
In the winter of 1776, Boston is under occupation.
Under the command of General George Washington, the
Continental Army is making a final push into the city.
PUNISHMENT
DID YOU KNOW?
Although capital punishment has existed since the
Unlike in Europe, most minor offenses in the
beginning of European settlement in the Thirteen
Thirteen Colonies are not strictly enforced. There
Colonies, the truth is, it is relatively rare except in the
is the belief that a person can see the error of
case of serious crimes. If no one died as a result of the
their ways, firmly rooted in the Puritan ideas of
crime, the guilty party would not face execution. Instead,
redemption through divine grace. In the case of
courts will order the guilty party to be burned at the
first-time offenders, there is a strong belief that
hand, marking them with a brand at the base of the
a criminal can learn from their mistakes through
thumb on their right hand.
seeking reform.
Any verdict can be appealed directly to the King.
However, this appeal has to occur in London, and the
LENIENCY appellant has to pay the expenses of transporting the
entire trial to London. The request includes not only the
The practical need for labor in the Thirteen Colonies
appellant’s witnesses but also the prosecutor and their
necessitates leniency for crimes. Since most Colonies
witnesses. The appellant has to pay for room and board
were founded as economic endeavors, any reduction in
for everyone involved until the King hears the case. As
labor would also spell a reduction in profit. Debtors were
you can imagine, appeals to the King are extremely rare.
typically freed upon conviction because in the eyes of
Colonial law, a debtor could not repay what they owed
OVERNIGHT STAYS
Taverns are a familiar sight along Colonial roads;
they serve as rest stops for travelers and posts to
change horses. A combination of both a hotel and
restaurant, taverns are places to get a few drinks,
a good meal and a room with a bed. Most taverns
keep beds that people rent space in for the night,
and it is not uncommon for anywhere between
two and six people to share the same bed. In cities,
LIFE DURING WARTIME
Most land routes, before the construction of the Fall MOHAWK TRAIL
Line Road, lead only to water routes. Though roads exist, Located in New York, the Mohawk Trail connects Albany
they did not connect towns, and travelers would have to to Lake Erie’s eastern banks. The road cuts through the
board a ferry to continue on to their destination. The Fall Appalachian Mountains, where it exits at the Hudson
Line Road changed this, and now travelers do not need Valley and follows along the Mohawk River. At the end of
to take ferries but can instead make their way relatively the French and Indian War, this route became important
unhindered. for the Colonies, enabling furs and other commodities
from the Great Lakes to move south, and British Imperial
KING’S HIGHWAY goods to travel north. With the American Revolutionary
With a length of 1,300 miles and connecting Boston, War currently underway, the Continental Army and
Massachusetts, to Charleston, South Carolina, the King’s Colonial militias are strengthening their presence here,
Highway is the primary overland route connecting building forts and maintaining regular patrols to prevent
New England to the Middle Colonies and the Middle the British in Canada from using the road to move troops
Colonies to the Southern Colonies. With taverns spread into the interior.
an average of 25 miles apart along its length, a traveler
can make the journey with relative ease along the entire WATER TRAVEL
road in about two months. Given the early stage of the Colonial road systems, water
The road dates back to 1673 when King Charles travel is the easiest way to get from place to place. With
wanted his colonies to communicate with each other the British increasing their naval presence, coastal travel
LIFE DURING WARTIME
more effectively. The first leg of the journey is the has become difficult, but not impossible. It is possible
Boston Post Road, and by 1750, the entire highway to slip past the blockades, a feat which smugglers and
had been completed, making coach and wagon pirates boast of frequently.
traffic possible between all of the Colonies. With the For traveling the rivers and numerous lakes, several
American Revolutionary War underway, this road has types of watercraft are used. The most common is the canoe,
become extremely important to the Thirteen Colonies constructed from birch bark or dug out from whole trees.
in coordinating the war effort. Though the various Indigenous tribes first created and
used canoes, the Colonials, quickly seeing their advantages,
began using them as well. The bateau is another popular
watercraft, a small rowboat with anywhere between two
TO SHOW THEIR displeasure toward Britain, and four banks of oars. The third type of watercraft is
Colonials no longer call it the King’s Highway, the raft, constructed from watertight barrels filled with
instead referring to it as either the Boston Post Road lashed goods together. Traditional fishing boats also ply
or the Continental Highway. With the British the waters, hauling cod to processing plants before they
blockading key ports, this road has become more are shipped to British markets.
critical in the war effort. On the Great Lakes and deep waterways like the
Hudson River, schooners are a regular sight, ferrying goods
and people from coastal ports to interior ports, still the
most common means of transportation in the Thirteen
Colonies. Sloops and ketches ply the coastal and interior
waterways, moving goods from all areas of the Colonies.
Though primarily built for coastal waters, many of these
ships will brave the Atlantic Ocean to transport goods to
and from the British Empire
RELIGION
Religion plays an extraordinary and essential role in the
Thirteen Colonies. Before the American Revolutionary
War, religion was a guiding force in Colonial governments:
in Massachusetts, due to its initial founding by the
Puritans, church and state were intertwined. Laws had a
very clear tie to religion, and local religious leaders were
often both judge and jury.
As more immigrants arrived, and as the British
Empire took a more hands-on approach to run the
Thirteen Colonies, many of the old structures broke
down, and many of the religious ties began to disappear.
Braving the dangerous oceanic crossing, more immigrants
of different religions came to the New World and began
building a life for themselves. Often, these new sects
and their beliefs clashed with the Puritan way of life,
resulting in conflict.
In a new land far away from the old ways, many
revel in the freedom and opportunities they find in the
CHARACTER FAITH
Characters in FLAMES OF FREEDOM will likely
have different views on religion. For some, their faith
defines them, and it serves as a guiding light in their day-
to-day lives. These individuals feel that it is their calling
to shepherd those in need. Their faith leads them to fight
the forces of the occult, the supernatural and those who
would infringe on a person’s freedom. Though a strong In urban areas, the Church of England is a
religious belief is not required during this period, some gathering place for Loyalists. Many wealthy merchants
Colonials feel that it helps. are members, as well as all royal officers and Colonial
While most Colonials believe in God and worship, officials. The urban areas have a stronger tie with the
there are some who do not. In the early days of the British Imperial leadership, while rural churches are left
Colonies, this would have been unheard of in public, to their own devices.
but now, this is becoming increasingly common. Still,
there are some whose religious beliefs differ from CATHOLICISM
the Colonials. Whether they are Indigenous people, Catholicism is a denomination of Christianity and
immigrants or even those sailors who come from faraway is led by the Roman Papacy. Though the number of
ports, different beliefs and thoughts are slowly spreading Catholics found in the Thirteen Colonies has never
throughout the Thirteen Colonies. been large, they are present and free to practice their
beliefs. Because Catholics are persecuted in the British
ANGLICANISM Empire, they looked to the New World to safely
Anglicanism is a denomination of Christianity and the practice their faith.
British Empire’s state religion, with the King serving Though still not as widely practiced as other
as head of both church and state. However, because religions, Catholicism is still the primary religion in
of England and the Colonies’ distance, the Church of Maryland and also accepted in Pennsylvania, a colony
England is not a significant religious influence. Plus, already tolerant of many ideas and concepts, thanks to
LIFE DURING WARTIME
all clergy in the Anglican Church must be ordained in its Quaker origins. Though the days of open hostility are
the British Empire. Since the Thirteen Colonies lack a over, there are still some who fear Catholics and harbor
bishop, all young people seeking ordination must brave deeply rooted bigotry toward them.
the dangers of oceanic travel to the British Empire and
then back to the Colonies. Since the journey is dangerous DID YOU KNOW?
and expensive, it’s a rare person who is willing and able Although New France and Canada have
to undertake the voyage. practicing Catholics, the faith is still a minor
one in the Thirteen Colonies. Catholics’ greatest
DID YOU KNOW? concentration is in Maryland. Like the Puritans
In Virginia in 1607, the Church of England was before them, Catholics sought and won a charter to
formally established in the colonies. By 1693, form a colony, where their faith could be tolerated.
it had spread north into the lower part of New
York, concentrated in and around Manhattan. In
1702, the Anglican churches started appearing JESUITS
in predominantly Catholic Maryland, and by The French Jesuits were agents of the Church sent
1706, they could be found in South Carolina. In to convert the Indigenous population. In the early
1758, Georgia saw a growth in membership in seventeenth century, they had concentrated their efforts
the Church of England, where the denomination mostly on the Huron, who called them the ‘Black Robes.’
thrived. It is in Virginia, however, where the real Their efforts met with little success, and the Huron
strength of the Church is found, and the local population was decimated by sickness that the Jesuits
vestry wields great power in administering how inadvertently helped to spread. Defeat at the hands of
services are run and who is appointed as a minister. the Iroquois further reduced their numbers. In all, this
aspect of the Jesuits’ mission was a failure.
The Jesuits were unpopular with the French
Colonials, especially traders who sold alcohol to the
Indigenous population. The Jesuits denounced this trade
loudly, and their zeal in other matters tried the Colonials’
CONGREGATIONALIST PRESBYTERIAN
Congregationalists are another sect of Puritans that split The first sect to split from the Puritans did so over
with the Presbyterians over the belief that the Bible calls the issue of control. The new church had a centralized
for churches to be governed locally and not through a governing body known as the Presbytery. This was in
hierarchy. Congregationalists believe all people are born direct opposition to the Puritans, who felt that each
with their life predetermined by God. The core belief of church was its own entity and capable of governing itself.
this sect is that each congregation has a covenant with By the start of 1700 there were only twelve Presbyterian
God giving it the right to practice as well as govern churches in the Colonies, but no Presbytery to organize
itself. Since each congregation has a covenant with God, them. This changed in 1706.
many feel that God is their only authority, and thus any Founded in Philadelphia, the influence of Presbytery
higher authority is not recognized. In the early days of was huge. In a ten-year span, the first synod was formed.
the Colonies, this belief allowed many to ignore the This growth continued, and by 1775, the Thirteen
orders of the British Empire, leaving them free to rule Colonies had seven synods, numerous presbyteries and
themselves. churches numbering in the hundreds. Unlike Anglicans,
who had to travel from the Thirteen Colonies back to
DID YOU KNOW? the British Empire in order to be ordained, the Synod
When the British Empire revoked the Charter of (assembly of clergy) ordained their own ministers and
Massachusetts, the political power of the church appointed their own bishops locally. The other reason for
disappeared, leaving the colony to govern itself. this growth was immigration: as Colonials left to settle
LIFE DURING WARTIME
Now with the American Revolutionary War the Southern Colonies and arrived in both New Jersey
brewing, some congregations feel that it is time and the Carolinas, they joined or formed their own
for them to exert their leadership and to return to Presbyterian churches.
the old order.
DID YOU KNOW?
Presbyterian ministers are ordained within the
HUGUENOTS Thirteen Colonies and then sent to their own
The Huguenots are French Calvinist Protestants. Driven parishes. Presbyterian churches have taken over
out of France in the late seventeenth century, they the majority of Puritan churches in New York and
sought refuge in some Germanic states as well as Dutch New Jersey, and Presbyterianism has become one
New Amsterdam and the British colonies. At the time, of the major religious movements in the South.
religious unrest in Europe was a powerful incentive to Adding to this growth is the number of Scottish
leave for the Colonies. Because French Protestants were immigrants, who were members of the Scottish
banned from immigrating to New France, the flow of Presbyterian Church and are now members of the
new arrivals there was much slower than in the British Colonial Presbyterian churches. Ministers receive
colonies. their training at Harvard, Princeton and Yale, and
are ordained only if they have graduated from
DID YOU KNOW? these colleges.
In New France, the Huguenots were few and
marginalized. Their situation was precarious
at best, but they managed to survive despite
oppression spurred by Catholic priests. The British
victory at Québec and the Royal Proclamation of
1763 improved their position considerably.
OTHER FAITHS
Smaller denominations are also found in the Thirteen
Colonies. Though they lack the power and prestige of
the faiths previously mentioned, they still hold influence.
LUTHERANS: They came to the Thirteen Colonies
from Germany, Sweden and Switzerland. Every colony
has small pockets of the Lutheran faith. These sects,
though they share similar beliefs, differ in their attitudes,
LIFE DURING WARTIME
to borrow one book in the library and keep it until they PRINTING & PUBLISHING
finish reading it. The Thirteen Colonies, especially New England, have
Small libraries opened in New Haven, New York a rich tradition of printing and publishing. Numerous
and Savannah, similar to Boston’s management. As long newspapers and magazines are found throughout the
as members pay their annual dues, they have access to Colonies, along with some imported from Europe and
the collection to borrow books. Colonial colleges also the British Empire. There are also almanacs, books,
had libraries for their students, and unlike most other broadsides and pamphlets printed by Colonial printers.
colleges, these libraries were open to former students. Even though the news is a bit dated because of the time
it takes for mail to be delivered, newspapers are readily
PRIVATE LIBRARIES available and shared by many.
Private libraries are also common, but these libraries’
sizes are limited based on the funds available to purchase COLONIAL NEWSPAPERS
books. Most Colonials have heard tales about the vast K Boston Gazette and Country Journal (1719)
collections of George Washington and Thomas Jefferson,
each believed to be larger than any library found in the
K Boston News-Letter (1704)
Thirteen Colonies, and those who have the privilege K Georgia Gazette (1774)
to gain access to them speak highly of the number of
esoteric works found within. Professionals, such as
K Maryland Gazette (1727)
lawyers and ministers, also have private libraries, but the K Massachusetts Gazette (1768)
INDIGENOUS NATIONS
for the Nations they come from. At first, relations between the various groups were
symbiotic. European settlers who lacked the knowledge,
let alone means to adapt to a foreign land, came to
INDIGENOUS HISTORY depend on the Indigenous Nations for their survival.
Meanwhile, the Indigenous Nations saw the goods that
Regardless of European Nations’ doctrine of discovery,
the settlers provided a means to aid their lives.
sovereign Indigenous Nations have lived upon this
Up to 1608, the French were more interested in profit
land since time immemorial. When the first European
than land. Apart from a few isolated incidents, the French
explorers arrived, Indigenous people came face-to-face
were not as invasive or destructive as the British settlers.
with Nations alien to them. These strangers brought
They set up trading posts where Indigenous peoples
death, disease and human bondage, often requiring
could acquire European-manufactured goods, including
Indigenous people to leave their ways of life and pay
alcohol, beads and guns (despite laws stating otherwise).
homage to a king living far across the water, as well
as their own religious beliefs. Genocidal events visited FRENCH-CANADIAN TRADERS
upon the Indigenous people of the so-called New World
Traders and coureurs de bois (wood-runners)
have had a lasting effect on hundreds of cultures.
traveled far inland and established good relations
INITIAL COLONIZATION with most of the Nations they encountered. By
doing so, however, they discovered many strange
Four years after Columbus’s ‘discovery’ of the
places—ones considered dangerous by the
Americas, the first permanent colony was founded in
local Indigenous populations, for a multitude
1496 by Christopher Columbus’s brother Diego at
of reasons. Foolhardy and overconfident, the
Santo Domingo. This action would be the beginning
French paid little attention to the warnings of
of the long—and often bloody—colonization of
the locals. Certain that Christian faith would
North America. It would not be until 1565 that Spain
prevail, they exceeded the bounds of wisdom at
refocused their colonization goals and established Fort
their own expense.
Augustine as their first permanent settlement in Florida.
Not to be outdone, in 1634, Jean Nicolet founded
POPHAM COLONY & JAMESTOWN resources and roles, which extended to the land itself. The
At the Kennebec River’s mouth, the Popham Colony Europeans’ individualistic desire to own land privately
was founded in 1607: England’s first foothold in North brought trouble. The Europeans took more and more by
America. Fourteen months later, it all ended due to the force or by broken treaties and gave less and less.
actions of the settlers toward the Abenaki. In this same
year, Captain John Smith came ashore and founded THE REVOLUTION CALLS . . .
Jamestown’s colony, and named the land he saw Virginia. With the Colonials rebelling against the British
From 1609 to 1610, disease, hunger and sickness rocked Empire, many young Indigenous people are
what remained of the people in Jamestown. Though considering which side they should support.
nearly extinct, the colony of Jamestown persevered, and They ask themselves: should they help the Rebel
through time, the settlement grew and became the focal Colonials and hope they will deal fairly with
point of expansion and conflict within the area. their Nations if they win? Should they back the
Loyalists and British Empire and expect that after
THE PILGRIMS they defeat the Colonials, they will reward the
December in 1620 would mark the second wave Indigenous peoples for their help? Elders know
of colonization when John Carver and the Puritan that there is much more at stake than a war about
separatists known as Pilgrims disembarked in freedom and which nation of the Europeans will
Massachusetts. It was here that the colony of treat them better.
Plymouth was formed, one that nearly went extinct
INDIGENOUS NATIONS
if it was not for the aid of the various Indigenous
Nations. Instead, in the short term, an easy LIFE DURING WARTIME
coexistence would be established that would soon Every conflict has seen Indigenous peoples choose one
turn to acts of aggression with the arrival of what side. Whether they ally with the Dutch, British Empire,
was an endless stream of European settlers with French or Spanish, they must choose a side that promises
the desire to claim new lands of their own. Sadly, to end the Europeans’ spread. The French and Indian
this claiming involved bloodshed and actions that War, which incited much of the current tensions, saw
would leave both sides forever scarred. an upheaval in the historical alliances between Nations
and European powers. Many Indigenous people, on
As more settlers arrived and began building along both sides, have seen much death and increased reprisals
the coast running north from the domain of the from the victors. Seeing a growing conflict in 1776, the
Massachusett people to the Virginia Colony, relations Indigenous Nations had a choice: who is the lesser of
with the Indigenous peoples ebbed and flowed. In some these evils?
areas, Indigenous and European peoples cooperated,
which benefited both sides; in other areas, conflict arose IMPACT OF COLONIZATION
between both groups for many reasons. As more settlers The majority of Europeans believe the Indigenous
arrived, tensions over trade and land appeared. peoples devoid of culture, lacking in faith, often savage
and uneducated. On the other hand, the Indigenous
WEALTH & LAND OWNERSHIP people view the Europeans as brutish, completely
European settlers highly misunderstood the Indigenous disrespectful and unclean (both figuratively and literally).
mindset concerning land ownership. The Europeans Both groups work to undermine each other and often
thought that since individual people did not exert control seek to take advantage of the other’s perceived naiveté.
over it, no one owned the land. As an Indigenous person Since the first contact in the New World, various
would tell the confused Europeans, this was untrue. Nations have attempted to retain sovereignty over their
The land was used communally and owned lands. As more and more Europeans come over the
communally, whether by clan or the community at Atlantic Ocean to claim North America as theirs, the
large. Wealth and responsibility were community-wide land itself seems to grow angry. Ancient hunting grounds,
which the Indigenous once stewarded, are now cultivated THE NATIONS OF 1776
and settled by the European settlers in their faraway There are many Nations, great and small, that are active
INDIGENOUS NATIONS
kings’ name. Beaver, deer, fish and other game that was throughout the Thirteen Colonies. These Nations have
once plentiful—as long as the land allowed it—are now different beliefs and faiths and strong opinions on how
scarce, hunted by the European settlers and Indigenous they can best thrive in FLAMES OF FREEDOM.
members alike. Peaceful woods that the Indigenous This game intertwines history and fiction in
people agreed to tend to keep docile have angrily awoken intriguing ways. We made a very concerted effort to
from their deep slumber: trees creak and moan, shaking work with scholars, Indigenous cultural consultants and
their branches, scattering the wildlife out into the open editors to bring forward the most relevant parts of each
into the Europeans’ traps, making them easy targets. Nation's history.
The land was not the only thing the Europeans We recognize that Indigenous Nations' history
affected.When they came from across the Atlantic Ocean, covers far more ground than we could possibly in a
they also brought with them strange diseases. Many tabletop RPG book. To that end, we have space below
believed the Europeans’ sorcerers cursed Indigenous each Nation's entry to accommodate your own research.
people with this sickness, but when whole communities Pencil in details that we may have missed or are important
were wiped out after the Europeans weaponized these for your FLAMES OF FREEDOM game.
diseases, medicine people from communities across the
continent stated a harrowing realization: something
deep and dark had allied with the European powers—
something that was supposed to be asleep.
Throughout the years, the British Imperial, French
and Spanish kings have all made pacts with the various
Nations. Though the Indigenous Nations were honored at
first by this gesture of peace, over time, these pacts have
been ignored and discarded as the evil’s poisonous touch
took over. Like the French and Indian War, wars continue
to come and go, scarring the land and the peoples who live
upon it.
ABENAKI
F or A b e na k i , the world was not created:
th e
it has always existed and always will. They believe their
creator, Tabaldak, founded the land and once cared for it.
It was under His supervision that all living things were
created, and one day He shall return.
The Abenaki’s faith rests in the hope that by ridding
the world of the British Empire, Tabaldak will one day
return to the land and restore it.
CULTURE
The Abenaki Nation move their villages with the seasons.
These bands are large, extended families that trace their
lineage and history through the father. During the
spring and summer months, these bands live near lakes,
the ocean and rivers, surrounded by a simple wooden
palisade. In the fall, the bands move inland to winter
INDIGENOUS NATIONS
villages.
The Abenaki have no central leader; instead,
each band is independent, led by the two eldest men.
The first leader is known as the Civil Chief, and they
together must decide on policies, leading the Nation and
mediating disputes. All Civil Chiefs meet throughout
the year at the Great Council to make decisions that
affect the entire Abenaki people. The Great Council also
sits as a court, presides over legal disputes and serves
punishments to the guilty. The second leader is the War
Chief, whose job is to protect the Nation and lead them
into battle when necessary.
When going into battle, many men wear a young
buck’s skin with the antlers still attached, believing that
the buck’s strength and agility will flow into the warrior.
Skilled hunters, Abenaki boys are given their first bow WHO IS TABALDAK?
at the age of five, and by the time they reach ten, they Abenaki tradition states that Tabaldak created
actively take part in hunting with their fathers and man and woman to help Him care for the land.
uncles. Both boys and girls are tutored by their paternal In His first attempt, Tabaldak shaped them from
uncle or aunt in the skills they need to survive until they stone but soon discovered the creation was not
reach adolescence. perfect and destroyed them. Trying again, Tabaldak
carved both out of wood. Liking what He created,
Tabaldak set them free upon the land. It was from
them that the Abenaki were born.
HISTORY
= The Abenaki are an ancient Nation that was once split into
two groups, but now they are united against the British
Empire. The Nation calls their homeland Ndakinna or
‘Our Land,’ and encompasses New England’s northern
regions. Due to Colonial encroachment, the Abenaki
now roam between the borders of Canada and New
England.
The Abenaki Nation’s hope to restore the land rests
with the Colonials. Instinctively, the Nation knows that
something is wrong with the land and the British Empire
is responsible. The Abenaki believe that if the British can
be defeated and driven out, the Colonials would then be
in a position to negotiate with the Abenaki and the land
would be restored to its former glory. With war on the
horizon, the Abenaki people now aid the Colonials and
shield them from Britain’s armies.
INDIGENOUS NATIONS
ABENAKI PERSPECTIVES
Here are some example perspectives characters of
the Abenaki Nation may have about 1776:
K “I understand agriculture. With other women
of my Nation, I tend to our beans, corn and
squash. We can trust the land we care for, but
I cannot trust these Colonials. Who are these
sickly strangers? When will they leave?”
K “Making baskets has been a staple of our way of
life as far back as any stories can tell. But the ash
and sweetgrass are affected by the world around
them, and I fear that something unseen lurks as
these newcomers set up their camps.”
K “We will push the British Empire as long as it
takes. I’ve seen my fair share of battle, and with
our allies in the French, I know we will prevail.
This land is Abenaki, as we are Abenaki.”
A L G O N QU I N
In pr e -C olo ni a l ti m e s ,
the various Algonquin
peoples occupied the eastern sea-board from Canada
down to North Carolina. Algonquin languages are
generally mutually intelligible: a character who has
learned any Algonquin language can understand and be
understood in any other, but to do so is one stage more
difficult than speaking or understanding the learned
language.
CULTURE
The Algonquin are several Nations that share a similar
language and culture. These Nations occupy a territory
north of the Great Lakes and live by fishing, hunting and
trading. Even before the arrival of the Europeans, the
Algonquin peoples deal in beans, corn, squash and tobacco
via an extensive trade network with other Nations.
INDIGENOUS NATIONS
Algonquin peoples generally move with the
seasons. They relocate based on hunting and planting
cycles, traveling over vast expanses of land. After the
Haudenosaunee nearly exterminated the Huron, the
Algonquin mourned the former, with whom they often
traded, and became the latter’s new enemies.
Most Algonquin peoples mix agriculture with the
seasonal harvesting of fish, fruit, game and seafood. Men
are primarily involved in hunting and fishing with spears
and fish traps, while women mainly farm and forage. It
should be noted that gender roles and norms differ for
many Algonquin Nations, and European concepts of
gender cannot be projected exactly onto these peoples.
Gender binaries are not so set in stone, either.
Coastal settlements usually consist of domed or
barrel-roofed longhouses. Inland settlements are mostly MANY NATIONS,
made up of wigwams, which are similar to a plains SIMILAR CULTURES
teepee but covered in birchbark instead of skins, or made The most renowned Algonquin Nations are the
similarly but with rounded domes. Depending on the Cree, Mississauga, Nipissing, Odawa, Ojibwa,
Nation, some houses may hold multiple families. Larger Potawatomi and Saulxteaux. The Algonquin
settlements are fortified with a stockade. religion exists as compatible with Catholicism in
In most cases, Algonquin society is matrilineal, with some communities, and the two are often practiced
clan membership and land rights passing from mother to simultaneously by Algonquin people who hold
daughter. This puzzles the Colonials, especially since an beliefs of both spiritualities.
Algonquin man’s closest male relatives are his mother’s
brothers rather than his father, who usually comes from
a different clan.
THE THREE SISTERS Even when the Algonquin Nations people tried
to maintain good relationships with Colonials, they
The main crops used in their communities are the
were often met with distrust and prejudice, resulting
Three Sisters: beans, corn and squash. The bean
in hardship. Most notably, in the 1700s there were
plants climb the corn stalks, and the squash grows
additional attempts made to spread disease through
beneath, inhibiting weeds and keeping the soil moist
the use of smallpox-laden blankets. This, along with
under the shade of its broad leaves. This technique
continued efforts to oust Algonquin populations from
ensures the earth remains fertile for several decades.
their land, further solidified the need for Algonquin
Food is stored for the winter and can last for two
sovereignty in the wake of ‘doctrines of discovery.’
to three years. When the soil eventually loses
its fertility, new lands are cleared for cultivation.
Algonquin methods of cultivation and food storage
continue to fascinate the Europeans.
ALGONQUIN PERSPECTIVES
Here are some example perspectives characters of
HISTORY the Algonquin Nations may have about 1776:
The smallpox epidemic from 1616 to 1619, an event K “I am a father and provider before I am a trapper.
created when Colonials sent contaminated blankets My role in my community, trapping beaver and
to Indigenous communities, saw a significant number selling to the Colonials, has brought me many
of deaths among the Algonquin peoples. Up until this opportunities. Yet it pains me to spend so much
INDIGENOUS NATIONS
point, they had been eager to trade with the Colonials, time far from my husband and wife. How long
exchanging furs—especially beaver pelts—for iron tools must our alliances with these Colonials last?”
and weapons that made daily life much easier. European
demands for beaver pushed the Indigenous Nations
K “I was born on the night of the great comet.
There has been much learning in my life, and
to overharvest, outstripping the supply and depleting
now as an Elder, I pass these teachings on to
beaver populations.
the next generations. My dreams have warned
Increasing European demands for land resulted in
me that difficult times lie ahead. As an Elder, I
conflict, as did cultural encroachment by missionaries.
have no time for rest.”
These pressures resulted in attacks like King Philip’s War,
the Pequot War and the Powhatan Wars. Survivors were K “Like my mother before me, I gather medicines.
usually forced onto ever-smaller reservations or into Whether the ailment is spiritual or physical, I
Christian ‘praying towns,’ where they were indoctrinated know what must be done to treat it. But I fear
and told that all their problems arose because they did that these Colonials have brought with them
not follow Christian ways. sickness, one they do not understand.”
APA L ACHE E
T he A pa l ac h e e m a k e their home in the eastern
region of what is now the Florida Panhandle. Their
territory begins at the Apalachicola River in the west,
stretching as far east as the Suwannee River. The
Apalachee is a sedentary Nation. They cultivate maize,
establish villages and fashion ceramics, using the goods
they produce in trade exchanges with other Nations.
CULTURE
People of the Apalachee Nation traditionally live in vast
villages, with their leaders organizing everything from
social to political life. Their staple foods consist of the
Three Sisters, as well as large and small game. Women
tend to the Nation’s crops while men prepare the fields.
Their clothing is dependent on the local weather, with
men primarily wearing loincloths, while women wear
skirts of Spanish moss. Men also color their bodies with
INDIGENOUS NATIONS
red ochre and place feathers in their hair when preparing
for battle.
HISTORY
The Spanish established a mission in Apalachee
territory near Pensacola. In 1663, they built the San
Luis mission in the eastern portion of the Apalachee
territory. The Apalachee varied in their approach to
establishing relations with each of the European powers
who attempted settlement in the region, entering into
separate alliances and agreements. This resulted in
three distinct groups of Apalachee: one allied with the
French in Mobile, one with the Spanish in Tallahassee
and one with the British Empire located in the north in
Muskogee territory. with the Spanish Colonials were the first to turn sour.
Because of their pragmatic view in dealing with In 1704, the Apalachee suffered extensive raiding from
the European groups, the Apalachee successfully the Muskogee Nations, backed and supported by the
sustained economic ties, enjoying relatively peaceful British seeking to clear the Apalachee out of the areas
and supportive relationships with the British Empire, surrounding St. Augustine and Mobile. The future of the
France and Spain for many decades. Eventually, these remaining Apalachee people in Florida remains unclear
alliances began to deteriorate, particularly with the in 1776, mainly due to the rise of an even greater Nation:
British and Spanish. Due to increased trade restrictions the Seminole.
and Spain’s growing demand for forced labor, relations
= MOUND-BUILDING
The Apalachee Nation traces its history to a long-
standing mound-builder tradition, using the
earthworks for ceremonial needs. These plazas are
used for religious ceremonies as well as cultural
events. They participate in extensive trade routes,
gathering goods from far-flung Nations of all sorts,
notably trading for copper from the far north.
APALACHEE PERSPECTIVES
Here are some example perspectives characters of
the Apalachee Nation may have about 1776:
K “After doing what was asked of us and
converting to the new religion, we still face
persecution. We are moving our families south,
INDIGENOUS NATIONS
ATI K A M E KW
L o cate d Algonquin and Innu
b etw e e n th e
Nations, the Atikamekw territory greatly favors trade.
They supplement their diet of fish and game by acquiring
animal pelts and seeds through trade. In spring, they
harvest the sap of maple trees and boil it to make sugar
and syrup.
CULTURE
Living in dome-shaped houses similar to those of
their neighbors, the Atikamekw Nation uses spruce
boughs for their flooring and furs for both beds and
blankets. Their food preservation techniques are unique,
consisting of such methods as both smoking and drying
meat and processing berries into a paste. For hunting,
they use bows, sled dogs and snowshoes. In uniquely
Atikamekw fashion, people of this Nation cover their
INDIGENOUS NATIONS
ceremonial clothing with bells fashioned from marrow-
emptied bones.
HISTORY
The Atikamekw people make their homes in the boreal
forest of Upper Mauricie. Despite their small numbers,
they have an agriculture system, harvesting corn and
maple, and trade for necessities the land does not offer.
In the fall, they leave these trading routes to enter the
boreal forest for the winter months. Between 1670 and
1680, smallpox affected their Nation. As they recovered,
their French allies pushed them toward Christianity.
The Atikamekw generally embrace the new religion,
baptizing their children and giving up their traditional
polygamist practices.
In 1774, the Hudson’s Bay Company opened its ANNUAL TRADITIONS
first trading post on the fringe of their territory, leading The Atikamekw are noted for their masterful
to trade with both the British Empire and French. birchbark creations, specifically ornate baskets and
The traders were surprised to see how much of French canoes. This is a pre-spring activity, which falls in
culture the Nation had taken on, abandoning many of line with the Atikamekw six-way year division:
their own traditions. Externally controlled trade has bark basket making for maple syrup, continuing on
become a mainstay for their culture due to the ravages into the spring, then fishing and partridge hunting,
of disease decimating the usual system through which moose hunting, beaver trapping, followed by fish
the Atikamekw people conducted themselves. Previous netting and snowshoe making.
French efforts to enter the Atikamekw into a trade war
with the Haudenosaunee did them no favors, either, and
further disrupted traditional cultural practices.
= ATIKAMEKW PERSPECTIVES
Here are some example perspectives characters of
the Atikamekw Nation may have about 1776:
K “There is a saying that we are better with an
oar than a sword. My people follow ways that
lead to peace, and we have no interest in these
battles. Yet war follows us. I dread to think what
the future holds.”
K “We have taken on many of these outsiders’
ways, it is true. But we still feast, and we still
hold our ceremonies. That will not change.”
K “We live our lives with the seasons. We fish
in the correct season and move our camps as
the seasons dictate as well. Can the Colonials’
new traditions live in balance with our original
ways?”
C ATAWB A
The C ataw ba a r e reluctant warriors, though their
reluctance in no way diminishes their strength. Their
early history is proprietary, closed to all outsiders. But
one thing is for sure: the Catawba believe the land is their
lifeblood. As warriors, they not only honor the earth and
all things growing on it, but they also mark their lives by
it. The seasons’ change is very important to them, and
their four main celebrations are tied to the seasons’ cycle.
These are the times when Manatou is honored, and the
Catawba people give thanks for the gifts He gives.
CULTURE
Catawba people live in well-organized villages; their
houses are circular and bark-covered. The Catawba
Nation has a dedicated temple structure located in the
village center which serves as the space for religious
INDIGENOUS NATIONS
ceremonies and public gatherings. Farming is essential
for the Catawba clans; both men and women actively
care for the land. With this matriarchal system in place,
the Nation’s food comes from a myriad of sources, such
as farming, fishing and hunting.
The Catawba are a proud, honorable people who
stick to their word. To relate better to the Colonials,
the Catawba put in place many European hierarchical
structures, such as the status of a ‘king’ within the Nation
(as seen with their now-dead King Hagler). Though they
have kept their culture and religion, the Catawba people
now favor some of the Colonials’ dress styles, as well as a
fondness for Colonial trade goods and foodstuffs.
WHO IS MANATOU?
Manatou is the Catawba Nation’s great creator. When At first, Olos was restless and wandered the land,
Manatou was finished creating the world, He needed exploring and discovering many things. Eventually,
someplace to rest, and that is when He met the turtle Olos became lonely. Seeking companionship, Olos
Kaia. Sitting upon the turtle’s shell, Manatou created asked His father Manatou to create someone in His
all living things in the world. As Kaia moves Her slow image. Manatou, realizing that His son needed a
walk from daybreak until nightfall, the sun rises and falls wife, created from wood the first woman, whom he
along with Her, and the seasons change. After creating called Lourono. Olos and Lourono’s first children
the world, Manatou grew lonely and created His son are the Catawba, and their descendants are the
Olos from the earth. Teaching His son everything He people now living on the land.
knew, Manatou let Olos live on the land.
CATAWBA PERSPECTIVES
HISTORY
Here are some example perspectives Indigenous
Since the British Empire’s arrival in 1660, the Catawba
characters of the Catawba Nation may have
have remained partners with the Colonials, and both
INDIGENOUS NATIONS
about 1776:
groups enjoy fruitful trade and alliances. Among the other
Nations, the Catawba have historically shown no hesitation K “Diseases come from the settlers, not some
in attacking those who threatened the Colonials. With the legend living in the shadow. Of this, I am sure.
Thirteen Colonies in revolt, the Catawba answered the war We engaged in trade for their blankets, and our
drums and will ride to the Colonials’ aid against the British Elders lie sick. We protect our land, and they
Empire. find ways to push in. I have no patience for
these people—British, French or otherwise.”
= K “We fight most often on the side of the British
Empire. We must have strong allies to protect
the land and that which is dear to us. We
are a strong people, and we must protect our
numbers.”
K “Women lead our people, as they always have. It
shocks these Europeans to see women leasing
the very land they live on, but it is simply our
tradition. Just as the river shapes the clay, so too
do women lead us in a good way.”
C H I C K A S AW
T h e C hick a saw b e l i ev e in a supreme creator who
lives above the clouds, and that they were created from
sparks from their creator’s fire and given K’AK’ NAAB’
as their home. When the first Chickasaw Nation was
still young, the great Losa appeared in K’AK’ NAAB’
and fought Aba Binili, their creator, driving Aba Binili
from their sacred lands. In the aftermath of the fight,
K’AK’ NAAB’ dried up, killing everything on it, so the
Chickasaw left their traditional land.
Besides Aba Binili, the Chickasaw also believe in lesser
good and evil spirits that follow and guide their own spirits,
even after death. This belief is so strong that the Chickasaw
bury their dead facing west, hoping that their ancestors will
return to their sacred lands and make them livable again.
Ancestors who died in fierce battles against an enemy
haunt the Chickasaw until their spirit is avenged.
INDIGENOUS NATIONS
CULTURE
The desire to return their ancestors to their sacred land,
K’AK’ NAAB’, motivates the Chickasaw so strongly
that revenge is the driving force behind the Chickasaw’s
faith. Anyone who is not Chickasaw has the potential to
become an enemy, so outsiders must tread very carefully
with this Nation.
Spread out along the banks of streams and rivers,
Chickasaw villages tend to stretch along the shoreline,
providing the Nation access to fresh water and fishing,
as well as fertile land to grow the Three Sisters. Extended
families live in houses built according to the season, one
for winter and one for summer.
Chickasaw towns and clans are independent and
rule themselves with little outside interference. There Chickasaw women typically wear simple, short dresses,
are fifteen clans making up the Chickasaw, and clan and men prefer to wear buckskin breeches. During colder
membership is determined by the mother. Each town months, both men and women wear ornate buffalo hide
has a Minko, or chief, who oversees the needs of all robes and fur bear pelts. The Chickasaw people also wear
Chickasaw Nation members who live in their village. feather mantles, similar to those of neighboring Nations.
Passed down through the mother’s family, the position Hair is another vital signifier to the Chickasaw; when the
of Minko is usually handed to the eldest son of the Chickasaw are at peace, both men and women wear their
Minko. The High Minko, or king, oversees the councils hair loose and long. When threatened or about to go to
and silently delegates responsibility to his advisors. war, warriors remove all body hair and tattoo themselves
The king’s herald is handpicked by the High Minko with ornate geometric symbols that represent everything
to represent the voice of the High Minko, and they are from their kills in a battle to the number of spirits they
called the Tishu Minko. avenged. Using natural local dyes, patterns are drawn
during ceremonies in black, blue, green and red shades.
the French coming to understand just how the Spanish and warriors, and we have taken on these new
had been driven from Chickasaw territory years prior. technologies from so-called settlers. With guns,
we will protect the people, and with knowledge,
we will keep our alliances strong.”
K “With our help, our British allies have been
able to split the territory of the French. Our
= masterful trade networks ensure that our people
want for nothing, and our men stay equipped
for battle. Who can possibly stand in our way?
Perhaps only the Mandoag, who drove out the
great Cahokian Nation. But you didn’t hear
that from me.”
HAUDENOSAUNEE
Ca l l e d t h e I r o q u o i s League by early Colonials,
the Iroquois Confederacy later by the British, they are
commonly referred to as the Six Nations in 1776. The
Nations are the Cayuga, Mohawk, Oneida, Onondaga,
Seneca and Tuscarora, and they make their home south of
Lake Ontario. The Six Nations are the Huron’s traditional
enemy and are frequently involved in the various French and
British Imperial conflicts. The Haudenosaunee practice of
agriculture helps to support a larger population on a much
smaller territory. They produce beans, berries, corn, squash
and tomatoes, and even care for chickens and pigs. The
advantage of established agricultural communities allows
the Haudenosaunee to wage successful wars against rival
Nations. To replenish their losses, they often capture and
assimilate rival Nations’ peoples into the six.
Haudenosaunee villages are typically large and
fortified with wooden beams. Longhouses dominate
the center of the village, housing generations of the
INDIGENOUS NATIONS
same family. Longhouses are the women’s domain and
run like a village unto itself. Unlike other Nations, the
Haudenosaunee do not move with the seasons, and
instead they build semi-permanent villages. Some of
these villages have been located in the same place for
hundreds of years. Besides hunting and fishing, the
Haudenosaunee are excellent farmers. Their agricultural
efforts provide so much of the Nation’s food that the
Nation dedicates several ceremonies throughout the
year to the Three Sisters.
MATRIARCHAL SOCIETY
Haudenosaunee social structure is centered on
the importance of women. Women determine Although the women rule each Nation, the men
kinship, own all property and land and pick the play an important role by protecting and defending it.
clan chiefs. Each clan is supervised by a Clan Haudenosaunee warriors wear their hair in the shape
Mother, who is seen as the guiding force for the of a mohawk, scalp locks, or simply wear it long, while
clan and the clan’s respected leader. Because of women of the Nation wear their hair according to their
this, male abuse of power can lead to men being position in the Nation. Chiefs and clan mothers turn to
stripped of their titles or exiled. The primary law of more elaborate, beaded hairstyles. Tattooing is another
the Haudenosaunee is Kainerekowa, or the Great form of social and spiritual expression, used by all
Law of Peace. The Great Law states, among other genders but differentiated based on role.
things, that no Haudenosaunee can take the life of
another Haudenosaunee for any reason.
K Cayuga, ‘People of the Great Swamp,’ are from the K Seneca, the ‘People of the Great Hill’ are also known
northern shore of the St. Lawrence River and south as “Keepers of the Western Door.”Their territory
to the Finger Lakes. The Cayuga Nation was the was not just remote, but also the farthest west.
most open-minded of the Six Nations and allowed The Seneca at any time could summon close to
other Nations or groups to join their Nation, 1,000 warriors—more than all the other Nations
thus making it strong. The Cayuga protected the combined—in the defense of the Six Nations.
northern border of the Six Nations’ territory.
K Tuscarora, the ‘People of the Shirt,’ are originally
K Mohawk, the ‘People of the Flint,’ are known as the from North Carolina. They claimed to have been
Keepers of the Eastern Door. Their lands were the part of the Haudenosaunee, left, and then returned.
farthest east, and they safeguarded the eastern border. Increasing theft of land by European settlers and the
kidnapping and enslavement of their people led to
K Oneida, the ‘People of the Standing Stone’ are the the Tuscarora War from 1711 to 1715. After the war,
INDIGENOUS NATIONS
CULTURE
WHO IS RAWENO? Haudenosaunee people are animists. They believe that
The Haudenosaunee respect the being known living and non-living beings of all kinds cause changes in
as Shonkwaya’tihson (Anglicized as Raweno, the nature itself and that dreams are a way to understand their
Creator), who caused the earth itself to come relationship to these spirits. For this reason, it is important
to be. It is He who created all life and all spirits to seek meaning within dreams. Haudenosaunee traditions
inhabiting the earth, including other gods and also allow for the dead to be symbolically replaced by
goddesses. captive raids called Mourning Wars. As a result, they are
more diverse than other local Indigenous groups. The
Though they generally consider themselves Haudenosaunee aim to create an empire by assimilating
pacifists, the Haudenosaunee are not naïve, and they conquered peoples. By 1668, two-thirds of the Oneida
now find themselves in a difficult position. While they village were assimilated Algonquins and Huron. The
should prepare their warriors for battle, the British Onondaga had people from seven different Nations, and
Imperials and other Colonials have not attacked the the Seneca had people from eleven.
Haudenosaunee . . . yet. The Nation knows they must The Haudenosaunee are notably different from
come to a decision, but mysterious deaths and illnesses other Indigenous peoples in many ways: they are fully
have forced the Haudenosaunee to focus on their basic sedentary, build complex forts, longhouses and palisades,
survival first. use leather armor before the introduction of firearms and
INDIGENOUS NATIONS
of fifty sachems (supreme chiefs) representing each
clan and Nation. Each of the five founding members
of the Haudenosaunee are represented by a delegation HAUDENOSAUNEE PERSPECTIVES
of eight to fourteen members. Each of these positions Here are some example perspectives characters
was elected as a representative of the Clan Mothers. The of the Haudenosaunee Nation may have about
individual communities and villages are governed by 1776:
councils of their own sachems and chiefs. Clan Mothers
representing each Nation’s clans are entrusted with K “Alliances come and go: so, too, will any alliances
particular responsibilities. Clan Mothers oversee the with these strangers. Their petty squabbles and
actions of the chief and appoint a new one on his death. requests do not scare me! They cannot stand
This state of affairs confused many Colonials, but the against our mighty people.”
fact was that Chiefs relayed the Clan Mothers’ thoughts
and decisions, rather than the other way around.
K “The newcomers confuse me. They often ask
to speak with our leaders, but they refuse to
understand that the words of our sachems are
merely the will of the clan mothers. What is so
unbelievable about that?”
K “These Colonials are too sensitive. They dislike
my tattoos. They dislike my hair. They even
dislike our food, scrawny as they are. Is there
anything they do like?”
INNU
T h e I n n u (called the Montagnais by the French, as a
reference to their mountainous homes) make their homes
in the northern reaches. Their territory, called Nitassinan
in the Innu language, includes the provinces of Quebec
and Labrador. They share traditional borders with the
Atikamekw, East Cree, Inuit and Maliseet, as well as
the Naskapi. With the arrival of French Colonials and
traders, the Innu devoted themselves to the fur trade.
They allowed the French to build settlements in their
territory. In exchange, the French send a yearly amount of
flour to relieve famine in hard years. The Colonials were
astounded by their tolerance for cold. The Innu people
speak Innu-Aimun, which can be directly translated as
‘people words.’
CULTURE
The Innu Nation make their homes of conical wigwams:
INDIGENOUS NATIONS
JESUIT MISSIONARIES
In 1534, Jacques Cartier met a people he called
=
the Papinachois: the Innu Nation’s ancestors. Later,
Samuel de Champlain drew a map identifying their
presence along the Papinachois and Outardes Rivers,
leading Jesuit missionaries to attempt the conversion
of the Innu whenever they frequented the various
trading posts along the coast of the St. Lawrence
River. Coercive arguments from missionaries
led to the recent decline in traditional methods
of trapping, as well as Innu cultural traditions, as
Jesuits along the water are currently attempting to
move the Innu people into permanent, sedentary
homes. This has generally been quite unsuccessful,
as the Innu are a nomadic people who follow the
caribou. Their people regroup at larger settlements
during the summer months, where the missions are,
and move inland during the winter.
INDIGENOUS NATIONS
INNU PERSPECTIVES
Here are some example perspectives characters of
the Innu Nation may have about 1776:
K “Our way of life has always meant movement.
These strangers who make their homes year-
round have tried to talk some of our people into
living in their dangerous way, and it has led to
death. How can you sustain a family from food
in just one place?”
K “So the priests think we don’t live here. Where
is here? To me, here means where the people
are. Where the caribou are.”
K “The newcomers have made problems for us.
They do not know the right ways to hunt or fish,
and they are so excitable about their religion.
The way they live their lives, harming our land
and animals—it hurts us, too. They worry over
whether my family comes to their church in
the summers, but they do not understand what
their overfishing has done. Dealing with them
is a struggle.”
LENAPE
T he L e nap e p eopl e (also known as the Delaware)
live in parts of Connecticut, Colonial Delaware, New
Jersey, New York and Pennsylvania. In 1632, they
removed the Dutch Zwaanendael colony following the
gruesome beheading of one of their chiefs (supposedly a
misunderstanding). The Lenape people became involved
in fur trading but were ravaged by European diseases and
conflicts with European settlers and with their traditional
enemies, the Iroquoian-speaking Susquehannock (whom
the Colonials called the Conestoga).
CULTURE
The Lenape people are a Nation that shares many
commonalities with other Northeastern Woodlands
Nations. Their society is matrilineal, and similar to many
other Nations, their name Lenape translates closely to ‘real’
INDIGENOUS NATIONS
LENAPE PERSPECTIVES
Here are some example perspectives characters of
the Lenape Nation may have about 1776:
K “I am an uncle to a young man, and it is my
duty to teach him our ways. Hunting, life skills
and weapon use fall to me as his teacher. But as
we are pushed ever farther from our homelands,
I fear not knowing the talents this young boy
needs to survive.”
K “Listen to what I have to say. I am a woman who
INDIGENOUS NATIONS
has led this family and her clan for many years.
I know that we cannot trust these Colonials,
least of all the Dutch. They can call their camps
whatever they like, but we must not allow them
to stay.”
K “The Moravian Church considers me their
success story. It’s true: I wear the right clothes, =
I say the right things . . . But this is all about
connections. As their translator, I’ve been
rewarded. But a friend to the Colonials? Don’t
make me laugh.”
MAHICAN
T h e M a hica n stor i e s say the world started on the
back of the Great Turtle, with the water animals’ help.
They also believe in a spirit known as Kche Mannito,
The Great Spirit. Their people traveled far, coming from
the west and crossing great rivers. The Mahican searched
for somewhere as the ice melted when they came upon a
mighty river. The spirit of the river called out to the people:
“Stop and here dwell,” along with many other promises
of bounty. As the Great Sea pushed water upstream, the
mighty river spirit collided with it, rising up. The people
saw the river run in two directions, so those living in that
place were called ‘The People of the River That Runs in
Two Directions’ (anglicized as ‘Mahican’).
CULTURE
The Mahican believe that guardian spirits affect
everything in their lives. Thanks are offered for all things,
from marriage to partaking in food and water. Mahicans Nations, and many stay in this heavily palisaded village
typically present gifts at their ceremonies, which include to protect it.
those for hunting, gathering and battle. Some choose The Mahican Nation has several scattered members
to favor one spirit guide over the other. These guides along the rivers and valleys of the Hudson River, which
include animals, forces of nature and natural objects collect tribute from Nations wanting access to the
such as old trees and large rocks. wampum on the coast. As such, Mahican men are very
Mahican villages are large, consisting of usually protective of their families, knowing that many other
twenty to thirty midsize longhouses. The villages are Nations are jealous of their prized trade routes. Any major
always heavily fortified with wood and stone, always battle at the village of Shodac would swiftly destroy the
located in the hills or near rocky areas. The entire Nation Nation’s central gathering place. Mahican members are
is led by a council that meets regularly at the island reasonably secretive and cautious regarding the Tsalagi
village of Shodac. Shodac is the heart of all Mahican with suspicion. They do whatever they can to blend into
INDIGENOUS NATIONS
River, organized through a clan system called
they lie in the north and start wars between my
wãakootum. Though equal, each clan is known for
relatives and the British Empire. My interest is:
a specific trait:
do they have goods to trade? My family can’t
K Trackers and scouts of the western Nations belong eat coins; that does not interest me. Knives,
to the Wolf Clan, the Ndokwtheetowãakootum. axes, rifles and powder, beads, metal pots, ah!
Now that interests me.”
K The Bear Clan or Muxkwowwãakootum is known
for their strength, and many warriors belong to K “It is strange to be a Mahican person trying to
this clan. understand this thing called ‘the law,’ which only
seems to work in the Colonials’ favor, not mine.
K Those Mahican members that belong to the
As a child, I watched these Colonials declare
Turtle Clan or Ndoonbaawãakootum are keen,
they owned the very land and rivers along which
wise and skilled in healing.
I was raised. Now they call it British Imperial
K The Turkey clan, Na’umaawãakootum, are known land, due to this ‘right of discovery’ from some
for protecting villages and loved ones, and act as sachem that no one has ever seen or heard. That
a home guard. changes with me. I will take up the axe and fight
with the Rebels, so I may have my lands back.”
HISTORY K “We have always lived along the water for travel
and trade. We make our homes from birchbark
When they first made contact with the Dutch Explorer
and reeds and live together as family units in
Henry Hudson in 1609, the Mahicans were mainly
longhouses. Our alliances with other Nations
settled along what is now known as the Hudson Valley,
have maintained peace and only ever made us
from Lake Champlain to the river’s mouth in New
stronger. Hopefully, in time, we can do the same
York. The trade that ensued with the Dutch allowed the
with these newcomers.”
Mahican people to be the first Nation in the interior
with trade goods and firearms. For seventy-five years,
they dominated the area, but the advent of steel traps
MASSACHUSETT
T h e M a s sac h us et t l iv e in an area stretching from
just north of Plymouth to the west and north of Boston.
They suffered huge losses due to plagues and Colonial
settlements, and the remaining population scattered
after Captain Miles Standish of Plymouth Colony led a
massacre of Massachusett military leaders in 1623.
CULTURE
Like many of the Indigenous Nations across what came
to be called New England, the Massachusett Nation is
matriarchal. While children are put to work keeping birds
from eating away at farmland, women of the Nation both
own and tend those fields, as well as build the summer
and winter longhouses lived in by all genders.
Women, naturally, hold active decision-making
roles within the Nation. They also hold such respected
INDIGENOUS NATIONS
HISTORY
Massachusett warriors took part in King Philip’s War,
and like the Wampanoag, they were confined in praying
towns following the event. The British missionary
John Eliot converted many Massachusett people and
translated the Bible into a written version of their
language, which he devised. In 1775, ‘praying Indians’
of the Massachusett fought alongside Colonial forces
at the Battles of Lexington and Bunker Hill. Crispus
Attucks, the first casualty of the Boston Massacre, was of
Massachusett descent on his mother’s side. This would
have rippling effects across British and Indigenous
relations, not only within the Massachusett Nation but
also in their alliances with other Nations.
INDIGENOUS NATIONS
MASSACHUSETT PERSPECTIVES
Here are some example perspectives characters of =
the Massachusett Nation may have about 1776:
P OWH ATA N
T he Pow h ata n h e a de d a powerful confederacy
which included the Appamattucks, the Arrohateck, the
Kiskiack (Chiskiack), the Mattaponi and the Pamunkey.
They regarded more than thirty other Nations as allies
or vassals. They were the first people the Jamestown
Colonials encountered in 1607; following the two
Anglo-Powhatan Wars, the Nations of the confederacy
were nearly powerless and separated from each other by
Colonial occupation.
CULTURE
Living in housing structures that may be familiar to
anyone with an Indigenous background, the Powhatan
Nation makes their homes of bent saplings and woven
mats or bark placed over the house’s skeleton. They
grow crops such as maize, as well as fish and hunt, most
notably maintaining open game habitats. As men trail
INDIGENOUS NATIONS
HISTORY
Escaped slaves and indentured servants joined many of
the remaining Powhatan and intermarried with them. Bacon’s Rebellion in 1676, and the ratification of the
The Treaty of Middle Plantation signed after Bacon’s Treaty of Albany in 1684, the Powhatan Confederacy
Rebellion in 1677 re-established peace between the for all intents and purposes no longer existed.
remaining Powhatan Nations and Britain. This same Although the House of Burgesses abolished
treaty also established reservations for many Nations, Indigenous slavery in 1691, the Pamunkey and
Powhatan and otherwise. Reservations were disbanded Mattaponi Nations still bring an annual tribute to the
and treaties were broken as the Colonials forced their Governor of Virginia, in keeping with the treaty that
will on the Powhatan, but two reservations remained: the formed their reservations.
Pamunkey and the Mattaponi reservations. Following
POWHATAN PERSPECTIVES
Here are some example perspectives characters of
INDIGENOUS NATIONS
the Powhatan Nation may have about 1776:
K “Do you remember little Martha? The one
who used to live across from the reservation.
I heard she married that general, what’s his
name . . . George Washington! Can you believe
it? They grow up so fast, don’t they?”
K “It all started with one paper being mixed into
the wrong archive. Now I spend all my nights
in the archives at William and Mary . . . yes, I
am a law student. But how much protection
will that offer me if any of these professors
know what I’ve been pouring over? Notes on
ancient baskets, ceremony, traditional medicine
techniques . . . I have to know more. Forbidden
or not, I must learn all I can of our traditions.”
K “Something strange has been here for a very, very
long time. As they call it now, the Chesapeake
Bay was created by a great depression in the
earth. Some people say it was the work of spirits;
others believe this gouge in the earth was the
work of something foreign to our world.”
SEMINOLE
T he S em i nol e w e r e not endemic to Florida, but
were born there as a result of migration. Migrating
into Florida from Muskogee territories in Alabama,
Georgia and South Carolina, the Seminole people are
an amalgam of various Muskogee (Creek) groups who
had suffered great losses due to European diseases,
previous conflicts with Spanish conquistadors and
current conflicts with the Colonials. The British
Imperial-backed raids by Muskogee groups against
other Muskogee who refused to ally with Britain helped
to further divide and disenfranchise those who would
migrate to become the Seminole people. This loosely
associated group of Muskogee refugees have relocated
to Florida, which was primarily unsettled at the time.
CULTURE
INDIGENOUS NATIONS
SEMINOLE PERSPECTIVES
Here are some example perspectives characters of
the Seminole Nation may have about 1776:
K “Call us runaways if you like, call us wild
people, but never call us cowards. Our people
come from so many backgrounds, and it makes
us strong! We will fight to keep what we have
now.”
K “We will not be conquered, and we will not
INDIGENOUS NATIONS
surrender. Our people exist because we know
what these settlers have in store. They do not
let us rest and grieve, so we will offer them no
peace.”
K “With the knowledge of my grandmother, I
have taught others to plant the Three Sisters
in the right season. The land on which we sow =
seed is new to me, but so is the world in which
we now live. I long for knowledge and have
been listening to Elders teach their medicine
as I teach my own to my people. Muskogee
medicines and medicines from other Nations—
from the Fon, Fulani and Wolof people—all
make up our community. We are all Seminole,
and we are strong.”
S H AW N E E
M o n eto c r e ate d th e world in the eyes of
the Shawnee. From his spot in the sky, He judges the
Shawnee’s actions. Those who do good, He blesses;
those who cause harm, He punishes. Moneto’s wife,
Kokumthena, sits by his side weaving a blanket called
Skeemotah. This blanket tells the history of the world and
everything in it, going as far back as the dawn of time.
Kokumthena is tormented by a wolf that unravels her
work every day, forcing her to start weaving again. It is
said that when Kokumthema finishes her blanket, she
will use it to cover the light in the sky, and the Shawnee
Nation will be no more.
According to legend, the Shawnee were descended
from Powhatan sent to overtake the Shenandoah Valley
of western Virginia under the leadership of Sheewa-a-
nee. British Imperial accounts tell of them fighting a
losing battle against the Iroquois there in 1671. They
moved south and encountered settlers in the Province of
INDIGENOUS NATIONS
CULTURE
The Shawnee strive to find the balance within nature
so that Kokumthena’s blanket will not be woven
hastily. Medicine people work their magic, drawing
upon Shawnee ancestors to stop her progress, and are
frequently inspired by historical events.
The Shawnee are unorganized and scattered
throughout North America. Sometimes, Shawnee
families and extended families make up one Nation;
other times, generations of Elders might walk together
and form a clan.
There are differences of opinion about the war with EQUAL ROLES
newcomers, but most Shawnee people choose to ignore One side effect of the Shawnee’s constant traveling
the conflicts. A Shawnee person’s primary concern is is that both men and women have equal roles.
survival, regardless of whom they consider allies. The Women are highly trained in archery, and men learn
Shawnee have high regard for life and will only fight how to set camp and make weapons from an early
when it is necessary. Some say that the Shawnee are on age. Both are skilled trackers, but most Shawnee
a holy pilgrimage due to the tainting of the land. “When are not experts in the art of communication, as
the Land is healed,” one Shawnee wise man says, “the Shawnee justice is swift and immediate. Unlike
Shawnee will come together as one family again.” many other Nations, the Shawnee tend to act fast
since they are incredibly vulnerable.
HISTORY
The Shawnee fought with the French in the French
and Indian War, made a peace treaty with the British
and then joined in Pontiac’s Rebellion. They were also
involved in Dunmore’s War, as more European settlers
poured into the Ohio Country. They are divided over
the coming war with Britain. Some advocate an alliance
with Britain to drive out the Colonials, while others
prefer to remain neutral.
While their people originate from places now
referred to as Ohio and Pennsylvania, there has been
talk of the Shawnee Nation moving westward as
non-Indigenous groups encroach on their traditional
territories. Joined by other Nations, who are similarly
locked in conflict with the Colonials, they are currently
working to push non-Indigenous people toward the
Appalachian Mountains in an effort to exert their legal
and military might in the area.
INDIGENOUS NATIONS
SHAWNEE PERSPECTIVES
Here are some example perspectives characters of
the Shawnee Nation may have about 1776:
K “I’m told there is some agreement that states
we’ve given up our hunting grounds. From =
what I was told, we’re not supposed to go past
the Ohio river. What a shame . . . you know I
couldn’t bear the thought of getting in trouble.
Anyway, are you ready to go hunting?”
K “Neutrality is what is most important. We can’t
protect the people when our ranks get so thin.
Anyone who takes a chance with their life takes
a chance with all of our lives.”
K “The fur trade is evil. It is simply a way for these
outsiders to force their way on in. Just as we
outlawed alcohol, we must outlaw interactions
with these traders.”
TSALAGI
T h e Tsa l ag i a n c e str a l lands contain the southern
end of the Appalachian mountains in the Carolinas and
Georgia. Their people have long-standing traditions of
art, language, spirituality and storytelling. Culture and
beliefs may vary across clans and families, with much of
their traditions not discussed with outsiders out of deep
respect for their knowledge-keepers.
CULTURE
The Tsalagi people honor their ancestors and the spirits
of living and non-living beings through dance and prayer.
As with many Indigenous Nations, caring for and being
cared for by spirits and ancestors is considered part of
Tsalagi’s daily life.
The Tsalagi people also believe that words themselves
hold great power. For this reason, the Tsalagi language
did not have a written form for millennia; giving words
INDIGENOUS NATIONS
a physical form gave those words too much power. Using matters that affect the Tsalagi Nation as a whole.
specific words or formulas invokes the words’ power. The The matrilineal Tsalagi culture is made up of seven
effect of this tradition around words would lead to the clans, led by a council of female Elders from the clan.
fastest literacy acquisition in human history when the One outcome of this matrilineal society is that the
Tsalagi syllabary was introduced. The Tsalagi people also women determine who is Tsalagi. Someone with a
believe in a powerful creature known as Uktena, a fearsome Tsalagi father but a non-Tsalagi mother may not be
serpent of knowledge, with a glowing gem in its forehead. accepted as Tsalagi.
Tsalagi villages are composed of thirty to sixty The female Elders’ decisions and rulings are absolute;
spacious circular houses, marvelous feats of engineering, the chiefs respect and defer to their authority. Within
which use ingenious building methods that require the broader community of villages, groups of Elders
fewer resources than their European counterparts while come together in a grand council to discuss and make
housing more people. The structures themselves are decisions that affect the entire village. Each of the seven
partially sunk into the earth, lending them additional clans has a different traditional focus, meaning that
hardiness. Each of these homes houses a fire, which is different skills and resources falling under the focus of
used for a multitude of purposes. In the center of these that clan become that clan’s responsibility. Each clan is
villages, a larger house serves as the council house. part of the larger Nation, similar to how districts may
Council meetings and religious ceremonies take place operate within a larger city, rather than states within the
here. Each town houses a large council fire, with fires European continent. Their different specialties led to a
also along the perimeter of the village. Located on the strong Nation with varied skillsets across clan lines.
outskirts of each village are the Three Sisters, which join The Tsalagi Nation is fairly secretive and tends
fish, fruits, game and vegetables in the traditional Tsalagi toward neutrality. They have few long-standing allies
diet. For special occasions, a stew made from hickory and have an extensive history of trade, so this must
nuts is prepared for the celebration. not be misinterpreted as a lack of diplomatic interest
Each clan operates on its own (though there is on their part. There is a long history of Tsalagi Nation
constant interaction between them) and the Elders and peacekeeping with settlers, due to being recognized as one
chiefs hold leadership. Though each village is independent, of the Five Civilized Nations. That is not to say there were
chiefs meet throughout the year to decide on important no arguments with the Colonials. The Tsalagi Nation also
INDIGENOUS NATIONS
defending themselves against European machinations. leads dried up, he would still be around. Always
Sovereignty and protection of culture is of greatest brought good beads and cloth at fair prices!
importance, despite the actions of European powers. But nobody showed up to the trading post this
The Tsalagi are tenuous allies of the British, with that spring, and I worry for him.”
relationship entirely dependent on what was currently
best for the Nation. The Nation’s alliances with the
British date back to the Tuscarora War, and before that
to conflict with the Shawnee, who were French allies. WABANAKI CONFEDERACY
In 1735, the Tsalagi were estimated to have sixty-four The Wabanaki Confederacy (Abenaki, Maliseet,
settlements and 6,000 warriors, until intentional smallpox Micmac, Passamaquoddy and Penobscot) occupy
exposure by colonizers gifting infected blankets destroyed northern New England and southeastern Canada.
around half of their population by 1739. This was done Initially, the fur trade with the Europeans was mutually
regardless of the fact that they had been previously beneficial, but it soon led to Colonial control. Their
labeled one of the Five Civilized Nations by the British, numbers were further depleted by the ongoing conflict
as they were considered more easily reasoned with than with the Mohawks. The Wabanaki Confederacy took
other nations outside of the Five Civilized Nations, and the French side in the French and Indian War. The
who could be turned more European through education. Spencer Phipps Proclamation of 1755 put a bounty on
The Tsalagi sided with Britain during the French and the scalps of all Penobscots. After the Battle of Quebec
Indian War, but serious misunderstandings resulted in the in 1759, many people under this banner withdrew to
Anglo-Tsalagi War of 1760. Canada. Surviving Wabanaki are distrustful of the
Tsalagi’s defense of territory during Colonials’attempts British and are either neutral or inclined to take the
to encroach upon their land sparked Lord Dunmore’s War Colonial side in the coming war.
in 1773. Relations between the Tsalagi and the Colonials
are currently strained due to the increased erosion of
Tsalagi sovereignty, with no indication of which side—if
any—they might take in the coming war.
WA M PA N O A G
F rom a s e a r ly as 1614, the Wampanoag people
of southern Massachusetts and eastern Rhode Island
were sold into bondage in Europe. Squanto (also known
as Tisquantum), who showed the Plymouth Colonials
how to grow corn, had been enslaved in Spain before he
joined an expedition to Newfoundland as a translator
and worked his way back to his Indigenous land.
CULTURE
Like the Algonquin Nations, the Wampanoag Nations
no longer move with the seasons. They have become
an agrarian Nation and augment their diet through
hunting and fishing. Their residences are not completely
fixed, however; instead, they have summer and winter
dwellings. They move closer to the coast to fish and
harvest the sea’s other bounties, such as seaweed and
crustaceans during the summer. In the winter, the
INDIGENOUS NATIONS
HISTORY
When the Pilgrims arrived in the 1620s, the After King Philip’s War, the head of Metacom was
Wampanoag were decimated by disease, which mostly displayed on a pike in Plymouth for over twenty years.
affected groups with regular contact with the French. Only around 400 Wampanoag people survived the
They were under attack by the Micmac from the conflict, and most of these individuals were also forcibly
north and the Pequot from the west, and they were converted under extreme duress before being resettled in
also paying tribute to the Narragansett of Rhode the four remaining praying towns: Hassanamesit, Natick,
Island. They hoped an alliance with the British Empire Ponkapoag and Wamesit. Niope, also called Martha’s
would improve their situation, but this was not to Vineyard, has great significance to the Wampanoag
be. The pilgrims who had first attempted to settle in people, as this site was considered their last refuge. For
Wampanoag territory found they garnered little respect the Wampanoag people living within the praying towns,
from the Wampanoag people due to their penchant for alliances shifted almost entirely in favor of the Colonials.
robbing graves at Corn Hill. The people within these towns have begun to struggle
INDIGENOUS NATIONS
Metacom’s Rebellion and marked a stark parallel
not the world of my ancestors. But I will teach
to the upcoming conflict between the Rebels
them to never trust a British man.”
and the British Empire. Indigenous allies sided
predominantly with the Colonials over the
British, with Mohegan and Pequot Nations on
the British side.
=
lo ca l fo l k lor e to spu r a dv e n tu r e .
DISTRICT
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NEW
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CONNECTICUT
RHODE ISLAND
PENNSYLVANIA
NEW
JERSEY
M
AR
YL
AN
D
DELAWARE
VIRGINIA
COLONIAL OBSCURA
NORTH CAROLINA
THE
Thirteen Colonies
SOUTH
CAROLINA
GEORGIA
Connecticut
BEFORE THE WAR
The colony of Connecticut originated as a Dutch trading
od post and officially became a permanent settlement when
Fi rst S et tl em e n t : House of Go
the Dutch purchased the Pequot Nation land in 1633.
Hope, 1623 The English arrived in the area in 1636 when dissenting
C api ta l : Hartford and New Haven Puritans began to search for a place to live outside of the
Puritan-dominated Massachusetts Bay Colony. Tired
S et tl em e n t s : Saybrook,
of European interference and loss of their ancestral
Killingworth, Mystic, New London, lands, the Pequot went to war with the Colonials and
Norfolk, Greenwich and Waterbury attempted to reclaim their homeland. After heavy
E c o nom y: Agriculture, fishing, casualties on both sides, the English-controlled militia
COLONIAL OBSCURA
shipping, trade pressed forward, effectively wiping out the Pequot and
cementing the Europeans’ presence in the territory.
I n dig e no us N ati o n s : Lenape,
Mohegan and Pequot LIFE DURING WARTIME
G ov e r nor in 177 6: Jonathan Connecticut is paramount among the Colonies in
Trumbull shipbuilding and trade. Today, Connecticut is growing
extremely dissatisfied with the British Empire’s pressure
Popu l ati o n : 197,806
and its parliamentary control over the colony. The
embers of rebellion will soon engulf the region in flames.
Connecticut fears that unless Parliament’s acts are not
stopped, the freedom that all Colonials enjoy will be over.
They have seen what a blockade has done to Boston and LOCAL FOLKLORE
worry about their livelihood. GUNGYWAMP RUINS: Across the river from New
London, this prehistoric stone complex includes standing
SOCIETY & POLITICS stone circles, multiple stone chambers with astronomical
Connecticut has long been accustomed to governing alignments and a bluff called The Cliff of Tears—which
itself, thanks to its charter: The Fundamental Orders causes inexplicable bouts of sadness and depression in
of Connecticut, ratified in 1639. With many Colonials those who stand near it. The site is at least 2,000 years old
arriving from Massachusetts, Connecticut has always and might have once been a temple.
leaned toward Puritanism but tolerates Anglicans,
MOODUS NOISE: Since pre-Colonial times, the area
Baptists and other ‘sober dissenters.’ However, tensions
around Moodus—near Hartford—has been noted for
are growing over the Loyalist tendencies of Connecticut
strange rumbling and crashing noises that fill the air.
Anglicans, who are mainly concentrated in Fairfield
Puritans attribute the noises to a demonic origin.
County.
HOBBOMOCK, THE SLEEPING GIANT: The
LOCATIONS Quinnipiac say this hill near Hamden is the body of
HARTFORD: Hartford stands on the Connecticut a troublesome giant named Hobbomock, cast into an
River. It was founded as a farming community but has eternal sleep by Keihtan, the creator-god. Apocalyptic
since grown into a commercial and administrative center. cultists could cause enormous destruction by waking
The leading founder, Thomas Hooker, was a Cambridge- him.
educated Puritan who maintained that “the foundation of
authority is laid, firstly, in the free consent of the people,”
which was a challenge to Britain’s “divine right of kings.”
The original Connecticut Colony was based at Hartford
and had North America’s first written constitution.
NEW HAVEN: New Haven is a prosperous port, but was
eclipsed by the rise of Boston and New York. New Haven
was laid out over a century ago according to a nine-square
grid plan that can still be seen at the town center. Founded
by the Puritans, New Haven was a stricter community
than Hartford to the north. Even after the two colonies
merged, some members of the New Haven Colony
departed to found Newark in New Jersey.
YALE COLLEGE: Founded in 1701 as a Collegiate
School for the training of Puritan ministers, the college
COLONIAL OBSCURA
Delaware
Fi rs t S et tl em e
nt : Zwaane
near Lewes, 1631 ndael,
C ap i ta l : Dover
E c o no m y: Toba
cco
I n di g e no u s N at
io n s : Lenape
Nanticoke ,
G ov e r no r in 17 76 : John Penn
Pop u l at io n : 33
,300
LOCATIONS
CAPE HENLOPEN: A towerlike block of rough stone
rises from the sea near Cape Henlopen. Since 1655, many
ships have wrecked here. It is believed the phenomenon
dates back to a Lenape curse of “a drum of stone signaling
death to all Europeans.” On occasion, the ghost of a lone
Indigenous warrior is sighted atop the rock immediately
before a ship is wrecked.
NEW CASTLE: New Castle is the latest of many names
for this settlement. The Lenape originally had a village
here called Tomakonck, or ‘Place of the Beaver.’ The
Dutch West India Company named it Fort Casimir, and
as part of New Sweden, it was called Fort Trinity. Upon
recapturing it, the Dutch called it New Amstel, and
after the demise of New Netherland, the British gave
New Castle its present name. The courthouse in New
Castle serves as the administrative center of the colony
and the seat of New Castle County. However, nearby
occasional remains of half-eaten carcasses of dogs and
Wilmington has eclipsed it in terms of population and
other animals suggest it might be carnivorous, it seems
commerce.
to avoid humans.
WILMINGTON: Quaker communities settled in the
THE GHOSTLY FIDDLER OF RABBIT’S FERRY:
area under the auspices of Proprietor William Penn, and
According to local legend, two young men courted the
in 1739, King George the Second granted a borough
same woman. One of them was a fiddler and decided to
charter, which changed the name of the settlement from
give his rival a scare by hiding in a tree and making wild,
Willington (after Thomas Willing, an early developer of
COLONIAL OBSCURA
unearthly music with his fiddle. His trick succeeded, but
the land who laid out the town in a grid pattern similar
he fell out of the tree and broke his neck. Locals swear
to that of Philadelphia) to Wilmington—presumably
they can hear the fiddling from the tree at night.
after British statesman Spencer Compton, Earl of
Wilmington. WILD HARRY & THE MANITOO: A local legend
tells of an Indigenous woman named Manitoo who fell
LOCAL FOLKLORE in love with a Wilmington settler named Wild Harry.
CREATURE OF CYPRESS SWAMP: Cypress Discovering that he had been unfaithful to her, she
Swamp, on the Delaware-Maryland border, is home to threw herself into the river from a flat rock, and now her
many mysteries. One of the most common legends tells anguished spirit is said to haunt the area. It might be that
of a solitary apelike thing, similar to the Sasquatch of the woman’s real name has been lost—or perhaps Wild
Canada and the Skunk Ape of Georgia. Although the Harry did enjoy the love of a supernatural woman.
Georgia
Fi rs t S et tl
em e nt : Yam
(near Savannah), 17 acraw Bluff
33
C ap i ta l : Savann
ah
E c o no m y: Rice,
indigo, sugar cane
I n di g e no u s N at
io n s : Chero
Creek, Yamasee kee,
G ov e r no r in 17 76 : Sir James
Wright
Pop u l at io n : 32
,000
COLONIAL OBSCURA
However, the climate in Georgia did not support of the many protecting Savannah.
silkworm cultivation. After twenty years of financial
SAVANNAH: Savannah is famous for its Masonic
struggles, the trustees ceded the colony to the Crown,
Lodge, established in 1734 by James Oglethorpe. There
which took a more active role in its government and
are moves afoot to rename it Solomon’s Lodge, but for
economic improvement.
the time being, it is known as the Lodge at Savannah.
LIFE DURING WARTIME Until recently, Savannah was also home to the Bethesda
Orphanage, founded in 1740 by evangelist George
Georgia is far removed from events in Boston and
Whitfield; sadly, the buildings were destroyed by fire in
Philadelphia, and the opinion here is mixed on the
1773. There are plans to rebuild the orphanage and even
question of separation from Britain. As the youngest
add a college to the establishment.
colony, it does not yet have the militia strength most
other Colonies boast, even though it was conceived as a LOCAL FOLKLORE
buffer to protect British America’s southern flank.
ALTAMAHA OF THE RIVER: The area near this
SOCIETY & POLITICS river’s mouth is haunted by a giant water-serpent called
Altamaha-ha by local Indigenous folk. It has also been
Georgia boasts a polyglot society, including German
sighted in some of the river’s tributaries and the more
Lutherans, Scottish Presbyterians, Moravians, French
massive irrigation ditches of nearby rice fields. There
Huguenots and Jews. Protestants were encouraged to
are no reports of any attacks or other dangerous activity,
come to the colony to counterbalance the French and
though the serpent sometimes rears its head out of the
Spanish Catholic presence to the south.
water, startling nearby boaters.
Although the Colonials generally approve of the
Royal Governor James Wright for brokering peace THE GREAT SKUNK APE: The heavily wooded
between the Georgians and local Indigenous Nations, swamps of Georgia are said to be home to this foul-
many still regard him with anger because he represents smelling, sasquatch-like monster, although its main home
Parliament’s heavy hand and British rule in the Colonies. range seems to be farther south in Florida. The skunk ape
avoids humans when possible, and the only evidence for
LOCATIONS its existence consists of giant footprints and occasional
FORT FREDERICA: Fort Frederica stands on St. fleeting glimpses of it moving through the foliage.
Simons Island alongside the small town of Frederica.
THE MOUND BUILDERS: In the far reaches of
Both are named after Frederick, Prince of Wales, the
western Georgia, close to the Mississippi River, stand
son of King George the Second. About 630 British
the remains of a culture even older than the Cahokians.
troops were stationed at the fort, and the town outside
Earthen mounds both large and small stand among the
had about 500 residents. The garrison was disbanded
remains of abandoned villages. Most keep away for fear
in 1742 as the Spanish threat receded, and the city
of offending the spirits of these ancient peoples. However,
was abandoned after a fire in 1758. Pirates and other
COLONIAL OBSCURA
news of lost cities makes its way back to Georgia’s settled
brigands now call it home
parts, and antiquarians and treasure hunters searching for
FORT JONES: Fort Jones is the fortified home of lost cities of gold are sure to follow. Both researchers and
physician and carpenter Noble Jones. Built as a means tomb raiders could cause irreparable damage to the site,
to protect the colony from the claims Spain had on the perhaps even unleashing ancient, corrupt spirits onto the
territory, it saw the start of the War of Jenkins’ Ear. It was world.
one part of the larger conflict for Austrian Succession
(1740 to 1748). Noble Jones was active during the war,
and it was here he took part in raids along the St. Johns
River. The Battle of Bloody Marsh in 1742 was also waged
from here, aiding in the defense of Frederica. Though the
war was over in 1748, the fort still stands and is still one
LOCATIONS
ANNAPOLIS: Founded in 1649 on the Severn River,
Annapolis eventually became the capital of Maryland LOCAL FOLKLORE
in 1694. The city is noted for its affluent and cultivated THE BLUE DOG: The road outside Port Tobacco
society. Other significant trades include oyster packing, is haunted by a massive blue dog, killed along with
boatbuilding and sail-making. It has an influential his master on the way home from a local tavern. One
newspaper, the Maryland Gazette, and a theater—a sure version of the story says that the man was robbed, but
sign of its status as a cultural hub. another maintains that his treasure—whatever it might
have been—is still guarded by the faithful ghost.
BALTIMORE: After Charles Town in South Carolina,
Baltimore is the second most important port in the SCHNELLER GEIST OF BLUE RIDGE: A strange,
southern Colonies. Named after Lord Baltimore, it was clawed beast haunts the Blue Ridge Mountains near
founded in 1729 on an existing tobacco port. The city has Braddock Heights. Ever since German immigrants in COLONIAL OBSCURA
grown swiftly over the last fifty years, eclipsing Annapolis. the 1730s settled the area, there have been accounts of
It acts as a repository for Caribbean sugar and other goods the Schneller Geist, or ‘quick spirit’ in German. It swoops
and is also the colony’s main shipbuilding center. silently from the sky to pick up and carry off its victims.
Seven-pointed stars, which reputedly keep the quick spirit
PORT TOBACCO: Port Tobacco was the second-largest
at bay, can be seen painted on local barns.
town in Maryland until the rise of Baltimore. Situated
on the Port Tobacco River, it is a thriving port, and since TREASURE OF GIBSON ISLAND: There are many
1658 it has been the seat of Charles County. The most locations up and down the east coast where Captain Kidd
notable building is Christ Church, an Anglican church buried his mysterious treasure. Gibson Island, off the western
built in 1683 in the town square. Although tobacco has shore of the Chesapeake Bay, is one such location. A local
made the town prosperous, its name comes from the legend tells that a ghost guards the treasure—perhaps that
original Indigenous settlement on the site: Portopaco. of Captain Kidd himself—which chases off treasure hunters.
& Maine The first Europeans to arrive in the area were the
Pilgrims, who founded Plymouth in 1620. Another
7, wave of settlers called the Puritans came in 1628 and
Fi rst S et tl em e n t : Popham, 160 settled in the area dubbed Naumkeag, later renamed
and Plymouth, 1620 Salem. Two years later, John Winthrop arrived with a
C api ta l : Boston charter in hand and became the Massachusetts colony
governor. Winthrop made the city of Boston the seat of
S et tl em e n t s : Plymouth, his power; it would become the center of New England
Dartmouth, Charlestown, Salem, life and culture. The Puritan influence on every aspect
COLONIAL OBSCURA
Concord and Lexington of life in Massachusetts, from the legal system to social
E c o nom y: Agriculture, shipping, mores, cannot be overstated.
trade, fishing.
LIFE DURING WARTIME
I n dig e no us N ati o n s : Abenaki, The center of Massachusetts life is in Boston, which many
Massachusett, Nipmuk, Pennacook, liken to the Biblical City on the Hill the Puritans longed
Wampanoag to recreate. Though the time of the Puritans’ attempt at
G ov e r nor i n 177 6 : Thomas Gag
e theocracy is over, the colony still retains an air of intolerance
toward different ideas and outlooks. Even though it is not
E sti m ate d Popu l ati o n : 343,916 as wealthy as the southern Colonies, Massachusetts is a
significant player in fishing, whaling, lumber and shipping.
LOCATIONS
BOSTON: Dominated by three hills, Boston sits on
a peninsula connected to the mainland by a narrow
neck. It is one of the world’s wealthiest trading ports,
and since 1673 it has been linked to New York by
the Boston Post Road. Boston is the default starting
point for FLAMES OF FREEDOM through the decipher the marks have been without success, with
included adventure and sandbox Boston Besieged. reports of strange illnesses and seizures among those
who spent too much time in their efforts.
HARVARD COLLEGE: Founded in 1636 as the New
College, Harvard adopted its current name in 1639 from MERMAID OF BILLINGSGATE: This oyster-bed
a local minister who bequeathed his library and half his town on Cape Cod is haunted by a beautiful woman who
estate to the school. In 1708, the college elected John walks the shore and repeatedly ventures into town to lure
Leverett as President, the first non-clergyman to hold this lonely sailors to their doom. According to some accounts, COLONIAL OBSCURA
office. His election prompted the college to broaden its she often has a black cat with fiery red eyes following her.
curriculum beyond theology and the tenets of Puritanism.
WIDOWS OF DOGTOWN: Dogtown is a wooded,
SALEM: This town in northeastern Massachusetts was torn rocky plateau overlooking Gloucester, Rockport and
apart by a series of witch trials from 1692 to 1693. In 1776, Ipswich Bay. The place is home to around 100 families,
Salem is renowned more for privateers than for witches. and it has a long-standing reputation for witchcraft. Many
of its inhabitants are widows of soldiers or fishermen, and
LOCAL FOLKLORE some freely admit being witches to scare outsiders away.
DIGHTON ROCK: This rock sits at the junction of The settlement gets its name from its many free-running
the Taunton River at Assonet Neck. It is partly covered dogs, which often pose a threat to outsiders. Perhaps
at high tide, with one smooth, vertical face, carved because of these dogs, whispers abound that some of the
with strange symbols, jutting skyward. All attempts to people living here can turn into dogs.
New Hampshire
Fi rs t S et tl em e nt : Hi
lton’s Point,
1623
C ap i ta l : Exeter
S et tl
em e nt s : Concor
d, Hampton,
New Durham, Portsmou
th
E c o no my: Agricultur
e, fishing,
shipping, timber
I n di g e no us N at io n s
: Pennacook,
Wabanaki
G ov e r no r in 17 76 : Meshech Weare
E st i m at e d Pop ul at io
n : 81,716
LOCATIONS
DARTMOUTH COLLEGE: The college was founded
in 1769 by Eleazar Wheelock, a Puritan minister from
Connecticut, to convert and train people as Christian
missionaries. Initially known as Moor’s Charity School,
it was later renamed after the Earl of Dartmouth. The
college’s charitable arm hasn’t been successful, as its focus
is shifting toward providing more general education.
EXETER: The current capital of New Hampshire is a
busy port and industrial town situated at the point where
the Exeter River meets the tidal Squamscott River. The
Provincial Congress meets at the Town Hall, having moved
away from Portsmouth for safety from British attack—and
the scrutiny of Loyalist Governor John Wentworth.
PORTSMOUTH: As far as the British are concerned,
Portsmouth is still the capital of New Hampshire. It is the
seat of the governor and a busy port with a fine harbor.
Situated at the northern edge of New Hampshire’s coastline,
it benefits from coastal trade from Canada to the Carolinas
MEGALITH AT MYSTERY HILL: A megalithic
and transatlantic trade coming down from Newfoundland.
structure crowns this mysterious hill. The stones’ exact age
The harbor is (or rather, was) protected by Fort William
is unknown, but their existence has given rise to stories of
and Mary on New Castle Island. In 1774, this impressive
druids or Vikings visiting the area in pre-Colonial times,
structure’s six-man garrison was quickly overpowered, and
COLONIAL OBSCURA
as well as rumors of magical powers granted to those
the fort stripped of arms and ammunition, which, according
capable of harnessing the site’s mystical energy. Some
to rumor, are on their way to Boston.
believe it could be the ruins of a Cahokian or Mandoag
LOCAL FOLKLORE temple protected by curses.
DROWNED FOREST OF RYE: The remains of a MYSTERY STONE OF LAKE WINNIPESAUKEE:
sunken forest can be seen at low tide just off of the coast Some regard the Lake Winnipesaukee Mystery Stone as
near the port town. It is believed that the forest drowned, evidence that advanced people lived in the area at some
but the cause could be much more sinister. What things time in the past. It might be a Mandoag relic or Cahokian,
may be found beneath the depths off of the Rye? And and the lake itself might have been created during one of
who are those cannibals who dwell on its periphery? their sorcerous conflicts. The stone rests in a lump of clay
at the fringes of the lake, primed for discovery.
New Jersey
Fi rs t S et tl em e nt : Fo
rt Nassau
26
(later Gloucester City), 16
C ap i ta l : Elizabeth
S et tl em e nt s : Dover
and Willington
E c o no my: Farming
: Lenape
I n di g e no us N at io n s
G ov e r no r i n 17 76 : W
illiam
Franklin
Pop ul at io n : 120,000
LOCATIONS
PRINCETON: The College of New Jersey was founded
at Elizabethtown and moved to Princeton ten years
later. The town of Princeton is small and dominated by
the college. In addition to courses in divinity, the college
teaches rhetoric, history and moral philosophy. Since
1768, the college president has been John Witherspoon:
a Presbyterian minister from Scotland who came to New
Jersey to take up the post. As a Scotsman, Witherspoon
has no love for the English and is an active member of
the local Committees of Correspondence and Safety.
QUEEN’S COLLEGE, NEW BRUNSWICK: Queen’s
College was founded by ministers of the Dutch Reformed
Church to counter the Presbyterian influence spreading out
Scratch himself. The newborn transformed itself into a
of Princeton. At the time, potential ministers had to make
chimaera with hooves, a horse’s head, bat wings and a
the long and hazardous journey back to the Netherlands to
forked tail, and then killed the midwife before flying up
be educated and ordained. In addition to divinity, subjects
the chimney. Most recorded encounters blame the Jersey
offered include arts, sciences and languages. Perhaps
Devil for livestock killings.
strange, given its focus on divinity, the college holds classes
at a New Brunswick tavern known as The Sign of the Red THE SIN EATER: A Rebel spy, Miriam, was last seen
Lion. However, the British have come to regard all taverns heading toward Boston carrying a vital object of power that
as hotbeds of rebellion. It might become necessary for the leaders in the besieged city needed. Last seen in Trenton,
classes to transfer to private houses. she has gone missing. Locals say that there has been a string
of missing people, including children. An old Quaker and
TRENTON: Trenton is an important Delaware River
Rebel sympathizer named Livingston Hobb has lived in the
port and a hub for shipping grain and other goods between
area for a long time and knows a lot about local going-ons.
Philadelphia and New York City. Trenton is also a stop
Livingston could be of help finding Miriam.
on the stagecoach line between the two cities. A ferry,
COLONIAL OBSCURA
chartered in 1727, connects Trenton with Philadelphia. WHITE STAG OF SHAMONG: Quaker Bridge in
At present, Trenton is about a hundred homes, which Shamong was built in 1772, named after the Quakers
hold mixed sentiments about the impending war. who would cross the Batsto River to monthly meetings
at Tuckerton. One stormy evening, a stagecoach was
LOCAL FOLKLORE making for the Quaker Bridge Inn through torrential
LEEDS DEVIL: The Lenape called the area around rain when a huge white stag appeared in the road. When
the Pine Barrens of southern New Jersey Popuessing, the driver dismounted to drive it off, the stag mysteriously
meaning ‘place of the dragon.’ Swedish explorers named disappeared. It was only then that the driver noticed that
it Drake Kill, or ‘dragon river.’ The most common story the bridge had collapsed. The creature’s nature remains
tells that a creature was born in 1735, the thirteenth unknown, but some believe the White Stag warned the
child of a witch named Deborah Leeds, fathered by Old travelers and thus may be a beneficent spirit.
New York
Fi rst S et tl em e n t : Fort
Amsterdam, 1625
C api ta l : New York City BEFORE THE WAR
, The first recorded European presence in New York dates
S et tl em e n t s : Brooklyn, Jamaica
to 1524 when the explorer Verrazano sailed into present-
Albany, Greenbush, Tarrytown and
COLONIAL OBSCURA
LIFE DURING WARTIME NEW YORK CITY: New York City has grown under
Many regard New York as the most important colony British rule but is used to conducting its own affairs. The
in the New World due to its size, excellent harbor Sons of Liberty are engaged in a running battle with
and fertile Hudson River Valley. Much of the English the British authorities, raising liberty poles under which
Colonies’ wealth flows through New York, making Colonials can assemble to air their grievances. Some
Manhattan and the surrounding towns the Thirteen traders are afraid of losing income by boycotting British
Colonies’ economic heart. trade or breaking with Britain altogether, but the Rebels
Unlike many of their fellow Colonials, New Yorkers have widespread support among the other citizens.
are incredibly loyal to England. Though they might
grouse at the various acts Britain imposes, they see it as LOCAL FOLKLORE
their duty as loyal subjects to follow all Parliamentary THE CATSKILL GNOMES: In 1610, in the shadow
decrees. Unlike Boston or Philadelphia’s political of the Catskill Mountains somewhere between New
hotbeds, Manhattan has not yet experienced the growing York and Albany, legend holds that Henry Hudson
trend of rebellion. encountered a group of gnomes. They appeared at night
to sing, dance and play ninepins in the firelight. They
SOCIETY & POLITICS love to entertain visitors, but their hospitality has a
New York is divided into two regions: the Hudson sinister side: drinking more than a single glass of liquor
River’s mouth—where most Colonial settlement has will turn a person into a ghost. It is said that their spirits
taken place—and the backcountry, which is dotted with still play at ninepins with the gnomes at night.
European trading posts but is still primarily controlled
SEA SERPENT OF LAKE CHAMPLAIN: This lake
by the Iroquois. New York City is a polyglot community
runs along the present-day border of New York and
with English, Dutch, German and Jewish settlers, and
Vermont and extends just a little north of the Canadian
many Black artisans and other free folk. The central
border. For as long as anyone can remember, a serpentlike
Mohawk Valley has been settled by German immigrants,
beast similar to the monster of Loch Ness in Scotland has
who serve as a buffer against the Iroquois.
been spotted swimming in the lake.
LOCATIONS LEGEND OF TARRYTOWN: Located on the Hudson
FORT TICONDEROGA: Fort Ticonderoga is situated River banks, this small area is home to much history
near the southern end of Lake Champlain. It was built and mystery. The Haudenosaunee’s oral histories tell of
by the French and captured by the British in the French mysterious strangers who visited them, promising magical
and Indian War. The fort commands the access point aid in ending their war against the Weckquaesgeek. The
from Lake Champlain to Lake George. It is almost resulting conflict nearly destroyed both groups and caused
impervious to direct assault and has its bakery and large vast swaths of land to wither and die. So powerful was this
underground powder stores, which enable it to wait out magic that it took many years for both sides to recover.
a siege. Its only strategic weakness is that several nearby Some suggest the strangers were spirits of darkness,
COLONIAL OBSCURA
hills overlook it; the British used this weakness to drive determined to unleash evil upon the lands. As with many
out the French garrison. stories about the Mandoag, no one knows for sure.
KING’S COLLEGE: King’s College (later Columbia
University) was founded in response to New Jersey’s
Princeton and is one of the wealthiest educational
institutions in the Colonies. It is thoroughly Anglican
in outlook, and Loyalist officials dominate its governing
body. Some skeptics fear the university could be used to
spread Anglicanism and pro-British propaganda under
the guise of academic debate.
Pennsylvania
There is much dispute over which European first explored
the land known as Pennsylvania. When Henry Hudson
explored the region, he sailed into the Delaware Harbor
Fi rst S et tl em e n t : Philadelphia, and claimed it for the Dutch in 1609. The territory was
1682 granted to the Penn family in 1681 as repayment for
C api ta l : Philadelphia a debt. After converting to Quakerism, William Penn,
COLONIAL OBSCURA
Rhode Island
Fi rst S et tl em e n t : Providence,
1636
C api ta l : Providence
S et tl em e n t s : Newport and
Providence
E c o nom y: Agriculture, dairy
farming, fishing, shipbuilding
I n dig e no us N ati o n s :
Narragansett, Niantic
G ov e r nor in 177 6:
Nicholas Cooke
Popu l ati o n : 63,439
region in line. It was not until 1620 that Europeans other for control of the legislature but have put aside their
would establish a permanent settlement—Plymouth differences to speak out against the recent Intolerable Acts
Colony. of the British Parliament. There are plans to assemble a
In 1636, Roger Williams—who had grown tired 1,500-man ‘army of observation’ under the command of
of the Puritans of the Massachusetts Bay Colony—left assembly member Nathanael Greene.
to seek a place free from their influence. Seeing other The colony’s tradition of independence and plain-
dissenters’ success in the lands to the south, Williams speaking has lent itself to revolutionary sentiment,
sought permission to settle from the Narragansetts and and the Rebels are not averse to taking direct action.
purchased a sizable chunk of land from them. This land However, Newport remains in the hands of the Loyalists,
became the basis for the founding of his colony, which primarily because of the wealth that comes into the city
he named Providence. from British trade.
SOCIETY & POLITICS George’s arsenal for the Colonials. Plans to re-arm the fort
Rhode Island is a fiercely independent colony, and against a possible British attack are underway.
more than any other colony holds firm to its founding
PROVIDENCE: The city of Providence grew up around
principles. Rhode Island believes in independence,
Williams’s original Providence Plantation. Providence
which is not limited to thoughts, ideas or beliefs. For a
was destroyed in 1676 during King Philip’s War but was
Rhode Islander, there is no greater crime than the crime
rebuilt shortly after that. Since rebuilding, Providence has
of intolerance. Because of this freedom of view, this
grown from a mainly farming and fishing community to
colony is a hotbed of radicals who chafe at the British
a thriving industrial and commercial center.
Empire’s growing demands on the Colonies. The ports
are also home to many wealthy merchants who see the LOCAL FOLKLORE
growing trends of taxation as a threat to the very liberty
GHOST SHIP OF BLOCK ISLAND: The morning
and freedom the colony was founded upon.
after Christmas of 1738, the Princess Augusta ran
LOCATIONS aground and burned on Sandy Point—the northern
tip of Block Island. She carried about 150 passengers,
COLLEGE IN THE ENGLISH COLONY
German Palatines seeking a new life of religious freedom
OF RHODE ISLAND AND PROVIDENCE
in Philadelphia. One version of the tale claims that
PLANTATIONS: Its charter states that applicants
the mate was responsible, aiming to conceal the crew’s
“into this liberal institution shall never be admitted to
plunder and mistreatment of the passengers. Another
any religious tests, but on the contrary, all the members
accuses Block Island people of luring the ship onto
hereof shall forever enjoy full, free, absolute, and
the shoals with false light, murdering the passengers
uninterrupted liberty of conscience.” Its stated mission
and ultimately burning the ship and setting it adrift to
is to prepare students for discharging the Offices of Life
conceal their crime. The ghost ship is said to reappear,
with usefulness and reputation by providing instruction
wreathed in flame, on the anniversary of the wreck.
in the Vernacular and Learned Languages and the
Liberal Arts and Sciences. STORMALONG & THE GIANT SQUID: Captain
The college’s Chancellor is former governor Stephen Stormalong is a well-known figure up and down the New
Hopkins, an outspoken Rebel and the author of a pamphlet England coast.The only ship that called Portsmouth home,
entitled “The Rights of the Colonies Examined.” his ship Leviathan is seen by many as more of a creature
than a ship. One story about the ship and its captain
NEWPORT: Once a haven for Baptists who had been
tells that as Stormalong was sailing to Portsmouth, the
expelled from the Massachusetts Bay Colony Newport
ship’s anchor was knocked loose. Seeing a storm rushing
quickly became more diverse. It boasts the second
toward Leviathan, the anchor dropped into the sea, and
oldest synagogue in North America and a Quaker
Stormalong dove into the ocean to free the anchor himself.
meeting house dating to 1699. In 1732, James Franklin,
Benjamin Franklin’s brother, published Newport’s first THE NEWPORT TOWER: Overlooking the sea at the COLONIAL OBSCURA
newspaper: the Rhode Island Gazette. Newport was also a top of Mill Street in Newport is a squat, roofless stone
notorious pirate haunt; after complaints from the British tower raised on eight columns. The structure is supposed
government, local authorities cracked down in the 1720s. to have been the base of a windmill built for seventeenth-
Many pirates were arrested and hanged, and their bodies century governor Benedict Arnold, whose grandson bears
were buried on Goat Island in Narragansett Bay. Goat the same name in 1776. Some believe the tower is of
Island is also notable for Fort Liberty. Viking origin, while others suggest that its oddly spaced
In 1774, the assembly voted to remove all cannons from windows have some kind of astronomical alignments,
Fort Liberty except two 24-pounders and one 6-pounder. which suggest it was used as an observatory. Still others
The other thirty-three cannons of various sizes were sent to believe it was built by the Knights Templar, who visited
Providence, both to protect that town and to preserve Fort the area in the late fourteenth century.
over administering the colony, and they fear what They built Stuart Town (named for the Anglo-Scottish
might happen if Britain lost control. However, all these kings, whom they still supported) that was later burned
sentiments are not shared, and the British Parliament’s by the Spanish in 1686.
passage of the Stamp Act and Townshend Acts did not In 1710, the Lords Proprietor of the Carolinas built
go over well in South Carolina. the town of Beaufort on Port Royal Island. Only the
second town in the colony, its population suffered the
SOCIETY & POLITICS ravages of pirates, hurricanes, smallpox and yellow fever,
Many South Carolinians came from Barbados rather than and was almost destroyed in 1715 during the Yamasee
directly from England, and they were already experienced War. Fort Frederick, built in 1732, became the base for
in rice cultivation. South Carolina is more prosperous and two scout boats which comprised the colony’s entire navy.
commercially influential than North Carolina. In the peace which followed, Port Royal has
The population of the western part of the state flourished. In 1776, it is a thriving and cultured town,
consists mainly of Germans, Scots, Protestant Irish and thanks to the indigo and rice plantations in the Low
Welsh, who were encouraged to settle there as a buffer Country area. Though it lacks the size and wealth of
against Indigenous attacks. Charles Town, Port Royal still claims to be its equal in
As in neighboring Colonies, there is much distrust refinement and civilization.
between its people. Low-country people regard the
uplanders as rough and crude, while the up-country people LOCAL FOLKLORE
dismiss the lowlanders as untrustworthy and snobbish. BOO HAG: Locals describe the boo hag as a demon
that is something like a succubus. It ‘rides’ its victims at
LOCATIONS night to steal their breath, leaving them exhausted. Most
CHARLES TOWN: This is the wealthiest city south of victims find themselves unable to move or cry out when
Philadelphia and the fourth-largest port in the Colonies. attacked, but those who do suffer a worse fate. The boo
The current town, located at Oyster Point, was laid out hag steals their skin, and if they cannot get back into it
as a model town in 1680. It is a wealthy and ethnically by dawn, they are effectively flayed alive. According to
diverse city, and because of its moderate to warm climate, some accounts, the boo hag appears as a normal young
people of means often spend winters here and summers woman by day but at night slips off her skin. The boo
in Boston. hag is said to be unable to pass through doorways and
In addition to English Colonials, there are Protestant windows that are painted blue.
Scots, Irish and Germans and a few French Catholics
DEVIL’S TRAMPING GROUND: It is said that out
and Sephardic Jews. Free folk also comprise a significant
in the country where darkness gathers and all paths
portion of the population. Trade with Bermuda and
converge, there is a circle where the devil paces. It is here
the Caribbean is brisk and prosperous, and many
where he thinks and plans evil deeds. On the night of the
Charlestonians originally hail from those areas.
new moon, if a person visits the circle, they can ask Old COLONIAL OBSCURA
THE COWPENS: This is a very small community that Scratch himself for one favor, and he is obliged to grant it.
lies along the Green River Road. The only major feature But only in exchange for a part of one’s soul.
of the Cowpens is the road itself, allowing for travel over
SINGLETON MONSTER: Singleton’s Crossroads
the Thicketty Creek and Pacolet River. The road allows
(now in Bishopville) is a tavern on Charlotte and
travel into North Carolina, eventually joining a road
Georgetown’s coach road. The local swamps are said to
leading into the Tennessee Frontier.
be home to a bipedal lizard-like monster. It stands about
PORT ROYAL: Not to be confused with the fabled pirate seven feet tall and has three long, powerful claws on each
haunt in Jamaica, Port Royal is located on the Port Royal hand and foot. It ranges over a three-mile radius from
Sound on the southern end of South Carolina’s coastline. the swamp and has been known to attack coaches on the
It was the site of short-lived French and Spanish colonies road. It is unclear whether this thing is an aberration or a
before being settled by Scottish immigrants in the 1680s. member of a previously unknown species.
Virginia
As with many of the Colonies, Virginia was founded
for the sole purpose of making money. The land which
became the colony was explored by Sir Walter Raleigh
Fi rst S et tl em e n t : Jamestown, in 1584. Raleigh claimed it for England and named the
1607 land Virginia in honor of his patron, Queen Elizabeth
the First. Virginia was not really colonized until 1606
C api ta l : Williamsburg
when the Virginia London Company was founded by
COLONIAL OBSCURA
Many of the rebellion’s most respected leaders are WILLIAMSBURG: Middle Plantation was established
from Virginia. More importantly, the financial backing in 1632 and became the temporary capital of Virginia
of Virginian merchants is funding the Continental while Jamestown was rebuilt following Bacon’s Rebellion
Army. Further, Virginia’s favored son, General George in 1676. The College of William and Mary was established
Washington, has become one of the greatest assets to here in 1694 and is the permanent college colony.
both the Army and the Colonies as a whole.
LOCAL FOLKLORE
SOCIETY & POLITICS APPALACHIAN BLACK PANTHER: The woods
The population of Virginia is mostly in favor of separation and mountains of western Virginia are home to bears,
from Britain in the wake of the Intolerable Acts. More cougars and other dangerous wildlife. One creature
moderate Virginians argue that as part of the British that has been widely reported but never tracked down
Empire rather than Britain proper, the Colonies are not is the Appalachian Black Panther. There are reports of
subject to the will of Parliament but still owe allegiance melanistic (black) jaguars in the Spanish colonies of
to the Crown. South and Central America, but jaguars have never been
Anglicanism is the dominant religion, but small known to range as far north as Virginia.
communities of German Lutherans and Scottish
THE MOTHMAN: This creature is said to haunt
Presbyterians fund their ministers. Since the 1760s,
western Virginia. It is reputedly winged, standing around
Baptist ministers have found growing congregations
seven feet tall, with gray skin and glowing red eyes.
among small farmers, merchants and free folk; this
Even in the ancient legends of local Indigenous folk,
faith’s egalitarianism appeals to these groups much more
the Mothman has never been known to attack anyone
than the hierarchy supported by the Anglicans.
directly, but poltergeist-like phenomena occur wherever
LOCATIONS it has been sighted. The Mothman sightings usually
coincide with a period of heightened supernatural
COLLEGE OF WILLIAM AND MARY: The
activity, culminating in an unexplained disaster. Whether
College was founded to educate both Colonials and
it causes the disaster or is simply a harbinger, no one
the Indigenous Nations children. It is an Anglican
knows.
institution, and faculty members are required to declare
their adherence to its doctrine. SNARLY YOW: When the first German settlers arrived
In addition to being a divinity school to train in the 1770s and settled the Potomac Valley, they soon
Anglican ministers, the College teaches moral were menaced by a beast they called the Snarly Yow. It
philosophy (logic, rhetoric and ethics) as well as natural reputedly resembles a dog with a mouth full of too many
philosophy (physics, metaphysics and mathematics). It is teeth and gums redder than blood. If that was not bad
financed by tobacco taxes and the export duties on furs enough, the Snarly Yow’s howl is said to paralyze a person
and animal skins. in place. Many have tried to kill the Snarly Yow, only to
turn and see the thing walking toward them, baring its
COLONIAL OBSCURA
THE PUBLIC HOSPITAL FOR PERSONS OF
teeth and howling for all to hear.
INSANE AND DISORDERED MINDS: The Public
Hospital for Persons of Insane and Disordered Minds
is a two-story building capable of housing twenty-four
patients. Among the means employed to return these
poor souls to sensibility are a variety of restraining
devices and drugs, a ducking stool to administer cold
plunge baths, bloodletting, cupping glasses and blistering
salves, all helped with heavy doses of physical and mental
intimidation.
HISTORIAN’S SECRETS
A m e r ica n R evo lu tio n i s a r em a r k ab ly c ompl icate d ca nva s u po n w hic h
pr e s e n te d h e r e for m s a ba s e l i n e th at yo u s ho ul d f e e l f r e e to ta i lor to yo u r
yo u r pl ay e rs .
In order to get the most out of FLAMES OF FREEDOM To ensure immersion and a fun game, you can use
—and to avoid some of the most common pitfalls that many techniques, a full list of which is too comprehensive
can plague historical role-playing games—the following to list here. However, we’d like to cover a bit of general
article offers advice and insights on running the game. advice on how to run a successful FLAMES OF
FREEDOM game.
BEING THE HISTORIAN
CHANGE RULES THAT DON’T WORK
As with many other tabletop role-playing games, there
As the Historian, you’ll frame the narrative, bring the
are many players, but there is one Historian to run the
world of 1776 to life and most importantly, help everyone
game. You have many responsibilities in this role:
have fun around the table. However, the rules sometimes
K You will be a fan of the characters. get in the way of the story moving forward. If you feel
a rule doesn’t fit within your vision or gets in the way
K You will play the role of both enemies and friends of of a satisfying narrative—change it with your players!
the characters.
Remember the Golden Rule? Put it on an index card,
K You will translate mechanics into the narrative. and stick it on the front of your Historian’s Screen as a
reminder to all players that they are as much responsible
K You will convey the supernatural themes and tone to for house ruling as you are.
the players.
K You will remain flexible when players chase down THE GOLDEN RULE
spurious leads. Remember the most important rule: keep the game
moving forward! Rulings are far more important
K You will craft the story and set the stage for adventure. than rules. If you forget a specific game rule, make
K You will interpret the difficulty and ease of Skill Tests. your call in the moment and look it up later. If
a rule gets in the way of having fun, your game
K You will be the final arbiter of the rules. group should work together to create a house rule,
You’ll describe your own vision of FLAMES OF personalizing it for your table.
FREEDOM in rich detail and let players immerse
themselves into the narrative. Your job is like that of We encourage you to think of new, creative ways
a writer. Not only do you have to frame the world the you can incorporate FLAMES OF FREEDOM’s rule
characters live in, but you must also describe what they set to fit your group’s standards. Don’t be afraid to
experience and determine the outcome of events based brush aside a rule and focus on the now; simply make
on their actions. In some ways, you are directing the a ruling, and address the rule later. However, you must
adventure, but the players are driving the actions while remember to be consistent in your decisions. If you make
you determine the consequences. an important change to the way a rule works, make note
of it and address it with the players either at the end of NARRATIVE & STRUCTURED TIME
the session or at the beginning of the next one. For the most part, a game session is handled using
Remember: you are the Historian. Your players trust narrative time. Interactions within the campaign world
HISTORIAN’S SECRETS
you to make good narrative choices and fair decisions can transpire over hours, days or even months of in-game
when the rules are concerned. Do not get into needless time. In fact, the majority of time that passes during a
rule debates with players. Make your decisions and keep game session is in narrative time, moving in flux with
the action moving. Continue playing, and address their the choices players make. Fluidity is key; you need to
questions at the end of the session or the beginning of have in mind how long interactions take so that you may
the next. Give concessions when necessary, but always— better frame the adventure and the story as it progresses.
always—keep the game moving forward. The key to engaging players in the story is to make sure
everyone gets equal time in the spotlight.
FOCUS ON THE PLAYER CHARACTERS When the story leads the players towards a moment
FLAMES OF FREEDOM assumes that all actions where you need to take control of the narrative flow in
matter, even if they are unrecorded by history. The a stricter fashion, the game can be adjusted into a more
characters, even in adventures that involve regular formal structure using structured time. You can use this
interactions with famous personages, must remain the to carefully track the passage of time, allowing a cycle of
stars of the show. characters to get equal play and attention.
HISTORIAN’S SECRETS
where the Historian must handle the transition without
disrupting the core flow of the adventure.
USING HISTORY
FLAMES OF FREEDOM is set in a fascinating and
tumultuous time. Rather than dwell on minutiae or
HISTORIAN’S SECRETS
become overwhelmed by esoteric details, you should
look on the time period as a touchstone for crafting your
own adventure ideas. History provides plenty of great
characters, events and locales, but only you and your
players can provide the imagination and energy that
makes role-playing such a fun diversion.
So, how does a Historian effectively use history in a
FLAMES OF FREEDOM game? There is no single right
answer to this question! You need to answer this based on
your own interests and those of your players. There are,
however, some general guidelines that should be of use.
ALTERNATE HISTORY
Alternate history gives the Historian freedom to
determine how things came to be and how history
will unfold in the future. At some point, the ‘normal’
flow of events diverges, and history in your game takes
an alternate route from the one it took in our world.
Alternate histories have several distinct advantages. The
characters can interact with major historical figures, any
one of whom can be elevated to become more prominent
than in our own history, eliminated or even killed. This
gives the Historian a huge amount of latitude for both
creativity and dramatic freedom.
WHAT IF?
What if Henry Knox did not return in time from
Fort Ticonderoga with the needed cannons that
were placed at Dorchester Heights? If the Rebels this is just a role-playing game, and even real history can
hadn’t aimed those canons at the British, they would make unexpected and even implausible turns.
not have retreated. This would have then allowed
the siege to continue on, eventually destroying the SECRET HISTORY
young Continental Army. Additionally, this might Important ‘historical’ events occur behind the scenes,
have led many within the young army to desert and away from common view and public knowledge. While
return home, thus extinguishing the revolution. everyone may experience the consequences, the true
reasons for those events remain hidden in a shroud
To make alternate history work, the Historian of mystery. Because the course of history has been
should probably have some grasp of history from this ‘predetermined,’ characters’ actions cannot change
book, or at least access to reference materials about the certain historical facts. Thus, George Washington will
period. To create a wholly new timeline, it is always wise die in 1799 and not before, which means that adventures
to know how and why events unfolded as they did in which depend on jeopardizing the safety of the future
the real one. However, your alternate history does not first president of the United States require a great deal
need to stand up to the scrutiny of professional scholars; more creativity to pull off.
HISTORIAN’S SECRETS
these brutal, exploitative practices when encountered (if
you include them in your game at all). This game presents
an alternate history where the player characters’ generation
has broken free of these practices. Article 10: Life During
Wartime is a remarkable resource for Historians and players
alike to understand how they can incorporate America’s
history into a game that’s exciting, fun and inclusive.
USING HORROR
This genre works hand in hand with the historical bent of
the game. It should be something that you slowly build
until you reach the point that the ‘bad’ thing happens.
Horror takes many forms and has many definitions. As
with all horror, we recommend using the Entreat The
Darkness TTRPG safety tool .
What follows is a description of several types of As the Historian, there is a lot of potential within
horror to consider injecting into your FLAMES OF this short tale for you to work with. Who was the witch?
FREEDOM game. Is the coven still active? Is the ‘gift’ of a darker nature?
All of these prompts form the basis for an adventure!
FOLK HORROR
For folk horror, the goal is to create situations that create MYTHIC HORROR
a sense of disbelief. As the characters get to know their What started as a folktale has taken on a life of its
surroundings, the folktales they have been hearing take own, becoming something much darker, and growing
on a different meaning, as events begin taking place that to mythic proportions. This horror is more sinister,
cannot be explained. blossoming into something far worse than local legends.
FOR EXAMPLE, THE characters arrive in RETURNING TO THE example above, let’s
Apple Cove, a township on the banks of the say that Apple Cove is home to an actual witch’s
Connecticut River. This small village is located coven, one which has its grip over the whole village.
some thirty miles south of Hartford and has a tale Over time, the old tree grew to bear apples, and its
centered on a legendary tree the locals christened fruit is the most wicked. Each resident of the small
‘The Old Oak.’ This oak is said to be the resting village, through magics most vile, has had their
place of a witch. When she died, her coven buried heart replaced with the black fruit of the tree. This
her heart at the base of the tree. Now, the heart gives the coven not only control over the village
beats deep within the oak. It is said those who but also has made the village a place that does not
dare touch the tree on the night of the harvest feel right. How do the players deal with this type
moon are visited by the witch, who will bestow of horror? Will it resemble something akin to the
upon them a magical gift. Stepford Wives or Invasion of the Body Snatchers?
unlike a phobia, it is one that can be overcome. Personal characters cannot be rid of. A heart beats in the room,
horror hinges on the person being controlled by the fear, and searching for it, they find an old cameo of a woman
and it guides the person towards isolation and a fate who was killed in the house.
worse than death. Great examples of this are films like
The Descent or Bone Tomahawk.
HISTORIAN’S SECRETS
this central ebb and flow is a constant conversation to belong to any of the natural predators that live here.
between the payers and the Historian. While some Felicity’s hackles rise as she sees a weird rot undulating
actions cause a player character to gain Conflict (such as from the infection.
with Withstanding Horror), a Historian will determine
how much Conflict player characters gain for their
K 3 to 4 Conflict: Under Boston, ghouls are feasting on
dead bodies. A strange mask allows its bearer to listen
actions. Its use and frequency will set the style and tone
to the ghouls’ thoughts. Ar-Ke-Kee-Tah wonders
of the game.
why they even put the mask on. Now with each day,
There are three main playstyles in this game, and each
they hear the ghouls more and more. Each time Ar-
of them has a different driver of Conflict. Characters
Ke-Kee-Tah sees a dead body, they have to succeed a
involved in a Supernatural Horror story (such as hunting
Resolve Test or feel the hunger in the back of their
down the Leeds Devil) will draw Conflict from vastly
mind, gnawing forward.
different places than characters charged to unravel the
occult goings-on of the Freemasons using the Occult K 5 to 6 Conflict: Ichabod, already on edge from hearing
Mystery investigative playstyle. The same goes for strange sounds as he crosses the river, is confronted
characters involved in a High Action story about trying with a headless Hessian on horseback, with a large
to help the daughter of a wealthy Patriot escape from sword in hand. Ichabod immediately takes flight,
the besieged city of Boston. When players understand running for dear life. While Ichabod escapes today, the
what playstyle you’ll be using for the adventure, they specter of the Headless Horseman always hangs in the
can make choices that reflect their Belief and Flaw more back of his mind . . . and in every shadow.
accurately.
K 7 to 8 Conflict: The party chases a Rebel deserter into
SUPERNATURAL HORROR the cave, only to be confronted by piles of corpses,
ripped apart, with their chests opened and eyes gouged
Characters are facing threats that push their
out. Isabel Mackenzie is taken aback by the horror,
understanding of the world to the brink: the stuff of scary
bringing back traumatic memories of a Ghoul killing
stories made manifest. Player characters may have some
one of her friends inside Boston.
inkling of what they are going to face, but as they plunge
deeper into the adventure, those ideas will be challenged, K 9 to 10 Conflict: Geneviève Deverox stumbles back into
reframed and shattered. As the game progresses, the their village, having just avoided death at the hands
Historian must look at the characters’ core to see how of creatures that can change their skins. Their friends
they are affected, what pushes them over the edge and seem strange, and upon making a successful Scrutinize
what they fall back to for comfort and stability. Test, Geneviève realizes that the same creatures have
Horror is ever-present in this style of play, as magic taken them over.
and monsters start to reveal themselves. Unlike the slow
boil of Occult Mystery, characters will realize quickly OCCULT MYSTERY
that monsters have always been there lurking in the Alchemy, magical conspiracies and profane rituals:
shadows. Characters who are prepared for this will find these are all hallmarks of Occult Mystery. This is a real-
their entire worldview eventually shattered. Others world, human-centered approach to FLAMES OF
might find a wellspring of comfort in their Belief or lean FREEDOM, where monsters are exceedingly unique.
into their religion to give them strength. Secret societies such as the Freemasons, Inquisition
When it comes to giving out Conflict for and Knights Templar are at the heart of these stories,
Supernatural Horror stories, you can use these examples using their knowledge to control the revolution. How
as a guide: player characters interact with them and how those
societies manipulate them will be the drivers of Conflict.
Stumbling upon the occult is common, and characters K 9 to 10 Conflict: A prominent leader within the Knights
never fully grasp the machinations of the societies Templar sent Abigail McHenry to retrieve his son, who
around them, as they are used and manipulated by the had run away.When she found him, the child told Abigail
HISTORIAN’S SECRETS
powers that be. Getting even the smallest look at the that his father only wanted him back so he could use
grand schemes of a secret society is stress inducing. his sacred blood for a sacrifice to the demon Baphomet.
Characters face even more Conflict as they witness The money was too good to pass up, and Abigail turned
their assumptions and beliefs about the world peeled him in. The screams as the child was dragged away to a
back layer by layer, like an onion rotting from the inside. gruesome fate still echo in Abigail’s mind.
When telling these types of stories, player characters
will be pawns for larger organizations and might have HIGH ACTION
some of their agency stripped from them, often through This style of game downplays the occult and supernatural
psychological manipulation. Make sure that this is elements, replacing them with more human-based issues.
something your group is comfortable with before diving The main driver of Conflict will be based on the horrors
into it. While manipulation fuels Conflict, it can also be that humans inflict upon each other. War and political
harmful to those around the table. intrigue are highlights of this playstyle. The violence and
When it comes to giving out Conflict for Occult trauma of war leave their scars and marks upon people,
Mystery stories, you can use these examples as a guide: both visible and hidden.
How much death and pain have characters inflicted
K 1 to 2 Conflict: Father Jacob Allan has been
upon other people in the name of their ideals? What
investigating the Freemasons, and while talking to a
did it cost them? This conflict forms the focus of High
kindly old shopkeeper, he notices Masonic symbolism
Action storytelling. In these types of games, it is vital to
subtly placed around the shop. This shopkeeper is
know how a player character’s Beliefs and Flaws directly
not what he seems . . . and Father Jacob knows the
affect their opinions and views of the political world
Freemasons are after him.
of 1776. The revolution cannot be ignored, and as the
K 3 to 4 Conflict: Rosenstein wasn’t of the Knights Historian, you must know what the characters stand for
Templar. Félix Pacheco just handed over the book of so you can understand what they will fall for.
names to him, and only now does Félix see the signs.
Rosenstein was part of the Inquisition! Now, because
K 1 to 2 Conflict: Ferrow Mason presses the bandage
tighter as the wounded soldier looks up at them. With
they didn’t see the deception in time, good people will
fear in his eyes, the soldier gives Ferrow a knowing look
die.
that it is over. Holding Ferrow’s hand, the wounded
K 5 to 6 Conflict: Witashnah has been asking about person pushes away the bandage, letting the blood
for a week, but nobody has heard of the town of pool as their lifeblood ebbs away.
Castlerock, nor do they know anything about the
covered bridge that leads to it. By the light of a harvest
K 3 to 4 Conflict: As the fight is ending, Steffi Schäfer sees
a fleeing Loyalist soldier. Steffi knows if he escapes, the
moon, Witashnah finds a bridge, one that wasn’t there
entire operation will be exposed. Raising her pistol, she
yesterday. Crossing it, she feels a pit of dread start to
fires! With a blossom of crimson, the Loyalist falls to
form in her gut.
the ground, shot dead in the back.
K 7 to 8 Conflict: Ellington Daniels’ contact in town, Beth K 5 to 6 Conflict: Wynn Hamilton smacked the flank
Goodkind, has been accused of witchcraft. Ellington
of her horse again as the crack of musket fire echoes
presented evidence at Beth’s trial and spoke out for her,
in the darkness. Looking back, Wynn sees her friend
but the village turned against her, and today she is to
Samantha fall from her horse to the ground. She is still
be hanged. Beth tells Ellington to disavow her, to save
alive but gravely wounded. There is no time; Wynn’s
themselves. It’s a horrible notion, but Ellington knows
secret correspondence is too important and must make
she is right.
it to the Rebel general. Wynn keeps riding . . .
K 7 to 8 Conflict: Fenimore Sage is a friend and confidante Faith can also insulate a person from the harsh
of General Washington’s, well-trusted before the Siege realities of the horrible things they are doing in the
of Boston. Ruby kept the Rebel intelligence in a secret name of their religious convictions. Strong, decisive acts
HISTORIAN’S SECRETS
compartment of her boudoir, and now, here it is in the that could be viewed as immoral or wrong are sometimes
hands of a Loyalist officer. There is no choice; the leak seen by the extremely faithful as necessary and might
must be plugged. The apothecary assured Ruby that mitigate some of the expected Conflict. On the other
the poison would be quick. That doesn’t make Ruby side, though, people of strong faith have breaking points
feel better, as Fenimore is her lover. different from those not taught in religiosity.
It should go without saying, but at no point should a
K 9 to 10 Conflict: The Pamphleteer needs to go. His
player character use religious fervor to justify committing
readership and influence reach too far and wide for a
genuinely heinous acts, such as genocide or slavery.
mouthpiece of the Crown. His house and press are in
the same building, and the man has a family, but it all
must burn. Victoria throws a torch inside, waiting only CHARACTER BELIEFS & FLAWS
to see the house start to burn before leaving.
Most choices that a character faces during a session of
FLAMES OF FREEDOM will be driven by their Belief
FAITH & CONFLICT and their Flaw. A character’s Belief is the core of their
being and informs how they approach all situations. As
A character’s faith may be a driving factor in their
they come across the horrors of the supernatural world—
approach to the world and will likely push them to gain
or just the mundane horrors of humanity—their Belief
Conflict. Usually, we see Conflict arise from zealotry,
will come into question. This questioning is what allows
causing characters to become inflexible and unable to
their Flaw to shine through.
change or adapt. This might be true for some, but we
How players make use of these traits will directly
should also look at faith as a stabilizing force in the inner
determine how much Conflict they gain through their
life of a religious character.
actions. In most cases, you do not want to overburden a
character with too much Conflict because that will make
them feel as if none of their choices can have a positive
outcome. This is a grim & perilous world on a collision
FOR EXAMPLE, A character of science raised in
course with numerous plots and schemes, but not
the study of the natural world and enlightenment
everything is doom and gloom. When a player acts fully
might have a much harder time wrapping their
within the range of their Belief, they should be narratively
mind around seeing the devil’s literal agents made
rewarded, or at least not beat down by the world.
flesh, whereas a person of strong faith, while
Don’t be afraid to pause the narrative and encourage
scared, would find inner resolve in this moment.
the players to think about how their Belief and Flaw
As such, you as the Historian might give a
would impact their actions within the moment. The
character of faith less Conflict in that moment
litany of hard choices that they will have to make during
than the character of science and reason.
any given session will take care of that. Remember, as
the Historian, your position isn’t antagonistic; your job
is to facilitate story and character growth. Conflict is one
of the many tools at your disposal. It is a powerful one
that should be used with care.
⅞
SECRET SOCIETIES
HISTORIAN’S SECRETS
Lodges, they were outside of the traditional power sometimes through forbidden ritual and other
structure, and therefore out of Southwell’s control. times through fighting for freedom in the field of
battle. They seek aid in liberating people from the
authoritarian monarchy and in protecting their
communities. Though secretive, the Freemasons
AS SOON AS they discovered these independent are pragmatists and do whatever they must to
Lodges, the Grand Lodge moved quickly to get ensure safety and liberty. Through sacred rites and
their own people into place. The Grand Lodge traditional bonds, the Freemasons seek to sway
appointed Henry Price as Grand Master of the tide of history through political alliances and
North America and charged him with bringing personal connections.
the rebel Lodges under England’s control, or
failing that, shutting them down entirely. Henry
Price quickly established Lodges in Maryland, MEMBERSHIP
Massachusetts, New Jersey, North Carolina, When Sir Walshingham became Grand Master, he
Pennsylvania, Rhode Island, South Carolina and needed a better way to control the Freemasons. This
Virginia. These Lodges helped keep tabs on the spurred him to create two divisions within the order:
Colonies and their growing elite class. In addition Ancients and Moderns. Though no one else knew of these
to their regular duties, these Lodges tried, divisions, Walsingham did, and he used them to separate
unsuccessfully, to close down the rival Lodges. the Freemasons. The Ancients, unaware of the Moderns’
With the expanding influence of these Lodges, magical power, are blissfully unaware of the members
as well as new Great Lodges in France and Spain, who are skilled in magic.
Southwell is anxious to preserve his monopoly on
ANCIENTS: This group feels that the supernatural
occultic power.
is nothing more than legends run amok and view the
Freemasons as nothing more than a social club where
members educate themselves. This group allows anyone
from all walks of life the chance to learn and better
MAJOR HAROLD WINCHESTER: Characters
themselves. The Ancients strongly believe that the group’s
will likely encounter Freemason agent Major Harold
sole purpose is the betterment of self and society.
Winchester, either during their playthrough of Boston
Besieged or in later adventures. Winchester is a Mason MODERNS: They view the supernatural and occult as a
and a Loyalist agent of the British Empire tasked tool that should be used to safeguard the British Empire.
with both breaking the Siege of Boston and bringing This group has its roots in King Henry the Eighth, and
the Lodge in Boston back under England’s control. they have gotten more robust as time progresses. Only
However, his occultic practices have taken a horrible applicants who are of the Mage Archetype are accepted
toll on him, even as they have increased his influence, into the Modern Brotherhood.
and he is a formidable enemy for any character to face.
Additionally, Elizabeth Gould, the Rebel mage from
Boston Besieged, is wanted by the Freemasons, who wish
to use her powers to change the course of the siege.
OFFERINGS
ANCIENT AND MODERN FREEMASONS While they are often charming and fixtures of their
have never gotten along, and both feel that the communities, Freemasons are wary of outsiders and
HISTORIAN’S SECRETS
other is ruining the order. As the organization deeply bonded to each other. They are not above giving
grows beyond Europe, leadership gives little help to non-Masons, but they are more likely to aid the
thought to limiting the number of Lodges, let characters if someone from their Lodge is at risk, needs
alone trying to integrate the two groups into one. help or vouches for the characters. Characters who appeal
Instead, what happened is Ancient Freemasons to a Freemason’s inner sense of being a good person, or
would found one Lodge, and Modern Freemasons their goal of bettering humanity, are more likely to secure
would launch another. This fuels tensions and a Mason as an ally and access the following offerings:
makes things even more challenging. The current
conflict is inflaming these tensions further.The fact
K Aid in twisting politics to characters’ advantage
is that Loyalist and Rebel members make up the K Assistance from a few fighters to defeat a local threat
different divisions, not just in opposing Lodges,
but also within the very same Lodge. What this
K Discover a local’s hidden truth
means for the coming conflict is anyone’s guess. K Introduction to useful contact
Many Masons recognize they might need to put
their differences aside to better the cause. After
K Reveal the source of a rumor
all, the enemy of my enemy is my friend. DEALS
Although no Freemason will reveal their secrets or
rituals to an outsider, they will sometimes ask others
to support their cause. Working with the Freemasons
While there are many different degrees of
requires patience, trust and a willingness to participate
membership, every Freemason Lodge has the same
without having all the answers. The Masons are likely
leadership structure: Entered Apprentice, Fellowcraft
never to explain the choices they make to the characters
and Master Mason.
or why specific duties must be performed, but as long as
K Entered Apprentice is where all begin their journey into the characters’ cause does not conflict with the Masons’,
the Brotherhood. Members are charged with carrying the Masons may be true allies. Some examples of deals
out the works of the Lodge and attending to the the Freemasons might offer characters are as follows:
needs of those in higher positions of power. Entered
Apprentices do the society’s dirty work and answer to
K Aid the Freemasons in defeating a local threat
a Fellowcraft. K Help the Freemasons retrieve an item
K The Fellowcraft are members who sponsor new K Gather information on a political rival’s plans or
Apprentices’ admittance to the Brotherhood and act as allegiances
teachers in many ways. They teach the Brotherhood’s
history and the necessary skills needed to prosecute
K Protect a local person or family important to the
Freemasons
the secret war underway.
K The final degree of the Freemasons is that of a Master K Save a local community member or institution
Mason. Master Masons are the leaders of the Lodge. It
is their sworn duty to ensure they carry out the orders
of the Brotherhood at large.
THE INQUISITION
THE INQUISITION’S GOALS have since
shifted, and now they focus on preventing the
HISTORIAN’S SECRETS
Protestant British from taking over Canada,
as well as hunting down surviving Templars
and recovering their treasures. Subsidiary goals
include sabotaging efforts by lesser Catholic
societies—such as Saint Sacrament and the
Knights of Malta—or sponsoring their efforts to
recruit their most able members while fabricating
evidence of heresy against the rest.
F o u n de d
CURRENT ACTIVITIES
in 1228 by Pope Honorius the Third, the
The Inquisition has been active in the New World ever
Inquisition serves as the Roman Catholic Church’s
since the first Europeans arrived. They have cells in
secret police force. Since its inception, the Inquisition
British, French, Portuguese and Spanish colonies that
has worked tirelessly to find and destroy the devil’s
protect the local populace from evil agents and root out
agents, hunt heretics and protect the Pope’s interests. The
potential heresy. The New World is a dangerous place,
Inquisition considers itself above all earthly authority,
teeming with supernatural and otherworldly threats.
both secular and religious: to question them or their
However, the Inquisition is now spending more time
methods is to question God.
fighting those threats than protecting the interests of
Headquartered in the Vatican, the Inquisition uses
Spain and the Papacy.
the Church’s vast network of churches and monasteries
Between these battles, the Inquisition continues
to stand a vigilant watch. The Inquisition is especially
to war against the remaining colonial Templars—their
active in Spain and its colonies—particularly Maryland.
ancient hatred is strong, and both would love nothing
Despite numerous claims to the contrary, the Spanish
more than to destroy the other. Many factions within
branch of the Inquisition has repeatedly proved to be
the Inquisition also support the Rebels, as they believe a
more devoted to advancing Spanish interests than the
strike to England’s strength would allow the Inquisition
Church as a whole.
to expand even further across the globe. The fact that it
Nowhere is this more apparent than in the
also will give the Catholic Church a stronger foothold in
Inquisition’s attempts to reinstate a Catholic monarch in
the Colonies is a happy coincidence.
England, which turned toward Protestantism ever since
The Inquisition is experiencing internal strife as
King Henry the Eighth declared himself head of the
well, as many feel the Spanish branch has been perverted
Church of England in 1534, encouraged by none other
and no longer has the Church’s best interests in mind.
than Sir Richard Southwell. Even though England has
Some whisper that the Spanish Inquisition has become
become more tolerant of Catholics since King James
corrupt and that their actions are rotten. The French-
the First ascended to the throne in 1603, several groups
based Inquisition is beginning to uncover some damning
work to ensure the Inquisition does not secure a firm
evidence of this corruption, which has created a growing
foothold on the island.
rift within the society.
KNIGHTS TEMPLAR After the end of the early Crusades and the fall
of Jerusalem in 1187, the Templars transferred their
headquarters to Paris for a time. King Philip the Fourth
HISTORIAN’S SECRETS
visited their headquarters in 1306 and was infuriated by
their great wealth. Philip had borrowed heavily from the
Templars to finance a war with England, and, like many
medieval kings, he was perpetually short of money.
In that same year, Pope Clement the Fifth discussed
with Templar Grand Master Jacques de Molay charges
leveled against the Order by an ousted Templar. They
concluded that the accusations were false, but Clement
still wrote to King Philip requesting his investigation.
Using the charges as a pretext, Philip began to pressure
Clement to take action against the Templars out of spite.
CURRENT ACTIVITIES
The Templars first came to the New World roughly
between 1636 and 1669, establishing a small, revived
HISTORIAN’S SECRETS
HISTORIAN’S SECRETS
nor Sergeant can advance higher in the Templars, they are
seen as full members and enjoy the same benefits, as well
as duties, as Squires and Knights.
OFFERINGS
Controlling, demanding and secretive, the Knights
Templar will move the characters about as pawns for their
purposes, often saying it is for the characters’ protection
or the greater good. These machinations are designed to
keep everyone controlled while allowing the Templars to
complete their missions or lay claim to an artifact they F ounded in the fourteenth century, the Rosicrucians
desperately want. If they become interested in a character, are alchemists searching for the truth. They trace their
they wish to use them to further the Templar agenda. The origins to Christian Rosenkreuz, an alchemist born in 1378
Templars might offer characters the following: in the family castle on the Border of Hesse in the Thuringian
Forest. He studied at the University of Hamburg, where he
K Demonstrate methods for containing magic or power read numerous works dating back to classical Greece, and
K Explain the purpose or history of a mysterious item subsequently became interested in alchemy.
Coming from a wealthy family, Rosenkreuz used
K Report on forces attempting to unleash or use magic his wealth to bankroll a pilgrimage to the Holy Land to
K Reveal the location of a magical item study under Arabic sages and alchemists. For the next
fifty years, Rosenkreuz lived and studied with some of the
K Unlock a magical seal most learned alchemists across Arabia and North Africa.
DEALS Returning to his family castle in 1428 with newfound
alchemical knowledge, he built his forge and took up the
Any deal the Knights Templar strikes is clever and
practice of alchemy to synthesize the Elixir of Life.
conniving. They will use deals to maneuver the characters
Because of his work on the Elixir and his vast knowledge
into compromised positions, have them find items for
of alchemy, Rosenkreuz attracted numerous students
the Templars or brave dangers the Templars do not wish
wishing to learn. After successfully creating and imbibing
to face, only to appear at the last possible moment to
the Elixir of Life after ten years of labor, Rosenkreuz
deceive and steal. They rely upon these deals to advance
helped guide the order into its current state until his death
their goals while getting non-Templars to pay the price.
in 1597. Supposedly immortal after drinking the Elixir,
Templars might ask characters to perform tasks like
there is much speculation as to whether he is truly dead.
these in exchange for rewards or information:
Though not all alchemists are members of the
K Aid Templars in capturing an unnatural creature Rosicrucians, many join because they agree with the
society’s principles. The Rosicrucians believe that the
K Offer sacrifice to an ancient power world is locked in darkness, and the only way to banish
K Procure a clue to an object or entity’s location that darkness is by shining the light of truth. Some think
this darkness is associated with the devil’s works or other
K Retrieve a magical artifact dark spirits, but that is not so. Instead, this darkness is
K Summon a demonic power one of deception, falsehood and ignorance that clouds
the hearts and minds of humanity. It is this darkness that
prevents the light of God from piercing a person’s veil of
ignorance and bringing ultimate salvation.
is divining God’s mind. The only way to do so the alchemist creating new skills or writing about new
is through the work of Alchemy—colloquially discoveries. Alchemists whose works have successfully
known among members as The Art. By practicing thwarted agents of darkness, such as the Freemasons,
The Art, members believe they can learn how God have also been offered membership. Alchemists who
thinks and will ultimately be able to understand create two new original alchemical arts are usually visited
God’s master plan—if there is one. by a lower-ranking member of the order presenting an
invitation to attend the nearest lodge as a guest of the
Magi and to eventually obtain membership.
Five laws bind Rosicrucians to their beliefs, and ENCOUNTERING THE ROSICRUCIANS
all members must follow these laws. Any breakage of Quiet and reflective, the Rosicrucians are more
these laws results in immediate expulsion from the philosophic and contemplative than other societies.
Rosicrucians, no exceptions. Also, it’s rumored that to They contemplate, observe and seek to understand
protect the Rosicrucians’s secrets, traitorous members the world’s truths so they may better understand
are imprisoned or killed. Those inquiring about this are God’s plan. They are inquisitive by nature, although
looked at in stony silence. The laws of the Rosicrucians inclined to let others do the dirty work rather than
are immutable but straightforward. They are: engage the depths of darkness themselves. They
tend toward asking too many questions and often
K Attend the meeting of the Rosicrucians annually find themselves in trouble. It is this action that
K Choose a successor upon your death often requires them to look for aid outside of the
order. Those who offer to help should be prepared
K Dress in the costume of the country you live in to risk their lives for unknown reasons, as the
K Heal the sick graciously and without reward Rosicrucians keep their secrets close.
K Preserve the secret for one hundred years
The first four laws are self-explanatory, but the fifth CURRENT ACTIVITIES
is perhaps the most important of them all. The ‘secret’ is The current Grand Magi of the order is the immortal Doctor
God’s Master Plan, and when the Rosicrucians finally John Dee, who became a member after fleeing England for
discover it, they will decipher it and set a plan in motion mainland Europe following the death of Queen Elizabeth.
to prepare the world for its revelation. This requires He moved up the ranks quickly, thanks to his accumulated
significant time to prepare humanity, hence the need to knowledge and a vast library. Doctor John Dee eventually
conceal the secret for a century. Have they discovered brewed and drank the Elixir of Life, then took charge of
this secret yet? Only time will tell. the order in 1613 after Grand Magi Moses the Eighteenth
The Rosicrucians assemble in chapters and lodges died and named Dee as his successor.
where members conduct experiments, meet other The Rosicrucians have many enemies who wish to
members, share knowledge and sometimes live full-time. see their downfall. The Church views the Rosicrucians
Lodges are found in Amsterdam, Danzia, Hamburg, as devil worshippers and heretics, and they have often
London, Maddux, Nuremberg, New Orleans, Paris, sent the Inquisition after the order’s members. The
Philadelphia, Quebec, Venice and Vienna. These lodges Rosicrucians see the Freemasons as responsible for
share similar characteristics and are led by a Magi, who obscuring the truth of alchemy and magic; not to
in turn answer to the Grand Magi. The Grand Magi mention, some Rosicrucians have been captured by the
guides the order and carries out their great work from Masonic Lodge in an attempt to extract the secret of the
the order’s Grand Lodge in The Hague. Elixir of Life and the Philosopher’s Stone.
The order is not particularly strong in the Colonies, secrets of the world. Finally, they dedicate their lives to
but Doctor John Dee has plans to make it stronger. He preparing the way for what is to come.
had a vision in 1473 that foretold a great evil in the
OFFERINGS
HISTORIAN’S SECRETS
New World posing a threat to all, and he feels having
members in the Colonies will inform him of this evil Curious and eager for truth, the Rosicrucians will quickly
and help fight it. work with outsiders if a more profound discovery awaits.
They will fulfill their end of any deal, knowing truth and
MEMBERSHIP integrity are key components to ridding the world of
A life dedicated to science and learning is not for the darkness. Their plots and schemes are rarely intended
vacuous, and anyone wishing to join the Rosicrucians to cause harm, although accidents may happen at times.
must prove their worth by demonstrating their alchemical They are protective of their knowledge and will dismiss
abilities. If they have no skill, then that path is not open any outside attempts to understand their secrets. The
for them. That does not mean they cannot interact with Rosicrucians may offer characters the following benefits
the group, but they cannot learn the order’s secrets. in exchange for their help:
INITIATE: Regardless of age, skill or social status, K Create an elixir or potion
everyone joining the Rosicrucians enters as an Initiate. It
is at this level that all must prove themselves skilled in
K Give a precious ingredient when needed
Alchemy. This is the key: one does not merely become a K Grant insight into an alchemical problem
Rosicrucian in the hopes of becoming an Alchemist, but
to delve deeper into the sacred art. Additionally, and more
K Offer to heal injured characters
importantly, since everyone enters as an Initiate, they must K Reveal a profound truth about the world
accept what is for some a hard truth: gender, prestige, race,
social rank and wealth do not matter. Everyone is equal DEALS
when it comes to the sacred work, and God’s divinity Since they rely upon outsiders to delve most deeply
cares not for the base divisions of humankind. into the darkness, Rosicrucians are often content
to be mysterious benefactors, working behind the
APPRENTICE: Under the tutelage of a Master, the
scenes to defeat the unnatural. They are happy to offer
Initiate becomes an Apprentice. The length of time they
compensation in exchange for information and secrets,
spend as an Apprentice depends on the skill they exhibit
but they will never reveal the full truth they glean from
and the craft of their art, as well as their Master’s judgment
the characters’ efforts. They often will send others to dark
of their readiness. Additionally, Apprentices also take on
places simply to see what will happen. The Rosicrucians
the duty of overseeing the Initiates learning under their
may ask characters for the following favors:
Master. Not all Apprentices are deemed worthy, and it is
not unknown for some members to remain Apprentices K Confront an enemy of the order
for the rest of their lives. Though they are still considered
Rosicrucians and enjoy most of the benefits, they never
K Help heal another with supplies or skill
learn the secrets that Masters hold dear. K Learn about a supernatural entity
MASTER: Those who become Masters obtain a rank K Procure an alchemical element or ingredient
only a select few enjoy. Masters represent the distillation
of all the knowledge and labor that came before. The
K Speak to the victims of a supernatural attack
time spent learning as Initiates is distilled during the
time spent as Apprentices. As Apprentices, their skills
are smelted in a forge and reshaped to form full-fledged
alchemists, ready to claim the title of Master and begin
the great work. Furthermore, Masters learn the true
identity of the Grand Magi and discover the deeper
ROYAL SOCIETY The Royal Society was formally founded in 1660, but
its real origins date back farther. The original group was
called the Invisible College and was founded in 1525 by
HISTORIAN’S SECRETS
CURRENT ACTIVITIES
THE ROYAL SOCIETY is not politically Though the Society is apolitical on paper, in practice, it is
motivated, but most of its experiments and becoming even harder for the Society not to be dragged
discoveries benefit England directly. Despite this, into politics. Loyalists and Rebels alike have slowly become
members are globally respected for their work. involved in providing aid, both supernatural and natural. A
Many view the Royal Society as the organization schism has also formed within the Royal Society, turning
best positioned to usher in a new Age of Reason the once noble institution into a cesspool of politics and
to the world. backstabbing. The sects are not public knowledge, or even
widely understood by their own members, but those who
do know of their existence curse them daily.
HISTORIAN’S SECRETS
snuff out the activities of all mages, be they heretics or Rosicrucians. While it was a simple rivalry at
not. The Protectors have also recently clashed with the first, the Rosicrucians’ growing presence in the
Rosicrucians, and the fighting, though hidden from public Colonies has the Newtonians worried. The
view, has been bloody. The members living in the Colonies Rosicrucians side primarily with the Rebels, and
are slowly finding themselves dragged into a war they did with many Loyalists making up the membership
not choose, or even know was taking place. of the Royal Society and the Newtonians, the
There is something not right which gnaws at the very Newtonians fear that the trouble brewing will
fabric of the world. At first, many thought it was simple have a long-lasting impact on the Colonies.
ignorance and the petty conflict between colony and The following sequence of numbers,
crown. Now, there is a growing fear that the enemy is 11011110011, has been found hidden in the
something far greater than Rebel or Loyalist, something margins in select colonial newspapers. The
sinister and unknown. Discovering who the enemy is Rosicrucians believe it to be a secret code alluding
will come via experimentation, rigorous thought and to some larger event to come, but the author of
the weapon known as knowledge. However much they the message and the meaning of its contents is
arm themselves with intellect and reason, though, the unknown.
Protectors are not prepared for what they find.
OFFERINGS
ENCOUNTERING THE
ROYAL SOCIETY The internal strife within the Royal Society creates
scattered disconnected communication. Each member
The Society’s membership is diverse: members are
HISTORIAN’S SECRETS
HISTORIAN’S SECRETS
⅞
THE MANDOAG
In th e f ictio n of FLAMES OF FREEDOM, their thirst for more significant numbers and more control.
lives a group of people collectively called the Mandoag— Their plans are long-ranging, and the current events that
an elusive, shadowy and ever-present enemy. have engulfed the Thirteen Colonies have their origins
with the Mandoag.
WHAT THEY WANT The Mandoag trace their origin to times long past.
These are the names of the Mandoag, a word that They fought the Cahokian Nation, and it was these two
precedes even Babylon, which roughly translates groups who held sway over what is now North America.
into ‘many is one.’ The Mandoag have no families. When the bubonic plague pandemic spread across the
The Mandoag are one voice, one thought, one world (dubbed ‘The Great Darkness’), the Mandoag
people. They come to those who are in need. They remained.
welcome the exploited, the fearful, the lost, the sick The Mandoag initially had no clans. The Mandoag
and the vengeful. They tempt those they come into are one voice, one thought, one people. They were led by
contact with and travel in the shadows. Therein, the one who was prophesied to come during the storm.
they gather their forces and work toward their It is the voice of that one that shows the Mandoag, and
singular goal: the subjugation of all to their will. it is the hand of that one that moves the pieces on the
board. For their plans to succeed, the Mandoag sent
While the American Revolutionary War is skilled Sorcerers to the various Indigenous Nations to
undoubtedly the backdrop to the story, the investigations bring them aid and powerful magic. By taking advantage
of Richard Southwell, the Freemasons’ infighting, the of this good relationship, the Mandoag gained more
rise of the Inquisition in Maryland, machinations of pawns in their game.
other secret societies and the Mandoag’s grand plan
are at the epicenter of the story. All of this and more is CAHOKIAN NATION
what makes up the ‘official’ campaign of FLAMES OF To understand the Mandoag, you must understand the
FREEDOM. war they fought with the Cahokian Nation.
Before the Europeans’ arrival, many powerful
HISTORY Indigenous Nations lived in and controlled vast regions
Every Indigenous culture, living or decimated, mentions of North America. The greatest of these Nations was
the Mandoag within their lore. These beings have an the Cahokian, who dominated the central part of the
allegiance to only one thing: themselves. They are not continent. Located on the banks of the Mississippi
people so much as a collection of souls, swept up in a River near Saint Louis, their great city was at the center
of all trade in North America and South America. All worn trails to trade with the Cahokians. From Canada
trade goods flowed through the Cahokians. From the via the Great Lakes and the Mississippi goods came,
lands of the Aztecs, Incas and Mayans, goods arrived from further reaches. As traders, the Cahokians were
HISTORIAN’S SECRETS
in North America from the south. Trade between the very important, using their central location to become
Great Lakes Nations flowed down the Mississippi and wealthy and influential.
came to the city of the Cahokians. The various Nations In addition to their essential role in trade, the
in the east followed the numerous footpaths and well- Cahokians kept evil and darkness at bay. Both their
spiritual leaders and warriors knew of the malevolent
things haunting the land and how to fight them. They
also worked to keep their ancient enemy at bay. The
Indigenous Nations called this place the Shadow Realm,
and from it came the Mandoag.
TIME OF BLOOD
The Mandoag and the Cahokians were like night
and day, continually fighting, with neither side ever
achieving an advantage over the other. The Cahokians,
who themselves were strong in medicine-working, tried
to counter the imminent threat, thus causing a period
known as the Time of Blood, when war raged throughout
North America. From the far icy reaches of the north
to the lush, green lands in the south, the Mandoag and
Cahokians warred. None could count how many were
taken, as the ground was choked and drowned in blood.
Neither side would back down, as they couldn’t gain an
advantage over the other. For years beyond count, the
Time of Blood raged on.
axne then receded to the primordial depths it had oozed taught that all spirits and gods were his children. The
forth from. Though they would never attain the level of Master of Life made himself known through Neolin,
power they once enjoyed, the Mandoag bide their time. and Neolin preached that the Nations had failed him.
HISTORIAN’S SECRETS
Instead of plotting domination through sheer force, the Little did the Nations know that Neolin was not
Mandoag began to spin a web of conspiracy so vast, it one person, but many. They were missionaries of the
would take years to come to fruition. Mandoag, sowing the needed chaos for the Mandoag to
enact their long-term work. It was their goal to summon
LIFE DURING WARTIME Oh-tum-axne again to usher The Great Darkness to the
As for their activities in 1776, the Mandoag are active world and devour all.
on two fronts. In the north, they watch the conflict as
it escalates and do everything they can to fan the flames JOINING THE MANDOAG
of rebellion. The Mandoag are aiding both sides and After years of conflict, disease and struggle, the surviving
staging massacres, intending for each side to blame one Indigenous Nations were each visited by Mandoag. The
another. Mandoag offered to heal, help and teach, and most
To further add to the Thirteen Colonies’ current importantly, share their knowledge to drive out the
chaotic situation, the Mandoag provide both sides with European outsiders. They asked one favor in return for
sorcerous assistance, as well as intelligence and physical their aid: whoever accepted the offer of the Mandoag
support through their proxies. Additionally, with a must agree to join with them.
small but growing network of adopted members of the For many, the decision was easy: they joined, learned
Mandoag, they work to ensure that the war is as bloody and fought. Drawing upon the anger and hatred some
as possible. had for the Europeans, they grew strong and powerful.
In Spanish Louisiana, the Mandoag are taking the Those who refused the Mandoag’s offer were left to their
measure of the new colonial rulers. In particular, they devices to try and survive—but it seemed that those who
have heard that the Spanish Inquisition, although attempted to survive without the Mandoag died out far
weaker than it was in its heyday, is still active in its more quickly than they might have otherwise.
pursuit of witches and other threats. Inquisitors have As the influence of the Europeans has grown, so
arrived in New Orleans (and Maryland), but there have has that of the Mandoag. Wherever the Europeans
been only a few investigations and no trials so far. For have openly colonized and killed, from the shadows,
their part, the Inquisitors are working on sorting fact the Mandoag have secretly instigated, intrigued and
from superstition. terrorized. If the inhabitants of a settlement or a farm
You will find small groups in the most remote parts on the periphery of known lands are brutally massacred
of the Thirteen Colonies, all across the New World. Each or simply disappear, it is almost certain the Mandoag
of these groups has a Sorcerer who carries out the work had a hand in it. The Mandoag’s reach is not restricted to
of the people’s leader. When no Sorcerer is present, the the land: if a ship disappears, it might have been an act
warriors actively hunt everyone who is not Mandoag, so of piracy—or a mysteriously sudden squall that tossed
they can be brought back to their shadowy homeland— it upon an uncharted island where the Mandoag lie in
wherever that might be—to be remade in their image wait.
and become one with the shadow. There is no one location, or settled place, where
the Mandoag live. Scattered throughout the Thirteen
THE PROPHET NEOLIN Colonies are small pockets of Mandoag settlements
In the wake of colonization came the ‘Delaware Prophet,’ numbering no more than twenty people at any given
who called themselves Neolin. Regardless of which time. This enables the Mandoag to carry out their various
Nation the mysterious Neolin visited, his message was plans, as well as work toward their goal of driving out all
the same. Neolin told them to reject British Imperial Europeans from the New World.
goods and weapons. Neolin preached of the Master of
Life who was the father of all Indigenous Nations, and
⅞
A SECRET WAR
T ho s e th at thi nk the current Revolution stems from isolation while traveling Europe, learning from the best
HISTORIAN’S SECRETS
the aftermath of the Seven Years’ War are only partially mages and alchemists of the time, possessed skills that
correct. The conflict traces its origins farther back to the days Elizabeth needed.
of the Wars of the Roses, that most uncivil conflict between Unfortunately for Doctor John Dee, he was resigned
the Houses of Lancaster and York, which ended only when to a subordinate role to the devious Francis Walsingham.
young Henry Tudor defeated King Richard the Third. Despite this, Queen Elizabeth the First saw the good
doctor as a trusted confidant, teacher, and, more
SIR RICHARD SOUTHWELL & JOHN DEE importantly, a sounding board for her ideas. Francis
Henry Tudor’s success was due in no small part to his Walshingham, though a key figure, bristled that the
powerful ally, Sir Richard Southwell. When Henry queen sought Dee’s advice and counsel more often than
took the throne on August 22, 1485, as King Henry the his own. Thus began the rivalry between John Dee and
Seventh, it was Sir Richard Southwell who helped him Francis Walshingham. More importantly, this marked
keep his throne and consolidate his power throughout the beginning of Walsingham nearly destroying all of
England. Aiding Southwell was his most fantastic Richard Southwell’s plans.
agent, Doctor John Dee. As a skilled alchemist, mystic
and scholar, he discovered the Philosopher’s Stone and THE EUROPEAN DISCOVERY
created the Elixir of Life. Working in the shadows, While Sir Southwell was busy working in the shadows,
Doctor John Dee aided Sir Richard Southwell in ensuring that England was protected, the first Europeans
protecting both the Tudor dynasty and England. arrived in the Americas. France and Spain, two of
One of Southwell’s earliest opponents was the England’s main rivals and Southwell’s bitter enemies,
Church of Rome. The power the Pope held posed a began settling these new lands. To make matters worse,
threat to Southwell’s plans: if unchecked, the Church’s these two powers were slowly closing in on England
influence would always leave England subservient to and conquering much of Europe. Southwell surmised
the Papacy’s whims. It was because of this threat that England would face a more significant threat unless they
Southwell launched a secret war against Rome. Through dominated these newfound lands. If not for Southwell’s
secret agents, Southwell manipulated events that allowed agents, Francis Walsingham and Doctor John Dee,
England to break from Rome, creating the Church of England would not have put forth so much effort into
England and the Great Matter. colonizing the New World.
During all of these intrigues and machinations, Dee
JOHN DEE VS. FRANCIS WALSINGHAM had a vision granted to him by what he believed to be an
With the break from Rome complete, Southwell, who angel, which he shared with his patron, Southwell. Dee
had obtained the Elixir of Life from his agent John Dee, told Southwell that the angel prophesied that England’s
removed himself to the shadows, where he continued future depended upon its colonization and conquest of
to pull strings and orchestrate events from behind the the New World. Southwell was immediately convinced
scenes. Though absent from the public eye, Richard and instructed Dee to press the issue at court. This led Dee
Southwell’s influence extended far and wide. Elizabeth to publish The General and Rare Memorials Pertayning to
the First took the throne in 1588 (in no small part the Perfect Arte of Navigation in 1577. It argued his case
thanks to Southwell’s machinations) and chose for her to Queen Elizabeth the First, who agreed to support his
privy council Southwell’s agent, Francis Walsingham. endeavors privately. As Dee advised the queen of the
He was Elizabeth’s most trusted advisor, her spymaster need to colonize the New World, Francis Walsingham
and go-between with Richard Southwell and John Dee. began making plans to effect that colonization.
In addition to Francis Walsingham, Richard Neither John Dee nor Francis Walsingham knew
Southwell was able to coax Doctor John Dee into that this angel in Dee’s vision was none other than Ti-
returning to service. Dee, who had spent years in ch-onax: the Mandoag Sorcerer of yore.
HISTORIAN’S SECRETS
France and Spain. Meanwhile, Richard Southwell used
his agents to get the necessary monies and supplies.
Seeing a means to add to his personal fortune, Richard
Southwell also invested in the endeavor. With his assets
in place and awaiting his orders, Francis Walsingham
watched as a fop and upstart by the name of Walter
Raleigh captured the imagination of a nation.
has long since died, and the seemingly immortal John Colonies working to influence events from behind the
Dee has disappeared yet again into hiding, Richard scenes. They want their lost lands back and are aiding
Southwell still influences events in the New World. the Rebels against the Loyalists to ensure it happens.
All of Southwell’s scheming has been directed toward They believe that if the Colonials succeed in defeating
one goal: the protection and advancement of England England, England will be weakened and ripe for
on the world stage. He sees the Thirteen Colonies as conquest. Besides, they feel that the rebellion will deplete
an important part of the British Empire’s financial much of the wealth and workforce found in the Thirteen
security, which has prompted him to delve deeper Colonies, making it easier to move French forces in and
into what truly happened at Roanoke and what the reclaim not only their lost colonies but also the British
implications are. Empire’s former colonies.
Spain, meanwhile, has also become involved. With
FREEMASONS: A WAR WITHIN the continued presence of England in the New World,
The truth of the matter is that Richard Southwell, they worry about the eventual power struggle. Spain feels
though blessed with eternal life, suffers from the ravages that they have a more legitimate claim to the New World
of time. Events are moving faster than he can keep up because of their earlier colonization efforts. The Spanish
with, and the simple fact is that the rebellion means little Crown believes that if England succeeds in stamping down
to his agenda. His Freemasons have always been a key the American Revolutionary War, it will turn its sights to
weapon in his arsenal, one he has used time and time the rest of the New World and claim it as well. Because of
again to protect England. In all of his planning, Richard this fear, Spain, through its agents in Florida and Louisiana,
Southwell never accounted for the Colonies forming is providing covert aid to the Thirteen Colonies.
their Masonic Lodges. He had planned on moving his The Church of Rome is also at work. The Pope
Freemasons into the Thirteen Colonies, but they beat believes tolerance of different religious viewpoints has
him to it. It was the Colonial Freemason lodges who resulted in the proliferation of witchcraft and evil in the
discovered the plots of the British Empire, and this rift New World, along with the flourishing of creatures of the
between the Freemasons of England and the Americas occult. Unknown to most, the church’s Inquisition, which
has led to war, with the society’s internal conflict many thought long disbanded, is active in Maryland
paralleling that of the Loyalists and Rebels. and working to combat the rising heresy. Many see the
Publicly, the American Revolutionary War is a Inquisition as a blunt instrument that causes more harm
continuation of the economic, political and social than good, a relic of the ancient past. Others call it for
issues that have pitted the Rebels against the British what it is: genocide.
Empire. However, a dark undercurrent runs beneath:
the rift within British Freemasonry itself, which has HIDING IN PLAIN SIGHT
influenced the Revolution more than Richard Southwell Richard Southwell has missed all of this, both the political
anticipated. plotting and the darker forces at play. Doctor John Dee’s
predictions as laid out in his General and Rare Memorials
ENGLAND’S ANCIENT ENEMIES Pertayning to the Perfect Arte of Navigation were correct.
In the past, Richard Southwell’s vast network would He ignored the omens about the Mandoag, seeing them
have alerted him to the fact that his enemies are working as a frivolous tale. He did not foresee the British and
against him, threatening to destroy everything he has Colonial Freemasons fighting amongst themselves.
done. But now, Richard Southwell and his network are Furthermore, with the Freemasons’ attention diverted,
unaware that the Church of Rome, France and Spain other secret societies and agents who practice the dark
pose a much more significant threat than feuding arts have seized the opportunity to spread evil without
Freemasons and rebelling Colonials. fear of retribution.
The Mandoag still exists and are hiding in plain The looming rebellion is a revolution on many fronts.
sight. The Mandoag walk among the people— It is a war within the Freemasons. It is a war between the
indistinguishable from anyone else. The time is coming powers of Europe. It is a war of viewpoints within and
HISTORIAN’S SECRETS
when they will emerge from the shadows and, by coming outside the Thirteen Colonies. It is a war between light
into the light, let the simmering age-old anger wash the and shadow. And its outcome, in many ways far from
land in an ocean of blood. certain, will determine the future of humankind.
⅞
PATH TO REBELLION
ANGLO-DUTCH WARS
INQUISITION’S ROLE IN THE
1652 to 1674: With the Dutch Republic and British GLORIOUS REVOLUTION
Imperial Colonies energetically involved in expanding
The group primarily responsible for these
HISTORIAN’S SECRETS
HISTORIAN’S SECRETS
established that there would be no British settlements acknowledging the Indigenous Nations and their
west of the Allegheny Mountains, a border that was actions. Both France and Britain had Indigenous allies
later confirmed in 1763 by Royal Proclamation. When in these wars. Principal Indigenous allies on either side
the Treaty of Paris was signed in 1763 at the end of the were:
French and Indian War, British troops began occupying
BRITISH: Catawba, Cherokee and the Iroquois
former French forts throughout the Ohio Country and
Confederacy
Great Lakes Region. It did not take long for Britain to
realize they would need to implement new policies to FRENCH: Abenaki, Algonquin, Caughnawaga Mohawk,
administer the increased territory that they now ‘owned.’ Lenape, Micmac, Ojibwa, Ottawa, Shawnee and the
Prior to British occupation, the French worked Wyandot
since their arrival in the New World to create alliances
As of 1753, the Iroquois remained on good terms
with many of the existing Nations. Though not every
with the British, but their confederacy was wavering.
Indigenous Nation was interested in such relationships,
The Nations closest to Canada clearly demonstrated
others saw the benefits of them. After the British took
their desire to trade and ally with the French. With the
control of these territories, however, the paradigm
French constructing forts for trade and negotiation in
shifted, and instead of viewing the various nations as
the Ohio Country, the Nations of the north (Ojibwa
allies, the British thought of them as conquered people.
and Ottawa) and west (Potawatomi) suspected the real
This shift from allies with the French to conquered by
reason of the French occupation of the Ohio Country
the British created friction that only got worse when
was to evict them.
new policies were put in place. Before long, Indigenous
The Lenape, who had recently migrated to the Ohio
folk who had been French allies found themselves
Country from Pennsylvania and Delaware in response
increasingly at odds with not just the British occupation
to Iroquois pressure, started the war supporting the
but their new policies.
French side but switched to the British side later. They
were initially hesitant, because at first the British showed
no military will to stand up to the French, fighting only
with words. They waited to see if the British meant to
back up their words and force the French from the Forks
of the Ohio Country.
Meanwhile, the French moved to consolidate their
power over the Nations nearest them, like the Miami,
the Potawatomi and the Shawnee, winning over Nations
with gifts and fortifying their positions in the Ohio
Country.
The Cherokee started the war allied with the British,
but from 1758 to 1761 they fought against the British in
the Anglo-Cherokee War, an escalating cycle of British
mistreatment and retaliatory raids that grew to a war
within a war, ending only when two British expeditions
went into Cherokee territory and burned over fifteen
towns.
turned toward taxation of the Colonies as a source of Colonies in order to protect them. It was a tax on many
revenue. Because the Colonies had no representation in kinds of printed matter, which had to be stamped with
Parliament, save for royally appointed governors who proof the tax had been paid, hence the act’s name.
answered to Parliament, the legality of taxation without The Stamp Act Congress in New York raised the
representation was soon called into question. question of whether the Colonials could legally be taxed
This taxation strained the relations between the without their consent. Local protest groups banded
Colonies and their mother country, a relationship already together, and the Sons of Liberty organized public
in decline due to the physical distance between them, demonstrations, which often turned violent. Many
the ever-widening of cultural differences and identity stamp commissioners were intimidated into resigning
between the two, and the dawning realization among their posts, and the tax was never effectively collected.
the settlers that Britain needed them far more than they As demonstrated by their resistance to the Stamp
needed Britain. Act, the Colonies were becoming increasingly reluctant
to continue paying for the quartering and provisioning
SECRETS OF of British troops during peacetime. The Quartering
THE SEVEN YEARS’ WAR Act required the Colonies to provide supplies and
The deteriorating relationship leads to increased accommodation for British troops: if there were not
resistance against British rule by the various secret enough barracks, troops were to be quartered in taverns
societies found throughout the Colonies. Though and inns, or even in private houses, if necessary.
the Inquisition was not as large as the others, they
secretly provided aid to various militia groups in REPEAL OF THE STAMP ACT
the form of arms and much-needed gunpowder. 1766: Seeing the increased resistance to the Stamp Act,
The Sons of Liberty form around this time, actively British Parliament repeals it on March 18. However, they
engaging in the public eye with pamphleteering issue a warning to the Colonies, stating that they have
and public speeches, while engaging in their own full power to enact and enforce any and all laws on the
secret war against key members of the Freemasons Colonies of America. In celebration of the act’s repeal,
and various others loyal to the Crown. New Yorkers raise the Liberty Pole. Fighting breaks
Meanwhile, the Rosicrucians await the out after all citywide Liberty Poles are taken down. In
arrival of their Grand Magi, Doctor John Dee, response, the Sons of Liberty act and put them back up.
to personally lead their struggle in the Colonies This sets off a series of violence riots that do not end
against their sworn enemy, the Freemasons. They until 1775 when the revolutionary New York Provincial
are also seeking revenge against the Inquisition, Congress takes over governing the city.
as well as preparing for the epic battle against
the rise of an evil power in the Americas that
Dee foresaw back in 1473. Finally, while the
Freemasons are actively engaged in fighting their
external enemies, they are also having to deal with
an internal factional warfare between the Ancients
and the Moderns, each seeking singular control of
the Masonic Brotherhood.
HISTORIAN’S SECRETS
enacted by the Massachusetts House of Representatives.
taxed various commodities.
This letter increased already volatile tensions between
K NEW YORK RESTRAINING ACT: forbade the the British Parliament and Massachusetts. Britain’s
New York Assembly and the governor from passing Secretary of State for the Colonies, Lord Hillsborough,
any new bills until compliance with the Quartering delivered orders to all colonial governors to end all
Act of 1765. attempts by their assemblies endorsing the letter. In
addition, Hillsborough vows to dissolve the general
K REVENUE ACT: placed taxes on glass, lead, painters’ court if the letter is not repealed by the Massachusetts
colors and paper. In addition, customs officials receive
Assembly. Meanwhile in Connecticut, New Hampshire
broad authority for enforcing taxes, as well as issuing
and New Jersey, the letter is endorsed by their respective
general warrants which permit searching private
assemblies.
property for ‘smuggled goods.’
After the legislature fails to revoke Adams’s letter,
K INDEMNITY ACT: placed upon imported British the governor dissolves the general court in July. A
East India Company, this tax on tea was reduced when month later sees both Boston and New York merchants
the company imported tea to England. It allowed for boycott British goods until repeal of the Townshend
tea to be exported to the Colonies at a cheaper rate, Acts. By September, there is talk in Boston of an armed
effectively forcing the Colonies to trade exclusively insurrection, as two more British Imperial ships arrive in
with England. Boston Harbor, with two infantry regiments to occupy
Boston with the intent to restore order.
K COMMISSIONERS OF CUSTOMS ACT: created
a Customs Board for the North American Colonies. TO THE BETRAYED
This made it easier to prosecute smugglers and crack INHABITANTS . . .
down on trade in smuggled goods, which went over
The New York Sons of Liberty publishes To the
poorly, as you might expect. Hostilities between
Betrayed Inhabitants of the City and Colony of New
customs officials, military personnel and ordinary
York broadside on December 16. The broadside
Colonials erupted, leading to the British occupation
is not attributed to anyone and it dealt with an
of Boston.
angry screed on the New York colonial assembly
K VICE-ADMIRALTY COURT ACT: designed to and the representative voting to comply with
help increase prosecution of smugglers. It removed the Quartering Act in direct betrayal to all New
the concept of trial by jury; instead, trials were held by Yorkers. So subversive was this that a reward for
judges appointed by the king, with a healthy award for whoever found the author was posted. In 1770, its
every guilty verdict. author Alexander McDougall was arrested.
Massacre, the event sees British soldiers shoot and kill in writing what the New York Sons of Liberty believe
several people while being harassed by a mob in Boston. in regard to the imposed acts taken by Parliament. In
The aftermath of this event would see eight soldiers, addition, it serves as a warning to officials enforcing
an officer and four civilians arrested and charged with the acts as to what actions the Sons of Liberty will take
murder. Represented by John Adams after a lengthy against them.
trial, six soldiers were acquitted; two were convicted of Angered by the actions Parliament has taken, as well
manslaughter and given reduced sentences. The men as outraged over the Tea Act, Boston merchants and
found guilty of manslaughter receive a sentence of Sons of Liberty organized the Boston Tea Party. Ports of
branding on their hand. Charleston, New York and Philadelphia took part with
After the Boston Massacre, the Colonies saw their own versions.
increased depictions in broadsides, pamphlets and The British cargo ship Dartmouth arrived in Boston
the like of such events used as propaganda to aid in Harbor with its hold full of tea. Because of British law,
increasing the growing tension. The most famous of the Dartmouth had to be unloaded, or else all duties for
these is an engraving by Paul Revere depicting the the cargo would be confiscated. In a meeting at Faneuil
event, with Crispus Attucks, a Black and Natick man, as Hall on November 29, Samuel Adams introduced a
a representative to foment true revolution. resolution requesting the Dartmouth’s captain to sail
back to England without paying the import duty.
COMMITTEES OF CORRESPONDENCE Angered with the growing tensions, as well as the
1772: Samuel Adams organized a committee to act as a amount of lawlessness organized by Adams and the Sons
shadow government, established by the various leaders of Liberty, Governor Hutchinson ordered Dartmouth
of the Thirteen Colonies pushing for revolution. The not to set sail until the duty was paid in full. During
committee works to respond to British tyranny and the standoff, two more ships, the Eleanor and Beaver,
shares plans designed to heighten awareness and push for arrived in Boston Harbor and became embroiled in the
action against the crown. Their work quickly surpasses growing tensions. By December 16, with one day left
that of the colonial legislatures and royal officials, and until the Dartmouth’s deadline, somewhere between 500
in 1773, the Maryland Committee of Correspondence to 7,000 people (out of roughly 16,000 living in the city)
takes the lead in creating the First Continental Congress. gathered at the Old South Meeting Hall.
After learning that Governor Hutchinson still
THE TEA ACT refused to allow the three ships to leave, Adams allegedly
1773: Largely intended to revive the flagging fortunes of yelled so all could hear him, “This meeting can do
the royally chartered East India Company, the Tea Act nothing further to save the country.” This phrase, once
granted the Company a virtual monopoly on the sales uttered, was the signal for action.
of tea to the Colonies. Colonial merchants could no
longer deal directly with individual British merchants
and would suffer extreme penalties if they purchased
tea smuggled in from illegal markets. Faced with yet AS FOR WHAT we do know, between 30 to 300
another tax they considered an outrage, the Colonials people boarded the three ships and emptied the
resisted. Protests took place throughout most of the ship’s cargo into the harbor, about 92,000 pounds
Thirteen Colonies. of tea. This sent a clear sign that the Colonies
were now willing to meet British actions with
physical force.
HISTORIAN’S SECRETS
tensions are growing throughout the Colonies. British
Colonies as the Intolerable Acts. Many Colonials
forces have been active in trying to disarm the Colonial
view these acts as an arbitrary violation of their
militias, which were raised by each colonial power to
rights, and they organized the First Continental
protect their respective populations. With the closing of
Congress in 1774 to coordinate a protest. The acts
the Boston Harbor due to the Intolerable Acts, tensions
were:
throughout the Colonies have grown even further.
K Boston Port Act, which closed the port of Boston In April of 1775, General Thomas Gage, military
until the East India Company was repaid for the governor of Massachusetts and commander in chief
tea thrown into the harbor during the Boston of 3,000 British military forces garrisoned in Boston,
Tea Party. receives orders from the Secretary of State for the
Colonies, William Legge, to disarm the Rebels and
K Massachusetts Government Act, which gave
imprison the rebellion’s leaders. With no additional
rulership of Massachusetts to Parliament and
parameters given, Legge has given Gage freedom to act
limited the rights of its Colonials to engage in
in a way he deems correct.
political activity.
Receiving information from a spy within the
K Administration of Justice Act, which Provincial Congress, Gage decides to act fast. A spy
allowed accused officials to be tried outside has divulged that a split amongst members of Congress
Massachusetts—even in England, where exists with the desire for armed resistance. Further, and
few Colonials could afford to travel to give more troubling, delegates are being sent to other New
evidence—at the whim. England Colonies seeing if they would join in the
raising of a New England Army. Their plan is to call
K Quartering Act, which applied to all the
upon a number of militias and individuals from across
Colonies, and permitted Governors to quarter
New England to create an army of 18,000 Rebel patriots
British troops in private houses if suitable
who will fight for, and protect, the Colonies.
accommodations were not made available.
BOSTON BESIEGED
The city of Boston is an armed camp surrounded by Rebel
militias. General Thomas Gage has worked to strengthen
Boston’s defenses ever since the Powder Alarm of 1774.
The Neck, the narrow isthmus joining the peninsula to
the mainland, is heavily fortified, as are the town’s hills.
Loyalist troops and artillery occupy Boston Commons.
The extensive coastline is partially fortified, but the
Loyalists are confident that the British Royal Navy can
see any threat from the harbor or Back Bay.
General George Washington is preparing to deliver
the death stroke to the British Empire’s occupation of
the city. This is where your characters come in for the
included adventure Boston Besieged.
c h a r acte rs .
THREATS
and Supernatural.
K Peril Threshold (PTh)
K Defend (Def )
THREAT PROFILE
DEFEND DETAILS: A threat’s Defend percentages
Every threat has a series of mechanical elements that make
against melee and ranged weapons are indicated separately
up its abilities called the Threat Profile. The impact of Traits,
in the same box on the table.
wares and weapons is already factored into it. Unlike player
characters, we do not account for Overage with threats. SIZE
Below are details on how to interpret each entry.
A threat’s size will determine how many Fury Dice to
PRIMARY ATTRIBUTES roll when modifying Damage. These dice are factored
into each attack type. If you choose to have a threat fight
Primary Attributes covers the basics of each threat.
with a different weapon, refer to the following table:
The abbreviation for each Primary Attribute follows in
parentheses: K Small: No Fury Dice
K Combat (C) K Intelligence (I) K Normal: 1D6 Fury Die
K Brawn (B) K Willpower (W) K Large: 2D6 Fury Dice
K Agility (A) K Fellowship (F) K Huge: 3D6 Fury Dice
K Perception (P) A threat’s size also contributes to its overall reach
with Actions In Combat that require it to be Engaged
Primary Attribute Bonuses are referred to in brackets,
(e.g., Attack Actions and Rough & Tumble). While
following the percentage value (e.g., 45% [7]). Finally,
Small and Normal threats’ Actions In Combat normally
some Primary Attributes are indicated as NONE due
have a range of Engaged, those who are Large gain 1
to a Trait, and thereby cannot use Skills related to those
additional yard’s reach, while those who are Huge gain 2
Primary Attributes.
additional yard’s reach. They have been factored into the Finally, threats receive an additional bonus to their
threat’s Attack Profile. Damage Threshold by RFa. These modifiers are already
factored into the Threat Profile:
K Basic RFa: +1 DTh
IF USING MINIATURES on a grid or hex, a K Intermediate RFa: +2 DTh
threat occupies a certain amount of space:
K Advanced RFa: +3 DTh
K Small & Normal: 1x1 square or hex K Elite RFa: +4 DTh
K Large: 2x2 squares or hexes ADJUSTING LEVEL OF DANGER
K Huge: 3x3 squares or hexes Every threat in FLAMES OF FREEDOM is
designed for the ideal group size in mind: one
Historian and four player characters. However,
RISK FACTOR (RFA) you can accommodate smaller groups (even for
one-on-one gameplay) by dialing back the level of
Every threat is classified according to an estimated level
danger. Simply adjust player characters’ Damage
of danger, called Risk Factor (RFa here on out). Much
Threshold and Damage dealt by +1 for one
like how Basic, Intermediate and Advanced Tier ranks
Historian/three players, by +2 for one Historian/
characters, threats are rated as Basic RFa, Intermediate
two players and by +3 for one Historian/one player.
RFa or Advanced RFa. However, threats have an
additional layer of sub-categorization called Notches:
THREATS
ATTACK PROFILE
Each entry begins with any melee Engaged or ranged CONSTRICTOR: WHENEVER YOU deal
weapons the threat possesses. Following the weapon’s Peril on a foe using a Chokehold, you also deal an
proper name is the Base Chance of success to using the equal amount of Damage.
weapon (before Difficulty Rating is factored in). Here is
an example:
THREATS
attacks refer to Burst, Cone and Explosion Templates, Common Spells by RFa following this model, but can
too. These Templates are always centered on the threat also include other Spells from Article 9: Hexenmeister’s
and never affect the threat’s allies. Almanack for a customized approach:
DAMAGE: Damage calculations have already been K Basic RFa: Up to three Spells
factored in, along with any particular Qualities a threat’s
weapons may possess to augment the Damage. Some
K Intermediate RFa: Up to six Spells
Damage may indicate NONE. In these cases, the threat K Advanced RFa: Up to nine Spells
does zero Damage, and you should instead refer to its
Qualities and Traits to understand what occurs instead.
K Elite RFa: Up to twelve Spells
QUALITIES: Qualities sometimes trigger specific CUSTOMIZING THREATS
outcomes, so be sure to read through the entry carefully Traits are balanced between one another to carry
to understand how they function. You may always ignore across all RFa. When using threats, feel free to
the effects of a Quality at your discretion. ignore some or all Traits when necessary. You can
also mix and match Traits across other threats to
TRAITS make a customized Threat Profile. For a detailed
Threats possess several Traits that can affect their general look at customization, please refer to the Powered by
abilities, influence their strengths, weaknesses or other ZWEIHÄNDER supplement MAIN GAUCHE.
non-combat behaviors. Any Traits which change its You can also build customized characters from Article
Threat Profile have already been factored in. However, 2: Creating Characters to make new human threats.
Traits may also communicate additional abilities you’ll
refer to when running the threat in and outside of
combat. Here is an example:
RISK FACTOR THREAT NAME TYPE RISK FACTOR THREAT NAME TYPE
RISK FACTOR THREAT NAME TYPE RISK FACTOR THREAT NAME TYPE
Intermediate ADVANCED RISK FACTOR
Explorer Humanoid
(MEDIUM)
Advanced (LOW) Apparition Supernatural
Intermediate Freemason
Humanoid Advanced (LOW) Headless Rider Supernatural
(MEDIUM) Fellowcraft
Intermediate Advanced (LOW) Hidebehind Beast
Ghoul Supernatural
(MEDIUM) Advanced (LOW) Lycanthrope Supernatural
Intermediate Advanced (LOW) Night Mare Abyssal
Golem Supernatural
(MEDIUM)
Advanced (LOW) Revenant Supernatural
Intermediate
Grizzly Bear Beast Advanced (LOW) Sabertooth Tiger Beast
(HIGH)
Intermediate Advanced (LOW) Sasquatch Humanoid
Hodag Abyssal
(MEDIUM) Advanced (LOW) Skin-Walker Abyssal
Intermediate Inquisition Witch Advanced (LOW) Whale Beast
Humanoid
(MEDIUM) Hunter
Advanced
Intermediate Knights Templar Freemason Master Humanoid
Humanoid (MEDIUM)
(MEDIUM) Sergeant
Advanced
Intermediate Hooded One Abyssal
Lady in White Supernatural (MEDIUM)
(MEDIUM)
THREATS
Advanced
Intermediate Inquisition Fiscal Humanoid
Mammoth Beast (MEDIUM)
(MEDIUM)
Advanced Knights Templar
Intermediate Humanoid
Military Officer Humanoid (MEDIUM) Noble
(MEDIUM)
Advanced
Intermediate Mandoag Sorcerer Humanoid
Mountain Lion Beast (MEDIUM)
(MEDIUM)
Advanced
Intermediate Military Captain Humanoid
Ooze Supernatural (MEDIUM)
(MEDIUM)
Advanced
Intermediate Red Coat Colonel Humanoid
Red Coat Captain Humanoid (MEDIUM)
(MEDIUM)
Advanced
Intermediate Vengeful Spirit Supernatural
Snallygaster Supernatural (MEDIUM)
(MEDIUM)
Advanced (HIGH) Kraken Abyssal
Intermediate
Shark Beast Advanced (HIGH) Shadow Thing Supernatural
(HIGH)
Intermediate ELITE RISK FACTOR
Tormentor Abyssal
(HIGH) Elite (Unique) Chupacabra Abyssal
Elite (Unique) Leeds Devil Abyssal
Elite (Unique) Vampyre Supernatural
A L L I G AT O R
“P apa saw th e gator once, sleek skin white as wax, eyes like two coals sputtering in the hearth. He coulda
swore it watched him all the way home, slithering just under the surface of the swamp, tryna cloak
itself in mangy moss and scum . . . but he saw the streaks of bright red speckled on its snout, like blood on
snow . . . and he knew if he let up on paddling his canoe for even a second, it would drag him down, down,
down into the dark and the deep . . .”
TYPE: Beast
C B A P I W F
45% [7] 50% [5] 45% [8] 40% [5] 40% [4] 40% [4] 35% [3]
⅞
Intimidate +20, Simple Melee +20, Stealth +10, Survival +20,
Toughness +10
⅞
Snapjaw: 65% • Distance (melee Engaged or 1 yard)
• Damage (2D6+7) • Devastating, Strangling, Vicious
THREATS
⅞
SWIFT: Your Movement has factored in 1+[BB] to (Climb),
3+[BB] to (Swim), 6+[AB] on foot or 9+[AB] to (Fly).
APPA L ACHI A N GI A NT
“A rays of light broke through the pines, I looked out from the branches which had given me
s th e f i rst
shelter. There they were, as I had been promised: a family of red-haired giants, with that sound of stone
against stone as they huddled close over some sort of book. I’d heard stories before, but now I saw them: a
mother, a father and child. They seemed gentle despite their enormous stature and in spite of the fact that
animals on the ground ran off seeing them for fear of being crushed by accident. As dawn fully broke, they
returned to the form I had seen the morning prior, that of an especially craggy outcropping of stones.”
TYPE: Humanoid
C B A P I W F
40% [4] 50% [9] 35% [3] 40% [6] 40% [4] 45% [6] 40% [4]
Int M ov DTh PTh Def Size RFa
13 9 Melee 60% Large Intermediate
+9 6
(19/25/31) (15/21/27) Ranged 35% (2D6 Fury) (LOW)
⅞
Rumor +10, Simple Melee +20, Stealth +20, Survival +20,
Toughness +10
⅞
Iron-hard Fists: 60% • Distance (melee Engaged or 1 yard)
• Damage [2D6+9] • Powerful, Pummeling, Strangling
THREATS
BRAWNY (2): Your Brawn has factored in the value in
parenthesis.
DARK SENSE: You can see in the dark, treating it as Perfect
Light.
DUSK TO DAWN (Stone): At dawn, you turn to the form
indicated in parenthesis. While in this state, you cannot inflict
nor suffer Damage, unless by magical means. At dusk, you
return to your normal form.
HORRIFIC: Whenever combat begins, spend one Coin to force
all foes who can see you to Resist using Resolve or else they suffer
from Stress if you are Basic RFa, Fear if Intermediate RFa or
Terror if Advanced or Elite RFa. However, if you are an Abyssal or
Supernatural threat and the person Critically Fails their Skill Test,
they gain an Affliction.
LETHARGY: Whenever you roll Initiative, roll a 1D6 instead of
the normal 1D10.
LIGHT SENSITIVITY (2): When exposed to Perfect Light,
⅞
reduce your Damage & Peril Thresholds by the value in
parenthesis.
P U B L I C N O T I C E
APPA R ITION
THREATS
TYPE: Supernatural
C B A P I W F
40% [4] 45% [8] 40% [7] 35% [6] 45% [4] 50% [5] 40% [5]
Int M ov DTh PTh Def Size RFa
11 Melee 70% Normal Advanced
+9 10 8 (14/20/26)
(17/23/29) Ranged 50% (1D6 Fury) (LOW)
⅞
Scrutinize +20, Simple Melee +30, Simple Ranged +10,
Stealth +30 LANTERN: When you deal Damage with this weapon,
the foe does not suffer standard Injuries. Roll Chaos
Asphyxiating Hands: 70% • Distance (melee Engaged) Dice as you normally would for Injuries, but if any land
• Damage (1D6+4) • Slow, Strangling on face ‘6,’ they are On Fire.
⅞
Unholy Lantern: 50% • Distance (ranged Cone Template) LAY TO REST (Lantern): Every hour, you move one
• Load (1 AP) • Damage (1D6+7) • Fast step up the Damage Condition Track positively. Should
the object in parenthesis be destroyed, properly buried or
DUSK TO DAWN (Mist): At dawn, you turn to the the situation that turned them into a threat be avenged
form indicated in parenthesis. While in this state, you (Historian’s choice), you are Slain!, returning to the spirit
THREATS
cannot inflict nor suffer Damage, unless by magical realm forever.
means. At dusk, you return to your normal form.
PARALYSIS: Whenever you deal Damage to a foe, they
HORRIFIC: Whenever combat begins, spend one Coin must successfully Resist with Toughness or be Paralyzed.
to force all foes who can see you to Resist using Resolve While Paralyzed, foes are unable to use Movement
or else they suffer from Stress if you are Basic RFa, Fear Actions until combat ends.
if Intermediate RFa or Terror if Advanced or Elite RFa.
SPIRIT SIGHT: You can automatically spot foes who
However, if you are an Abyssal or Supernatural threat and
⅞
are hidden or Insubstantial. You can also see in the dark,
the person Critically Fails their Skill Test, they gain an
treating it as Perfect Light.
Affliction.
Grave dirt and Lantern
APPRENTICE M AGE
“S e e , thi s i s
the problem, Isaac. A person becomes one of us not to gain the secret of immortality, but
to expand their mind and make discoveries that can help in the battle against evil, keep all our many
enemies at bay and change the bloody world. You’re young and rich, which also means you are foolish and
have probably never had to work for anything. Well everyone here, from you on up to the Grand Magi, works
their fingers to the bone. You want to drink the Elixir of Life? The grand irony is that by the time you do,
and that is if you do, you’ll be so close to death that you may wonder if drinking the damned potion is worth
it. In the meantime, you have to earn the right to that miserable choice by advancing our cause. Now sit down,
practice your magic and try not to blow your bloody head off.”
TYPE: Humanoid
C B A P I W F
40% [4] 35% [3] 40% [4] 45% [5] 45% [4] 50% [6] 40% [4]
Int M ov DTh PTh Def Size RFa
7 9 Melee 50% Normal Basic
+8 7
(13/19/25) (15/21/27) Ranged 40% (1D6 Fury) (LOW)
⅞
Resolve +10, Scrutinize +10, Simple Melee +10, Simple
Ranged +10
THREATS
⅞
Overcoat Pistol: 50% • Distance (ranged 6 yards) • Load (2
AP) • Damage (1D6+4) • Blackpowder, Pistol, Weak
⅞
BRAINS OVER BRAWN: You may alternatively use [WB]
in place of [BB] when calculating your Damage Threshold.
AT T O R N EY
“I k now thi s m ay seem strange. For after all, it is a lawyer’s job to argue for their client in the court of law.
But the question here is not, ‘Did Mrs. Hobbes murder and consume her husband?’ I do not disagree with
Mx. Barriston. Mrs. Hobbes undoubtedly killed and ate Mr. Hobbes. But, there is a greater conspiracy at
work. Mr. Hobbes was a member of a Catholic cabal called the Inquisition, which tracks and kills members
of an even more confidential order of godless Alchemists, the Rosicrucians. Mrs. Hobbes unknowingly
bought a new perfume from Dores Eloi, who I will prove is one of these devil worshippers. Miss Eloi used
Witchcraft to control the mind of Mrs. Hobbes and make her murder her beloved Charles . . .”
TYPE: Humanoid
C B A P I W F
35% [3] 40% [4] 40% [4] 45% [4] 45% [6] 40% [5] 50% [8]
Int M ov DTh PTh Def Size RFa
6 8 Melee 45% Normal Intermediate
+7 7
(12/18/24) (13/19/25) Ranged 40% (1D6 Fury) (LOW)
⅞
Guile +20, Interrogation +20, Resolve +20, Rumor +10, Simple
Melee +10, Simple Ranged +10
THREATS
Knife: 45% • Distance (melee engaged or 5 yards) • Damage
(1D6+4) • Fast, Throwing, Weak
⅞
Flintlock pistol: 45% • Distance (ranged 7 yards) • Load (2
AP) • Damage (1D6+3) • Blackpowder, Pistol, Weak
⅞
being truthful by others, unless aided by Magic or by another
Lawyer.
B E AV E R
“I t s f u r m a dea fine cap, that’s for certain, and Jack certainly cut a handsome figure when he wore it.
I worry, though, that it wasn’t properly made, for when he sweats—whether from fear or exhaustion—it
stank something awful, like the dead under the summer sun. Nothing like the one we’d got through trade,
so I had to wonder how Jack had happened on it . . . Or I did, till I heard the boys he traveled with had been
pilfering trash piles near those camps.”
TYPE: Animal
C B A P I W F
40% [4] 45% [4] 45% [5] 50% [6] 40% [4] 40% [4] 35% [3]
Int M ov DTh PTh Def Size RFa
5 7 Melee 40% Normal Basic
+9 8
(11/17/23) (13/19/25) Ranged 45% (1D6 Fury) (LOW)
⅞
Athletics +10, Awareness +10, Survival +10, Toughness +10
⅞
Scratch: 40% • Distance (melee Engaged) • Damage (1D6+4)
• Pummeling, Vicious
⅞
you, they must successfully Resist with Toughness or suffer
1D10+1 Peril.
BISON
“I time I saw one. It was during the strawberry moon. I’d wandered from town and
r em emb e r th e f i rst
heard thunder. I looked to the sky, but no storm brewed overhead. No, this was . . . different. There was no
papa by the fire to hold me now, just the soft whistle of wind through the oaks as the rumbling grew louder
and louder. From a cloud of dusk they arose, magnificent beasts, born of shaggy fur and horns. There was
a keen intelligence in their black pools of eyes, and a pleading of a sort. At their heels were fur trappers on
horseback, corralling the behemoths to a low valley. I knew what came next, as I heard the crack of musket
fire. One by one, each of the beasts lumbered over, killed.”
TYPE: Beast
C B A P I W F
45% [4] 40% [7] 45% [4] 50% [8] 40% [4] 35% [0] 40% [4]
Int M ov DTh PTh Def Size RFa
9 6 Melee 65% Large Intermediate
+11 7
(15/21/27) (12/18/24) Ranged 65% (2D6 Fury) (LOW)
⅞
Athletics +20, Awareness +20, Coordination +20, Resolve +20,
Simple Melee +20, Survival +20, Toughness +20
⅞
1 yard) • Damage (2D6+7) • Powerful, Pummeling, Slow,
THREATS
Sweeping
⅞
SWIFT: Your Movement has factored in 1+[BB] to (Climb),
3+[BB] to (Swim), 6+[AB] on foot or 9+[AB] to (Fly).
P U B L I C N O T I C E
BLACK BEAR
THREATS
TYPE: Animal
C B A P I W F
45% [6] 50% [7] 40% [4] 45% [5] 40% [4] 40% [5] 35% [3]
Int M ov DTh PTh Def Size RFa
9 8 Melee 65% Normal Intermediate
+8 7
(15/21/37) (14/20/26) Ranged 50% (1D6 Fury) (LOW)
Athletics +20, Awareness +10, Coordination +10, FIERCE: Whenever you are Seriously or Grievously
⅞
Intimidate +20, Resolve +20, Simple Melee +20, Wounded, add 1D6 Fury Die to Damage. You cannot
Survival +20, Toughness +20 Defend during this time and automatically Resist against
effects which target your mind.
Bear Claw: 65% • Distance (melee Engaged) • Damage
HORRIFIC: Whenever combat begins, spend one Coin
(1D6+6) • Sweeping, Vicious
to force all foes who can see you to Resist using Resolve
⅞
Bear Bite: 65% • Distance (melee Engaged) • Damage or else they suffer from Stress if you are Basic RFa, Fear
(1D6+6) • Strangling, Vicious if Intermediate RFa or Terror if Advanced or Elite RFa.
However, if you are an Abyssal or Supernatural threat and
ASSAIL: Whenever you Charge, flip the results to the person Critically Fails their Skill Test, they gain an
succeed at the next Attack Action or Rough & Tumble Affliction.
you make (unless it is Spell-related).
HYPERSENSITIVITY: You roll 2D10 to determine
THREATS
BRUTAL: When you inflict an Injury, you inflict two Initiative, instead of the normal 1D10.
Injuries instead.
SECOND WIND: Spend one Coin to automatically
CHOSEN: One foe is left Defenseless to all your Attack restore your Damage & Peril Condition Tracks by one
Actions and Rough & Tumble. Once it is defeated, select step positively once a day.
a new foe.
THICK HIDE (1): Your Damage Threshold has factored
⅞
DARK SENSE: You can see in the dark, treating it as in the value in parenthesis. You also reduce Peril &
Perfect Light. Damage from fire you suffer by the same value.
BLACK MAGE
“T overwhelming. Claire had never lost a family member, and now she looked on the
h e ste n c h wa s
corpse of her brother and father, lying mangled and twisted in what seemed like a sea of bodies. She
cursed the Red Coats who cut them down and the Rebels who seduced Eli and Papa into laying their lives
down for a hopeless cause. Overcome with sorrow, she fell to her knees, clutching their stiff hands, sobbing.
A voice behind her spoke, ‘Weep not for them, child. Now they serve a much greater purpose than the
revolution.’ Before Claire could turn to look at the speaker, Eli and Papa’s hands clutched back.
TYPE: Humanoid
C B A P I W F
40% [4] 35% [4] 40% [4] 45% [6] 45% [4] 50% [8] 40% [4]
Int M ov DTh PTh Def Size RFa
10 11 Melee 50% Normal Intermediate
+9 7
(16/22/28) (17/22/28) Ranged 35% (1D6 Fury) (LOW)
⅞
Incantation +20, Resolve +20, Scrutinize +20, Simple Melee +10,
Simple Ranged +10, Skulduggery +10, Stealth +10
⅞
Overcoat Pistol: 50% • Distance (ranged 7 yards) • Load (2
AP) • Damage (1D6+4) • Blackpowder, Pistol, Weak
⅞
move one step down the Peril Condition Track negatively as a
result.
BLACK SHUCK
“I t ’ s not a s
though you’ll believe me, but for some rum punch, it makes the talking easier. So, here’s my
tale: they were soaring through the sky along the coast, as easy as any goose, kicking their paws, same
as they would on the road. Black as midnight, these flying dogs just ran along with the wind, snarling and
howling, and if we hadn’t had our pistols, they’d have run us down like rabbits. It was dark out, sure, and
maybe I’d had a bit to drink . . . but I know what I saw.”
TYPE: Beast
C B A P I W F
50% [7] 45% [4] 45% [4] 40% [4] 40% [4] 40% [4] 35% [3]
Int M ov DTh PTh Def Size RFa
10/13 5 Melee 60% Normal Basic
+7 7 (13/19/25)
(Fly) (11/17/23) Ranged 55% (1D6 Fury) (HIGH)
⅞
Intimidate +10, Resolve +10, Simple Melee +10, Stealth +10,
Survival +10
⅞
Dog Bite: 60% • Distance (melee Engaged) • Damage
(1D6+7) • Punishing, Slow, Vicious
THREATS
DARK SENSE: You can see in the dark, treating it as Perfect
Light.
FLIGHTLESS: Whenever you are Grievously Wounded,
suffering from an Injury or Bleeding, you cannot fly.
LETHARGY: Whenever you roll Initiative, roll a 1D6 instead
of the normal 1D10.
LIGHT SENSITIVITY (3): When exposed to Perfect Light,
reduce your Damage & Peril Thresholds by the value in
parenthesis.
PACK TACTICS: When three or more of your kind are alive
in combat, flip the result to succeed at all Combat-based and
Agility-based Skill Tests.
⅞
SWIFT: Your Movement has factored in 1+[BB] to (Climb),
3+[BB] to (Swim), 6+[AB] on foot or 9+[AB] to (Fly).
B O G B O DY
“T themself as something of a scholar, you see. Our crew had made the journey
h e cap ta i n fa n ci e d
from London, but as I hear it, the captain had brought with them a casket from the Old World. There’s
a lot of death there, and the captain meant to study what was inside. There was something in there alright,
and right as they peeled the lid off, well the smell . . . devils below, it was enchanting and terrifying at the
same time. But the morning after, the corpse was nowhere to be found . . . and inside the casket, we found
the captain, choked to death.”
TYPE: Supernatural
C B A P I W F
45% [6] 40% [6] 35% [3] 40% [4] NONE NONE NONE
Int M ov DTh PTh Def Size RFa
7 Melee 55% Large Basic
+7 6 NONE
(13/19/25) Ranged 35% (2D6 Fury) (HIGH)
⅞
Athletics +10, Awareness +10, Intimidate +10, Simple Melee +10,
Simple Ranged +10, Survival +10, Toughness +10
⅞
Iron-hard Fists: 55% • Distance (melee Engaged or 1 yard)
• Damage [2D6+6] • Powerful, Pummeling, Strangling
THREATS
⅞
0%, and automatically Resist against effects that target you. You
also can see in the dark, treating it as Perfect Light.
CA RCAJOU
“I t wasn’t a bear what snagged the doe Thomas brought in—you can tell by the bites about the legs,
the way the teeth ripped clear through grit and gristle. Too cold for bears anyhow, and the way the
skin was torn on the underbelly and all the innards torn out? No, that’s a wolverine, pure and simple, if
the stink weren’t enough to give it away. Big as dogs in these parts, and twice as vicious. Best to leave
anything they kill in the woods, that’s my advice. Never know when you’ll coax one onto your farm by
taking their meal away.”
TYPE: Beast
C B A P I W F
50% [6] 45% [4] 40% [5] 45% [6] 40% [4] 40% [4] 35% [3]
Int M ov DTh PTh Def Size RFa
5 7 Melee 60% Normal Basic
+9 8
(11/17/23) (13/19/25) Ranged 50% (1D6 Fury) (HIGH)
⅞
Athletics +10, Awareness +10, Coordination +10, Resolve +10,
Simple Melee +10, Survival +10, Toughness +10
⅞
Wolverine Claws: 60% • Distance (melee Engaged) • Damage
(2D6+6) • Sweeping, Vicious
THREATS
AILMENT (Sepsis): When you inflict Injuries, the foe suffers
from the Ailment in parenthesis.
DARK SENSE: You can see in the dark, treating it as Perfect
Light.
FIERCE: Whenever you are Seriously or Grievously Wounded,
add 1D6 Fury Die to Damage. You cannot Defend during this
time and automatically Resist against effects which target your
mind.
⅞
LETHARGY: Whenever you roll Initiative, roll a 1D6 instead
of the normal 1D10.
CHOKING TREE
“W by a grove of old wood, our guide pulled us close. In the tree, I could just barely
h e n w e pa s s e d
make our skeletons, wrapped within vines. She said trees like this grab hapless travelers and make a
meal of them. It was no surprise to see one here in the Great Dismal Swamp, aside from that initial shock of
seeing a lot of rib cages among the trees. ‘Come too close,’ our guide said, ‘and you’ll be lucky to escape with
but a thrashing.’ We ventured no closer.”
TYPE: Beast
C B A P I W F
40% [4] 45% [10] 40% [4] 35% [3] NONE NONE NONE
Int M ov DTh PTh Def Size RFa
11 Melee 55% Large Basic
+96 NONE NONE
(17/23/29) Ranged 35% (2D6 Fury) (HIGH)
⅞
Athletics +10, Coordination +10, Eavesdrop +10, Intimidate
+10, Simple Melee +10, Survival +10, Toughness +10
⅞
Vine Strike: 55% • Distance (melee Burst Template) • Damage
THREATS
(2D6+4) • Pummeling
⅞
exposed to the weakness in parenthesis, you suffer an additional
1D6 Fury Die to Damage.
CHUPACABR A
“T he herds near the mission never seemed to come back in the right numbers. I felt it my duty as priest
to see what may have been happening, but each morning it was the same . . . a lamb, shriveled as if
drunk by a vampire of similar stature. It fills me with terror to imagine what these devilish beasts would do
with a taste for human flesh. At times, I’m told it appeared as a six-legged cat, and on other nights, a coyote.
To those I cannot attest, as I never did see the animal for myself.”
TYPE: Abyssal
C B A P I W F
50% [6] 50% [9] 55% [11] 50% [8] 50% [5] 50% [6] 50% [5]
Int M ov DTh PTh Def Size RFa
13 9 Melee 80% Normal Elite
+11 17
(19/25/31) (15/21/27) Ranged 85% (1D6 Fury) (UNIQUE)
⅞
Scrutinize +30, Simple Melee +30, Stealth +30, Survival +30,
Toughness +30
⅞
Terrible Teeth: 80% • Distance (melee Engaged) • Damage
[1D6+11] • Fast, Vicious, Sweeping
THREATS
AILMENT (Morsal): When you inflict Injuries, the foe
suffers from the Ailment in parenthesis.
DARK SENSE: You can see in the dark, treating it as Perfect
Light.
DRAIN (Intelligence): Whenever you deal Damage to a foe,
they must successfully Resist with Resolve or permanently lose
-3% to the Primary Attribute in parenthesis.
DUSK TO DAWN (Smoke): At dawn, you turn to the form
indicated in parenthesis. While in this state, you cannot inflict
nor suffer Damage, unless by magical means. At dusk, you
return to your normal form.
LEAPER: On the same Turn after Charging or Running, you
may jump horizontally or vertically up to your [BB] in yards.
LIGHT-FOOTED: You reduce Movement Actions by 1 AP
(to a minimum of 1).
⅞
SWIFT: Your Movement has factored in 1+[BB] to (Climb),
3+[BB] to (Swim), 6+[AB] on foot or 9+[AB] to (Fly).
CONSTRICTOR SNAKE
“W e were inthe Great Dismal Swamp on the hunt for one of the Red Coats. We’d been tracking
him for days, watching where he’d set up camp. The damn fool kept going deeper and deeper into
the swamp. A few days in, we ended up at Lake Drummond. Try as we might, we lost him. That is, until we
came upon his campsite. The fire was still warm, and beans were boiling in a pot. But that’s when we looked
up at a rotted-out cypress, and by golly, we saw the biggest snake you’d ever lay eyes upon. She was nearly
thick as a tree, and with eyes dark as midnight. And inside the constrictor was this big bulge, all humanlike.
We figured at this point justice had been done, so we packed up our gear and left her to a lobster dinner.”
TYPE: Beast
C B A P I W F
40% [5] 45% [6] 50% [7] 45% [6] 40% [4] 40% [4] 35% [3]
Int M ov DTh PTh Def Size RFa
8 7 Melee 50% Large Intermediate
+9 10
(14/20/26) (13/19/25) Ranged 70% (2D6 Fury) (MEDIUM)
⅞
Intimidate +20, Guile +20, Simple Melee +20, Stealth +20,
Survival +20
⅞
Death Squeeze: 50% • Distance (melee Engaged or 1 yard)
THREATS
⅞
Peril instead. Whenever they Resist, they must flip the results
to fail. Once a foe is Incapacitated!, they are also Slain!.
C OYO T E
“T trees, you know. The dam of that was a whisker, but Pappa wasn’t lying an’ says he
h ey ca n c l i mb
saw the coyote sitting up there, yip-yapping and eyes flashing. He says they’ve got an evil spirit in
them, an’ with that crooked grin, I believe it. I could feel its eyes right on my skin, just the same as if it’d
been touching me. I swear there were others close too, but that part I wasn’t so sure about. If you could
have seen the way it smiled at me picking hickory nuts on the ground . . . the way it laughed when I ran
away . . . you’d believe it, too . . .”
TYPE: Animal
C B A P I W F
45% [5] 40% [4] 50% [7] 45% [5] 40% [4] 35% [3] 40% [4]
Int M ov DTh PTh Def Size RFa
5 6 Melee 55% Normal Basic
+8 10
(11/17/23) (12/18/24) Ranged 60% (1D6 Fury) (HIGH)
⅞
Athletics +10, Awareness +10, Coordination +10, Guile +10,
Simple Melee +10, Stealth +10, Survival +10, Toughness +10
⅞
Snarling Bite: 55% • Distance (melee Engaged) • Damage
(1D6+4) • Pummeling, Sweeping
THREATS
DARK SENSE: You can see in the dark, treating it as Perfect
Light.
LETHARGY: Whenever you roll Initiative, roll a 1D6 instead
of the normal 1D10.
LIGHT-FOOTED: You reduce Movement Actions by 1 AP
(to a minimum of 1).
PACK TACTICS: When three or more of your kind are alive
in combat, flip the result to succeed at all Combat-based and
Agility-based Skill Tests.
⅞
SNEAKY: You flip the results to succeed at Stealth and Survival
Tests.
P U B L I C N O T I C E
C R AWL E R
THREATS
TYPE: Supernatural
C B A P I W F
45% [6] 50% [7] 40% [4] 45% [6] NONE NONE NONE
Int M ov DTh PTh Def Size RFa
7/8 9 Melee 65% Normal Intermediate
+9 NONE
(Climb) (15/21/27) Ranged 60% (1D6 Fury) (LOW)
⅞
Athletics +20, Coordination +20, Intimidate +20, LEAPER: On the same Turn after Charging or Running,
Resolve +20, Simple Melee +20, Survival +20 you may jump horizontally or vertically up to your [BB]
in yards.
⅞
Filthy Claws: 65% • Distance (melee Engaged)
LIGHT SENSITIVITY (2): When exposed to Perfect
• Damage (1D6+6) • Pummeling, Slow
Light, reduce your Damage & Peril Thresholds by the
value in parenthesis.
AILMENT (Throat Distemper): When you inflict
Injuries, the foe suffers from the Ailment in parenthesis. MINDLESS: Your Intelligence, Willpower and
Fellowship are 0%, and automatically Resist against
BATTLE BUDDY: Select one ally whenever combat
effects that target you. You also can see in the dark,
starts. You both gain a +10% Base Chance to Defend and
treating it as Perfect Light.
cannot be Flanked, providing you are able to clearly see
and hear one another. PACK TACTICS: When three or more of your kind are
alive in combat, flip the result to succeed at all Combat-
THREATS
HORRIFIC: Whenever combat begins, spend one Coin
based and Agility-based Skill Tests.
to force all foes who can see you to Resist using Resolve
or else they suffer from Stress if you are Basic RFa, Fear SWIFT: Your Movement has factored in 1+[BB] to
⅞
if Intermediate RFa or Terror if Advanced or Elite RFa. (Climb), 3+[BB] to (Swim), 6+[AB] on foot or 9+[AB]
However, if you are an Abyssal or Supernatural threat to (Fly).
and the person Critically Fails their Skill Test, they gain
an Affliction. Dirt-caked clothing and Memento of a former life
P U B L I C N O T I C E
D EVI L D O G
THREATS
TYPE: Abyssal
C B A P I W F
45% [4] 40% [5] 50% [6] 40% [6] 35% [3] 40% [4] 45% [4]
Int M ov DTh PTh Def Size RFa
6 7 Melee 55% Normal Basic
+9 12
(12/16/24) (13/19/25) Ranged 60% (1D6 Fury) (HIGH)
Athletics +10, Awareness +10, Coordination +10, INFERNAL: Whenever you deal Damage, your foes must
⅞
Resolve +10, Simple Melee +10, Stealth +10, successfully Resist with Toughness or else gain 1 Conflict
Survival +10, Toughness +10 if you are Basic RFa, 2 Conflict if you are Intermediate
RFa or 3 Conflict if you are Advanced or Elite RFa.
⅞
Snarling Bite: 55% • Distance (melee Engaged)
SHAPESHIFT (Hunting Dog): You and your belongings
• Damage (1D6+4) • Pummeling, Sweeping
can Shapeshift into the alternative form in parenthesis at
any time (or by spending 2 AP in combat). Once in this
FIERCE: Whenever you are Seriously or Grievously
form, you gain its Traits, immediately move three steps
Wounded, add 1D6 Fury Die to Damage. You cannot
up the Damage & Peril Condition Tracks positively, but
Defend during this time, and automatically Resist
cannot Shapeshift again for twenty-four hours.
against effects which target your mind.
SPIRIT SIGHT: You can automatically spot foes who
HEAT: Whenever you deal Damage to a foe, they must
are hidden or Insubstantial. You can also see in the dark,
successfully Resist with Coordination or suffer 1D10+1
THREATS
treating it as Perfect Light.
Damage from fire.
SWIFT: Your Movement has factored in 1+[BB] to
HORRIFIC: Whenever combat begins, spend one Coin
⅞
(Climb), 3+[BB] to (Swim), 6+[AB] on foot or 9+[AB]
to force all foes who can see you to Resist using Resolve
to (Fly).
or else they suffer from Stress if you are Basic RFa, Fear
if Intermediate RFa or Terror if Advanced or Elite RFa.
Collar with their name on it, Nugget of coal, Pile of
However, if you are an Abyssal or Supernatural threat and
sulfur
the person Critically Fails their Skill Test, they gain an
Affliction.
DOG ANT
“I d o n ’ t k now w h y I thought it was little William’s dog. I suppose it made sense—the cur was always
out in the late hours, traipsing through the wood and dragging vermin into the yard, scattering chickens
and goats with its howling and carrying on. It just . . . couldn’t be anything but that dog, you see . . . but
when I heard the sounds it made . . . the skittering of all those legs . . . and my lantern got close enough to see
those . . . big eyes and the jaws on that thing . . . that’s the devil’s work and no doubt about it. I don’t know
how it got out in those woods, but I know if it’s anything like the little ants, where there’s one, there’s bound
to be a hundred more.”
TYPE: Beast
C B A P I W F
45% [5] 45% [4] 50% [6] 40% [5] NONE NONE NONE
Int M ov DTh PTh Def Size RFa
8 Melee 55% Normal Basic
+8 9/5 (Climb) NONE
(14/20/26) Ranged 60% (1D6 Fury) (MEDIUM)
⅞
Athletics +10, Awareness +10, Coordination +10, Simple
Melee +10, Survival +10, Toughness +10
⅞
Mandibles: 55% • Distance (melee Engaged) • Damage
(1D6+5) • Strangling, Vicious
THREATS
⅞
the value in parenthesis. You also reduce Peril & Damage from
fire you suffer by the same value.
EAGLE
“N ath a n o nly tho ug h the’d escaped the Red Coats, but as he clutched at the blood pouring from his
stomach, Nathan realized that there was no getting away. He finally collapsed, no longer having the
strength to pick himself up. Feeling the end, he prayed to the Creator. His vision blurred as he saw something
flying toward him. An angel? No, his vision cleared, and he could see that it was an eagle. To his Indigenous
friends, the eagle was sacred, its ‘bald’ head and gorgeous plumage projecting majesty. It was the bird that
could fly closest to the Creator and now it had turned its attention to Nathan. But why him? Was it coming
to carry his soul or something else? Nathan wasn’t sure, but would have his answer soon . . .”
TYPE: Animal
C B A P I W F
45% [5] 40% [4] 50% [6] 45% [6] 40% [4] 40% [4] 35% [3]
Int M ov DTh PTh Def Size RFa
12/15 5 7 Melee 55% Large Basic
+9
(Fly) (11/17/23) (13/19/25) Ranged 60% (2D6 Fury) (HIGH)
⅞
Awareness +10, Coordination +10, Intimidate +10,
Navigation +10, Simple Melee +10, Stealth +10, Survival +10
⅞
Beak and Talons: 55% • Distance (melee Engaged or 1 yard)
• Damage (2D6+6) • Fast, Sweeping, Weak
THREATS
FLIGHTLESS: Whenever you are Grievously Wounded,
suffering from an Injury or Bleeding, you cannot fly.
HYPERSENSITIVITY: You roll 2D10 to determine
Initiative, instead of the normal 1D10.
SECOND WIND: Spend one Coin to automatically restore
your Damage & Peril Condition Tracks by one step positively
once a day.
⅞
SWIFT: Your Movement has factored in 1+[BB] to (Climb),
3+[BB] to (Swim), 6+[AB] on foot or 9+[AB] to (Fly).
EXPLORER
“W i th ev e ry step,
Jackson assured himself, he was making history. It was certainly possible that some
French traders may have been through here, likely seeing the things that Jackson was seeing for the
first time, but they’d left no mark. Nor had any of the settlements beyond the Appalachians reached this
deeply into Kentucky Country. That made it especially exciting when Jackson spotted a series of waterfalls
that fed into a pool deep in the wood. It was as if he’d stumbled onto a magical place. ‘Just beautiful,’ Jackson
said to his Cherokee guide. ‘I think I’ll have a swim.’ Onacona silently nodded, as the explorer disrobed and
jumped into the pool. What Jackson had thought unusual, the Cherokee had used as a hunting marker for
generations. More to the point, the hunters had used this pool to relieve themselves far too many times for
Onacona to consider joining him.”
TYPE: Humanoid
C B A P I W F
40% [5] 40% [4] 45% [4] 45% [7] 40% [4] 50% [8] 35% [3]
Int M ov DTh PTh Def Size RFa
6 11 Melee 60% Normal Intermediate
+10 7
(12/18/24) (17/23/29) Ranged 45% (1D6 Fury) (MEDIUM)
⅞
Navigation +10, Resolve +10, Simple Melee +20, Simple
Ranged +10, Stealth +20, Survival +20, Toughness +20
THREATS
⅞
Musketoon: 60% • Distance (ranged 13 yards) • Load (2 AP)
• Damage (1D6+5) • Blackpowder, Carbine
POLAR STAR: When you can see the stars, you gain a +20%
Base Chance to Navigation Tests. In addition, you always
know how to find true north, even during inclement weather.
RURAL STALKER: You automatically succeed at all Skill
Tests to sneak in rural areas, unless you give yourself away by
running through them or making loud noises. In addition,
whenever you hide in rural environments during a Combat
Encounter, it only costs 1 AP.
⅞
TAKE A GANDER: Ignore the effects of Concealment &
Weather conditions for purposes of using ranged weapons.
FA R M E R
“E I till this plot. It’s always the same, thank God. I hitch up Chestnut to the plow; she helps
v e ry y e a r
me cut up the earth then we get to planting. It’s simple, but I like it simple. This revolution doesn’t interest
me much, nor do the affairs of city folk. I just want to work the land, provide for my kin and stay peaceful
and prosperous. I embrace the expected. Yesterday when Chestnut’s work pulled a half-rotting corpse covered
in brands out of a shallow grave, I was shocked. I was livid. Yes, this is my land, but I have no idea who that
poor soul is or how she got there.”
TYPE: Humanoid
C B A P I W F
45% [5] 50% [6] 40% [4] 45% [4] 40% [4] 40% [4] 35% [3]
Int M ov DTh PTh Def Size RFa
7 7 Melee 55% Normal Basic
+7 7
(13/19/25) (13/19/25) Ranged 40% (1D6 Fury) (LOW)
⅞
Ride +10, Simple Melee +10, Simple Ranged +10,
Survival +10, Toughness +10
THREATS
⅞
Hatchet: 55% • Distance (melee engaged) • Damage (1D6+5)
• Slow, Weak
⅞
suffer Damage from a melee or ranged weapon, spend a Coin
to ignore it.
FREEMASON AGENT
“I t ’ s not ab o u t
protecting the Crown. It’s about freedom, for all of us. If anarchy falls over the Colonies,
you won’t have more liberty than now. You will have far, far less. For without order, with no rulers, the
strong take from the weak. There is no justice in that. The Crown gives every person the security to rise.
The moment any king or queen threatens that, they also become the enemy of the Brotherhood. You claim
to serve freedom. I actually do . . . So are you going to tell me where the munitions are hidden, or do I need
to dissolve more of your fingers in acid?”
TYPE: Humanoid
C B A P I W F
40% [5] 40% [4] 50% [6] 45% [4] 40% [4] 35% [3] 45% [4]
Int M ov DTh PTh Def Size RFa
5 6 Melee 50% Normal Basic
+7 9
(11/17/23) (12/18/24) Ranged 60% (1D6 Fury) (LOW)
⅞
Resolve +10, Simple Melee +10 Simple Ranged +10,
Skulduggery +10, Stealth +10, Toughness +10
⅞
Flintlock pistol: 50% • Distance (ranged 7 yards) • Load (2
AP) • Damage (1D6+5) • Blackpowder, Pistol, Weak
⅞
with a ranged weapon, immediately switch places with an
Engaged ally.
FREEMASON ALCHEMIST
“T heR eb e l s l aug h e d, their captain holding the sacred stag skull high above her head. ‘I have troops,’
she boasted, ‘armed to the teeth with muskets, and now I wield a sacred artifact of the Mandoag. What
do you have? A bow and some arrows. It’s over, Kitane.’ But the young Freemason just cracked a smile. As the
Rebels drew back their bow, an arrow of the Freemason’s own design let loose with a twang . . . The Rebels
still haven’t found enough of their captain’s body to bury.”
TYPE: Humanoid
C B A P I W F
45% [5] 40% [5] 50% [8] 45% [5] 40% [4] 35% [3] 40% [4]
Int M ov DTh PTh Def Size RFa
7 6 Melee 65% Normal Intermediate
+9 11
(13/19/25) (12/18/24) Ranged 70% (1D6 Fury) (LOW)
⅞
Resolve +10, Simple Melee +20, Simple Ranged +20,
Skulduggery +10, Stealth +10, Toughness +20, Warfare +10
THREATS
Fused Grenade: 65% • Distance (ranged 6 yards) • Load (1
AP) • Damage (1D6+5) • Blackpowder, Bomb, Throwing
⅞
Powder Bomb: 65% • Distance (ranged 6 yards) • Load (1 AP)
• Damage (NONE) • Bomb, Ineffective, Smoke
⅞
TAKE A GANDER: Ignore the effects of Concealment &
Weather conditions for purposes of using ranged weapons.
40% [4] 40% [5] 40% [4] 45% [4] 45% [4] 50% [7] 35% [3]
Int M ov DTh PTh Def Size RFa
6 10 Melee 50% Normal Basic
+7 7
(12/18/24) (16/22/28) Ranged 40% (1D6 Fury) (MEDIUM)
⅞
Simple Melee +10, Simple Ranged +10, Skulduggery +10,
Stealth +10 Toughness +10
⅞
Overcoat Pistol: 50% • Distance (ranged 5 yards) • Load (2
AP) • Damage (1D 6+4) • Blackpowder, Pistol, Weak
⅞
reduce the number of Chaos Dice you roll (to a minimum of
one die).
FR E EM A SON FE L LOWCR A F T
“M atoa k a sta r e d at Alexander across the stacked books and clutter on her desk. The young man,
practically still a boy, stared at her with his huge brown eyes. So eager and so terrified. He almost leapt
out of his chair with a start when the Fellowcraft broke the silence, ‘Alexander, you’ve done a fine job these
last weeks. Taking notes, keeping the Lodge clean and running errands for the Brotherhood. The Master and
I want to offer you full membership as an Entered Apprentice.’ Excitement lit Alexander’s eyes. His mouth
opened, ready to hurl gratitude at Matoaka, but she held up her hand, immediately silencing him. ‘Think
hard on this decision, Alexander. You are a sweet boy, so kind and respectful. This work will change that. If
it doesn’t, well, you understand we have to protect our secrets to maintain order . . .’”
TYPE: Humanoid
C B A P I W F
50% [8] 45% [6] 35% [3] 40% [6] 40% [4] 45% [4] 40% [4]
Int M ov DTh PTh Def Size RFa
8 7 Melee 70% Normal Intermediate
+9 6
(14/20/26) (13/19/25) Ranged 55% (1D6 Fury) (MEDIUM)
⅞
Melee +20, Martial Ranged +20, Resolve +20, Toughness +20,
Warfare +10
THREATS
Bayonet: 70% • Distance (melee engaged or 1 yard) • Damage
(1D6+8) • Socketed, Vicious
⅞
Brown Bess Musket: 70% • Distance (ranged 15 yards) • Load
(3 AP) • Damage (1D6+8) • Accurate, Blackpowder
⅞
of Low Cover, you ignore it for purposes of hitting and dealing
Damage.
FREEMASON MASTER
“W I wa s young, I got swept in the drama of the Ancients and the Moderns. My friends chose
hen
different sides, creating a schism in our group. I felt immense pressure from both to declare my
allegiance. Ancients stop the innocent from becoming monsters. So I played both sides. I was friendly to all,
but a true friend only to myself and the Freemason ideals. Yes I had to lie, sometimes even to myself. And
where did it get me? I have forgotten more secrets about the universe than my friends will ever learn.”
TYPE: Humanoid
C B A P I W F
50% [9] 45% [6] 35% [3] 45% [5] 40% [1] 51% [9] 40% [4]
Int M ov DTh PTh Def Size RFa
9 12 Melee 80% Normal Advanced
+8 6
(15/21/27) (18/24/30) Ranged 35% (1D6 Fury) (MEDIUM)
⅞
Melee +30, Resolve +30, Simple Ranged +30, Toughness +30,
Warfare +30
⅞
THREATS
⅞
TENACITY: Permanently add +6% to your Willpower.
G A RG A NTUA N SPI DE R
“A gents of O l d Scratch on eight legs is what they are. Little ones are bad enough, but these accursed
things at the back of caves . . . devil’s work, I’m telling you. Monstrous, and not even making a sound—
nor does anyone they get a hold of. You’ll be faster wound up in thread than you can cry out for your momma.
I hear tales of Appalachian folk that keep them like dogs. Can you imagine anything more awful?”
TYPE: Beast
C B A P I W F
40% [4] 45% [6] 50% [7] 45% [6] 40% [4] 40% [4] 35% [3]
Int M ov DTh PTh Def Size RFa
8 7 Melee 60% Large Intermediate
+9 10/7 (Climb)
(14/20/26) (13/19/25) Ranged 70% (2D6 Fury) (LOW)
⅞
Awareness +20, Coordination +20, Resolve +20, Simple
Melee +20, Simple Ranged +20, Stealth +20, Toughness +20
⅞
Webbing: 60% • Distance (ranged Cone Template) • Load (1
AP) • Damage (NONE) • Ineffective, Strangling
THREATS
DARK SENSE: You can see in the dark, treating it as Perfect
Light.
LETHARGY: Whenever you roll Initiative, roll a 1D6 instead
of the normal 1D10.
LIGHT SENSITIVITY (2): When exposed to Perfect Light,
reduce your Damage & Peril Thresholds by the value in
parenthesis.
POISONOUS: When you deal Damage, roll 1D6 Chaos Die.
If the result is face ‘1–5,’ your foe suffers 2D10+2 Peril. If the
result is face ‘6,’ your foe immediately begins to Suffocate. Only
an antidote can save them from Suffocation.
SWIFT: Your Movement has factored in 1+[BB] to (Climb),
3+[BB] to (Swim), 6+[AB] on foot or 9+[AB] to (Fly).
WEAKNESS (Fire): Whenever you are exposed to the
⅞
weakness in parenthesis, you suffer an additional 1D6 Fury
Die to Damage.
GHOUL
“B ack f rom h e r rounds, the sergeant reported a few of the younger soldiers gone missing. Desertion was
severely punished, so I thought it odd. We then went to inspect the camp. One of the soldiers said he’d seen
a ‘thing’ with teeth haunting the dusk, and coincidentally, appeared the same day young Monte went missing.
We waited until night came, and there, the sergeant and I spied a horrible sight . . . an emaciated person stalking
about, whose skin slumped from their waist like some discarded coat. Its . . . hands were buried deep within
the skull of the dead drummer. We knew then what had to be done. The sergeant took her shot, putting poor
Monte out of his misery. The creature’s eyes flashed, and it began to sprint toward us . . .”
TYPE: Supernatural
C B A P I W F
50% [7] 45% [7] 45% [7] 40% [4] 40% [4] 40% [6] 40% [4]
Int M ov DTh PTh Def Size RFa
9 9 Melee 65% Normal Intermediate
+7 10
(15/21/27) (15/21/27) Ranged 55% (1D6 Fury) (MEDIUM)
⅞
Athletics +20, Coordination +20, Disguise +20, Intimidate +10,
Simple Melee +20, Survival +20, Toughness +10
⅞
Tongue and Claws: 65% • Distance (melee Engaged)
• Damage [1D6+7] • Pummeling, Slow, Sweeping
THREATS
⅞
or would be Slain!, you immediately Shapeshift back into your
Ghoul form.
GOLEM
“I was an odd sculpture of clay in her workshop. I never dared enter there myself, but
r e ca l l th at th e r e
by chance one morning I did see, just through the crack in the door, something moving within. I cannot be
sure, but I could have sworn the clay sculpture was moving about, organizing papers. Upon its forehead was
an amulet, with words painted on it in what I suspect was Hebrew. The following day, the kabbalist invited
me into that same vesamery office, where I happened to see the clay thing sitting lifeless on a pedestal. She
made no mention of it at all.”
TYPE: Supernatural
C B A P I W F
45% [8] 50% [9] 40% [4] 45% [6] NONE NONE NONE
Int M ov DTh PTh Def Size RFa
13 Melee 65% Normal Intermediate
+9 7 NONE
(19/25/31) Ranged 40% (1D6 Fury) (MEDIUM)
⅞
Athletics +20, Awareness +20, Intimidate +20, Simple
Melee +20, Toughness +20
⅞
Iron-hard Fists: 60% • Distance (melee Engaged) • Damage
[1D6+9] • Powerful, Pummeling, Strangling
THREATS
BRAWNY (2): Your Brawn has factored in the value in
parenthesis.
CONSTRICTOR: Whenever you deal Peril on a foe using a
Chokehold, you also deal an equal amount of Damage.
IMMUNITY (Injuries, Intimidate, Peril): You are immune to
the effects in parenthesis.
INESCAPABLE: You can maintain a Chokehold for 0 AP
and take other actions during this time.
LAY TO REST (Amulet): Every hour, you move one step up
the Damage Condition Track positively. Should the object in
parenthesis be destroyed, properly buried or the situation that
turned them into a threat be avenged (Historian’s choice), you are
Slain!, returning to the spirit realm forever.
MINDLESS: Your Intelligence, Willpower and Fellowship are
⅞
0%, and automatically Resist against effects which targets you.
You also can see in the dark, treating it as Perfect Light.
P U B L I C N O T I C E
G R I Z Z LY B E A R
THREATS
TYPE: Beast
C B A P I W F
45% [6] 50% [8] 40% [4] 45% [5] 40% [4] 40% [5] 35% [3]
Int M ov DTh PTh Def Size RFa
13 8 Melee 65% Large Intermediate
+8 7
(19/25/31) (14/20/26) Ranged 50% (2D6 Fury) (HIGH)
Athletics +20, Awareness +10, Coordination +10, HARDY: You cannot be knocked Unconscious or reduce
⅞
Intimidate +20, Resolve +20, Simple Melee +20, your AP due to a Combat Condition.
Survival +20, Toughness +20
HORRIFIC: Whenever combat begins, spend one Coin
to force all foes who can see you to Resist using Resolve
Bear Bite: 65% • Distance (melee Engaged or 1 yard)
or else they suffer from Stress if you are Basic RFa, Fear
• Damage (2D6+6) • Strangling, Vicious
if Intermediate RFa or Terror if Advanced or Elite RFa.
⅞
Bear Claw: 65% • Distance (melee Engaged or 1 yard) However, if you are an Abyssal or Supernatural threat and
• Damage (2D6+6) • Sweeping, Vicious the person Critically Fails their Skill Test, they gain an
Affliction.
ASSAIL: Whenever you Charge, flip the results to
LETHARGY: Whenever you roll Initiative, roll a 1D6
succeed at the next Attack Action or Rough & Tumble
instead of the normal 1D10.
you make (unless it is Spell-related).
SECOND WIND: Spend one Coin to automatically
THREATS
BRUTAL: When you inflict an Injury, you inflict two
restore your Damage & Peril Condition Tracks by one
Injuries instead.
step positively once a day.
CHOSEN: One foe is left Defenseless to all your Attack
THICK HIDE (3): Your Damage Threshold has factored
Actions and Rough & Tumble. Once it is defeated, select
⅞
in the value in parenthesis. You also reduce Peril &
a new foe.
Damage from fire you suffer by the same value.
DARK SENSE: You can see in the dark, treating it as
Perfect Light. Grizzly bear hide, Meat (9)
FIERCE: Whenever you are Seriously or Grievously
Wounded, add 1D6 Fury Die to Damage. You cannot
Defend during this time and automatically Resist against
effects which target your mind.
P U B L I C N O T I C E
HEADLESS RIDER
THREATS
TYPE: Supernatural
C B A P I W F
45% [7] 40% [7] 40% [4] 45% [6] 40% [4] 50% [7] 35% [3]
Int M ov DTh PTh Def Size RFa
10 Melee 75% Normal Advanced
+9 10 10 (16/22/28)
(16/22/28) Ranged 70% (1D6 Fury) (LOW)
Athletics +30, Awareness +30, Coordination +30, IMMUNITY (Injuries, Intimidate, Peril): You are
⅞
Folklore +10, Handle Animal +20, Intimidate +30, immune to the effects in parenthesis.
Martial Melee +30, Ride +30, Stealth +30
INSUBSTANTIAL: You are Insubstantial. While
Insubstantial, you can freely move through physical
⅞
Cavalry Sabre: 75% • Distance (melee Engaged)
objects, but cannot inflict nor suffer Damage, unless by
• Damage (1D6+7) • Backslash, Slow
magical means.
CHOSEN: One foe is left Defenseless to all your Attack LAY TO REST (Stolen Head): Every hour, you move one
Actions and Rough & Tumble. Once it is defeated, select step up the Damage Condition Track positively. Should
a new foe. the object in parenthesis be destroyed, properly buried or
the situation that turned them into a threat be avenged
DARK SENSE: You can see in the dark, treating it as
(Historian’s choice), you are Slain!, returning to the spirit
Perfect Light.
realm forever.
THREATS
DRAIN (Combat): Whenever you deal Damage to a foe,
MATERIALIZE: You can physically Materialize or
they must successfully Resist with Resolve or permanently
become Insubstantial any time (or by spending 2 AP
lose -3% to the Primary Attribute in parenthesis.
in combat). While Materialized, you can cause Damage
HARDY: You cannot be knocked Unconscious or reduce to foes. If you don’t cause Damage each minute you are
your AP due to a Combat Condition. Materialized, you move one step down the Peril Condition
Track negatively. Once Incapacitated!, you are banished to
HAUNTING: Spend one Coin to conjure an illusion
the spirit realm for twenty-four hours.
(e.g., bleeding walls, phantom footsteps, rattling chains).
Your foes must successfully Resist using a Secret Test SWIFT: Your Movement has factored in 1+[BB] to
⅞
with Scrutinize or else suffer from Stress if you are Basic (Climb), 3+[BB] to (Swim), 6+[AB] on foot or 9+[AB]
RFa, Fear if you are Intermediate RFa or Terror if you are to (Fly).
Advanced or Elite RFa. The illusion lasts for an hour.
Cavalry sabre, Horse tackle, Stallion
HORRIFIC: Whenever combat begins, spend one Coin
to force all foes who can see you to Resist using Resolve
or else they suffer from Stress if you are Basic RFa, Fear
if Intermediate RFa or Terror if Advanced or Elite RFa.
However, if you are an Abyssal or Supernatural threat and
the person Critically Fails their Skill Test, they gain an
Affliction.
HIDEBEHIND
“Y o u wa n t to know about the beast men of the wood, those that sound like the mewing of babes?
Trust me, the less you know, the better. You will not go looking for them, no matter how much you
wish to solve some mystery. There was that little man with the mop of brown hair who went searching, and
you saw how that turned out, didn’t you? Barely enough left to say it was him for sure . . . Leave it be, and it’ll
leave you as well. If you seek them out . . . well, I wash my hands of it.”
TYPE: Beast
C B A P I W F
50% [5] 45% [6] 40% [10] 45% [4] 35% [3] 40% [6] 40% [4]
Int M ov DTh PTh Def Size RFa
9 Melee 80% Normal Advanced
+7 12 9 (15/21/27)
(15/21/27) Ranged 40% (1D6 Fury) (LOW)
⅞
Intimidate +20, Resolve +30, Simple Melee +20, Stealth +30,
Survival +20, Toughness +20
⅞
Antlers and Claws: 80% • Distance (melee Engaged)
• Damage (2D6+10) • Fast, Powerful, Skewering
THREATS
⅞
SWIFT: Your Movement has factored in 1+[BB] to (Climb),
3+[BB] to (Swim), 6+[AB] on foot or 9+[AB] to (Fly).
Meat (6)
HODAG
“I saw a g r e atbeast near the lake, and dared not say its name. But the words were etched on my brain, just
as so many others following my escape from that time as the sorcerer’s apprentice. Hodag. Had I not seen
such horrors before, I surely would have cried out in fear. It looked just like a great eagle, naked as if plucked,
born upon a lion’s body easily the size of two men laid head to toe. The hair on its back stood straight on end!
Chances were that the monster had been summoned by some foul entity, unless it had broken through to our
world of its own accord.”
TYPE: Abyssal
C B A P I W F
45% [6] 50% [7] 45% [5] 40% [6] 40% [4] 40% [4] 35% [3]
Int M ov DTh PTh Def Size RFa
11 7 Melee 65% Large Intermediate
+9 11/10 (Swim)
(17/23/29) (13/19/25) Ranged 65% (2D6 Fury) (MEDIUM)
⅞
Athletics +20, Awareness +20, Coordination +20, Guile +20,
Intimidate +20, Simple Melee +20, Toughness +20
⅞
Vicious Maw: 55% • Distance (melee Engaged or 1 yard)
• Damage (2D6+7) • Pummeling, Sweeping, Vicious
THREATS
CHOSEN: One foe is left Defenseless to all your Attack
Actions and Rough & Tumble. Once it is defeated, select a
new foe.
INFERNAL: Whenever you deal Damage, your foes must
successfully Resist with Toughness or else gain 1 Conflict if
you are Basic RFa, 2 Conflict if you are Intermediate RFa or 3
Conflict if you are Advanced or Elite RFa.
SHIFT: Spend one Coin to teleport 3 yards in any direction
as a Reaction.
SWIFT: Your Movement has factored in 1+[BB] to (Climb),
3+[BB] to (Swim), 6+[AB] on foot or 9+[AB] to (Fly).
TAINT: You cannot be harmed by normal weapons unless
imbued with magic. Whenever you begin combat, foes who
can clearly see you must successfully Resist with Awareness or
treat Distances as if it were Fleeting Shadows until the end of
combat.
THICK HIDE (3): Your Damage Threshold has factored in
⅞
the value in parenthesis. You also reduce Peril & Damage from
fire you suffer by the same value.
Meat (6)
HOG
“L last of his ham and bean soup as a cold blast of winter air hit him from the open door.
o u i s sipp e d th e
Shelby, the local mail carrier, tipped her hat to him as she closed the door and sat with a troubled look
in her eyes. Something was obviously bothering her more than the weather. ‘A penny for your thoughts?’
Louis asked. Shelby waited to feel her first sip of her usual scotch slide down her throat before answering.
‘Millington. All dead.’ Louis was surprised. Millington was a small village along the road from here to
Trenton, perhaps three dozen souls. The winter had been cold, but everyone? ‘Plague or some such,’ Shelby
said. ‘Doctor Reese thinks it was the hogs. Bad meat.’ Louis glanced at his empty bowl, noting that the
proprietor sourced some of his meat from Millington. He suddenly felt very ill, very ill indeed.
TYPE: Animal
C B A P I W F
40% [4] 50% [6] 45% [4] 40% [5] 35% [3] 45% [4] 40% [4]
INT MOV DTH PTH DEF SIZE RFA
⅞
Athletics +10, Awareness +10, Survival +10, Toughness +10
⅞
Oink Oink: 40% • Distance (melee Engaged) • Damage
(1D6+6) • Pummeling, Slow
THREATS
⅞
you, they must successfully Resist with Toughness or suffer
1D10+1 Peril.
HOMUNCULUS
“R ath e r c u te k i t te n ,
isn’t it? You won’t be thinking that in a moment, not when they’ve torn up your
ledgers and plucked your chickens . . . HEY! SHOO! Little devilish thing, Grumpy Cat loves to cause
mischief. Don’t mistake her for being just another mischievous kitten, no. The first time our daughter told us she
saw the cat step into the barn and ‘shake off’ its coat to change into a little orange imp, well, we made her do all the
yard work for a week for lying to us. We’d not believed it until we saw Grumpy Cat—or what we thought was her—
turned into a little devil, tearing into one of our milk cows. We’ve tried everything—the broom, our local pastor
and even consulted a local medicine person—but Grumpy Cat just won’t go away. She just sits in the window all
day watching our daughter play outside. And I swear I hear ’em whispering together when the sun goes down . . .”
TYPE: Abyssal
C B A P I W F
45% [5] 45% [5] 50% [6] 40% [4] 40% [4] 40% [5] 35% [4]
INT MOV DTH PTH DEF SIZE RFA
⅞
Guile +10, Resolve +10, Simple Melee +10, Skulduggery +10,
Stealth +10
THREATS
⅞
Scratch: 55% • Distance (melee Engaged) • Damage (0D6+3)
• Pummeling, Vicious
⅞
hidden or Insubstantial. You can also see in the dark, treating
it as Perfect Light.
Child’s toy, Collar with their name on it, Nugget of coal, Pile
of sulfur
HOODED ONE
“T right at me. I could not see its eyes, but as its cloak seemed to float as if carried by an
h e thi n g sta r e d
invisible wind, I was sure something horrible was about to occur. And so it did, as the creature made a
twin shadow of itself, leaving only me to know of its infernal acts. I recalled that Doctor John Dee’s book had
mentioned something similar to this daemon. Lucky for me, my duck-foot pistol would strike this Hooded
One, and its shadow selves, too . . .”
TYPE: Abyssal
C B A P I W F
40% [4] 45% [6] 40% [9] 35% [3] 45% [4] 50% [9] 40% [4]
INT MOV DTH PTH DEF SIZE RFA
⅞
Interrogation +20, Intimidate +30, Scrutinize +20, Simple
Melee +20, Stealth +20
⅞
Sickle: 60% • Distance (melee Engaged) • Damage (1D6+9)
• Fast, Sweeping, Weak
THREATS
⅞
hidden or Insubstantial. You can also see in the dark, treating
it as Perfect Light.
HORSE
“R shoe carrying us across the bridge and it’s a good thing, too, else we’d have surely had
eb e l th r ew a
our souls stolen by that thing following us, black as tar and smoke trailing from its nostrils. Sometimes
I thought I saw red eyes, but I couldn’t be sure. I did know that wasn’t a horse, not looking like that. A beast
like that had never known a pasture of grass, understand? I’d never seen such a creature, but it was no match
for Rebel—she could outrace any witch in the woods a hundred times over, make no mistake.”
TYPE: Animal
C B A P I W F
35% [3] 50% [6] 45% [6] 40% [4] 40% [4] 40% [4] 45% [4]
INT MOV DTH PTH DEF SIZE RFA
⅞
Athletics +10, Charm +10, Coordination +10, Resolve +10,
Simple Melee +10, Survival +10, Toughness +10
⅞
Horse Kick: 45% • Distance (melee Engaged) • Damage
(1D6+6) • Pummeling, Slow
THREATS
AP (to a minimum of 1).
⅞
SWIFT: Your Movement has factored in 1+[BB] to (Climb),
3+[BB] to (Swim), 6+[AB] on foot or 9+[AB] to (Fly).
H U N T E R- G AT H E R E R
“W muddy water, Gawonii picked his path carefully, encouraging Hinto to follow his steps.
a i st de ep i n
They killed one alligator and couldn’t carry more meat, so attracting other beasts’ attention would
just draw trouble. Plus, there were sinkholes in the murky swamp. A slower pace kept them from getting
sucked under. But then a distant buzz changed everything. ‘Locusts. A bunch of ’em, too,’ Hinto whispered.
The couple grabbed their breathing reeds and sank into the water with their recent kill. The insects would
pass over them, probably before dark, but the trip home would need to be at a more dangerous pace . . . if the
alligators didn’t find them blind and submerged in the swamp first.”
TYPE: Humanoid
C B A P I W F
45% [5] 40% [4] 50% [6] 40% [5] 40% [4] 45% [4] 35% [3]
INT MOV DTH PTH DEF SIZE RFA
⅞
Martial Ranged +10, Simple Melee +10, Simple Ranged +10,
Stealth +10, Survival +10, Toughness +10
• Slow, Weak
Knife: 55% • Distance (melee engaged or 6 yards) • Damage
(1D6+6) • Pummeling, Slow, Weak
⅞
Selfbow: 55% • Distance (ranged 14 yards) • Load (1 AP)
• Damage (1D6+6) • Fast, Silent
⅞
TAKE A GANDER: Ignore the effects of Concealment &
Weather conditions for purposes of using ranged weapons.
HUNTING DO G
“I h av e n ’ t s e e n
M a da m e Moose in a week or so, but that doesn’t mean she’s gone. I heard her howlin’
two nights ago, like she finally got one of the foxes she’s always after, but she ain’t come home since. We’ve
been after tougher prey than foxes, though, and she’ll be back. Last hunting trip, oh, you should have seen
her, giving everything in the forest the what for. She’s loyal like that and ’sides . . . if that bear we took down
last spring couldn’t kill Madame Moose, nothin’ can.”
TYPE: Animal
C B A P I W F
45% [4] 40% [4] 40% [4] 45% [5] 40% [4] 35% [3] 50% [6]
INT MOV DTH PTH DEF SIZE RFA
⅞
Athletics +10, Awareness +10, Charm +10, Guile +10
⅞
Snarling Bite: 45% • Distance (melee Engaged) • Damage
(1D6+4) • Pummeling, Sweeping
THREATS
FIERCE: Whenever you are Seriously or Grievously
Wounded, add 1D6 Fury Die to Damage. You cannot Defend
during this time, and automatically Resist against effects which
target your mind.
⅞
LETHARGY: Whenever you roll Initiative, roll a 1D6 instead
of the normal 1D10.
I N QU I S I T I O N A G E N T
“‘T h a nk yo u forwelcoming me into your camp, Captain Hall,’ Saverina said with a smile as she
entered the tent. The Red Coat captain motioned for the visitor to take a seat, but Saverina shook
her head. ‘I am afraid I cannot stay. I need to be out of this camp, or the Inquisition will fire cannonballs
into it.’ Captain Hall stared in shock for a moment before laughing. Saverina just narrowed her eyes. ‘I
assure you, Captain Hall, this is no joke. We take no sides in this conflict between the Rebels and you, but
your Sergeant Toliver is a Templar.’ The captain jumped to his feet, face as red as his coat with outrage.
At a flash, Saverina’s knife was in hand. ‘All very shocking, I know, but we must move quickly. I have one
minute to exit your camp with Toliver in chains, or your unit will have more holes in it than a rat-eaten
cake. This is no bluff. To them, our lives are worth his death.’”
TYPE: Humanoid
C B A P I W F
40% [4] 40% [5] 50% [6] 45% [5] 40% [4] 35% [3] 45% [4]
INT MOV DTH PTH DEF SIZE RFA
⅞
Scrutinize +10, Simple Melee +10, Simple Ranged +10,
Skulduggery +10, Stealth +10, Toughness +10
THREATS
⅞
Knife: 50% • Distance (melee engaged or 6 yards) • Damage
(1D6+6) • Fast, Throwing, Weak
⅞
must accept the outcome. In addition, you always succeed at
Skill Tests to disable locks.
I N QU I S I T I O N F I S C A L
“Z from the church into the evening air of Philadelphia, drops of cool holy
ac h a r i a s stepp e d o u t
water still clinging to his brow. Right on time, a woman wearing a red hat walked passed and took
his arm, leading him down Willings Alley. Her hand entered his pocket, depositing an envelope as her lips
pressed to his ear, whispering, ‘The names and locations of our agents embedded in the Red Coats, Rebels
and elsewhere. Congratulations, Fiscal Zacharias.’ Zacharias stopped to thank her, saying, ‘The Inquisition
works even faster than I . . .’ but the woman had already slipped out of his arm and eyesight.”
TYPE: Humanoid
C B A P I W F
40% [5] 40% [6] 35% [3] 40% [4] 50% [8] 45% [7] 45% [6]
INT MOV DTH PTH DEF SIZE RFA
⅞
Resolve +30, Scrutinize +30, Simple Melee +30, Simple
Ranged +30, Toughness +20
THREATS
⅞
Hanger Sword: 70% • Distance (melee engaged) • Damage
(1D6+5) • Weak
⅞
THE THIRD DEGREE: When you Injure a foe with a
weapon, you inflict two Injuries instead of one.
I N QU I S I T I O N WI T C H H U N T E R
“M over the frozen Lake Hopatcong, her steaming breath visible in the winter air.
a r í a lo ok e d o u t
Though her fight ended an hour ago, she felt like she was still catching her breath. One question
raced through María’s mind, ‘Was John a devil-worshipping practitioner of the Art, or just married to one?’
Patience was not her virtue. The exhausted Witch Hunter sat on the snow-covered bank, her bruised fingers
eagerly dancing across the rope that led to a cage drowned beneath the ice. Just another hour and then she
would pull John out of the lake and have her answer.”
TYPE: Humanoid
C B A P I W F
50% [8] 40% [6] 40% [5] 45% [4] 40% [4] 45% [5] 35% [3]
INT MOV DTH PTH DEF SIZE RFA
⅞
Melee +20, Martial Ranged +20, Resolve +20, Scrutinize +20,
Toughness +20
⅞
Musketoon: 70% • Distance (ranged 10 yards) • Load (2 AP)
• Damage (1D6+8) • Blackpowder, Carbine
⅞
same amount of Total Damage against a foe who is within 3
yards of them.
I N S E C T S WA R M
“S head as the coachman pulled his horses to an immediate stop. ‘What is happening?’ he
i l a s b ump e d hi s
growled as he poked his head out the window. ‘It’s a bear, sir. Just leapt out onto the road.’ Silas ordered,
‘so, shoot it and let’s get on our way!’ But it wasn’t moving. The large brownish lump on the road made a few
lethargic stretches of its paws before going limp. Obviously, something had killed it. The coachman stopped
short and Silas could see why. A dark cloud rose from the carcass and headed toward them. Silas could
hear the buzzing, portents of his own fate. But why? There was no time for speculation. Silas sprang from
the coach as the coachman screeched in pain. He didn’t get far before he felt the first few stings of his last
screaming breaths.”
TYPE: Animal
C B A P I W F
35% [3] 40% [4] 40% [5] 45% [5] NONE NONE NONE
INT MOV DTH PTH DEF SIZE RFA
⅞
Awareness +10, Simple Melee +10, Survival +10,Toughness +10
⅞
Swarming: 45% • Distance (melee Burst Template) • Damage
(0D6+4) • Pummeling
THREATS
IMMUNITY (Intimidate, Injuries, Rough & Tumble): You
are immune to the effects in parenthesis.
LETHARGY: Whenever you roll Initiative, roll a 1D6 instead
of the normal 1D10.
MINDLESS: Your Intelligence, Willpower and Fellowship
are 0%, and automatically Resist against effects which target
you. You also can see in the dark, treating it as Perfect Light.
SWARM: You never provoke Counterattacks and never cause
Damage or Peril to your allies.
SWIFT: Your Movement has factored in 1+[BB] to (Climb),
3+[BB] to (Swim), 6+[AB] on foot or 9+[AB] to (Fly).
WEAKNESS (Fire): Whenever you are exposed to the
⅞
weakness in parenthesis, you suffer an additional 1D6 Fury
Die to Damage.
JOURNALIST
“Y o u ca n a r r e st m e .
Pour scalding tar and feathers on my body. Hang me until all my breath exhales.
None of that will matter. It won’t change the fact that your Rebel captain is actually a Loyalist spy and
member of the Brotherhood. You could burn my printing press and every copy of the pamphlet you can find,
but it won’t change the truth or remove it from the minds and lips of those hundreds in Boston who read my
words. I’ve already done more damage with my quill than you ever will with that musket.”
TYPE: Humanoid
C B A P I W F
35% [3] 40% [4] 40% [4] 40% [4] 50% [5] 45% [5] 45% [5]
INT MOV DTH PTH DEF SIZE RFA
⅞
+10, Scrutinize +10, Simple Melee +10, Simple Ranged +10,
Toughness +10
⅞
THREATS
⅞
JADED: When suffering Peril from Stress, Fear or Terror,
reduce it by your [FB].
K NI G H T S TE M PL A R I NITI ATE
“B ut of allthe Templars, trust in Initiates most. They’re not born into this. They didn’t join up because
they only know how to deal death like the Sergeants. Initiates willingly make themselves targets of our
enemies because they believe in their heart of hearts that the work we do as Templars is worth the risk. I
became a Squire because my mother told me to. Every day a part of me, a coward within, regrets it. Sage,
Henry and the rest? They’re the inspiration who make that inner voice shut its mouth.”
TYPE: Humanoid
C B A P I W F
50% [5] 40% [5] 35% [3] 45% [4] 40% [4] 45% [5] 40% [4]
INT MOV DTH PTH DEF SIZE RFA
⅞
Martial Ranged +10, Resolve +10, Simple Melee +10, Simple
Ranged +10, Toughness +10
THREATS
Infantry Sword: 60% • Distance (engaged) • Damage (1D6+5)
• Defensive
⅞
Total Damage. You must be using a melee weapon to take
advantage of this Talent.
P U B L I C N O T I C E
KNIGHTS
TEMPLAR NOBLE
THREATS
TYPE: Humanoid
C B A P I W F
50% [9] 51% [9] 40% [7] 45% [4] 40% [4] 40% [4] 35% [3]
INT MOV DTH PTH DEF SIZE RFA
Awareness +20, Coordination +30, Incantation +10, FIND THE HIDDEN WORD: Whenever you bear a
Martial Melee +30, Martial Ranged +30, Resolve +30, symbol of faith in hand, add +1 to your Damage & Peril
⅞
Simple Melee +10, Simple Ranged +30, Toughness +30, Thresholds. Randomly determine three Common Magic
Warfare +30 Spells from Article 3: Professions Pamphlet. Finally, you
can Risk Backlash and Unfetter your Spells.
Dutch Longpistol: 80% • Distance (7 yards) • Load (2
GUT INSTINCT: You may alternatively use [BB] in
AP) • Damage (1D6+9) • Accurate, Blackpowder, Pistol
place of [WB] when calculating your Peril Threshold.
⅞
Infantry Sword: 80% • Distance (engaged) • Damage
IRONCLAD: Foes must roll two face ‘6’s on Chaos
(1D6+9) • Defensive
Dice to Injure you. This also means you no longer suffer
Moderate Injuries.
CHASE THE PAIN: Whenever you are Hurt, add +1
to Total Damage. If Moderately Wounded, add +2. If MANNA OF GOD: Spend one Coin to automatically
Seriously Wounded, add +3, and if Grievously Wounded, restore your Damage & Peril Condition Tracks by one
THREATS
add +4 to Total Damage. You must be using a melee step positively once a day.
weapon to take advantage of this Talent.
STALWART: Permanently add +6% to your Brawn.
EBB & FLOW: Whenever a Coin is spent, automatically
⅞
THE THIRD DEGREE: When you Injure a foe with a
cancel its usage. You can call upon this ability once a game
weapon, you inflict two Injuries instead of one.
session.
Badge of Teutonic Knighthood, Blackpowder w/Bullets
(18), Dutch longpistol, Holy symbol, Infantry sword,
Laudanum, Ledger, Set of superior clothes, Smelling
salts (1), Tincture (1), and Writing kit
50% [6] 40% [6] 35% [3] 45% [4] 45% [7] 40% [6] 40% [4]
INT MOV DTH PTH DEF SIZE RFA
⅞
Martial Ranged +10, Resolve +20, Simple Melee +10, Simple
Ranged +20, Toughness +20
⅞
Flintlock pistol: 70% • Distance (7 yards) • Load (2 AP)
• Damage (1D6+6) • Blackpowder, Pistol, Weak
THREATS
⅞
Infantry Sword: 70% • Distance (engaged) • Damage (1D6+6)
• Defensive
⅞
activities, reduce your Peril Condition Track by one less step
negatively.
K N I G H T S T E M P L A R S QU I R E
“T her whole short life for this. Every morning she woke up before the sun to practice
h at g i r l wa i te d
swinging that blade. Each dusk she shot pinecones out of the trees. Marta chased shadows of magic and
monsters into the night, reading tomes by candlelight until her lids became too heavy to lift. No Squire was
ever more prepared to defend the innocent. And yet here we are, burying what’s left of your sister after a hunt
for a single Ghoul. I will not sponsor you, Samuel.”
TYPE: Humanoid
C B A P I W F
50% [5] 40% [6] 35% [3] 45% [4] 40% [4] 45% [5] 40% [4]
INT MOV DTH PTH DEF SIZE RFA
⅞
Martial Ranged +10, Resolve +10, Simple Melee +10, Simple
Ranged +10, Toughness +10
THREATS
Infantry Sword: 60% • Distance (engaged) • Damage (1D6+5)
• Defensive
⅞
with a ranged weapon, immediately switch places with an
Engaged ally.
P U B L I C N O T I C E
KNOCKER
THREATS
TYPE: Supernatural
C B A P I W F
40% [4] 35% [3] 40% [4] 40% [6] 45% [4] 50% [7] 45% [6]
INT MOV DTH PTH DEF SIZE RFA
⅞
Awareness +20, Eavesdrop +20, Folklore +20, Guile +20, INSUBSTANTIAL: You are Insubstantial. While
Interrogation +20, Intimidate +20, Stealth +20 Insubstantial, you can freely move through physical
⅞
objects, but cannot inflict nor suffer Damage, unless by
No Attack Profile; see Traits below. magical means.
LAY TO REST (Keepsake): Every hour, you move one
DARK SENSE: You can see in the dark, treating it as
step up the Damage Condition Track positively. Should
Perfect Light.
the object in parenthesis be destroyed, properly buried or
HAUNTING: Spend one Coin to conjure an illusion the situation that turned them into a threat be avenged
(e.g., bleeding walls, phantom footsteps, rattling chains). (Historian’s choice), you are Slain!, returning to the spirit
Your foes must successfully Resist using a Secret Test realm forever.
with Scrutinize or else suffer from Stress if you are Basic
PHENOMENA: You can manipulate physical objects
RFa, Fear if you are Intermediate RFa or Terror if you
no larger than a book with your mind. This allows you to
are Advanced or Elite RFa. The illusion lasts for an hour.
THREATS
automatically hit a single foe within 3+[PB], as the foe
IMMUNITY (Injuries, Intimidate, Peril, Rough & suffers 1D10+1 Peril and shove the foe away from you
Tumble): You are immune to the effects in parenthesis. 1 yard. You can also pair this with Skulduggery to make
objects disappear and to reappear.
HORRIFIC: Whenever combat begins, spend one Coin
to force all foes who can see you to Resist using Resolve SPIRIT SIGHT: You can automatically spot foes who
⅞
or else they suffer from Stress if you are Basic RFa, Fear are hidden or Insubstantial. You can also see in the dark,
if Intermediate RFa or Terror if Advanced or Elite RFa. treating it as Perfect Light.
However, if you are an Abyssal or Supernatural threat
and the person Critically Fails their Skill Test, they gain A keepsake from the person being haunted
an Affliction.
KRAKEN
“‘K out for old Kate, laddie!’ Captain McNeil called over the sea spray. ‘We ain’t the only
e ep a n ey e
ones hunting whales tonight!’ The deckhand Kristy saluted before finishing tying the sails. The
Captain believed in tall tales and was absolutely certain that these waters held some mysterious giant squid
that lurked below the waters ready to pull down any ship that got close. She stood to admire her work and
only then that she noticed something strange herself. All the stars on the port had disappeared, as if the
darkness had swallowed them. Kristy leaned on the rail to get a better look. That’s when the darkness peered
back, in the form of a large, blinking yellow eye . . .”
TYPE: Abyssal
C B A P I W F
45% [8] 50% [13] 40% [4] 45% [4] 40% [4] 40% [7] 35% [3]
INT MOV DTH PTH DEF SIZE RFA
⅞
Intimidate +30, Resolve +30, Simple Melee +30, Survival +30,
Toughness +30
⅞
Lashing Tentacle: 75% • Distance (melee Cone Template)
• Damage (3D6+13) • Pummeling, Sweeping, Strangling
⅞
SWIMMER: You can only swim and can breathe underwater.
LABORER
“M the edge of the cart, the pain blooming in his chest. Desperate to keep his composure,
ac r e a dy sat at
the man used every fiber of his will to not start swallowing air by the lungfull. His crew didn’t seem to
notice, digging deep into the Philadelphia dirt streets and placing large stones side by side to create a road.
The pain receded. This time, he was safe. But if Isabel or Lemuel noticed next time, their ambitious hearts
would report him to the bosses in a minute so one of them could climb up into his position. Macready knew
it was time to take the Newtonians up on their offer and risk being the first human to try their new heart
medicine . . . or watch his family starve.”
TYPE: Humanoid
C B A P I W F
45% [5] 50% [7] 40% [4] 40% [4] 35% [3] 45% [4] 40% [4]
INT MOV DTH PTH DEF SIZE RFA
⅞
Athletics +10, Bargain +10, Coordination +10, Leadership +10,
Simple Melee +10, Simple Ranged +10, Toughness +10
THREATS
⅞
Flintlock pistol: 55% • Distance (ranged 7 yards) • Load (2
AP) • Damage (1D6+5) • Blackpowder, Pistol, Weak
⅞
a Critical Success. Furthermore, you never reduce your
Movement due to Overage.
P U B L I C N O T I C E
L A DY I N WH I T E
THREATS
“I f yo u a sk me, and I might very well remind you that you did,
it’s a sort of divine intervention. Sometimes when you wish for
something, it really does happen. Well . . . I can’t take credit for
everything, not when it’s clear as day that she came back to finish
the little bastard off herself. When I heard what William did to
Bess, it filled me with the Lord’s own rage—a magistrate’s son
won’t see true justice, that’s for sure . . . but to think she’s the one
that came back and scratched out his eyes . . . warms my heart.”
TYPE: Supernatural
C B A P I W F
35% [3] 45% [4] 40% [5] 40% [7] 45% [4] 50% [8] 40% [4]
INT MOV DTH PTH DEF SIZE RFA
Awareness +20, Coordination +20, Disguise +10, IMMUNITY (Injuries, Intimidate, Peril, Rough &
⅞
Eavesdrop +10, Folklore +20, Guile +10, Interrogation +20, Tumble): You are immune to the effects in parenthesis.
Intimidate +20, Simple Ranged +20, Stealth +20
LAY TO REST (Abandoned Remains): Every hour, you
move one step up the Damage Condition Track positively.
Keening: 55% • Distance (ranged Cone Template)
Should the object in parenthesis be destroyed, properly
⅞
• Load (1 AP) • Damage (1D6+5) • Fast, Powerful,
buried or the situation that turned them into a threat be
Weak
avenged (Historian’s choice), you are Slain!, returning to
the spirit realm forever.
CAPTIVATION: When at a Distance from a foe,
make a Charm Test. After successfully rolling (and LIGHT SENSITIVITY (2): When exposed to Perfect
the foe cannot or fails to Resist using Resolve), they Light, reduce your Damage & Peril Thresholds by the
are Captivated. While Captivated, a foe must move to value in parenthesis.
become Engaged with you. Once they are Engaged, they
SPIRIT SIGHT: You can automatically spot foes who
THREATS
are no longer Captivated. Foes can only be Captivated
are hidden or Insubstantial. You can also see in the dark,
once every twenty-four hours.
treating it as Perfect Light.
HORRIFIC: Whenever combat begins, spend one Coin
SWIFT: Your Movement has factored in 1+[BB] to
to force all foes who can see you to Resist using Resolve
⅞
(Climb), 3+[BB] to (Swim), 6+[AB] on foot or 9+[AB]
or else they suffer from Stress if you are Basic RFa, Fear
to (Fly).
if Intermediate RFa or Terror if Advanced or Elite RFa.
However, if you are an Abyssal or Supernatural threat and
Tattered white clothes
the person Critically Fails their Skill Test, they gain an
Affliction.
P U B L I C N O T I C E
L E E D S D EVI L
THREATS
TYPE: Abyssal
C B A P I W F
50% [10] 55% [10] 50% [5] 50% [6] 50% [5] 50% [6] 50% [5]
INT MOV DTH PTH DEF SIZE RFA
Athletics +30, Awareness +30, Coordination +30, HYPERSENSITIVITY: You roll 2D10 to determine
⅞
Intimidate +30, Simple Melee +30, Simple Ranged +30, Initiative, instead of the normal 1D10.
Stealth +30, Survival +30, Toughness +30
IMMUNITY (Blackpowder weapons, Injuries,
Intimidate, Peril): You are immune to the effects in
Forked Tail: 80% • Distance (melee Engaged or 1 yard)
parenthesis.
• Damage (2D6+10) • Pummeling, Skewering, Vicious
SWIFT: Your Movement has factored in 1+[BB] to
⅞
Squawk: 80% • Distance (ranged Cone Template) • Load
(Climb), 3+[BB] to (Swim), 6+[AB] on foot or 9+[AB]
(1 AP) • Damage (2D6+5) • Fast, Powerful, Weak
to (Fly).
CRUSHING: Whenever a foe successfully Defends TAINT: You cannot be harmed by normal weapons
your attack, spend one Coin to negate it. unless imbued with magic. Whenever you begin combat,
foes who can clearly see you must successfully Resist
DARK SENSE: You can see in the dark, treating it as
with Awareness or treat Distances as if it were Fleeting
THREATS
Perfect Light.
Shadows until the end of combat.
DUSK TO DAWN (Stone): At dawn, you turn to the
THICK HIDE (4): Your Damage Threshold has factored
form indicated in parenthesis. While in this state, you
in the value in parenthesis. You also reduce Peril and
cannot inflict nor suffer Damage, unless by magical
Damage from fire you suffer by the same value.
means. At dusk, you return to your normal form.
⅞
VAMPIRIC TEETH: When you deal Damage, the foe
HORRIFIC: Whenever combat begins, spend one Coin
begins to Bleed.
to force all foes who can see you to Resist using Resolve
or else they suffer from Stress if you are Basic RFa, Fear
Horse hide, Meat (6)
if Intermediate RFa or Terror if Advanced or Elite RFa.
However, if you are an Abyssal or Supernatural threat and
the person Critically Fails their Skill Test, they gain an
Affliction.
P U B L I C N O T I C E
LYC A N T H RO P E
THREATS
TYPE: Supernatural
C B A P I W F
50% [5] 45% [7] 40% [7] 45% [6] 40% [4] 40% [6] 35% [3]
INT MOV DTH PTH DEF SIZE RFA
Athletics +20, Awareness +20, Coordination +20, HYPERSENSITIVITY: You roll 2D10 to determine
⅞
Folklore +20, Intimidate +20, Resolve +20, Simple Initiative, instead of the normal 1D10.
Melee +20, Stealth +20, Survival +20, Toughness +20
LYCANTHROPIC: Under a full moon, you cannot
Shapeshift. If you are already Shapeshifted during a full
Lycanthropic Claws: 70% • Distance (melee Engaged
moon, you revert back to a Lycanthrope.
or 1 yard) • Damage (2D6+7) • Devastating, Fast,
Strangling SECOND WIND: Spend one Coin to automatically
restore your Damage & Peril Condition Tracks by one
⅞
Shredding Bite: 70% • Distance (melee Engaged or 1
step positively once a day.
yard) • Damage (2D6+7) • Pummeling, Sweeping
SHAPESHIFT (Spy): You and your belongings can
CRUSHING: Whenever a foe successfully Defends Shapeshift into the alternative form in parenthesis at any
your attack, spend one Coin to negate it. time (or by spending 2 AP in combat). Once in this form,
you gain its Traits, immediately move three steps up the
THREATS
DARK SENSE: You can see in the dark, treating it as
Damage & Peril Condition Tracks positively, but cannot
Perfect Light.
Shapeshift again for twenty-four hours.
FIERCE: Whenever you are Seriously or Grievously
SWIFT: Your Movement has factored in 1+[BB] to
Wounded, add 1D6 Fury Die to Damage. You cannot
(Climb), 3+[BB] to (Swim), 6+[AB] on foot or 9+[AB]
Defend during this time, and automatically Resist against
to (Fly).
effects which target your mind.
TAINT: You cannot be harmed by normal weapons
HORRIFIC: Whenever combat begins, spend one Coin
unless imbued with magic. Whenever you begin combat,
to force all foes who can see you to Resist using Resolve
foes who can clearly see you must successfully Resist
or else they suffer from Stress if you are Basic RFa, Fear
⅞
with Awareness or treat Distances as if it were Fleeting
if Intermediate RFa or Terror if Advanced or Elite RFa.
Shadows until the end of combat.
However, if you are an Abyssal or Supernatural threat and
the person Critically Fails their Skill Test, they gain an
Ripped clothing, Signs of their former human self
Affliction.
MAMMOTH
“E at u p, d o n ’ t
be shy! There’s plenty of meat for the winter and it can’t all be salted. Abel hacked it off
some sort of behemoth that collapsed in the field last Sunday. Strangest thing I’ve ever seen—all shaggy
with strange tusks, it must have died from the heat. Can’t imagine what manner of a beast still has that much
fur on this time of year, but he swore his life it did. The meat’s a bit coarse and the flavor ain’t so good, but it
doesn’t much matter when fried in chicken grease. Here, try it . . .”
TYPE: Beast
C B A P I W F
45% [6] 50% [11] 35% [3] 45% [4] 40% [4] 40% [5] 40% [4]
INT MOV DTH PTH DEF SIZE RFA
⅞
Athletics +20, Awareness +20, Intimidate +10, Resolve +20,
Simple Melee +20, Survival +20, Toughness +20
⅞
Tusks: 65% • Distance (melee Engaged or 1 yard) • Damage
THREATS
⅞
your Damage & Peril Condition Tracks by one step positively
once a day.
MANDOAG SEEKER
“P ozi k a sat by Nootau’s side, watching her son clutch bandages to his side. They were already soaked
through with blood. She pressed her hands firm over his with all her might to stem the bleeding. Suddenly,
roughed, tanned fingers replaced her own, swapping the blood-soaked rags with fresh bandages. ‘Hold firm,
the bleeding will stop,’ the mysterious stranger gently commanded. His eyes stared deep into hers, giving
comfort. The stranger stood, then tossed a dark-stained, burlap bag at Pozika’s feet. ‘The head of the one who
hurt Nootau. It is just the start. We will rise up together and kill them all.’”
TYPE: Humanoid
C B A P I W F
50% [8] 45% [6] 40% [4] 45% [5] 40% [4] 40% [4] 35% [3]
INT MOV DTH PTH DEF SIZE RFA
⅞
Resolve +10, Simple Melee +10, Simple Ranged +10,
Stealth +20, Survival +10, Toughness +10
THREATS
• Damage (1D6+8) • Punishing, Throwing, Vicious
⅞
Selfbow: 70% • Distance (ranged 14 yards) • Load (1 AP)
• Damage (1D6+4) • Fast, Punishing, Silent, Vicious
⅞
of Low Cover, you ignore it for purposes of hitting and dealing
Damage.
P U B L I C N O T I C E
MANDOAG
S ORCE R E R
THREATS
“T i - c h - o na x op e n e d hi s
eyes. A small crowd gathered around as
he stood, legs shaking, and muscles nearly locked in place after a
hundred days of communing with the Shadow Realm. Did those gathered
here even know his accomplishment? Did they understand the power and
devastation he had just unleashed upon the earth? Or did they simply see a
strange and impossible being, who just chanted the same song for months
through rain, heat and wind without sleeping, eating or stopping to make
water? He addressed the silent crowd, ‘It is done. The Cahokians will fall
for standing against us. Every last one.’ None reacted until a small girl
cried, ‘Ti-ch-onax! What has become of your eyes!’ The sorcerer turned,
bending to look at his reflection in a puddle. Where there had once been
white and hazel in his orbs, there was now only pitch-black pools.”
TYPE: Humanoid
C B A P I W F
40% [4] 40% [6] 35% [3] 45% [7] 45% [4] 56% [9] 40% [6]
INT MOV DTH PTH DEF SIZE RFA
Alchemy +10, Incantation +30, Interrogation +20, EBB & FLOW: Whenever a Coin is spent, automatically
Intimidate +20, Leadership +20, Resolve +30, cancel its usage. You can call upon this ability once a game
⅞
Scrutinize +20, Simple Melee +30, Simple Ranged +30, session.
Stealth +20, Survival +20
MANNA OF GOD: Spend one Coin to automatically
restore your Damage & Peril Condition Tracks by one
Knife: 70% • Distance (melee engaged or 8 yards)
step positively once a day.
• Damage (1D6+3) • Fast, Throwing, Weak
NO ILLUSIONS: You are immune to mind control and
⅞
Overcoat Pistol: 70% • Distance (ranged 8 yards) • Load
can see through illusions.
(2 AP) • Damage (1D6+4) • Blackpowder, Pistol, Weak
PLANAR ALIGNMENT: Whenever you Risk Backlash,
CALL TO ARMS: Whenever you succeed at using reduce the number of Chaos Dice you roll (to a minimum
the action in combat Words As Weapons, combatants of one die).
double the benefits or penalties.
THREATS
TENACITY: Permanently add +6% to your Willpower.
CLOSE SHAVE: Whenever you would suffer a Moderate
TWIST OF FATE: Whenever you spend a Coin, roll a
Injury, spend one Coin to ignore it. When suffering a
⅞
1D6 Chaos Die. If the result is face ‘6,’ it doesn’t convert
Serious Injury, spend two Coins or when suffering a
to the other pool.
Grievous Injury, spend three Coins to ignore it.
DARK SENSE: You can see in the dark, treating it as Blackpowder w/Bullets (18), Knife, Laudanum (1),
Perfect Light. Overcoat pistol, Set of average clothes, Smelling salts
(1), Tincture (1) and Writing kit
M I L I TA RY C A P TA I N
“F ro stbi te b e da m n e d,
we held the position, but help was days away, and all our food had run out a
week before. The French knew all they had to do was wait for starvation to take us. Then the captain
came around in her powdered wig, eyes puffy red and serving us the best beef stew I ever had. She never said
where this miracle meal came from. When help finally arrived, I noticed the captain carried her saddle over
her shoulder instead of sitting proudly on it.”
TYPE: Humanoid
C B A P I W F
50% [9] 40% [4] 35% [3] 45% [8] 40% [4] 40% [7] 45% [4]
INT MOV DTH PTH DEF SIZE RFA
⅞
Martial Melee +30, Martial Ranged +30, Resolve +30,
Ride +20, Warfare +30
⅞
THREATS
⅞
activities, reduce your Peril Condition Track by one less step
negatively.
M I L I TA RY C AVA L RY
“W it all. Our horses thundered through smoke, fearless as our sabres flashed in the
e w e r e ab ov e
moonlight. We charged a line of terrified soldiers, desperately trying to stuff balls and power into
muskets before hooves hit them as hard as cannon fire. They broke ranks easy, running for the treeline as we
stopped short, laughing and cheering. That was our mistake. We were so used to being the thing the enemy
feared, we had no idea that what they were running from was actually chasing us . . .”
TYPE: Humanoid
C B A P I W F
50% [6] 45% [5] 40% [5] 45% [4] 40% [3] 40% [4] 35% [3]
INT MOV DTH PTH DEF SIZE RFA
⅞
Athletics +10, Coordination +10, Handle Animal +10, Martial
Melee +10, Martial Ranged +10, Ride +10, Toughness +10
⅞
Musketoon: 60% • Distance (ranged 10 yards) • Load (2 AP)
THREATS
• Damage (1D6+6) • Blackpowder, Carbine
⅞
Movement. You can also Get Up in the saddle for 0 Action
Points.
M I L I TA RY O F FI C E R
“L o ok, th e r e a r ethree kinds: The first buy their way into it. No army can fight a war without bayonets,
horses, and food for bellies. Those officers hide behind the ranks, but we need their families’ money to keep
fighting. Others pay in blood. They have ten scars for every rank and more dead friends than alive. The last
group is the most dangerous. They ain’t rich or scarred. Some mysterious benefactor got them the position, and
that officer doesn’t care about our cause. They’re playing a whole different game, and you’re a pawn in it.”
TYPE: Humanoid
C B A P I W F
50% [7] 40% [6] 35% [3] 45% [6] 40% [4] 40% [4] 45% [4]
INT MOV DTH PTH DEF SIZE RFA
⅞
Awareness +20, Intimidate +20, Leadership +20, Martial
Melee +20, Resolve +20, Simple Ranged +20, Warfare +20
⅞
Infantry Sword: 70% • Distance (melee engaged) • Damage
THREATS
(1D6+7) • Defensive
⅞
METTLE: Whenever you suffer Peril from mental activities,
reduce your Peril Condition Track by one less step negatively.
M I L I TA RY P R I VA T E
“N ew, a r e ya?You have plenty of laborers as the fresh meat around here. You’ll dig latrines, cook
meals, brush officers’ horses, but that isn’t your most important job . . . No. It ain’t killing Red Coats
either. The best thing you can do for the Revolution: draw as many musket balls toward you as possible, so
the experienced soldiers and decision-makers live through the battle. If you do, too, there’s a bonus. More
targets for the next fight, and the enemy spends more money on lead. Standing and surviving is how you
do your duty.”
TYPE: Humanoid
C B A P I W F
50% [6] 45% [4] 40% [4] 45% [5] 35% [3] 40% [4] 40% [4]
INT MOV DTH PTH DEF SIZE RFA
⅞
Athletics +10, Coordination +10, Martial Melee +10, Martial
Ranged +10, Resolve +10, Toughness +10, Warfare +10
THREATS
Brown Bess Musket: 60% • Distance (14 yards) • Load (3 AP)
• Damage (1D6+6) • Accurate, Blackpowder
⅞
benefit of Low Cover, you ignore it for purposes of hitting
and dealing Damage.
MINUTEMAN
“R ag tag ?
M ay b e . B u t you know who else just started out as a group of ragtag idealists? The Brotherhood,
with lodges all over Europe and from here to Georgia. The Rosicrucians, whose combined efforts create
potions so powerful their leaders live centuries. You want to build a nation? Build anything that lasts? Then
you start with anyone and everyone who cares enough to show up. We might be ragtag, but we’re also an army
that is going to spank those lobsters as red as their uniforms and send them back home crying for Georgie.”
TYPE: Humanoid
C B A P I W F
50% [7] 51% [6] 35% [3] 45% [5] 40% [4] 40% [4] 40% [4]
INT MOV DTH PTH DEF SIZE RFA
⅞
Ranged +10, Resolve +10, Simple Melee +10, Survival +10,
Toughness +10, Warfare+10
⅞
• Load (4 AP) • Damage (1D6+7) • Accurate, Blackpowder,
Punishing
⅞
STALWART: Permanently add +6% to your Brawn.
M I S C H I E F O F R AT S
“H or r i b l e l i t tl e b e a st s !
I ought to have cut you down when I saw you in the storerooms of that
blasted ship. What baneful creatures we brought with us from the harbors of London I cannot say. But
if I should die from this dreadful disease, kill every vermin you see in my honor, would you? They lurk in the
dark caves and cellars of cities and villages, living in packs of other diseased rodents. Those little yellow eyes
see well enough in the dark, well enough to land a bite on you! Dress your wounds properly before tussling
with them. You don’t want to end up like your old Uncle Peter, now do you?”
TYPE: Animal
C B A P I W F
45% [4] 35% [3] 50% [6] 45% [5] 40% [4] 40% [4] 40% [4]
INT MOV DTH PTH DEF SIZE RFA
⅞
Awareness +10, Coordination +10, Resolve +10, Stealth +10
⅞
Swarming: 45% • Distance (melee Burst Template) • Damage
(0D6+3) • Pummeling
THREATS
suffers from the Ailment in parenthesis.
DARK SENSE: You can see in the dark, treating it as Perfect
Light.
IMMUNITY (Injuries, Intimidate, Rough & Tumble): You
are immune to the effects in parenthesis.
LETHARGY: Whenever you roll Initiative, roll a 1D6 instead
of the normal 1D10.
SWARM: You never provoke Counterattacks and never cause
Damage or Peril to your allies.
SWIFT: Your Movement has factored in either 3+[BB] to
(Swim), 6+[AB] on foot or 9+[AB] for (Fly).
WEAKNESS (Pummeling weapons): Whenever you are
⅞
exposed to the weakness in parenthesis, you suffer an additional
1D6 Fury Die to Damage.
M O UN TA I N L I O N
“T h em c o uga rs , pum a s ,
whatever you wanna call ’em prowl about . . . SHH! Keep it down, will ya?
We don’t want ’em to hear us. These cat-devils are sneaky as Old Scratch and thrice as fast. They’ll be
on ya in an instant, ripping through your insides, dragging ya across the forest, staining the earth with yer
blood. Better to wait here for ’em to pass by to find louder, softer prey . . . not no damn housecat, that’s for
sure. Now stay quiet, before they make you ’chut-up for good.”
TYPE: Beast
C B A P I W F
50% [5] 45% [5] 45% [8] 40% [6] 40% [4] 40% [4] 35% [3]
INT MOV DTH PTH DEF SIZE RFA
⅞
Intimidate +20, Simple Melee +20, Stealth +20, Survival +20,
Toughness +20
⅞
Teeth and Claws: 70% • Distance (melee Engaged or 1 yard)
• Damage (2D6+5) • Pummeling, Sweeping, Vicious
THREATS
⅞
SNEAKY: You flip the results to succeed at Stealth and Survival
Tests.
MOUSER
“P us s a i n ’ t th e
type to wander off when she pleases—not like the cats behind the barn. I think that’s
why we were so eager to find her. Abukcheech had the little thing since she was a girl, and if Puss was
to pass, she wanted to be with her. I don’t think we ever expected to find her in the hollow of that weird old
witch-tree, watching the crescent moon like she knew what it was like to be there . . .”
TYPE: Animal
C B A P I W F
40% [4] 35% [3] 50% [6] 45% [5] 45% [4] 40% [4] 40% [4]
INT MOV DTH PTH DEF SIZE RFA
⅞
Charm +10, Coordination +10, Guile +10, Stealth +10,
Survival +10
⅞
kitty Claws: 40% • Distance (melee Engaged) • Damage
(0D6+3) • Ineffective
THREATS
DARK SENSE: You can see in the dark, treating it as Perfect
Light.
⅞
LIGHT-FOOTED: You reduce Movement Actions by 1 AP
(to a minimum of 1).
MUR D E R O F C ROWS
“M y na na wa r n e dme of this when I was but a wee lass. These black little birds are fairy steeds; they
carry the folk wherever they wish to go. Up, up, through the sky, just so! I did see something on one’s
back, I swear it. I couldn’t make it out too good, but I reckon they aren’t interested in me. If Agatha’s been
getting little treats from them, it’s likely some shifty little elf prince is looking to make her his bride . . .”
TYPE: Animal
C B A P I W F
45% [5] 40% [4] 50% [6] 45% [4] 40% [4] 40% [5] 35% [3]
INT MOV DTH PTH DEF SIZE RFA
⅞
Awareness +10, Coordination +10, Resolve +10, Survival +10,
Simple Melee +10, Toughness +10
⅞
Swarming: 55% • Distance (melee Burst Template) • Damage
(0D6+4) • Pummeling
⅞
exposed to the weakness in parenthesis, you suffer an additional
1D6 Fury Die to Damage.
NIGHT MARE
“W moved, I knew it could not be a horse. Something like fire leapt forth from its hooves,
h e n th e b e a st
and I was struck with the knowledge that we faced a great evil here. What steed of oblivion had crossed
our path on this wicked night? It was my compatriot who quickly found we were up to our necks in trouble, as
his attempts to dispatch the creature showed it was unable to be hurt. It was only by luck that the rosary fell from
his neck and burned it, and only then that we realized holy weapons were our only hope in this battle.”
TYPE: Abyssal
C B A P I W F
40% [5] 40% [6] 45% [9] 35% [5] NONE NONE NONE
INT MOV DTH PTH DEF SIZE RFA
⅞
Intimidate +30, Simple Melee +30, Stealth +30, Survival +30,
Toughness +30
⅞
Horse Kick: 45% • Distance (melee Engaged) • Damage
(1D6+6) • Pummeling, Slow
THREATS
HEAT: Whenever you deal Damage to a foe, they must
successfully Resist with Coordination or suffer 1D10+1
Damage from fire.
LAY TO REST (Saddle): Every hour, you move one step up
the Damage Condition Track positively. Should the object in
parenthesis be destroyed, properly buried or the situation that
turned them into a threat be avenged (Historian’s choice), you
are Slain!, returning to the spirit realm forever.
LIGHT-FOOTED: You reduce Movement Actions by 1 AP
(to a minimum of 1).
MINDLESS: Your Intelligence, Willpower and Fellowship are
0%, and automatically Resist against effects which targets you. You
also can see in the dark, treating it as Perfect Light.
SWIFT: Your Movement has factored in 1+[BB] to (Climb),
3+[BB] to (Swim), 6+[AB] on foot or 9+[AB] to (Fly).
TAINT: You cannot be harmed by normal weapons unless
imbued with magic. Whenever you begin combat, foes who
can clearly see you must successfully Resist with Awareness or
⅞
treat Distances as if it were Fleeting Shadows until the end of
combat.
Saddle
OOZE
“A my party begged me to run, but I was struck with fear. There was a great formless ‘bag’
l l oth e rs i n
of ooze, and within it was my compatriot, being digested before my very eyes. When at last I found my
will, the creature was nearly upon us. The color of this slime was of a virulent green, though I am told this
coloration can vary from brown to black or yellow. Should we have known that the dampness of caves caused
their harrowing growth, we may not have taken on this job at all. But now, watching as it split its body in two
in order to more conveniently destroy what remained of our group, I realized my only chance at survival was
to not be caught in its gruesome mass.”
TYPE: Supernatural
C B A P I W F
45% [6] 40% [7] 35% [3] 40% [6] NONE NONE NONE
INT MOV DTH PTH DEF SIZE RFA
⅞
Athletics +20, Awareness +20, Intimidate +20, Simple
Melee +20, Simple Ranged +20, Survival +20, Toughness +20
⅞
exposed to the weakness in parenthesis, you suffer an additional
1D6 Fury Die to Damage.
OWL
“F ol low m e , qu ick ly.They aren’t likely to still be there if we dally. I swear them crossing the moon,
witches’ familiars no doubt, casting curses and collecting secrets. You know what a familiar is, don’t you?
Owls are the most common from what I hear, so better keep your wits about you if we come across one. At
least thirteen of them, shadows across the sky, swooping all in a circle, with white faces and gold feathers.
You’ll believe me when you see them, for sure . . .”
TYPE: Animal
C B A P I W F
40% [4] 35% [3] 45% [5] 45% [5] 40% [4] 50% [6] 40% [4]
INT MOV DTH PTH DEF SIZE RFA
⅞
Awareness +10, Coordination +10, Resolve +10, Stealth +10,
Survival +10, Simple Melee +10
⅞
Talons: 50% • Distance (melee Engaged) • Damage (1D6+3)
• Powerful, Pummeling
THREATS
suffering from an Injury or Bleeding, you cannot fly.
LETHARGY: Whenever you roll Initiative, roll a 1D6 instead
of the normal 1D10.
SPIRIT SIGHT: You can automatically spot foes who are
hidden or Insubstantial. You can also see in the dark, treating
it as Perfect Light.
⅞
SWIFT: Your Movement has factored in 1+[BB] to (Climb),
3+[BB] to (Swim), 6+[AB] on foot or 9+[AB] to (Fly).
POISONOUS SNAKE
“W r etc h e d thi n g s .
I tell ya, the devil’s among the tailors why are we tormented here, too? Good
people of all kinds have been struck down by that vile poison. People better than your comrades
there . . . What? I didn’t say anything. Just keep your eyes about you, especially in those dense grasses. I
don’t have the time to stop and nurse you, not when we’re in all this mud with trouble all about. Shhh!
Do you hear that?”
TYPE: Animal
C B A P I W F
50% [5] 40% [4] 45% [7] 45% [5] 40% [4] 40% [4] 35% [3]
INT MOV DTH PTH DEF SIZE RFA
⅞
Awareness +10, Coordination +10, Intimidate +10, Resolve +10,
Simple Melee +10, Stealth +10, Survival +10, Toughness +10
⅞
Fangs: 60% • Distance (melee Engaged) • Damage (0D6+4)
• Pummeling, Vicious
THREATS
⅞
SNEAKY: You flip the results to succeed at Stealth and Survival
Tests.
R E D C O AT C A P TA I N
“W the Colonies ready to put down the Rebel uprising. All my fellows are prepared to stare
e ca m e to
down the barrel of an enemy’s musket and hold their ranks firm . . . provided that enemy is human.
There is worse than bears haunting the woods of New York. Nelson and Pace were both cut down after firing
their rifles point blank at the figure. Rolfe is still missing after running wild at the sight. Though it was miles
from our camp, I swear I can hear hoofbeats when I lay my head to rest. I personally shot the thing twice, but it
had no effect. How does one kill a headless rider mounted on a horse from hell? I have no answers. Only fear.”
TYPE: Humanoid
C B A P I W F
56% [8] 40% [6] 45% [4] 40% [5] 40% [4] 40% [5] 35% [3]
INT MOV DTH PTH DEF SIZE RFA
⅞
Ranged +20, Resolve +20, Ride +20 Simple Melee +10, Simple
Ranged +10, Toughness +20, Warfare +10
THREATS
⅞
Musketoon: 76% • Distance (ranged 11 yards) • Load (2 AP)
• Damage (1D6+8) • Blackpowder, Carbine
⅞
TAKE A GANDER: Ignore the effects of Concealment &
Weather conditions for purposes of using ranged weapons.
R E D C OAT C O L O N E L
“‘C C o lo n e l O teti a ni ,’ the bartender placed a pint in front of the newly promoted
o n g r atul atio n s
officer. Otetiani eyed the drink curiously then back at the bartender. ‘How did you know my name?’
the colonel asked the dark-skinned woman who served the beer. ‘This is my first time in Yorktown.’ She
leaned close and whispered, ‘This answer, like many, lies at the bottom of a tankard. We will be in touch with
more orders. Do as we say, and all our knowledge is yours. Defy or ignore us and . . . well, there are plenty of
colonels looking for promotions.’ The bartender walked out as Otetiani reached into his mug, pulling a small
brass key from the drink. Two letters, I and C, were carved into the key’s bow.”
TYPE: Humanoid
C B A P I W F
45% [6] 40% [5] 35% [3] 40% [6] 40% [4] 45% [7] 50% [8]
INT MOV DTH PTH DEF SIZE RFA
⅞
Melee +30, Martial Ranged +30, Resolve +30, Ride +10, Simple
Melee +10, Simple Ranged +10, Toughness +10, Warfare +30
(1D6+6) • Defensive
⅞
Dutch Longpistol: 75% • Distance (ranged 9 yards) • Load (2
AP) • Damage (1D6+6) • Accurate, Blackpowder, Pistol
⅞
REBEL YELL: When you attempt to incite violence, you gain
a +10% Base Chance to Skill Tests.
R E D C OAT R E G UL A R
“T red because we want to stand out. We don’t dress in brown and hide in the dirt like
h e u ni for m i s
some Rebel upstart who spends most of their time cursing crops that don’t grow. Fighting and killing is
our job. No one is better on a legitimate field of battle. Red Coats are the greatest and most effective military
forces in the world. We’re the reason there is a bloody British Empire. This color is a badge and a message.
When you see it, consider yourself warned. There won’t be a second notification.”
TYPE: Humanoid
C B A P I W F
50% [7] 45% [5] 40% [4] 45% [4] 35% [3] 40% [4] 40% [4]
INT MOV DTH PTH DEF SIZE RFA
⅞
Ranged +10, Resolve +10, Simple Melee +10, Simple
Ranged +10, Toughness +10, Warfare +10
THREATS
Brown Bess Musket: 60% • Distance (ranged 13 yards) • Load
(2 AP) • Damage (1D6+7) • Accurate, Blackpowder
⅞
weapons with the Blackpowder Quality by -1 Action Point (to
a minimum of 1 Action Point).
P U B L I C N O T I C E
R EVE NA NT
THREATS
“I a m not a good person, nor have I ever purported to be. But when
I saw the freebooter, scrambling through darkened corridors,
skin rotting off and dragging its jagged sword, I immediately
recognized her eyes and khevenhuller hat. The woman I’d sentenced
to death had arisen in a new body, and whatever devil presided over
the horrible business, had seen fit to punish me in life as well as
death. The cold steel in my hand had aided me well so far, but as she
stared through the swamp at me toward my very mortal frame, the
knowledge crossed my mind that Anne Bonny had arisen through
sheer strength of will alone or spite. And I was not sure I could put
her into the earth a second time.”
TYPE: Supernatural
C B A P I W F
45% [7] 50% [7] 40% [4] 45% [6] 40% [4] 40% [7] 35% [3]
INT MOV DTH PTH DEF SIZE RFA
Athletics +20, Awareness +20, Coordination +20, HORRIFIC: Whenever combat begins, spend one Coin
⅞
Folklore +20, Intimidate +20, Martial Melee +20, Martial to force all foes who can see you to Resist using Resolve
Ranged +20, Resolve +20, Stealth +20, Toughness +20 or else they suffer from Stress if you are Basic RFa, Fear
if Intermediate RFa or Terror if Advanced or Elite RFa.
Dutch Longpistol: 60% • Distance (ranged 7 yards) However, if you are an Abyssal or Supernatural threat and
•
Load (2 AP) • Damage (1D6+7) • Accurate, the person Critically Fails their Skill Test, they gain an
Blackpowder, Pistol Affliction.
⅞
Hanger Sword: 65% • Distance (melee Engaged) IMPREGNABLE: Foes do not gain an advantage when
• Damage (1D6+7) • Weak they flank or outnumber you.
LAY TO REST (Your original killer): Every hour, you
BRUTAL: When you inflict an Injury, you inflict two
move one step up the Damage Condition Track positively.
Injuries instead.
Should the object in parenthesis be destroyed, properly
THREATS
CHOSEN: One foe is left Defenseless to all your Attack buried or the situation that turned them into a threat be
Actions and Rough & Tumble. Once it is defeated, select avenged (Historian’s choice), you are Slain!, returning to
a new foe. the spirit realm forever.
DARK SENSE: You can see in the dark, treating it as RETURNER: Whenever you render someone Slain!,
Perfect Light. you immediately move your spirit into their body. You are
restored to Unharmed and Unhindered.
DRAIN (Willpower): Whenever you deal Damage
to a foe, they must successfully Resist with Resolve SECOND WIND: Spend one Coin to automatically
⅞
or permanently lose -3% to the Primary Attribute in restore your Damage & Peril Condition Tracks by one
parenthesis. step positively once a day.
ROB B E R
“T h e r evo lu tio n ?
O h , I care about it a great deal . . . No, I’m not a Rebel . . . No, not a Loyalist
either . . . No, ma’am. When there’s fighting, more people travel the roads. Families fleeing conflict,
greenhorn soldiers running the other direction and merchants and freebooters supplying the troops, all of
them hurrying on the road, barely watching where they are going and getting themselves lost . . . A guide?
No, that’s not me either . . . Let me show you what I do. I’ll start by taking that brooch and your purse.”
TYPE: Humanoid
C B A P I W F
50% [6] 45% [5] 45% [5] 40% [4] 40% [4] 40% [4] 35% [3]
INT MOV DTH PTH DEF SIZE RFA
⅞
Ranged +10, Ride +10, Simple Melee +10, Stealth +10,
Skulduggery +10, Survival +10, Toughness +10
⅞
THREATS
⅞
Movement. You can also Get Up in the saddle for 0 Action
Points.
S A B E RT O O T H TI G E R
“L to come over two nights ago to watch Martha and Abel while he scouted the
aw r e n c e a sk e d m e
clearing past the scrubland. Three wagons have gone missing now, with no sound other than choked
screams schooling on the painted hills. That beast can’t be from this world, not with those great teeth and its
size. It’s a wretched thing, closer to the devil than anything resembling a cat, and that’s the truth. If anyone
can find the beast plucking us from our beds one after the other . . . it’s Lawrence. It has to be.”
TYPE: Beast
C B A P I W F
45% [6] 50% [8] 40% [5] 45% [5] 40% [4] 40% [4] 35% [3]
INT MOV DTH PTH DEF SIZE RFA
⅞
Intimidate +20, Resolve +10, Simple Melee +20, Stealth +20,
Survival +20, Toughness +10
⅞
Teeth and Claws: 65% • Distance (melee Engaged or 1 yard)
• Damage (2D6+8) • Pummeling, Sweeping, Vicious
THREATS
DARK SENSE: You can see in the dark, treating it as Perfect
Light.
FIERCE: Whenever you are Seriously or Grievously Wounded,
add 1D6 Fury Die to Damage. You cannot Defend during this
time and automatically Resist against effects which target your
mind.
HYPERSENSITIVITY: You roll 2D10 to determine
Initiative, instead of the normal 1D10.
THICK HIDE (3): Your Damage Threshold has factored in
the value in parenthesis. You also reduce Peril & Damage from
fire you suffer by the same value.
⅞
SNEAKY: You flip the results to succeed at Stealth and Survival
Tests.
S A S QUAT C H
“J as she heard crunching twigs. She was all alone out here in the wild and
e s sab e l l e b o lte d u pr ig h t
she instinctively reached for her rifle that she’d leaned against the tree. The fire had long gone out, but
fortunately the moon was almost full. She relaxed when she saw the silhouette of a man holding a rifle on
his shoulder. She had camped close to a Patriot encampment and this was probably just a sentry. ‘No sense
getting him excited,’ she murmured aloud. She put the gun down and approached him. It was only when the
‘soldier’ reached the clearing that she realized her mistake. This was no sentry, but an eight-foot tall hairy
beast, holding a large branch as one would a soldier. It smiled at the success of its deception . . .”
TYPE: Humanoid
C B A P I W F
45% [7] 50% [12] 35% [3] 45% [7] 40% [4] 40% [4] 40% [4]
INT MOV DTH PTH DEF SIZE RFA
⅞
Athletics +30, Awareness +30, Navigation +30, Resolve +20,
Simple Melee +30, Stealth +30, Survival +30, Toughness +30
⅞
Squatch Throttle: 75% • Distance (melee Engaged or 1 yard)
THREATS
⅞
hidden or Insubstantial. You can also see in the dark, treating
it as Perfect Light.
Sasquatch pelt
SETTLER
“I t wa s a cozy log home way out in western Pennsylvania. Far from the war, the Brotherhood, the
Rosicrucians and everyone else who wanted to see a Protector like Jane dead. Well, almost everyone. devil-
worshipping mages haunted these woods, far from the law and Crown justice. Living out here was a lonely
prospect, but Jane’s work was good. It was important. It didn’t matter that the world would never know the
lengths she went to defend it. ‘Stop chaos at any cost,’ Jane thought as she wiped the sweat from her brow and
started nailing the floorboards back into place over Hector’s body.”
TYPE: Humanoid
C B A P I W F
45% [5] 50% [8] 40% [5] 45% [5] 35% [3] 40% [4] 40% [4]
INT MOV DTH PTH DEF SIZE RFA
⅞
Simple Melee +20, Simple Ranged +10, Survival +20,
Toughness +20
THREATS
• Slow, Weak
Pennsylvania Longrifle: 65% • Distance (ranged 17 yards)
⅞
• Load (4 AP) • Damage (1D6+5) • Accurate, Blackpowder,
Punishing
⅞
of Low Cover, you ignore it for purposes of hitting and dealing
Damage.
P U B L I C N O T I C E
SH A D OW THI N G
THREATS
“T here is a story about a Quaker, who was extremely poor but desired
to travel to Philadelphia to spread his faith. Out of desperation, he
sought the counsel of a wood-witch. Not but a day later, the Quaker
left for the city of brotherly love. After living in Philadelphia for a few
months, the Quaker began to find things missing from his cupboards.
Every night, there was a knocking at his door . . . without a caller to
be found. The Quaker believed local children were pranking him.
Then, one moonless evening, the Quaker heard vermin in the walls.
He took a hammer to them to find whatever was inside and discovered
a shadow that could be none other than the wood witch. You see, the
Quaker had mistakenly killed the wood-witch while trying to steal
from them, and now it wanted the Quaker in both body and soul.”
TYPE: Supernatural
C B A P I W F
45% [4] 45% [8] 35% [5] 45% [7] 40% [4] 50% [8] 40% [4]
INT MOV DTH PTH DEF SIZE RFA
Awareness +30, Charm +30, Coordination +30, LAY TO REST (Your Murderer): Every hour, you move
⅞
Eavesdrop +30, Folklore +30, Intimidate +30, Resolve +30, one step up the Damage Condition Track positively.
Simple Melee +30, Simple Ranged +30, Stealth +30 Should the object in parenthesis be destroyed, properly
buried or the situation that turned them into a threat be
⅞
Shadow Touch: 75% • Distance (melee Engaged) avenged (Historian’s choice), you are Slain!, returning to
• Damage [1D6+8] • Pummeling, Slow the spirit realm forever.
MATERIALIZE: You can physically Materialize or
DEAD HANDS: You ignore any Damage Threshold
become Insubstantial any time (or by spending 2 AP
Modifier a foe’s Determination confers.
in combat). While Materialized, you can cause Damage
DRAIN (Agility): Whenever you deal Damage to a foe, to foes. If you don’t cause Damage each minute you are
they must successfully Resist with Resolve or permanently Materialized, you move one step down the Peril Condition
lose -3% to the Primary Attribute in parenthesis. Track negatively. Once Incapacitated!, you are banished to
the spirit realm for twenty-four hours.
THREATS
HORRIFIC: Whenever combat begins, spend one Coin
to force all foes who can see you to Resist using Resolve SPIRIT SIGHT: You can automatically spot foes who
or else they suffer from Stress if you are Basic RFa, Fear are hidden or Insubstantial. You can also see in the dark,
if Intermediate RFa or Terror if Advanced or Elite RFa. treating it as Perfect Light.
However, if you are an Abyssal or Supernatural threat and
TAINT: You cannot be harmed by normal weapons
the person Critically Fails their Skill Test, they gain an
unless imbued with magic. Whenever you begin combat,
Affliction.
foes who can clearly see you must successfully Resist
⅞
IMMUNITY (Injuries, Rough & Tumble): You are with Awareness or treat Distances as if it were Fleeting
immune to the effects in parenthesis. Shadows until the end of combat.
INSUBSTANTIAL: You are Insubstantial. While
NONE
Insubstantial, you can freely move through physical
objects, but cannot inflict nor suffer Damage, unless by
magical means.
SHARK
“O h,I’ v e n ev e r seen a sea devil up close, but ol’ Martin has told all of us about the things: sleek and
silver with a mouth full of teeth like shattered glass. He swears that they circled the ship, fins slicing
the water, when they tossed tea into the harbor, as though they mistook the tea for blood in the water. No one
else seemed to see their gray bodies or black, beady eyes—or so Martin claims. I suppose one never knows; I
certainly won’t be checking, myself.”
TYPE: Beast
C B A P I W F
50% [9] 40% [6] 45% [7] 45% [5] 40% [4] 40% [4] 35% [3]
INT MOV DTH PTH DEF SIZE RFA
⅞
Athletics +20, Awareness +20, Coordination +20, Intimidate +20,
Resolve +20, Simple Melee +20, Survival +20, Toughness +20
⅞
Jaws: 70% • Distance (melee Engaged) • Damage (1D6+9)
• Punishing, Silent, Vicious
Light.
FIERCE: Whenever you are Seriously or Grievously Wounded,
add 1D6 Fury Die to Damage. You cannot Defend during this
time and automatically Resist against effects which target your
mind.
HORRIFIC: Whenever combat begins, spend one Coin to
force all foes who can see you to Resist using Resolve or else
they suffer from Stress if you are Basic RFa, Fear if Intermediate
RFa or Terror if Advanced or Elite RFa. However, if you are an
Abyssal or Supernatural threat and the person Critically Fails
their Skill Test, they gain an Affliction.
LIGHT-FOOTED: You reduce Movement Actions by 1 AP
(to a minimum of 1).
SECOND WIND: Spend one Coin to automatically restore
your Damage & Peril Condition Tracks by one step positively
once a day.
SNEAKY: You flip the results to succeed at Stealth and Survival
Tests.
⅞
SWIMMER: You can only swim and can breathe underwater.
SHOAL OF SPIKEFISH
“O stream, quick now. See there by the cattails? There they are, the little spikefish. If you get
u t o f th e
too close to the shadows, they’ll take a bite. They like places like this: lakes, ponds, but especially these
slow-moving streams. A bit cowardly hiding in the shade like they do, but I suppose that’s the best method
to survive in these waters. It’s a bit hard to fault them for being so intelligent, at least until one takes a chunk
from your ankle.”
TYPE: Beast
C B A P I W F
40% [4] 45% [4] 40% [4] 40% [6] NONE NONE NONE
INT MOV DTH PTH DEF SIZE RFA
⅞
Awareness +10, Coordination +10, Simple Melee +10,
Stealth +10
⅞
Swarming: 50% • Distance (melee Burst Template) • Damage
(1D6+4) • Pummeling
THREATS
are immune to the effects in parenthesis.
LETHARGY: Whenever you roll Initiative, roll a 1D6 instead
of the normal 1D10.
MINDLESS: Your Intelligence, Willpower and Fellowship
are 0%, and automatically Resist against effects which targets
you. You also can see in the dark, treating it as Perfect Light.
SNEAKY: You flip the results to succeed at Stealth and Survival
Tests.
⅞
SWIMMER: You can only swim and can breathe underwater.
Meat (6)
SKELETON
“M a n y y e a rs ag o ,
I had been asked by a young man for help. We were both invested in the beaver
trade at the time, and knowing that this man was a well-off European trapper, I did my best. I felt it
necessary for my tribe until we parted ways. Years later, I returned to that trading post, only to come across
poor Bartholomew, sprawled out dead, his bones bleached by the sun. It’s the sort of thing that happens to
bodies when they’ve died out here, starved to death or frozen. I’d have been happier to know he was at peace,
but no . . . the shriveled-up body shambled to his feet. Apparently, we had some unfinished business . . .”
TYPE: Supernatural
C B A P I W F
45% [4] 40% [5] 35% [4] 40% [5] NONE NONE NONE
INT MOV DTH PTH DEF SIZE RFA
⅞
Tomahawk: 55% • Distance (melee or ranged 6 yards) • Load
THREATS
⅞
exposed to the weakness in parenthesis, you suffer an additional
1D6 Fury Die to Damage.
S K I N -WA L K E R
“I n my jo u r n eys ,
I came across a girl who told me of a devilish tragedy in her family. One evening, a
Puritan woman had come to their door in the middle of winter, threadbare and pregnant. The girl said her
papa let the woman in, gave her food and a mat to sleep on that night, as it was the Christian thing to do. The
next morning, when the girl went to rouse her father from sleep, he was gone. The girl heard the sound of
cups crashing downstairs, so she crept down to surprise her father. Rummaging in the cupboard, she saw the
Puritan woman wearing the skin of her father! The girl said she escaped through her window, never looking
back. Strange though, that girl . . . I could have sworn she was pregnant.”
TYPE: Abyssal
C B A P I W F
35% [3] 40% [9] 45% [4] 40% [6] 40% [4] 50% [7] 45% [6]
INT MOV DTH PTH DEF SIZE RFA
⅞
Disguise +30, Guile +30, Simple Melee +60, Resolve +30,
Scrutinize +20, Stealth +20
⅞
Ripping Teeth: 65% • Distance (melee Engaged) • Damage
THREATS
(1D6+9) • Pummeling, Sweeping, Vicious
⅞
hidden or Insubstantial. You can also see in the dark, treating
it as Perfect Light.
Tattered clothing
S N A L LYG A S T E R
“A I e n te r e d that despicable abode, I glanced upward to take in the strange monument to magic this
s
mage had built upon a serene hillside. Staring back at me was a thing of such monstrous size, folded
angel’s wings, a leering iron snout and claws where it was fastened to the lip of a cliff. These stone things
must have been carved here. I must confess, looking at such handiwork, I was forced to imagine they had
been wrought by sorcery and brought to this place from the Old World. What’s more, I could have sworn its
eyes were watching me as I walked the area . . .”
TYPE: Supernatural
C B A P I W F
45% [5] 50% [7] 45% [7] 40% [5] 40% [4] 40% [4] 35% [3]
INT MOV DTH PTH DEF SIZE RFA
⅞
Intimidate +20, Resolve +20, Simple Melee +20, Stealth +10,
Survival +20, Toughness +20
⅞
Beak & Talons: 55% • Distance (melee Engaged or 1 yard)
THREATS
⅞
SWIFT: Your Movement has factored in 1+[BB] to (Climb),
3+[BB] to (Swim), 6+[AB] on foot or 9+[AB] to (Fly).
NONE
SPL I NTE RC AT
“Y a’ ev e r h e a r d
a dying rabbit scream? Had to listen to it all night during the storm when that damn
cat came back round, clawing and yowling at the barn door. Margie found her pet bunny torn to shreds
that morning, fur littered from the door of her cage all the way to a tall tree. The cat knocked down one of
our bee hives as well! Thinking of hiring Brom’s boy to keep watch, take care of it. We can’t really afford it,
but we’ll be in worse shape if it gets to the rest of the hives.”
TYPE: Animal
C B A P I W F
45% [6] 40% [5] 50% [7] 45% [5] 40% [4] 40% [4] 35% [3]
INT MOV DTH PTH DEF SIZE RFA
⅞
Intimidate +10, Simple Melee +20, Stealth +20, Survival +20,
Toughness +10
⅞
Teeth and Claws: 65% • Distance (melee Engaged) • Damage
(1D6+5) • Pummeling, Sweeping, Vicious
THREATS
ASSAIL: Whenever you Charge, flip the results to succeed
at the next Attack Action or Rough & Tumble you make
(unless it is Spell-related).
DARK SENSE: You can see in the dark, treating it as Perfect
Light.
HYPERSENSITIVITY: You roll 2D10 to determine
Initiative, instead of the normal 1D10.
LIGHT-FOOTED: You reduce Movement Actions by 1 AP
(to a minimum of 1).
⅞
SNEAKY: You flip the results to succeed at Stealth and Survival
Tests.
SPY
“A t nig h t, wa l k
the streets with lit lamps. Those tiny flickering flames keep Old Scratch away. I
mean not the supernatural or some shadowy Brotherhood. The devil festers in the heart of wicked
and desperate folk who stalk through Boston’s shadows. A shortcut down a dark alley might save you a few
minutes walking home from the tavern. If you’re lucky, that extra time just costs your purse and you’ll be
through the door before you ever knew they took it. If you’re not so fortunate, well then you saw their face,
and they can’t have you telling people what they look like . . .”
TYPE: Humanoid
C B A P I W F
45% [6] 40% [5] 50% [7] 45% [5] 35% [3] 40% [4] 40% [4]
INT MOV DTH PTH DEF SIZE RFA
⅞
Scrutinize +10, Simple Melee +20, Simple Ranged +20,
Skulduggery +20, Stealth +20, Toughness +10
⅞
AP) • Damage (1D6+6) • Blackpowder, Inaccurate, Pistol,
Weak
⅞
must accept the outcome. In addition, you always succeed at
Skill Tests to disable locks.
S WA M P A P E
“F rom th e swa mp had crawled a foul monster, and my guide beckoned to me. As much as my mind
wished for its death, she imparted that I must not interact with the thing. All formed from muck and
rotted wood, they make their homes in the swampiest regions and only venture out in the cover of night when
their eyes see so clearly as we may in midday. Her Seminole friend called them Esti Capcaki; which translates
to ‘cannibal people.’ These things fall so easily into a feeding frenzy, and the very smell of their wretched
bodies would surely incapacitate me . . .”
TYPE: Humanoid
C B A P I W F
40% [4] 50% [7] 40% [4] 45% [4] 45% [4] 40% [6] 35% [3]
INT MOV DTH PTH DEF SIZE RFA
⅞
Eavesdrop +10, Intimidate +10, Navigation +10, Resolve +10,
Simple Melee +10, Stealth +10, Survival +10
⅞
Swamp Throttle: 75% • Distance (melee Engaged) • Damage
[1D6+7] • Powerful, Pummeling, Strangling
THREATS
DARK SENSE: You can see in the dark, treating it as Perfect
Light.
SNEAKY: You flip the results to succeed at Stealth and Survival
Tests.
STENCH: Whenever a foe starts their Turn Engaged with
⅞
you, they must successfully Resist with Toughness or suffer
1D10+1 Peril.
NONE
TA X C O L L E C T O R
“‘H e ’ s c om i n g ,
M a m a , he’s coming!’ Anne-Catherine tossed the weeds she’d just pulled from around
the tree as she heard those dreaded words from her son. She wiped the sweat from her brow—the
summer sun was particularly hot and harsh today—as she quickly stood, ignoring the cracking of knees too
used to kneeling. Little Matty burst from the wood lining the eastern part of her property and was racing
through the orchard as fast as his little eight-year-old legs could take him. He ran with the energy of one
fleeing a disturbed bear or hungry wolf, as if he were seconds away from being shredded. Anne-Catherine
allowed herself a grim smile as she saw a dark rider emerge from the wood behind her son. Shadowing Matty
was a beast most foul—it was the tax man.”
TYPE: Humanoid
C B A P I W F
35% [3] 40% [4] 40% [4] 50% [7] 45% [4] 40% [5] 45% [5]
INT MOV DTH PTH DEF SIZE RFA
⅞
Awareness +10, Bargain +10, Guile +10, Scrutinize, 10, Simple
Melee +10, Simple Ranged +10, Toughness +10
⅞
AP) • Damage (1D6+3) • Blackpowder, Inaccurate, Pistol,
Weak
⅞
activities, reduce your Peril Condition Track by one less step
negatively.
TI M B E R WO L F
“P r ay th at o u r Heavenly Father does not lead us into the hungry jaws of the wicked. Pride is a sin
that fattens our soul, gorging us on false love for oneself and the world, which gladly leads us from the
Lord’s pasture into the clutches of the wolves, to be ripped asunder and left to the devil’s machinations.
Stray not, my children, into the full moon’s arms and beg forgiveness when the howls wake you from your
blessed slumber.”
TYPE: Animal
C B A P I W F
40% [4] 45% [4] 50% [7] 45% [5] 35% [3] 40% [4] 40% [4]
INT MOV DTH PTH DEF SIZE RFA
⅞
Awareness +10, Coordination +10, Resolve +10, Simple
Melee +10, Stealth +10, Survival +10, Toughness +10
⅞
Snarling Bite: 50% • Distance (melee Engaged) • Damage
(1D6+4) • Pummeling, Sweeping
THREATS
from the Ailment in parenthesis.
DARK SENSE: You can see in the dark, treating it as Perfect
Light.
LETHARGY: Whenever you roll Initiative, roll a 1D6 instead
of the normal 1D10.
⅞
SWIFT: Your Movement has factored in 1+[BB] to (Climb),
3+[BB] to (Swim), 6+[AB] on foot or 9+[AB] to (Fly).
P U B L I C N O T I C E
TORMENTOR
THREATS
“W hen I looked upon them, the stories of the Bible were called to
mind. Such scales upon their bodies, such height! I’ve heard they
journey to our world to punish the wicked, but it seems to me that
they lust for pain of any kind, regardless of who experiences it. The
dark red scales across their bodies seemed to gleam at the fireside, and
I was quite sure that if they saw me, I would be joining the members
of my small hunting party on their short trip to the afterlife.”
TYPE: Abyssal
C B A P I W F
50% [8] 40% [6] 45% [4] 40% [5] 40% [4] 40% [6] 35% [3]
INT MOV DTH PTH DEF SIZE RFA
Athletics +20, Awareness +20, Coordination +10, HORRIFIC: Whenever combat begins, spend one Coin
Interrogation +20, Intimidate +20, Leadership +20, to force all foes who can see you to Resist using Resolve
⅞
Martial Melee +20, Scrutinize +20, Simple Melee + 20, or else they suffer from Stress if you are Basic RFa, Fear
Toughness +20, Warfare +20 if Intermediate RFa or Terror if Advanced or Elite RFa.
However, if you are an Abyssal or Supernatural threat
Horns & Talons: 55% • Distance (melee Engaged) and the person Critically Fails their Skill Test, they gain
• Damage (1D6+4) • Fast, Sweeping, Weak an Affliction.
⅞
Zweihänder: 70% • Distance (melee Engaged or 1 yard) IMMUNITY (Intimidate, Peril): You are immune to the
• Damage (1D6+8) • Punishing, Reach effects in parenthesis.
INFERNAL: Whenever you deal Damage, your foes must
ASSAIL: Whenever you Charge, flip the results to successfully Resist with Toughness or else gain 1 Conflict
succeed at the next Attack Action or Rough & Tumble if you are Basic Risk, 2 Conflict if you are Intermediate
THREATS
you make (unless it is Spell-related). Risk or 3 Conflict if you are Advanced or Elite Risk.
FIERCE: Whenever you are Seriously or Grievously TAINT: You cannot be harmed by normal weapons
Wounded, add 1D6 Fury Die to Damage. You cannot unless imbued with magic. Whenever you begin combat,
Defend during this time, and automatically Resist foes who can clearly see you must successfully Resist
against effects which target your mind. with Awareness or treat Distances as if it were Fleeting
Shadows until the end of combat.
THICK HIDE (3): Your Damage Threshold has factored
⅞
in the value in parenthesis. You also reduce Peril &
Damage from fire you suffer by the same value.
TRADER
“O Tr a de r B i l l i e made all the deals that they could, didn’t matter much if you were bad or good.
ld
Selling to the Rebels guns and knives, then giving the Red Coats the deal of their lives. They made a
mint profiting off the war, barely breaking a sweat wasn’t even a chore. Didn’t pick sides and always played
nice, Old Trader Billie always had the right price. So as you can see, they were a friend to all, except the man
who shot Billie with a musket ball.”
TYPE: Humanoid
C B A P I W F
40% [4] 40% [5] 35% [3] 45% [5] 45% [6] 45% [4] 50% [7]
INT MOV DTH PTH DEF SIZE RFA
⅞
Guile +10, Rumor +10, Scrutinize +20, Simple Melee +20,
Simple Ranged +20
⅞
THREATS
⅞
the outcome. In addition, you always succeed at Skill Tests to
resell legal wares & weapons.
VA M P I R I C B A T
“I ’ d n ev e r s e e n one that large—it swooped down like a shadow, shrieking like a banshee. I swear it near
to bit Elspeth’s throat out, clawin’ at her face and hair like some manner of a wretched demon, but her cross
lit up as soon as it tried . . . shot like a star into the sky. I don’t reckon I’ve seen anything like that but suffice
to say . . . we don’t go into that cave no more.”
TYPE: Beast
C B A P I W F
45% [4] 40% [4] 45% [5] 50% [6] 40% [4] 40% [4] 35% [3]
INT MOV DTH PTH DEF SIZE RFA
⅞
Awareness +10, Stealth +10, Simple Melee +10, Survival +10
⅞
Vampiric Fangs: 55% • Distance (melee Engaged) • Damage
(0D6+4) • Pummeling, Silent
THREATS
DARK SENSE: You can see in the dark, treating it as Perfect
Light.
FLIGHTLESS: Whenever you are Grievously Wounded,
suffering from an Injury or Bleeding, you cannot fly.
LIGHT SENSITIVITY (3): When exposed to Perfect Light,
reduce your Damage & Peril Thresholds by the value in
parenthesis.
PACK TACTICS: When three or more of your kind are alive
in combat, flip the result to succeed at all Combat-based and
Agility-based Skill Tests.
SWIFT: Your Movement has factored in 1+[BB] to (Climb),
3+[BB] to (Swim), 6+[AB] on foot or 9+[AB] to (Fly).
⅞
VAMPIRIC TEETH: When you deal Damage, the foe begins
to Bleed.
P U B L I C N O T I C E
VA M P Y R E
THREATS
TYPE: Supernatural
C B A P I W F
50% [5] 50% [8] 50% [10] 50% [5] 50% [8] 55% [7] 50% [5]
INT MOV DTH PTH DEF SIZE RFA
Athletics +10, Awareness +10, Charm +20, Coordination in parenthesis be destroyed, properly buried or the situation
+20, Education +30, Guile +30, Incantation +30, that turned them into a threat be avenged (Historian’s
⅞
Intimidate +30, Resolve +20, Ride +10, Rumor +20, choice), you are Slain!, returning to the spirit realm forever.
Scrutinize +30, Simple Melee +20, Toughness +10
LIGHT SENSITIVITY (1): When exposed to Perfect
Light, reduce your Damage & Peril Thresholds by the value
Knife: 70% • Distance (melee Engaged or 6 yards) • Load
in parenthesis.
(1 AP) • Damage (1D6+10) • Fast, Throwing, Weak
SECOND WIND: Spend one Coin to automatically
⅞
Vampiric Claws: 70% • Distance (melee Engaged)
restore your Damage & Peril Condition Tracks by one step
• Damage (1D6+10) • Devastating, Fast, Strangling
positively once a day.
CAPTIVATION: When at a Distance from a foe, make a SHAPESHIFT (Murder of Crows): You and your
Charm Test. After successfully rolling (and the foe cannot belongings can Shapeshift into the alternative form in
or fails to Resist using Resolve), they are Captivated. While parenthesis at any time (or by spending 2 AP in combat).
THREATS
Captivated, a foe must move to become Engaged with you. Once in this form, you gain its Traits, immediately move three
Once they are Engaged, they are no longer Captivated. steps up the Damage & Peril Condition Tracks positively,
Foes can only be Captivated once every twenty-four hours. but cannot Shapeshift again for twenty-four hours.
CHOSEN: One foe is left Defenseless to all your Attack SPIRIT SIGHT: You can automatically spot foes who
Actions and Rough & Tumble. Once it is defeated, select are hidden or Insubstantial. You can also see in the dark,
a new foe. treating it as Perfect Light.
CONSTRICTOR: Whenever you deal Peril on a foe using TAINT: You cannot be harmed by normal weapons unless
a Chokehold, you also deal an equal amount of Damage. imbued with magic. Whenever you begin combat, foes who
can clearly see you must successfully Resist with Awareness
DRAIN (Fellowship): Whenever you deal Damage to a foe,
or treat Distances as if it were Fleeting Shadows until the
they must successfully Resist with Resolve or permanently
end of combat.
lose -3% to the Primary Attribute in parenthesis.
VAMPIRIC TEETH: When you deal Damage, the foe
HORRIFIC: Whenever combat begins, spend one Coin
begins to Bleed.
to force all foes who can see you to Resist using Resolve
or else they suffer from Stress if you are Basic RFa, Fear VAMPYRE: You cannot cross running water on foot.
if Intermediate RFa or Terror if Advanced or Elite RFa. Whenever you are exposed to sunlight, you suffer 2D10+2
However, if you are an Abyssal or Supernatural threat and the Damage from fire each minute. Whenever you are Slain!, you
person Critically Fails their Skill Test, they gain an Affliction. immediately turn into mist.While in mist form, you can freely
move through physical objects but cannot inflict nor suffer
INESCAPABLE: You can maintain a Chokehold for 0 AP
⅞
Damage. After an hour has passed, you re-materialize to your
and take other actions during this time.
Vampyre form, and are restored to Grievously Wounded.
LAY TO REST (Heart): Every hour, you move one step up
the Damage Condition Track positively. Should the object Fancy wig, Fashionable clothing, Fine perfume, Knife
P U B L I C N O T I C E
VE N G E FUL
SPIRIT
THREATS
TYPE: Supernatural
C B A P I W F
40% [4] 35% [6] 45% [5] 45% [7] 40% [6] 50% [7] 40% [4]
INT MOV DTH PTH DEF SIZE RFA
Awareness +30, Charm +20, Coordination +30, INSUBSTANTIAL: You are Insubstantial. While
Eavesdrop +30, Folklore +30, Guile +20, Interrogation +10, Insubstantial, you can freely move through physical
⅞
Intimidate +30, Simple Melee +10, Skulduggery +20, objects, but cannot inflict nor suffer Damage, unless by
Stealth +30 magical means.
LAY TO REST (Revenge): Every hour, you move one
⅞
Ghost Hands: 50% • Distance (melee Engaged)
step up the Damage Condition Track positively. Should
• Damage (1D6+6) • Pummeling, Slow, Strangling
the object in parenthesis be destroyed, properly buried or
the situation that turned them into a threat be avenged
DRAIN (Brawn): Whenever you deal Damage to
(Historian’s choice), you are Slain!, returning to the spirit
a foe, they must successfully Resist with Resolve or
realm forever.
permanently lose -3% to the Primary Attribute in
parenthesis. MATERIALIZE: You can physically Materialize or
become Insubstantial any time (or by spending 2 AP
HAUNTING: Spend one Coin to conjure an illusion
THREATS
in combat). While Materialized, you can cause Damage
(e.g., bleeding walls, phantom footsteps, rattling chains).
to foes. If you don’t cause Damage each minute you are
Your foes must successfully Resist using a Secret Test
Materialized, you move one step down the Peril Condition
with Scrutinize, or else suffer from Stress if you are Basic
Track negatively. Once Incapacitated!, you are banished to
RFa, Fear if you are Intermediate RFa or Terror if you are
the spirit realm for twenty-four hours.
Advanced or Elite RFa. The illusion lasts for an hour.
PHENOMENA: You can manipulate physical objects
HORRIFIC: Whenever combat begins, spend one Coin
no larger than a book with your mind. This allows you to
to force all foes who can see you to Resist using Resolve
automatically hit a single foe within 3+[PB], as the foe
or else they suffer from Stress if you are Basic RFa, Fear
suffers 1D10+1 Peril and shove the foe away from you
if Intermediate RFa or Terror if Advanced or Elite RFa.
1 yard. You can also pair this with Skulduggery to make
However, if you are an Abyssal or Supernatural threat and
objects disappear and to reappear.
the person Critically Fails their Skill Test, they gain an
Affliction. SPIRIT SIGHT: You can automatically spot foes who
⅞
are hidden or Insubstantial. You can also see in the dark,
IMMUNITY (Injuries, Rough & Tumble): You are
treating it as Perfect Light.
immune to the effects in parenthesis.
Detritus from a place they haunt
WA L K I N G D E A D
“W clogs the air here that the dead cannot rest? Was it a misguided spell cast by a
h at fo ul sti nk
drunken sorcerer? Perhaps a curse upon the living? How miserable a sight, seeing these bodies rise
once more and plead for sustenance. Tattered clothes barely hang about their bodies, no more than the rotten
flesh about their shoulders and thighs. Decaying, decrepit, they lumber from graves and battlefields, hungry
for something I cannot provide. Or worse yet, should I fall, perhaps I can . . .”
TYPE: Supernatural
C B A P I W F
45% [4] 40% [5] 35% [5] 40% [4] NONE NONE NONE
INT MOV DTH PTH DEF SIZE RFA
⅞
Athletics +10, Awareness +10, Intimidate +10, Simple
Melee +10, Stealth +10, Survival +10, Toughness +10
⅞
Cannibal Claws: 55% • Distance (melee Engaged) • Damage
(1D6+5) • Pummeling, Vicious
to force all foes who can see you to Resist using Resolve
or else they suffer from Stress if you are Basic RFa, Fear
if Intermediate RFa or Terror if Advanced or Elite RFa.
However, if you are an Abyssal or Supernatural threat and the
person Critically Fails their Skill Test, they gain an Affliction.
IMMUNITY (Blackpowder weapons): You are immune to the
effects in parenthesis.
LAY TO REST (Brain): Every hour, you move one step up
the Damage Condition Track positively. Should the object in
parenthesis be destroyed, properly buried or the situation that
turned them into a threat be avenged (Historian’s choice), you
are Slain!, returning to the spirit realm forever.
MINDLESS: Your Intelligence, Willpower and Fellowship
are 0%, and automatically Resist against effects that target you.
You also can see in the dark, treating it as Perfect Light.
WEAKNESS (Vicious weapons): Whenever you are exposed
⅞
to the weakness in parenthesis, you suffer an additional 1D6
Fury Die to Damage.
Tattered clothing
WA L RU S
“N o , i t wa s n ’ t
a damn mermaid, I already told you! Big thing, tail like a fish, swimming in that water
as if the sea were just like air . . . and tusks! Grey skin, but brown too . . . sort of mottled-like. Funny
face like a dog, and hefty as Old Elgon himself! We kept the boat alongside ’em, wondering what the hell
we’d come across. Then when I got a better look, I saw there were these long teeth that went down like . . . I
said it wasn’t a mermaid!”
TYPE: Beast
C B A P I W F
40% [4] 50% [7] 40% [6] 35% [3] 45% [4] 45% [4] 40% [4]
INT MOV DTH PTH DEF SIZE RFA
⅞
Athletics +10, Awareness +10, Simple Melee +10, Resolve +10,
Survival +10, Toughness +10
⅞
Tusks: 50% • Distance (melee Engaged or 1 yard) • Damage
(2D6+6) • Fast, Skewering, Vicious
THREATS
instead of the normal 1D10.
PACK TACTICS: When three or more of your kind are alive
in combat, flip the result to succeed at all Combat-based and
Agility-based Skill Tests.
THICK HIDE (2): Your Damage Threshold has factored in
⅞
the value in parenthesis. You also reduce Peril & Damage from
fire you suffer by the same value.
WAT E R NYM P H
“L i ste n to m e — w h e nyou go near the river, you fill your cup and get the hell out. That river is haunted
by a spirit that can take upon the face of anyone it chooses. Like a mermaid, it frolics in the water, luring
fools in. I suppose a siren is more like what they’d be . . . anyway, listen close now. Anyone who looks a little
too close, gets a little too comfortable, it pulls them down under to drown ’em. You understand me? Good.”
TYPE: Supernatural
C B A P I W F
35% [3] 40% [4] 40% [4] 40% [6] 45% [4] 50% [8] 45% [5]
INT MOV DTH PTH DEF SIZE RFA
⅞
Eavesdrop +10, Guile +20, Resolve +10, Simple Melee +10,
Survival +20
⅞
Talons: 45% • Distance (melee Engaged) • Damage (1D6+3)
• Fast, Silent, Strangling
⅞
SWIMMER: You can only swim and can breathe underwater.
WHALE
“I r em emb e r th e f i rstvoyage . . . there was the captain, his dark hair tossing about as the waves whipped
up. I could taste the salt that hung in the air there, thick like pitch, but each time I looked at the captain,
I didn’t think the salt dared touch him. I remember thinking I dared, and that feeling scared me at the time.
He was a Wampanoag man from Martha’s Vineyard, a whaler down to his bones. If we died looking for the
beast, I hoped I could follow the captain to hell, too.”
TYPE: Beast
C B A P I W F
45% [4] 50% [14] 40% [4] 45% [8] 40% [4] 40% [4] 35% [3]
INT MOV DTH PTH DEF SIZE RFA
⅞
Athletics +30, Awareness +30, Resolve +30, Simple Melee +30,
Survival +30, Toughness +30
⅞
• Damage (3D6+14) • Devastating, Pummeling, Punishing,
Sweeping, Strangling
THREATS
BRAWNY (3): Your Brawn has factored in the value in
parenthesis.
DARK SENSE: You can see in the dark, treating it as Perfect
Light.
FIERCE: Whenever you are Seriously or Grievously Wounded,
add 1D6 Fury Die to Damage. You cannot Defend during this
time and automatically Resist against effects which target your
mind.
HARDY: You cannot be knocked Unconscious or reduce your
AP due to a Combat Condition.
LETHARGY: Whenever you roll Initiative, roll a 1D6 instead
of the normal 1D10.
SWALLOW: Whenever a foe is Choked, they suffer 2D10+2
Peril instead. Whenever they Resist, they must flip the results
to fail. Once a foe is Incapacitated!, they are also Slain!.
⅞
SWIMMER: You can only swim and can breathe underwater.
WHITE MAGE
“I di d not de s e rt, sir. I was running from that . . . that thing! Living shadow it was. No face, but arms that
ended in fingers. It choked the bloody life out of Thomas. I fired at it, but my shot passed right through it
into the sergeant’s gut. It turned on me, and I . . . I fled . . . No! Sir, please! I have a witness. Find her . . . Listen!
That thing chased me through the Pine Barrens until a sudden flare illuminated the forest. The shadow
recoiled and ran. At the center of the light was a witch, I swear it, pale and elegant. Her light disappeared and
she faded in the shadows . . . No, sir, please! Find her! Search the forest! The witch will tell you the truth . . .”
TYPE: Humanoid
C B A P I W F
40% [4] 35% [4] 40% [4] 45% [6] 45% [4] 50% [8] 40% [4]
INT MOV DTH PTH DEF SIZE RFA
⅞
Incantation +20, Resolve +20, Scrutinize +20, Simple
Melee +10, Simple Ranged +10, Skulduggery +10, Stealth +10
⅞
Overcoat Pistol: 50% • Distance (ranged 7 yards) • Load (2
AP) • Damage (1D6+4) • Blackpowder, Pistol, Weak
⅞
Wounds. For every successful Skill Test, the person is restored
one additional step up the Damage Condition Track positively.
WI L D B OA R
“H she crept through the brush, being very careful not to disturb the branches. She
i n da sm i l e d a s
couldn’t believe her luck as she spotted a strong, healthy boar grazing not 30 yards from her. Hinda
quietly notched an arrow in her selfbow. She almost lost it as a gentle hand touched her shoulder. ‘Wait,’ her
father said. ‘Notice how the boar is content with the scraps of that well-worn pasture instead of moving to the
plentiful grass just a few feet away?’ Hinda was puzzled, but her father continued his lesson, ‘so, what is keeping
the wild animals in or out of that boundary? And, more importantly, are we standing on the right side?’”
TYPE: Beast
C B A P I W F
45% [5] 50% [7] 40% [4] 45% [5] 35% [3] 40% [4] 40% [4]
INT MOV DTH PTH DEF SIZE RFA
⅞
Intimidate +10, Resolve +10, Simple Melee +10, Survival +10,
Toughness +10
⅞
Tusks: 55% • Distance (melee Engaged) • Damage (1D6+4)
• Fast, Powerful, Skewering
THREATS
ASSAIL: Whenever you Charge, flip the results to succeed
at the next Attack Action or Rough & Tumble you make
(unless it is Spell-related).
FIERCE: Whenever you are Seriously or Grievously Wounded,
add 1D6 Fury Die to Damage. You cannot Defend during this
time and automatically Resist against effects which target your
mind.
LETHARGY: Whenever you roll Initiative, roll a 1D6 instead
of the normal 1D10.
SECOND WIND: Spend one Coin to automatically restore
⅞
your Damage & Peril Condition Tracks by one step positively
once a day.
ACT 1 —TO SAVE A FAMILY: The party is ACT 3 —TO SAVE A MAGE: The character’s new
in Boston and is given a message by a wealthy patroness has been captured, and it seems that the
patroness who needs help escaping the city. Along last thing she did before that happened was find the
the way, the player characters will learn that there location of a mage important to the war effort, one
are powerful, supernatural forces at work behind who has the power to turn the tide of the siege.
the scenes in the city.
ACT 4 —END GAME: Harold Winchester
BOSTON BESIEGED
ACT 2 —INTO THE DEPTHS: Having found is backed into the corner and sees this as his
a new ally in Grace De Beers, the characters are last chance to move against General George
sent to investigate strange goings-on in one of the Washington before the city is lost. The characters
city’s old Common Burying Grounds. There, they must do everything in their power to get to the
discover unliving threats and another branch of the general before the Freemasons can.
plot against the Rebel cause.
A family member worked in the Pullman house until they retired a few years ago. They never had a mean thing
1 to 12 to say about the Pullmans. Do you hold the same view as they did? What interactions, if any, did you have with
Morris Pullman or his daughter, Mary?
Fishing along Boston Harbor has been very lucrative. After arguments regarding water rights left a rift between
you and the elders, you chose to stay behind and make a home near the docks. But the people who buy bass and
13 to 26 flounder off of you often seem to be changing . . . they grow more skeptical every day. Will you stay in this eerie
town, despite that pit in your stomach? Why or why not?
It’s one thing after another. First, your family trapped animals for them because the settlers wanted it. Then, the
game became scarce. So you moved to the city for jobs. But they keep all the best jobs for the rich. And now,
27 to 41 spirits roam Boston in the dead of night while dangerous people plot in shadows. Perhaps it is time to make
some new friends and get out of this city while you can.
The garden you keep has smelled rank and foul. The soil near the graveyard has always been fertile, but now
42 to 57 something sours it. Perhaps it has to do with the strange sounds you’ve heard during sleepless nights or the
shadows you’ve seen skulking away from the Common Burying Ground.
You were a servant of Morris Pullman . . . that is, until he left Boston. His sister Philippa Pullman took his place
58 to 72 in the city and has grown increasingly worried about her niece Mary Pullman. You have a relationship with
Mary—what is it and why?
Your sibling got what seemed like a choice apprenticeship working at the Common Burying Ground. They
73 to 86 never were a ‘people person.’ You haven’t seen them since Christmas. Was your sibling normal that last holiday,
or did they seem rattled?
The British authorities confiscated your shop due to your support of the Rebels and actions taken against the
87 to 100 Red Coats. They were very rude this time, and their leader looked gaunt like he wasn’t eating the food they were
buying. That face has been in your dreams now for weeks, and you can’t seem to forget it.
It’s been a rough year for you. Between the scarce animals for furs, the wife back home, the husband in
Boston . . . caring for everyone has been an undertaking. But from the moment you set your canoe upon the
BOSTON BESIEGED
1 to 12 shoreline, you knew something was wrong here. Your husband is nowhere to be found. In your ransacked house,
there was a letter demanding that you meet with the Rebels. Whatever could they want your partner for? Were
the Rebels behind this, or is this another Loyalist game?
It wasn’t too long ago that you’d left a lucrative career of trail-blazing. Somehow, you got caught up in the
13 to 26 goings-on of the Rebel faction. You never liked King George, or the ‘Lobsterbacks.’ Did the Red Coats do
something to your family? And if so, what?
Rich people love interesting meats; you were hired to bring in a shipment of game meats from the far country.
27 to 41 It was all impounded by British Imperial forces when the siege turned out to last longer than they thought it
would. Do you hold this against them? Was there any game that was hard to find?
The bag of dispatches was next to a dead man; he didn’t have colors on him. Now you are trying to get these
42 to 57 messages delivered. The last two are addressed to Morris Pullman and Major Harold Winchester. Both are
sealed in a strange red wax. Why are you delivering these? Why haven’t you opened them?
The name Crispus Attucks will never be forgotten. You know the name as a multicultural figure of Black and
Indigenous descent in Boston whom you met once as a fellow sailor. You knew he’d made his way to Boston,
58 to 72 and you find yourself there years later seeking him out only to discover he was killed. There has to be something
you can do here to protect people like him, but what?
Trade has allowed you to travel to many far-off places, and the letters you carry bring you everywhere else.
Boston was meant just to be a little stop, selling beaver pelts and trinkets to the milliner, until you had that
73 to 86 horrible dream. Who were those legions walking through Boston in the dead of night? What allies can you find
in this town, and how can they help you escape?
Your vanished lover left behind a strange compass and nothing else. It’s been a week of following where it
87 to points. It has taken you nearly everywhere in Boston, from Bird Island to the Pullman Residence and De Beers
100 bookshop. What connection do they all have and where is your lover?
A college friend of yours who was involved in secret societies on campus sent you a letter a few weeks ago. It
1 to 12 said, “The agents of shadows are in Boston—the Lodge is split.” What is the shadow? What is the Lodge?
What secrets was your friend involved in while at school?
13 to 26 An old book you found at Harvard contained a map of Boston over which the word ‘M A D A G’ was
scratched onto the page. What does it mean? How does it affect Boston?
Before you left for the city, one of your professors gave you a letter to pass along to a woman named Grace
27 to 41 De Beers. What is your professor’s name? What is in the letter? Did you and this professor share a common
allegiance?
Coming from a family of medicine people as you do, you thought it prudent to leave your family’s camp and
learn from doctors in Boston. After all, if the Europeans are so intent on spreading disease with their unwashed
42 to 57 bodies, you may as well be able to heal your own people. While spending a late night in the library, you heard
odd whispers and saw horrible shapes strolling through the halls of Harvard. This could not have been merely
your candlelight . . . something awful lurks here. You must do more research and find its true nature.
In reading Catharine Macaulay’s History of England, you have stumbled across a hidden message on the very
58 to 72 nature of evil in New England. Macaulay makes casual reference to Grace De Beers in her works. Who is De
Beers? What does she know of the rising evil in Boston?
BOSTON BESIEGED
Lucas Santomee, a Black physician, inspired you. You have sought to help as many as possible and Boston has
73 to 86 been a battleground lately. You’ve decided it isn’t so much about how much you can do, but about being able to
do something at all. How far will you go to help and heal?
Much to the dismay of your grandmother, you have moved to Boston at the behest of a priest, who believes you
may have a bright future as a lawyer at this local school called Harvard. He states it is quite prestigious, but you
87 to 100 think he might be saying that because he attended there. But while on your journey into town, you see people in
red cloaks marching here and there. Do they mean you harm?
An older Black woman with long curls approached you one night as you’re out walking after a ‘long day’s work.’
1 to 12 She was kind, yet there was concern in her eyes. She called you “blood of her blood” and warned you of chaos
that might be coming down to Boston. Who is she to you?
A tailor friend of yours found some beads in the pocket of a coat they were taking in for a Loyalist officer, who
seemed to be losing a fair amount of weight. Your friend figured they could sell the beads to you, but before you
13 to 26 could come to take a look, they vanished, leaving behind only bloodstains in their shop. Were they sympathetic
to the Rebel cause? Who was this Loyalist officer?
Every person you’ve traded your services with has disappeared over the last month. While confident in your
27 to 41 seductive arts, disappearing clients mean less money, and your girls rely on you. You know you are the common
thread between them all. Is someone following you or stealing your clients? Why you?
Freedom is something that has been taken from the people, but you’ve decided to help fight so people can have
it back. Both the Rebels and Loyalists are doing things for what they see as good, but is someone keeping the
42 to 57 members on a proper path? Where do your allegiances lie, and how will you preserve the freedoms of those you
come across?
This entire Boston Tea Party debacle has been horrible for business. You had been quite comfortable buying
up a single brick of that tea and using your grandmother’s training in gathering local plants to make herbal
drinks . . . to stretch out that tea quite a bit further than it should have been. “A special blend, straight from the
58 to 72 East India Trading Company,” you’d promised. Well, now the jig is up, regardless of how many pounds of pine
and raspberry leaf you have on hand. You’ve heard a rumor that one of your best customers has been looking a
bit . . . dry lately. Skeletal, even. You had better get to the bottom of this before someone comes looking for you
on counts of witchcraft . . . again.
You’ve never been the kind who knew when to back down. Whether you’ve been selling off ‘sacred religious
objects’ made the night before in your bedroom or using sleight of hand to return stolen goods from the parlor
73 to 86 of a Colonial to the family from which it was taken, your goal is always to play dirty. What you don’t understand
is why you have a mysterious benefactor paying your fines with the city. What could this person want with an
Indigenous troublemaker like yourself?
You owe the publican at the Sign of the Maiden a large sum of money. They are convinced you are good for it.
87 to 100 Are you? Did you acquire this debt before or after the trial? How did you incur this debt? Was it from a bad
investment, or something more questionable?
An old friend who was a mage settled in Boston and invited you to come study there. You are surrounded by
others from diverse backgrounds you may have never anticipated. This is a chance for new beginnings and new
knowledge, where you could leave the fight behind. What brought you to this place and what is it that you want
BOSTON BESIEGED
1 to 12
to learn? Did you come looking to learn from the Indigenous folk or just learn from the cultures and melting
pot that has become Boston?
For half a year you have been afflicted with nightmares of a shadow brewing under the surface, consuming
13 to 26 Boston in a wash of death. At the center, you keep seeing a strange, gaunt man in a Red Coat. Who is this man?
Why have these dreams chosen you?
The only way to learn spells is to find people who know them and those who hold powerful relics. There are
27 to 41 whispers of a strange mage named Elizabeth who is connected to the fabric of this world’s power. Where did
you hear about her? Do you want to learn from her or steal her powers?
There is a chandler in Pulling Point who makes the best candles, and there is even talk they are imbued with
42 to 57 enchantment. They don’t talk to people about the unique candles unless a referral is given. Why do you want
these candles? Who in the city can refer you to Pulling Point?
You come from a family that had a relationship with Elizabeth ‘Katie’ Gould. She may not know you personally,
58 to 72 but she may know your family name, especially considering it has light ties to magic. With this relation, is your
family also avoiding the Knights Templar, and if so, why? Are you seeking out ‘Katie’ for that reason?
Your herbs wither. Your magic weakens. Something sours the air. Your local coven of witches has implored you
73 to 86 to help them discover the source of this evil. How is your fate bound to this unnatural phenomenon?
You were mistaken for a heretic and put on trial, and a key piece of evidence in your defense was a letter from
87 to 100 Mary Pullman. What did that letter say? Why would a wealthy Rebel want to free you?
After a few too many close calls, you did the smart thing and married a rich British man. High society has had
less to say about your brown skin and Indigenous upbringing since you slotted yourself in so perfectly to this
marriage of convenience. Still, it suddenly feels a lot less convenient and a bit more like a hassle. Your estranged
1 to 12 partner has gone missing. At first, it seemed they might have run off with another young thing again. But
enough days have passed that you have reason to worry since all eyes will be on you shortly. Perhaps you’d better
call on some allies and see what your options are.
A friend of yours—the rabble-rousing sort—hasn’t been heard from since just before Christmas. They sent you
13 to 26 a letter filled with paranoid scribbles. What did it say? Were they a Loyalist or Rebel?
The Pullmans are one of the city’s wealthiest families, and Mary Pullman is rumored to be taking over her
27 to 41 father’s business soon. Befriending her could be very advantageous. Her family has Rebel leanings—do you? Are
you acquainted at all?
The Pullman family’s tax records are in arrears. There is something wrong, and you have to get to the bottom
42 to 57 of it. Does this have to do with money laundering for the Rebels? Could Loyalist forces be meddling with a
prominent and rich Rebel?
You play a good fool, but you are well aware that your place in what counts for ‘society’ these days is predicated
entirely upon the whims of the royalty. After all, the novelty of a high society Indigenous person has been
58 to 72 wearing thin of late. This makes the letter begging for your aid spinning rumors regarding the Loyalists all that
much more enjoyable.
You have been nursing those who need you back to health, serving both the Loyalists and the Rebels. One of
BOSTON BESIEGED
73 to 86 the people has a strange injury, like nothing you’ve seen before, and keeps rambling in his fever about being
witch cursed by Elizabeth Gould. Can you find her and put a stop to his suffering?
With no ships coming in or out, save for those helmed by Loyalists to the British Empire, you are stuck in the
city. A strange person was on the boat on your last voyage, though they never sat right with you. They smelled of
87 to 100 the grave, and you know they said they work in the Common Burying Grounds. What is their name, and have
you made contact with them again?
During the Battle of Bunker Hill, one of your officers was acting strangely, giving odd orders. They had a
1 to 12 strange look in their eyes that still haunts you. Did you tell anybody about this? What kind of orders did they
give? What happened to the officer?
If you’ve said it once, you’ve said it a thousand times: “I hate going to Boston.” But despite your best efforts, the
leader of your people made themselves apparent. You were to go into that awful town and retrieve your cousin
13 to 26 that had gone missing. Yet they are nowhere to be found. In fact, any trace of them ever being here is gone . . .
Just an empty shack, swept clean, save for a note on their bed with a drawing of a grasshopper. Could the Rebels
be behind this?
In your dreams, you saw a bleeding Liberty Pole with a strange mask hanging from the branches. What do you
27 to 41 think it means? Is it a sign to join the Rebels, or that their blood is about to be spilled for Loyalist allies?
You’ve chosen to fight and defend others. Life and liberty are morals that you’ve taken to heart and because of
this, you’ve served as a soldier, or even currently still serve. While you were serving, you may have seen or heard
42 to 57 a strange rumor of something weird brewing in Boston. Whispers of figures creating groups that control others.
These are only rumors though, right?
Your commanding officer died in your arms after you dragged them away from the fighting. The last thing the
58 to 72 officer did was press a small signet ring into your hand and say, “You’ll know when.”
Your husband, a man whom you met on the battlefield, was interred in Boston. You were unable to protect him,
73 to 86 despite your prowess. Every day you have visited his body at the Common Burying Ground. Yet now his grave
is disturbed, one severed finger left behind. Can you find his body and lay him to rest once more?
Your nation has allied with the Rebels, so you fight with them. What little love there may have been for the
87 to 100 Loyalists died with Crispus Attucks. But within Boston, you hear things and see things. People shamble about
in the night toward graveyards.
DRAMATIS PERSONAE
This section outlines the major NPCs that the characters will encounter in Boston Besieged.
S
ton, MASSACHUSETT
In Pro vin cial Con grefs, B o s
ed with
Trader in Article extremely trustworthy and has been task
n during
14: Threats managing the family business in tow
cerned
Allegiance: Rebel the occupation. She is currently con
nee ds to
Secret Society: about her niece Mary Pullman, who
NONE leave Boston.
Her
Disposition: Philippa is bookish and small.
good
Polite clothes are modest in style, but of very
quality thread.
Philippa ∏ullman
David Chronister (order #31360124)
№ 562
T
Culture: Young ho ug h appearances she is an
by a l l
Colonial woman ordinary young woman, she is far from
Professions: As typ ical. Raised by her father, Morris Pul
Tax Collector lman,
her upbringing was unconventional;
in Article 14: she grew
up with access to books and educati
Threats on and
was raised to be extraordinarily cun
Allegiance: Rebel ning and
business-savvy. She has inherited her
Secret Society: father’s
stubbornness as well as his temper.
NONE Her
immediate desire is to protect her fath
Disposition: er and
the family business, but in time, she
Friendly wants to
take over his business. Her business acu
Mary Pullman|
men has
greatly benefitted the Pullman family,
which
she knows and is quietly proud of.
She is short and frail, speaking to her
age.
Long blonde hair frames a square face
, and she
is dressed in breeches and a loose shir
t. She
wears a man’s jacket, clearly not her own
.
USETTS
ef s, B o s t o n , MASSACH
on gr
In Pr ov in ci al C LD
GOU
T H K ATH E R I N E u l d is a
ELIZ A B E K at h e r i n e G o
E
l i za b et h
Culture: Adult Descended from
of some renown.
mage lizabeth
Multicultural e Black family, E
a Natick and fre d icine an
woman ways of both med
was raised in the both
Professions: As ely being sought by
magic. She is activ to
Apprentice Mage gh ts Te m pl ar an d the Freemasons
the K ni h keeps
in Article 14: their plans. Elizabet
be made a part of rs,
Threats to he rs el f, ra re ly opening up to othe
mostly pt her
Allegiance: Rebel d nature that has ke
and it is this guarde inia,
Secret Society: al l th es e ye ar s. O riginally from Virg
alive ily was
NONE ngland after her fam
she came to New E
BOSTON BESIEGED
g in
Disposition: out by th e R ed Coat army. Arrivin
driven race De
Indifferent she first met was G
Boston, the person but
fle eting relationship,
x
a
Katie Beers . T he y sh
have since separate
She is tall d m
ar ed
d.
an oves with a power
ful
abeth’s
n hair frames Eliz
gait. Natural brow ch a
fa ce, an d he r st ar tling grey eyes mat
oval s.
ears over a blue dres
hooded cape she w
GRACE DE BEERS
roots in the
G
r ac e D e B e e rs , with
Culture: Mature ntly
Colonial woman Netherlands and the Colonies, has rece
r foiling
Professions: As returned to the Thirteen Colonies afte
. She is
Knight Templar a plot by Loyalist mages in Amsterdam
books
Sergeant in a jovial but serious woman who collects
educated
Article 14: and is well-known in the elite and
has been
Threats circles of the Thirteen Colonies. She
since the
Allegiance: Rebel in Boston for the last three years, ever
of the city’s
Secret Society: Loyalists butchered the members
keeps a
Knights Templar Templar Hall. As a consequence, she
tionship
s
GraceDe Beer
Disposition: low profile. Grace had a fleeting rela
the fact
Friendly with Elizabeth Gould, complicated by
Gra ce being a
that Elizabeth’s suspicions about
Templar were true.
h a
She is a middle-aged woman, wit
a hanger
mop of unkempt hair. She wears
doe sn’t appear
sword at her side, one which
to be ceremonial whatsoever.
H
Culture: Mature a rol d Wi n c h e ste r,
Loyalist
a
British man agent of the British Empire and
Professions: the
Fre emasons, was assigned to Boston by
As Freemason the
head of his order, the immortal Sir
Master in Article Richard
Southwell. His mission was to bring the
14: Threats Lodge
under control and to break the sieg
Allegiance: e. In the
Lodge, he purged those who voiced
Loyalist support
for the American Revolutionary War
Secret Society: and then
sought to find tools and magic that
Freemason could be
used to help King George smash the
Disposition: rebellion.
He is a ruthless and efficient leader
Antagonistic who will
BOSTON BESIEGED
H≠
He owns a relic, given to him as a gift by
arold Winchester|
the
Mandoag Sorcerer Ho’me’to’chekik—a
complex
character whose origin and aims will be
revealed
in the larger campaign outside the scop
e of this
adventure. It is having a terrible effect upo
n him,
for his skin is slowly drying, and Wi
nchester
is coming to resemble a mummified
corpse.
A collared military coat with golden
epaulets
adorns his rail-thin, slumped shoulders.
K August 14th, 1765: A group calling themselves the K May 10 to 11, 1775: The Green Mountain Boys, led
Sons of Liberty suspended two effigies of tax collectors by Ethan Allen and Benedict Arnold, capture Forts
near the Boston Common to protest the Stamp Act. Ticonderoga and Crown Point in New York.
K November 1767: The Sons of Liberty adopted a flag K May 25, 1775: HMS Cerberus arrives in Boston
with nine vertical stripes: five red and four white. The carrying Viscount William Howe and Generals John
flag represents the nine Colonies who attended the Burgoyne and Henry Clinton. Together with Gage,
Stamp Act Congress in New York in 1765. they lay plans to break out of Boston.
K March 5, 1770: The Boston Massacre. A large crowd of K June 12, 1775: General Gage issues a proclamation
Colonials face off against a detachment of Red Coats offering pardon to all Rebel patriots who lay down
who end up opening fire and killing six. their arms, except for John Hancock and Samuel
Adams. In response, more Rebels take up arms.
K December 16, 1773: The Boston Tea Party. Two cargo
ships in the harbor unable to unload their cargo are K June 15, 1775: The Committee of Safety learns of
boarded and 342 chests of tea are dumped into the Loyalist plans to fortify Bunker Hill to the north
water. of Boston and Dorchester Heights to the south. It
orders General Ward to fortify Bunker Hill and the
K September 1774: Massachusetts Committee of Safety
Charlestown heights.
founded. Forces under the Loyalist General Gage
set out to capture Rebel powder stores. The alarm K June 17, 1775: The British attacked Bunker Hill and
is set throughout New England. The dissolved captured it, despite heavy losses. The siege becomes a
Massachusetts government meets in defiance, calling stalemate as the Loyalists are reluctant to strike again.
itself the First Continental Congress.
K July 3, 1775: George Washington arrives to take
K January 1775: Mashpee Wampanoag tribe members command of the Rebel forces, now the Continental
fight on the side of the Rebels, following the death of a Army. He establishes his headquarters at Cambridge.
Wampanoag man in the Boston Massacre More troops and supplies continue to come, including
riflemen from Maryland and Virginia. Taking
K April 19, 1775: Battle of Lexington and Concord. British advantage of the stalemate, Washington begins work
forces sent to capture Rebel militias come into direct
to transform the militias into an actual army.
armed conflict with Rebel Minutemen. The war has
started. K Early September 1775: Washington plans an attack on
Boston, worried that the army might not hold together
K April 20 to 22, 1775: Militias begin to arrive from New over the winter. The plan is rejected.
Hampshire, Rhode Island and Connecticut. Most of
the Rebel residents leave Boston, and Loyalists from K November 1775 to February 1776: Henry Knox and
BOSTON BESIEGED
the surrounding area move into the city. a team of engineers use sledges to bring sixty tons
of heavy artillery from Fort Ticonderoga across the
K May 3, 1775: Congress orders Benedict Arnold to raise frozen Hudson and Connecticut Rivers.
a force and capture Fort Ticonderoga in New York.
The Rebels are short of artillery, and the fort is known K February 15, 1776: Boston Besieged begins in the dead
to be lightly defended. of winter . . .
⅞
ACT 1: TO SAVE A FAMILY
The party arrives and, depending on their background, When she arrives, the player characters should
they either stand out or blend in. On asking the tavern either explain to Philippa Pullman that they are here to
publican for ‘Philip the Short,’ they are ushered into a help Henry Jones, or mention the name of their contact
back room and told to wait. At the Historian’s option, they who told them of the job. When Pullman is satisfied, she
may be tested with the question, “What is on the roof of explains the situation:
BOSTON BESIEGED
“I
character who is from Boston would know this fact and
act o n b e h a l f of my brother Morris
anybody else can make a (Routine +10%) Folklore Test to
Pullman, who is currently in Philadelphia assisting
recall it. Any other answer may lead to the characters being
our friend Mister John Hancock. I have taken the
thrown out, possibly with a beating for good measure.
liberty of making inquiries as to your character
The tavern publican has no other information to give
and have received satisfactory reports. I hope you
the characters, and they have no option but to wait. After
will excuse this precaution, but I must have people
about ten minutes, a woman joins them. Her manner is
I can trust.”
businesslike, but not unfriendly. From the open door, she
scans the room and looks over her shoulder before closing
the door. Only then does Philippa Pullman speak.
Philippa Pullman goes over the situation. Her brother SCENE 2 : THE PULLMAN HOUSE
has a sixteen-year-old daughter named Mary Pullman, Pullman’s house at 15 George Street is one of the grander
who is the apple of her eye. Mary fears that she will be properties on Beacon Hill, with a view of the Charles
kidnapped by those seeking leverage. Philippa Pullman River as well as the city of Boston. The house is being
needs the characters to escort Mary from Beacon Hill spied on by 1 Freemason Agent on Winchester’s order.
to Bull’s Wharf, where her brother Adam Pullman will
be waiting with a boat. For this, she is willing to pay 10 SETTING THE SCENE
pounds (£), half upfront and the rest by her brother. Sight: Outside it is a grand house; inside, what
Philippa Pullman will not be open to any attempt to little furniture is left is covered with sheets.
negotiate for a higher price. Once the characters agree,
Smell: Musty, the smell of lamp oil and old fires,
she gives them the address of the Pullman estate and
polished floors and heavy fabrics fill the empty air.
says the boat will be ready at 1 a.m. tomorrow morning.
Adam Pullman will have the rest of the characters’ Hearing: Footfalls on hardwood echo through the
money. Philippa Pullman then pulls two sealed letters mostly empty house.
out of her coat.
Taste: Dust and a light perfume touch the tip of
Pullman hands the players two sealed letters. She
your tongue.
gives them special instructions: hand one over at the
house when they pick up Mary and give the second to Touch: Dusty in the empty room; otherwise,
Adam at the boat. Pullman stresses that opening the everything is smooth and clean like you haven’t
envelopes will breach the contract. encountered since the siege started.
CHASE SCENE: DITCH THE RED COATS Second Sight: There is a glow and the faint outline
of a man standing in the front room, looking in a
Before the characters can ask any further questions, they
mirror.
hear a huge commotion from the tavern’s common room.
Harold Winchester’s agents have told the authorities
The door is answered by a servant who asks the
that Rebels (Philippa and the characters) are plotting
characters their business. They should hand the servant
in the tavern, and soldiers have arrived to arrest them. A
the first letter that Philippa gave them; if they simply
(Standard +/- 0%) Eavesdrop Test allows the characters
state that she sent them, the servant asks for proof. Once
to hear a number of Red Coat Regulars (1 per character)
the letter is handed over, the characters are invited inside.
making threats against traitors and saboteurs. Philippa
If characters inquire about the empty house, they
dashes out of the room, telling you to flee.
will be told that the home is only being kept open for
The party must move quickly to avoid a fight with
Miss Mary Pullman and that once she leaves, only a
the Red Coats. A Chase Scene begins. The characters are
small staff will remain behind to protect the house and
Escapees, while the Red Coats are Pursuers. This is a Short
its contents from burglars or seizure by the authorities.
Chase (3 Rounds). Players must escape out of the back
Inside the house, the characters are accompanied by a
BOSTON BESIEGED
door. If they fail, they must stand down the Red Coats.
man who identifies himself only as Thomas, butler to the
Once the characters lose any pursuers, they must
Pullman family.
lay low until the time comes to find Mary Pullman.
The characters can use this time to explore Boston; wise
characters will perhaps scout a route from the house to
Bull’s Wharf.
MINOR NPC—THOMAS HARRIS: He is an aging K About five weeks ago, Thomas saw a strange man
British man who is Rebel, with a Friendly Disposition. outside the house. He was holding a mirror and
He was once Morris Pullman’s indentured servant and muttering to himself.
came to Boston fifteen years ago to start a new life. At
first, Thomas was a simple dock worker, but his skill
K A kidnap attempt was made three weeks ago while
Mary Pullman was on her way to church, but Mary
in running a house and talents as a chef led Morris to
prevented the attempt from succeeding. Unfortunately,
reassign Thomas to service in the Pullman house. He
the would-be kidnapper got away.
flourished and quickly rose to take charge of running
the entire household. Though he worked off his term of K Thomas received a note a week ago warning that harm
service five years ago, Thomas was so indispensable that might come to Mary. Thomas has the note and will
Morris paid him a salary to stay on. With Morris now in show it if asked. It is unsigned but bears the Knights
Philadelphia, Thomas has become the chief caretaker of Templar symbol that a character can recognize as such
the Pullman house. with a (Hard -20%) Education Test.
While waiting for Mary Pullman to come
If the characters have used their day well, they will
downstairs, the characters can question Thomas. He will
already have a route planned to Bull’s Wharf and will be
answer honestly, and has valuable information to share:
ready for any opposition they meet along the way. If not,
K Morris Pullman has not been in Boston since February they need to devise a plan. Given the 1 a.m. rendezvous,
1775. He has been in Philadelphia since the start of the the best time to leave will be after midnight, allowing
Second Continental Congress to assist his longtime time to reach the dock and to deal with any problems
friend John Hancock. along the way. The characters meet with Mary Pullman
prior to escorting her and will find that she is very
worried after the recent kidnap attempt.
be away from the house before they return./ Freemason Agents’ Awareness.
COMBAT: THE SECOND ATTEMPT the sound of firearms will attract the attention of nearby
Like all large cities, Boston’s major streets are illuminated Red Coats, they will only draw pistols in response to
by oil lamps after dark. Despite this, much of the city is gunfire from the characters.
dark at night, especially with the siege in effect. At night, By the sixth Round, a Red Coat Captain and a patrol
BOSTON BESIEGED
the streets of Boston tend to be empty. Other than a of Red Coat Regulars arrive (1 per character). They are
few stragglers from the taverns, the occasional Red Coat intent on arresting everyone they find. At this point,
patrol is all most people will see on the streets of Boston the aged woman (and future patron of the characters)
late at night. Grace De Beers intercedes with the Red Coats, tells the
There is 1 Freemason Agent per character. Three characters to flee and promises to contact them soon.
attack the characters directly while one makes a rush Showing remarkable bravery and skill, she turns to hold
for Mary Pullman. The Freemason Agents try to seize off the Red Coats and any remaining Freemason Agents
the girl and retreat as quickly as they can. Realizing that while the characters make their escape.
SCENE 4 : THE DELIVERY Arriving at the wharf, the characters see three people
Running from the bloodshed on the dark streets, the dressed in dark clothes waiting beside a boat. Two of
characters make it to Bull’s Wharf just in time. them hold flintlock pistols in each hand; the third is
Adam Pullman. Upon seeing him, Mary Pullman runs
SETTING THE SCENE to her Uncle Adam, and the two embrace warmly. Adam
Sight: Small boats and sloops tied up to the dock, seems happy and asks the characters if they have a letter
all bobbing in the pitch dark that is Boston Harbor, for him. When they give him the letter, he thanks them.
the only light coming from the moon. Mary tells him to give the characters the second half
of their payment as she boards the boat. Then, Adam
Smell: Salt air, perspiration and the blood upon
boards the boat himself and it sets sail. Adam’s parting
your blades.
words are that the Pullman family will not soon forget
Hearing: The sloshing of water against the sides the service that the characters have rendered.
of the boats and worried breathing of the men
waiting for your arrival. The slow cocking of a END OF ACT 1
musket’s hammer. The party has successfully managed to help Mary
Pullman to her boat and on the way back to her
Taste: Salt, both from the air and your body. Mixed
influential Rebel father, Thomas Pullman, who will not
with sewage runoff.
forget this act of bravery. The characters have also started
Touch: Everything is wet and lightly frozen over; to see the powerful forces that are at work and seemingly
puddles and filthy snowdrifts line the street. Fish aligned with the Loyalists. They have also met a possible
guts and seaweed. new ally.
Second Sight: For the first time tonight, nothing
seems out of the ordinary.
⅞
ACT 2: INTO THE DEPTHS
The first is the Mandoag mage Ho’me’to’chekik. He an agreement with the creatures. He provides them
and Harold Winchester became aware of each other with bodies to eat, thereby removing the evidence of
shortly after the Mandoag band arrived in the Boston the murders arising from his other plans. In exchange,
area, and, after a brief, uneasy truce, a meeting was the Ghouls use their knowledge of the city and their
arranged. superhuman senses to aid in his search for Elizabeth
In exchange for the use of a magical artifact, Harold Gould.
Winchester agreed to leave the Mandoag to their own Until now, Grace De Beers has not had the time or
devices, planning to deal with them once the matter resources to devote to investigating reports of Ghoul
of the siege had been settled. Ho’me’to’chekik has activity around the Common Burying Ground or to take
double-crossed Harold Winchester, however, because a hand in thwarting Harold Winchester’s search for the
the artifact is starting to slowly wither him away. missing mage. Now that she has made the acquaintance
of the characters, she asks them for their help with the SCENE 1: A CURIOUS INVITATION
former task. As they deal with the Ghouls, the characters Shortly after the characters’ success in smuggling Mary
will find out more about Elizabeth Gould and the role Pullman out of Boston, they receive via messenger a
of the Freemasons in current events. They will also learn letter bearing the same symbol (which they may have
something from their new patron. identified as a Knights Templar symbol in origin) that
they saw on the warning note to the Pullman family.
It reads:
Friends,
WHO IS HO’ME’TO’CHEKIK?
Learning of Harold Winchester’s desire for
power, Ho’me’to’chekik contacted him and I a m a n x io us to renew our fleeting acquaintance
offered aid in the form of a relic that permits from Bull’s Wharf, as it appears we have certain
its owner to communicate with Ghouls. In interests in common. Therefore, I shall be pleased
return, Winchester secretly provided arms if you would take dinner with me this evening at
and powder for Ho’me’to’chekik’s band of about seven o’clock when we can discuss matters
Mandoag Seekers. Ho’me’to’chekik’s half of further. In particular, I have something to disclose
the bargain is proving to be a double-edged that will be to your financial advantage.
sword, however. After all, the Mandoag mage You may find my house off Beck Street,
views Winchester as an ally of convenience at overlooking Mill Pond.
best. Under cover of the siege, Ho’me’to’chekik Your humble servant,
and his small band are plundering burial sites
in and around Boston, gathering the bones of Grace De Beers, Esq.
powerful Indigenous leaders and tapping their
latent magical energy to further the Mandoag’s
plans. These despicable acts have earned them SETTING THE SCENE
the nickname ‘graverobbers’ among some of
Sight: A nicer part of the city that has so far been
the local Indigenous folk. Despite their birth
spared the ravages of war. De Beers’s home looks
name, it seems Ho’me’to’chekik’s kin no longer
to have a bookshop on the first floor, though the
claim them. Ho’me’to’chekik does not appear
door is locked, and nobody is home. People are out
in this adventure but will figure into the larger
and about.
campaign story to come.
Smell: Fresh morning chill and baking bread
Hearing: People are talking, gossiping, enjoying
what they can of life. Draft animals are whinnying
and a cat screeches in the distance.
BOSTON BESIEGED
The characters have most of the day to explore K “The Red Coats are turning Boston upside down
Boston. They will find Grace De Beers’s house with no looking for [mention one of the characters’ names].
difficulty. It is one of the better houses in the area, and I hear they resisted the army! They’ll swing if they’re
it seems miraculous that it has not been commandeered taken and no mistake!”
by the army. The lower floor is a bookshop, but the
characters can see from the street that the upper floor
K “Have you heard of Elizabeth Gould? The Red Coats
are offering a reward to anyone with information
seems to be given over to accommodation.
about her.”
Inquiries in the area can be made with a (Standard
+/- 0%) Eavesdrop or Rumor Test. If the characters are K “People are disappearing and not the people you
asking about Grace De Beers, they will learn some or all might think. Even Red Coats sometimes, though the
of the following: army is keeping mum about it. It’s been going on for
weeks now.”
K Grace De Beers is a dealer in books and scientific
equipment. K “I’ve seen shady people skulking about at night. No
one believes me, but I know what I saw.”
K She moved to Boston from Cambridge some years
ago.
K Her neighbors regard Grace as an educated person. SCENE 2 : A DINNER ENGAGEMENT
When the characters arrive, they find Grace De Beers
K The bookseller keeps to herself but is not unfriendly still in her shop.
when she does interact with people.
K Some whisper that she is a Loyalist, but can offer no SETTING THE SCENE
evidence besides the fact that the Loyalists have not Sight: The home is old and weathered, a bit dusty,
touched her house. but clean and well kept. Some of the shelves are
empty, a sign of the times.
Others wonder if she has bribed Commander in
Chief of British land forces General William Howe so Smell: Musty old used books, the scent of
that the Red Coats will leave her alone. If the characters knowledge.
are looking for idle gossip and rumors, of which there are
Hearing: The house creaks and protests with each
many in a place like Boston, they can go about learning
step anybody takes.
some with a (Routine +10%) Rumor Test:
Taste: Dinner is cooking upstairs, and the scent is
K “The siege will be broken within a fortnight. These wafting down; you can almost taste fresh, warm
so-called Rebels are no match for Loyalist regulars.”
food, something you haven’t had in a while.
K “There’s no food to be had in Boston for love nor
Touch: Clean and old, stately hardwood.
money, yet Viscount Howe and his Loyalist dogs eat
BOSTON BESIEGED
like kings. My cousin brings back fantastic tales of Second Sight: This house holds secrets.
their banquets at Castle William.”
K “The Liberty Tree marks the time to move, heed my Grace De Beers is waiting in her shop and is glad
words.” to see the characters. Cheery, she looks up as they enter,
and the characters recognize her from their encounter at
K “I’ve seen some strange shapes moving in the shadows Bull’s Wharf.
near Beacon Hill at night.”
A
nor denies being a Knight Templar herself. If pressed on
“
g o od ev e ni n g to you all and welcome,”
the matter, she points out that the order was dissolved,
she says. Her accent is Dutch-inflected, more
its members executed in the fourteenth century, and it
common in New York than Boston. “Thank you
has not been heard of since.
for accepting my invitation upon so brief an
acquaintance.” She looks around her shop with A GRAVE INVESTIGATION
a rueful smile. “I regret that you do not see my
After dinner, the characters may head straight for the
business at its best, but this current unpleasantness
Common Burying Ground and keep watch, or it may take
has taken a toll on my customers and my suppliers
some time to investigate the rumors that Grace De Beers
in equal measure.
mentioned. Strange people have been seen outside the
“But enough of such melancholy things,” she
burying ground around the Hollis Street Meeting House
continues. “Pray, come upstairs and take some
(corner of Hollis and Orange Streets) and the South Writing
wine before dinner.”
School (corner of Common and West Street). There are
enough taverns, coffee houses and other locations in the
Grace De Beers leads the party upstairs to the dining
area for the characters to make discreet inquiries and gather
room, which is dominated by a broad stone fireplace, with
information. Much of this can be gathered with (Standard
doors that lead into a small office. Two servants are laying
+/- 0%) Eavesdrop or Rumor Tests, or sly role-playing:
out the meal and De Beers dismisses them. Grace tells a
joke about her cooking not being one of her many skills. K “Every night I see these strange men stumble and
Dinner starts with small talk. De Beers is glad the party’s shuffle down the street.”
mission to protect Mary went well. If asked why she helped
the Pullmans, she dodges the question with a sly note, saying
K “The Lobsterbacks are staying away from the Common
Burying Ground.”
“ . . . the enemy of my enemy is my friend.” An (Easy +20%)
Scrutinize Test will tell a character that Grace De Beers is K “Saw some men poking around the cemetery at Frog
feeling things out before getting to the heart of the matter. Lane. They’re people I’ve never seen.”
Eventually, De Beers sets down her fork and, with a
voice filled with portents, tells the characters that there
K “I don’t care much for dreams, but my Massachusett friend
here swears he had a vision of a person who looked just like
is evil in Boston and that not all of it can be identified by
that friend of yours . . . Yeah, you. You better mind yourself
looking for Red Coats. The Common Burying Ground
or get out of town if you know what’s good for you.”
is worrying her. She’s heard stories of people holding
midnight council on the grounds. K “Strange shapes have been seen in the caretaker’s
The job she has for the party is simple. Grace De window at night.”
Beers wants them to go to the Common Burying
Ground and ascertain what is behind the rumors. She
K “The Common has a strange feeling lately.”
offers to pay the party 6 pounds (£) each upon bringing K “Two people have been seen round the lone house on
back their findings. If money is not enough to interest Frog Lane. They come at dusk and one of them leaves
BOSTON BESIEGED
THE OLD OAK TAVERN A GRIM DISCOVERY: The figures move about singly
The Old Oak Tavern is one of the few places Loyalists or in pairs, leaving the Common Burying Ground and
and Red Coats feel welcome in Boston. The tavern is disappearing into the surrounding streets. Their skin
Loyalist-aligned and a less than friendly place for Rebels. appears unhealthily pale when their lean bodies catch
If the characters are not careful in their questioning here, the light. They appear to have no hair at all. Their hands
they might find themselves in a fight or under suspicion, seem unusually large, with long fingers; on a Critical
even finding themselves being followed as they walk Success, the characters will notice that their fingers end in
around Boston. If they have made a name for themselves curved claws. A (Challenging -10%) Folklore Test reveals
as outspoken Rebels or anti-Loyalist, they might also find that they are Ghouls: supernatural threats that frequent
themselves in a fight. Anyone asking about rumors finds graveyards and feast on the dead.
the tavern’s patrons tight-lipped and getting anything out Shadowing a Ghoul reveals some strange behavior.
of them will require a (Challenging -10%) Rumor Test. It creeps about the dark streets, taking obvious care not
The information in the following list should to be seen or heard. Occasionally it stops, raises its head
be dropped into conversations or overheard by the and sniffs the air. The Ghouls all return to the Common
characters as they sit in the tavern: Burying Ground before dawn. If the characters
successfully follow a Ghoul back to the cemetery, they
K “I’ve seen humanlike shapes moving around the
will be able to watch it re-enter the Ghouls’ lair, which is
burying ground at night.”
inside a small house on the property.
K “We’ve been ordered to stay away from the Common If any Ghoul senses that it is being watched or
Burying Ground. No patrols go that way, which suits followed, it will bolt into the shadows and try to escape.
me. I don’t like the feel of the place.” They will only fight if cornered, or if a lone character
encounters one or two of them. In order to keep from
K “That cemetery bothers me. Something is not right
being discovered, the characters must keep downwind
there.”
of the Ghouls, as well as staying quiet and out of sight.
K “You didn’t hear it from me, but there’s a medicine man These particular Ghouls have an especially acute sense
who told me dark spirits are hanging around Grady’s of smell, which they are employing in the search for the
old place. You won’t catch me around there.” missing mage.
K “Grady’s nowhere to be found, but two strange people
are living in the house.”
K “Why are we looking for this ‘Elizabeth Gould’? We
have too much on our hands already.”
K “People have been asking too many questions lately.
The word is that some have paid for their curiosity
with their lives.”
BOSTON BESIEGED
founding and has lain untouched ever since. The most the entrances to the Ghoul’s lair are a (Hard -20%)
modern headstones date from about 1742. Awareness Test.
Any characters acting suspiciously in the Common
Burying Ground may attract the attention of the Red THE HOUSE
Coats manning the Frog Lane battery. If so, 1 Red Coat There is only one house on Frog Lane—the small
Captain will approach and demand to know what they cottage that formerly belonged to the Common Burying
are doing. Almost any excuse will be accepted because Ground’s caretaker and has been taken over by Harold
the Red Coats have been warned away from the Burying Winchester’s Freemason Agents. During the day,
Ground on Harold Winchester’s orders. they will be resting inside, and at night, they will be
A greater danger is posed by the old caretaker’s underground in the excavation chamber.
house. The characters may have picked up on rumors
BASEMENT: Beneath the house is a basement. Its MAIN ROOM: This is the main living area. A table and
ceiling is no more than 5 feet high, and the floor is packed two chairs stand in the middle of the room: the table bears
dirt. There is not much in the basement besides some the remains of a meal, as well as several books and papers.
moldering root vegetables and two kegs of ale. On the The embers of a fire smolder fitfully in the fireplace. A
floor is a wooden plank with a large rock resting on top of (Challenging -10%) Awareness Test near the fireplace will
BOSTON BESIEGED
it. Moving the rock and plank reveals a shaft descending reveal the remains of a burned letter. Among the books on
50 feet down into the earth. At night, the plank and rock the table is a copy of Ahiman Rezon, printed in London
have been moved and the shaft is plainly visible. in 1756. This book concerns the rites and regulations of
Freemasonry. The papers appear to be handwritten notes
BEDROOM: A small bed stands in one corner, and
by someone who has been studying the book, along with
there is a chest under the bed. Depending on when the
some vague reports concerning ‘excavations.’
characters arrive, the agent is either sleeping in the bed,
or not here. The chest is not locked and contains personal STORAGE: Discarded tools—picks, shovels and the
effects, a wood burl bowl carved with an animal head, a like—litter this part of the building. Most of the tools are
knife sheath decorated with colorful beads and about 7 damaged.
pounds (£) in loose change.
the chambers; the dirt crunches underfoot. and hangs down into the shaft. The shaft is dark, and
its depth cannot be assessed visually. Characters who
Taste: The air is stale and tinged with death; you
think to drop a lighted torch or rock down the shaft
can’t help but taste it with each breath
can estimate that the shaft is about 200 feet deep with
Touch: The walls are rough, dry and crumbling, a (Routine +10%) Awareness Test. However, during the
revealing the rock underneath with each touch. night this also alerts other enemies.
Climbing down the rope is physically and mentally
Second Sight: The foul feeling of necromancy is all
demanding. Physically, a character must make a
over this place, and something deeper in the tunnels
(Challenging -10%) Athletics Test to make it down
seems to be thumping like a beating heart.
unharmed. If the Test is failed, the character’s hands
slip, and they suffer 1D10+1 Peril from rope burns but from above and forming puddles on the floor. Beyond
do not fall. A Critical Failure results in an uncontrolled an opening in the south wall, a light flickers.
plunge down the shaft, hitting the bottom. They must If the NPCs have not been alerted to the characters’
then make an (Arduous -30%) Toughness Test to avoid presence (by dropping rocks or falling characters) the
being Incapacitated!. cave is lit by six oil lamps spread out along the walls.
The climb is mentally demanding due to the sheer Otherwise, the lamps are extinguished. The lamplight is
BOSTON BESIEGED
depth of the shaft and the risk of a fall. Characters enough to see by, but it also creates disturbing shadows.
climbing down must make an (Easy 20%) Resolve Test
EXCAVATION: This smaller chamber is lit by torches
or else suffer Stress.
and occupied by Freemason Agents (1 per character),
SMALL CAVES: These small cave complexes are who’re digging in the earth.
occupied by 1 Ghoul, which will attack any characters If the NPC’s have not previously been alerted,
who descend from above immediately. they can make an Opposed Awareness Test against
the characters’ Stealth. If they succeed, the Freemason
ANTECHAMBER: The shaft opens onto a natural cave,
Agents turn and attack the characters while one attempts
and it looks as if two tunnels once fed into it, but have
to sneak away. The Freemason Agents will fight to the
long since collapsed. Beams support the 10-foot ceiling,
death, or until they are Bleeding or Injured.
and the area is moist and warm, with water dripping
INTERROGATION AFTERMATH
If the characters can take anyone alive, successful Having defeated the Ghouls and Harold Winchester’s
Interrogation Tests will reveal the following information: agents, the characters are presented with a few choices. If
they capture any of the NPCs alive, the characters must
K They are looking for an object of great power. decide what to do with them. The options boil down to
K They are agents of the Brotherhood of Freemasons. killing them, keeping them as prisoners or taking them
back to Grace De Beers for further interrogation.
K The Ghouls are kept at bay by a pact that has been The simplest option is to kill the NPCs, preventing
made with them.
them from disclosing any further information. If the
Under no circumstances will the Freemason Agents bodies are left in the caves, Harold Winchester will send 1
reveal anything about Harold Winchester. One speaks Freemason Fellowcraft to the Common Burying Ground
only French. She also speaks the Mandoag ton gue, but to find out why they have not reported back to him on
the characters have probably had no opportunity to learn their progress, and these agents will discover the bodies. If
it. Characters who can speak French can question her. the bodies are disposed of elsewhere, Harold Winchester
She will only say that, “. . . a great power is coming that may still conclude that his agents were killed.
will destroy all the outsiders in this land.” Imaginative characters may try to dispose of the
bodies by feeding them to the Ghouls, or by staging a
AN ANCIENT ARTIFACT scene that suggests the Ghouls rebelled and killed the
One of the Freemason Agents has the artifact that NPCs. Depending on how well this is done, the characters
Ho’me’to’chekik gave to Harold Winchester. It is a mask may be able to throw Harold Winchester off track.
carved from a human skull and decorated with black Keeping surviving NPCs as prisoners will permit
and red paint to look like the face of a Ghoul. the characters to interrogate them at leisure, but they
will disclose nothing more than the information given
above. In addition, they will try to escape at every
MASK OF THE DEAD opportunity and may try to kill themselves if they find
The Mask of the Dead is an ancient Mandoag relic. that they cannot escape. This may leave the characters
In the past, numerous similar masks existed and with a lot of explaining to do if dead bodies are found in
allowed Mandoag Sorcerers to communicate with their lodgings.
the dead. Now only a few remain, and even fewer Taking any captives to Grace De Beers is a
know what they are. The mask is made from the challenging option. Again, they will try to escape or kill
skull of a spirit that feeds on the dreams of children, themselves to avoid further interrogation, but she will
and lacks a cord or strap. Instead, the mask is placed be grateful for the opportunity to question them herself.
on the face and adheres to the wearer, becoming a
part of their face while it is being used. THE SKULL
If the characters decide to continue the excavation, they
EFFECT: While wearing this mask, you can
BOSTON BESIEGED
END OF ACT 2 her for safekeeping. She’ll send word to the characters
Grace De Beers listens to the characters’ report with once she learns more. If an Indigenous character plans to
interest, pays them as promised and takes the objects repatriate the skull in their safekeeping, they must succeed
they found for further examination. She asks the a (Challenging -10%) Bargain Test or suffer the earlier
characters to take her to the Ghoul caves immediately, evaded Peril.
but when they arrive at the Common Burying Ground,
the characters find the caretaker’s house on fire and the
tunnel entrances collapsed. Clearly, someone does not
want any further investigation to take place. Grace De
Beers suggests the characters return to her house and
promises to tell what she knows about the situation:
⅞
ACT 3: TO SAVE A MAGE
T he c h a r acte rs di s c ov e r that their new patron, K Lanterns can be seen moving inside the house through
Grace De Beers, has been kidnapped, and they narrowly its windows.
miss being able to confront the head of the snake they
have been chasing, Harold Winchester. They learn
K A moment later, a Red Coat walks out and stands by
the door, clearly on a watch.
that the Freemasons have both Grace De Beers and
Elizabeth Gould, a mage who is believed to have a key K A voice can be faintly heard inside, ranting about not
to the future of the Rebels’ chances in the city. being able to find his mask.
After a few moments of watching, Red Coat Regulars
SCENE 1: THE TRUE ENEMY (3 per character) walk out of the house with a tall, gaunt
and mummified-looking man wearing a Red Coat with
A note comes in the night telling the characters to
golden epaulets. While the party does not know it, this
meet Grace De Beers at her house at first light: she has
is Harold Winchester. With a harsh whisper, Harold
something important to talk about, and there is no time
hisses to the other Red Coats:
to be wasted. As the characters arrive, there is clearly a
commotion in the house. Have anybody who wants to
hide make a (Standard +/- 0%) Stealth Test. Characters “Now th at we have the woman,
observing what is going on can make a (Routine +10%) Washington’s defeat will soon be within our
Awareness Test. This is a Fail Forward Skill Test. Failure grasp.”
results in suffering 1D10+1 Peril. Success yields the
following observations:
BOSTON BESIEGED
If the characters wish to attack the Red Coats, the It would appear that Grace De Beers had a backup
Historian should advise them not to, as this fight will plan in case things went awry. It is now up to the
result in their untimely demise. Encourage them to hide characters to finish what she started.
or make their way into De Beers’s office.
DE BEERS’S OFFICE
Grace De Beers’s office is a mess of papers and books, CRITICAL HISTORY:
thrown all over the place. Looking around, the characters A FORTUITOUS MIST
will find two things that pique their interest. Leaning The period from March 2nd to March 5th was
against the back wall is a painting of an officer of the a busy time for the city of Boston, perhaps
British army. Strange garb is draped over his uniform. one of the most important periods during
There is a deep cut in the canvas across the face. The the early part of the American Revolutionary
name on the plate reads Harold Winchester. A (Hard War. The Rebels began bombarding the city
-20%) Folklore Test lets a character know that the with cannons, ones that Colonel Henry Knox
regalia is that of the Freemasons, and places Harold brought from his mission to Fort Ticonderoga.
Winchester high among their ranks. While less gaunt, The cannonade continued every night until
they recognize him as the man they just saw outside. March 4th. Though the characters are out of
the city when these events take place, they will
COMMON SENSE hear the cannon fire as they undertake their
Under a table, cleverly hidden, is a pamphlet entitled mission.
Common Sense by Thomas Paine. Oddly, it is sealed On the evening of March 4th, a thick
with red wax on the edge and has half of a mark that fog settled over Dorchester Heights, which
looks familiar. Opening it, the characters find that the allowed the Continental Army to place the
pamphlet does not contain the words of Thomas Paine, remaining Fort Ticonderoga cannon on the
but is instead a letter addressed to them: hills overlooking the city of Boston, from
which they could reach the British ships in
Friends, Boston Harbor. For their part, the ships could
not elevate their guns sufficiently to reach the
I f yo u h av e received this, then all has gone wrong.
cannon on the hills above and would be obliged
Two days ago, when we parted ways, I mentioned
to abandon Boston or be destroyed. When the
that you would not hear from me for a while. The
sun rose, the Red Coats awoke to the sight of
intervening time I have spent on a search.
their impending destruction. It was this act that
Many are looking for Elizabeth Gould, and I
caused the British to surrender, leave Boston
am one of them. Plans are afoot, and her survival is
and hand young General Washington and the
vital to the Thirteen Colonies’ success.
Continental Army its first major victory.
Elizabeth Gould is being held by agents of evil
BOSTON BESIEGED
~ Grace De Beers
SCENE 2 : GETTING TO WINNISIMMET DANGER AHEAD: Have the character rowing the boat
The characters have about thirty-six hours to save make an (Easy +20%) Stealth Test opposed by the Red
Elizabeth Gould and Grace De Beers in Winnisimmet. Coats’ Awareness Test. If the Red Coats win, they will
With a (Standard +/- 0%) Education Test, a send a longboat with Red Coat Regulars (1 per character)
character can remember some of the following facts after the characters.
about the town of Winnisimmet:
K Indigenous characters would know it translates in SCENE 3 : IN WINNISIMMET
English to ‘good spring nearby.’
No matter when the characters arrive in Winnisimmet,
K It was incorporated as the town of Chelsea in 1739, but they find the village quiet. Like many of the towns on
has remained little more than a village and is generally the fringes of Boston Harbor, Winnisimmet has suffered
referred to by its Algonquin name. under the blockade and siege. With no water traffic
allowed in or out, the fishing boats have remained idle.
K Predominantly a farming and fishing area,
However, smuggling still takes place under the cover of
Winnisimmet is a haven for freebooters.
night, and some goods come into the town overland.
OVERLAND TRAVEL: IF BY LAND
SETTING THE SCENE
The road to Winnisimmet loops around the harbor
Sight: A small, wind-beaten town on the edge
and it will take some time to reach the town by this
of a cliff. With trade at a standstill, many of the
route. There is no direct road, and it’s likely patrolled
buildings look abandoned and rundown in the
by numerous Red Coats. Characters must elect to fill
cold.
the Roles required for Overland Travel: Trailblazer,
Quartermaster and Scout. It will take about four hours Smell: Fish, salt and the assaulting cold of early
to reach Winnisimmet by road, which is only a Short March.
Stretch (requiring one Endure Check per character,
Hearing: Very little. The town is quiet as a grave;
regardless of whether they filled a Role or not). The route
no horses, no people walking about, just the water
is considered to be Routine Terrain. In addition, the
of the bay hitting the cliff.
journey to Winnisimmet is Moderately Dangerous. If
they trigger an encounter during their journey, it is with Taste: Fish and salt, like rations on a boat.
a patrol of Red Coat Regulars (1 per character). Upon
Touch: The ground is well-traveled, the wood old
triggering this encounter, Indigenous characters local to
and splintery, aged by the harsh air.
the area may take advantage of the terrain, gaining an
Assist Die during the fight. Second Sight: The mundanity of this place is
crushing.
IF BY SEA
If players decide to go by water, the ferry between Boston Although Loyalist forces are largely confined to
BOSTON BESIEGED
and Winnisimmet has ceased operation because of the Boston, Harold Winchester has succeeded in placing
siege. Given the urgency of their mission, the characters’ agents in Winnisimmet. They are based in an old tavern
best option is to steal a small boat and sail it the two called The Drunken Fish. Originally owned by a member
miles to the town. There are a few boats in the harbor, of the Sons of Liberty, it was confiscated by the Loyalists
and with a (Challenging -10%) Skulduggery Test, one before the siege began. The building seems abandoned,
can be liberated for their cause. Crossing the harbor will but Harold Winchester’s Freemason Agents have made
require a (Routine +10%) Pilot Test. The span is two good use of the caves that lead from the building to the
miles, so for each mile, roll 1 Chaos Die and if a face ‘6’ inlet, using the location as a staging point for operations
is rolled, a nearby Loyalist ship is alerted. north of Boston.
BOSTON BESIEGED
THE DRUNKEN FISH SECOND & THIRD ROOM FLOORS: The rooms on
The tavern is easy to find. It stands alone to the west of the second floor were once rented out to travelers, and the
the village, on a ledge overlooking a small inlet. large beds look as if they have been used recently.
COMMON ROOM: 1 Freemason Agent stands watch CELLAR: The cellar is only 5 feet high with a dirt floor.
in the common room, and about every half hour, leaves It is littered with miscellaneous debris, but nothing of
the building and patrols outside. interest or value. A ladder leads down into the caves.
KITCHEN: The kitchen is nothing more than a few
tables and a huge fireplace with a spit and enough hooks
for four large pots. It seems not to have been used for
some time. A staircase leads down to the cellar.
CAVE 1: This cave is level with the water outside and was CAVE 5: The door leading to the dock is hidden from
used for smuggling in times past. It is currently empty. the outside and requires a (Hard -20%) Awareness Test
to find. From inside the cave, it is easy to spot.
CAVE 2: This cave contains a small alchemical laboratory,
with enough ingredients to make various poisons and THE CAPTIVES
alchemical vitriol. Also here are two books: Paracelsus’
Having freed the two captives—and possibly captured
Coelum Philosophorum and The Sceptical Chymist.
some of the Freemasons—the characters can learn a
CAVE 3: There are three people in this cave. Grace De little about what has been going on. Depending on the
BOSTON BESIEGED
Beers is bound to a chair and looks as if she has been time, they may be able to interrogate the Freemasons
beaten and tortured. Two people are questioning her: 1 and give medical assistance to Grace De Beers and
Freemason Agent and 1 Freemason Entered Apprentice. Elizabeth Gould, who are both three steps down the
Damage Condition Track.
CAVE 4: A woman is chained to the wall of the cave by
If it is close to dawn, they may have to move
her ankles. If the characters free her, she will confirm that
to a safer location before the Red Coats arrive to
she is Elizabeth Gould.
collect Elizabeth Gould. With a (Challenging -10%)
Interrogation Test, the Freemasons will reveal the
following information:
K They are members of the Boston Lodge and were SCENE 4 : PULLING POINT
stationed here by a Master Mason. The party can reach Pulling Point by water or by land.
If the characters have commandeered a boat, they can
K They will not reveal their leader’s name, but the
sail to Pulling Point under cover of darkness with no
characters should have no difficulty in surmising that
issue. Going overland will require skirting along the
they are referring to Harold Winchester, the man they
rocky coast.
saw leaving Grace De Beers’s house at the start of the
Act. SETTING THE SCENE
K They were ordered to guard Elizabeth Gould until Sight: More small, weather-beaten buildings,
the Master Mason made arrangements for her to be though there are a few people here, at the edge of
moved. the bay.
K Soldiers are due at first light to collect her. She is an Smell: Fish and the salt air of the Atlantic proper.
enemy of the cause and a threat to the Master Mason’s
Hearing: Water brushing against the shore, a few
plans.
people shuffling around the town at night.
K Grace De Beers has been an enemy of the cause for Taste: Fish, brine and dung.
years.
Touch: Rough and salt-blasted, the sea weathers
Grace De Beers will confirm that she has been
everything.
working against the Freemasons for years. She admits
ruefully that they were able to capture her before she Second Sight: Quiet, aside from the mage in your
set out to try and rescue Elizabeth Gould, and repeats company.
that her interest in Elizabeth is friendlier than Harold
Winchester’s. Elizabeth could be a great ally in the Rebel Located on the easternmost edge of Boston
cause, she says, but will not explain why. on Nahant Bay, Pulling Point is one of the many
Elizabeth Gould herself is not at all talkative. She small fishing communities that existed before the
is grateful for being freed, but not inclined to trust the siege. Since the siege, it has turned into a haven for
characters until they have proved themselves further. smugglers, and also for privateers given commissions
Grace De Beers is anxious to deal with the by General Washington. This close-knit community is
Freemasons and get to Pulling Point as quickly as not welcoming to outsiders, but Grace De Beers has
possible. If it comes up, she shows a chilling lack of cultivated contacts here.
compunction about killing any prisoners. Grace De Beers seeks out the old and weather-
If the characters entertain the notion of waiting for beaten house of one Josiah Biggs. Like all houses in
the expected soldiers and ambushing them, both Grace the village, its windows are small and shuttered. The
De Beers and Elizabeth Gould will try to dissuade them. only door faces the center of the village. A large stone
Grace De Beers argues there are more important things chimney juts from the middle of the roof, and smoke
BOSTON BESIEGED
to be doing and questions the characters’ loyalty to the rises lazily from it. Drying fish hang on a rack near the
Rebel cause if they would rather murder Red Coats than door, promising that this Josiah is a capable fisherman,
help turn the tide in the Rebels’ favor. along with the weighted fishing lines people of their
For her part, Elizabeth Gould argues that a few nation are renowned for, carefully placed near the door.
Red Coats more or less make little difference, and asks
cryptically, “Why stay to kill a dozen when you can help
me kill thousands?” This will probably get the characters’
attention, but neither she nor Grace De Beers will
explain further, saying that everything will be made clear
in due time.
MINOR NPC—JOSIAH ‘LITTLE BEAR’ BIGGS: K “The ‘native-folk’ are up to something. More than
They are an aging Indigenous-Massachusett Nation once lately they’ve been seen north of the point,
person who is Rebel, with an Indifferent Disposition. though no one’s seen what they’re about. They’re hard
They wear a snakeskin belt proudly as well as a necklace to see if they don’t want to be seen. I keep my gun
of shell and beads, dressed otherwise in European loaded and close to hand these days, even when I’m
clothing. They’re expecting Grace De Beers, but not the in my bed.”
characters; nevertheless, Josiah does their best to make
everyone feel welcome. There is scarcely room for them
K “The ‘native-folk?’ Tch! Do they mean the
Wampanoag? The Massachusett people? The Tsalagi?
all in the tiny house.
If you ask me, you’d better seek out some of us ‘native-
After introductions are made, Grace De Beers tells
folk’ when you go traveling across the big open roads.
the characters she and Josiah Biggs need to discuss a
You know, I wish we could do half of what you people
confidential matter and tactfully suggests that the
say we can. Maybe there’d be a little peace around
characters use the next hour or two to explore the village.
here . . .”
However, Grace warns them to be careful, as others may
be looking for them, and to be polite to the locals, who WHARF: This small wharf is rundown compared to
are her friends. Grace De Beers promises to send for those in Boston, but it is serviceable and sturdy. A few
them when she is ready to make a move. fishing vessels are tied up there, as well as smaller boats.
EXPLORING PULLING POINT CHURCH: The church is a small building, one of the
oldest in Pulling Point. There is nothing remarkable
The town is small and can be explored quite thoroughly
about it.
in a short walk. The characters are free to talk to anyone,
but they will find that most of the locals are wary of CHANDLER: The candlemaker is one of the few
strangers. Still, if they are polite, the characters might businesses in Pulling Point. Beeswax is brought in
gain a few pieces of information with a (Challenging from hives kept north of town and used to make the
-10%) Rumor Test: candles. Before the siege, the owners also bought wax
from the surrounding area. Bostonians will know that
K “Yes, this is a quiet spot, all right. We kind of like Pulling Point candles are renowned for their quality, and
it that way, though it’s hard to make a living on the
many of Boston’s wealthiest purchase their candles from
water these days, what with the siege and all.”
here. An (Easy +20%) Tradecraft Test helps a character
K “The Red Coats tried to settle themselves here, but remember this fact.
they couldn’t get a ship near the point on account of
FISHERMAN’S POLE TAVERN: Seemingly open
the rocks. They’re afraid to go beyond the protection of
around the clock, this tavern is favored by the local
their ships’ guns—and if you ask me, they should be.”
fishermen. Before the siege, it was also popular with
K “Grace De Beers? She’s been coming here for years, visiting sailors and watermen. It is basic but cheerful,
though I think she lives over in Boston. Nice enough although these days the locals keep to themselves, and
BOSTON BESIEGED
lady for an outsider, I have to admit. Doesn’t go both food and drink are in short supply.
sticking her nose where it doesn’t belong, and she’s
done favors for several folks in these parts. You’d be
better asking old Josiah Biggs—the two of them are
tight friends. Not that I was the one who told you to
go asking questions, mind.”
⅞
ACT 4: END GAME
In thi s A ct, the adventure reaches its climax as the Elizabeth Gould looks a little surprised but speaks
characters find out why Elizabeth Gould is so important after a moment’s pause. She tells the characters that she
and try to ensure that she completes her mission. is a witch. ‘Witch’ is a word Elizabeth doesn’t like, but
The captured guns from Fort Ticonderoga have it is what the common people say. Harold Winchester
arrived at Boston, and Washington plans to emplace has killed or assassinated mages throughout Boston.
them on Dorchester Heights. From this vantage point, General Washington is in desperate need of Elizabeth’s
they can threaten the British ships in Boston Harbor, abilities to help the siege. Elizabeth Gould has no love
which will be unable to elevate their cannons sufficiently for the Freemasons but is not particularly fond of the
to fire back. General Howe will then be left with two Loyalists, either.
choices: abandon Boston, or try to capture the Heights Grace De Beers then lays out the situation:
in a repeat of the near-disastrous Battle of Bunker Hill.
Elizabeth Gould is vital to this plan because of her
K The Rebels have brought heavy guns down from Fort
Ticonderoga.
skill in the magical arts. It is imperative that the Loyalists
do not suspect what is going on and attack before the K Once the cannons have been placed above the city
fortifications on Dorchester Heights are complete and in Dorchester Heights, the Rebels can strike any
she can cast a spell which ensures the operation will be Loyalist ship in Boston Harbor. This will make the city
hidden from both mundane and magical sight. To do so, impossible for the Loyalists to hold.
she must reach Bird Island.
General Washington’s soldiers need cover—fog,
Grace De Beers and Josiah Biggs intended to escort
to be precise—if they are to get the heavy cannon to
her to Bird Island personally, but their plans have been
Dorchester Heights without Loyalist reprisal.
changed by the discovery that Harold Winchester has
Elizabeth Gould points to a small island on the map
sent an assassin to kill General Washington. Josiah
labeled Bird Island. This is where she needs the characters
Biggs explains that while he has minimal interest in the
to her, and to keep her safe while she casts a spell that will
machinations of the general, his nation is allied with
summon fog. If asked, Grace De Beers will say she and
the Rebels. This fact, along with the friendship between
Mister Biggs will head to Cambridge to warn General
himself and Grace De Beers, has led him to put life on
Washington about the Freemason assassin.
the line for General Washington. They decide to leave
the party to protect Elizabeth Gould while they rush
to Washington’s headquarters at Cambridge with a “O n c e i t ’ s d o n e , meet us in Cambridge at 105
warning. Brattle Street, as quick as you please,” says Josiah Biggs.
“Well then,” De Beers says, “there you have
FORMING A PLAN it. Boats are already arranged and stand waiting.
Grace De Beers’s face is grave as she hears the news about May I count on you in this final matter?”
BOSTON BESIEGED
It will take ten Rounds for Elizabeth Gould to finish SCENE 2 : RACE TO WINNISIMMET
her Ritual. As Elizabeth Gould is casting the Spell, the It takes two hours for the characters to row from Bird Island
Mandoag decide to attack. The precise timing of the to Winnisimmet. The journey is easy since the British are
attack is up to the Historian, but it is a useful event to distracted by the bombardment from the Rebel cannons.
have waiting in the wings for when the action begins
to flag—or better yet, just before the characters finish SETTING THE SCENE
their preparations. Elizabeth Gould cannot break from Sight: Trees line the road, which is made of hard-
her ritual—it must be completed before she can take any packed dirt. Along with it, you see small towns,
other action. just to the edge of the road. People are coming and
The Mandoag Seekers will fight to the death while going as the fog lifts.
their Mandoag Sorcerer remains alive. If the sorcerer
Smell: The acrid tinge of sulfur from the shelling
is killed, their morale breaks and they try to escape the
of the Loyalist fortifications.
island in a canoe. If any Mandoag are captured alive, they
can be questioned as long as the interrogating character Hearing: The fast clopping of horse hooves
speaks French. They speak French and Mandoag. punctuated by the thundering of cannon fire.
BOSTON BESIEGED
Washington turns and greets the characters warmly, For now, Boston is their oyster—and many other
shaking each of their hands. adventures await within.
⅞
BOSTON BESIEGED: AFTERMATH
T he r em a i n de r o f thi s article is the doorway into with England and acknowledging the Wampanoag as
a sandbox-style campaign set in Boston. Presented here self-governing within their territories.
is an overview of the city, leading up to 1776. It provides The settlement developed quickly. In the 1630s, the
information on historical events and locations relevant Massachusetts Bay Colony developed several settlements
to the Boston Besieged adventure, along with Rebel nearby. The First Church of Boston was founded in
Intelligence to drive further adventure. 1630, and America’s first public school, the Boston Latin
School, was founded in 1635. Harvard College, the first
QUICK & DIRTY GUIDE TO BOSTON of its kind in the Thirteen Colonies, was established the
The city of Boston is an armed camp surrounded following year. Harvard’s 1650 charter states that one of
by Rebel militias. the university’s purposes is to educate the Indigenous
General Gage has worked to strengthen population (though the reasons are less than pure).
Boston’s defenses ever since the Powder Alarm of
1774. The Neck, the narrow isthmus joining the
peninsula to the mainland, is heavily fortified, as
are the town’s hills. Loyalist troops and artillery AS A MAJOR trading port, Boston has suffered
occupy the Boston Common. The extensive more than most towns from acts of the British
coastline is partially fortified, but the Loyalists are Parliament intended to bring the Thirteen
confident that the British Royal Navy can see any Colonies under closer control. Tensions have risen
threat from the harbor or Back Bay. as Britain has levied increasingly harsh taxes on the
General George Washington is preparing to Thirteen Colonies to help pay for the French and
deliver the death stroke to the British Empire’s Indian War. Customs officials are intimidated by
occupation of the city. This is where the characters locals, and in some cases, tarred and feathered.
come in.
peninsula, on Wampanoag land. In 1629 and 1630, they sprang from Boston, as calls for rebellion blossomed
purchased land from Blaxton to expand their settlement. across the Thirteen Colonies. Other cells of the
Initially called Trimountaine due to the three hills on Sons of Liberty society sprang up, spreading leaflets
the peninsula, the town was later renamed after Boston and handbills while calling meetings at other
in Lincolnshire, England, from which several prominent Liberty Trees and the Liberty Poles that had been
settlers had emigrated. The Cambridge Agreement of raised as landmarks. These groups popularized the
1628, which the settlers had signed before leaving the slogan, “No Taxation Without Representation.”
British Empire, guaranteed that the Massachusetts Bay The Sons of Liberty were involved in the tarring
Colony would be self-ruling and answerable only to the and feathering of customs officials and were said to
king. It was not until 1763 that the colony would do have been involved in the Boston Tea Party.
the same for the local Indigenous population, agreeing
THE BOSTON MASSACRE Amid a storm of protests, the soldiers were ultimately
indicted for murder. In court, they were defended by
After the Liberty Affair, the British Parliament passed
John Adams, a renowned Rebel and the man who had
more restrictive laws to curb smuggling and bring the
supported John Hancock in the Liberty Affair. Despite
Rebels in Massachusetts under control. Troops were sent
his politics, Adams was an able public defender, and in
to the town, and tensions escalated.
the end, six of the eight defendants were acquitted—the
The Boston Massacre started as a small affair. On
remaining two were found guilty of manslaughter.
March 5, 1770, a wig-maker’s apprentice arrived at
Boston Custom House on King Street and asked for a BOSTON TEA PARTY
Captain-Lieutenant John Goldfinch, claiming he had an
The East India Company had held a monopoly on
unpaid bill. Ignored by the sentry, the apprentice left and
importing tea since 1698. The British Empire heavily
returned later with a group of friends. After an exchange
taxed tea coming into the Colonies. Because the Dutch
of insults, the group started throwing snowballs, and a
government did not tax tea imports, smuggled Dutch
Private White struck the apprentice on the side of the
tea was cheaper—both in the British Empire and in the
head with a musket.
Thirteen Colonies. The East India Company was losing
A crowd started to gather, and more insults and
an estimated £400,000 per year to tea smuggling, and
snowballs flew until Private White retreated up the
one of the goals of the 1773 Tea Act was to redress this.
custom house steps until his back was to a door. The
As the tea price rose, the East India Company
Officer of the Day sent reinforcements with fixed
was left with a growing stock of tea that no one would
bayonets, and the crowd—300 to 400 strong by now—
buy. To keep Rebel officials dependent on the British
pressed angrily around them as the reinforcements
Empire, they were paid with tea tax money. The lack of
joined White on the steps.
tax income to pay off these officials turned what might
Precisely what happened next has never been
typically be a minor trade issue into a growing crisis.
established due to the chaos of the event. The crowd’s
The solution was to take the surplus tea to the Thirteen
mood grew uglier, and harder missiles joined the barrage
Colonies and sell it directly to selected merchants rather than
of snowballs. One soldier fell, having been struck with
go through tea brokers in London. This Tea Act reduced tea
a club according to some accounts, and while getting
price to the point where the East India Company could
BOSTON BESIEGED
When the first ship—the Dartmouth—arrived, a Early on September 1st, a force of about 260 Loyalist
standoff unfolded. Samuel Adams held a mass meeting Regulars rowed up the Mystic River to Charlestown and
at Faneuil Hall, where a resolution was passed to send the marched back a mile to the Powder House. The powder
ship back without allowing it to unload its cargo. Twenty- was then loaded into boats and taken to Boston to be better
five people were assigned to watch the ship and prevent it protected.
from unloading. Meanwhile, Governor Hutchinson stuck News of Gage’s intentions had leaked out to ordinary
to the law’s letter and refused to allow the ship to leave citizens and Rebel officials, and the troop movements
the harbor until it was unloaded. This set a twenty-day spread alarm through the countryside. Many feared that
deadline for the tea to be unloaded and taxes paid, or else the movement—or seizure—of weapons and powder
the Rebel authorities would confiscate the tea. meant that war had come.
The other two ships, the Eleanor and the Beaver, As the rumors spread, they became wilder—some said
arrived during the standoff. The Governor refused to there had been fighting already, or that Boston was set to
let them leave without unloading, and the deadlock be bombarded by His Majesty’s warships. People streamed
continued. On the day of Dartmouth’s deadline, about to Boston from all over the region, armed and ready to
7,000 people had gathered around the Old South fight. Most learned the truth before they arrived and went
Meeting House in anticipation. When the news arrived home, but Gage was alarmed and sent an urgent message
that the governor would not relent, the crowd headed to London requesting more troops.
for the harbor. The excitement eventually died down, but neither side
That evening, a group of anywhere between 30 and could ignore what had happened. Gage began fortifying
150 people boarded the ships and dumped all 342 chests the Boston peninsula and gradually reinstated his plan to
of tea into the water. Some were disguised as Mohawk move weapons out of the militias’ reach. The militias thus
Indigenous folk to hide their identities. became more organized in response. Rebel leaders urged
that one-third of all militia forces should be organized into
DID YOU KNOW? minutemen companies, in constant readiness to march.
Nearly forty-five tons of tea were dropped into The former legislature of Massachusetts, which was
Boston Harbor, costing an estimated $1,000,000 dissolved by the Massachusetts Government Act due to the
by today’s standards. recent events, met in defiance of the law and declared itself
the First Continental Congress. They created a Committee
The British Parliament responded by passing the of Safety to help monitor Loyalist activity and coordinate
Coercive Acts, also known in the Thirteen Colonies as Rebel responses.
the Intolerable Acts. The port of Boston was closed,
more troops were sent to the town and the townspeople SPY VS. SPY
were forced to provide them with lodging in their own The gathering of intelligence about Loyalist
homes if necessary. At the urging of Benjamin Franklin, plans and troop movements became paramount.
an offer was made to pay for the destroyed tea, but it was Paul Revere played a significant role in spreading
BOSTON BESIEGED
turned down. Tensions were running high in Boston, information to Rebel groups, and some of this
and the lines were drawn for the start of the Revolution. information came from no less than General Gage’s
wife, Margaret Kemble Gage.
THE POWDER ALARM
In May 1774, General Thomas Gage was appointed
military governor of the Province of Massachusetts Bay LEXINGTON & CONCORD
and charged with enforcing the Coercive Acts. He tried Armed conflict between the Rebels and Loyalist forces
to defuse the tensions between the Rebel majority and finally broke out on April 19, 1775. Seven hundred British
the Loyalist minority. One of his priorities was to secure troops set out from Boston to capture arms and supplies
military stores of weapons and powder so that they did collected at Concord by the Massachusetts militia. They
not fall into the Rebel militias’ hands. may also have been planning to capture Samuel Adams
and John Hancock, who fled Boston to avoid arrest and REBELS ASCENDANT
stayed with Hancock’s relatives in Lexington.
The importance of Lexington and Concord cannot
The Rebels learned of the expedition in advance
be overstated. Both battles inspired those on the fence
and moved the supplies to other locations. Paul Revere
when it came to the rebellion that victory was possible.
and William Dawes were sent out the night before the
When Lexington was fought, only 77 Rebel
expedition to alert the local militias along the route.
patriots answered the call,facing down 400 well-trained
As the sun was rising, part of the British force reached
British regulars. Undeterred and unconventional with
Lexington, where seventy-seven Lexington militiamen
their approach to infantry engagement, the Rebels
met them. There was a brief standoff; the militia was
fired from behind cover, breaking up the British’s
outnumbered, and the Loyalist officers had orders not to
line tactics. The musket fire was so heavy it forced the
provoke a rebellion. A Loyalist officer ordered the militia
British to retreat. Meanwhile, learning of the victory
to lay down their arms. Militia commander Captain John
at Lexington, more Rebels came to fortify Concord.
Parker ordered his men to disperse and go home, but
By the time the 100 British regulars arrived, they
seeing as he had only recently recovered from tuberculosis,
faced no less than 400 Rebel muskets. This forced the
his voice was not clear.
British into retreat back to Boston.
As the militia began to disperse, two shots were fired.
By the end of the day, the Rebels had seen only 49
Both sides later denied shooting first, and the identity of
killed, 39 wounded and 5 gone missing. The British,
the first shooter remains a mystery. The Loyalist troops
however, saw 73 killed, 174 wounded and 53 missing.
reacted to the shots by returning fire without being
ordered to do so and then charged with fixed bayonets.
Having grown in numbers, the Rebel militia and
Seven militiamen were killed and ten were wounded, and
minutemen advanced on the North Bridge when they saw
one Loyalist soldier was wounded.
smoke rising from the town square. They outnumbered
When the remaining Loyalist forces arrived, the militia
the Loyalist forces there by four to one. A shot was fired,
dispersed, and the troops pressed on toward Concord.
most likely by a panicked Loyalist soldier, and the Rebels
Finding themselves outnumbered, the local militia offered
responded with a volley that killed several soldiers and
no real resistance. They instead waited in the woods to the
wounded many more.
north of the town as minutemen continued to arrive from
Wounded, though successful in their mission, the
neighboring communities. The Loyalists discovered and
Loyalists withdrew from Concord. On their way back
destroyed three cannons and threw 500 pounds of musket
to Lexington, however, they were harassed by growing
balls into the millpond.
numbers of the militia. By the time the column reached
Lexington, the militia numbers had risen to about 2,000,
but the Loyalists were temporarily relieved by an additional
force of 1,000 soldiers.
After pausing to rest and treat their wounded, the
Loyalists set out for Boston and were harried every step of
BOSTON BESIEGED
been heavily fortified, as have the two hills to the west COPP’S HILL BURYING GROUND
of it. They command the lower-lying land to their south The second oldest cemetery in Boston was founded in
and the northern part of Back Bay. 1659 and extended in 1708. Its most famous occupants
are the Puritan ministers Cotton and Increase Mather.
BOSTON COMMON At present, the hill is occupied by a Loyalist artillery
Boston Common has been strengthened with a battery battery trained on Charlestown.
of artillery and two fortified enclosures: one on Frog
Lane by the Burying Ground, and the other a little way
inland from the Island.
REBEL INTELLIGENCE
mention the perch is six stories up. Getting it back
Sarah Deveroux, a Loyalist governor in the
to the top of the building unnoticed is going to be
city, is unhappy with how the British Empire is
as big a challenge as finding it.
conducting the war and seeks to join the Rebels.
She is seeking Rebels to help bring her before
FORT HILL AND THE SOUTH BATTERY General Washington to entertain switching sides.
Could this be a trap?
Across the town from Boston Common, Fort Hill and
the South Battery command Boston Harbor. The guns
of Fort Hill can also command most of east Boston.
The first fort in Boston was built on Castle Island in Oiguina, a Wampanoag woman, found the
1643. In 1776, it is home to Fort William and Mary, characters on the recommendation of a mutual
known to the locals as Castle William. Castle William acquaintance. She is the daughter of the
is the Loyalist headquarters during the Siege of Boston Wampanoag sunksqua Namumpum. Oiguina was
and the site of General Gage’s military administration. forced to show a group of Loyalist mages where
Several prominent Loyalists have taken refuge there to find wild berries on Grape Island. These berries
with their families. are said to have magical uses. She knows that they
cannot fall into the hands of these Loyalist mages,
who are probably loyal to ‘The Gaunt One.’ They
must be stopped.
BOSTON BESIEGED
BOSTON BESIEGED
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RANDOM ENCOUNTERS
ENCOUNTER
D100 COASTAL ENCOUNTERS
NAME
A group of Indigenous fisherfolk has just rowed onto shore with their latest catch.
They are willing to trade with those interested, but upon inspection, their bounty seems
1 to 8 Catch Of The Day
slightly . . . off. The fish are discolored, strangely proportioned and have unnatural
mutations. When asked, the fishers say their catches have been like this for some time.
The characters sight a naval battle only a mile offshore between a British convoy and
a Continental army ship. Both ships seem severely damaged, and lifeboats are starting
9 to 16 Crossfire to drop into the water to row to shore. When the two forces meet on the beach, the
fighting will no doubt continue, and the characters will find themselves caught up in
the middle of it.
A seemingly abandoned lighthouse sits on a small, rocky island just offshore. Upon
exploring the lighthouse and adjacent lighthouse keeper’s house, the characters find
17 to 25 Help Me Recollect the corpses of two wickies and evidence of extreme violence. An eeriness hangs over
the lighthouse, and characters feel a near-constant sense of déjà vu while searching the
grounds.
An enormous dead creature lies beached on the shoreline and has attracted a group
RANDOM ENCOUNTERS
It Came From of onlookers. Some say the corpse is a decayed whale, others a prehistoric shark, while
26 to 33
Beneath The Sea still others claim it is a Kraken or sea serpent only hinted at in sailor’s tales. Characters
experienced with marine biology will have difficulty classifying the corpse as well.
Deep within a cliffside cave sits an old wooden chest, believed to be a lost pirate treasure.
The chest is surrounded by what looks like the skeletons of the crew, but there is no
34 to 41 The Cursed Chest
sign of struggle or entrapment. The chest itself has a heavy padlock, and upon closer
inspection, the bands of the chest seem to be engraved with arcane sigils.
While camping on the shore one night, the characters notice an eerie light offshore. If
viewed through a spyglass, the light is revealed to be a large man o’war glowing a pale
42 to 49 The Ghost Ship green color. The ship looks worn and damaged, and there is no crew in sight. Could this
be a fabled ghost ship, or could it just be a trick of the light and weariness after a long
journey?
The characters sight a cave off in the distance, its mouth open to the sea. Every time a
wave enters the mouth of the cave, there is a massive roar as if a great beast has awoken
50 to 58 The Howling Cave
from slumber in violent anger. It could simply be the sounds of waves echoing in the
cave, but perhaps the idea of a beast has at least some amount of merit.
A small dockside tavern is currently home to a group of whalers preparing to go to sea
again to hunt. Their leader, an old bearded man who likes to wax poetic, speaks of an
59 to 67 The Leviathan enormous white sperm whale that has eluded him for years. He offers the characters
fame and riches if they join his latest excursion to find the beast, but he makes no
guarantees of their safety.
A fort sits offshore on a sandbar; the only way to access it is at severe low tides when a
natural land bridge connects the fort’s entrance to the coast. The water is far too choppy
68 to 76 The Lonely Fortress
to navigate by boat, so the residents must stretch their provisions between the low
tides—which can occur as far apart as a month from each other with little consistency.
ENCOUNTER
D100 COASTAL ENCOUNTERS
NAME
A huge storm is seen blowing in, one that has whipped the winds and waves into a
fervor the characters have never seen before. Trees bend and break, boards and shingles
77 to 85 The Maelstrom
fly off shacks and buildings, and ships smash against the rocks like fine porcelain. If the
characters do not find shelter fast, the storm could prove deadly.
The characters stumble across a small village inhabited by strange folk. Many of
The Shadow Over them have a batrachian-look about them, and they view the characters with scorn
86 to 92
Newbury and dismissal. Residents suggest the characters stay at a local tavern to rest, but the
characters get an unnerving feeling that nightfall will bring new dangers.
A rough storm has revealed the remnants of what appears to be an ancient vessel
grounded centuries ago. Little can be salvaged from the wreckage aside from a broken
93 to 100 Vinland Saga axe and an old barrel which contains many shale pieces carved with Nordic runes. What
they mean or what they do is unknown, but they emanate warmth and power both
unnatural and mysterious.
ENCOUNTER
D100 FOREST ENCOUNTERS
NAME
Trod in the dirt on the path the characters are following is a giant human footprint.
RANDOM ENCOUNTERS
Bootless and roughly the length of a grown man’s arm, the footprint brings about
1 to 8 A Big Foot memories of legendary creatures spoken in myth, like the sasquatch or hidebehind.
The track seems fairly fresh and finding its owner could prove fruitful—or potentially
dangerous.
The characters find themselves in a small, supernaturally quiet grove in the middle of
9 to 16 Enjoy The Silence the woods. They cannot hear any animals or insects, or the stirring of the breeze, and it
seems that even their speech is muffled to the point of being almost incomprehensible.
Deep in the woods is a log cabin, seemingly abandoned for many years. While exploring
the cabin, the characters discover a root cellar that holds a mysterious book that appears
Klattu Barada to be bound in human flesh. A letter sticking out from inside the front cover warns not
17 to 25
Nikto
to read the book aloud, lest a mighty evil descend upon the reader and mark them with
death and terror.
The characters come across a gentle stream resplendent with fish and lined with bushes
of ripe blackberries and sturdy fallen logs to rest on. The air hums to the sound of bird
26 to 33 Peace At Last
calls and dragonflies buzzing, and the weather is warm and comforting as a blanket.
This is a rare moment of peace, quiet and bounty and should be savored as such.
The characters discover what appears to be the site of a ritual killing—three bodies
have been mutilated in a ghastly yet darkly artful way. Any character knowledgeable in
34 to 41 Sounders Of Three
biology notices that the bodies are all missing their kidneys and livers, expertly cut out
as if by a skilled butcher or barber—this couldn’t have been done by any known animal.
The characters come across a village of Indigenous foresters who identify themselves
as the Mandoag. However, many of the villagers seem to be of partial European stock
42 to 49 The ‘Lost’ Colony
and speak an older dialect of English. Could they perhaps be descendants of the settlers
who fled Roanoke, or is there something else direr going on here?
ENCOUNTER
D100 FOREST ENCOUNTERS
NAME
The characters pass a massive sinkhole in the middle of the forest. The pit extends more
The Devil’s than 100 feet down to a stinking lake full of sulfur. The steep descent looks dangerous,
50 to 58
Millhopper but the sides of the sinkhole are craggy and can be climbed, and it seems a prime place
to hide treasure or a secret of some kind.
The characters come across a massive fairy ring—a circle of toadstools said to be
supernatural in origin—standing in the center of a forest grove. Myths tell of those who
59 to 67 The Fairy Ring
walk through fairy rings being subject to terrible misfortune and death, while others say
trespassing through one is a good omen that can bring luck and sway fate to one’s side.
A small shack, home to a farmer, his wife and their four children, sits nestled at the
The Witch Of The entrance of dark wood. The household is in distress, as a few weeks ago their infant son
68 to 76
Wood was spirited away. While the father believes a wolf may have taken the child, the young
twins accuse their eldest sister of consorting with the devil in the form of a black goat.
The characters stumble through a bush of poison ivy on their journey. Slowly their skin
breaks out in hives and they begin to itch severely. While poison ivy is a mild irritant
77 to 85 Three Leaves
for the most part, some—especially Europeans not familiar with the plant—may have a
more severe allergic reaction that could put them in mortal danger if not treated quickly.
RANDOM ENCOUNTERS
Coming across a logging camp, the characters find the loggers working at one of the
largest trees any of the characters have ever seen—larger than redwood and towering
Tumbling Through nearly hundreds of yards into the air. No axe or saw blade has been able to pierce the
86 to 92
The Trees
millennia-old bark. The lumber of the tree would net a fortune, but the tree could be
the last of its kind.
A giant wolf, larger than most of the characters have ever seen, lies dead in a small glade.
On closer inspection, it seems the wolf was killed recently and was pregnant—and the
93 to 100 Wolf & Cub
cubs are alive! If a character cuts open the dead wolf, they find 1D6 surviving wolf cubs
who will eventually grow to the size of their mother if cared for and trained correctly.
ENCOUNTER
D 100 HILLS ENCOUNTERS
NAME
While traveling over some cracked ground, the characters hear a cry for help from a
nearby crevasse. Looking down into it, it appears a traveler has fallen into the pit and
1 to 8 127 Hours
their arm has been pinned by a massive boulder. They beg the characters to help them,
as they have been stuck in the ground with little food or water for almost five days.
The characters come across what the knowledgeable will recognize as a Mandoag burial
ground. Small cairns are organized in a large circle, but it looks like no burials have
9 to 16 Dead Is Better
taken place here in many years. Those with the mystical inclination can sense great
darkness from the graves as if the dead do not stay buried here for very long.
A feud has broken out between competing mining companies, one French, one British,
over the same vein of gold that both parties ‘claim’ to have discovered. Work by both
17 to 25 Gold Fever sides has ground to a halt and everyone can sense that the feud is about to turn violent.
The amount of gold in the vein is negligible, but the feud has the potential to further
sour French and British relations.
ENCOUNTER
D 100 HILLS ENCOUNTERS
NAME
The weather takes a sudden turn toward the cold and windy, and squalls of snow and
hail start pelting the characters. The snow is piling up on the ground fast and the
26 to 33 Imminent Front
temperature is plummeting, so characters must find shelter and warmth quickly lest
they risk exposure to the elements or even potential frostbite.
While looking for shelter from a sudden storm, the characters dash into a nearby cave.
Into The Lion’s Upon entering, they hear a low growl and quickly discover they have stumbled into a
34 to 41
Den mountain lion den. Roughly a half dozen of the beasts begin padding forward, their
teeth bared and their hair bristling, showing little hesitation in protecting their home.
The characters find what appears to be a ring of standing stones, similar to what ancient
druids constructed in ancient Ireland. The stones bear no explicit markings, but anyone
Mysterious trained in astrology can see they line up with the path of the sun, the North Star and
42 to 49
Standing Stones
several other constellations. Though the stones seem intensely old, they are well taken
care of.
The characters see a group of drunk teenagers on the edge of a large waterfall, gathered
around a large barrel. They dare one of the characters to be sealed into the barrel,
50 to 58 Over The Falls whereupon it will be pushed over the falls, with bets being made on the outcome. If the
character lives they’ll win a large betting pool, but the jagged rocks at the bottom of the
RANDOM ENCOUNTERS
cliff look quite deadly.
The characters find a makeshift camp of Indigenous folk who look haggard and harried.
They say their village was ambushed in the middle of the night by Loyalist soldiers, and
59 to 67 Ran To The Hills
many people were lost in the violence that followed. Though the refugees have little to
offer as payment, they would be eternally grateful if the occupiers were driven out.
A huge rumbling noise comes from overhead, and the characters look up just in time
to see a rockslide coming toward them! Boulders ranging from the size of a head to the
68 to 76 Rockslide
size of a small cart start raining down on the path, and the characters must act fast to
get to safety lest they be crushed under several tons of granite and earth.
The characters come across the disturbing sight of a cliff face into which have been carved
dozens of human-shaped holes. Looking down each of them reveals an impossibly long
The Enigma Of and narrow cut through the rock, and worse, some of them fit the exact shape of the
77 to 85
Hollowton Fault
characters. A few of the characters are drawn to these holes, feeling a primal urge to
surrender and crawl into the hole which matches their shape and size.
Journeying through the hills, the characters stumble upon a massive grave of human
The Hills Have bones hidden under an outcropping. Rumors abound that cannibals, mutated by
86 to 92
Eyes witchcraft and other vileness, hunt these hills for victims. If examined, the human bite
marks on the bones seem to indicate that there is at least a little credence to the rumors.
The characters reach a hill that seems to ignore normal physics. Carts and stones roll
93 to uphill, and metallic objects can stand freely on their edges on any part of the incline. The
The Magnetic Hill
100 phenomena is due to a large deposit of magnetic rock sitting underneath the hillock,
but only the keenest geologist would attribute it to anything other than sorcery.
ENCOUNTER
D 100 MARSH ENCOUNTERS
NAME
A thick and heavy mist rolls over the characters, obscuring nearly all sight. It’s hard to see
more than a yard or two in front of yourself, and torches and fans do little to cut through
1 to 8 A Heavy Mist
the fog. As the characters journey on, they notice strange shapes and noises within the
bank of mist. Could these just be illusions, or something much more dangerous?
While crossing a muddy river, the characters dredge up a perfectly preserved corpse
out of the riverbed—saved by the mud, peat and moss that lies below the water. Upon
9 to 16 Bog Bodies
further inspection, it seems that several of these bodies are buried near each other, all
similarly preserved. The question is, who is using this riverine graveyard—and why?
A dilapidated hut sits in the middle of a gloomy bog, home to an old woman who fits
the image of a stereotypical witch. She claims that she is simply a traditional healer
17 to 25 Bog Witch and a hermit, and she is kind and welcoming enough to share her home for a night.
However, there is something unsettling about her and her home—something that is
hard to pin down.
While crossing the marshlands around a still lake, the characters come upon what seems
to be severed human body parts. Looking out into the lake, they see the ridged spine of
26 to 33 Lake Placid
what could only be a massive bull crocodile. The creature is easily 30 yards in length, and
capturing or killing it could prove helpful to nearby swamp folk.
RANDOM ENCOUNTERS
After traveling for many long hours in the trackless marsh, one character notices that
they passed a nearby tree over an hour ago. It occurs to the characters that they are
34 to 41 Lost In The Marsh
hopelessly lost, and the lack of distinguishing landmarks and hazy sky makes it difficult
to get one’s bearings.
One of the characters suddenly finds themselves sinking into the muck of the swamp!
Mounds of dead leaves and rotten foliage have hidden a patch of quicksand which
42 to 49 Quicksand! slowly pulls them under. The pull is very strong, and most attempts to grab the character
cause the ‘savior’ to be pulled further in. Unless they can find a solution quickly, the
characters will be pulled and drowned.
A loud commotion can be heard coming from a riverboat moored on a sandbar. Aboard,
Riverboat the characters find several people competing in games of skill and chance—a shocking
50 to 58
Gamblers occurrence to most in Puritan society. The games do offer a way to earn some easy
money, but they could just as easily put a character into debt.
The characters find their path blocked by a shoulder-deep pond, but it is their only way
forward. When they emerge on the other side, they find that their bodies are covered
59 to 67 Stand By Me with fat, black leeches. Removing the leeches by hand is extremely painful, some having
even attached themselves to ‘sensitive areas.’ Burning them off is safer, but also more
frightening.
While walking through the marshlands, the characters smell something horrible. They
may question one another if they'd had their morning constitutional. But it becomes
68 to 76 Swamp Gas apparent after a few minutes that the stench is coming from something crawling out
of the muck. With outstretched arms, the ‘thing’ pleas for help. But is it from someone
who truly needs assistance, or a trap laid by a ghastly creature of the swamp?
ENCOUNTER
D 100 MARSH ENCOUNTERS
NAME
A handful of swamp folk sit on the porch of a stilted shack, all of them holding musical
instruments seemingly made of pots, pans, washboards and broomsticks. They are
77 to 85 The Swampers all playing raucous, fast-paced music that instills in the characters an urge to dance
playfully. The swamp folk invite musically inclined characters to join along in their
songs if they wish.
The characters seem to come across a large stone ruin, mostly submerged in the muck of
Tomb Of The the swamp. The ruin is a stepped pyramid, reminiscent of drawings of Aztec buildings.
86 to 92
Lizard King However, the steps and walls of the temple are carved with images of human-ish lizards.
Could the Aztecs have journeyed this far north, or is there something else lurking here?
In the middle of the night, pinpricks of light start appearing around the characters’
93 to camp. You think these might be will-o’-wisps, but whether their intent is benevolent or
Will-O’-Wisps
100 malevolent, it is hard to determine. Many of the lights gather together and head off into
the distance. Perhaps following them will bring good fortune—or ill?
ENCOUNTER
D 100 PLAINS ENCOUNTERS
NAME
The characters come across what looks to be a research camp, including a handful of
RANDOM ENCOUNTERS
An American scholars digging in a pit. At the bottom of the pit, they appear to have unearthed the
1 to 8
Dragon skeleton of a massive reptilian beast. Some of the researchers claim it is a dragon, while
others say the skeleton is something different and much older.
The characters find a nude man wandering through a nearby field, looking quite
confused. The man claims that he is from the far future, and has journeyed to 1776 to
Blast From The prevent something from happening—though he claims to not remember what that
9 to 16
Future
something is. Could the man be suffering from a delusion or could his story hold some
kernel of truth?
Crossing a large cornfield, the characters discover several children playing unsupervised
Children Of The among the stalks. When asked who is watching them, they mention someone called
17 to 25
Corn ‘The Man Who Walks Behind the Rows.’ If the characters continue to question the
children, they slowly turn malevolent and eventually outright hostile.
While walking through a wheat farm, the characters notice large portions of the crops
have been stamped down. From a higher vantage point, it becomes apparent that
26 to 33 Close Encounter intricate patterns of circles and lines, covering hundreds of yards, have been worked
into the fields. Who, or what, could have done this is a mystery, let alone why, but the
characters have a feeling it is otherworldly.
The characters come across a large Indigenous village that is celebrating the end of a
Last Days Of successful hunt. There is plentiful music, dancing, food, alcohol and tobacco to enjoy, and
34 to 41
Babylon the residents invite the characters to join the celebration. However, there is a somber air
to the activities, as if there will be soon nothing to celebrate.
The characters encounter a massive pile of bison skulls, nearly 10 yards in height and
bleached white by the blazing sun. Many of the skulls sport musket ball holes, meaning
42 to 49 Mound Of Skulls
the bison were most likely poached. Remnants of a poacher’s camp can be found nearby.
Bringing these vicious killers to justice is the right thing to do.
A sudden storm whips up, and descending from the clouds like God’s finger is a massive
tornado! It begins tearing across the plains, ripping up trees and rocks, sending them
86 to 92 Twister
soaring for miles. The path of the cyclone is unpredictable, but it could easily sweep up
the characters if they do not get to safety as quickly as they can.
The characters come across a ghastly scene—the remnants of a recent battle between
93 to War Never Loyalists and Rebels. Makeshift graves litter the field, and in between them are the
100 Changes fresh corpses of those who ‘lost’ the battle, already being swarmed by flies and buzzards.
It’s a sobering and disgusting scene that is sadly becoming more common these days.
ENCOUNTER
D 100 ROAD ENCOUNTERS
NAME
A large, overturned wagon sits by the roadside, seemingly picked clean of any goods
it holds. The bodies of the wagon’s riders lie strewn about, obviously the victims of an
1 to 8 A Bloody Prize ambush. If the wagon is examined more closely, a secret compartment is found that
holds the deed to a large farm a few miles away—could the ambush be more than a
random attack?
The characters are suddenly accosted by a ragtag group of bandits. The bandits, rather
jovial and dressed in forest green, are led by a charismatic woman with auburn hair and
An American impressive musketoon skills. How they react to the characters will depend upon their
9 to 16
Robbing Hood
wealth. Simple travelers will be asked to join them in some merriment, but if they are
laden with riches, the bandits will gladly steal from them and humiliate them.
A large pillar of smoke can be seen in the distance. Drawing closer, the source is revealed
to be a hemp farm almost totally ablaze. Several farmers are working to put out the fire,
17 to 25 April 20th but they don’t seem too particularly bothered or in a hurry for some reason. The longer
the characters stay near the farm, the more relaxed and carefree they feel themselves
become as well.
ENCOUNTER
D 100 ROAD ENCOUNTERS
NAME
Upon coming to a fork in the road, the characters see a dashingly dressed person sitting
on a stump, carrying a fiddle. The person greets the characters jovially and offers to
26 to 33 At The Crossroads have a musical duel with them. If they win, they’ll be known as the best fiddler in all
the Thirteen Colonies. The person grins and says, “You’ll see,” if asked what happens if
a character should lose.
The road is blocked by the collision between two carts—one with a giant sausage
I Think You Should painted on the side, the other apparently owned by farmers. People stand around the
34 to 41
Leave carts arguing, one of them dressed in a hand-made sausage costume who keeps attesting
that the person who caused the accident is still at large and should be punished.
A large dog is found barking at a stone well. When they go to investigate, the characters
find that a child has fallen into the well. Luckily, he is unhurt, but the pulley system for
42 to 49 Little Timmy
the bucket is broken so the obvious solution isn’t possible. A little ingenuity, and maybe
some canine help, could possibly save the day here.
The road the characters are on begins to climb a cliff, scaling back and forth through a
series of harrowingly narrow switchbacks. In places, the characters will have sit along
50 to 58 Long & Winding the edge of the road, to say nothing of their mules and horses. One wrong move could
send a character or animal plunging toward the ground—risking serious injury or even
RANDOM ENCOUNTERS
death.
When the characters reach a bridge they need to cross a sizable stream, they find their
way blocked by a large, imposing person standing in the middle of the bridge. They
59 to 67 No Tolls, No Rolls
demand a toll to let the travelers pass. If they refuse to hand over any money, the large
extortioner will instead offer a duel to first blood in order to let them pass.
A group of Loyalist soldiers marches toward the characters, likely en route to a battle or
a fortification. The soldiers will ignore the characters, but if questioned or they overhear
68 to 76 Off To War
the characters express Rebel sympathies, their commanding officer will readily order
their soldiers to confront and apprehend the characters.
The road the characters are currently on seems to go on forever. Though they pass new
locations, judging by the movement of the stars and the sun it seems as if the characters
77 to 85 Road To Nowhere
make no progress toward their destination. Could this be some kind of supernatural
anomaly or merely a result of fatigue and frayed nerves?
While on the road at night, the characters suddenly hear the thundering of horse
The Headless hooves behind them. Rapidly approaching them is a horseman riding a black steed, and
86 to 92
Horseman in place of his head is a wickedly carved jack-o’-lantern. It’s hard to tell if the rider is real
or an apparition, but the characters must react quickly lest they be trampled.
A pale woman clad in completely white clothes asks the characters to escort her to her
village nearby. If they agree, the woman will engage the characters in polite conversation
93 to The Woman In but will describe vaguely disturbing events that have befallen her. Once they reach
100 White
the village, the characters will suddenly realize that the woman has mysteriously
disappeared—did she leave, or was she some sort of specter?
INITIATIVE TRACKER
SET
EFFECTS NOTES
THE SCENE
Lighting
Obscurement
ROUND
ESCAPE or PURSUIT VALUE
TRACKING
2
CHASE SCENE TRACKER
INDEX
A |
A Fair Price, 88
An Outsider In All Ways, 58
Angry Readership, 112
Bad Posture, 67
Barber, 64
Bookbinding, 153
Bookkeeper, 67
A Heavy Burden, 121 Animal Whisperer, 58 Bargain Skill, 142 Born In The Saddle, 78
A High Price To Pay, 86 Animalistic, 152 Base Chance, 2 Boston Besieged, 555
A Knotted Rope, 66 Antidote, 164, 248 Basic Tier, 51 Boston Massacre, 597
A Life At Sea, 99 Antisocial, 116 Battle Buddy, 108 Boston Tea Party, 597
A Little Bit Of Everything, 76 Apalachee, 335 Battle Hymn, 35 Bound To The Forge, 57
A Sense For Danger, 75 Apothecary, 59 Bawd, 65 Brains Over Brawn, 153
A Simple Life, 130 Appalachian Giant, 437 Bear-Garden Jaw, 153 Braucher, 68
A Tall Tale, 28 Apparition, 438 Beast Slayer, 86 Break My Fast, 153
A Tangled Web, 136 Apply Tourniquet, 240 Beaver, 442 Brewer, 69
A Tortured Artist, 61 Apprentice Mage, 440 Befuddled, 124 Bridge The Realm, 285
A Trace Of Life, 92 Archetype, 26 Belief, 43 British Culture, 20
Abenaki, 331 Architect, 60 Better Lucky Than Good, 31 Burn Bright, 153
Abracadabra, 32 Arithmetic, 152 Between Two Worlds, 33 Burst Template, 276
Absolution, 32 Armed To The Teeth, 503 Bewitched Stone, 290 Butterfingers, 242
{C
Action Points (AP), 213 Arms For The Poor, 108 Bigmouth Strikes Again, 82 By The Book, 29
Actions In Combat, 218–219 Arsenic, 248 Bind Wounds, 240
Actor, 56 Art Of Compromise, 110 Bison, 443
Advanced Tier, 52 Artist, 61 Bite The Bullet, 35 Cabin Fever, 260
Afflictions, 259 Artistry, 153 Black & White Magic, 268 Cahokian Nation, 417
Ague, 245 As I Am Told, 260 Black & White Spells, 284 Call To Arms, 107
Ailments, 245 Asceticism, 100 Black Bear, 444 Can’t Fend For Myself, 76
Alchemical Arts, 271, 295 Aspirant, 62 Black Culture, 19 Carcajou, 449
Alchemist, 57 Assisted Skill Tests, 7 Black Mage, 446 Cast-Iron Stomach, 153
Alchemy, 271, 294 Astronomy, 153 Black Shuck, 447 Cast Spells, 274
Alchemy Skill, 142 At A Distance, 153 Black Winds, 285 Catawba, 339
Alcohol, 248 At Ease, My Friend, 64 Blacksmithing, 153 Cavalry, 70
Algonquin, 333 Athletics Skill, 142 Bleeder, 242 Changeling, 285
Allegiance, 13 Atikamekw, 337 Bleeding, 216 Channel The Spirits, 285
Alligator, 436 Attorney, 441 Blood & Thunder, 137 Chaos Dice (D6), 10
INDEX
}
Always Prepared, 115 Awareness Skill, 142 Bloodletting, 240 Charcoal Of The Appertain, 290
B
Always The Job, 260 Bloody-Minded, 35 Charismatic, 153
Amber Temptation, 260 Bludgeon With Elements, 278 Charm Skill, 143
Ambidexterity, 152 Babblebook, 278 Boatswain, 66 Chase Scene Tracker, 198, 630
Ambush Tactics, 90, 503 Back Of My Hand, 116 Bog Body, 448 Chase The Pain, 154
Ammunition, 181 Bad Luck, 81 Bonus Advances, 3 Cheat Sheet, 154
INDEX
Chickasaw, 341 Create Elixir, 296 Devil Dog, 456 Encumbrance Limit, 16
Choked, 216 Create Essence, 297 Devil In The Eye, 32 Encyclopedic Memory, 30
Choking Tree, 450 Create Hallucinogenic Powder, 297 Devil In The Saddle, 70 End Of Line, 242
Choleric Temperament, 242 Create Medicine, 297 Diamond In The Rough, 28 Enfant Terrible, 30
Chupacabra, 451 Create Ostane’s Dust, 298 Difficulty Rating, 5 Engaged, 216
Clergy, 71 Create Powder Bomb, 298 Dilettante, 76 Engraver, 80
Clerk, 72 Create Preservation Fluid, 298 Diplomat, 77 Entreat The Darkness, 255, 399
Close Shave, 154 Create Reanimation Fluid, 299 Dire Obedience, 261 Entrepreneurial Spirit, 31
Clothing, 308 Create Vitriol, 299 Disarmed, 216 Ergot, 249
Cocoa, 249 Crime & Punishment, 314 Discern Persona, 279 Essence Theft, 286
Coffee, 249 Critical Failure, 6 Discerning Tastes, 127 Even-Handed, 98
Coin Pool, 11 Critical Success, 6 Disfluency, 242 Evergreen, 280
Colonial Culture, 21 Crook, 74 Disguise Skill, 144 Everyone Suspects Me, 73
Colonization, 329 Culture, 17 Disoriented, 216 Explorer, 460
Combat Conditions, 216 Currency, 163, 310 Dispatch Rider, 78 Explosion Template, 276
Combat Encounters, 213 Curse Of The Grave, 260 Distant Eye, 290 Extreme Weather, 251
Common Sense, 154 Cursed Branch, 290 Distilling, 155 Eyes In The Back Of My Head,
}
128
Common Skills, 4 Cyanide, 249 Distracted Mind, 261
Eyes Of The Eagle, 280
D
Common Spells, 278 Divine Breath, 280
F
Common Spells, History, 267 Dock Fever, 245
Conceal Tracks, 279 D100, 1 Dog Ant, 458
Fail Forward Tests, 9
Cone Template, 275 Damage Condition Track, 15, 230 Don’t Shoot The Messenger, 131
Failing Heart, 243
Conflict, 47 Damage Threshold, 15, 230 Don’t Tread On Me, 104
Fake It Till I Make It, 31
Connecticut, 366 Damnation, 286 Dowser, 79
Fall Into Water, 252
Constant Vigilance, 260 Danger Sense, 154 Dressed To The Nines, 155
Falling, 252
Constrictor Snake, 452 Dark Thoughts, 260 Drive Skill, 144
Falling Sickness, 243
Contact The First Fallen, 286 Dead To Rights, 31 Drugs, 248
Farmer, Profession, 81
Cool Body, 279 Death Proof, 117 Dyed In The Wool, 33
}
Farmer, Threat, 461
E
Coordination Skill, 143 Death Seal, 279
Farmer’s Almanac, 81
Costuming, 154 Debauched Escapism, 261
Farming, 155
Counterfeit Skill, 143 Debt Is Owed, 114 E Pluribus Unum, 34
Faustian Bargain, 261
Counterfeiter, 73 Defend vs. Melee Weapons, 229 Eagle, 459
Fawn, 257
Coward’s Heart, 119 Defend vs. Ranged Weapons, 229 Ease Symptoms, 247
INDEX
Fear, 256
Coyote, 453 Defenseless, 216 Ease The Pain, 103
Feather In The Cap, 35
Crafting Items, 185 Degrees of Success, 8 Eavesdrop Skill, 144
Field Dressing, 155
Crawler, 454 Delaware, 368 Ebb & Flow, 155
Field Surgery, 155
Create Acid Bomb, 295 Delicious Comforts, 261 Economics, 310
Fight, 257
Create Alkali, 295 Deserter, 75 Education, 311
Find The Hidden Word, 68
Create Blackpowder, 296 Despair, 257 Education Skill, 144
Fire, 252
Create Drugs, 296 Determination, 15 Elizabeth Katherine Gould, 562
INDEX
Fire In The Hole, 113
Fire’s Warmth, 280
French Culture, 22
French Pox, 245
H |
Hack-Hand, 138
Hobnobbery, 156
Hodag, 475
Firebrand, 82 Fretful Thoughts, 262 Hand Of God, 32 Hog, 476
Fish Out Of Water, 129 Friendly Fire, 155 Handle Animal Skill, 146 Hold On A Moment, 30
Fish Stories, 261 From Far Away, 262 Hands Of A Healer, 28 Holdout, 156
Fish’s Breath, 280 Frontier-Walker, 28 Hardened, 258 Homunculus, Spell, 287
Fit As A Fiddle, 30 Frostbite, 251 Harold Winchester, 563 Homunculus, Threat, 477
Flaw, 45 Full Of Beans, 155 Hastened, 216 Honed By Conflict, 63
Fleece The Sheep, 155 Fully Recuperated, 241 Haudenosaunee, 343 Hooded One, 478
Flight, 258 Fur Trapper, 86 Haunted Dreams, 262 Horse, 479
}
Flip The Results To Fail, 3 Fury Dice (D6), 10 Headless Rider, 472 Horse Sense, 156
Flip The Results To Succeed, 4 Headmould-Shot, 243 Hunter-Gatherer, 480
Fluid Allegiance, 134 G Heal Affliction, 265 Hunting Dog, 481
Flying Broom, 291 Gamble Skill, 145 Heal Bleeding, 240 Hurt, 16
Folk Healer, 83 Gambler, 87 Heal Damage, 240 Husbandry, 156
Folklore Skill, 145 Gargantuan Spider, 467 Heal Frostbite, 251 Hustle & Flow, 102
I
Food & Drink, 310 Gender, 307 Heal Grievous Injury, 241
Foolish Endeavors, 261 Georgia, 370 Heal Heatstroke, 252
Forge-Scarred, 122 Ghoul, 468 Heal Injury, 241 I Answer To One Law, 68
Forget, 286 Give Your Sin Unto Me, 121 Heal Peril, 239 I Dislike Crowds, 78
Forlorn Hope, 89 Golem, 469 Heal Sepsis, 240 I Have Tasted It All, 69
Form Of Cloud, 281 Government, 313 Heal Skill, 146 I Read About It Once, 124
Fortuitous Outcomes, 28 Grace De Beers, 563 Heal Sleep Deprivation, 253 I See Dead People, 123
Fortune Is Pleased, 87 Grade, 185 Heal Starvation, 254 Ignore Skill Rank, 16
Fortune Is Vexed, 87 Grave Descend, 291 Heal Suffocation, 254 Imperiled, 16
Fortune Teller, 84 Grave Stench, 118 Heatstroke, 252 In The Margins, 67
Fostering Community, 34 Greengrocer, 88 Heaven Sent, 71 In Tune With Æther, 62
Fraidy Cat, 115 Grenadier, 89 Hello, Traveler, 119 In Tune With Nature, 132
Francis Walsingham, 404, 420 Grievous Injuries, 234 Help Me, Stranger, 130 Incantation Skill, 146
Freebooter, 85 Grievously Wounded, 231 Hemiplegy, 243 Incapacitated!, 216
Freemason Agent, 462 Grimoires, 300 Hemlock, 250 Indigenous Culture, 23
Freemason Alchemist, 463 Grizzly Bear, 470 Herbalist, 92 Indigenous Nations, History, 327
Freemason Entered Apprentice, Guerilla, 90 Herculean Effort, 155 Infirmity, 287
INDEX
464
Guiding Light, 100 Hidden, 216 Informant, 94
Freemason Fellowcraft, 465
Guile Skill, 145 Hide In Plain Sight, 120 Initiative, 17, 187, 214
Freemason Master, 466
Guiltless, 117 Hidebehind, 474 Inject Tincture, 241
Freemasons, 404
Gunsmith, 91 High Cover, 216 Injuries, 231
Freerunning, 155
Gut Founded, 28 Hired Hand, 93 Innu, 346
Freeze, 258
Gut Instinct, 155 Historian, 393 Inquisition, 407
French And Indian War, 424
Gutted, 216 Hit The Hay, 29 Inquisition Agent, 482
INDEX
Inquisition Fiscal, 483 Laudanum, 239 Manna Of God, 156 Morsal, 246
Inquisition Witch Hunter, 484 Lawyer, 96 Mariner, 99 Mostly Harmless, 31
Insect Swarm, 485 Leadership Skill, 147 Mark Of Inauthenticity, 73 Mountain Lion, 512
Inspired, 216 Learning Alchemical Arts, 294 Marked For Death, 134 Mouser, 513
Inspiring Homily, 281 Learning Spells, 274 Martial Melee Skill, 148 Movement, 17, 199, 218, 220
Intermediate Tier, 52 Leatherworking, 156 Martial Ranged Skill, 148 Multicultural, 24
Interrogation Skill, 147 Leeds Devil, 498 Mary Pullman, 562 Murder Of Crows, 514
Intimidate Skill, 147 Lenape, 348 Maryland, 372 Musician, 106
Intimidated, 216 Level-Headed, 34 Mask Fragrance, 291 Mutineer, 107
Invoke Hex, 291 Libertine, 97 Mask The Senses, 288 My Body Keeps Score, 262
Ironclad, 156 Liberty Or Death, 35 Massachusett, 352 My Ears Still Ring, 89
It’s Just Business, 105 Libraries, 312, 324 Massachusetts, 374 My Hubris, 64
Itchy Fingers, 262 Life Is Precious, 83 Master Builder, 138 My Retribution, 91
N
Its Own Reward, 27 Light Sensitive, 95 Medicinal Hoarder, 262
J ≥
Jack Of All Trades, 27
Linear Tactics, 156
Liquid Courage, 281
Lock, Stock & Barrel, 35
Medicine, 297
Medium Cover, 216
Melancholic Temperament, 243
Narrative Time, 394
Natural Wrestler, 157
Jaded, 156 Logician, 30 Mendicant, 100 Navigation Skill, 148
John Dee, 412, 420 Loner, 90 Mentalist, 101 New Hampshire, 376
Journalist, 486 Lost In The Fog, 262 Merchant, 102 New Jersey, 378
Judgment Is Here, 98 Low Class, 120 Mercury, 248 New York, 380
Just A Sip, 69 Low Cover, 216 Method Actor, 56 Night Mare, 515
K
Low Profile, 27 Mettle, 156 Night Sight, 95
Loyalist Sympathies, 305 Midwife, 103 Night Terrors, 292
Keep It Simple, 27 Loyalists, 14 Mildly Dangerous Fire, 252 Nimble Fingers, 157
Knights Templar, 409 Lycanthrope, 500 Militaristic, 156 No Home Port, 113
M |
Knights Templar Initiate, 487 Military Captain, 506 No Illusions, 32
Knights Templar Noble, 488 Military Cavalry, 507 No Mere Phenomena, 101
Knights Templar Sergeant, 490 Mad Hatter Syndrome, 105 Military Officer, 508 No Respect, 79
Knights Templar Squire, 491 Magistrate, 98 Military Private, 509 Nom De Guerre, 157
Knocker, 492 Mahican, 350 Militia, 104 Non-Player Characters, xv, 27
Knowledge Is Power, 30 Maine, 374 Milliner, 105 North Carolina, 382
Knows Your Name, 114 Major Land Routes, 317 Mimicry, 157 Nose To The Grindstone, 27
INDEX
{L
Kraken, 494 Make A Beeline, 36 Minuteman, 510 Nosebleeds, 101
Makeshift Tools, 27 Mischief of Rats, 511 Not Above Suspicion, 74
Malaise, 246 Missing Eye, 243 Not Your Soldier, 106
Laborer, 495 Mammoth, 502 Mob Rule, 109 Numbing It Out, 262
Lady in White, 496 Mandoag, 417 Moderate Injuries, 232
Lamplighter, 95 Mandoag Seeker, 503 Moderately Dangerous Fire, 253
Land Reader, 125 Mandoag Sorcerer, 504 Moderately Wounded, 231
INDEX
O Physique Of An Artist, 80 Q Robber, 524
Occult, 157 Pilot Skill, 148 Quake, 288 Role Reversal, 159
Off The Bridle, 157 Plague Stone, 292 Questionable Salve, 292 Rosicrucians, 411
Officer, 108 Planar Alignment, 157 Quicken Blood, 282 Rough Work, 93
On The Offense, 263 Planet-Struck, 243 Quicksilver, 164, 219 Rounds In Combat, 213
Ooze, 516 Pluck The Day, 97 Quirk, 55 Royal Society, 414
R |
Open-Minded, 82 Poisonous Snake, 518 Rumor Skill, 149
Opium, 250 Poker Face, 157 Ruptured Eardrum, 244
}
Opposed Tests, 8 Polar Star, 157 Rainfall, 282 Rural Stalker, 126
S
Out In The Open, 126 Political Responsibilities, 128 Raise The Alarm, 283
Out Of My Depth, 88 Politician, 110 Rambler, 116
Overage, 17 Polyglot, 133 Random Encounters, 620 Sabertooth Tiger, 525
Overland Travel, 202 Possessed, 263 Read The Room, 77 Sacrifice Determination, 236
Overland Travel Tracker, 205, 631 Post-Game Rituals, 188 Rebel Sympathies, 305 Sagacity, 159
Overly Cautious, 110 Post-Haste, 158 Rebel Yell, 158 Sailing, 159
Overly Skeptical, 111 Pot Valiant, 158 Rebels, 13 Saint Vitus Dance, 246
Owl, 517 Powhatan, 354 Red Coat Captain, 519 Salt Of The Earth, 27
P
Preceptor, 111 Red Coat Colonel, 520 Sanguine Temperament, 244
Pre-Game Rituals, 187 Red Coat Regular, 521 Sasquatch, 526
Pall Of Night, 288 Preservation, 282 Regular, 117 Savior Complex, 263
Partisan, 109 Primary Attribute Bonuses, 3 Religion, 319 Scholar & Student, 111
Passive Knowledge, 112 Primary Attributes, 2 Resist Spell, 276 Science, 159
Pen Name, 139 Printer, 112 Resolve Skill, 149 Scrutinize Skill, 149
Pennsylvania, 384 Printing & Publishing, 325 Respect The Drip, 127 Sea Legs, 99
People Person, 34 Privateer, 113 Resurrectionist, 118 Second Sight, 33
Percentile Dice (D100), 1 Professions, 37–40, 51 Revenant, 522 Secret Societies, 404
Perceptive, 157 Prone, 216 Reward Points, 51, 187 Secret Tests, 9
Perform Surgery, 241 Prosthetic Foot, 244 Rhode Island, 386 Secret War, 420
Peril Condition Track, 5 Prosthetic Hand, 244 Ribaldry, 158 Self-Medication, 159
Peril Threshold, 16 Prosthetic Joint, 244 Richard Southwell, 420, 422 Self-Reliant, 34
Permanent Injuries, 242 Prosthetic Leg, 244 Ricochet, 158 Seminole, 356
Persnickety Planner, 263 Provisions, 171, 203 Ride Skill, 149 Sepsis, 246
Persona, Come Forth!, 56 Publican, 114 Ring Of Truth, 31 Serious Injuries, 233
INDEX
Personal Hang-Up, 131 Pugilism, 158 Rising Anthem, 106 Seriously Dangerous Fire, 253
Petition The Mountain, 281 Purveyor, 115 Risk Backlash, 275 Serpent Eating Its Tail, 109
Petrify Other, 282 Risky Business, 85 Servant, 120
Phantom Limb, 91 Ritual Binding, 288 Servitude, 311
Pharmacopoeia, 157 Ritualistic, 32 Set My Sights, 36
Philippa Pullman, 561 Road Agent, 119 Settler, 527
Phlegmatic Temperament, 243 Roanoke, 421 Seventh Sense, 34
INDEX
Shadow Broker, 94 Spiritualist, 123 Tax Collector, Threat, 538 Total Chance, 6
Shadow Thing, 528 Splintercat, 535 Tea, 249 Toughness Skill, 151
Shadows Begone, 29 Split Face, 244 Teacher, 129 Tout, 130
Shaken, 216 Spy, 536 Technical Mastery, 122 Town Crier, 131
Shark, 530 Stable Stench, 70 Tell Me What You Seek, 79 Tracker, 132
Shawnee, 358 Stalwart, 159 Templates, 177, 275 Tradecraft Skill, 152
Shoal Of Spikefish, 531 Stamp Act, 314, 426, 564 Tempt Other, 293 Trader, 542
Show The Heels, 27 Starvation, 254 Tenacity, 160 Train Animals, 160
Simon Pure, 159 Stationer, 124 Tendonitis, 244 Traits, 43
Simple Melee Skill, 150 Steadfast, 159 Terror, 256 Transfer Mind, 289
Simple Ranged Skill, 150 Steady Hands, 80 The Artist’s Eye, 61 Translator, 133
Sin Eater, 121 Stealth Skill, 151 The Corners Betray, 60 Travel, 315
Skeleton, 532 Stiff Upper Lip, 30 The Golden Ratio, 60 Treachery, 31
Skeleton Key, 27 Stonemasonry, 159 The Old Ways, 103 Treat Ailment, 247
Skill Detriment, 133 Strained, 216 The Only Law, 71 Treat Injury, 241
Skill Rank, 3 Stranger In A Strange Land, 63 The Third Degree, 160 Trepanation, 265
Skill Tests, 2 Stress, 255 The Truth Is Out There, 264 Trivium, 161
Skills, 3 Strike True, 283 Theology, 160 Troublemaker, 107
Skin-Walker, 533 Stroke Of My Quill, 72 Theorem, Deduction, Outcome, 59 Truth Shall Set You Free, 96
Skulduggery Skill, 150 Structured Time, 394 There Is So Much To Know, 62 Tsalagi, 360
Slain!, 16, 231 Stubborn As A Mule, 93 Think Before Acting, 77 Turn The Page, 161
Sleep Deprivation, 253 Suffocation, 254 Threads Of Fate, 136 Turn The Tables, 36
Sleep Tight, 29 Suppress Injury, 241 Threats By Risk Factor, 434–435 Turncoat, 134
Sleeping Beauty, 292 Surprise, 215 Thrill-Seeker, 264 Twist Of Fate, 33
Smallpox, 247 Surrounded, 216 Throat Distemper, 247 Twistical, 161
Smith, 122 Surveyor, 125 Through My Eyes, 57 Typhoid, 247
U }
Smooth Talker, 159 Survival Skill, 151 Thunder Clap, 283
Snallygaster, 534 Survivalist, 126 Timber Wolf, 539
Snuff, 250 Swamp Ape, 537 Tincture, 164, 219, 241, 297 Unconscious, 216
T
Social Interaction, 189 Tip The Scales, 102 Under The Gun, 161
Social Intrigue Tracker, 192, 629 Tired Eyes, 72 Unfetter Spell, 276
Social Tactics Check, 194 Tailor, 127 Titan Of Industry, 34 Unhealthy, 135
Sons of Liberty, 428, 564 Tailoring, 159 To Be Tasted, 264 Unknown Fate, 84
INDEX
Sour Stomach, 244 Tainted Soul, 264 To The Bitter End, 29 Unyielding In All Things, 96
South Carolina, 388 Take A Gander, 160 Tobacco, 250 Urban Ignorance, 132
Spanish Culture, 25 Take A Mulligan, 31 Tongue-Lashing, 30 Use Laudanum, 239
Speak With Spirits, 123 Talents, 141, 152 Too Independent, 104 Use Smelling Salt, 239
Special Skills, 4 Talk Less, Smile More, 160 Too Many Secrets, 94
Spells, 267, 274 Target Number, 9 Too Much Time At Sea, 66
Spirit Of The Wood, 283 Tax Collector, Profession, 128 Tormentor, 540
INDEX
V Want To Know Your Fortune?, 84 Whale, Threat, 551 Withdraw Sickness, 284
Vagrant, 135 Wanted, 75 Whaler, 137 Within My Reach, 85
Vagrant Story, 135 Warfare Skill, 152 What I Do In Shadows, 74 Withstand Horror, 257
Vampiric Bat, 543 Water Nymph, 550 What’s Old Is New, 59 Woodworking, 161
Vampyre, 544 Waxen Doll, 293 Whip Jacket, 161 Work, Work, Work, 28
Vengeful Spirit, 546 Way Of The Beast, 58 White Feathered, 32 World’s Oldest Profession, 65
Very Sneaky, 118 We Are The Light, 83 White Mage, 552 Wright, 138
}
Virginia, 390 Weak Lungs, 244 White Whale, Holy Grail, 137 Writer, 139
Y
Visions Of Doom, 264 Weapon Descriptions, 180 Whites Of Their Eyes, 161
Vox Populi, 34 Weapon Qualities, 175 Wild Boar, 553
{W Weaver, 136
Weaving, 161
Wind’s Grace, 284
Windfall, 31
Your Secrets Revealed, 65
Yupa, 250
Z |
Walking Dead, 548 Well, Actually . . ., 97 Witch Rod, 293
Walrus, 549 Well-Grounded, 33 Witchcraft, 269
Walter Raleigh, 421 Well-Published, 139 Witchcraft Spells, 289 Zweihänder, 183
Wampanoag, 362 Well-Read, 129 Witches’ Mark, 33
INDEX
A
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of
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A COLLECTION OF MAPS
I L L U S . : № 13.
T welve years of war have ravaged the kingdoms of Erebos, where the battle to decide the
fate of all was waged . . . and lost. A cabal of power-hungry Oligarchs murdered the gods and
stole their divinity, their blasphemous acts rending the very fabric of reality, drowning the world in
unfettered magic, and upending the natural order. Soon, they will return to the mortal realm, intent
on reshaping it in their image. As the lights of civilization begin to fade, the eyes of the world turn
to Erebos—unaware that the shadow that looms over all is cast from within Heaven itself.
—
The BLACKBIRDS RPG is a hybrid of old-school crunch and modern storytelling systems, offering cinematic moments
to players of all skill levels. You will play as one of the eponymous Blackbirds: outcasts and would-be heroes fated to fight
against the Oligarchs. Within its tome, you will find everything you need to survive the world of BLACKBIRDS: a player’s
handbook, a Fateweaver’s guide, a sinister magic system rife with dramatic tension, a massive bestiary overflowing
with threats both mundane and monstrous, and a thrilling introductory adventure to set you down the path of Fate.
HORRIFIC DARK FANTASY AWAITS, CAN YOU HOLD BACK THE DARKNESS?